Dev pour la béta 1

* ajout des artefacts avec la pile et l'emplacement de graine
* affichage des artefacts dans le vaisseau sur une étagère
* ajout des distributeurs d'artefacts dans les régions
* affichage des attributs de bases de plantes dans le vaisseau
* changement de l'affichage du choix des régions
* changement des icônes du détecteur
This commit is contained in:
2026-04-10 16:16:54 +02:00
parent 84a2eafe57
commit 8062c42e7b
154 changed files with 2780 additions and 1772 deletions

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@@ -0,0 +1,37 @@
@abstract
extends Resource
class_name Artefact
const ARTEFACT_ICON = preload("res://common/icons/cube-3d-sphere.svg")
const DESC_ICON = preload("res://common/icons/align-right.svg")
@abstract func get_artefact_name() -> String
@abstract func get_3d_scene() -> PackedScene
func get_artefact_desc() -> String:
return ""
func modify_player_max_energy(v : int) -> int:
return v
func modify_player_inventory_size(v : int) -> int:
return v
func card_info() -> CardInfo:
var info = CardInfo.new(
get_artefact_name(),
tr("ARTEFACT")
)
info.important_stat_icon = ARTEFACT_ICON
var desc_section := CardSectionInfo.new(
tr("DESCRIPTION"),
get_artefact_desc(),
)
desc_section.title_icon = DESC_ICON
info.sections.append(desc_section)
return info

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uid://d2nheldbqquy1

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@@ -0,0 +1,68 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://dolv2637emdbw"
path="res://.godot/imported/pile.blend-80c2c782d9d6ad4f0e2e2546a3d5b176.scn"
[deps]
source_file="res://common/game_data/scripts/artefacts/pile/pile.blend"
dest_files=["res://.godot/imported/pile.blend-80c2c782d9d6ad4f0e2e2546a3d5b176.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={
"materials": {
"Material": {
"use_external/enabled": true,
"use_external/fallback_path": "res://common/assets/materials/default_3d.tres",
"use_external/path": "uid://dvvi1k5c5iowc"
}
}
}
blender/nodes/visible=0
blender/nodes/active_collection_only=false
blender/nodes/punctual_lights=true
blender/nodes/cameras=true
blender/nodes/custom_properties=true
blender/nodes/modifiers=1
blender/meshes/colors=false
blender/meshes/uvs=true
blender/meshes/normals=true
blender/meshes/export_geometry_nodes_instances=false
blender/meshes/gpu_instances=false
blender/meshes/tangents=true
blender/meshes/skins=2
blender/meshes/export_bones_deforming_mesh_only=false
blender/materials/unpack_enabled=true
blender/materials/export_materials=1
blender/animation/limit_playback=true
blender/animation/always_sample=true
blender/animation/group_tracks=true
gltf/naming_version=2

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@@ -0,0 +1,15 @@
@tool
extends Artefact
class_name PileArtefact
func get_artefact_name() -> String:
return "PILE"
func get_artefact_desc() -> String:
return "PILE_DESC_TEXT"
func get_3d_scene() -> PackedScene:
return preload("res://common/game_data/scripts/artefacts/pile/pile.blend")
func modify_player_max_energy(v : int) -> int:
return v + 1

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@@ -0,0 +1 @@
uid://c6lr0fucklsto

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@@ -0,0 +1,68 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://cclvb8o3vofff"
path="res://.godot/imported/seed_case.blend-c6a943c9ac5e07f38ec4fc399a8f6f42.scn"
[deps]
source_file="res://common/game_data/scripts/artefacts/seed_case/seed_case.blend"
dest_files=["res://.godot/imported/seed_case.blend-c6a943c9ac5e07f38ec4fc399a8f6f42.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={
"materials": {
"Material": {
"use_external/enabled": true,
"use_external/fallback_path": "res://common/assets/materials/default_3d.tres",
"use_external/path": "uid://dvvi1k5c5iowc"
}
}
}
blender/nodes/visible=0
blender/nodes/active_collection_only=false
blender/nodes/punctual_lights=true
blender/nodes/cameras=true
blender/nodes/custom_properties=true
blender/nodes/modifiers=1
blender/meshes/colors=false
blender/meshes/uvs=true
blender/meshes/normals=true
blender/meshes/export_geometry_nodes_instances=false
blender/meshes/gpu_instances=false
blender/meshes/tangents=true
blender/meshes/skins=2
blender/meshes/export_bones_deforming_mesh_only=false
blender/materials/unpack_enabled=true
blender/materials/export_materials=1
blender/animation/limit_playback=true
blender/animation/always_sample=true
blender/animation/group_tracks=true
gltf/naming_version=2

