ajouts d'objectifs sur la carte, déplacements des icônes et divers changements
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@@ -1,5 +1,11 @@
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extends Resource
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class_name GameData
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@export var currentTerrainData : TerrainData
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@export var current_terrain_data : TerrainData
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@export var unlocked_plant_types_path : Array[PlantType] = [
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preload("res://entities/plants/resources/plant_types/champ.tres"),
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preload("res://entities/plants/resources/plant_types/chardi.tres"),
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preload("res://entities/plants/resources/plant_types/maias.tres"),
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preload("res://entities/plants/resources/plant_types/pili.tres"),
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]
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@@ -1,24 +1,31 @@
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extends Resource
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class_name TerrainData
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const TERRAIN_IMAGE_GAME_FACTOR = 40
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const DEFAULT_CONTAMINATION_CENTRAL_ZONE_MAX_SIZE = 300
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const DEFAULT_CONTAMINATION_CENTRAL_ZONE_MIN_SIZE = 50
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const TERRAIN_IMAGE_GAME_FACTOR = 40.
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const DEFAULT_CONTAMINATION_CENTRAL_ZONE_MAX_SIZE = 400.
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const DEFAULT_CONTAMINATION_CENTRAL_ZONE_MIN_SIZE = 100.
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const DEFAULT_TERRAIN_SIZE = Vector2(2000,2000)
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@export var terrainSize : Vector2 = Vector2(1000,1000)
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@export var terrain_size : Vector2
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func _init(size : Vector2 = DEFAULT_TERRAIN_SIZE):
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terrain_size = size
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generate_default_contamination()
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#region ------------------ Contamination ------------------
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@export var contamination : Image = null
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func generate_default_contamination(
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central_zone_max_size : int = DEFAULT_CONTAMINATION_CENTRAL_ZONE_MAX_SIZE,
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central_zone_min_size : int = DEFAULT_CONTAMINATION_CENTRAL_ZONE_MIN_SIZE,
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central_zone_max_size : float = DEFAULT_CONTAMINATION_CENTRAL_ZONE_MAX_SIZE,
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central_zone_min_size : float = DEFAULT_CONTAMINATION_CENTRAL_ZONE_MIN_SIZE,
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):
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var noise: Noise = FastNoiseLite.new()
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noise.seed = randi()
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noise.noise_type = FastNoiseLite.TYPE_CELLULAR
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noise.frequency = 0.005 * TERRAIN_IMAGE_GAME_FACTOR
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var imageSize = terrainSize / TERRAIN_IMAGE_GAME_FACTOR;
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var imageSize = terrain_size / TERRAIN_IMAGE_GAME_FACTOR;
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var noise_image = noise.get_image(
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imageSize.x,
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@@ -68,19 +75,42 @@ func is_in_image(pixel_point : Vector2, image : Image):
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and pixel_point.y < image.get_height())
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func get_contamination(point : Vector2) -> float:
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var pixel_point : Vector2 = get_pixel_point(point)
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var pixel_point : Vector2i = get_pixel_point(point)
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if (is_in_image(pixel_point, contamination)):
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return contamination.get_pixel(
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int(round(pixel_point.x)),
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int(round(pixel_point.y))
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pixel_point.x,
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pixel_point.y
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).r
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return 0
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func get_decontamination_coverage() -> float:
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return ImageTools.get_color_coverage(contamination)
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func get_pixel_point(point : Vector2) -> Vector2:
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return (
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func get_decontamination_surface() -> float:
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return ImageTools.get_color_pixel_count(contamination)/TERRAIN_IMAGE_GAME_FACTOR * 10
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func get_pixel_point(point : Vector2) -> Vector2i:
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return Vector2i(
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Vector2(point) / float(TERRAIN_IMAGE_GAME_FACTOR)
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- Vector2.ONE / 2
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)
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#endregion
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#region ------------------ Objectives ------------------
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func generate_objective_rewards(level = 1, amount = 1) -> Array[ObjectiveReward]:
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var possible_objective_rewards_path : Array[ObjectiveReward] = [
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IncreaseDayLimitReward.new(randi_range(level + 1, level + 3)),
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LootItemReward.new(load("res://common/inventory/resources/items/compost.tres")),
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UpgradePlayerMaxEnergyReward.new(),
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]
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var objectives_reward : Array[ObjectiveReward] = []
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var i = 0
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while i < amount and len(possible_objective_rewards_path) > 0:
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var r = possible_objective_rewards_path.pick_random()
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possible_objective_rewards_path.erase(r)
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objectives_reward.append(r)
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i += 1
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return objectives_reward
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