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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[gd_scene load_steps=2 format=3 uid="uid://bnwq0xl7ak661"]
[ext_resource type="Script" uid="uid://d1mp5sguc0b6u" path="res://stages/terrain/region/scripts/region.gd" id="1_ne67o"]
[node name="Planet" type="Node2D"]
script = ExtResource("1_ne67o")

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[gd_scene load_steps=9 format=3 uid="uid://tsi5j1uxppa4"]
[ext_resource type="Script" uid="uid://d1mp5sguc0b6u" path="res://stages/terrain/region/scripts/region.gd" id="1_441sk"]
[ext_resource type="PackedScene" uid="uid://dt6mptqg80dew" path="res://gui/game/tutorial/tutorial.tscn" id="2_2f6js"]
[ext_resource type="PackedScene" uid="uid://yk78ubpu5ghq" path="res://gui/game/pass_day/pass_day.tscn" id="3_ktnx3"]
[ext_resource type="PackedScene" uid="uid://12nak7amd1uq" path="res://gui/game/game_gui.tscn" id="4_qdnee"]
[ext_resource type="PackedScene" uid="uid://bgvbgeq46wee2" path="res://entities/player/player.tscn" id="5_ovqi1"]
[ext_resource type="PackedScene" uid="uid://cg1visg52i21a" path="res://entities/interactables/ladder/ladder.tscn" id="6_2w03p"]
[ext_resource type="PackedScene" uid="uid://d324mlmgls4fs" path="res://entities/interactables/truck/recharge/truck_recharge.tscn" id="7_6d8m3"]
[ext_resource type="PackedScene" uid="uid://dj7gp3crtg2yt" path="res://entities/camera/camera.tscn" id="8_fwgig"]
[node name="Region" type="Node2D" node_paths=PackedStringArray("entity_container")]
script = ExtResource("1_441sk")
first_loot_number = null
loot_item_number = null
entity_container = NodePath("Entities")
[node name="RegionGui" type="CanvasLayer" parent="."]
layer = 2
[node name="Tutorial" parent="RegionGui" node_paths=PackedStringArray("player", "region") instance=ExtResource("2_2f6js")]
player = NodePath("../../Entities/Player")
region = NodePath("../..")
[node name="PassDay" parent="RegionGui" instance=ExtResource("3_ktnx3")]
unique_name_in_owner = true
[node name="GameGui" parent="." instance=ExtResource("4_qdnee")]
[node name="Entities" type="Node2D" parent="."]
y_sort_enabled = true
[node name="TruckLadder" parent="Entities" instance=ExtResource("6_2w03p")]
position = Vector2(51, -112)
[node name="Player" parent="Entities" instance=ExtResource("5_ovqi1")]
z_index = 1
[node name="TruckRecharge" parent="Entities" instance=ExtResource("7_6d8m3")]
position = Vector2(-50, -124)
[node name="Camera" parent="." node_paths=PackedStringArray("following") instance=ExtResource("8_fwgig")]
following = NodePath("../Entities/Player")

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[ext_resource type="Shader" uid="uid://q5isn3rwrir8" path="res://common/vfx/materials/shaders/texture_color_filter.gdshader" id="1_4m73r"]
[ext_resource type="Texture2D" uid="uid://bnrjnvceprxfn" path="res://stages/terrain/region/assets/textures/garden_background_texture.png" id="2_4m73r"]
[resource]
shader = ExtResource("1_4m73r")
shader_parameter/red_overlay_tex = ExtResource("2_4m73r")
shader_parameter/scale = 0.006944444

