Dev 0.1
* Ajout des modes de jeu * Dev de subterra et estia * Ajout de tous les dialogues et traduction * Ajout d'un splashscreen
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@@ -17,21 +17,22 @@ var run_seed = randi()
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current_run_point_changed.emit(v)
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@export var artefacts : Array[Artefact] = []
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@export var difficulty_setting : int = 1
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var plant_info = RunDataPlantInfo.new(self)
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func is_finished() -> bool:
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return story_step.is_run_finished(level)
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return story_step.is_run_finished(level, difficulty_setting)
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func get_progress() -> int:
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return story_step.get_run_progress(level)
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return story_step.get_run_progress(level, difficulty_setting)
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#region ------------------ Run Points ------------------
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func generate_next_run_points() -> Array[RunPoint]:
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next_run_points = []
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for i in range(story_step.get_run_point_number(level+1)):
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for i in range(story_step.get_run_point_number(level+1, difficulty_setting)):
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var last_modifiers : Array[String] = []
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if len(next_run_points):
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for m in next_run_points[0].region_parameter.modifiers:
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@@ -57,14 +58,14 @@ func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
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func(m : RegionModifier): return not m.modifier_name in last_modifiers
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)
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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 story_step.need_gameplay_modifier(next_level, difficulty_setting):
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var is_challenge = randf() < story_step.get_challenge_chance(next_level, difficulty_setting)
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if is_challenge:
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region_parameter.modifiers = [
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challenge_modifiers.pick_random(),
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benefic_modifiers.pick_random()
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] as Array[RegionModifier]
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elif story_step.is_run_point_dangerous(next_level):
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elif story_step.is_run_point_dangerous(next_level, difficulty_setting):
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region_parameter.modifiers = [
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challenge_modifiers.pick_random()
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] as Array[RegionModifier]
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@@ -75,15 +76,15 @@ func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
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region_parameter.modifiers.append_array(
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story_step.get_gameplay_modifiers_for_region(next_level)
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story_step.get_gameplay_modifiers_for_region(next_level, difficulty_setting)
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)
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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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story_step.get_story_modifiers_for_region(next_level, difficulty_setting)
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)
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region_parameter.objective = story_step.get_objective_for_region(next_level)
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region_parameter.charge = story_step.get_charge_number(next_level)
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region_parameter.objective = story_step.get_objective_for_region(next_level, difficulty_setting)
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region_parameter.charge = story_step.get_charge_number(next_level, difficulty_setting)
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return RunPoint.new(
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@@ -101,7 +102,7 @@ func choose_next_run_point(run_point : RunPoint = null) -> RunPoint:
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return current_run_point
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func get_cockpit_exit_scene() -> Scene:
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if story_step.is_run_finished(level):
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if story_step.is_run_finished(level, difficulty_setting):
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return story_step.get_destination_scene()
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else :
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return RegionScene.new(GameInfo.game_data.current_region_data)
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