Ajout de l'amélioration du modèle du robot au cours de l'histoire, d'une annonce sur cette amélioration ainsi qu'un succès à l'utilisation de toutes les incubateurs d'orchid dans une base
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@@ -28,8 +28,14 @@ func is_run_finished(level : int) -> bool:
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func is_region_sequence_infinite() -> bool:
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return false
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func get_player_max_energy() -> int:
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return PlayerData.DEFAULT_MAX_ENERGY
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func get_player_max_inventory() -> int:
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return PlayerData.DEFAULT_INVENTORY_SIZE
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func get_region_sequence_length() -> int:
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return 2 #TO CHANGE TO 7
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return 3 #TOCHANGE TO 7
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func get_first_vending_machine_occurence(_level : int) -> int:
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return 2
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@@ -26,7 +26,7 @@ func get_destination_scene() -> Scene:
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func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
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if level == 0:
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return MERCURY_DEPARTURE_DIALOG_PATH
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if level == 1:
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if level == 2:
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return VENDING_MACHINE_DIALOG_PATH
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if ship_in_space and is_run_finished(level + 1):
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return VENUS_ARRIVAL_DIALOG_PATH
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@@ -16,6 +16,11 @@ func get_destination_text() -> String:
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func get_destination_scene() -> Scene:
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return BoreaScene.new()
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func get_player_max_energy() -> int:
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return 4
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func get_player_max_inventory() -> int:
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return 3
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func get_ship_dialog_path(_level : int, _ship_in_space := true) -> String:
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return VENUS_DEPARTURE_DIALOG_PATH
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@@ -16,6 +16,12 @@ func get_destination_text() -> String:
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func get_destination_scene() -> Scene:
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return AquaScene.new()
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func get_player_max_energy() -> int:
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return 4
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func get_player_max_inventory() -> int:
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return 4
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func get_ship_dialog_path(level : int, _ship_in_space := true) -> String:
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if level == 5:
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return AQUA_TRAVEL_PHONE_CALL_DIALOG_PATH
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@@ -16,6 +16,12 @@ func get_destination_text() -> String:
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func get_destination_scene() -> Scene:
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return SubterraScene.new()
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func get_player_max_energy() -> int:
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return 4
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func get_player_max_inventory() -> int:
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return 5
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func get_ship_dialog_path(level : int, _ship_in_space := true) -> String:
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if level == 5:
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return TRAVEL_PHONE_CALL_DIALOG_PATH
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@@ -16,6 +16,12 @@ func get_destination_text() -> String:
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func get_destination_scene() -> Scene:
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return EstiaScene.new()
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func get_player_max_energy() -> int:
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return 5
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func get_player_max_inventory() -> int:
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return 5
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func get_ship_dialog_path(level : int, _ship_in_space := true) -> String:
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if level == 5:
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return TRAVEL_PHONE_CALL_DIALOG_PATH
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@@ -16,6 +16,12 @@ func get_destination_text() -> String:
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func get_destination_scene() -> Scene:
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return AstraEndScene.new()
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func get_player_max_energy() -> int:
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return 5
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func get_player_max_inventory() -> int:
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return 6
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func get_ship_dialog_path(level : int, _ship_in_space := true) -> String:
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if level == 4:
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return TRAVEL_PHONE_CALL_DIALOG_PATH
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