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[ext_resource type="Shader" uid="uid://q5isn3rwrir8" path="res://common/vfx/materials/shaders/texture_color_filter.gdshader" id="1_v8wor"]
[ext_resource type="Texture2D" uid="uid://bseoyd8mqjo7y" path="res://stages/terrain/region/assets/textures/garden_decontamined_background_texture.png" id="2_v8wor"]
[resource]
shader = ExtResource("1_v8wor")
shader_parameter/red_overlay_tex = ExtResource("2_v8wor")
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[gd_resource type="ShaderMaterial" load_steps=6 format=3 uid="uid://bq3dmwkej5gmx"]
[ext_resource type="Shader" uid="uid://bglep64ppn74p" path="res://common/vfx/materials/shaders/textures_data_filter.gdshader" id="1_kujx0"]
[ext_resource type="Texture2D" uid="uid://beqx4rmgthkql" path="res://stages/terrain/region/assets/textures/rock_background_texture.png" id="2_6cs2h"]
[ext_resource type="Texture2D" uid="uid://bnrjnvceprxfn" path="res://stages/terrain/region/assets/textures/garden_background_texture.png" id="2_ydx6d"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_kujx0"]
noise_type = 0
frequency = 0.02
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_ydx6d"]
width = 20
height = 20
noise = SubResource("FastNoiseLite_kujx0")
[resource]
shader = ExtResource("1_kujx0")
shader_parameter/data_texture = SubResource("NoiseTexture2D_ydx6d")
shader_parameter/data_texture_size = Vector2(200, 200)
shader_parameter/data_texture_threshold = 0.5
shader_parameter/texture_0 = ExtResource("2_6cs2h")
shader_parameter/texture_1 = ExtResource("2_ydx6d")
shader_parameter/texture_scale = 5.0

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[gd_resource type="ShaderMaterial" load_steps=6 format=3 uid="uid://ljvaj1vab53a"]
[ext_resource type="Shader" uid="uid://bglep64ppn74p" path="res://common/vfx/materials/shaders/textures_data_filter.gdshader" id="1_ye8oh"]
[ext_resource type="Texture2D" uid="uid://bnrjnvceprxfn" path="res://stages/terrain/region/assets/textures/garden_background_texture.png" id="2_6hswu"]
[ext_resource type="Texture2D" uid="uid://ex35g5nvtsy0" path="res://stages/terrain/region/assets/textures/garden_decontamined_background_texture_old.png" id="2_r7pv0"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_6hswu"]
frequency = 0.0109
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_j3avn"]
noise = SubResource("FastNoiseLite_6hswu")
[resource]
shader = ExtResource("1_ye8oh")
shader_parameter/data_texture = SubResource("NoiseTexture2D_j3avn")
shader_parameter/data_texture_size = Vector2(1000, 1000)
shader_parameter/data_texture_threshold = 0.5
shader_parameter/texture_0 = ExtResource("2_6hswu")
shader_parameter/texture_1 = ExtResource("2_r7pv0")
shader_parameter/texture_scale = 5.0

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[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://dpxu8yeee4qi1"]
[ext_resource type="Shader" uid="uid://q5isn3rwrir8" path="res://common/vfx/materials/shaders/texture_color_filter.gdshader" id="1_k4e5t"]
[ext_resource type="Texture2D" uid="uid://bnrjnvceprxfn" path="res://stages/terrain/region/assets/textures/garden_background_texture.png" id="2_k4e5t"]
[resource]
shader = ExtResource("1_k4e5t")
shader_parameter/red_overlay_tex = ExtResource("2_k4e5t")
shader_parameter/scale = 0.005

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[gd_resource type="ShaderMaterial" load_steps=4 format=3 uid="uid://d365ovfmi3d0s"]
[ext_resource type="Shader" uid="uid://q5isn3rwrir8" path="res://common/vfx/materials/shaders/texture_color_filter.gdshader" id="1_xr5ia"]
[ext_resource type="Texture2D" uid="uid://beqx4rmgthkql" path="res://stages/terrain/region/assets/textures/rock_background_texture.png" id="2_ieaec"]
[ext_resource type="Texture2D" uid="uid://02nuoqleo4yu" path="res://stages/terrain/region/assets/textures/rock_cristal_texture.png" id="2_sc014"]
[resource]
shader = ExtResource("1_xr5ia")
shader_parameter/red_overlay_tex = ExtResource("2_ieaec")
shader_parameter/green_overlay_tex = ExtResource("2_sc014")
shader_parameter/scale = 0.006944444

