ajout d'un terrain infini et la possibilité de planter n'importe où

This commit is contained in:
2025-11-30 16:53:07 +01:00
parent 72ffa0b222
commit 8917a02a7b
63 changed files with 2847 additions and 1190 deletions

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@@ -0,0 +1,41 @@
extends Item
class_name Pickaxe
const USE_INTERVAL = 0.15
func get_item_name() -> String:
return tr("PICKAXE")
func get_description() -> String:
return tr("PICKAXE_DESC_TEXT")
func get_icon() -> Texture2D:
return preload("res://common/icons/pick.svg")
func get_energy_used() -> int:
return 1
func get_usage_zone_radius() -> int:
return 50
func use_text() -> String:
return tr("DIG")
func can_use(_player : Player, zone : Player.ActionZone) -> bool:
if zone and zone.area:
var bodies = zone.area.get_overlapping_bodies()
for body in bodies :
if body is RockLayer:
return true
return false
func use(_player : Player, zone : Player.ActionZone) -> bool:
var bodies = zone.area.get_overlapping_bodies()
var rock_layer_id = bodies.find_custom(func (b) : return b is RockLayer)
if rock_layer_id != -1:
var rock_layer : RockLayer = bodies[rock_layer_id]
return rock_layer.dig_rocks(zone.get_tiles())
return false

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@@ -0,0 +1 @@
uid://ctucfh72pxut8

