gros dev pre proto

* Changement de l'UI, ajouts de l'inspecteur par carte et changement de police
* Ajout d'un semblant d'exploration
* Ajout de la sauvegarde des entités
* Restructuration mineure de l'arborescence
* Fix divers et réécriture des textes
This commit is contained in:
2025-10-31 13:52:45 +01:00
parent ceae7af589
commit ed7a8bcb6e
167 changed files with 2665 additions and 1201 deletions

View File

@@ -37,8 +37,8 @@ func pointer_text() -> String:
func interact_text():
return "Take"
func inspector_info() -> Inspector.Info:
return item.inspector_info()
func card_info() -> CardInfo:
return item.card_info()
func interact(player : Player) -> bool:
player.pick_item(item)
@@ -70,3 +70,6 @@ func generate_sprite() -> ItemObjectSprite:
)
return sprite_node
func save() -> EntityData:
return ItemObjectData.new(self)

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@@ -0,0 +1,11 @@
extends EntityData
class_name ItemObjectData
@export var item : Item
func _init(e : ItemObject):
position = e.global_position
item = e.item
func load() -> Entity:
return ItemObject.new(item)

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@@ -0,0 +1 @@
uid://brwd7adf8j7ff

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@@ -4,30 +4,24 @@ class_name Machine
const MAX_MACHINE_LEVEL = 3
var level : int = 1
var machine_name : String = ""
var machine_desc : String = ""
func setup_machine_info(machine_type : MachineType, _level : int = 1):
level = _level
machine_name = machine_type.name
machine_desc = machine_type.description
setup_machine_sprite()
func setup_machine_sprite():
pass
var type : MachineType
func pointer_text() -> String:
return machine_name
func inspector_info() -> Inspector.Info:
return Inspector.Info.new(
pointer_text(),
machine_desc
)
return type.name
static func get_level_color(l : int) -> Color:
match l:
1: return Color("4ed38a")
2: return Color("4ec6ee")
3: return Color("bd70e2")
_: return Color("bd70e2")
_: return Color("bd70e2")
static func instantiate_machine(machine_type : MachineType, machine_level = 1) -> Machine:
var new_machine : Machine = machine_type.scene.instantiate() as Machine
new_machine.level = machine_level
new_machine.type = machine_type
return new_machine
func save() -> EntityData:
return MachineData.new(self)

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@@ -0,0 +1,13 @@
extends EntityData
class_name MachineData
@export var level : int
@export var type : MachineType
func _init(m : Machine):
position = m.global_position
level = m.level
type = m.type
func load() -> Entity:
return Machine.instantiate_machine(type, level)

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@@ -0,0 +1 @@
uid://b24o2jgqvfact

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@@ -1 +0,0 @@
uid://bhncww816fjsb

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@@ -0,0 +1 @@
uid://bepx311a3f0o

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@@ -1,7 +1,7 @@
extends Machine
class_name SolarPanel
var charged : bool = false : set = set_charged
var charged : bool = false
var recharge_days : int = 0
func get_days_to_recharge(l : int = level) -> int:
@@ -25,13 +25,18 @@ func _pass_day():
if recharge_days >= get_days_to_recharge():
set_charged(true)
func set_charged(_charged = true):
func set_charged(_charged = true, with_anim : bool = true):
charged = _charged
recharge_days = 0
if charged:
%AnimationPlayer.play("charged")
else :
%AnimationPlayer.play_backwards("charged")
if with_anim:
if charged:
%AnimationPlayer.play("charged")
else :
%AnimationPlayer.play_backwards("charged")
await %AnimationPlayer.animation_finished
%Flair.modulate = Color.WHITE if charged else Color.TRANSPARENT
%Pannels.modulate = Color.WHITE if charged else Color("6c6c6c")
func setup_machine_sprite():
# %Base.self_modulate = Machine.get_level_color(level)
@@ -47,3 +52,6 @@ func interact(p : Player) -> bool:
p.recharge(get_energy_production())
set_charged(false)
return true
func save() -> EntityData:
return SolarPanelData.new(self)

View File

@@ -0,0 +1,19 @@
extends MachineData
class_name SolarPanelData
@export var charged : bool = false
@export var recharge_days : int = 0
func _init(m : SolarPanel):
position = m.global_position
level = m.level
type = m.type
charged = m.charged
recharge_days = m.recharge_days
func load() -> Entity:
var sp = Machine.instantiate_machine(type, level) as SolarPanel
sp.set_charged(charged, false)
sp.recharge_days = recharge_days
return sp

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@@ -0,0 +1 @@
uid://dv1tok0civrpp

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@@ -1,11 +1,11 @@
[gd_resource type="Resource" script_class="MachineType" load_steps=3 format=3 uid="uid://dew3p4fffjryo"]
[ext_resource type="Script" uid="uid://bhncww816fjsb" path="res://entities/interactables/machines/scripts/machine_info.gd" id="1_ctita"]
[ext_resource type="Script" uid="uid://bepx311a3f0o" path="res://entities/interactables/machines/scripts/machine_type.gd" id="1_ctita"]
[ext_resource type="PackedScene" uid="uid://gwq2oos6ljyp" path="res://entities/interactables/machines/solar_pannel/solar_pannel.tscn" id="1_naexs"]
[resource]
script = ExtResource("1_ctita")
name = "Solar Pannel"
scene = ExtResource("1_naexs")
description = "Produce energy every 2 days. When charged, can be used to recharge energy."
metadata/_custom_type_script = "uid://bhncww816fjsb"
description = "Charge every 2 days. When charged, can be used to recharge player energy."
metadata/_custom_type_script = "uid://bepx311a3f0o"

View File

@@ -8,33 +8,6 @@
[sub_resource type="CircleShape2D" id="CircleShape2D_6utw7"]
radius = 48.0
[sub_resource type="Animation" id="Animation_gal8b"]
resource_name = "charged"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprites/Pannels:modulate")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0.033333335, 1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0.42365062, 0.42365065, 0.42365062, 1), Color(1, 1, 1, 1)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Sprites/Flair:modulate")
tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(1, 1, 1, 0), Color(1, 1, 1, 1)]
}
[sub_resource type="Animation" id="Animation_77hon"]
length = 0.001
tracks/0/type = "value"
@@ -62,6 +35,33 @@ tracks/1/keys = {
"values": [Color(1, 1, 1, 0)]
}
[sub_resource type="Animation" id="Animation_gal8b"]
resource_name = "charged"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprites/Pannels:modulate")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0.033333335, 1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0.42365062, 0.42365065, 0.42365062, 1), Color(1, 1, 1, 1)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Sprites/Flair:modulate")
tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(1, 1, 1, 0), Color(1, 1, 1, 1)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_5vw1f"]
_data = {
&"RESET": SubResource("Animation_77hon"),
@@ -77,6 +77,7 @@ position = Vector2(15.999999, -16.999998)
scale = Vector2(0.09, 0.09)
[node name="Pannels" type="Sprite2D" parent="Sprites"]
unique_name_in_owner = true
modulate = Color(0.42352942, 0.42352942, 0.42352942, 1)
texture = ExtResource("2_ny3sb")
@@ -85,6 +86,7 @@ unique_name_in_owner = true
texture = ExtResource("3_bml32")
[node name="Flair" type="Sprite2D" parent="Sprites"]
unique_name_in_owner = true
modulate = Color(1, 1, 1, 0)
texture = ExtResource("4_ob8kj")