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@tool
extends Node2D
class_name Chunk
signal generated
var region : Region
var region_seed : int
var wall_threshold = 0.3
var decontamination_threshold = 0.
var cristal_threshold = 0.08
var rock_noise_image : Noise = null
var decontamination_noise_image : Noise = null
var is_generated : bool = false :
set(v):
is_generated = true
if is_generated:
generated.emit()
var generation_finished : Array[String] = []
const GENERATION_NUMBER = 4
const NOISE_IMAGE_SIZE := 150
const ROCK_NOISE_FREQUENCY := 0.01
const DECONTAMINATION_NOISE_FREQUENCY := 0.01
@export_tool_button("Update", "Callable") var update_action = func():
region_seed = randi()
generate()
var data : ChunkData
func _init(
_data : ChunkData,
_planet : Region = null,
):
region = _planet
if region:
region_seed = region.data.region_seed
data = _data
func generate():
rock_noise_image = generate_noise(region_seed + 1, ROCK_NOISE_FREQUENCY)
decontamination_noise_image = generate_noise(region_seed + 2, DECONTAMINATION_NOISE_FREQUENCY)
global_position = data.chunk_coord * (Region.CHUNK_TILE_SIZE * Region.TILE_SIZE)
generate_rocks()
generate_ground()
generate_decontamination()
func finish_one_generation(generation_name : String):
generation_finished.append(generation_name)
if len(generation_finished) >= GENERATION_NUMBER:
is_generated = true
func unload():
for x in range(Region.CHUNK_TILE_SIZE):
for y in range(Region.CHUNK_TILE_SIZE):
var global_coord = Vector2i(x, y) + Region.CHUNK_TILE_SIZE * data.chunk_coord
region.rock_layer.erase_cell(global_coord)
region.ground_layer.erase_cell(global_coord)
region.decontamination_layer.erase_cell(global_coord)
# Debug
# func _draw():
# draw_rect(
# Rect2(Vector2.ZERO, Vector2.ONE * Region.CHUNK_TILE_SIZE * Region.TILE_SIZE),
# Color.WHITE,
# false,
# 3
# )
# for x in range(NOISE_IMAGE_SIZE):
# for y in range(NOISE_IMAGE_SIZE):
# var noise_value = rock_noise_image.get_noise_2d(
# x,
# y
# )
# draw_rect(
# Rect2(Vector2i(x,y) * Region.CHUNK_SIZE / NOISE_IMAGE_SIZE, Vector2i.ONE * Region.CHUNK_SIZE / NOISE_IMAGE_SIZE),
# Color.WHITE * ((noise_value+1)/2),
# true,
# )
func generate_noise(
noise_seed : int,
frequency := 0.01
) -> Noise:
var noise_image_size := NOISE_IMAGE_SIZE * Vector2i.ONE
var noise: FastNoiseLite = FastNoiseLite.new()
noise.seed = noise_seed
noise.noise_type = FastNoiseLite.TYPE_SIMPLEX
noise.frequency = 0.01
noise.fractal_type = FastNoiseLite.FRACTAL_NONE
noise.fractal_weighted_strength = 1.0
noise.offset = Vector3(
noise_image_size.x * data.chunk_coord.x,
noise_image_size.y * data.chunk_coord.y,
1
)
return noise
func get_tile_value_from_noise(tile_position : Vector2i, noise : Noise) -> float:
var val = noise.get_noise_2d(
floori(float(tile_position.x * NOISE_IMAGE_SIZE) / Region.CHUNK_TILE_SIZE),
floori(float(tile_position.y * NOISE_IMAGE_SIZE) / Region.CHUNK_TILE_SIZE)
)
return (val + 1)/2
func generate_rocks():
var cristals : Array[Vector2i] = []
var rocks : Array[Vector2i] = []
for x in range(Region.CHUNK_TILE_SIZE):
for y in range(Region.CHUNK_TILE_SIZE):
var tile_type := get_generated_rock_type(Vector2i(x, y))
var global_coord = Vector2i(x, y) + Region.CHUNK_TILE_SIZE * data.chunk_coord
if tile_type == RockLayer.TileType.CRISTAL:
cristals.append(global_coord)
elif tile_type == RockLayer.TileType.ROCK:
rocks.append(global_coord)
region.rock_layer.place_rocks(cristals, RockLayer.TileType.CRISTAL, func(): finish_one_generation("rock"))
region.rock_layer.place_rocks(rocks, RockLayer.TileType.ROCK, func(): finish_one_generation("cristal"))
func get_generated_rock_type(coord : Vector2i) -> RockLayer.TileType:
var tile_value : float = get_tile_value_from_noise(coord, rock_noise_image)
var saved_diff := data.get_rock_tile_diff(coord)
if (
(saved_diff == ChunkData.TileDiff.PRESENT or tile_value < wall_threshold)
and saved_diff != ChunkData.TileDiff.ABSENT
):
return RockLayer.TileType.CRISTAL if tile_value < cristal_threshold else RockLayer.TileType.ROCK
return RockLayer.TileType.EMPTY
func generate_ground():
var coords : Array[Vector2i] = []
for x in range(Region.CHUNK_TILE_SIZE):
for y in range(Region.CHUNK_TILE_SIZE):
coords.append(Vector2i(x,y) + Region.CHUNK_TILE_SIZE * data.chunk_coord)
region.ground_layer.place_ground(coords, func(): finish_one_generation("ground"))
func generate_decontamination():
var decontamination_tiles : Array[Vector2i] = []
for x in range(Region.CHUNK_TILE_SIZE):
for y in range(Region.CHUNK_TILE_SIZE):
var coord = Vector2i(x,y)
var tile_value : float = get_tile_value_from_noise(coord, decontamination_noise_image)
var saved_diff := data.get_decontamination_tile_diff(coord)
if (
(saved_diff == ChunkData.TileDiff.PRESENT or tile_value < decontamination_threshold)
and saved_diff != ChunkData.TileDiff.ABSENT
):
decontamination_tiles.append(Vector2i(x,y) + Region.CHUNK_TILE_SIZE * data.chunk_coord)
region.decontamination_layer.place_decontaminations(
decontamination_tiles,
false,
func():
finish_one_generation("decontamination")
)

