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
This commit is contained in:
2026-01-23 18:06:27 +01:00
parent 62b34473b6
commit 83d462f2f4
247 changed files with 2964 additions and 3159 deletions

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@@ -1,205 +1,184 @@
extends InspectableEntity
class_name Plant
signal harvested(p: Plant)
signal state_changed(p: Plant)
const PLANT_AREA_RADIUS = 20
const PLANT_INFLUENCE_RADIUS = 100
const HARVESTED_SEED_DISPLACEMENT_FACTOR = 100
const RANDOM_MAX_GROW_INTERVAL = Planet.MIN_PASS_DAY_ANIMATION_TIME/2. - 0.1
const RANDOM_MAX_GROW_INTERVAL = Region.MIN_PASS_DAY_ANIMATION_TIME/2. - 0.1
const PLANT_TYPE_ICON = preload("res://common/icons/seedling.svg")
const PLANT_POINT_ICON = preload("res://common/icons/growth.svg")
const LIFETIME_ICON = preload("res://common/icons/calendar-week.svg")
const SHOVEL_ICON = preload("res://common/icons/shovel.svg")
const GROWING_ICON = preload("res://common/icons/chevrons-up.svg")
const DEATH_ICON = preload("res://common/icons/skull.svg")
const SPRITE_SCENE : PackedScene = preload("res://entities/plants/plant_sprite.tscn")
enum State {PLANTED, GROWING, MATURE}
@export var plant_type: PlantType
var state: State = State.PLANTED
@export var day: int
@export var data : PlantData
@onready var plant_sprite: PlantSprite
@onready var collision_shape: CollisionShape2D
@onready var influence_zone : PlantInfluenceZone
var plant_score = 0
var plant_mutations : Array[PlantMutation] = []
func _init(
_plant_type : PlantType,
_plant_mutations : Array[PlantMutation] = [],
_day = 0,
_data : PlantData
):
plant_type = _plant_type
day = _day
plant_mutations = _plant_mutations
data = _data
func _ready():
plant_sprite = generate_sprite()
collision_shape = generate_collision_shape()
influence_zone = generate_influence_zone()
plant_sprite = generate_sprite()
collision_shape = generate_collision_shape()
influence_zone = generate_influence_zone()
update_plant(false)
plant_sprite.update_plant_sprite(self, false)
plant_sprite.update_plant_sprite(data, false)
func pointer_text() -> String:
return plant_type.name
return data.plant_name
func inspect(is_inspected : bool = true):
plant_sprite.modulate = MODULATE_INSPECTED_COLOR if is_inspected else default_modulate
influence_zone.show_influence = is_inspected
plant_sprite.modulate = MODULATE_INSPECTED_COLOR if is_inspected else default_modulate
influence_zone.show_influence = is_inspected
func affect_preview(is_affected : bool = true):
plant_sprite.modulate = MODULATE_AFFECTED_COLOR if is_affected else default_modulate
plant_sprite.modulate = MODULATE_AFFECTED_COLOR if is_affected else default_modulate
func generate_sprite() -> PlantSprite:
var sprite_object : PlantSprite = SPRITE_SCENE.instantiate()
var sprite_object : PlantSprite = SPRITE_SCENE.instantiate()
add_child(sprite_object)
sprite_object.generate_mutation_effects(self)
add_child(sprite_object)
sprite_object.generate_mutation_effects(self)
return sprite_object
return sprite_object
func generate_collision_shape() -> CollisionShape2D:
var collision = CollisionShape2D.new()
var shape = CircleShape2D.new()
shape.radius = PLANT_AREA_RADIUS
var collision = CollisionShape2D.new()
var shape = CircleShape2D.new()
shape.radius = PLANT_AREA_RADIUS
collision.shape = shape
add_child(collision)
collision.shape = shape
add_child(collision)
return collision
return collision
func generate_influence_zone() -> PlantInfluenceZone:
var zone = PlantInfluenceZone.new(PLANT_INFLUENCE_RADIUS)
var zone = PlantInfluenceZone.new(PLANT_INFLUENCE_RADIUS)
add_child(zone)
add_child(zone)
return zone
return zone
# Méthode déclenchée par la classe planet
# Méthode déclenchée par la classe region
func _pass_day():
await get_tree().create_timer(randf_range(0., RANDOM_MAX_GROW_INTERVAL)).timeout
if state == State.MATURE and len(plant_type.cyclic_effects):
for effect in plant_type.cyclic_effects:
effect.effect(self)
var old_state = state
await get_tree().create_timer(randf_range(0., RANDOM_MAX_GROW_INTERVAL)).timeout
var last_state = data.get_state()
day += 1
update_plant()
data.day += 1
for m in data.mutations:
m._start_day_effect(self)
if old_state != state and state == State.MATURE:
for effect in plant_type.mature_effects:
if effect : effect.effect(self)
for effect in plant_type.cyclic_effects:
if effect : effect.effect(self)
match data.get_state():
