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

View File

@@ -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