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uid://d2ixbaa2uqlv4

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extends Resource
class_name ChunkData
enum TileDiff { NO_DIFF,PRESENT,ABSENT }
@export var chunk_coord : Vector2i
@export var rock_tiles_diff : Dictionary[String, TileDiff]
@export var decontamination_tiles_diff : Dictionary[String, TileDiff]
func _init(
_chunk_coord : Vector2i
):
chunk_coord = _chunk_coord
#region ------------------ Generic Tile ------------------
func get_coord_key(coord : Vector2i) -> String:
return "%d:%d" % [coord.x, coord.y]
func get_tile_diff(
coord : Vector2i,
tiles_diff : Dictionary[String, TileDiff]
) -> TileDiff:
if not has_diff(coord, tiles_diff):
return TileDiff.NO_DIFF
return tiles_diff[get_coord_key(coord)]
func update_tile_diff(
coord : Vector2i,
diff : TileDiff,
tiles_diff : Dictionary[String, TileDiff]
):
tiles_diff[get_coord_key(coord)] = diff
func has_diff(
coord : Vector2i,
tiles_diff : Dictionary[String, TileDiff]
):
return tiles_diff.has(get_coord_key(coord))
#region ------------------ Rock ------------------
func get_rock_tile_diff(coord : Vector2i) -> TileDiff:
return get_tile_diff(coord, rock_tiles_diff)
func update_rock_tile_diff(coord : Vector2i, diff : TileDiff):
update_tile_diff(coord, diff, rock_tiles_diff)
func has_rock_tile_diff(coord : Vector2i):
return has_diff(coord, rock_tiles_diff)
#region ------------------ Decontamination ------------------
func get_decontamination_tile_diff(coord : Vector2i) -> TileDiff:
return get_tile_diff(coord, decontamination_tiles_diff)
func update_decontamination_tile_diff(coord : Vector2i, diff : TileDiff):
update_tile_diff(coord, diff, decontamination_tiles_diff)
func has_decontamination_tile_diff(coord : Vector2i):
return has_diff(coord, decontamination_tiles_diff)

