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