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