PlantData.State.MATURE:
if last_state != PlantData.State.MATURE:
mature()
PlantData.State.DEAD:
die()
plant_sprite.update_plant_sprite(data, last_state != data.get_state())
func update_plant(with_animation : bool = true):
if day + 1 > calculate_grow_time():
if state != State.MATURE:
change_state(State.MATURE, with_animation)
elif day == 0:
change_state(State.PLANTED, with_animation)
else:
if state != State.GROWING:
change_state(State.GROWING, with_animation)
func calculate_plant_score(
overwite_state : State = state
with_state : PlantData.State = data.get_state()
) -> int:
var mutated_plant_score = plant_type.default_plant_score if overwite_state == State.MATURE else 0
for m in plant_mutations:
mutated_plant_score = m.mutate_score(overwite_state, self, mutated_plant_score)
return mutated_plant_score
func calculate_grow_time() -> int:
var mutated_grow_time = plant_type.default_growing_time
for m in plant_mutations:
mutated_grow_time = m.mutate_grow_time(self, mutated_grow_time)
return max(1, mutated_grow_time)
func change_state(_state: State, with_animation : bool = true):
if state != _state:
state = _state
plant_sprite.update_plant_sprite(self, with_animation)
state_changed.emit(self)
return data.get_score(with_state)
func harvest():
if state == State.MATURE:
for effect in plant_type.harvest_effects:
if effect : effect.effect(self)
for i in range(data.get_random_seed_income()):
produce_seed()
plant_sprite.start_harvest_animation()
await plant_sprite.harvest_animation_finished
harvested.emit(self)
queue_free()
if data.get_state() == PlantData.State.MATURE:
for m in data.mutations:
m._start_harvested_effect(self)
plant_sprite.start_harvest_animation()
await plant_sprite.harvest_animation_finished
disappear()
func produce_seed():
region.drop_item(
Seed.generate_from_parent(data),
global_position,
HARVESTED_SEED_DISPLACEMENT_FACTOR,
)
func mature():
for m in data.mutations:
m._start_maturation_effect(self)
func die():
for m in data.mutations:
m._start_dead_effect(self)
disappear()
func disappear():
data.disappear()
queue_free()
func save() -> EntityData:
return PlantData.new(self)
return data
func card_info() -> CardInfo:
var info = CardInfo.new(
pointer_text()
)
var info = CardInfo.new(
pointer_text()
)
info.important_stat_icon = PLANT_POINT_ICON
info.important_stat_text = "%d" % calculate_plant_score()
info.texture = plant_type.mature_texture
info.type_icon = PLANT_TYPE_ICON
var state = data.get_state()
var state_text = tr("MATURE")
if state != State.MATURE:
state_text = tr("GROWING")
info.important_stat_icon = PLANT_POINT_ICON
info.important_stat_text = "%d" % calculate_plant_score()
info.texture = null #TODO
info.type_icon = PLANT_TYPE_ICON
info.stats.append(CardStatInfo.new(
tr("DAY_%d") % day,
LIFETIME_ICON
))
var state_text = tr("MATURE")
if state != PlantData.State.MATURE:
state_text = tr("GROWING")
info.stats.append(CardStatInfo.new(
state_text,
PLANT_TYPE_ICON
))
info.stats.append(CardStatInfo.new(
tr("DAY_%d") % data.day,
LIFETIME_ICON
))
if state != State.MATURE:
info.stats.append(CardStatInfo.new(
tr("MATURE_ON_DAY_%d") % calculate_grow_time(),
GROWING_ICON
))
info.stats.append(CardStatInfo.new(
state_text,
PLANT_TYPE_ICON
))
info.stats.append(CardStatInfo.new(
tr("%d_SCORE_WHEN_MATURE") % calculate_plant_score(State.MATURE),
PLANT_POINT_ICON
))
if state != PlantData.State.MATURE:
info.stats.append(CardStatInfo.new(
tr("MATURE_ON_DAY_%d") % data.get_growing_time(),
GROWING_ICON
))
info.stats.append(CardStatInfo.new(
tr("%d_SCORE_WHEN_MATURE") % data.get_score(PlantData.State.MATURE),
PLANT_POINT_ICON
))
info.stats.append(CardStatInfo.new(
tr("DIE_ON_DAY_%d") % (data.get_lifetime()),
DEATH_ICON
))
if len(plant_mutations) != 0:
var rarest : int = plant_mutations.map(
func(m : PlantMutation) : return m.get_rarity()
).max()
info.bg_color = PlantMutation.get_rarity_color(rarest)
for m in plant_mutations:
info.sections.append(m.card_section())
if len(data.mutations) != 0:
var rarest : int = data.mutations.map(
func(m : PlantMutation) : return m.get_rarity()
).max()
info.bg_color = PlantMutation.get_rarity_color(rarest)
for m in data.mutations:
info.sections.append(m.card_section())
info.sections.append_array(PlantEffect.card_effect_sections(
plant_type.mature_effects,
plant_type.harvest_effects,
plant_type.cyclic_effects,
))
return info
return info

