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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@@ -1,140 +1,142 @@
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@tool
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extends Resource
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class_name Inventory
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signal updated(inventory: Inventory)
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signal tool_added(item: Item)
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@export var items: Array[Item] = []
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@export var tools: Array[Item] = []
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@export var seeds: Array[Item] = []
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@export var current_item_ind: int = 0 # over both tools and items
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@export var n_tools: int = 0
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func _init(inventory_size: int = 1):
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set_size(inventory_size)
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func get_n_item_slots() -> int:
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return items.size() - n_tools
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func set_size(new_size: int):
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if new_size >= 0:
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items.resize(n_tools + new_size)
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updated.emit(self )
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func change_size(size_mod: int):
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set_size(items.size() - n_tools + size_mod)
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@export var seeds_size : int :
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set(v):
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seeds_size = v
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update_seeds_size(v)
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func _init(size : int = 1):
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seeds_size = size
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func current_is_tool() -> bool:
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return current_item_ind >= 0 && current_item_ind < n_tools
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func get_best_available_slot_ind():
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if !current_is_tool() && items[current_item_ind] == null:
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return current_item_ind
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for i in range(n_tools, items.size()):
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if items[i] == null:
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return i
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# it's full
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if !current_is_tool():
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return current_item_ind
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else:
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return n_tools
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return current_item_ind <= len(tools)
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func set_current_item(new_ind: int):
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if new_ind >= items.size():
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return
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if new_ind != current_item_ind:
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current_item_ind = new_ind
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updated.emit(self )
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current_item_ind = new_ind % (len(tools) + len(seeds))
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updated.emit(self)
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func change_current_item(ind_mod: int):
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if items.size() == 0:
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current_item_ind = 0
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return
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var new_ind: int = current_item_ind + ind_mod
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new_ind = new_ind % items.size()
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if new_ind < 0:
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new_ind += items.size()
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set_current_item(new_ind)
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set_current_item(current_item_ind + ind_mod)
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func add_item(item: Item) -> bool:
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if item.type != Item.ItemType.TOOL_ITEM:
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var best_ind = get_best_available_slot_ind()
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return set_item(item, best_ind)
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return add_seed(item)
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elif item.type == Item.ItemType.TOOL_ITEM and not has_item_with_name(item.get_item_name()):
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items.insert(n_tools, item)
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if current_item_ind >= n_tools:
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current_item_ind += 1
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n_tools += 1
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tool_added.emit(item)
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updated.emit(self )
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add_tool(item)
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return true
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else:
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return false
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func set_item(item: Item, ind: int = 0) -> bool:
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if ind < 0 || ind >= items.size():
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func add_tool(tool: Item) -> bool:
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if not has_item_with_name(tool.get_item_name()):
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tools.append(tool)
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updated.emit(self)
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tool_added.emit(tool)
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return true
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else:
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return false
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items[ind] = item
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updated.emit(self )
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return true
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func add_seed(s: Item) -> bool:
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update_seeds_size()
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if not is_full():
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var ind = (
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current_item_ind - len(tools) if current_item_ind > len(tools)
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else 0
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)
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while seeds[ind] != null:
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ind = (ind+1) % len(seeds)
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seeds[ind] = s
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updated.emit(self)
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return true
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else:
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return false
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func update_seeds_size(size = seeds_size):
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while size > len(seeds):
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seeds.append(null)
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while len(seeds) > size and seeds.find(null) != -1:
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seeds.pop_at(seeds.find(null))
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func get_all_items() -> Array[Item]:
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return tools + seeds
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func get_item(ind: int = current_item_ind) -> Item:
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if ind < 0 || ind > items.size():
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if ind < 0 || ind > len(get_all_items()):
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return null
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return items[ind]
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return get_all_items()[ind]
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func has_item(item: Item) -> bool:
