ajouts d'objectifs sur la carte, déplacements des icônes et divers changements
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@@ -1,22 +1,24 @@
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extends Machine
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class_name Compost
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var value_per_seed : float = 0.5
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var fill_value : float = 0.
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@export var seed_needed : int = 2
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@export var energy_production : int = 1
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var containing_seed : int = 0
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func _process(_delta):
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%ProgressBar.value = lerp(%ProgressBar.value, fill_value * 100, 0.5)
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%ProgressBar.value = lerp(%ProgressBar.value, float(containing_seed) / float(seed_needed) * 100, 0.5)
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func pointer_text():
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return "Compost"
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func interact_text():
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return "Put a seed ("+str(roundi((1-fill_value)/value_per_seed))+" left)"
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return "Put a seed ("+str(seed_needed - containing_seed)+" left)"
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func inspector_info() -> Inspector.Info:
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return Inspector.Info.new(
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pointer_text(),
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"The compost allow you to upgrade your max energy when putting in it a certain amount of seeds."
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"The compost allow you to generate one energy for " + str(seed_needed) + " seeds."
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)
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func can_interact(p : Player) -> bool:
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@@ -31,12 +33,11 @@ func interact(p : Player) -> bool:
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p.play_sfx("harvest")
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p.delete_item(p.inventory.get_item())
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fill_value += value_per_seed
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if fill_value >= 1.:
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containing_seed += 1
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if containing_seed >= seed_needed:
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$AnimationPlayer.play("empty")
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fill_value = 0
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p.upgrade()
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value_per_seed /= 1.5
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containing_seed = 0
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p.recharge(energy_production)
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else:
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$AnimationPlayer.play("fill")
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return true
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