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@@ -0,0 +1,19 @@
@tool
extends Resource
class_name PlantArchetype
@export var archetype_name = Random.generate_random_name()
@export var texture_builder = TextureBuilder.new()
@export var plant_area_radius = 20
@export var plant_influence_radius = 100
@export var growing_time= 2
@export var lifetime = 5
@export var base_score = 1
@export var seed_number = 2
@export var seed_random_loose = 1
@export var available_mutations : Array[PlantMutation] = [
AncientMutation.new(),
PrecociousMutation.new(),
QualityMutation.new(),
QuickMutation.new()
]

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@@ -0,0 +1 @@
uid://chdj832c0rrky

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@@ -1,20 +1,114 @@
extends EntityData
class_name PlantData
var plant_type : PlantType
var plant_mutations : Array[PlantMutation]
var day : int
signal updated(p : PlantData)
signal disappeared(p : PlantData)
func _init(plant : Plant):
position = plant.global_position
plant_type = plant.plant_type
plant_mutations = plant.plant_mutations
day = plant.day
enum State {PLANTED, GROWING, MATURE, DEAD}
func load() -> Entity:
var plant = Plant.new(
plant_type,
plant_mutations,
day
@export var archetype: PlantArchetype
@export var plant_name : String
@export var mutations : Array[PlantMutation]
@export var day : int :
set(v):
day = v
updated.emit(self)
@export var random_seed : int
@export var leafs = 0 # +1 score
@export var roots = 0 # +1 lifetime
func _init(
_position : Vector2,
_archetype : PlantArchetype,
_plant_name : String = Random.generate_random_name(),
_mutations : Array[PlantMutation] = [],
_day : int = 0,
_random_seed = randi()
):
position = _position
archetype = _archetype
plant_name = _plant_name
mutations = _mutations
day = _day
random_seed = _random_seed
for m in mutations:
m.mutate_plant_data(self)
static func generate_from_seed(plant_seed : Seed, plant_position : Vector2) -> PlantData:
return PlantData.new(
plant_position,
plant_seed.plant_archetype,
plant_seed.plant_name,
plant_seed.plant_mutations
)
return plant
func load_entity() -> Entity:
var plant = Plant.new(
self
)
return plant
func get_lifetime() -> int:
var lifetime = archetype.lifetime + roots
for m in mutations:
lifetime = m.mutate_lifetime(self, lifetime)
return lifetime
func get_growing_time() -> int:
var growing_time = archetype.growing_time
for m in mutations:
growing_time = m.mutate_growing_time(self, growing_time)
return growing_time
func get_score(state : State = get_state()) -> int:
var score = archetype.base_score + leafs if state == State.MATURE else 0
for m in mutations:
score = m.mutate_score(self, score)
return score
func get_state() -> State:
if day >= get_lifetime():
return State.DEAD
elif day == 0:
return State.PLANTED
elif day < archetype.growing_time:
return State.GROWING
