Et toujours du dev pour la béta

* Evolution de l'histoire avec de nouveaux dialogues, une plus grande durée de vie du jeu, des nouvelles zones d'histoire...
* Suppression du mode infini
* Ajout d'un écran des mutations découvertes
* Ajout d'un nouveau mécanisme de respawn situé dans le vaissau
* Ajout de 2 nouveaux modificateurs de région
* Quatre nouveaux artefacts
* Visuel de la décontamination de la planète 3D en cours de la partie
* Ajout d'une annonce visuelle des scène du jeu
* Fix sur la mutation Généreux pour être en accord avec sa description
* Amélioration de l'effet de la mutation Purification
* Fix de la mutation sociale aux niveau supérieurs
* Ajout d'un effet visuel de réacteur sur le joueur 3D
* Fix sur l'annonce de nouveaux objets qui se déclenchaient à une nouvelle run
* Amélioration des animation et des informations données dans le vaisseau
* Correction mineure des traductions
This commit is contained in:
2026-04-28 23:41:36 +02:00
parent 7ae362a3a5
commit 91e266ec85
269 changed files with 4393 additions and 1699 deletions

View File

@@ -18,6 +18,33 @@ func modify_player_max_energy(v : int) -> int:
func modify_player_inventory_size(v : int) -> int:
return v
func modify_seed_rarity_pool(seed_rarity_pool : Array[int]) -> Array[int]:
return seed_rarity_pool
func modify_plant_growing_time(plant_growing_time : int) -> int:
return plant_growing_time
func modify_plant_lifetime(plant_lifetime : int) -> int:
return plant_lifetime
func modify_plant_seed_number(plant_seed_number : int) -> int:
return plant_seed_number
func modify_plant_base_score(plant_base_score : int) -> int:
return plant_base_score
func modify_plant_seed_random_loose(plant_seed_random_loose : int) -> int:
return plant_seed_random_loose
func modify_plant_influence_radius(plant_influence_radius : float) -> float:
return plant_influence_radius
func modify_mutation_probability(plant_mutation_probability) -> float:
return plant_mutation_probability
func modify_mutation_max_number(plant_mutation_max_number) -> int:
return plant_mutation_max_number
func card_info() -> CardInfo:
var info = CardInfo.new(
get_artefact_name(),

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@@ -0,0 +1,68 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://xwjwwmhd4b7t"
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[deps]
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skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={
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blender/nodes/visible=0
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blender/nodes/punctual_lights=true
blender/nodes/cameras=true
blender/nodes/custom_properties=true
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blender/meshes/export_bones_deforming_mesh_only=false
blender/materials/unpack_enabled=true
blender/materials/export_materials=1
blender/animation/limit_playback=true
blender/animation/always_sample=true
blender/animation/group_tracks=true
gltf/naming_version=2

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@@ -0,0 +1,15 @@
@tool
extends Artefact
class_name StabilisatorArtefact
func get_artefact_name() -> String:
return "STABILISATOR"
func get_artefact_desc() -> String:
return "STABILISATOR_DESC_TEXT"
func get_3d_scene() -> PackedScene:
return preload("res://common/game_data/scripts/artefacts/stabilisator/stabilisator.blend")
func modify_plant_lifetime(plant_lifetime : int) -> int:
return plant_lifetime + 1

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@@ -0,0 +1 @@
uid://dg52pvxfbowo5

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@@ -0,0 +1,68 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://bb4675xxby4li"
path="res://.godot/imported/talion_overloader.blend-8cbf53dd089d03a7feecf8f09620bb83.scn"
[deps]
source_file="res://common/game_data/scripts/artefacts/talion_overloader/talion_overloader.blend"
dest_files=["res://.godot/imported/talion_overloader.blend-8cbf53dd089d03a7feecf8f09620bb83.scn"]
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skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
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import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={
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}
blender/nodes/visible=0
blender/nodes/active_collection_only=false
blender/nodes/punctual_lights=true
blender/nodes/cameras=true
blender/nodes/custom_properties=true
blender/nodes/modifiers=1
blender/meshes/colors=false
blender/meshes/uvs=true
blender/meshes/normals=true
blender/meshes/export_geometry_nodes_instances=false
blender/meshes/gpu_instances=false
blender/meshes/tangents=true
blender/meshes/skins=2
blender/meshes/export_bones_deforming_mesh_only=false
blender/materials/unpack_enabled=true
blender/materials/export_materials=1
blender/animation/limit_playback=true
blender/animation/always_sample=true
blender/animation/group_tracks=true
gltf/naming_version=2

