Réparation des succès en mode infini et du niveau max des mutations
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@@ -37,13 +37,14 @@ func get_available_mutations() -> Array[PlantMutation]:
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return get_all_mutations().slice(0, mutation_unlocked)
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func set_best_run(v := best_run):
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if best_run < 10 and v == 10:
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best_run = v
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if best_run > 10:
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SteamConnection.unlock_achievement(SteamConnection.ACH_STW_HIT_10_INFINITE)
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if best_run < 20 and v == 20:
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if best_run > 20:
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SteamConnection.unlock_achievement(SteamConnection.ACH_STW_HIT_20_INFINITE)
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if best_run < 30 and v == 30:
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if best_run > 30:
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SteamConnection.unlock_achievement(SteamConnection.ACH_STW_HIT_30_INFINITE)
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best_run = v
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@@ -75,6 +75,9 @@ func get_all_story_steps() -> Array[StoryStep]:
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AstraStoryStep.new(),
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]
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func update_best_run(run : RunData):
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best_run = max(best_run, run.level)
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func finish_run(run : RunData):
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run_number += 1
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best_run = max(best_run, run.level)
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update_best_run(run)
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@@ -23,8 +23,17 @@ func get_player_max_energy(_difficulty_setting : int) -> int:
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func get_player_max_inventory(_difficulty_setting : int) -> int:
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return 4
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func get_objective_for_region(level : int, _difficulty_setting : int) -> int:
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return basic_objective_for_region(level)
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static func basic_objective_for_region(level : int) -> int:
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match level:
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1: return 10
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2: return 15
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3: return 20
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4: return 40
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5: return 60
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6: return 80
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7: return 110
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8: return 150
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_: return basic_objective_for_region(level-1) + (level-3) * 10
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func has_cave_modifier(_level : int, _difficulty_setting : int) -> bool:
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return false
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