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uid://clqa88okc325t

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extends Terrain
class_name Region
const MIN_PASS_DAY_ANIMATION_TIME : float = PassDay.TIME_MARGIN * 2
const TUTORIAL_SCENE : PackedScene = preload("res://gui/game/tutorial/tutorial.tscn")
const TILE_SET : TileSet = preload("res://stages/terrain/region/resources/moss_biome.tres")
const TILE_SCALE = 1
const TILE_SIZE : int = roundi(TILE_SET.tile_size.x * TILE_SCALE)
const START_ROCK_HOLE_RADIUS = 5
const START_DECONTAMINATION_HOLE_RADIUS = 3
const CHUNK_TILE_SIZE : int = 20
const CHUNK_SIZE = CHUNK_TILE_SIZE * TILE_SIZE
const CHUNK_LOAD_DISTANCE : int = 1
const CHUNK_UNLOAD_DISTANCE : int = 2
@export var first_loot_number : int = 3
@export var loot_item_number : Array[int] = [1,2]
var is_generated : bool : get = check_is_generated
var generated_value : float : get = get_generated_value
var data : RegionData
var in_passing_day_animation = false
var contamination_texture : ImageTexture
var rock_layer : RockLayer
var ground_layer : GroundLayer
var decontamination_layer : DecontaminationLayer
var tile_set = Region.TILE_SET
var generated_chunks : Dictionary[String,Chunk] = {}
var generation_semaphore: Semaphore
func _init():
data = GameInfo.game_data.current_region_data
func _ready():
generation_semaphore = Semaphore.new()
generation_semaphore.post()
entity_container.position = TILE_SIZE * CHUNK_TILE_SIZE * Vector2.ONE / 2
load_entities(data.entities_saved_data)
for e in entity_container.get_children():
if e is Plant:
data.add_plant_data(e.data)
generate_first_entities()
ground_layer = GroundLayer.new(self)
add_child(ground_layer)
rock_layer = RockLayer.new(self)
add_child(rock_layer)
decontamination_layer = DecontaminationLayer.new(self)
add_child(decontamination_layer)
generate_near_chunks(player)
edit_map_origin()
func _process(_d):
if player:
generate_near_chunks(player)
remove_far_chunks(player)
#region ------------------ Generation ------------------
func generate_first_entities():
if not (Vector2i.ZERO in data.generated_chunk_entities):
# Generate shovel
drop_item(Shovel.new(), entity_container.global_position + Vector2(0, 100))
func get_chunk_key(coord) -> String:
return "%d:%d" % [coord.x, coord.y]
func generate_near_chunks(p : Player):
var player_chunk_coord = Math.get_chunk_from_pos(p.global_position)
for x in range(-CHUNK_LOAD_DISTANCE, CHUNK_LOAD_DISTANCE+1):
for y in range(-CHUNK_LOAD_DISTANCE, CHUNK_LOAD_DISTANCE+1):
var coord : Vector2i = Vector2i(x,y) + player_chunk_coord
if not generated_chunks.has(get_chunk_key(coord)):
generate_chunk(coord)
func remove_far_chunks(p : Player):
var player_chunk_coord = Vector2i(
floor(p.global_position.x / (CHUNK_TILE_SIZE * TILE_SIZE)),
floor(p.global_position.y / (CHUNK_TILE_SIZE * TILE_SIZE))
)
for chunk in generated_chunks.values():
var chunk_coord = chunk.data.chunk_coord
if player_chunk_coord.distance_to(chunk_coord) > CHUNK_UNLOAD_DISTANCE:
remove_chunk(chunk)
func generate_chunk(coord : Vector2i):
var chunk_data := data.get_or_create_chunk_data(coord)
var chunk_key = get_chunk_key(coord)
if not generated_chunks.has(chunk_key):
var new_chunk = Chunk.new(
chunk_data,
self
)
generated_chunks[chunk_key] = new_chunk
add_child(new_chunk)
data.generated_chunk_entities.append(coord)
new_chunk.generate()
func edit_map_origin():
# Dig a hole in map origin
var chunk_center = Vector2i.ONE * floori(CHUNK_TILE_SIZE/2.)
var hole_tiles : Array[Vector2i] = []
var decontamination_tiles : Array[Vector2i] = []
for x in range(CHUNK_TILE_SIZE):
for y in range(CHUNK_TILE_SIZE):
var coord = Vector2i(x,y)
if coord.distance_to(chunk_center) < START_ROCK_HOLE_RADIUS:
hole_tiles.append(coord)
if coord.distance_to(chunk_center) < START_DECONTAMINATION_HOLE_RADIUS:
decontamination_tiles.append(coord)
rock_layer.remove_rocks(hole_tiles, true)
decontamination_layer.place_decontaminations(decontamination_tiles, true)
func remove_chunk(chunk : Chunk):
generated_chunks.erase(get_chunk_key(chunk.data.chunk_coord))
chunk.unload()
chunk.queue_free()
func check_is_generated() -> bool:
if len(generated_chunks.keys()) == 0:
return false
return get_chunk_generation_count() == float(get_full_chunk_generation_count())
func get_generated_value():
return get_chunk_generation_count() / float(get_full_chunk_generation_count())
func get_full_chunk_generation_count() -> int:
return len(generated_chunks.keys()) * Chunk.GENERATION_NUMBER
func get_chunk_generation_count() -> int:
var generation_count = 0
for key in generated_chunks.keys():
generation_count += len(generated_chunks[key].generation_finished)
return generation_count
func save():
data.entities_saved_data = save_entities()
#endregion
#region ------------------ Usage ------------------
func plant(
plant_seed : Seed,
plant_position : Vector2i
) -> bool:
var new_plant_data = PlantData.generate_from_seed(plant_seed, plant_position)
data.add_plant_data(new_plant_data)
var new_plant = Plant.new(new_plant_data)
add_entity(new_plant, plant_position)
return true
func pass_day():
data.start_pass_day()
%PassDay.pass_day_animation()
for e : Node2D in entity_container.get_children():
if e.has_method("_start_pass_day"):
e._start_pass_day()
if not %PassDay.is_animation_appeared:
await %PassDay.animation_appeared
data.day += 1
for e : Node2D in entity_container.get_children():
if e.has_method("_pass_day"):
e._pass_day()
data.proceed_pass_day()
if not %PassDay.is_animation_disappeared:
await %PassDay.animation_disappeared
for e : Node2D in entity_container.get_children():
if e.has_method("_end_pass_day"):
e._end_pass_day()
data.end_pass_day()
save()
#endregion

