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

View File

@@ -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