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@@ -0,0 +1,15 @@
@tool
extends Artefact
class_name SeedCaseArtefact
func get_artefact_name() -> String:
return "SEED_CASE"
func get_artefact_desc() -> String:
return "SEED_CASE_DESC_TEXT"
func get_3d_scene() -> PackedScene:
return preload("res://common/game_data/scripts/artefacts/seed_case/seed_case.blend")
func modify_player_inventory_size(v : int) -> int:
return v + 1

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@@ -0,0 +1 @@
uid://c7o5p4uk556v6

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@@ -3,15 +3,22 @@ class_name GameData
enum GameMode {STORY,INFINITE}
signal current_run_updated(r : RunData)
signal current_region_data_updated(p : RegionData)
@export var current_run : RunData = null
@export var current_region_data : RegionData = null
@export var player_data : PlayerData = PlayerData.new()
@export var max_mutations_by_plant : int = 2
@export var current_run : RunData = start_run() :
set(v):
current_run = v
current_run_updated.emit(v)
@export var current_region_data : RegionData = null :
set(v):
current_region_data = v
current_region_data_updated.emit(v)
@export var progression_data : ProgressionData = ProgressionData.new()
@export var last_game_scene : Scene = null
@@ -25,13 +32,18 @@ signal current_region_data_updated(p : RegionData)
@export var dialogs_done : Array[String] = [] #Chemin des dialogues démarrés
func start_run():
player_data.inventory.clear_items()
func start_run() -> RunData:
player_data.clear_inventory()
current_run = RunData.new()
current_run.artefacts_changed.connect(
func(artefacts : Array[Artefact]):
player_data._on_artefacts_updated(artefacts)
)
current_run.current_run_point_changed.connect(
func(rp : RunPoint):
start_region(rp.region_parameter)
)
return current_run
func reset_player():
player_data = PlayerData.new()
@@ -42,7 +54,6 @@ func reset_all():
func start_region(region_param : RegionParameter):
current_region_data = RegionData.new(region_param)
current_region_data_updated.emit(current_region_data)
GameInfo.save_game_data()
func give_up():

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@@ -0,0 +1,28 @@
extends Resource
class_name ProgressionData
@export var available_mutations: Array[PlantMutation] = [
AncientMutation.new(),
EphemeralMutation.new(),
FertileMutation.new(),
GenerousMutation.new(),
HurriedMutation.new(),
PrecociousMutation.new(),
ProlificMutation.new(),
ProtectiveMutation.new(),
PureMutation.new(),
PurificationMutation.new(),
QualityMutation.new(),
QuickMutation.new(),
RobustMutation.new(),
SocialMutation.new(),
ToughMutation.new(),
VivaciousMutation.new(),
]
@export var available_artefacts: Array[Artefact] = [
PileArtefact.new(),
SeedCaseArtefact.new()
]
@export var max_mutations_by_plant : int = 2

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@@ -0,0 +1 @@
uid://cel2kwfmhvb0a