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return items.has(item)
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return get_all_items().has(item)
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func has_item_with_name(name: String) -> bool:
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var id = items.find_custom(
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var id = get_all_items().find_custom(
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(func (i : Item):
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return i and i.get_item_name() == name)
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)
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return id != -1
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func remove_item(item: Item):
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if item.type == Item.ItemType.TOOL_ITEM:
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printerr("trying to remove a tool")
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func remove_tool(ind : int):
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if ind != -1:
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tools.pop_at(ind)
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updated.emit(self)
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func remove_seed(ind : int):
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if ind != -1:
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seeds[ind] = null
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updated.emit(self)
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update_seeds_size(seeds_size)
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func remove_item(item: Item) -> bool:
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if tools.find(item) != -1:
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remove_tool(tools.find(item))
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elif seeds.find(item) != -1:
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remove_seed(seeds.find(item))
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else:
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var ind = items.find(item)
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if ind >= 0:
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items[ind] = null
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updated.emit(self )
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return false
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return true
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func remove_item_at(ind: int = current_item_ind):
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if ind < 0 || ind > items.size():
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return
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func remove_item_at(ind: int = current_item_ind) -> bool:
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if ind < 0 || ind > len(seeds) + len(tools):
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return false
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if ind < n_tools:
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printerr("trying to remove a tool")
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return
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items[ind] = null
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updated.emit(self )
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if ind < len(tools):
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remove_tool(ind)
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else:
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remove_seed(ind - len(tools))
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return true
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func remove_current_item():
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remove_item_at()
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func pop_item(ind: int = current_item_ind) -> Item:
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if ind < 0 || ind > items.size():
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return
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if ind < 0 || ind > len(seeds) + len(tools):
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return null
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if ind < n_tools:
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printerr("trying to remove a tool")
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return
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var item_removed = get_item(ind)
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remove_item_at(ind)
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var item_removed: Item = items[ind]
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items[ind] = null
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updated.emit(self )
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return item_removed
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func is_full():
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for i in range(n_tools, items.size()):
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if items[i] == null:
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for i in range(len(seeds)):
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if seeds[i] == null:
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return false
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return true
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func clear_items():
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for i in range(n_tools, items.size()):
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items[i] = null
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updated.emit(self )
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func current_ind_on_tools() -> bool:
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return current_item_ind < len(tools)
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@@ -10,18 +10,15 @@ const SCORE_ICON = preload("res://common/icons/growth.svg")
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const RARITY_POOL : Array[int] = [0,0,0,0,0,0,0,1,1,1]
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@export var plant_name : String
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@export var plant_archetype: PlantArchetype
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@export var plant_mutations: Array[PlantMutation]
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@export var random_seed : int
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var stored_icon : Texture
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func _init(
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_plant_name : String = "",
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_plant_archetype : PlantArchetype = PlantArchetype.get_random(),
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_plant_mutations : Array[PlantMutation] = [],
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):
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plant_name = _plant_name
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plant_archetype = _plant_archetype
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plant_mutations = _plant_mutations
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random_seed = randi()
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@@ -29,23 +26,18 @@ static func generate_from_parent(plant_data : PlantData) -> Seed:
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if randf() < MUTATION_PROBABILITY:
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return Seed.new(
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plant_data.plant_name,
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plant_data.archetype,
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mutate_mutations(plant_data)
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)
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else :
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return Seed.new(
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plant_data.plant_name,
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plant_data.archetype,
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plant_data.mutations.duplicate_deep()
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)
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static func generate_random() -> Seed:
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var archetype = PlantArchetype.get_random()
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var new_seed = Seed.new(
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Random.generate_random_word(),
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PlantArchetype.get_random(),
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[generate_first_mutation(archetype)]
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[generate_first_mutation()]
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)
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return new_seed
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@@ -142,10 +134,10 @@ func get_particles() -> Array[EffectParticles.Parameters]:
