Densité de partie de plantes en fonction du niveau de mutation
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@@ -9,6 +9,9 @@ extends Node
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@export var start_state: PlantData.State = PlantData.State.MATURE
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@export var random_state := false
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@export var end_state: PlantData.State = PlantData.State.MATURE
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@export var min_level := 1
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@export var max_level := 1
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@export var camera_speed := 1000.0
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var input_dir := Vector2.ZERO
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@@ -21,6 +24,10 @@ func _ready():
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%NMutationsPerPlant.value = n_mutation_per_plant
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%RandomizePos.button_pressed = randomize_pos
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%RandomizeOffset.value = random_pos_offset
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%toAgeLabel.visible = random_state
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%EndAge.visible = random_state
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%MinLvl.value = min_level
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%MaxLvl.value = max_level
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generate_plants();
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func _unhandled_key_input(_event) -> void:
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@@ -54,7 +61,9 @@ func generate_plants():
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elif plant_state == PlantData.State.DEAD:
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plant_data.day = plant_data.get_lifetime()
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for j in n_mutation_per_plant:
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plant_data.mutations.append(GameInfo.game_data.progression_data.available_mutations.pick_random())
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var picked_mutation: PlantMutation = GameInfo.game_data.progression_data.available_mutations.pick_random().duplicate()
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picked_mutation.level = randi_range(min_level, max_level)
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plant_data.mutations.append(picked_mutation)
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var plant: Plant = Plant.new(plant_data)
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print(plant.data.plant_name)
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%Plants.add_child(plant)
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@@ -113,14 +122,20 @@ func _on_start_age_value_changed(value: float) -> void:
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func _on_random_age_toggled(toggled_on: bool) -> void:
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random_state = toggled_on
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%toAgeLabel.visible = toggled_on
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%EndAge.visible = toggled_on
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func _on_end_age_value_changed(value: float) -> void:
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end_state = int(value) as PlantData.State
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func _on_speed_value_changed(value: float) -> void:
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camera_speed = value
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func _on_reset_speed_pressed() -> void:
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camera_speed = 1000
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func _on_min_lvl_value_changed(value: float) -> void:
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min_level = int(value)
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func _on_max_lvl_value_changed(value: float) -> void:
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max_level = int(value)
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