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extends Resource
class_name RegionData
enum State {IN_PROGRESS,FAILED,SUCCEEDED}
signal plant_changing_score(p : PlantData, amount : int)
signal updated(region_data : RegionData)
signal pass_day_started(region_data : RegionData)
signal pass_day_proceeded(region_data : RegionData)
signal pass_day_ended(region_data : RegionData)
const DEFAULT_START_CHARGE := 10
const DEFAULT_OBJECTIVE := 10
@export var region_seed : int
@export var region_name : String
@export var day : int = 1
@export var entities_saved_data : Array[EntityData] = []
@export var score_by_plant : Dictionary[PlantData, int] = {}
@export var generated_chunk_entities : Array[Vector2i]
@export var tutorial_step : int = 0
@export var tutorial = false
@export var chunks_data : Dictionary[String, ChunkData]
@export var charges : int :
set(v):
charges = v
updated.emit(self)
@export var objective : int :
set(v):
objective = v
updated.emit(self)
var in_passing_day_animation := false
func _init(
parameter : RegionParameter = RegionParameter.new()
):
charges = parameter.charges
objective = parameter.objective
region_name = parameter.name
region_seed = parameter.region_seed
tutorial = parameter.tutorial
#region ------------------ Chunks ------------------
func get_coord_id(coord):
return "%d:%d" % [coord.x, coord.y]
func has_chunk_data(coord : Vector2i) -> bool:
return chunks_data.has(get_coord_id(coord))
func add_chunk_data(coord : Vector2i, data : ChunkData):
chunks_data[get_coord_id(coord)] = data
func get_chunk_data(coord : Vector2i) -> ChunkData:
return chunks_data[get_coord_id(coord)]
func get_or_create_chunk_data(coord : Vector2i) -> ChunkData:
if has_chunk_data(coord):
return get_chunk_data(coord)
else:
var new_chunk_data = ChunkData.new(coord)
add_chunk_data(coord, new_chunk_data)
return new_chunk_data
#endregion
#region ------------------ Score ------------------
func get_score():
var score = 0
for plant_data in score_by_plant:
score += score_by_plant[plant_data]
return score
func is_objective_reached():
return get_score() >= objective
func get_state() -> State:
if get_score() >= objective:
return State.SUCCEEDED
elif charges <= 0:
return State.FAILED
else:
return State.IN_PROGRESS
#endregion
#region ------------------ Day ------------------
func start_pass_day():
in_passing_day_animation = true
pass_day_started.emit(self)
func proceed_pass_day():
pass_day_proceeded.emit(self)
func end_pass_day():
pass_day_ended.emit(self)
in_passing_day_animation = false
#endregion
#region ------------------ Plants ------------------
func add_plant_data(plant_data : PlantData):
score_by_plant[plant_data] = plant_data.get_score()
plant_data.disappeared.connect(_on_plant_disappeared)
plant_data.updated.connect(_on_plant_updated)
func _on_plant_updated(plant_data : PlantData):
var old_plant_score = score_by_plant[plant_data]
score_by_plant[plant_data] = plant_data.get_score()
if old_plant_score != score_by_plant[plant_data]:
plant_changing_score.emit(plant_data, score_by_plant[plant_data] - old_plant_score)
updated.emit(self)
func _on_plant_disappeared(plant_data : PlantData):
plant_changing_score.emit(plant_data, - score_by_plant[plant_data])
score_by_plant.erase(plant_data)
updated.emit(self)
#endregion

