Dev 0.2.0

* Ajout de la déblocage des mutation du mode infini dans le mode histoire
* Ajout de plus de caverne
* Rework de l'emplacement des distributeurs/cavernes
* Rework de l'influence, plus de clarté sur les plantes influencées
* 4 d'inventaire dans le mode infini
* Fix du tuto de mouvement en 3D
* Déblocage de toutes le mutations à la fin du jeu
* Fix de bug de chargelent de scène multiple
This commit is contained in:
2026-07-26 14:23:20 +02:00
parent ffe6f50ba6
commit dcce13a9e6
28 changed files with 193 additions and 193 deletions
@@ -12,4 +12,4 @@ func get_3d_scene() -> PackedScene:
return preload("res://common/game_data/scripts/artefacts/talion_soil/talion_soil.blend")
func modify_plant_influence_radius(plant_influence_radius : float) -> float:
return plant_influence_radius * 1.5
return plant_influence_radius + Region.TILE_SIZE
@@ -1,6 +1,8 @@
extends ProgressionData
class_name InfiniteProgressionData
@export var mutation_unlocked := StoryProgressionData.START_UNLOCKED_MUTATIONS
func get_story_step() -> StoryStep:
return InfiniteStoryStep.new(run_number)
@@ -25,8 +27,14 @@ func are_all_mutations_unlocked() -> bool:
func unlock_new_mutation() -> PlantMutation:
return null
func unlock_all_mutation() -> void:
pass
func get_available_mutations() -> Array[PlantMutation]:
return get_all_mutations()
if GameInfo.story_game_data and GameInfo.story_game_data.progression_data:
mutation_unlocked = max(mutation_unlocked,GameInfo.story_game_data.progression_data.mutations_unlocked)
return get_all_mutations().slice(0, mutation_unlocked)
func set_best_run(v := best_run):
if best_run < 10 and v == 10:
@@ -21,6 +21,8 @@ class_name ProgressionData
@abstract func unlock_new_mutation() -> PlantMutation
@abstract func unlock_all_mutation() -> void
func set_best_run(v := best_run):
best_run = v
@@ -6,7 +6,7 @@ const DEFAULT_LIFETIME = 6
const DEFAULT_BASE_SCORE = 1
const DEFAULT_SEED_NUMBER = 2
const DEFAULT_SEED_RANDOM_LOOSE = 1
const DEFAULT_PLANT_INFLUENCE_RADIUS = 100
const DEFAULT_PLANT_INFLUENCE_RADIUS = Region.TILE_SIZE
const DEFAULT_MUTATION_PROBABILITY = 0.3
const DEFAULT_MUTATION_MAX_NUMBER = 2
@@ -21,13 +21,13 @@ func get_player_max_energy(_difficulty_setting : int) -> int:
return 4
func get_player_max_inventory(_difficulty_setting : int) -> int:
return 3
return 4
func get_objective_for_region(level : int, _difficulty_setting : int) -> int:
return basic_objective_for_region(level)
func get_cave_occurence(_level : int, _difficulty_setting : int) -> int:
return 0
func has_cave_modifier(_level : int, _difficulty_setting : int) -> bool:
return false
func is_region_sequence_infinite() -> bool:
return true
@@ -36,7 +36,7 @@ func get_region_sequence_length(_difficulty_setting) -> int:
return 1000
func is_run_point_dangerous(level : int, _difficulty_setting : int) -> bool:
return level%6 == 0 and level != 0
return level%5 == 0 and level != 0
func get_destination_text() -> String:
return ""
+29 -21
View File
@@ -48,19 +48,33 @@ func get_region_sequence_length(difficulty_setting : int) -> int:
return 6
return 8
func get_first_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 2
func has_cave_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return false
3: return true
4: return false
5: return true
6: return true
7: return false
8: return true
_: return level % 2 == 0
func get_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 3
func has_vending_machine_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return true
3: return false
4: return true
5: return false
6: return false
7: return true
8: return false
_: return (level + 1) % 3 == 0
func get_first_cave_occurence(_level : int, _difficulty_setting : int) -> int:
return 1
func get_cave_occurence(_level : int, _difficulty_setting : int) -> int:
return 3
func get_challenge_chance(_level : int, _difficulty_setting : int) -> float:
func get_challenge_chance(level : int, difficulty_setting : int) -> float:
if is_run_point_dangerous(level, difficulty_setting):
return 0.