View File

@@ -35,9 +35,6 @@ viewport_path = NodePath("IconViewPort")
font = ExtResource("4_ux0j5")
font_size = 30
[sub_resource type="Animation" id="Animation_65b0j"]
resource_name = "empty"
[sub_resource type="Animation" id="Animation_8nmxn"]
length = 0.001
tracks/0/type = "value"
@@ -69,6 +66,9 @@ tracks/0/keys = {
"values": [Vector2(1, 1), Vector2(1.195, 0.915), Vector2(0.81, 1.195), Vector2(1, 1)]
}
[sub_resource type="Animation" id="Animation_65b0j"]
resource_name = "empty"
[sub_resource type="AnimationLibrary" id="AnimationLibrary_8nmxn"]
_data = {
&"RESET": SubResource("Animation_8nmxn"),
@@ -78,6 +78,9 @@ _data = {
[node name="Compost" type="Area2D"]
script = ExtResource("1_ux0j5")
default_interact_text = "Place Seed"
default_info_title = "Compost"
default_info_desc = "This research station can provide some bonus if filled with seeds."
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, -3)

View File

@@ -3,6 +3,7 @@ class_name Compost
const FILLED_ICON = preload("res://common/icons/bucket.svg")
signal filled(c : Compost)
signal rewarded(c : Compost)
var reward : Reward = null :
@@ -17,46 +18,19 @@ var containing_seed : int = 0 :
func _ready():
update_info()
func pointer_text() -> String:
return "Compost"
func inspector_info() -> Inspector.Info:
var info = Inspector.Info.new(
pointer_text(),
"Fill this machine with seeds to get an reward",
%Sprite.texture,
)
if reward != null:
info.framed_infos.append(
Inspector.FramedInfo.new(
"On filled",
reward.desc(),
FILLED_ICON,
)
)
return info
func update_info():
%Count.text = "" if reward == null else "%d/%d" % [containing_seed, reward.get_seed_needed()]
%Icon.texture = null if reward == null else reward.icon()
func interact_text():
if reward:
return "Put a seed (%d left)" % (reward.get_seed_needed() - containing_seed)
else:
return ""
func can_interact(p : Player) -> bool:
return reward and p.inventory.get_item() and p.inventory.get_item() is Seed
return reward and p.data.inventory.get_item() and p.data.inventory.get_item() is Seed
func interact(p : Player) -> bool:
if not can_interact(p):
return false
p.play_sfx("harvest")
p.inventory.remove_current_item()
p.data.inventory.remove_current_item()
containing_seed += 1
if containing_seed >= reward.get_seed_needed():
containing_seed = 0
@@ -64,66 +38,34 @@ func interact(p : Player) -> bool:
rewarded.emit(self)
%AnimationPlayer.play("bump")
filled.emit(self)
return true
func card_info() -> CardInfo:
var info = CardInfo.new(
pointer_text()
)
if default_info_desc != "":
var desc_section = CardSectionInfo.new(
"Description",
default_info_desc
)
desc_section.title_icon = DESC_ICON
info.sections.append(
desc_section
)
var reward_section = CardSectionInfo.new(
"When filled",
reward.desc()
)
reward_section.title_icon = FILLED_ICON
info.sections.append(reward_section)
return info
func product(_player : Player):
pass
class Reward:
var seed_needed : int = 1
func _init(_seed_needed : int):
seed_needed = _seed_needed
func reward(_p: Player):
pass
func get_seed_needed() -> int:
return seed_needed
func desc() -> String:
return ""
func icon() -> Texture:
return null
class UpgradeMaxEnergyReward extends Reward:
func reward(p: Player):
p.upgrade_max_energy(1)
func desc() -> String:
return "Upgrade max energy"
func icon() -> Texture:
return preload("res://common/icons/bolt.svg")
class UpgradeMaxInventoryReward extends Reward:
func reward(p: Player):
p.upgrade_inventory_size()
func desc() -> String:
return "Upgrade max inventory size"
func icon() -> Texture:
return preload("res://common/icons/backpack.svg")
class GiveItemReward extends Reward:
var item : Item
func _init(_seed_needed : int, _item : Item):
item = _item
seed_needed = _seed_needed
func reward(p: Player):
if p.inventory.is_full():
p.terrain.drop_item(item, p.global_position, 10)
else:
p.pick_item(item)
func desc() -> String:
return "Give the item %s" % item.get_item_name()
func icon() -> Texture:
return item.icon

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@@ -0,0 +1,19 @@
extends Resource
class_name Reward
var seed_needed : int = 1
func _init(_seed_needed : int):
seed_needed = _seed_needed
func reward(_p: Player):
pass
func get_seed_needed() -> int:
return seed_needed
func desc() -> String:
return ""
func icon() -> Texture:
return null

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@@ -0,0 +1 @@
uid://djtiywfr031nr

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@@ -0,0 +1,20 @@
extends Reward
class_name GiveItemReward
var item : Item
func _init(_seed_needed : int, _item : Item):
item = _item
seed_needed = _seed_needed
func reward(p: Player):
if p.data.inventory.is_full():
p.terrain.drop_item(item, p.global_position, 10)
else:
p.pick_item(item)
func desc() -> String:
return "Give the following item : [b]%s[/b]. %s" % [item.name, item.description]
func icon() -> Texture:
return item.icon

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@@ -0,0 +1 @@
uid://cqr2dpxwn6oa8

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@@ -0,0 +1,10 @@
extends Reward
class_name UpgradeMaxEnergyReward
func reward(p: Player):
p.upgrade_max_energy(1)
func desc() -> String:
return "Upgrade max energy"
func icon() -> Texture:
return preload("res://common/icons/bolt.svg")

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@@ -0,0 +1 @@
uid://ck28pmq7jv66m

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@@ -0,0 +1,11 @@
extends Reward
class_name UpgradeMaxInventoryReward
func reward(p: Player):
p.upgrade_inventory_size()
func desc() -> String:
return "Upgrade max inventory size"
func icon() -> Texture:
return preload("res://common/icons/backpack.svg")