return State.MATURE
func get_plant_texture() -> Texture:
return archetype.texture_builder.build_plant_texture(self)
func get_seed_texture():
return archetype.texture_builder.build_seed_texture(random_seed)
func get_seed_number(state = get_state()):
var seed_number = archetype.seed_number if state == State.MATURE else 0
for m in mutations:
seed_number = m.mutate_seed_number(self, seed_number)
return seed_number
func get_seed_random_loose():
var seed_random_loose = archetype.seed_random_loose
for m in mutations:
seed_random_loose = m.mutate_seed_random_loose(self, seed_random_loose)
return seed_random_loose
func get_random_seed_income():
return max(
get_seed_number() - randi_range(0, get_seed_random_loose()),
0
)
func disappear():
disappeared.emit(self)

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@@ -1,76 +0,0 @@
# Classe abstraite permettant de développer divers effets de plantes
extends Resource
class_name PlantEffect
const HARVEST_EFFECT_ICON = preload("res://common/icons/shovel.svg")
const MATURE_EFFECT_ICON = preload("res://common/icons/chevrons-up.svg")
const CYCLIC_EFFECT_ICON = preload("res://common/icons/rotate-rectangle.svg")
@export var level : int
func _init(_level : int = 1):
level = _level
func get_effect_name() -> String:
printerr("Classe abstraite PlantEffect appelée")
return ""
func get_effect_description() -> String:
printerr("Classe abstraite PlantEffect appelée")
return ""
func effect(_plant):
printerr("Classe abstraite PlantEffect appelée")
func get_styled_effect_name():
var levels_bbcode = [
"[color=#2364AA]%s[/color]",
"[color=#25C147]%s %d[/color]",
"[color=#8B2DFF]%s %d[/color]",
"[color=#FF006E]%s %d[/color]",
"[color=#FFA617]%s %d[/color]",
"[rainbow]%s %d[/rainbow]"
]
if level == 1:
return levels_bbcode[0] % get_effect_name()
else :
return levels_bbcode[min(level - 1, len(levels_bbcode) - 1)] % [get_effect_name(), level]
static func card_effect_sections(
mature_effects : Array[PlantEffect],
harvest_effects : Array[PlantEffect],
cyclic_effects : Array[PlantEffect]
) -> Array[CardSectionInfo]:
var sections : Array[CardSectionInfo] = []
var effects_category = [
mature_effects,
harvest_effects,
cyclic_effects
]
var effects_category_labels : Array[String] = [
"ON_MATURE",
"WHEN_HARVESTED",
"EACH_DAY_WHEN_MATURE",
]
var effects_category_icon : Array[Texture] = [
MATURE_EFFECT_ICON,
HARVEST_EFFECT_ICON,
CYCLIC_EFFECT_ICON,
]
for i in range(len(effects_category)):
var effects = effects_category[i]
if len(effects) > 0:
var section = CardSectionInfo.new(
effects_category_labels[i]
)
section.title_icon = effects_category_icon[i]
var effects_text : Array = effects.map(
func (e : PlantEffect): return "[b]%s[/b] %s" % [e.get_styled_effect_name() , e.get_effect_description()]
)
section.text = "\n".join(effects_text)
sections.append(section)
return sections