View File

@@ -0,0 +1,15 @@
@tool
extends Artefact
class_name TalionOverloaderArtefact
func get_artefact_name() -> String:
return "TALION_OVERLOADER"
func get_artefact_desc() -> String:
return "TALION_OVERLOADER_DESC_TEXT"
func get_3d_scene() -> PackedScene:
return preload("res://common/game_data/scripts/artefacts/talion_overloader/talion_overloader.blend")
func modify_mutation_max_number(plant_mutation_max_number) -> int:
return plant_mutation_max_number + 1

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@@ -0,0 +1 @@
uid://bcc71agce2ewf

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@@ -0,0 +1,68 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://bv12sx67hij1s"
path="res://.godot/imported/talion_relay.blend-7f1bb942cac95750ceb5345d8092e7ac.scn"
[deps]
source_file="res://common/game_data/scripts/artefacts/talion_relay/talion_relay.blend"
dest_files=["res://.godot/imported/talion_relay.blend-7f1bb942cac95750ceb5345d8092e7ac.scn"]
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nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={
"materials": {
"Material": {
"use_external/enabled": true,
"use_external/fallback_path": "res://common/assets/materials/default_3d.tres",
"use_external/path": "uid://dvvi1k5c5iowc"
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}
}
blender/nodes/visible=0
blender/nodes/active_collection_only=false
blender/nodes/punctual_lights=true
blender/nodes/cameras=true
blender/nodes/custom_properties=true
blender/nodes/modifiers=1
blender/meshes/colors=false
blender/meshes/uvs=true
blender/meshes/normals=true
blender/meshes/export_geometry_nodes_instances=false
blender/meshes/gpu_instances=false
blender/meshes/tangents=true
blender/meshes/skins=2
blender/meshes/export_bones_deforming_mesh_only=false
blender/materials/unpack_enabled=true
blender/materials/export_materials=1
blender/animation/limit_playback=true
blender/animation/always_sample=true
blender/animation/group_tracks=true
gltf/naming_version=2

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@@ -0,0 +1,15 @@
@tool
extends Artefact
class_name TalionRelayArtifact
func get_artefact_name() -> String:
return "TALION_RELAY"
func get_artefact_desc() -> String:
return "TALION_RELAY_DESC_TEXT"
func get_3d_scene() -> PackedScene:
return preload("res://common/game_data/scripts/artefacts/talion_relay/talion_relay.blend")
func modify_mutation_probability(plant_mutation_probability) -> float:
return plant_mutation_probability * 1.5

View File

@@ -0,0 +1 @@
uid://djyy1207gsj4d

View File

@@ -0,0 +1,68 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://bpvk3ldu7pkyv"
path="res://.godot/imported/talion_soil.blend-37ee0f905ace3681bafa4c72e1bfb134.scn"
[deps]
source_file="res://common/game_data/scripts/artefacts/talion_soil/talion_soil.blend"
dest_files=["res://.godot/imported/talion_soil.blend-37ee0f905ace3681bafa4c72e1bfb134.scn"]
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nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
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nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={
"materials": {
"Material": {
"use_external/enabled": true,
"use_external/fallback_path": "res://common/assets/materials/default_3d.tres",
"use_external/path": "uid://dvvi1k5c5iowc"
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}
}
blender/nodes/visible=0
blender/nodes/active_collection_only=false
blender/nodes/punctual_lights=true
blender/nodes/cameras=true
blender/nodes/custom_properties=true
blender/nodes/modifiers=1
blender/meshes/colors=false
blender/meshes/uvs=true
blender/meshes/normals=true
blender/meshes/export_geometry_nodes_instances=false
blender/meshes/gpu_instances=false
blender/meshes/tangents=true
blender/meshes/skins=2
blender/meshes/export_bones_deforming_mesh_only=false
blender/materials/unpack_enabled=true
blender/materials/export_materials=1
blender/animation/limit_playback=true
blender/animation/always_sample=true
blender/animation/group_tracks=true
gltf/naming_version=2