return 0.15
func get_run_point_number(level : int, difficulty_setting : int) -> int:
@@ -120,17 +134,11 @@ func get_gameplay_modifiers_for_region(level : int, difficulty_setting : int) ->
var modifiers : Array[RegionModifier] = []
if need_gameplay_modifier(level,difficulty_setting):
var first_vending = get_first_vending_machine_occurence(level, difficulty_setting)
var vending_occurence = get_vending_machine_occurence(level, difficulty_setting)
if vending_occurence > 0 and level >= first_vending:
if (level - first_vending)%vending_occurence == 0:
modifiers.append(VendingMachineModifier.new())
if has_vending_machine_modifier(level, difficulty_setting):
modifiers.append(VendingMachineModifier.new())
var first_cave = get_first_cave_occurence(level, difficulty_setting)
var cave_occurence = get_cave_occurence(level, difficulty_setting)
if cave_occurence > 0 and level >= first_cave:
if (level - first_cave)%cave_occurence == 0:
modifiers.append(CaveModifier.new())
if has_cave_modifier(level, difficulty_setting):
modifiers.append(CaveModifier.new())
return modifiers
@@ -25,9 +25,6 @@ func get_logs() -> Array[Log]:
)
]
func get_cave_occurence(_level : int, _difficulty_setting : int) -> int:
return 2
func get_region_sequence_length(_difficulty_setting : int) -> int:
return 5
@@ -37,18 +34,23 @@ func get_objective_multiplier() -> float:
func is_run_point_dangerous(_level : int, _difficulty_setting : int) -> bool:
return false
func get_first_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 0
func has_cave_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return true
3: return false
4: return false
_: return false
func get_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 0
func has_vending_machine_modifier(_level : int, _difficulty_setting : int) -> bool:
return false
func get_challenge_chance(_level : int, _difficulty_setting : int) -> float:
return 0.
func get_ship_dialog_path(level : int, difficulty_setting : int ,ship_in_space := true) -> String:
if ship_in_space and level + 1 == get_cave_occurence(level, difficulty_setting):
if ship_in_space and has_cave_modifier(level + 1, difficulty_setting):
return CAVE_DIALOG_PATH
if ship_in_space and is_run_finished(level + 1, difficulty_setting):
return MERCURY_ARRIVAL_DIALOG_PATH
return ""
return ""
@@ -36,6 +36,26 @@ func get_player_max_inventory(_difficulty_setting) -> int:
func get_objective_multiplier() -> float:
return 1.2
func has_cave_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return true
3: return false
4: return true
5: return false
6: return true
_: return level % 2 == 0
func has_vending_machine_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return true
2: return false
3: return false
4: return false
5: return true
6: return false
_: return (level + 1) % 3 == 0
func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
if level == 5:
return AQUA_TRAVEL_PHONE_CALL_DIALOG_PATH
@@ -37,6 +37,26 @@ func get_player_max_inventory(_difficulty_setting : int) -> int:
func get_objective_multiplier() -> float:
return 1.4
func has_cave_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return true
3: return true
4: return false
5: return false
6: return true
_: return level % 2 == 0
func has_vending_machine_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return false
3: return false
4: return true
5: return true
6: return false
_: return (level + 1) % 3 == 0
func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
if level == 5:
return TRAVEL_PHONE_CALL_DIALOG_PATH
@@ -37,7 +37,10 @@ func get_player_max_inventory(_difficulty_setting : int) -> int:
func get_objective_multiplier() -> float:
return 1.6
func get_region_sequence_length(_difficulty_setting : int) -> int:
return 9
func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
if level == 5:
if level == 6:
return TRAVEL_PHONE_CALL_DIALOG_PATH
return ""
@@ -1,9 +1,11 @@
extends ProgressionData
class_name StoryProgressionData
const START_UNLOCKED_MUTATIONS = 8
@export var planted_mutation_ids: Array[String] = []
@export var story_step_i := 0
@export var mutations_unlocked = 8
@export var mutations_unlocked = START_UNLOCKED_MUTATIONS
func get_story_step() -> StoryStep:
return get_all_story_steps()[story_step_i]
@@ -33,4 +35,7 @@ func are_all_mutations_unlocked() -> bool:
func unlock_new_mutation() -> PlantMutation:
var new_mutation = get_all_mutations()[mutations_unlocked]
mutations_unlocked += 1
return new_mutation
return new_mutation
func unlock_all_mutation() -> void:
mutations_unlocked = len(get_all_mutations()) + 1
+21
View File
@@ -130,3 +130,24 @@ func update_inputs(s : SettingsData = settings_data):
func has_unlocked_infinite_mode():
return true
func get_action_key_name(action_name: String) -> String:
var events: Array[InputEvent] = InputMap.action_get_events(action_name)
var saved_remapped_input = null
var existing_remapped_id: int = GameInfo.settings_data.action_remapped.find(action_name)
if existing_remapped_id != -1:
saved_remapped_input = GameInfo.settings_data.input_remapped[existing_remapped_id]
var event: InputEvent = null
if saved_remapped_input:
event = saved_remapped_input
else:
event = null if events.size() == 0 else events[0]
var input_name: String = "UNASSIGNED" if event == null else event.as_text()
if event is InputEventKey:
var keycode = DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode)
input_name = OS.get_keycode_string(keycode)
return input_name