ajout d'un terrain infini et la possibilité de planter n'importe où
This commit is contained in:
41
entities/player/inventory/scripts/items/pickaxe.gd
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41
entities/player/inventory/scripts/items/pickaxe.gd
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@@ -0,0 +1,41 @@
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extends Item
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class_name Pickaxe
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const USE_INTERVAL = 0.15
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func get_item_name() -> String:
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return tr("PICKAXE")
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func get_description() -> String:
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return tr("PICKAXE_DESC_TEXT")
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func get_icon() -> Texture2D:
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return preload("res://common/icons/pick.svg")
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func get_energy_used() -> int:
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return 1
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func get_usage_zone_radius() -> int:
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return 50
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func use_text() -> String:
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return tr("DIG")
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func can_use(_player : Player, zone : Player.ActionZone) -> bool:
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if zone and zone.area:
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var bodies = zone.area.get_overlapping_bodies()
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for body in bodies :
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if body is RockLayer:
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return true
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return false
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func use(_player : Player, zone : Player.ActionZone) -> bool:
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var bodies = zone.area.get_overlapping_bodies()
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var rock_layer_id = bodies.find_custom(func (b) : return b is RockLayer)
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if rock_layer_id != -1:
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var rock_layer : RockLayer = bodies[rock_layer_id]
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return rock_layer.dig_rocks(zone.get_tiles())
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return false
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1
entities/player/inventory/scripts/items/pickaxe.gd.uid
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1
entities/player/inventory/scripts/items/pickaxe.gd.uid
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@@ -0,0 +1 @@
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uid://ctucfh72pxut8
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@@ -11,192 +11,191 @@ const SCORE_ICON = preload("res://common/icons/growth.svg")
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@export var plant_mutations: Array[PlantMutation]
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func get_item_name() -> String:
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return tr("%s_SEED") % plant_type.name
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return tr("%s_SEED") % plant_type.name
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func get_description() -> String:
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return tr("PLANT_%s_MUST_BE_USED_IN_DECONTAMINATED_ZONE") % plant_type.name
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return tr("PLANT_%s_MUST_BE_USED_IN_DECONTAMINATED_ZONE") % plant_type.name
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func get_icon() -> Texture2D:
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return plant_type.seed_texture
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return plant_type.seed_texture
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func get_energy_used() -> int:
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return 1
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return 1
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func get_usage_zone_radius() -> int:
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return 35
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return 35
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func get_usage_object_affected(i : InspectableEntity) -> bool:
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return i is Plant
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return i is Plant
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func _init(
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_plant_type : PlantType = null,
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_parent_mutation : Array[PlantMutation] = []
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_plant_type : PlantType = null,
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_parent_mutation : Array[PlantMutation] = []
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):
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plant_type = _plant_type
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plant_mutations = Seed.mutate(_parent_mutation)
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plant_type = _plant_type
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plant_mutations = Seed.mutate(_parent_mutation)
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func use_text() -> String:
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return tr("PLANT_%s") % plant_type.name
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return tr("PLANT_%s") % plant_type.name
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func is_one_time_use():
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return true
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return true
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func can_use(player : Player, zone : Player.ActionZone) -> bool:
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if (
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player.planet == null
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or not player.planet.garden.is_in_garden(zone.get_global_position())
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):
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return false
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if (
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player.planet == null
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):
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return false
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var is_there_a_plant_here = false
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for area in zone.get_affected_areas():
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if area is Plant:
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is_there_a_plant_here = true
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var is_there_contamination_in_zone = false
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for point in zone.get_points_in_zone():
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if player.planet.garden.is_there_contamination(point):
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is_there_contamination_in_zone = true
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var is_there_a_plant_here = false
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for area in zone.get_affected_areas():
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if area is Plant:
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is_there_a_plant_here = true
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var is_there_contamination_in_zone = false
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for tile in zone.get_tiles():
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if not player.planet.decontamination_layer.is_decontamined(tile):
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is_there_contamination_in_zone = true
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return not is_there_a_plant_here and not is_there_contamination_in_zone
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return not is_there_a_plant_here and not is_there_contamination_in_zone
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func use(player : Player, zone : Player.ActionZone) -> bool:
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if player.planet == null:
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return false
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if player.planet == null:
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return false
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AudioManager.play_sfx("Dig")
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return player.planet.plant(
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plant_type,
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zone.get_global_position(),
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plant_mutations
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)
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AudioManager.play_sfx("Dig")
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return player.planet.plant(
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plant_type,
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zone.get_global_position(),
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plant_mutations
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)
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func card_info() -> CardInfo:
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var info = CardInfo.new(