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extends Resource
class_name RegionParameter
@export var charges : int
@export var objective : int
@export var name : String
@export var tutorial : bool
@export var region_seed : int
func _init(
_charges : int = 10,
_objective : int = 10,
_name = Random.generate_random_name(),
_tutorial = false,
_region_seed = randi(),
):
charges = _charges
objective = _objective
name = _name
tutorial = _tutorial
region_seed = _region_seed

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@tool
extends RegionLayer
class_name DecontaminationLayer
const DECONTAMINATION_TILE_TERRAIN_SET : int = 0
const DECONTAMINATION_TILE_TERRAIN : int = 0
func setup():
z_index = -99
func place_decontamination(coord : Vector2i, save = false):
place_decontaminations([coord], save)
func place_decontaminations(coords : Array[Vector2i], save := false, on_finished : Callable = (func(): pass)):
async_place_terrain_cells(
coords,
DECONTAMINATION_TILE_TERRAIN_SET,
DECONTAMINATION_TILE_TERRAIN,
on_finished
)
if save:
for coord in coords:
var chunk_coord = Vector2i(
floori(coord.x / float(Region.CHUNK_TILE_SIZE)),
floori(coord.y / float(Region.CHUNK_TILE_SIZE)),
)
(region.data
.get_chunk_data(chunk_coord)
.update_decontamination_tile_diff(coord, ChunkData.TileDiff.PRESENT))
func is_decontamined(coord : Vector2i) -> bool:
return has_cell(coord)

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@tool
extends RegionLayer
class_name GroundLayer
const MATERIAL : Material = preload("res://stages/terrain/region/resources/materials/moss_biome/ground_planet_tilemap.tres")
const GROUND_TILE_TERRAIN_SET : int = 0
const GROUND_TILE_TERRAIN : int = 3
func setup():
material = MATERIAL
z_index = -100
func place_ground(coords : Array[Vector2i], on_finished : Callable = (func(): pass)):
async_place_terrain_cells(
coords,
GROUND_TILE_TERRAIN_SET,
GROUND_TILE_TERRAIN,
on_finished
)

