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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@@ -6,12 +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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