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@@ -6,7 +6,8 @@ enum State {STARTED, IN_PROGRESS, FINISHED}
const RUN_POINTS_NEXT_NUMBER : int = 2
const RUN_POINT_MAX_LEVEL = 5 # TODO
signal current_run_point_changed
signal current_run_point_changed(rp : RunPoint)
signal artefacts_changed(artefact : Array[Artefact])
var run_seed = randi()
@export var next_run_points : Array[RunPoint] = generate_next_run_points()
@@ -18,7 +19,19 @@ var run_seed = randi()
@export var last_used_modifier_name = ""
#region ------------------ Generation ------------------
@export var artefacts : Array[Artefact] = []
var plant_info = RunDataPlantInfo.new(self)
func get_state() -> State:
if not current_run_point:
return State.STARTED
elif current_run_point.level == RUN_POINT_MAX_LEVEL:
return State.FINISHED
else :
return State.IN_PROGRESS
#region ------------------ Run Points ------------------
func generate_next_run_points(level = 0) -> Array[RunPoint]:
@@ -35,13 +48,12 @@ func generate_next_run_points(level = 0) -> Array[RunPoint]:
)
return next_run_points
func generate_next_run_point(level = 0) -> RunPoint:
var region_parameter = RegionParameter.new()
region_parameter.level = level
region_parameter.region_flags = get_region_flags(region_parameter)
region_parameter.modifiers = get_region_modifiers()
region_parameter.modifiers = get_bad_region_modifiers()
region_parameter.modifiers.append_array(get_good_region_modifiers())
return RunPoint.new(
level,
@@ -51,7 +63,6 @@ func generate_next_run_point(level = 0) -> RunPoint:
func generate_borea_base_run_point() -> RunPoint:
var region_parameter = RegionParameter.new()
region_parameter.level = RUN_POINT_MAX_LEVEL
region_parameter.region_flags = get_region_flags(region_parameter)
region_parameter.region_name = tr("BOREA_BASE")
return RunPoint.new(
@@ -59,16 +70,6 @@ func generate_borea_base_run_point() -> RunPoint:
region_parameter
)
#endregion
func get_state() -> State:
if not current_run_point:
return State.STARTED
elif current_run_point.level == RUN_POINT_MAX_LEVEL:
return State.FINISHED
else :
return State.IN_PROGRESS
func get_next_run_points() -> Array[RunPoint]:
if current_run_point and current_run_point.level == RUN_POINT_MAX_LEVEL:
return []
@@ -84,15 +85,10 @@ func choose_next_run_point(run_point : RunPoint) -> RunPoint:
last_used_modifier_name = current_run_point.region_parameter.modifiers[0].get_modifier_name()
return current_run_point
func get_region_flags(region_parameter : RegionParameter) -> Array[String]:
var flags : Array[String] = []
func get_good_region_modifiers() -> Array[RegionModifier]:
return [VendingMachineModifier.new(),VendingMachineModifier.new()]
if region_parameter.level == RUN_POINT_MAX_LEVEL and GameInfo.game_data.game_mode == GameData.GameMode.STORY:
flags.append("borea")
return flags
func get_region_modifiers() -> Array[RegionModifier]:
func get_bad_region_modifiers() -> Array[RegionModifier]:
var possible_modifiers : Array[RegionModifier] = [
AridModifier.new(),
HumidModifier.new(),
@@ -109,3 +105,13 @@ func get_region_modifiers() -> Array[RegionModifier]:
last_used_modifier_name = choosen_modifier.get_modifier_name()
return [choosen_modifier]
#endregion
#region ------------------ Artefacts ------------------
func add_artefacts(a: Artefact):
artefacts.append(a)
artefacts_changed.emit(artefacts)
#endregion

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@@ -0,0 +1,43 @@
extends Node
class_name RunDataPlantInfo
signal updated
const DEFAULT_PLANT_AREA_RADIUS = 20
const DEFAULT_PLANT_INFLUENCE_RADIUS = 100
const DEFAULT_GROWING_TIME = 2
const DEFAULT_LIFETIME = 6
const DEFAULT_BASE_SCORE = 1
const DEFAULT_SEED_NUMBER = 2
const DEFAULT_SEED_RANDOM_LOOSE = 1
var run_data : RunData
func _init(
_run_data : RunData
):
run_data = _run_data
var region_modifiers : Array[RegionModifier]
var artefacts : Array[Artefact] = []
func get_plant_area_radius() -> int:
return DEFAULT_PLANT_AREA_RADIUS
func get_plant_influence_radius() -> int:
return DEFAULT_PLANT_INFLUENCE_RADIUS
func get_growing_time() -> int:
return DEFAULT_GROWING_TIME
func get_lifetime() -> int:
return DEFAULT_LIFETIME
func get_base_score() -> int:
return DEFAULT_BASE_SCORE
func get_seed_number() -> int:
return DEFAULT_SEED_NUMBER
func get_seed_random_loose() -> int:
return DEFAULT_SEED_RANDOM_LOOSE

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@@ -0,0 +1 @@
uid://cf8sn5n5u2hd6

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@@ -4,7 +4,7 @@ class_name RunPoint
const DANGER_ICON = preload("res://common/icons/skull.svg")
const TYPE_ICON = preload("res://common/icons/map-pin.svg")
const OBJECTIVE_ICON = preload("res://common/icons/dna.svg")
const OBJECTIVE_ICON = preload("res://common/icons/growth.svg")
const CHARGE_ICON = preload("res://common/icons/bolt.svg")
@export var level : int = 0 # X pos along the planet, and difficulty
@@ -24,15 +24,20 @@ func _init(
position = _position
func card_info() -> CardInfo:
var info = CardInfo.new(region_parameter.region_name)
info.important_stat_icon = DANGER_ICON
info.important_stat_text = "%d" % level
var info = CardInfo.new(
region_parameter.region_name,
tr("REGION_TO_VISIT")
)
info.type_icon = TYPE_ICON
info.stats.append_array([
CardStatInfo.new(str(region_parameter.objective), OBJECTIVE_ICON),
CardStatInfo.new(str(region_parameter.charges), CHARGE_ICON),
CardStatInfo.new(str(region_parameter.get_objective()), OBJECTIVE_ICON),
CardStatInfo.new(str(region_parameter.get_charge()), CHARGE_ICON),
])
for m in region_parameter.modifiers:
info.sections.append(m.card_section())
return info