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

@@ -6,93 +6,97 @@ signal updated(inventory: Inventory)
@export var items: Array[Item] = []
@export var current_item_ind: int = 0
@export var size = 0 :
set(s):
size = s
items.resize(size)
updated.emit(self)
set(s):
size = s
items.resize(size)
updated.emit(self)
func _init(inventory_size: int = 1):
size = inventory_size
size = inventory_size
func get_best_available_slot_ind():
if items[current_item_ind] == null:
return current_item_ind
for i in items.size():
if items[i] == null:
return i
return current_item_ind
if items[current_item_ind] == null:
return current_item_ind
for i in items.size():
if items[i] == null:
return i
return current_item_ind
func set_current_item(new_ind: int):
if new_ind >= items.size():
return
if new_ind >= items.size():
return
if new_ind != current_item_ind:
current_item_ind = new_ind
updated.emit(self)
if new_ind != current_item_ind:
current_item_ind = new_ind
updated.emit(self)
func change_current_item(ind_mod: int):
if items.size() == 0:
current_item_ind = 0
return
var new_ind: int = current_item_ind + ind_mod
new_ind = new_ind % items.size()
if new_ind < 0:
new_ind += items.size()
set_current_item(new_ind)
if items.size() == 0:
current_item_ind = 0
return
var new_ind: int = current_item_ind + ind_mod
new_ind = new_ind % items.size()
if new_ind < 0:
new_ind += items.size()
set_current_item(new_ind)
func add_item(item: Item):
var best_ind = get_best_available_slot_ind()
if best_ind != current_item_ind:
set_item(item, best_ind)
updated.emit(self)
return true
else:
return false
var best_ind = get_best_available_slot_ind()
if best_ind != current_item_ind:
set_item(item, best_ind)
updated.emit(self)
return true
else:
return false
func set_item(item: Item, ind: int = 0) -> bool:
if ind < 0 || ind >= items.size():
return false
while len(items) <= ind:
items.append(null)
items[ind] = item
updated.emit(self)
return true
if ind < 0 || ind >= items.size():
return false
while len(items) <= ind:
items.append(null)
items[ind] = item
updated.emit(self)
return true
func get_item(ind: int = current_item_ind) -> Item:
if ind < 0 || items.size() <= ind:
return null
return items[ind]
if ind < 0 || items.size() <= ind:
return null
return items[ind]
func has_item(item: Item) -> bool:
return item in items
return item in items
func remove_item(item: Item):
var ind = items.find(item)
if ind >= 0:
items[ind] = null
updated.emit(self)
var ind = items.find(item)
if ind >= 0:
items[ind] = null
updated.emit(self)
func remove_item_at(ind: int = current_item_ind):
if items.size() <= ind:
return
if items.size() <= ind:
return
items[ind] = null
updated.emit(self)
items[ind] = null
updated.emit(self)
func remove_current_item():
remove_item_at()
remove_item_at()
func pop_item(ind: int = current_item_ind) -> Item:
if items.size() == 0:
return
if items.size() == 0:
return
var item_removed: Item = items[ind]
items[ind] = null
updated.emit(self)
return item_removed
var item_removed: Item = items[ind]
items[ind] = null
updated.emit(self)
return item_removed
func is_full():
for i in items:
if i == null : return false
return true
for i in items:
if i == null : return false
return true
func clear():
for i in range(len(items)):
items[i] = null
updated.emit(self)

View File

@@ -33,11 +33,11 @@ func is_one_time_use():
return true
func can_use(player : Player, _zone : Player.ActionZone) -> bool:
return player.terrain is Planet
return player.terrain is Region
func use(player : Player, zone : Player.ActionZone) -> bool:
if machine_type and machine_level and player.planet:
player.planet.add_entity(
if machine_type and machine_level and player.region:
player.region.add_entity(
Machine.instantiate_machine(machine_type, machine_level),
zone.get_global_position()
)

View File

@@ -25,8 +25,8 @@ func is_one_time_use():
return true
func can_use(player : Player, _zone : Player.ActionZone) -> bool:
return player.planet != null
return player.region != null
func use(player : Player, zone : Player.ActionZone) -> bool:
player.planet.instantiate_entity(scene, zone.get_global_position())
player.region.instantiate_entity(scene, zone.get_global_position())
return true