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@@ -11,192 +11,191 @@ const SCORE_ICON = preload("res://common/icons/growth.svg")
@export var plant_mutations: Array[PlantMutation]
func get_item_name() -> String:
return tr("%s_SEED") % plant_type.name
return tr("%s_SEED") % plant_type.name
func get_description() -> String:
return tr("PLANT_%s_MUST_BE_USED_IN_DECONTAMINATED_ZONE") % plant_type.name
return tr("PLANT_%s_MUST_BE_USED_IN_DECONTAMINATED_ZONE") % plant_type.name
func get_icon() -> Texture2D:
return plant_type.seed_texture
return plant_type.seed_texture
func get_energy_used() -> int:
return 1
return 1
func get_usage_zone_radius() -> int:
return 35
return 35
func get_usage_object_affected(i : InspectableEntity) -> bool:
return i is Plant
return i is Plant
func _init(
_plant_type : PlantType = null,
_parent_mutation : Array[PlantMutation] = []
_plant_type : PlantType = null,
_parent_mutation : Array[PlantMutation] = []
):
plant_type = _plant_type
plant_mutations = Seed.mutate(_parent_mutation)
plant_type = _plant_type
plant_mutations = Seed.mutate(_parent_mutation)
func use_text() -> String:
return tr("PLANT_%s") % plant_type.name
return tr("PLANT_%s") % plant_type.name
func is_one_time_use():
return true
return true
func can_use(player : Player, zone : Player.ActionZone) -> bool:
if (
player.planet == null
or not player.planet.garden.is_in_garden(zone.get_global_position())
):
return false
if (
player.planet == null
):
return false
var is_there_a_plant_here = false
for area in zone.get_affected_areas():
if area is Plant:
is_there_a_plant_here = true
var is_there_contamination_in_zone = false
for point in zone.get_points_in_zone():
if player.planet.garden.is_there_contamination(point):
is_there_contamination_in_zone = true
var is_there_a_plant_here = false
for area in zone.get_affected_areas():
if area is Plant:
is_there_a_plant_here = true
var is_there_contamination_in_zone = false
for tile in zone.get_tiles():
if not player.planet.decontamination_layer.is_decontamined(tile):
is_there_contamination_in_zone = true
return not is_there_a_plant_here and not is_there_contamination_in_zone
return not is_there_a_plant_here and not is_there_contamination_in_zone
func use(player : Player, zone : Player.ActionZone) -> bool:
if player.planet == null:
return false
if player.planet == null:
return false
AudioManager.play_sfx("Dig")
return player.planet.plant(
plant_type,
zone.get_global_position(),
plant_mutations
)
AudioManager.play_sfx("Dig")
return player.planet.plant(
plant_type,
zone.get_global_position(),
plant_mutations
)
func card_info() -> CardInfo:
var info = CardInfo.new(
get_item_name()
)
info.texture = icon
info.type_icon = TYPE_ICON
var info = CardInfo.new(
get_item_name()
)
info.texture = icon
info.type_icon = TYPE_ICON
info.stats.append(
CardStatInfo.new(
tr("COST_%d_ENERGY") % energy_usage,
ENERGY_ICON
)
)
info.stats.append(
CardStatInfo.new(
tr("COST_%d_ENERGY") % energy_usage,
ENERGY_ICON
)
)
if is_one_time_use():
info.stats.append(
CardStatInfo.new(
tr("ONE_TIME_USE"),
ONE_TIME_ICON
)
)
if is_one_time_use():
info.stats.append(
CardStatInfo.new(
tr("ONE_TIME_USE"),
ONE_TIME_ICON
)
)
var effect_section = CardSectionInfo.new(
tr("EFFECT"),
get_description()
)
effect_section.title_icon = ACTION_ICON
var effect_section = CardSectionInfo.new(
tr("EFFECT"),
get_description()
)
effect_section.title_icon = ACTION_ICON
if energy_usage > 0:
effect_section.title_icon = ENERGY_ICON
info.sections.append(effect_section)
if energy_usage > 0:
effect_section.title_icon = ENERGY_ICON
info.sections.append(effect_section)
if len(plant_mutations) != 0:
var rarest : int = plant_mutations.map(
func(m : PlantMutation) : return m.get_rarity()
).max()
info.bg_color = PlantMutation.get_rarity_color(rarest)
for m in plant_mutations:
info.sections.append(m.card_section())
return info
if len(plant_mutations) != 0:
var rarest : int = plant_mutations.map(
func(m : PlantMutation) : return m.get_rarity()
).max()
info.bg_color = PlantMutation.get_rarity_color(rarest)
for m in plant_mutations:
info.sections.append(m.card_section())
return info
func get_particles() -> Array[Particles.Parameters]:
var param : Array[Particles.Parameters] = []
var param : Array[Particles.Parameters] = []
for m in plant_mutations:
param.append(
Particles.Parameters.new(
m.get_icon(),
PlantMutation.get_rarity_color(m.get_rarity())
)
)
for m in plant_mutations:
param.append(
Particles.Parameters.new(
m.get_icon(),
PlantMutation.get_rarity_color(m.get_rarity())
)
)
return param
return param
static func mutate(parent_mutation : Array[PlantMutation] = []) -> Array[PlantMutation]:
if randf() > MUTATION_PROBABILITY:
return parent_mutation
if randf() > MUTATION_PROBABILITY:
return parent_mutation
var possible_mutations : Array[MutationPossibility] = [
AddMutation.new()
]
var possible_mutations : Array[MutationPossibility] = [
AddMutation.new()
]
if (
len(parent_mutation) >= 2
):
possible_mutations = [
UpgradeMutation.new(),
RemoveMutation.new(),
]
elif len(parent_mutation) > 0:
possible_mutations = [
AddMutation.new(),
UpgradeMutation.new(),
RemoveMutation.new(),
]
var chosen_mutation = possible_mutations.pick_random()
if (
len(parent_mutation) >= 2
):
possible_mutations = [
UpgradeMutation.new(),
RemoveMutation.new(),
]
elif len(parent_mutation) > 0:
possible_mutations = [
AddMutation.new(),
UpgradeMutation.new(),
RemoveMutation.new(),
]
var chosen_mutation = possible_mutations.pick_random()
return chosen_mutation.mutate(parent_mutation)
return chosen_mutation.mutate(parent_mutation)
class MutationPossibility:
func mutate(_parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
return []
func mutate(_parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
return []
class DontMutate extends MutationPossibility:
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
return parent_mutation
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
return parent_mutation
class AddMutation extends MutationPossibility:
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
var new_mutations = parent_mutation.duplicate_deep()
var mut = PlantMutation.random_mutation(parent_mutation)
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
var new_mutations = parent_mutation.duplicate_deep()
var mut = PlantMutation.random_mutation(parent_mutation)
if mut:
var existing_mut_id = new_mutations.find_custom(func(m:PlantMutation): return m.get_mutation_name() == mut.get_mutation_name())
if existing_mut_id >= 0:
new_mutations[existing_mut_id].level += 1
else :
new_mutations.append(mut)
if mut:
var existing_mut_id = new_mutations.find_custom(func(m:PlantMutation): return m.get_mutation_name() == mut.get_mutation_name())
if existing_mut_id >= 0:
new_mutations[existing_mut_id].level += 1
else :
new_mutations.append(mut)
return new_mutations
return new_mutations
class UpgradeMutation extends MutationPossibility:
func mutate(
parent_mutation : Array[PlantMutation] = []
) -> Array[PlantMutation]:
var new_mutations = parent_mutation.duplicate_deep()
func mutate(
parent_mutation : Array[PlantMutation] = []
) -> Array[PlantMutation]:
var new_mutations = parent_mutation.duplicate_deep()
new_mutations.pick_random().level += 1
new_mutations.pick_random().level += 1
return new_mutations
return new_mutations
class RemoveMutation extends MutationPossibility:
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
var new_mutations :Array[PlantMutation] = parent_mutation.duplicate_deep()
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
var new_mutations :Array[PlantMutation] = parent_mutation.duplicate_deep()
var mut_to_remove = new_mutations.pick_random()
if mut_to_remove.level > 1:
mut_to_remove.level -= 1
else:
new_mutations.remove_at(new_mutations.find(mut_to_remove))
var mut_to_remove = new_mutations.pick_random()
if mut_to_remove.level > 1:
mut_to_remove.level -= 1
else:
new_mutations.remove_at(new_mutations.find(mut_to_remove))
return new_mutations
return new_mutations