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@@ -0,0 +1 @@
uid://dnl5erwyrn44g

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@@ -1,22 +1,9 @@
extends Interactable
class_name TruckLadder
@export var truck_interior : TruckInterior
@export var planet_camera : Camera
func _ready():
truck_interior.player_exited.connect(_on_truck_interior_player_exited)
const TRUCK_SCENE_PATH = "res://stages/terrain/truck/truck.tscn"
func interact(p : Player):
truck_interior.add_entity(p)
p.global_position = truck_interior.spawn_position.global_position
truck_interior.camera.make_current()
planet_camera.following = null
p.planet.save()
get_tree().change_scene_to_file(TRUCK_SCENE_PATH)
return true
func _on_truck_interior_player_exited(p):
planet.add_entity(p)
p.global_position = global_position
planet_camera.make_current()
planet_camera.following = p

View File

@@ -9,15 +9,3 @@ func interact(_p: Player) -> bool:
planet.pass_day()
return true
func interact_text():
return "Recharge"
func pointer_text() -> String:
return "Recharge Station"
func inspector_info() -> Inspector.Info:
return Inspector.Info.new(
pointer_text(),
"You can recharge your robot here. When recharging, time will pass and plants may grow."
)

View File

@@ -14,6 +14,9 @@ region = Rect2(64, 161, 101, 205)
[node name="TruckRecharge" type="Area2D"]
script = ExtResource("1_ipgcv")
default_interact_text = "Recharge"
default_info_title = "Recharge Station"
default_info_desc = "[b]You can recharge your robot here.[/b] When recharging, time will pass and plants may grow."
metadata/_custom_type_script = "uid://dyprcd68fjstf"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]

View File

@@ -10,25 +10,9 @@ var completed : bool = false
func pointer_text() -> String:
return "Contamination Objective"
func inspector_info() -> Inspector.Info:
var info : Inspector.Info = Inspector.Info.new(
pointer_text(),
"This dead branch can hide a treasure of life."
)
info.framed_infos.append(
Inspector.FramedInfo.new(
"When decontamined",
reward.get_description(),
DECONTAMINATION_ICON
)
)
return info
func _end_pass_day():
if planet and not completed:
if not planet.is_there_contamination(global_position):
if not planet.garden.is_there_contamination(global_position):
reward.reward(self)
%AnimationPlayer.play("activate")
completed = true

View File

@@ -1,20 +0,0 @@
extends ObjectiveReward
class_name IncreaseDayLimitReward
@export var day_limit_increase = 5
func _init(_day_limit_increase : int):
day_limit_increase = _day_limit_increase
func reward(objective : Objective):
if objective.planet:
objective.planet.day_limit += day_limit_increase
func get_icon() -> Texture:
return preload("res://common/icons/hourglass-empty.svg")
func get_text() -> String:
return "+"+str(day_limit_increase)
func get_description() -> String:
return "Increase the day limitation by " + str(day_limit_increase) + "."

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@@ -1 +0,0 @@
uid://df6i1hivw4ymn

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@@ -15,7 +15,7 @@ func get_text() -> String:
return ""
func get_description() -> String:
return "Loot the following item: " + item.name + "."
return "Loot the following item: [b]%s[/b]. %s" % [item.name, item.description]
func reward(objective : Objective):
objective.terrain.drop_item(

View File

@@ -121,6 +121,7 @@ scale = Vector2(0.426047, 0.430108)
texture = ExtResource("4_j6jm5")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
unique_name_in_owner = true
libraries = {
&"": SubResource("AnimationLibrary_8eofq")
}

View File

@@ -9,7 +9,7 @@
[sub_resource type="Resource" id="Resource_cf34j"]
script = ExtResource("1_cf34j")
level = 1
level = 2
metadata/_custom_type_script = "uid://ceqx5va1ormau"
[sub_resource type="AtlasTexture" id="AtlasTexture_my6by"]