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@@ -0,0 +1,15 @@
@tool
extends Artefact
class_name TalionSoilArtifact
func get_artefact_name() -> String:
return "TALION_SOIL"
func get_artefact_desc() -> String:
return "TALION_SOIL_DESC_TEXT"
func get_3d_scene() -> PackedScene:
return preload("res://common/game_data/scripts/artefacts/talion_soil/talion_soil.blend")
func modify_plant_influence_radius(plant_influence_radius : float) -> float:
return plant_influence_radius * 1.4

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@@ -0,0 +1 @@
uid://blxufp4ue4b1i

View File

@@ -1,13 +1,15 @@
extends Resource
class_name GameData
enum GameMode {STORY,INFINITE}
enum GameMode {STORY}
signal current_run_updated(r : RunData)
signal current_region_data_updated(p : RegionData)
@export var player_data : PlayerData = PlayerData.new()
@export var progression_data : ProgressionData = ProgressionData.new()
@export var current_run : RunData = start_run() :
set(v):
current_run = v
@@ -18,29 +20,31 @@ signal current_region_data_updated(p : RegionData)
current_region_data = v
current_region_data_updated.emit(v)
@export var progression_data : ProgressionData = ProgressionData.new()
@export var last_game_scene : Scene = null
@export var ship_in_space = false
@export var tutorial_done = false
@export var ship_tutorial_done = false
@export var incubator_used = []
@export var dead_orchid_position : Vector3
@export var dead_orchid_rotation : Vector3
@export var item_announced = []
@export var game_mode : GameMode = GameMode.STORY
@export var dialogs_done : Array[String] = [] #Chemin des dialogues démarrés
@export var dialogs_done : Array[String] = [] #Chemin des dialogues terminés
func start_run() -> RunData:
player_data.clear_inventory()
player_data.update_with_artefacts([])
current_run = RunData.new()
current_run.story_step = progression_data.story_step.duplicate_deep()
current_run.generate_next_run_points()
current_run.current_run_point_changed.connect(
func(rp : RunPoint):
start_region(rp.region_parameter)
)
ship_in_space = false
return current_run
func reset_player():
@@ -52,19 +56,14 @@ func reset_all():
func start_region(region_param : RegionParameter):
current_region_data = RegionData.new(region_param)
GameInfo.save_game_data()
func give_up():
current_region_data = null
current_run = null
start_run()
SceneManager.change_to_scene(progression_data.story_step.get_respawn_scene())
func start_tutorial():
current_region_data = RegionData.new(
RegionParameter.new(
0,
tr("ASTRA_BASE"),
["tutorial"],
[],
randi()
)
)
func finish_story_step():
progression_data.next_story_step()
current_region_data = null
start_run()

