- Rééquilibrage du mode histoire (vers le haut, le jeu sera un poil plus dur)
- Ajout d'effet pour dissuader le joueur d'aller hors map (avec peut être un easter egg ???)
- Réparation des noms de régions avec le mode twitch et ajout de nombreux noms de régions de la communauté
- Buff de la mutation solide (plus qu'un jour de maturation en plus)
- Quelques coquilles dans les textes (il doit en rester)
- Ajout de la mention de la région choisie dans le dashboard du cockpit
- Distributeurs plus clairs (surtout la notion de choix d'artefact)
This commit is contained in:
2026-07-22 00:14:46 +02:00
parent d103cd22f2
commit bb0424d67e
49 changed files with 513 additions and 165 deletions
+19 -19
View File
@@ -49,26 +49,26 @@ var data_last_updated = 0.
var plant_grid : PlantGrid
# Cheat Code
func _input(_e):
if (
Input.is_action_pressed("drop")
and Input.is_action_pressed("move_right")
and Input.is_action_pressed("move_left")
and Input.is_action_just_pressed("action")
):
if data.state != RegionData.State.SUCCEEDED:
data.succeded.emit()
data.state = RegionData.State.SUCCEEDED
# data.update()
# func _input(_e):
# if (
# Input.is_action_pressed("drop")
# and Input.is_action_pressed("move_right")
# and Input.is_action_pressed("move_left")
# and Input.is_action_just_pressed("action")
# ):
# if data.state != RegionData.State.SUCCEEDED:
# data.succeded.emit()
# data.state = RegionData.State.SUCCEEDED
# # data.update()
if (
Input.is_action_pressed("drop")
and Input.is_action_pressed("move_right")
and Input.is_action_pressed("move_left")
and Input.is_action_just_pressed("move_pointer")
):
data.charges = 0
data.state = RegionData.State.FAILED
# if (
# Input.is_action_pressed("drop")
# and Input.is_action_pressed("move_right")
# and Input.is_action_pressed("move_left")
# and Input.is_action_just_pressed("move_pointer")
# ):
# data.charges = 0
# data.state = RegionData.State.FAILED
func _init():
data = GameInfo.game_data.current_region_data
+1 -1
View File
@@ -69,7 +69,7 @@ func _init(
charges = parameter.get_charge()
objective = parameter.get_objective()
region_first_name = parameter.region_first_name;
region_name_key = parameter.region_name_key;
region_name_key = parameter.region_type_key;
region_seed = parameter.get_region_seed()
rock_threshold = parameter.get_rock_threshold()
decontamination_threshold = parameter.get_decontamination_threshold()
@@ -15,50 +15,31 @@ const REGION_TYPES_CSV := "res://translation/names/location_types.csv"
const REGION_NAMES_FILE := "res://translation/names/location_names.csv"
@export var region_first_name: String
@export var region_name_key: String
@export var region_type_key: String
@export var objective: int
@export var charge: int
@export var region_seed: int
@export var modifiers: Array[RegionModifier]
func _init(
_name = "",
_region_first_name : String = "",
_region_type_key : String = "",
_modifiers: Array[RegionModifier] = [],
_region_seed = randi(),
):
set_random_region_name()
region_first_name = _region_first_name
region_type_key = _region_type_key
modifiers = _modifiers
region_seed = _region_seed
func get_random_region_first_name() -> String:
var name_file := FileAccess.open(REGION_NAMES_FILE, FileAccess.READ)
var n_names := name_file.get_line().to_int()
var name_ind := randi_range(0, n_names)
var first_name := name_file.get_line()
for i in range(name_ind):
first_name = name_file.get_line()
return first_name
func get_random_region_name_key() -> String:
var place_file := FileAccess.open(REGION_TYPES_CSV, FileAccess.READ)
var n_places := place_file.get_line().split(",")[0].to_int()
var place_ind := randi_range(0, n_places)
var place_key := place_file.get_line().split(",")[0]
for i in range(place_ind):
place_key = place_file.get_line().split(",")[0]
return place_key
func set_random_region_name():
region_first_name = get_random_region_first_name()
if randf() > JUST_NAME_PROBABILITY:
region_name_key = get_random_region_name_key()
else:
region_name_key = ""
if region_first_name == "" or region_type_key == "":
region_first_name = Random.RANDOM_REGION_NAME_POOL.pick_random()
region_type_key = Random.RANDOM_REGION_TYPE_POOL.pick_random()
func get_region_name() -> String:
var n := region_first_name
if region_name_key != "":
n = tr(region_name_key).format({"name": region_first_name})
if region_type_key != "":
n = tr(region_type_key).format({"name": region_first_name})
for m in modifiers:
n = m.modify_region_name(n)