Dev Beta 1.3
* Ajout d'un déblocage des mutations, dans une scène 3D trouvable dans les runs, ainsi qu'un dialogue d'annonce de ces scènes * Augmentation des charges par map à 10 et augmentation des objectifs de points de plantes en conséquence * Modification du loot des graines : les plantes donnent désormais un nombre fixe de graine et les graines issues de veine de Talion n'obtiennent pas automatiquement de mutations * Les portes ne seront désormais plus sur de la pierre * Amélioration du tutoriel pour inclure une section d'explication des mutations * Ajout du modificateur de région Magnétique qui divise l'objectif et les recharges par 2 *
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@@ -1,13 +1,12 @@
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extends Resource
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class_name ProgressionData
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@export var planted_mutation_ids: Array[String] = []
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@export var story_step_i := 0
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@export var ship_tutorial_done = false
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@export var mutations_unlocked = 5
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var all_mutations: Array[PlantMutation] : get = get_all_mutations
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var available_mutations: Array[PlantMutation] : get = get_all_mutations
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var available_mutations: Array[PlantMutation] : get = get_available_mutations
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var available_artefacts: Array[Artefact] : get = get_all_artifacts
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var story_step : StoryStep : get = get_story_step
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@@ -19,21 +18,24 @@ func next_story_step() -> void:
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if story_step_i + 1 < len(get_all_story_steps()):
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story_step_i += 1
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func get_available_mutations() -> Array[PlantMutation]:
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return get_all_mutations().slice(0, mutations_unlocked)
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func get_all_mutations() -> Array[PlantMutation]:
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return [
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QualityMutation.new(),
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AncientMutation.new(),
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FertileMutation.new(),
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GenerousMutation.new(),
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HurriedMutation.new(),
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PrecociousMutation.new(),
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ProlificMutation.new(),
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PrecociousMutation.new(),
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PurificationMutation.new(),
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SocialMutation.new(),
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FertileMutation.new(),
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QuickMutation.new(),
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HurriedMutation.new(),
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GenerousMutation.new(),
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ProtectiveMutation.new(),
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PureMutation.new(),
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PurificationMutation.new(),
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QualityMutation.new(),
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QuickMutation.new(),
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RobustMutation.new(),
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SocialMutation.new(),
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ToughMutation.new(),
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VivaciousMutation.new(),
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]
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@@ -47,8 +47,6 @@ func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
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var next_level = level+1
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var challenge_modifiers = generate_challenge_modifiers().filter(
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func(m : RegionModifier): return not m.modifier_name in last_modifiers
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)
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@@ -74,16 +72,24 @@ func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
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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 vending_occurence > 0 and level >= first_vending:
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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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var first_cave = story_step.get_first_cave_occurence(next_level)
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var cave_occurence = story_step.get_cave_occurence(next_level)
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if cave_occurence > 0 and level >= first_cave:
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if (level - first_cave)%cave_occurence == 0:
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region_parameter.modifiers.append(CaveModifier.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.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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return RunPoint.new(
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region_parameter
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)
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@@ -110,7 +116,7 @@ func generate_normal_modifiers() -> Array[RegionModifier]:
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HarshModifier.new(),
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ToxicModifier.new(),
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SandyModifier.new(),
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MagneticModifier.new(),
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]
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func generate_benefic_modifiers() -> Array[RegionModifier]:
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@@ -118,6 +124,7 @@ func generate_benefic_modifiers() -> Array[RegionModifier]:
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VendingMachineModifier.new(),
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ResonnanceModifier.new(),
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InstableModifier.new(),
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CaveModifier.new(),
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]
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@@ -2,6 +2,7 @@ extends StoryStep
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class_name AstraStoryStep
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const MERCURY_ARRIVAL_DIALOG_PATH="res://dialogs/timelines/astra/mercury_arrival.dtl"
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const CAVE_DIALOG_PATH="res://dialogs/timelines/astra/cave.dtl"
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func get_respawn_scene() -> Scene:
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return AstraScene.new()
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@@ -16,7 +17,7 @@ func get_destination_scene() -> Scene:
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)
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func get_region_sequence_length() -> int:
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return 4
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return 5
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func get_first_vending_machine_occurence(_level : int) -> int:
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return 0
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@@ -28,6 +29,8 @@ func get_challenge_chance(_level : int) -> float:
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return 0.
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func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
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if ship_in_space and level == get_cave_occurence(level):
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return CAVE_DIALOG_PATH
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if ship_in_space and level == get_region_sequence_length() - 1:
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return MERCURY_ARRIVAL_DIALOG_PATH
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return ""
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@@ -30,6 +30,12 @@ func get_first_vending_machine_occurence(_level : int) -> int:
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func get_vending_machine_occurence(_level : int) -> int:
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return 4
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func get_first_cave_occurence(level : int) -> int:
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return get_cave_occurence(level)
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func get_cave_occurence(_level : int) -> int:
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return 3
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func get_challenge_chance(_level : int) -> float:
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return 0.3
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@@ -38,13 +44,15 @@ func get_run_point_number(level : int) -> int:
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return 1
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return 2
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func get_charge_number(_level : int) -> int:
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return 10
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func get_objective_for_region(level : int) -> int:
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match level:
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0: return 1
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1: return 8
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2: return 10
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3: return 15
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4: return 20
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1: return 10
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2: return 12
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3: return 16
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4: return 22
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5: return 30
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_: return get_objective_for_region(level-1) + (level-3) * 5
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