View File

@@ -1,27 +1,57 @@
extends Resource
class_name ProgressionData
@export var available_mutations: Array[PlantMutation] = [
AncientMutation.new(),
FertileMutation.new(),
GenerousMutation.new(),
HurriedMutation.new(),
PrecociousMutation.new(),
ProlificMutation.new(),
ProtectiveMutation.new(),
PureMutation.new(),
PurificationMutation.new(),
QualityMutation.new(),
QuickMutation.new(),
RobustMutation.new(),
SocialMutation.new(),
ToughMutation.new(),
VivaciousMutation.new(),
]
@export var available_artefacts: Array[Artefact] = [
PileArtefact.new(),
SeedCaseArtefact.new()
]
@export var planted_mutation_ids: Array[String] = []
@export var story_step_i := 0
@export var ship_tutorial_done = false
@export var max_mutations_by_plant : int = 2
var all_mutations: Array[PlantMutation] : get = get_all_mutations
var available_mutations: Array[PlantMutation] : get = get_all_mutations
var available_artefacts: Array[Artefact] : get = get_all_artifacts
var story_step : StoryStep : get = get_story_step
func get_story_step() -> StoryStep:
return get_all_story_steps()[story_step_i]
func next_story_step() -> void:
get_story_step()._on_finish()
if story_step_i + 1 < len(get_all_story_steps()):
story_step_i += 1
func get_all_mutations() -> Array[PlantMutation]:
return [
AncientMutation.new(),
FertileMutation.new(),
GenerousMutation.new(),
HurriedMutation.new(),
PrecociousMutation.new(),
ProlificMutation.new(),
ProtectiveMutation.new(),
PureMutation.new(),
PurificationMutation.new(),
QualityMutation.new(),
QuickMutation.new(),
RobustMutation.new(),
SocialMutation.new(),
ToughMutation.new(),
VivaciousMutation.new(),
]
func get_all_artifacts() -> Array[Artefact]:
return [
PileArtefact.new(),
SeedCaseArtefact.new(),
StabilisatorArtefact.new(),
TalionOverloaderArtefact.new(),
TalionSoilArtifact.new(),
]
func get_all_story_steps() -> Array[StoryStep]:
return [
TutorialStoryStep.new(),
AstraStoryStep.new(),
MercuryStoryStep.new(),
BetaStoryStep.new()
]