View File

@@ -1,28 +1,36 @@
extends InspectableEntity
class_name Plant
signal harvested(p: Plant)
signal state_changed(p: Plant)
const PLANT_AREA_RADIUS = 20
const PLANT_INFLUENCE_RADIUS = 100
const HARVESTED_SEED_DISPLACEMENT_FACTOR = 100
const RANDOM_MAX_GROW_INTERVAL = Planet.PASS_DAY_ANIMATION_TIME/2. - 0.1
const PLANT_TYPE_ICON = preload("res://common/icons/seedling.svg")
const PLANT_POINT_ICON = preload("res://common/icons/growth.svg")
const LIFETIME_ICON = preload("res://common/icons/calendar-week.svg")
const SHOVEL_ICON = preload("res://common/icons/shovel.svg")
const GROWING_ICON = preload("res://common/icons/chevrons-up.svg")
const HARVEST_EFFECT_ICON = preload("res://common/icons/shovel.svg")
const MATURE_EFFECT_ICON = preload("res://common/icons/chevrons-up.svg")
const CYCLIC_EFFECT_ICON = preload("res://common/icons/rotate-rectangle.svg")
const SPRITE_SCENE : PackedScene = preload("res://entities/plants/plant_sprite.tscn")
enum State {PLANTED, GROWING, MATURE}
@export var plant_type: PlantType
var state: State = State.PLANTED: set = change_state
@export var day: int = 0 : set = set_day
var state: State = State.PLANTED
@export var day: int
@onready var plant_sprite: PlantSprite = generate_sprite()
@onready var collision_shape: CollisionShape2D = generate_collision_shape()
@onready var influence_zone : PlantInfluenceZone = generate_influence_zone()
@onready var plant_sprite: PlantSprite
@onready var collision_shape: CollisionShape2D
@onready var influence_zone : PlantInfluenceZone
var harvest_effects = []
var mature_effects = []
@@ -32,83 +40,37 @@ var plant_mutations : Array[PlantMutation] = []
func _init(
_plant_type : PlantType,
_planet : Planet,
_plant_mutations : Array[PlantMutation] = []
_plant_mutations : Array[PlantMutation] = [],
_day = 0,
):
plant_type = _plant_type
harvest_effects = plant_type.default_harvest_effects.duplicate_deep()
mature_effects = plant_type.default_mature_effects.duplicate_deep()
cyclic_effects = plant_type.default_cyclic_effects.duplicate_deep()
planet = _planet
day = _day
plant_mutations = _plant_mutations
func _ready():
plant_sprite = generate_sprite()
collision_shape = generate_collision_shape()
influence_zone = generate_influence_zone()
update_plant(false)
plant_sprite.update_plant_sprite(self, false)
func pointer_text() -> String:
var state_text = "Growing"
if state == State.MATURE: state_text = "Mature"
return state_text + " " + plant_type.name
return plant_type.name
func inspect(is_inspected : bool = true):
modulate = MODULATE_INSPECTED_COLOR if is_inspected else default_modulate
influence_zone.show_influence = is_inspected
func inspector_info() -> Inspector.Info:
var info = Inspector.Info.new(
pointer_text(),
"",
plant_type.mature_texture
)
for m in plant_mutations:
info.framed_infos.append(
PlantMutation.get_framed_info_from_mutation(m)
)
info.framed_infos.append_array(
PlantEffect.get_framed_info_from_all_trigger_effects(
mature_effects, harvest_effects, cyclic_effects
)
)
info.stat_infos.append(
Inspector.StatInfo.new(
"Day [b]%d[/b]" % day,
LIFETIME_ICON
)
)
if state != State.MATURE:
info.stat_infos.append_array([
Inspector.StatInfo.new(
"Mature on day [b]%d[/b]" % calculate_grow_time(),
GROWING_ICON,
),
Inspector.StatInfo.new(
"[b]%d[/b]" % [
calculate_plant_score()
],
PLANT_POINT_ICON
),
])
else:
info.stat_infos.append(
Inspector.StatInfo.new(
"[b]%d[/b] point%s" % [
calculate_plant_score(),
"s" if calculate_plant_score() > 0 else ""
],
PLANT_POINT_ICON
),
)
return info
func generate_sprite() -> PlantSprite:
var sprite_object : PlantSprite = SPRITE_SCENE.instantiate()
add_child(sprite_object)
sprite_object.update_plant_sprite(self)
sprite_object.generate_mutation_effects(self)
return sprite_object
@@ -138,24 +100,34 @@ func _pass_day():
for effect in cyclic_effects:
effect.effect(self)
day += 1
var old_state = state
func set_day(d):
day = d
day += 1
update_plant()
if old_state != state and state == State.MATURE:
for effect in mature_effects:
if effect : effect.effect(self)
for effect in cyclic_effects:
if effect : effect.effect(self)
func update_plant(with_animation : bool = true):
if day + 1 > calculate_grow_time():
if state != State.MATURE:
change_state(State.MATURE)
change_state(State.MATURE, with_animation)
elif day == 0:
change_state(State.PLANTED)
change_state(State.PLANTED, with_animation)
else:
if state != State.GROWING:
change_state(State.GROWING)
change_state(State.GROWING, with_animation)
func calculate_plant_score() -> int:
var mutated_plant_score = plant_type.default_plant_score if state == State.MATURE else 0
func calculate_plant_score(
overwite_state : State = state
) -> int:
var mutated_plant_score = plant_type.default_plant_score if overwite_state == State.MATURE else 0
for m in plant_mutations:
mutated_plant_score = m.mutate_score(self, mutated_plant_score)
mutated_plant_score = m.mutate_score(overwite_state, self, mutated_plant_score)
return mutated_plant_score
@@ -167,16 +139,12 @@ func calculate_grow_time() -> int:
return mutated_grow_time
func change_state(_state: State):
state = _state
if state == State.MATURE and len(mature_effects):
for effect in mature_effects:
if effect : effect.effect(self)
for effect in cyclic_effects:
if effect : effect.effect(self)
plant_sprite.update_plant_sprite(self, true)
func change_state(_state: State, with_animation : bool = true):
if state != _state:
state = _state
plant_sprite.update_plant_sprite(self, with_animation)
state_changed.emit(self)
func harvest():
if state == State.MATURE:
@@ -185,4 +153,89 @@ func harvest():
plant_sprite.start_harvest_animation()
await plant_sprite.harvest_animation_finished
harvested.emit(self)
queue_free()
func save() -> EntityData:
return PlantData.new(self)
func card_info() -> CardInfo:
var info = CardInfo.new(
pointer_text()
)
info.important_stat_icon = PLANT_POINT_ICON
info.important_stat_text = "%d" % calculate_plant_score()
info.texture = plant_type.mature_texture
info.type_icon = PLANT_TYPE_ICON
var state_text = "Mature"
if state != State.MATURE:
state_text = "Growing"
info.stats.append(CardStatInfo.new(
"Day [b]%d[/b]" % day,
LIFETIME_ICON
))
info.stats.append(CardStatInfo.new(
state_text,
PLANT_TYPE_ICON
))
if state != State.MATURE:
info.stats.append(CardStatInfo.new(
"Mature on day [b]%d[/b]" % calculate_grow_time(),
GROWING_ICON
))
info.stats.append(CardStatInfo.new(
"[b]%d[/b] score when mature" % calculate_plant_score(State.MATURE),
PLANT_POINT_ICON
))
if len(plant_mutations) != 0:
var rarest : int = plant_mutations.map(
func(m : PlantMutation) : return m.get_rarity()
).max()
info.bg_color = PlantMutation.get_rarity_color(rarest)
for m in plant_mutations:
info.sections.append(m.card_section())
info.sections.append_array(card_effect_sections())
return info
func card_effect_sections() -> Array[CardSectionInfo]:
var sections : Array[CardSectionInfo] = []
var effects_category = [
mature_effects,
harvest_effects,
cyclic_effects
]
var effects_category_labels : Array[String] = [
"On mature",
"When harvested",
"Each day when mature",
]
var effects_category_icon : Array[Texture] = [
MATURE_EFFECT_ICON,
HARVEST_EFFECT_ICON,
CYCLIC_EFFECT_ICON,
]
for i in range(len(effects_category)):
var effects = effects_category[i]
if len(effects):
var section = CardSectionInfo.new(
effects_category_labels[i]
)
section.title_icon = effects_category_icon[i]
var effects_text : Array = effects.map(
func (e : PlantEffect): return "[b]%s[/b] %s" % [e.get_styled_effect_name() , e.get_effect_description()]
)
section.text = "\n".join(effects_text)
sections.append(section)
return sections

View File

@@ -0,0 +1,20 @@
extends EntityData
class_name PlantData
var plant_type : PlantType
var plant_mutations : Array[PlantMutation]
var day : int
func _init(plant : Plant):
position = plant.global_position
plant_type = plant.plant_type
plant_mutations = plant.plant_mutations
day = plant.day
func load() -> Entity:
var plant = Plant.new(
plant_type,
plant_mutations,
day
)
return plant

