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
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@@ -6,7 +6,8 @@ enum State {STARTED, IN_PROGRESS, FINISHED}
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const RUN_POINTS_NEXT_NUMBER : int = 2
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const RUN_POINT_MAX_LEVEL = 5 # TODO
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signal current_run_point_changed
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signal current_run_point_changed(rp : RunPoint)
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signal artefacts_changed(artefact : Array[Artefact])
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var run_seed = randi()
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@export var next_run_points : Array[RunPoint] = generate_next_run_points()
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@@ -18,7 +19,19 @@ var run_seed = randi()
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@export var last_used_modifier_name = ""
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#region ------------------ Generation ------------------
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@export var artefacts : Array[Artefact] = []
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var plant_info = RunDataPlantInfo.new(self)
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func get_state() -> State:
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if not current_run_point:
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return State.STARTED
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elif current_run_point.level == RUN_POINT_MAX_LEVEL:
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return State.FINISHED
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else :
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return State.IN_PROGRESS
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#region ------------------ Run Points ------------------
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func generate_next_run_points(level = 0) -> Array[RunPoint]:
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@@ -35,13 +48,12 @@ func generate_next_run_points(level = 0) -> Array[RunPoint]:
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)
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return next_run_points
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func generate_next_run_point(level = 0) -> RunPoint:
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var region_parameter = RegionParameter.new()
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region_parameter.level = level
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region_parameter.region_flags = get_region_flags(region_parameter)
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region_parameter.modifiers = get_region_modifiers()
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region_parameter.modifiers = get_bad_region_modifiers()
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region_parameter.modifiers.append_array(get_good_region_modifiers())
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return RunPoint.new(
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level,
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@@ -51,7 +63,6 @@ func generate_next_run_point(level = 0) -> RunPoint:
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func generate_borea_base_run_point() -> RunPoint:
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var region_parameter = RegionParameter.new()
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region_parameter.level = RUN_POINT_MAX_LEVEL
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region_parameter.region_flags = get_region_flags(region_parameter)
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region_parameter.region_name = tr("BOREA_BASE")
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return RunPoint.new(
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@@ -59,16 +70,6 @@ func generate_borea_base_run_point() -> RunPoint:
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region_parameter
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)
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#endregion
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func get_state() -> State:
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if not current_run_point:
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return State.STARTED
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elif current_run_point.level == RUN_POINT_MAX_LEVEL:
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return State.FINISHED
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else :
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return State.IN_PROGRESS
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func get_next_run_points() -> Array[RunPoint]:
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if current_run_point and current_run_point.level == RUN_POINT_MAX_LEVEL:
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return []
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@@ -84,15 +85,10 @@ func choose_next_run_point(run_point : RunPoint) -> RunPoint:
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last_used_modifier_name = current_run_point.region_parameter.modifiers[0].get_modifier_name()
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return current_run_point
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func get_region_flags(region_parameter : RegionParameter) -> Array[String]:
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var flags : Array[String] = []
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func get_good_region_modifiers() -> Array[RegionModifier]:
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return [VendingMachineModifier.new(),VendingMachineModifier.new()]
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if region_parameter.level == RUN_POINT_MAX_LEVEL and GameInfo.game_data.game_mode == GameData.GameMode.STORY:
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flags.append("borea")
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return flags
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func get_region_modifiers() -> Array[RegionModifier]:
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func get_bad_region_modifiers() -> Array[RegionModifier]:
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var possible_modifiers : Array[RegionModifier] = [
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AridModifier.new(),
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HumidModifier.new(),
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@@ -109,3 +105,13 @@ func get_region_modifiers() -> Array[RegionModifier]:
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last_used_modifier_name = choosen_modifier.get_modifier_name()
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return [choosen_modifier]
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#endregion
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#region ------------------ Artefacts ------------------
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func add_artefacts(a: Artefact):
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artefacts.append(a)
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artefacts_changed.emit(artefacts)
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#endregion
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43
common/game_data/scripts/run/run_data_plant_info.gd
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43
common/game_data/scripts/run/run_data_plant_info.gd
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@@ -0,0 +1,43 @@
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extends Node
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class_name RunDataPlantInfo
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signal updated
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const DEFAULT_PLANT_AREA_RADIUS = 20
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const DEFAULT_PLANT_INFLUENCE_RADIUS = 100
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const DEFAULT_GROWING_TIME = 2
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const DEFAULT_LIFETIME = 6
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const DEFAULT_BASE_SCORE = 1
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const DEFAULT_SEED_NUMBER = 2
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const DEFAULT_SEED_RANDOM_LOOSE = 1
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var run_data : RunData
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func _init(
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_run_data : RunData
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):
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run_data = _run_data
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var region_modifiers : Array[RegionModifier]
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var artefacts : Array[Artefact] = []
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func get_plant_area_radius() -> int:
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return DEFAULT_PLANT_AREA_RADIUS
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func get_plant_influence_radius() -> int:
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return DEFAULT_PLANT_INFLUENCE_RADIUS
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func get_growing_time() -> int:
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return DEFAULT_GROWING_TIME
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func get_lifetime() -> int:
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return DEFAULT_LIFETIME
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func get_base_score() -> int:
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return DEFAULT_BASE_SCORE
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func get_seed_number() -> int:
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return DEFAULT_SEED_NUMBER
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func get_seed_random_loose() -> int:
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return DEFAULT_SEED_RANDOM_LOOSE
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1
common/game_data/scripts/run/run_data_plant_info.gd.uid
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1
common/game_data/scripts/run/run_data_plant_info.gd.uid
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@@ -0,0 +1 @@
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uid://cf8sn5n5u2hd6
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@@ -4,7 +4,7 @@ class_name RunPoint
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const DANGER_ICON = preload("res://common/icons/skull.svg")
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const TYPE_ICON = preload("res://common/icons/map-pin.svg")
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const OBJECTIVE_ICON = preload("res://common/icons/dna.svg")
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const OBJECTIVE_ICON = preload("res://common/icons/growth.svg")
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const CHARGE_ICON = preload("res://common/icons/bolt.svg")
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@export var level : int = 0 # X pos along the planet, and difficulty
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@@ -24,15 +24,20 @@ func _init(
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position = _position
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func card_info() -> CardInfo:
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var info = CardInfo.new(region_parameter.region_name)
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info.important_stat_icon = DANGER_ICON
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info.important_stat_text = "%d" % level
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var info = CardInfo.new(
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region_parameter.region_name,
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tr("REGION_TO_VISIT")
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)
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info.type_icon = TYPE_ICON
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info.stats.append_array([
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CardStatInfo.new(str(region_parameter.objective), OBJECTIVE_ICON),
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CardStatInfo.new(str(region_parameter.charges), CHARGE_ICON),
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CardStatInfo.new(str(region_parameter.get_objective()), OBJECTIVE_ICON),
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CardStatInfo.new(str(region_parameter.get_charge()), CHARGE_ICON),
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])
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for m in region_parameter.modifiers:
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info.sections.append(m.card_section())
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return info
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