View File

@@ -1,103 +1,85 @@
extends Resource
class_name RunData
enum State {STARTED, IN_PROGRESS, FINISHED}
const RUN_POINTS_NEXT_NUMBER : int = 2
const RUN_POINT_MAX_LEVEL = 5 # TODO
const VENDING_MACHINE_OCCURENCE = 3
const CHALLENGE_CHANCE = 0.25
signal current_run_point_changed(rp : RunPoint)
signal artefacts_changed(artefact : Array[Artefact])
var run_seed = randi()
@export var next_run_points : Array[RunPoint] = generate_next_run_points()
@export var level = 0
@export var story_step : StoryStep
@export var next_run_points : Array[RunPoint]
@export var current_run_point : RunPoint = null :
set(v):
current_run_point = v
current_run_point_changed.emit(v)
@export var visited_run_points : Array[RunPoint] = []
@export var last_used_modifier_name = ""
@export var artefacts : Array[Artefact] = []
var plant_info = RunDataPlantInfo.new(self)
func get_state() -> State:
if not current_run_point:
return State.STARTED
elif current_run_point.level == RUN_POINT_MAX_LEVEL:
return State.FINISHED
else :
return State.IN_PROGRESS
func is_finished() -> bool:
return story_step.is_run_finished(level)
func get_progress() -> int:
return story_step.get_run_progress(level)
#region ------------------ Run Points ------------------
func generate_next_run_points(level = 0) -> Array[RunPoint]:
func generate_next_run_points() -> Array[RunPoint]:
next_run_points = []
if level == RUN_POINT_MAX_LEVEL and GameInfo.game_data.game_mode == GameData.GameMode.STORY:
return [
generate_borea_base_run_point()
]
for i in range(RUN_POINTS_NEXT_NUMBER):
for i in range(story_step.get_run_point_number(level+1)):
next_run_points.append(
generate_next_run_point(level)
generate_next_run_point()
)
return next_run_points
func generate_next_run_point(level = 0) -> RunPoint:
func generate_next_run_point() -> RunPoint:
var region_parameter = RegionParameter.new()
var is_challenge = randf() < CHALLENGE_CHANCE
if is_challenge:
region_parameter.modifiers = [
generate_challenge_modifiers().pick_random(),
generate_benefic_modifiers().pick_random()
] as Array[RegionModifier]
else:
region_parameter.modifiers = [
generate_normal_modifiers().pick_random()
] as Array[RegionModifier]
var next_level = level+1
if story_step.need_gameplay_modifier(next_level):
var is_challenge = randf() < story_step.get_challenge_chance(next_level)
if is_challenge:
region_parameter.modifiers = [
generate_challenge_modifiers().pick_random(),
generate_benefic_modifiers().pick_random()
] as Array[RegionModifier]
else:
region_parameter.modifiers = [
generate_normal_modifiers().pick_random()
] as Array[RegionModifier]
var first_vending = story_step.get_first_vending_machine_occurence(next_level)
var vending_occurence = story_step.get_vending_machine_occurence(next_level)
if vending_occurence > 0:
if (level - first_vending)%vending_occurence == 0:
region_parameter.modifiers.append(VendingMachineModifier.new())
if level%VENDING_MACHINE_OCCURENCE == 0:
region_parameter.modifiers.append(VendingMachineModifier.new())
region_parameter.modifiers.append_array(
story_step.get_story_modifiers_for_region(next_level)
)
region_parameter.level = level
region_parameter.objective = story_step.get_objective_for_region(next_level)
return RunPoint.new(
level,
region_parameter
)
func generate_borea_base_run_point() -> RunPoint:
var region_parameter = RegionParameter.new()
region_parameter.level = RUN_POINT_MAX_LEVEL
region_parameter.region_name = tr("BOREA_BASE")
return RunPoint.new(
RUN_POINT_MAX_LEVEL,
region_parameter
)
func get_next_run_points() -> Array[RunPoint]:
if current_run_point and current_run_point.level == RUN_POINT_MAX_LEVEL:
return []
return next_run_points
func choose_next_run_point(run_point : RunPoint) -> RunPoint:
if current_run_point:
visited_run_points.append(current_run_point)
func choose_next_run_point(run_point : RunPoint = null) -> RunPoint:
if run_point == null:
run_point = generate_next_run_point()
level += 1
current_run_point = run_point
GameInfo.game_data.start_region(run_point.region_parameter)
next_run_points = generate_next_run_points(current_run_point.level + 1)
if len(current_run_point.region_parameter.modifiers):
last_used_modifier_name = current_run_point.region_parameter.modifiers[0].get_modifier_name()
next_run_points = generate_next_run_points()
return current_run_point
#endregion
@@ -118,7 +100,8 @@ func generate_normal_modifiers() -> Array[RegionModifier]:
func generate_benefic_modifiers() -> Array[RegionModifier]:
return [
VendingMachineModifier.new(),
ResonnanceModifier.new()
ResonnanceModifier.new(),
InstableModifier.new(),
]
@@ -127,6 +110,7 @@ func generate_challenge_modifiers() -> Array[RegionModifier]:
RockyModifier.new(),
RadioactiveModifier.new(),
ContaminatedModifier.new(),
StormModifier.new(),
]
#endregion