View File

@@ -0,0 +1 @@
uid://da6j333qs7wse

View File

@@ -2,10 +2,6 @@
extends Resource
class_name PlantEffect
const HARVEST_EFFECT_ICON = preload("res://common/icons/shovel.svg")
const MATURE_EFFECT_ICON = preload("res://common/icons/chevrons-up.svg")
const CYCLIC_EFFECT_ICON = preload("res://common/icons/rotate-rectangle.svg")
@export var level : int
func _init(_level : int = 1):
@@ -22,67 +18,17 @@ func get_effect_description() -> String:
func effect(plant):
printerr("Classe abstraite PlantEffect appelée")
static func get_framed_info_from_effects(
effects : Array[PlantEffect],
trigger_text = "",
trigger_icon: Texture = null
) -> Array[Inspector.FramedInfo]:
if len(effects) == 0 : return []
var desc = "%s %s" % [PlantEffect.get_framed_info_effect_name(effects[0]), effects[0].get_effect_description()]
for i in range(1, len(effects)):
if effects[i]:
desc += "\n%s %s" % [PlantEffect.get_framed_info_effect_name(effects[i]), effects[i].get_effect_description()]
return [Inspector.FramedInfo.new(
trigger_text,
desc,
trigger_icon
)]
static func get_framed_info_effect_name(e : PlantEffect):
func get_styled_effect_name():
var levels_bbcode = [
"[color=#ffffff][b]%s[/b][/color]",
"[color=#FFBE0B][b]%s %d[/b][/color]",
"[color=#FB5607][b]%s %d[/b][/color]",
"[color=#3A86FF][b]%s %d[/b][/color]",
"[color=#8338EC][b]%s %d[/b][/color]",
"[color=#FF006E][b]%s %d[/b][/color]",
"[rainbow][b]%s %d[/b][/rainbow]"
"[color=#2364AA]%s[/color]",
"[color=#25C147]%s %d[/color]",
"[color=#8B2DFF]%s %d[/color]",
"[color=#FF006E]%s %d[/color]",
"[color=#FFA617]%s %d[/color]",
"[rainbow]%s %d[/rainbow]"
]
if e.level == 1:
return levels_bbcode[0] % e.get_effect_name()
if level == 1:
return levels_bbcode[0] % get_effect_name()
else :
return levels_bbcode[min(e.level - 1, len(levels_bbcode) - 1)] % [e.get_effect_name(), e.level]
static func get_framed_info_from_all_trigger_effects(
mature_effects : Array[PlantEffect],
harvest_effects : Array[PlantEffect],
cyclic_effects : Array[PlantEffect],
) -> Array[Inspector.FramedInfo] :
var framed_infos : Array[Inspector.FramedInfo] = []
framed_infos.append_array(
PlantEffect.get_framed_info_from_effects(
mature_effects,
"On maturation",
MATURE_EFFECT_ICON
)
)
framed_infos.append_array(
PlantEffect.get_framed_info_from_effects(
harvest_effects,
"When harvested",
HARVEST_EFFECT_ICON
)
)
framed_infos.append_array(
PlantEffect.get_framed_info_from_effects(
cyclic_effects,
"Each days",
CYCLIC_EFFECT_ICON
)
)
return framed_infos
return levels_bbcode[min(level - 1, len(levels_bbcode) - 1)] % [get_effect_name(), level]

View File

@@ -14,7 +14,7 @@ func get_effect_description() -> String:
func effect(plant):
var radius = get_decontamination_radius()
plant.planet.impact_contamination(
plant.planet.garden.impact_contamination(
plant.global_position,
radius
)

View File

@@ -2,11 +2,10 @@ extends Resource
class_name PlantMutation
const BASE_RARITY_CHANCE : Array[float] = [
0.6,
0.8,
0.75,
0.9,
0.95,
1
1,
1,
]
@export var level : int = 1
@@ -28,7 +27,7 @@ func get_mutation_description() -> String:
printerr("Classe abstraite PlantMutation appelée")
return ""
func mutate_score(_plant : Plant, score) -> int:
func mutate_score(_plant_state : Plant.State, _plant : Plant, score,) -> int:
return score
func mutate_grow_time(_plant : Plant, grow_time : int) -> int:
@@ -40,56 +39,44 @@ func mutate_plant(_plant : Plant):
func get_level_for_rarity(rarity : int) -> int :
return rarity - get_base_rarity() + 1
static func get_rarity(mutation : PlantMutation) -> int:
return mutation.get_base_rarity() + mutation.level - 1
func get_rarity() -> int:
return get_base_rarity() + level - 1
static func get_rarity_text(mutation : PlantMutation) -> String:
func card_section() -> CardSectionInfo:
var section = CardSectionInfo.new(
get_mutation_name() + (" %d" % level if level > 1 else ""),
"[b]%s[/b] %s" % [PlantMutation.get_rarity_text(get_rarity()), get_mutation_description()]
)
section.title_color = PlantMutation.get_rarity_color(get_rarity())
section.title_colored = true
section.title_icon = get_icon()
return section
static func get_rarity_text(rarity) -> String:
var rarity_text : Array[String] = [
"Common",
"Rare",
"Very rare",
"Impossible",
"Absurd",
"[rainbow]Absurd[/rainbow]",
]
var rarity = PlantMutation.get_rarity(mutation)
if rarity < len(rarity_text):
return rarity_text[rarity]
else :
return rarity_text[len(rarity_text) - 1] + " " + str(rarity - len(rarity_text) + 2)
static func get_rarity_bg_color(mutation : PlantMutation) -> Color:
static func get_rarity_color(rarity : int) -> Color:
var rarity_colors : Array[Color] = [
Color("4b3700"),
Color("6d2300"),
Color("001f50"),
Color("311558"),
Color("780235"),
]
return rarity_colors[min(PlantMutation.get_rarity(mutation), len(rarity_colors) - 1)]
static func get_rarity_color(mutation : PlantMutation) -> Color:
var rarity_colors : Array[Color] = [
Color("FFBE0B"),
Color("FB5607"),
Color("3A86FF"),
Color("8338EC"),
Color("25C147"),
Color("8B2DFF"),
Color("FF006E"),
Color("FFA617"),
]
return rarity_colors[min(PlantMutation.get_rarity(mutation), len(rarity_colors) - 1)]
static func get_framed_info_from_mutation(
mutation : PlantMutation
) -> Inspector.FramedInfo:
return Inspector.FramedInfo.new(
mutation.get_mutation_name() + (" %d" % mutation.level if mutation.level > 1 else ""),
"[b]%s[/b] %s" % [PlantMutation.get_rarity_text(mutation), mutation.get_mutation_description()],
mutation.get_icon(),
PlantMutation.get_rarity_bg_color(mutation)
)
return rarity_colors[min(rarity, len(rarity_colors) - 1)]
static func random_rarity() -> int:
var random_float = randf()

View File

@@ -18,7 +18,7 @@ func get_mutation_description() -> String:
func get_day_factor():
return max(1, DEFAULT_DAY_FACTOR - level + 1)
func mutate_score(plant : Plant, score) -> int:
if plant.state != Plant.State.MATURE:
func mutate_score(plant_state : Plant.State, plant : Plant, score) -> int:
if plant_state != Plant.State.MATURE:
return score
return score + floori(plant.day / get_day_factor())

