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
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@@ -48,19 +48,33 @@ func get_region_sequence_length(difficulty_setting : int) -> int:
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return 6
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return 8
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func get_first_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
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return 2
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func has_cave_modifier(level : int, _difficulty_setting : int) -> bool:
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match level:
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1: return false
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2: return false
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3: return true
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4: return false
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5: return true
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6: return true
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7: return false
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8: return true
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_: return level % 2 == 0
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func get_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
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return 3
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func has_vending_machine_modifier(level : int, _difficulty_setting : int) -> bool:
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match level:
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1: return false
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2: return true
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3: return false
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4: return true
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5: return false
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6: return false
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7: return true
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8: return false
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_: return (level + 1) % 3 == 0
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func get_first_cave_occurence(_level : int, _difficulty_setting : int) -> int:
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return 1
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func get_cave_occurence(_level : int, _difficulty_setting : int) -> int:
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return 3
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func get_challenge_chance(_level : int, _difficulty_setting : int) -> float:
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func get_challenge_chance(level : int, difficulty_setting : int) -> float:
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if is_run_point_dangerous(level, difficulty_setting):
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return 0.
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return 0.15
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func get_run_point_number(level : int, difficulty_setting : int) -> int:
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@@ -120,17 +134,11 @@ func get_gameplay_modifiers_for_region(level : int, difficulty_setting : int) ->
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var modifiers : Array[RegionModifier] = []
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if need_gameplay_modifier(level,difficulty_setting):
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var first_vending = get_first_vending_machine_occurence(level, difficulty_setting)
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var vending_occurence = get_vending_machine_occurence(level, difficulty_setting)
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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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modifiers.append(VendingMachineModifier.new())
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if has_vending_machine_modifier(level, difficulty_setting):
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modifiers.append(VendingMachineModifier.new())
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var first_cave = get_first_cave_occurence(level, difficulty_setting)
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var cave_occurence = get_cave_occurence(level, difficulty_setting)
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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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modifiers.append(CaveModifier.new())
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if has_cave_modifier(level, difficulty_setting):
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modifiers.append(CaveModifier.new())
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return modifiers
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