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@@ -1 +0,0 @@
uid://bpycohqas4hff

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@@ -1,20 +0,0 @@
extends PlantEffect
class_name DecontaminateTerrainEffect
func get_decontamination_radius():
return (1 + level)
func get_effect_name() -> String:
return tr("DECONTAMINATE")
func get_effect_description() -> String:
var ret = tr("DECONTAMINATE_%d_UNIT_AROUND_IT") % [get_decontamination_radius()]
return ret
func effect(plant):
var tiles := Math.get_tiles_in_circle(
plant.global_position,
get_decontamination_radius() * Planet.TILE_SIZE + Planet.TILE_SIZE/2.
)
plant.planet.decontamination_layer.place_decontaminations(tiles, true)

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@@ -1 +0,0 @@
uid://cgscbuxe4dawb

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@@ -1,29 +0,0 @@
extends PlantEffect
class_name ProduceSeedsEffect
func get_produce_number():
return [level - 1, level]
func get_effect_name() -> String:
return tr("SEED_PRODUCTION")
func get_effect_description() -> String:
var number_str = ""
for i in range(len(get_produce_number())):
if i != 0:
if i == len(get_produce_number()) - 1:
number_str += tr("OR")
else :
number_str += tr("COMMA")
number_str += str(get_produce_number()[i])
return tr("PRODUCE_%s_SEEDS") % [number_str]
func effect(plant):
for _i in range(get_produce_number().pick_random()):
plant.planet.drop_item(
Seed.new(plant.plant_type, plant.plant_mutations),
plant.global_position,
plant.HARVESTED_SEED_DISPLACEMENT_FACTOR,
)

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@@ -1 +0,0 @@
uid://ceqx5va1ormau

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@@ -20,13 +20,37 @@ func get_mutation_description() -> String:
printerr("Classe abstraite PlantMutation appelée")
return ""
func mutate_score(_plant_state : Plant.State, _plant : Plant, score,) -> int:
func mutate_plant_data(_plant_data : PlantData):
pass
func mutate_score(_plant_data : PlantData, score : int) -> int:
return score
func mutate_grow_time(_plant : Plant, grow_time : int) -> int:
return grow_time
func mutate_lifetime(_plant_data : PlantData, lifetime : int) -> int:
return lifetime
func mutate_plant(_plant : Plant):
func mutate_growing_time(_plant_data : PlantData, growing_time : int) -> int:
return growing_time
func mutate_seed_number(_plant_data, seed_number):
return seed_number
func mutate_seed_random_loose(_plant_data, seed_random_loose):
return seed_random_loose
func _start_planted_effect(_plant : Plant):
pass
func _start_day_effect(_plant : Plant):
pass
func _start_maturation_effect(_plant : Plant):
pass
func _start_dead_effect(_plant : Plant):
pass
func _start_harvested_effect(_plant : Plant):
pass
func get_level_for_rarity(rarity : int) -> int :
@@ -70,16 +94,3 @@ static func get_rarity_color(rarity : int) -> Color:
]
return rarity_colors[min(rarity, len(rarity_colors) - 1)]
static func random_mutation(except_mutations : Array[PlantMutation] = []) -> PlantMutation:
var all_mutations = GameInfo.game_data.unlocked_plant_mutations.duplicate_deep()
all_mutations = all_mutations.filter(
func (f1 : PlantMutation):
return except_mutations.find_custom(
func (f2 : PlantMutation): return f2.get_mutation_name() == f1.get_mutation_name()
) == -1
)
if len(all_mutations):
return all_mutations.pick_random()
else :
return null