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return param
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static func generate_first_mutation(archetype : PlantArchetype) -> PlantMutation:
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static func generate_first_mutation() -> PlantMutation:
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var rarity : int = RARITY_POOL.pick_random()
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var possible_mutation : PlantMutation = archetype.available_mutations.filter(
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var possible_mutation : PlantMutation = GameInfo.game_data.progression_data.available_mutations.filter(
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func (m : PlantMutation): return m.get_base_rarity() <= rarity
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).pick_random().duplicate_deep()
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@@ -162,7 +154,7 @@ static func mutate_mutations(parent : PlantData) -> Array[PlantMutation]:
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]
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if (
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len(parent.mutations) >= GameInfo.game_data.max_mutations_by_plant
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len(parent.mutations) >= GameInfo.game_data.progression_data.max_mutations_by_plant
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):
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mutation_possibility = [
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UpgradeMutation.new(),
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@@ -184,7 +176,7 @@ class MutationPossibility:
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class AddMutation extends MutationPossibility:
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func mutate(parent : PlantData)-> Array[PlantMutation]:
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var new_mutations = parent.mutations.duplicate_deep()
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var possible_new_mutations = parent.archetype.available_mutations.duplicate_deep()
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var possible_new_mutations = GameInfo.game_data.progression_data.available_mutations.duplicate_deep()
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possible_new_mutations = possible_new_mutations.filter(
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func (m : PlantMutation):
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@@ -33,17 +33,17 @@ func _init(region : Region, pos : Vector2):
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signals.append(
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DetectorSignalIndividual.new(
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(pos - e.global_position).normalized().angle(),
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DOOR_ICON,
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(e as Door).icon,
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Color("ffa617ff")
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),
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)
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if e is Plant:
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signals.append(
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DetectorSignalIndividual.new(
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(pos - e.global_position).normalized().angle(),
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PLANT_ICON
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)
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)
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# if e is Plant:
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# signals.append(
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# DetectorSignalIndividual.new(
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# (pos - e.global_position).normalized().angle(),
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# PLANT_ICON
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# )
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# )
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func _draw():
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if started_time < SIGNAL_DURATION:
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@@ -157,8 +157,8 @@ func pick_item(item : Item):
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func drop_item():
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var ind_to_drop := data.inventory.current_item_ind
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while (
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(data.inventory.get_item(ind_to_drop) == null or ind_to_drop < data.inventory.n_tools)
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and ind_to_drop < len(data.inventory.items) - 1
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(data.inventory.get_item(ind_to_drop) == null or ind_to_drop < len(data.inventory.tools))
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and ind_to_drop < len(data.inventory.get_all_items()) - 1
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):
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ind_to_drop += 1
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var item_to_drop = data.inventory.pop_item(ind_to_drop)
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@@ -167,10 +167,6 @@ func drop_item():
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AudioManager.play_sfx("Drop")
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region.save()
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func delete_item(item: Item):
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if !data.inventory.current_is_tool():
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data.inventory.remove_item(item)
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func try_use_item(item : Item, use_position : Vector2):
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await setup_action_zone(use_position, item)
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instruction = ItemActionInstruction.new(
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@@ -6,12 +6,36 @@ signal updated(player_data : PlayerData)
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const DEFAULT_MAX_ENERGY = 3
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const DEFAULT_INVENTORY_SIZE = 3
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@export var max_energy : int = DEFAULT_MAX_ENERGY :
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set(v):
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max_energy = v
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updated.emit(self)
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@export var max_energy : int = DEFAULT_MAX_ENERGY
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@export var energy : int = DEFAULT_MAX_ENERGY :
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set(v):
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energy = v
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updated.emit(self)
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@export var inventory := Inventory.new(DEFAULT_INVENTORY_SIZE)
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@export var inventory := Inventory.new(DEFAULT_INVENTORY_SIZE)
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func get_artefacts() -> Array[Artefact]:
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if GameInfo and GameInfo.game_data and GameInfo.game_data.current_run:
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return GameInfo.game_data.current_run.artefacts
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return []
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func _on_artefacts_updated(artefacts : Array[Artefact]):
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inventory.seeds_size = calculate_inventory_size(artefacts)
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max_energy = calculate_max_energy(artefacts)
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updated.emit()
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func calculate_max_energy(artefacts : Array[Artefact]) -> int:
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var v = DEFAULT_MAX_ENERGY
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for a in artefacts:
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v = a.modify_player_max_energy(v)
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return v
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func calculate_inventory_size(artefacts : Array[Artefact]) -> int:
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var v = DEFAULT_INVENTORY_SIZE
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for a in artefacts:
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v = a.modify_player_inventory_size(v)
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return v
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func clear_inventory():
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inventory = Inventory.new(DEFAULT_INVENTORY_SIZE)
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Block a user