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@@ -3,31 +3,37 @@ class_name Plant
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const PLANT_AREA_WIDTH = 10
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const PLANT_SPRITE_SCALE = 0.15
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const HARVESTED_SEED_POSITION_RANGE = 100
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const RANDOM_MAX_GROW_INTERVAL = 0.4
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const SPRITE_SCENE : PackedScene = preload("res://entities/plants/plant_sprite.tscn")
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enum State {PLANTED, GROWING, MATURE}
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@export var plant_type : PlantType
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@export var planet : Planet
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@export var plant_type: PlantType
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@export var planet: Planet
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var state : State = State.PLANTED : set = change_state
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var day : int = 0
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var state: State = State.PLANTED: set = change_state
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@export var day: int = 0 : set = set_day
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@onready var plant_sprite : Sprite2D = generate_sprite()
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@onready var collision_shape : CollisionShape2D = generate_collision_shape()
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@onready var plant_sprite: PlantSprite = generate_sprite()
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@onready var collision_shape: CollisionShape2D = generate_collision_shape()
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func _init(_plant_type = null, _planet = null):
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plant_type = _plant_type
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planet = _planet
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func generate_sprite() -> Sprite2D:
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var sprite = Sprite2D.new()
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func generate_sprite() -> PlantSprite:
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var spriteObject : PlantSprite = SPRITE_SCENE.instantiate()
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add_child(sprite)
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sprite.texture = get_state_texture(state)
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sprite.scale = Vector2.ONE * PLANT_SPRITE_SCALE
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sprite.offset
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add_child(spriteObject)
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spriteObject.apply_texture_to_sprite(
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get_state_texture(state),
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false
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)
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return sprite
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return spriteObject
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func generate_collision_shape() -> CollisionShape2D:
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var collision = CollisionShape2D.new()
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@@ -40,20 +46,29 @@ func generate_collision_shape() -> CollisionShape2D:
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return collision
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func pass_day():
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await get_tree().create_timer(randf_range(0., RANDOM_MAX_GROW_INTERVAL)).timeout
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day += 1
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func set_day(d):
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day = d
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if day == 0:
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change_state(State.PLANTED)
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if day > plant_type.growing_time:
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change_state(State.MATURE)
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else:
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change_state(State.GROWING)
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func change_state(_state : State):
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func change_state(_state: State):
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state = _state
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plant_sprite.texture = get_state_texture(state)
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if state == State.MATURE and plant_type.mature_effect:
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plant_type.mature_effect.effect(self)
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func get_state_texture(s : State) -> Texture2D:
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plant_sprite.apply_texture_to_sprite(
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get_state_texture(state)
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)
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func get_state_texture(s: State) -> Texture2D:
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match s:
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State.PLANTED:
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return plant_type.planted_texture
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@@ -64,8 +79,27 @@ func get_state_texture(s : State) -> Texture2D:
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return null
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func harvest():
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day += 1
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if day > plant_type.growing_time:
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change_state(State.MATURE)
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else:
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change_state(State.GROWING)
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if state == State.MATURE:
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var seed_number = plant_type.harvest_number.pick_random()
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for i in range(seed_number):
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var seed_plant_type : PlantType = plant_type
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if len(plant_type.harvest_types_path):
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seed_plant_type = load(plant_type.harvest_types_path.pick_random())
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var item_object = planet.drop_item(
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Seed.new(seed_plant_type),
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global_position
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)
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var tween : Tween = get_tree().create_tween()
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tween.tween_property(
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item_object,
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"position",
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Vector2(
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item_object.position.x + randi()%HARVESTED_SEED_POSITION_RANGE,
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item_object.position.y + randi()%HARVESTED_SEED_POSITION_RANGE
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),
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0.2
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)
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plant_sprite.start_harvest_animation()
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await plant_sprite.harvest_animation_finished
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queue_free()
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