changement du scene manager, amélioration du cockpit et autres
* refonte du scene manager * refonte du audio manager * premier rework des plantes * nettoyage des dossiers/fichiers * renommage de planète en region * fix des run
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@@ -1,100 +1,31 @@
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extends Resource
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class_name GameData
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signal current_planet_data_updated(p : PlanetData)
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func _init():
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set_default_unlocked()
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@export var tutorial_done = false
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signal current_region_data_updated(p : RegionData)
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@export var settings : SettingsData = SettingsData.new()
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@export var current_run : RunData = RunData.new()
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@export var current_run : RunData = null
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@export var current_planet_data : PlanetData : get = get_current_planet_data
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@export var current_region_data : RegionData = null
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@export var player_data : PlayerData = PlayerData.new()
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@export var unlocked_plant_types : Array[PlantType] = []
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@export var unlocked_plant_mutations : Array[PlantMutation] = []
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@export var unlocked_machines : Array[MachineType] = []
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@export var truck_data : TruckData = TruckData.new()
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func _ready():
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current_run.run_point_changed.connect(
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func(): current_planet_data_updated.emit(get_current_planet_data)
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)
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func set_default_unlocked():
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unlocked_plant_types = all_plant_types()
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unlocked_plant_mutations = all_plant_mutations()
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unlocked_machines = all_machines()
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func reset_run():
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current_run = RunData.new()
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current_planet_data_updated.emit()
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func start_run():
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player_data.inventory.clear()
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current_run = RunData.new()
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current_run.current_run_point_changed.connect(
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func(rp : RunPoint):
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start_region(rp.region_parameter)
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)
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func reset_player():
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player_data = PlayerData.new()
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func reset_truck():
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truck_data = TruckData.new()
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player_data = PlayerData.new()
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func reset_all():
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reset_run()
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reset_player()
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reset_truck()
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start_run()
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reset_player()
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unlocked_plant_types = []
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func unlock_plant_type(new_plant_type : PlantType):
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if not is_plant_type_unlocked(new_plant_type):
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unlocked_plant_types.append(new_plant_type.duplicate_deep())
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func get_locked_plant_types() -> Array[PlantType]:
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var locked_plant_type : Array[PlantType] = []
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for pt in GameInfo.game_data.all_plant_types():
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if not is_plant_type_unlocked(pt):
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locked_plant_type.append(pt)
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return locked_plant_type
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func get_current_planet_data():
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return current_run.get_current_planet_data()
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func is_plant_type_unlocked(new_plant_type : PlantType):
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return unlocked_plant_types.find_custom(
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func (upt : PlantType): return new_plant_type.name == upt.name
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) != -1
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func all_plant_types() -> Array[PlantType]:
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return [
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preload("res://entities/plants/resources/plant_types/champ.tres"),
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preload("res://entities/plants/resources/plant_types/chardi.tres"),
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preload("res://entities/plants/resources/plant_types/ferno.tres"),
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preload("res://entities/plants/resources/plant_types/maias.tres"),
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preload("res://entities/plants/resources/plant_types/philea.tres"),
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preload("res://entities/plants/resources/plant_types/pili.tres"),
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preload("res://entities/plants/resources/plant_types/solita.tres"),
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]
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func all_machines() -> Array[MachineType]:
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return [
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preload("res://entities/interactables/machines/solar_pannel/solar_pannel.tres"),
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]
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func all_plant_mutations() -> Array[PlantMutation]:
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return [
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preload("res://entities/plants/resources/plant_mutations/ancient_mutation.tres"),
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preload("res://entities/plants/resources/plant_mutations/elitist_mutation.tres"),
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preload("res://entities/plants/resources/plant_mutations/ermit_mutation.tres"),
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preload("res://entities/plants/resources/plant_mutations/precocious_mutation.tres"),
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preload("res://entities/plants/resources/plant_mutations/quality_mutation.tres"),
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preload("res://entities/plants/resources/plant_mutations/quick_mutation.tres"),
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preload("res://entities/plants/resources/plant_mutations/sociable_mutation.tres"),
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preload("res://entities/plants/resources/plant_mutations/strong_mutation.tres"),
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]
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func start_region(region_param : RegionParameter):
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current_region_data = RegionData.new(region_param)
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current_region_data_updated.emit(current_region_data)
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@@ -1,22 +1,27 @@
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extends Resource
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class_name RunData
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const RUN_POINT_POSITION_DERIVATION = 70
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enum State {STARTED, IN_PROGRESS, FINISHED}
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const RUN_POINT_POSITION_DERIVATION = 100
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const DIFFICULTY_INCREASE_BY_LEVEL = 1
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const RUN_POINTS_NEXT_NUMBER :Array[int] = [2,3]
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const RUN_POINT_MAX_LEVEL = 10
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signal run_point_changed
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signal current_run_point_changed
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var run_seed = randi()
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@export var next_run_points : Array[RunPoint] = [generate_first_run_point()]
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@export var current_run_point : RunPoint = null
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@export var current_run_point : RunPoint = null :
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set(v):
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current_run_point = v
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current_run_point_changed.emit(v)
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@export var visited_run_points : Array[RunPoint] = []
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#region ------------------ Generation ------------------
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func generate_first_run_point() -> RunPoint:
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return RunPoint.new(0, PlanetParameter.new())
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return RunPoint.new(0, RegionParameter.new())
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func generate_next_run_points(run_point : RunPoint) -> Array[RunPoint]:
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var nb_next_run_points = RUN_POINTS_NEXT_NUMBER.pick_random()
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@@ -38,18 +43,18 @@ func generate_next_run_points(run_point : RunPoint) -> Array[RunPoint]:
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func generate_next_run_point(run_point : RunPoint) -> RunPoint:
