fix et amélioration diverses
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@ -44,7 +44,6 @@ func draw_random_zone(
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var random_step = 1
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var random_step = 1
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var zone_radius = noise_image_size.x - random_step
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var zone_radius = noise_image_size.x - random_step
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print(get_value_surface(noise_image))
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while get_value_surface(noise_image) > zone_max_surface:
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while get_value_surface(noise_image) > zone_max_surface:
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zone_radius -= random_step
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zone_radius -= random_step
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ImageTools.draw_circle(
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ImageTools.draw_circle(
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@ -42,3 +42,5 @@ func use(player : Player, zone : Player.ActionZone) -> bool:
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func harvest(p : Plant, player: Player):
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func harvest(p : Plant, player: Player):
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player.play_sfx("harvest")
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player.play_sfx("harvest")
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p.harvest()
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p.harvest()
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if player.planet:
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player.planet.update_garden_score()
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@ -117,12 +117,9 @@ class GiveItemReward extends Reward:
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seed_needed = _seed_needed
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seed_needed = _seed_needed
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func reward(p: Player):
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func reward(p: Player):
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print(item)
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if p.inventory.is_full():
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if p.inventory.is_full():
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print("drop")
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p.terrain.drop_item(item, p.global_position, 10)
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p.terrain.drop_item(item, p.global_position, 10)
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else:
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else:
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print("give")
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p.pick_item(item)
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p.pick_item(item)
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func desc() -> String:
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func desc() -> String:
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@ -9,7 +9,6 @@ var show_influence : bool = false :
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show_influence = v
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show_influence = v
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if sprite:
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if sprite:
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sprite.visible = v
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sprite.visible = v
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print(sprite.visible)
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func _init(_radius = 100):
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func _init(_radius = 100):
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radius = _radius
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radius = _radius
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@ -283,7 +283,7 @@ func reach_quota():
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next_quota = planet_data.get_quota(planet_data.quota_number)
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next_quota = planet_data.get_quota(planet_data.quota_number)
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days_on_last_quota = day
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days_on_last_quota = day
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# ask_quota_reward()
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new_quota_started.emit(self)
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func ask_quota_reward():
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func ask_quota_reward():
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quota_reward_asked.emit(
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quota_reward_asked.emit(
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@ -292,7 +292,6 @@ func ask_quota_reward():
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generate_quota_reward()
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generate_quota_reward()
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)
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)
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func generate_quota_reward() -> Item:
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func generate_quota_reward() -> Item:
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var random_level = randi_range(
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var random_level = randi_range(
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max(planet_data.quota_number - 1, 1),
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max(planet_data.quota_number - 1, 1),
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@ -308,6 +307,9 @@ func get_garden_score():
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score += e.calculate_plant_score()
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score += e.calculate_plant_score()
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return score
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return score
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func update_garden_score():
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garden_score = get_garden_score()
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func choose_quota_reward(item : Item):
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func choose_quota_reward(item : Item):
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drop_item(item, player.global_position, 100)
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drop_item(item, player.global_position, 100)
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if decontamination_surface >= next_quota:
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if decontamination_surface >= next_quota:
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@ -28,12 +28,12 @@ func get_compost_rewards() -> Array[Compost.Reward]:
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return rewards
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return rewards
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func get_random_reward_cost() -> int:
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func get_random_reward_cost() -> int:
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return randi_range(1 + rewarded_times * 2, 3 + rewarded_times * 2)
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return randi_range(1 + rewarded_times * 2, 2 + rewarded_times * 2)
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func get_possible_rewards() -> Array[Compost.Reward]:
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func get_possible_rewards() -> Array[Compost.Reward]:
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return [
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return [
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Compost.UpgradeMaxEnergyReward.new(get_random_reward_cost() + 5),
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Compost.UpgradeMaxEnergyReward.new(get_random_reward_cost() + 5),
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Compost.UpgradeMaxInventoryReward.new(get_random_reward_cost() + 2),
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Compost.UpgradeMaxInventoryReward.new(get_random_reward_cost()),
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Compost.GiveItemReward.new(
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Compost.GiveItemReward.new(
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get_random_reward_cost(),
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get_random_reward_cost(),
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Blueprint.new(preload("res://entities/interactables/machines/solar_pannel/solar_pannel.tres"))
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Blueprint.new(preload("res://entities/interactables/machines/solar_pannel/solar_pannel.tres"))
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