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get_item_name()
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)
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info.texture = icon
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info.type_icon = TYPE_ICON
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var info = CardInfo.new(
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get_item_name()
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)
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info.texture = icon
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info.type_icon = TYPE_ICON
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info.stats.append(
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CardStatInfo.new(
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tr("COST_%d_ENERGY") % energy_usage,
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ENERGY_ICON
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)
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)
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info.stats.append(
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CardStatInfo.new(
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tr("COST_%d_ENERGY") % energy_usage,
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ENERGY_ICON
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)
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)
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if is_one_time_use():
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info.stats.append(
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CardStatInfo.new(
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tr("ONE_TIME_USE"),
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ONE_TIME_ICON
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)
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)
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if is_one_time_use():
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info.stats.append(
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CardStatInfo.new(
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tr("ONE_TIME_USE"),
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ONE_TIME_ICON
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)
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)
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var effect_section = CardSectionInfo.new(
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tr("EFFECT"),
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get_description()
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)
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effect_section.title_icon = ACTION_ICON
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var effect_section = CardSectionInfo.new(
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tr("EFFECT"),
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get_description()
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)
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effect_section.title_icon = ACTION_ICON
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if energy_usage > 0:
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effect_section.title_icon = ENERGY_ICON
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info.sections.append(effect_section)
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if energy_usage > 0:
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effect_section.title_icon = ENERGY_ICON
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info.sections.append(effect_section)
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if len(plant_mutations) != 0:
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var rarest : int = plant_mutations.map(
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func(m : PlantMutation) : return m.get_rarity()
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).max()
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info.bg_color = PlantMutation.get_rarity_color(rarest)
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for m in plant_mutations:
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info.sections.append(m.card_section())
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return info
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if len(plant_mutations) != 0:
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var rarest : int = plant_mutations.map(
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func(m : PlantMutation) : return m.get_rarity()
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).max()
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info.bg_color = PlantMutation.get_rarity_color(rarest)
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for m in plant_mutations:
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info.sections.append(m.card_section())
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return info
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func get_particles() -> Array[Particles.Parameters]:
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var param : Array[Particles.Parameters] = []
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var param : Array[Particles.Parameters] = []
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for m in plant_mutations:
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param.append(
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Particles.Parameters.new(
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m.get_icon(),
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PlantMutation.get_rarity_color(m.get_rarity())
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)
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)
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for m in plant_mutations:
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param.append(
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Particles.Parameters.new(
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m.get_icon(),
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PlantMutation.get_rarity_color(m.get_rarity())
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)
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)
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return param
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return param
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static func mutate(parent_mutation : Array[PlantMutation] = []) -> Array[PlantMutation]:
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if randf() > MUTATION_PROBABILITY:
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return parent_mutation
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if randf() > MUTATION_PROBABILITY:
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return parent_mutation
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var possible_mutations : Array[MutationPossibility] = [
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AddMutation.new()
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]
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var possible_mutations : Array[MutationPossibility] = [
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AddMutation.new()
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]
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if (
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len(parent_mutation) >= 2
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):
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possible_mutations = [
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UpgradeMutation.new(),
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RemoveMutation.new(),
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]
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elif len(parent_mutation) > 0:
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possible_mutations = [
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AddMutation.new(),
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UpgradeMutation.new(),
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RemoveMutation.new(),
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]
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var chosen_mutation = possible_mutations.pick_random()
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if (
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len(parent_mutation) >= 2
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):
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possible_mutations = [
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UpgradeMutation.new(),
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RemoveMutation.new(),
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]
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elif len(parent_mutation) > 0:
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possible_mutations = [
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AddMutation.new(),
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UpgradeMutation.new(),
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RemoveMutation.new(),
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]
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var chosen_mutation = possible_mutations.pick_random()
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return chosen_mutation.mutate(parent_mutation)
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return chosen_mutation.mutate(parent_mutation)
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class MutationPossibility:
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func mutate(_parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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return []
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func mutate(_parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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return []
