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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@@ -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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