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@@ -18,7 +18,7 @@ func get_mutation_description() -> String:
func get_day_factor():
return max(1, DEFAULT_DAY_FACTOR - level + 1)
func mutate_score(plant_state : Plant.State, plant : Plant, score) -> int:
if plant_state != Plant.State.MATURE:
func mutate_score(data : PlantData, score) -> int:
if data.get_state() != PlantData.State.MATURE:
return score
return score + floori(plant.day / get_day_factor())
return score + floori(data.day / get_day_factor())

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@@ -1,29 +0,0 @@
extends PlantMutation
class_name ElitistMutation
func get_icon() -> Texture:
return preload("res://common/icons/copy.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return tr("ELITIST")
func get_mutation_description() -> String:
return tr("ELITIST_EFFECT_TEXT_LEVEL_%d") % level
func mutate_score(plant_state : Plant.State, plant : Plant, score) -> int:
if plant.influence_zone == null:
return score
if plant_state != Plant.State.MATURE:
return score
var plant_count = 0
for area in plant.influence_zone.get_overlapping_areas():
if area is Plant and area != plant and area.plant_type.name == plant.plant_type.name:
plant_count += 1
if plant_count == 0:
return 0
else :
return score + level * plant_count

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@@ -1 +0,0 @@
uid://bt1xh7ss13e5e

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@@ -1,26 +0,0 @@
extends PlantMutation
class_name ErmitMutation
func get_icon() -> Texture:
return preload("res://common/icons/seedling-off.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return tr("ERMIT")
func get_mutation_description() -> String:
return tr("ERMIT_EFFECT_TEXT_LEVEL_%d") % get_score_multiplier()
func get_score_multiplier():
return level + 1
func mutate_score(_plant_state : Plant.State, plant : Plant, score) -> int:
if plant.influence_zone == null:
return score
for area in plant.influence_zone.get_overlapping_areas():
if area is Plant and area != plant:
return 0
return score * get_score_multiplier()

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@@ -1 +0,0 @@
uid://domy822vgxfxs

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@@ -13,5 +13,5 @@ func get_mutation_name() -> String:
func get_mutation_description() -> String:
return tr("PRECOCIOUS_EFFECT_TEXT_LEVEL_%d") % level
func mutate_score(plant_state : Plant.State, _plant : Plant, score) -> int:
return score + (0 if plant_state == Plant.State.MATURE else level)
func mutate_score(data : PlantData, score : int) -> int:
return score + (0 if data.get_state() == PlantData.State.MATURE else level)

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@@ -13,5 +13,5 @@ func get_mutation_name() -> String:
func get_mutation_description() -> String:
return tr("QUALITY_EFFECT_TEXT_LEVEL_%d") % level
func mutate_score(plant_state : Plant.State, _plant : Plant, score : int) -> int:
return score + (level if plant_state == Plant.State.MATURE else 0)
func mutate_score(data : PlantData, score : int) -> int:
return score + (level if data.get_state() == PlantData.State.MATURE else 0)

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@@ -13,5 +13,5 @@ func get_mutation_name() -> String:
func get_mutation_description() -> String:
return tr("QUICK_EFFECT_TEXT_LEVEL_%d") % level
func mutate_grow_time(_plant : Plant, grow_time : int) -> int:
func mutate_grow_time(_data : PlantData, grow_time : int) -> int:
return max(grow_time - level, 0)

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@@ -1,32 +0,0 @@
extends PlantMutation
class_name SociableMutation
const NEAR_PLANT_NEEDED = 2
func get_icon() -> Texture:
return preload("res://common/icons/seedling.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return tr("SOCIABLE")
func get_mutation_description() -> String:
return tr("SOCIABLE_EFFECT_TEXT_LEVEL_%d") % [get_score_bonus(), NEAR_PLANT_NEEDED]
func get_score_bonus():
return (level + 2)
func mutate_score(plant_state : Plant.State, plant : Plant, score) -> int:
if plant.influence_zone == null:
return score
if plant_state != Plant.State.MATURE:
return score
var plant_count = 0
for area in plant.influence_zone.get_overlapping_areas():
if area is Plant and area != plant :
plant_count += 1
return score + (get_score_bonus() if plant_count >= NEAR_PLANT_NEEDED else 0)