View File

@@ -7,17 +7,51 @@ const SHOVEL_ICON = preload("res://common/icons/shovel.svg")
const GROWING_ICON = preload("res://common/icons/chevrons-up.svg")
const SCORE_ICON = preload("res://common/icons/growth.svg")
@export var plant_type: PlantType
@export var plant_name : String
@export var plant_archetype: PlantArchetype
@export var plant_mutations: Array[PlantMutation]
@export var random_seed : int
func _init(
_plant_name : String,
_plant_archetype : PlantArchetype,
_plant_mutations : Array[PlantMutation] = [],
):
plant_name = _plant_name
plant_archetype = _plant_archetype
plant_mutations = _plant_mutations
random_seed = randi()
static func generate_from_parent(plant_data : PlantData) -> Seed:
if randf() > MUTATION_PROBABILITY:
return Seed.new(
plant_data.plant_name,
plant_data.archetype,
mutate(plant_data.mutations)
)
else :
# TODO
return Seed.new(
plant_data.plant_name,
plant_data.archetype,
mutate(plant_data.mutations)
)
static func generate_random() -> Seed:
return Seed.new(
Random.generate_random_name(),
PlantArchetype.new(),
[]
)
func get_item_name() -> String:
return tr("%s_SEED") % plant_type.name
return tr("%s_SEED") % plant_name
func get_description() -> String:
return tr("PLANT_%s_MUST_BE_USED_IN_DECONTAMINATED_ZONE") % plant_type.name
return tr("PLANT_%s_MUST_BE_USED_IN_DECONTAMINATED_ZONE") % plant_name
func get_icon() -> Texture2D:
return plant_type.seed_texture
return plant_archetype.texture_builder.build_seed_texture(random_seed)
func get_energy_used() -> int:
return 1
@@ -28,22 +62,15 @@ func get_usage_zone_radius() -> int:
func get_usage_object_affected(i : InspectableEntity) -> bool:
return i is Plant
func _init(
_plant_type : PlantType = null,
_parent_mutation : Array[PlantMutation] = []
):
plant_type = _plant_type
plant_mutations = Seed.mutate(_parent_mutation)
func use_text() -> String:
return tr("PLANT_%s") % plant_type.name
return tr("PLANT_%s") % plant_name
func is_one_time_use():
return true
func can_use(player : Player, zone : Player.ActionZone) -> bool:
if (
player.planet == null
player.region == null
):
return false
@@ -54,21 +81,17 @@ func can_use(player : Player, zone : Player.ActionZone) -> bool:
var is_there_contamination_in_zone = false
for tile in zone.get_tiles():
if not player.planet.decontamination_layer.is_decontamined(tile):
if not player.region.decontamination_layer.is_decontamined(tile):
is_there_contamination_in_zone = true
return not is_there_a_plant_here and not is_there_contamination_in_zone
func use(player : Player, zone : Player.ActionZone) -> bool:
if player.planet == null:
if player.region == null:
return false
AudioManager.play_sfx("Dig")
return player.planet.plant(
plant_type,
zone.get_global_position(),
plant_mutations
)
return player.region.plant(self,zone.get_global_position())
func card_info() -> CardInfo:
var info = CardInfo.new(
@@ -113,7 +136,6 @@ func card_info() -> CardInfo:
return info
func get_particles() -> Array[Particles.Parameters]:
var param : Array[Particles.Parameters] = []
@@ -129,73 +151,67 @@ func get_particles() -> Array[Particles.Parameters]:
static func mutate(parent_mutation : Array[PlantMutation] = []) -> Array[PlantMutation]:
if randf() > MUTATION_PROBABILITY:
return parent_mutation
# TODO
# var possible_mutations_change : Array[MutationPossibility] = [
# AddMutation.new()
# ]
var possible_mutations : Array[MutationPossibility] = [
AddMutation.new()
]
if (
len(parent_mutation) >= 2
):
possible_mutations = [
UpgradeMutation.new(),
RemoveMutation.new(),
]
elif len(parent_mutation) > 0:
possible_mutations = [
AddMutation.new(),
UpgradeMutation.new(),
RemoveMutation.new(),
]
# if (
# len(parent_mutation) >= 2
# ):
# possible_mutations_change = [
# UpgradeMutation.new(),
# RemoveMutation.new(),
# ]
# elif len(parent_mutation) > 0:
# possible_mutations_change = [
# AddMutation.new(),
# UpgradeMutation.new(),
# RemoveMutation.new(),
# ]
var chosen_mutation = possible_mutations.pick_random()
# var chosen_mutation = possible_mutations_change.pick_random()
return chosen_mutation.mutate(parent_mutation)
return parent_mutation
class MutationPossibility:
func mutate(_parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
return []
# class MutationPossibility:
# func mutate(_parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
# return []
class DontMutate extends MutationPossibility:
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
return parent_mutation
# class AddMutation extends MutationPossibility:
# func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
# var new_mutations = parent_mutation.duplicate_deep()
# var mut = PlantMutation.random_mutation(parent_mutation)
class AddMutation extends MutationPossibility:
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
var new_mutations = parent_mutation.duplicate_deep()
var mut = PlantMutation.random_mutation(parent_mutation)
if mut:
var existing_mut_id = new_mutations.find_custom(func(m:PlantMutation): return m.get_mutation_name() == mut.get_mutation_name())
# if mut:
# var existing_mut_id = new_mutations.find_custom(func(m:PlantMutation): return m.get_mutation_name() == mut.get_mutation_name())
if existing_mut_id >= 0:
new_mutations[existing_mut_id].level += 1
else :
new_mutations.append(mut)
# if existing_mut_id >= 0:
# new_mutations[existing_mut_id].level += 1
# else :
# new_mutations.append(mut)
return new_mutations
# return new_mutations
class UpgradeMutation extends MutationPossibility:
func mutate(
parent_mutation : Array[PlantMutation] = []
) -> Array[PlantMutation]:
var new_mutations = parent_mutation.duplicate_deep()
# class UpgradeMutation extends MutationPossibility:
# func mutate(
# parent_mutation : Array[PlantMutation] = []
# ) -> Array[PlantMutation]:
# var new_mutations = parent_mutation.duplicate_deep()
new_mutations.pick_random().level += 1
# new_mutations.pick_random().level += 1
return new_mutations
# return new_mutations
class RemoveMutation extends MutationPossibility:
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
var new_mutations :Array[PlantMutation] = parent_mutation.duplicate_deep()
# class RemoveMutation extends MutationPossibility:
# func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
# var new_mutations :Array[PlantMutation] = parent_mutation.duplicate_deep()
var mut_to_remove = new_mutations.pick_random()
if mut_to_remove.level > 1:
mut_to_remove.level -= 1
else:
new_mutations.remove_at(new_mutations.find(mut_to_remove))
# var mut_to_remove = new_mutations.pick_random()
# if mut_to_remove.level > 1:
# mut_to_remove.level -= 1
# else:
# new_mutations.remove_at(new_mutations.find(mut_to_remove))
return new_mutations
# return new_mutations