View File

@@ -1,14 +1,14 @@
extends Node
class_name RunDataPlantInfo
signal updated
const DEFAULT_GROWING_TIME = 2
const DEFAULT_LIFETIME = 6
const DEFAULT_BASE_SCORE = 1
const DEFAULT_SEED_NUMBER = 2
const DEFAULT_SEED_RANDOM_LOOSE = 1
const DEFAULT_PLANT_INFLUENCE_RADIUS = 100
const DEFAULT_MUTATION_PROBABILITY = 0.3
const DEFAULT_MUTATION_MAX_NUMBER = 2
var run_data : RunData
@@ -24,6 +24,9 @@ func get_growing_time() -> int:
for rm in get_region_modifiers():
growing_time = rm.modify_plant_growing_time(growing_time)
for a in run_data.artefacts:
growing_time = a.modify_plant_growing_time(growing_time)
return max(0, growing_time)
@@ -32,6 +35,9 @@ func get_lifetime() -> int:
for rm in get_region_modifiers():
lifetime = rm.modify_plant_lifetime(lifetime)
for a in run_data.artefacts:
lifetime = a.modify_plant_lifetime(lifetime)
return max(0, lifetime)
@@ -40,6 +46,9 @@ func get_base_score() -> int:
for rm in get_region_modifiers():
base_score = rm.modify_plant_base_score(base_score)
for a in run_data.artefacts:
base_score = a.modify_plant_base_score(base_score)
return max(0, base_score)
@@ -48,6 +57,9 @@ func get_seed_number() -> int:
for rm in get_region_modifiers():
seed_number = rm.modify_plant_seed_number(seed_number)
for a in run_data.artefacts:
seed_number = a.modify_plant_seed_number(seed_number)
return max(0, seed_number)
@@ -56,6 +68,9 @@ func get_seed_random_loose() -> int:
for rm in get_region_modifiers():
seed_random_loose = rm.modify_plant_seed_random_loose(seed_random_loose)
for a in run_data.artefacts:
seed_random_loose = a.modify_plant_seed_random_loose(seed_random_loose)
return min(max(0, seed_random_loose),get_seed_number())
@@ -64,9 +79,33 @@ func get_influence_radius() -> int:
for rm in get_region_modifiers():
influence_radius = rm.modify_plant_influence_radius(influence_radius)
for a in run_data.artefacts:
influence_radius = a.modify_plant_influence_radius(influence_radius)
return max(0, influence_radius)
func get_mutation_probability() -> float:
var mutation_probability = DEFAULT_MUTATION_PROBABILITY
for rm in get_region_modifiers():
mutation_probability = rm.modify_mutation_probability(mutation_probability)
for a in run_data.artefacts:
mutation_probability = a.modify_mutation_probability(mutation_probability)
return max(0., mutation_probability)
func get_mutation_max_number() -> int:
var mutation_max_number = DEFAULT_MUTATION_MAX_NUMBER
for rm in get_region_modifiers():
mutation_max_number = rm.modify_mutation_max_number(mutation_max_number)
for a in run_data.artefacts:
mutation_max_number = a.modify_mutation_max_number(mutation_max_number)
return max(0., mutation_max_number)
func get_region_modifiers() -> Array[RegionModifier]:
if run_data.current_run_point and run_data.current_run_point.region_parameter:

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@@ -7,25 +7,21 @@ const TYPE_ICON = preload("res://common/icons/map-pin.svg")
const OBJECTIVE_ICON = preload("res://common/icons/growth.svg")
const CHARGE_ICON = preload("res://common/icons/bolt.svg")
@export var level : int = 0 # X pos along the planet, and difficulty
@export var region_parameter : RegionParameter = RegionParameter.new() :
set(v):
region_parameter = v
@export var position : float = 0
func _init(
_level : int = 0,
_region_parameter : RegionParameter = RegionParameter.new(),
_position : float = randf_range(0.,1.),
):
level = _level
region_parameter = _region_parameter
region_parameter.level = level
position = _position
func card_info() -> CardInfo:
var info = CardInfo.new(
region_parameter.region_name,
region_parameter.get_region_name(),
tr("REGION_TO_VISIT")
)

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@@ -0,0 +1,33 @@
extends StoryStep
class_name AstraStoryStep
const MERCURY_ARRIVAL_DIALOG_PATH="res://dialogs/timelines/astra/mercury_arrival.dtl"
func get_respawn_scene() -> Scene:
return AstraScene.new()
func get_destination_text() -> String:
return tr("RELAY_BASE_X") % tr("MERCURY")
func get_destination_scene() -> Scene:
return RelayBaseScene.new(
"MERCURY",
"001"
)
func get_region_sequence_length() -> int:
return 4
func get_first_vending_machine_occurence(_level : int) -> int:
return 0
func get_vending_machine_occurence(_level : int) -> int:
return 0
func get_challenge_chance(_level : int) -> float:
return 0.
func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
if ship_in_space and level == get_region_sequence_length() - 1:
return MERCURY_ARRIVAL_DIALOG_PATH
return ""

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@@ -0,0 +1 @@
uid://dolti22admdm8