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uid://b8q5xgvy85qeb

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extends PlantMutation
class_name StrongMutation
func get_icon() -> Texture:
return preload("res://common/icons/dna.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return tr("STRONG")
func get_mutation_description() -> String:
return tr("STRONG_EFFECT_TEXT_LEVEL_%d") % [roundi(get_score_multiplier() * 100)]
func get_score_multiplier():
return float(level)/2
func mutate_score(_plant_state : Plant.State, _plant : Plant, score: int) -> int:
return score + roundi(score * get_score_multiplier())

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uid://cwj3k4p6ci5t4

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@@ -8,47 +8,38 @@ const PARTICLES_SCENE : PackedScene = preload("res://common/vfx/particles/partic
signal harvest_animation_finished
func update_plant_sprite(plant : Plant, with_animation = false):
if with_animation:
%AnimationPlayer.play("bump")
await %AnimationPlayer.animation_finished
%Sprite.flip_h = true if randi()%2 == 0 else false
var last_updated_on_state : PlantData.State = PlantData.State.MATURE
%Sprite.texture = get_state_texture(plant.state, plant.plant_type)
func update_plant_sprite(plant_data : PlantData, with_animation = false):
if with_animation:
%AnimationPlayer.play("bump")
await %AnimationPlayer.animation_finished
%Sprite.flip_h = true if plant_data.random_seed%2 == 0 else false
%Sprite.texture = plant_data.get_plant_texture()
%PlantedSeed.visible = plant.state == Plant.State.PLANTED
%PlantedSeed.texture = plant.plant_type.seed_texture
%PlantedSeed.texture = plant_data.get_seed_texture()
%PlantedSeed.visible = plant_data.get_state() == PlantData.State.PLANTED
%PlantedSeed.region_rect = Rect2(
0,
PLANTED_SEED_POS_Y,
plant.plant_type.seed_texture.get_width(),
plant.plant_type.seed_texture.get_height() - PLANTED_SEED_CROP_WIDTH + -1 * PLANTED_SEED_POS_Y,
)
func get_state_texture(s: Plant.State, plant_type : PlantType) -> Texture2D:
match s:
Plant.State.PLANTED:
return null
Plant.State.GROWING:
return plant_type.growing_texture
Plant.State.MATURE:
return plant_type.mature_texture
return null
# %PlantedSeed.region_rect = Rect2(
# 0,
# PLANTED_SEED_POS_Y,
# %PlantedSeed.texture.get_width(),
# %PlantedSeed.texture.texture.get_height() - PLANTED_SEED_CROP_WIDTH + -1 * PLANTED_SEED_POS_Y,
# )
func generate_mutation_effects(plant : Plant):
for m in plant.plant_mutations:
var particles_emitter : Particles = PARTICLES_SCENE.instantiate() as CPUParticles2D
particles_emitter.setup_particles(
Particles.Parameters.new(
m.get_icon(),
PlantMutation.get_rarity_color(m.get_rarity())
)
)
add_child(particles_emitter)
for m in plant.data.mutations:
var particles_emitter : Particles = PARTICLES_SCENE.instantiate() as CPUParticles2D
particles_emitter.setup_particles(
Particles.Parameters.new(
m.get_icon(),
PlantMutation.get_rarity_color(m.get_rarity())
)
)
add_child(particles_emitter)
func start_harvest_animation():
$AnimationPlayer.play("harvest")
await $AnimationPlayer.animation_finished
harvest_animation_finished.emit()
$AnimationPlayer.play("harvest")
await $AnimationPlayer.animation_finished
harvest_animation_finished.emit()