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@@ -4,41 +4,45 @@ class_name Shovel
const SHOVEL_ZONE_RADIUS = 50
func get_item_name() -> String:
return tr("SHOVEL")
return tr("SHOVEL")
func get_description() -> String:
return tr("SHOVEL_DESC_TEXT")
return tr("SHOVEL_DESC_TEXT")
func get_icon() -> Texture2D:
return preload("res://common/icons/shovel.svg")
return preload("res://common/icons/shovel.svg")
func get_usage_zone_radius() -> int:
return SHOVEL_ZONE_RADIUS
return SHOVEL_ZONE_RADIUS
func get_usage_object_affected(i : InspectableEntity) -> bool:
return i is Plant or i is UndergroundLoot
return i is Plant
func use_text() -> String:
return tr("DIG")
return tr("DIG")
func can_use(_player : Player, zone : Player.ActionZone) -> bool:
var areas = zone.get_affected_areas()
for area in areas :
if area is Plant or area is UndergroundLoot:
return true
return false
var areas = zone.get_affected_areas()
var bodies = zone.area.get_overlapping_bodies()
for body in bodies :
if body is RockLayer:
return true
for area in areas :
if area is Plant:
return true
return false
func use(player : Player, zone : Player.ActionZone) -> bool:
for area in zone.get_affected_areas():
if area and area is Plant:
harvest(area, player)
await player.get_tree().create_timer(USE_INTERVAL).timeout
if area and area is UndergroundLoot:
dig(area, player)
await player.get_tree().create_timer(USE_INTERVAL).timeout
return true
for area in zone.get_affected_areas():
if area and area is Plant:
harvest(area, player)
await player.get_tree().create_timer(USE_INTERVAL).timeout
var bodies = zone.area.get_overlapping_bodies()
var rock_layer_id = bodies.find_custom(func (b) : return b is RockLayer)
if rock_layer_id != -1:
var rock_layer : RockLayer = bodies[rock_layer_id]
func dig(u: UndergroundLoot, player: Player):
AudioManager.play_sfx("Dig")
u.dig()
rock_layer.dig_rocks(zone.get_tiles())
return true