View File

@@ -13,8 +13,10 @@ func get_mutation_name() -> String:
func get_mutation_description() -> String:
return "When mature, add [b]%d[/b] to the score for each plant of the same species around, but score become 0 if none is around." % level
func mutate_score(plant : Plant, score) -> int:
if plant.state != Plant.State.MATURE:
func mutate_score(plant_state : Plant.State, plant : Plant, score) -> int:
if plant.influence_zone == null:
return score
if plant_state != Plant.State.MATURE:
return score
var plant_count = 0

View File

@@ -2,23 +2,25 @@ extends PlantMutation
class_name ErmitMutation
func get_icon() -> Texture:
return preload("res://common/icons/seedling-off.svg")
return preload("res://common/icons/seedling-off.svg")
func get_base_rarity() -> int:
return 0
return 0
func get_mutation_name() -> String:
return "Ermit"
return "Ermit"
func get_mutation_description() -> String:
return "Multiply the score by [b]%d[/b] if no plant is near, but set it to 0 otherwise." % get_score_multiplier()
return "Multiply the score by [b]%d[/b] if no plant is near, but set it to 0 otherwise." % get_score_multiplier()
func get_score_multiplier():
return level + 1
return level + 1
func mutate_score(plant : Plant, score) -> int:
for area in plant.influence_zone.get_overlapping_areas():
if area is Plant and area != plant:
return 0
func mutate_score(_plant_state : Plant.State, plant : Plant, score) -> int:
if plant.influence_zone == null:
return score
for area in plant.influence_zone.get_overlapping_areas():
if area is Plant and area != plant:
return 0
return score * get_score_multiplier()
return score * get_score_multiplier()

View File

@@ -13,5 +13,5 @@ func get_mutation_name() -> String:
func get_mutation_description() -> String:
return "Add [b]%d[/b] to the score while the plant is growing" % level
func mutate_score(plant : Plant, score) -> int:
return score + (0 if plant.state == Plant.State.MATURE else level)
func mutate_score(plant_state : Plant.State, _plant : Plant, score) -> int:
return score + (0 if plant_state == Plant.State.MATURE else level)

View File

@@ -13,5 +13,5 @@ func get_mutation_name() -> String:
func get_mutation_description() -> String:
return "Add [b]%d[/b] to the score if the plant is mature." % level
func mutate_score(plant : Plant, score : int) -> int:
return score + (level if plant.state == Plant.State.MATURE else 0)
func mutate_score(plant_state : Plant.State, _plant : Plant, score : int) -> int:
return score + (level if plant_state == Plant.State.MATURE else 0)

View File

@@ -18,8 +18,10 @@ func get_mutation_description() -> String:
func get_score_bonus():
return (level + 2)
func mutate_score(plant : Plant, score) -> int:
if plant.state != Plant.State.MATURE:
func mutate_score(plant_state : Plant.State, plant : Plant, score) -> int:
if plant.influence_zone == null:
return score
if plant_state != Plant.State.MATURE:
return score
var plant_count = 0

View File

@@ -16,5 +16,5 @@ func get_mutation_description() -> String:
func get_score_multiplier():
return float(level)/2.
func mutate_score(_plant : Plant, score: int) -> int:
func mutate_score(_plant_state : Plant.State, _plant : Plant, score: int) -> int:
return score + roundi(score * get_score_multiplier())

View File

@@ -10,8 +10,8 @@ signal harvest_animation_finished
func update_plant_sprite(plant : Plant, with_animation = false):
if with_animation:
$AnimationPlayer.play("bump")
await $AnimationPlayer.animation_finished
%AnimationPlayer.play("bump")
await %AnimationPlayer.animation_finished
%Sprite.flip_h = true if randi()%2 == 0 else false
@@ -43,7 +43,7 @@ func generate_mutation_effects(plant : Plant):
particles_emitter.setup_particles(
Particles.Parameters.new(
m.get_icon(),
PlantMutation.get_rarity_color(m)
PlantMutation.get_rarity_color(m.get_rarity())
)
)
add_child(particles_emitter)

View File

@@ -0,0 +1,92 @@
extends Resource
class_name Inventory
signal updated(inventory: Inventory)
@export var items: Array[Item] = []
@export var current_item_ind: int = 0
func _init(inventory_size: int = 1):
items.resize(inventory_size)
func get_best_available_slot_ind():
if items[current_item_ind] == null:
return current_item_ind
for i in items.size():
if items[i] == null:
return i
return current_item_ind
func set_current_item(new_ind: int):
if new_ind >= items.size():
return
if new_ind != current_item_ind:
current_item_ind = new_ind
updated.emit(self)
func change_current_item(ind_mod: int):
if items.size() == 0:
current_item_ind = 0
return
var new_ind: int = current_item_ind + ind_mod
new_ind = new_ind % items.size()
if new_ind < 0:
new_ind += items.size()
set_current_item(new_ind)
func add_item(item: Item):
var best_ind = get_best_available_slot_ind()
if best_ind != current_item_ind:
set_item(item, best_ind)
updated.emit(self)
return true
else:
return false
func set_item(item: Item, ind: int = 0) -> bool:
if ind < 0 || ind >= items.size():
return false
while len(items) <= ind:
items.append(null)
items[ind] = item
updated.emit(self)
return true
func get_item(ind: int = current_item_ind) -> Item:
if ind < 0 || items.size() <= ind:
return null
return items[ind]
func has_item(item: Item) -> bool:
return item in items
func remove_item(item: Item):
var ind = items.find(item)
if ind >= 0:
items[ind] = null
updated.emit(self)
func remove_item_at(ind: int = current_item_ind):
if items.size() <= ind:
return
items[ind] = null
updated.emit(self)
func remove_current_item():
remove_item_at()
func pop_item(ind: int = current_item_ind) -> Item:
if items.size() == 0:
return
var item_removed: Item = items[ind]
items[ind] = null
updated.emit(self)
return item_removed
func is_full():
for i in items:
if i == null : return false
return true

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@@ -0,0 +1 @@
uid://fnu2d6wna4yc