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extends Resource
class_name PlantType
@export var name : String
@export_multiline var description : String
@export var default_growing_time : int = 2
@export var default_plant_score : int = 1
@export var seed_texture : Texture
@export var growing_texture : Texture
@export var mature_texture : Texture
@export var harvest_effects : Array[PlantEffect] = []
@export var mature_effects : Array[PlantEffect] = []
@export var cyclic_effects : Array[PlantEffect] = []
func card_info() -> CardInfo:
var info = CardInfo.new(
name
)
info.important_stat_icon = Plant.PLANT_POINT_ICON
info.important_stat_text = "%d" % default_plant_score
info.texture = mature_texture
info.type_icon = Plant.PLANT_TYPE_ICON
info.stats.append(CardStatInfo.new(
tr("GROW_IN_%d") % default_growing_time,
Plant.GROWING_ICON
))
info.stats.append(CardStatInfo.new(
tr("%s_SCORE_WHEN_MATURE") % default_plant_score,
Plant.PLANT_POINT_ICON
))
info.sections.append_array(PlantEffect.card_effect_sections(
mature_effects,
harvest_effects,
cyclic_effects,
))
return info
func get_available_evolution() -> Array[Evolution]:
var evolutions : Array[Evolution] = [
ScoreEvolution.new(self)
]
if len(mature_effects) > 0:
evolutions.append(MatureEffectEvolution.new(self))
if len(harvest_effects) > 0:
evolutions.append(HarvestEffectEvolution.new(self))
if len(cyclic_effects) > 0:
evolutions.append(CyclicEffectEvolution.new(self))
return evolutions
class Evolution:
var level : int
var plant_type : PlantType
func _init(_type : PlantType, _l : int = 1):
plant_type = _type
level = _l
func get_title():
return ""
func get_description():
return ""
func evolve(_pt : PlantType = plant_type):
pass
class ScoreEvolution extends Evolution:
func get_title():
return tr("%s_SCORE_EVOLUTION") % plant_type.name
func get_description():
return tr("ADD_%s_TO_THE_DEFAULT_SCORE_OF_THE_PLANT") % level
func evolve(pt : PlantType = plant_type):
pt.default_plant_score += level
class MatureEffectEvolution extends Evolution:
var effect_index : int
func _init(_type : PlantType, _l : int = 1):
plant_type = _type
level = _l
pick_effect()
func pick_effect():
effect_index = randi() % len(plant_type.mature_effects)
func get_effect(pt : PlantType = plant_type) -> PlantEffect:
return pt.mature_effects[effect_index]
func get_title():
return tr("%s_EVOLUTION") % plant_type.name
func get_description():
return tr("UPGRADE_THE_LEVEL_OF_%s_EFFECT_OF_%d_LEVEL") % [get_effect().get_effect_name(), level]
func evolve(pt : PlantType = plant_type):
get_effect(pt).level += level
class HarvestEffectEvolution extends MatureEffectEvolution:
func pick_effect():
effect_index = randi() % len(plant_type.harvest_effects)
func get_effect(pt : PlantType = plant_type) -> PlantEffect:
return pt.harvest_effects[effect_index]
class CyclicEffectEvolution extends MatureEffectEvolution:
func pick_effect():
effect_index = randi() % len(plant_type.harvest_effects)
func get_effect(pt : PlantType = plant_type) -> PlantEffect:
return pt.harvest_effects[effect_index]

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extends Resource
class_name TextureBuilder
const PLACEHOLDER_SEED_TEXTURE : Texture = preload("res://entities/plants/assets/sprites/default/seed.png")
const PLACEHOLDER_MATURE_TEXTURE : Texture = preload("res://entities/plants/assets/sprites/default/mature.png")
const PLACEHOLDER_GROWING_TEXTURE : Texture = preload("res://entities/plants/assets/sprites/default/growing.png")
func build_seed_texture(_random_seed : int) -> Texture:
return PLACEHOLDER_SEED_TEXTURE
func build_plant_texture(plant_data : PlantData) -> Texture:
match plant_data.get_state():
PlantData.State.MATURE:
return PLACEHOLDER_MATURE_TEXTURE
PlantData.State.GROWING:
return PLACEHOLDER_GROWING_TEXTURE
_:
return null

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uid://dt2ip3pw2cboy