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@abstract
extends TileMapLayer
class_name RegionLayer
var threads : Array[Thread] = []
var is_generated = false
var region : Region
func _init(
_planet : Region = null
):
region = _planet
func _ready():
tile_set = region.tile_set
scale = Vector2.ONE * Region.TILE_SCALE
navigation_enabled = false
setup()
func setup():
pass
func get_all_neighbors_cell(coord : Vector2i) -> Array[Vector2i]:
var neighbors : Array[Vector2i] = []
for x in [-1, 0, 1]:
for y in [-1, 0, 1]:
var neighbor = Vector2i(
coord.x + x,
coord.y + y
)
if coord != neighbor:
neighbors.append(neighbor)
return neighbors
func has_cell(tile_position : Vector2i) -> bool:
return get_cell_source_id(tile_position) != -1
func async_place_terrain_cells(
coords : Array[Vector2i],
tile_terrain_set : int = 0,
tile_terrain : int = 0,
on_finished : Callable = (func(): pass)
):
var thread = Thread.new()
threads.append(thread)
thread.start(
func ():
place_terrain_cells(
coords,
tile_terrain_set,
tile_terrain
)
on_finished.call_deferred()
)
func place_terrain_cells(
coords : Array[Vector2i],
tile_terrain_set : int = 0,
tile_terrain : int = 0
):
region.generation_semaphore.wait()
set_cells_terrain_connect(
coords,
tile_terrain_set,
tile_terrain
)
region.generation_semaphore.post()
func _exit_tree():
for t in threads:
t.wait_to_finish()

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@tool
extends RegionLayer
class_name RockLayer
const MATERIAL : Material = preload("res://stages/terrain/region/resources/materials/rock_planet_tilemap.tres")
const ROCK_TILE_TERRAIN_SET : int = 0
const ROCK_TILE_TERRAIN : int = 1
const CRISTAL_TILE_TERRAIN : int = 2
const CRISTAL_LOOT_CHANCE : float = 1
enum TileType { EMPTY,ROCK,CRISTAL }
func setup():
material = MATERIAL
z_index = 2
func place_rocks(coords : Array[Vector2i], type := TileType.ROCK,on_finished : Callable = (func(): pass)):
if type != TileType.EMPTY:
async_place_terrain_cells(
coords,
ROCK_TILE_TERRAIN_SET,
ROCK_TILE_TERRAIN if type == TileType.ROCK else CRISTAL_TILE_TERRAIN,
on_finished
)
func remove_rocks(coords : Array[Vector2i], save = false,on_finished : Callable = (func(): pass)):
async_place_terrain_cells(
coords,
ROCK_TILE_TERRAIN_SET,
-1,
on_finished
)
if save:
for coord in coords:
var chunk_coord = Vector2i(
floori(coord.x / float(Region.CHUNK_TILE_SIZE)),
floori(coord.y / float(Region.CHUNK_TILE_SIZE)),
)
var chunk_tile_coord : Vector2i = coord - chunk_coord * Region.CHUNK_TILE_SIZE
(region.data
.get_chunk_data(chunk_coord)
.update_rock_tile_diff(chunk_tile_coord, ChunkData.TileDiff.ABSENT))
func dig_rocks(coords : Array[Vector2i]) -> bool:
var has_rock = false
for coord in coords:
if has_tile(coord):
has_rock = true
loot_rock(coord)
if has_rock:
remove_rocks(coords, true)
return has_rock
func loot_rock(coord : Vector2i):
if get_tile_type(coord) == TileType.CRISTAL and randf() < CRISTAL_LOOT_CHANCE:
var loot = Seed.generate_random()
region.drop_item(
loot,
coord * Region.TILE_SIZE + Vector2i.ONE * floori(Region.TILE_SIZE/2.),
floor(Region.TILE_SIZE/2.)
)
func has_tile(coord : Vector2i) -> bool:
return has_cell(coord)
func get_tile_type(coord : Vector2i) -> TileType:
if has_tile(coord):
return TileType.CRISTAL if get_cell_tile_data(coord).terrain == CRISTAL_TILE_TERRAIN else TileType.ROCK
return TileType.EMPTY

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