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