View File

@@ -0,0 +1,81 @@
extends Resource
class_name Item
const TYPE_ICON = preload("res://common/icons/backpack.svg")
const ACTION_ICON = preload("res://common/icons/swipe-down.svg")
const ENERGY_ICON = preload("res://common/icons/bolt.svg")
const ONE_TIME_ICON = preload("res://common/icons/circle-number-1.svg")
var name: String : get = get_item_name
var description: String : get = get_description
var icon: Texture2D : get = get_icon
var usage_zone_radius: int = 5 : get = get_usage_zone_radius
var energy_usage : int = 1 : get = get_energy_used
func get_item_name() -> String:
return name
func get_description() -> String:
return description
func get_icon() -> Texture2D:
return icon
func get_energy_used() -> int:
return energy_usage
func get_usage_zone_radius() -> int:
return usage_zone_radius
func get_usage_object_affected(_i : InspectableEntity) -> bool:
return false
func is_one_time_use():
return false
func can_use(_player : Player, zone: Player.ActionZone) -> bool:
return false
func use_text() -> String:
return ""
func use(_player : Player, zone: Player.ActionZone):
return false
func card_info() -> CardInfo:
var info = CardInfo.new(
get_item_name()
)
info.texture = icon
info.type_icon = TYPE_ICON
info.stats.append(
CardStatInfo.new(
"Cost %d energy" % energy_usage,
ENERGY_ICON
)
)
if is_one_time_use():
info.stats.append(
CardStatInfo.new(
"One time use",
ONE_TIME_ICON
)
)
var effect_section = CardSectionInfo.new(
"Effect",
get_description()
)
effect_section.title_icon = ACTION_ICON
if energy_usage > 0:
effect_section.title_icon = ENERGY_ICON
info.sections.append(effect_section)
return info
func get_particles() -> Array[Particles.Parameters]:
return []

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@@ -0,0 +1 @@
uid://bq7admu4ahs5r

View File

@@ -0,0 +1,42 @@
extends Item
class_name Blueprint
@export var machine_type: MachineType
@export var machine_level: int = 1
func _init(_machine_type : MachineType = null, _machine_level : int = 1):
machine_type = _machine_type
machine_level = _machine_level
func get_item_name() -> String:
if machine_type:
return machine_type.name
return ""
func get_description() -> String:
if machine_type:
return machine_type.description
return ""
func get_icon() -> Texture2D:
return preload("res://common/icons/cube-3d-sphere.svg")
func use_text() -> String:
if machine_type:
return "Build " + machine_type.name
return ""
func is_one_time_use():
return true
func can_use(player : Player, zone : Player.ActionZone) -> bool:
return player.terrain is Planet
func use(player : Player, zone : Player.ActionZone) -> bool:
if machine_type and machine_level and player.planet:
player.planet.add_entity(
Machine.instantiate_machine(machine_type, machine_level),
zone.get_global_position()
)
return true
return false

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@@ -0,0 +1 @@
uid://dcowcvjk2m7va

View File

@@ -0,0 +1,44 @@
extends Item
class_name Fork
const USE_INTERVAL = 0.15
func get_item_name() -> String:
return "Fork"
func get_description() -> String:
return "Use it to harvest mature plants."
func get_icon() -> Texture2D:
return preload("res://common/icons/fork.svg")
func get_energy_used() -> int:
return 1
func get_usage_zone_radius() -> int:
return 50
func get_usage_object_affected(i : InspectableEntity) -> bool:
return i is Plant
func use_text() -> String:
return "Harvest"
func can_use(_player : Player, zone : Player.ActionZone) -> bool:
var areas = zone.get_affected_areas()
for area in areas :
if area is Plant:
return true
return false
func use(player : Player, zone : Player.ActionZone) -> bool:
for area in zone.get_affected_areas():
if area and area is Plant:
harvest(area, player)
await player.get_tree().create_timer(USE_INTERVAL).timeout
return true
func harvest(p : Plant, player: Player):
player.play_sfx("harvest")
p.harvest()

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@@ -0,0 +1 @@
uid://cg5to3g2bqyks

View File

@@ -0,0 +1,19 @@
extends Fork
class_name Knife
const KNIFE_ZONE_RADIUS = 10
func get_item_name() -> String:
return "Knife"
func get_description() -> String:
return "Use it to harvest mature plants. Do not cost energy."
func get_energy_used() -> int:
return 0
func get_icon() -> Texture2D:
return preload("res://common/icons/slice.svg")
func get_usage_zone_radius() -> int:
return KNIFE_ZONE_RADIUS

View File

@@ -0,0 +1 @@
uid://clyixfqc8rmo

View File

@@ -0,0 +1,32 @@
extends Item
class_name Package
@export var scene: PackedScene
@export var package_name : String
@export_multiline var package_description : String
func _init(_scene : PackedScene = null):
scene = _scene
func get_item_name() -> String:
return package_name
func get_description() -> String:
return package_description
func get_icon() -> Texture2D:
return preload("res://common/icons/package.svg")
func use_text() -> String:
return "Open"
func is_one_time_use():
return true
func can_use(player : Player, zone : Player.ActionZone) -> bool:
return player.planet != null
func use(player : Player, zone : Player.ActionZone) -> bool:
player.planet.instantiate_entity(scene, zone.get_global_position())
return true