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class DontMutate extends MutationPossibility:
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func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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return parent_mutation
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func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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return parent_mutation
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class AddMutation extends MutationPossibility:
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func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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var new_mutations = parent_mutation.duplicate_deep()
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var mut = PlantMutation.random_mutation(parent_mutation)
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func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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var new_mutations = parent_mutation.duplicate_deep()
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var mut = PlantMutation.random_mutation(parent_mutation)
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if mut:
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var existing_mut_id = new_mutations.find_custom(func(m:PlantMutation): return m.get_mutation_name() == mut.get_mutation_name())
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if existing_mut_id >= 0:
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new_mutations[existing_mut_id].level += 1
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else :
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new_mutations.append(mut)
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if mut:
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var existing_mut_id = new_mutations.find_custom(func(m:PlantMutation): return m.get_mutation_name() == mut.get_mutation_name())
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if existing_mut_id >= 0:
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new_mutations[existing_mut_id].level += 1
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else :
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new_mutations.append(mut)
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return new_mutations
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return new_mutations
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class UpgradeMutation extends MutationPossibility:
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func mutate(
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parent_mutation : Array[PlantMutation] = []
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) -> Array[PlantMutation]:
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var new_mutations = parent_mutation.duplicate_deep()
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func mutate(
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parent_mutation : Array[PlantMutation] = []
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) -> Array[PlantMutation]:
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var new_mutations = parent_mutation.duplicate_deep()
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new_mutations.pick_random().level += 1
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new_mutations.pick_random().level += 1
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return new_mutations
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return new_mutations
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class RemoveMutation extends MutationPossibility:
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func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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var new_mutations :Array[PlantMutation] = parent_mutation.duplicate_deep()
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func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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var new_mutations :Array[PlantMutation] = parent_mutation.duplicate_deep()
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var mut_to_remove = new_mutations.pick_random()
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if mut_to_remove.level > 1:
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mut_to_remove.level -= 1
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else:
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new_mutations.remove_at(new_mutations.find(mut_to_remove))
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var mut_to_remove = new_mutations.pick_random()
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if mut_to_remove.level > 1:
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mut_to_remove.level -= 1
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else:
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new_mutations.remove_at(new_mutations.find(mut_to_remove))
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return new_mutations
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return new_mutations
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@@ -4,41 +4,45 @@ class_name Shovel
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const SHOVEL_ZONE_RADIUS = 50
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func get_item_name() -> String:
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return tr("SHOVEL")
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return tr("SHOVEL")
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func get_description() -> String:
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return tr("SHOVEL_DESC_TEXT")
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return tr("SHOVEL_DESC_TEXT")
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func get_icon() -> Texture2D:
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return preload("res://common/icons/shovel.svg")
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return preload("res://common/icons/shovel.svg")
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func get_usage_zone_radius() -> int:
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return SHOVEL_ZONE_RADIUS
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return SHOVEL_ZONE_RADIUS
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func get_usage_object_affected(i : InspectableEntity) -> bool:
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return i is Plant or i is UndergroundLoot
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return i is Plant
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func use_text() -> String:
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return tr("DIG")
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return tr("DIG")
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func can_use(_player : Player, zone : Player.ActionZone) -> bool:
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var areas = zone.get_affected_areas()
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for area in areas :
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if area is Plant or area is UndergroundLoot:
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return true
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return false
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var areas = zone.get_affected_areas()
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var bodies = zone.area.get_overlapping_bodies()
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for body in bodies :
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if body is RockLayer:
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return true
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for area in areas :
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if area is Plant:
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return true
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return false
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func use(player : Player, zone : Player.ActionZone) -> bool:
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for area in zone.get_affected_areas():
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if area and area is Plant:
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harvest(area, player)
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await player.get_tree().create_timer(USE_INTERVAL).timeout
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if area and area is UndergroundLoot:
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dig(area, player)
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await player.get_tree().create_timer(USE_INTERVAL).timeout
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return true
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for area in zone.get_affected_areas():
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if area and area is Plant:
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harvest(area, player)
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await player.get_tree().create_timer(USE_INTERVAL).timeout
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var bodies = zone.area.get_overlapping_bodies()
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var rock_layer_id = bodies.find_custom(func (b) : return b is RockLayer)
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if rock_layer_id != -1:
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var rock_layer : RockLayer = bodies[rock_layer_id]
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func dig(u: UndergroundLoot, player: Player):
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AudioManager.play_sfx("Dig")
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u.dig()
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rock_layer.dig_rocks(zone.get_tiles())
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return true
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Reference in New Issue
Block a user