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return RunPoint.new(
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run_point.level + 1,
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generate_difficulty_increased_planet_parameter(run_point.planet_parameter, DIFFICULTY_INCREASE_BY_LEVEL),
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generate_difficulty_increased_region_parameter(run_point.region_parameter, DIFFICULTY_INCREASE_BY_LEVEL),
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(run_point.position + randi_range(-RUN_POINT_POSITION_DERIVATION, RUN_POINT_POSITION_DERIVATION)) % 360
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)
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func generate_difficulty_increased_planet_parameter(
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planet_parameter : PlanetParameter,
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func generate_difficulty_increased_region_parameter(
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region_parameter : RegionParameter,
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difficulty : int = 1
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) -> PlanetParameter:
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) -> RegionParameter:
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var i_diff := difficulty
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var new_planet_parameter = PlanetParameter.new(
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planet_parameter.charges,
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planet_parameter.objective
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var new_region_parameter = RegionParameter.new(
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region_parameter.charges,
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region_parameter.objective
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)
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while i_diff > 0:
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@@ -58,26 +63,30 @@ func generate_difficulty_increased_planet_parameter(
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DifficultyIncreaseObjective.new()
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].filter(
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func (mod : DifficultyModifier):
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return mod.get_difficulty_cost() <= i_diff and mod.can_modifiy(new_planet_parameter)
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return mod.get_difficulty_cost() <= i_diff and mod.can_modifiy(new_region_parameter)
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)
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var selected_difficulty_modifier = available_difficulty_modifier.pick_random()
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selected_difficulty_modifier.modify(new_planet_parameter)
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selected_difficulty_modifier.modify(new_region_parameter)
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i_diff -= max(1,selected_difficulty_modifier.get_difficulty_cost())
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return new_planet_parameter
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return new_region_parameter
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#endregion
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func get_next_run_points() -> Array[RunPoint]:
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return next_run_points
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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_current_planet_data() -> PlanetData:
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if current_run_point:
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return current_run_point.planet_data
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else:
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return null
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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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return next_run_points
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func choose_next_run_point(run_point : RunPoint) -> RunPoint:
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if current_run_point:
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@@ -87,22 +96,22 @@ func choose_next_run_point(run_point : RunPoint) -> RunPoint:
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return current_run_point
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class DifficultyModifier:
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func modify(_planet_parameter : PlanetParameter):
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func modify(_region_parameter : RegionParameter):
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pass
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func can_modifiy(_planet_parameter : PlanetParameter) -> bool:
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func can_modifiy(_region_parameter : RegionParameter) -> bool:
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return true
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func get_difficulty_cost() -> int:
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return 1
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class DifficultyIncreaseObjective extends DifficultyModifier:
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func modify(planet_parameter : PlanetParameter):
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planet_parameter.objective += 1
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func modify(region_parameter : RegionParameter):
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region_parameter.objective += 1
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class DifficultyDecreaseCharge extends DifficultyModifier:
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func modify(planet_parameter : PlanetParameter):
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planet_parameter.charges -= 1
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func modify(region_parameter : RegionParameter):
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region_parameter.charges -= 1
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func can_modifiy(planet_parameter : PlanetParameter) -> bool:
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return planet_parameter.charges >= 3
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func can_modifiy(region_parameter : RegionParameter) -> bool:
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return region_parameter.charges >= 3
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@@ -8,53 +8,30 @@ const OBJECTIVE_ICON = preload("res://common/icons/dna.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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@export var planet_parameter : PlanetParameter = PlanetParameter.new() :
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@export var region_parameter : RegionParameter = RegionParameter.new() :
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set(v):
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planet_parameter = v
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planet_data = PlanetData.new(planet_parameter)
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@export var region_name : String = generate_region_name()
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region_parameter = v
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@export var position : int = 0 # Y pos along the planet, 0 to 360
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var planet_data : PlanetData
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func _init(
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_level : int = 0,
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_planet_parameter : PlanetParameter = PlanetParameter.new(),
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_region_parameter : RegionParameter = RegionParameter.new(),
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_position : int = randi_range(0,360),
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_region_name : String = generate_region_name()
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):
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level = _level
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planet_parameter = _planet_parameter
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region_parameter = _region_parameter
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position = _position
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region_name = _region_name
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planet_data = PlanetData.new(planet_parameter)
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func card_info() -> CardInfo:
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var info = CardInfo.new(region_name)
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var info = CardInfo.new(region_parameter.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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info.type_icon = TYPE_ICON
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info.stats.append_array([
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CardStatInfo.new(tr("%d_GARDEN_POINTS") % planet_parameter.objective, OBJECTIVE_ICON),
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CardStatInfo.new(tr("%d_CHARGES_AVAILABLE") % planet_parameter.charges, CHARGE_ICON),
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CardStatInfo.new(tr("%d_GARDEN_POINTS") % region_parameter.objective, OBJECTIVE_ICON),
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CardStatInfo.new(tr("%d_CHARGES_AVAILABLE") % region_parameter.charges, CHARGE_ICON),
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])
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return info
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func generate_region_name() -> String:
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var vowel = ["a","e","i","o","u","y"]
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var consonants = ["b", "c", "d", "f", "g", "h", "j", "k", "l", "m", "n", "p", "q", "r", "s", "t", "v", "w", "x", "z", "'"]
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var word_len = randf_range(4,8)
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var word = ''
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var last_letter_is_vowel = false
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for i in range(word_len):
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if last_letter_is_vowel:
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word += consonants.pick_random()
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else:
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word += vowel.pick_random()
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last_letter_is_vowel = not last_letter_is_vowel
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return word.capitalize()
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return info
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