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@@ -0,0 +1,31 @@
extends StoryStep
class_name BetaStoryStep
const VENUS_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/beta/venus_departure.dtl"
func get_respawn_scene() -> Scene:
return RelayBaseScene.new(
"VENUS",
"002",
true
)
func get_objective_for_region(l : int) -> int:
match l:
0: return 8
1: return 15
_: return get_objective_for_region(l-1) + l * 5
func get_region_sequence_length() -> int:
return 10
func get_destination_text() -> String:
return tr("SECRET_SCENE")
func get_destination_scene() -> Scene:
return BoreaScene.new()
func get_ship_dialog_path(_level : int, _ship_in_space := true) -> String:
return VENUS_DEPARTURE_DIALOG_PATH

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@@ -0,0 +1 @@
uid://da8kqgl0xnkpi

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@@ -0,0 +1,35 @@
extends StoryStep
class_name MercuryStoryStep
const MERCURY_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/mercury/mercury_departure.dtl"
const VENUS_ARRIVAL_DIALOG_PATH = "res://dialogs/timelines/mercury/venus_arrival.dtl"
func get_respawn_scene() -> Scene:
return RelayBaseScene.new(
"MERCURY",
"001",
true
)
func get_destination_text() -> String:
return tr("RELAY_BASE_X") % tr("VENUS")
func get_destination_scene() -> Scene:
return RelayBaseScene.new(
"VENUS",
"002"
)
func get_first_vending_machine_occurence(_level : int) -> int:
return 0
func get_vending_machine_occurence(_level : int) -> int:
return 2
func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
if level == 0:
return MERCURY_DEPARTURE_DIALOG_PATH
if ship_in_space and level == get_region_sequence_length() - 1:
return VENUS_ARRIVAL_DIALOG_PATH
return ""

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@@ -0,0 +1 @@
uid://cni314l8gb0qx

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@@ -0,0 +1,67 @@
@abstract
extends Resource
class_name StoryStep
#region ------------------ Story ------------------
@abstract func get_respawn_scene() -> Scene
@abstract func get_destination_text() -> String
func get_destination_scene() -> Scene:
return BoreaScene.new()
func get_run_progress(level : int) -> int:
return get_region_sequence_length() - level
func get_ship_dialog_path(_level : int, _ship_in_space := true) -> String:
return ""
#region ------------------ Run ------------------
func is_run_finished(level : int) -> bool:
return level == get_region_sequence_length()
func get_region_sequence_length() -> int:
return 6
func get_first_vending_machine_occurence(_level : int) -> int:
return 2
func get_vending_machine_occurence(_level : int) -> int:
return 4
func get_challenge_chance(_level : int) -> float:
return 0.3
func get_run_point_number(level : int) -> int:
if is_run_finished(level):
return 1
return 2
func get_objective_for_region(level : int) -> int:
match level:
0: return 1
1: return 8
2: return 10
3: return 15
4: return 20
5: return 30
_: return get_objective_for_region(level-1) + (level-3) * 5
func get_story_modifiers_for_region(level : int) -> Array[RegionModifier]:
var modifiers : Array[RegionModifier] = []
if is_run_finished(level):
var dest_mod = DestinationModifier.new()
dest_mod.destination_scene = get_destination_scene()
modifiers.append(dest_mod)
return modifiers
func need_gameplay_modifier(level : int):
if is_run_finished(level):
return false
return true
func _on_finish():
GameInfo.game_data.incubator_used = []
GameInfo.game_data.dead_orchid_position = Vector3.ZERO
GameInfo.game_data.dead_orchid_rotation = Vector3.ZERO

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@@ -0,0 +1 @@
uid://djyuru5v3rgbb

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@@ -0,0 +1,24 @@
extends StoryStep
class_name TutorialStoryStep
const INTRO_DIALOG = "res://dialogs/timelines/tutorial/demeter_intro.dtl"
func get_respawn_scene() -> Scene:
return AstraScene.new()
func get_destination_text() -> String:
return ""
func get_region_sequence_length() -> int:
return 1
func get_destination_scene() -> Scene: return null
func get_story_modifiers_for_region(_n : int) -> Array[RegionModifier]:
return [
TutorialModifier.new()
]
func _on_finish():
pass

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@@ -0,0 +1 @@
uid://c5xggvi0aifed