View File

@@ -0,0 +1 @@
uid://b6kubqgq0k7vj

View File

@@ -0,0 +1,194 @@
extends Item
class_name Seed
const MUTATION_PROBABILITY = 0.3
const SHOVEL_ICON = preload("res://common/icons/shovel.svg")
const GROWING_ICON = preload("res://common/icons/chevrons-up.svg")
const SCORE_ICON = preload("res://common/icons/growth.svg")
@export var plant_type: PlantType
@export var plant_mutations: Array[PlantMutation]
func get_item_name() -> String:
return "%s Seed" % plant_type.name
func get_description() -> String:
return "Plant [b]%s[/b]. Must be used in decontamined zone." % plant_type.name
func get_icon() -> Texture2D:
return plant_type.seed_texture
func get_energy_used() -> int:
return 1
func get_usage_zone_radius() -> int:
return 30
func get_usage_object_affected(i : InspectableEntity) -> bool:
return i is Plant
func _init(
_plant_type : PlantType = null,
_parent_mutation : Array[PlantMutation] = []
):
plant_type = _plant_type
plant_mutations = Seed.mutate(_parent_mutation)
func use_text() -> String:
return "Plant " + plant_type.name
func is_one_time_use():
return true
func can_use(player : Player, zone : Player.ActionZone) -> bool:
if (
player.planet == null
or not player.planet.garden.is_in_garden(zone.get_global_position())
):
return false
var is_there_a_plant_here = false
for area in zone.get_affected_areas():
if area is Plant:
is_there_a_plant_here = true
var is_there_contamination_in_zone = false
for point in zone.get_points_in_zone():
if player.planet.garden.is_there_contamination(point):
is_there_contamination_in_zone = true
return not is_there_a_plant_here and not is_there_contamination_in_zone
func use(player : Player, zone : Player.ActionZone) -> bool:
if player.planet == null:
return false
player.play_sfx("dig")
return player.planet.plant(
plant_type,
zone.get_global_position(),
plant_mutations
)
func card_info() -> CardInfo:
var info = CardInfo.new(
get_item_name()
)
info.texture = icon
info.type_icon = TYPE_ICON
info.stats.append(
CardStatInfo.new(
"Cost %d energy" % energy_usage,
ENERGY_ICON
)
)
if is_one_time_use():
info.stats.append(
CardStatInfo.new(
"One time use",
ONE_TIME_ICON
)
)
var effect_section = CardSectionInfo.new(
"Effect",
get_description()
)
effect_section.title_icon = ACTION_ICON
if energy_usage > 0:
effect_section.title_icon = ENERGY_ICON
info.sections.append(effect_section)
if len(plant_mutations) != 0:
var rarest : int = plant_mutations.map(
func(m : PlantMutation) : return m.get_rarity()
).max()
info.bg_color = PlantMutation.get_rarity_color(rarest)
for m in plant_mutations:
info.sections.append(m.card_section())
return info
func get_particles() -> Array[Particles.Parameters]:
var param : Array[Particles.Parameters] = []
for m in plant_mutations:
param.append(
Particles.Parameters.new(
m.get_icon(),
PlantMutation.get_rarity_color(m.get_rarity())
)
)
return param
static func mutate(parent_mutation : Array[PlantMutation] = []) -> Array[PlantMutation]:
if randf() > MUTATION_PROBABILITY:
return parent_mutation
var possible_mutations : Array[MutationPossibility] = [
AddMutation.new()
]
if len(parent_mutation):
possible_mutations.append_array( [
UpgradeMutation.new(),
RemoveMutation.new(),
])
var chosen_mutation = possible_mutations.pick_random()
return chosen_mutation.mutate(parent_mutation)
class MutationPossibility:
func mutate(_parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
return []
class DontMutate extends MutationPossibility:
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
return parent_mutation
class AddMutation extends MutationPossibility:
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
var new_mutations = parent_mutation.duplicate_deep()
var mut = PlantMutation.random_mutation()
if mut:
var existing_mut_id = new_mutations.find_custom(func(m:PlantMutation): m.get_mutation_name() == mut.get_mutation_name())
if existing_mut_id >= 0:
new_mutations[existing_mut_id].level += 1
else :
new_mutations.append(mut)
return new_mutations
class UpgradeMutation extends MutationPossibility:
func mutate(
parent_mutation : Array[PlantMutation] = []
) -> Array[PlantMutation]:
var new_mutations = parent_mutation.duplicate_deep()
new_mutations.pick_random().level += 1
return new_mutations
class RemoveMutation extends MutationPossibility:
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
var new_mutations :Array[PlantMutation] = parent_mutation.duplicate_deep()
var mut_to_remove = new_mutations.pick_random()
if mut_to_remove.level > 1:
mut_to_remove.level -= 1
else:
new_mutations.remove_at(new_mutations.find(mut_to_remove))
return new_mutations

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uid://bypjcvlc15gsm

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@@ -0,0 +1,44 @@
extends Fork
class_name Shovel
const SHOVEL_ZONE_RADIUS = 50
func get_item_name() -> String:
return "Shovel"
func get_description() -> String:
return "Can dig up buried seeds and can be used to harvest mature plants."
func get_icon() -> Texture2D:
return preload("res://common/icons/shovel.svg")
func get_usage_zone_radius() -> int:
return SHOVEL_ZONE_RADIUS
func get_usage_object_affected(i : InspectableEntity) -> bool:
return i is Plant or i is UndergroundLoot
func use_text() -> String:
return "Dig"
func can_use(_player : Player, zone : Player.ActionZone) -> bool:
var areas = zone.get_affected_areas()
for area in areas :
if area is Plant or area is UndergroundLoot:
return true
return false
func use(player : Player, zone : Player.ActionZone) -> bool:
for area in zone.get_affected_areas():
if area and area is Plant:
harvest(area, player)
await player.get_tree().create_timer(USE_INTERVAL).timeout
if area and area is UndergroundLoot:
dig(area, player)
await player.get_tree().create_timer(USE_INTERVAL).timeout
return true
func dig(u: UndergroundLoot, player: Player):
player.play_sfx("dig")
u.dig()

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uid://dya38x1h1uiyg

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@@ -0,0 +1,21 @@
extends Fork
class_name Trowel
const TROWEL_ZONE_RADIUS = 50
func get_item_name() -> String:
return "Trowel"
func get_description() -> String:
return "Use it to harvest mature plants, can get a [b]bonus seed[/b] from each plant."
func get_icon() -> Texture2D:
return preload("res://common/icons/trowel.svg")
func get_usage_zone_radius() -> int:
return TROWEL_ZONE_RADIUS
func harvest(p : Plant, player: Player):
ProduceSeedsEffect.new(1).effect(p)
player.play_sfx("harvest")
p.harvest()

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@@ -0,0 +1 @@
uid://gvq5vic12srt

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@@ -3,8 +3,6 @@ class_name Player
const MAX_REACH = 100
const HOLDING_ITEM_SPRITE_SIZE = 20.
const DEFAULT_INVENTORY_SIZE = 2
const DEFAULT_MAX_ENERGY = 2
signal player_updated(player: Player)
signal upgraded
@@ -14,9 +12,10 @@ var planet : Planet :
get(): return terrain if terrain is Planet else null
@export var speed = 350
var max_energy : int = DEFAULT_MAX_ENERGY
var has_just_received_instruction : bool = false # pour récupérer les zones dans les action_area, une frame doit être passée depuis la création de la zone
var data : PlayerData
var controlling_player : bool = true :
set(v):
controlling_player = v
@@ -24,28 +23,23 @@ var controlling_player : bool = true :
var instruction : Instruction = null
var energy : int = max_energy :
set(v):
energy = v
player_updated.emit(self)
@onready var inventory : Inventory = Inventory.new(DEFAULT_INVENTORY_SIZE)
@onready var preview_zone : ActionZone = null
@onready var action_zone : ActionZone = null
@onready var preview_zone : ActionZone = setup_action_zone(Vector2.ZERO, null)
@onready var action_zone : ActionZone = setup_action_zone(Vector2.ZERO, null)
func _ready():
data = GameInfo.game_data.player_data
data.inventory.updated.connect(_on_inventory_updated)
player_updated.emit(self)
inventory.inventory_changed.connect(_on_inventory_updated)
Pointer.player = self
func _input(_event) -> void:
if Input.is_action_pressed("change_item_left"):
inventory.change_current_item(1)
data.inventory.change_current_item(1)
if Input.is_action_pressed("change_item_right"):
inventory.change_current_item(-1)
data.inventory.change_current_item(-1)
for i in range(1, 10):
if Input.is_action_pressed("item_" + str(i)):
inventory.set_current_item(i - 1)
data.inventory.set_current_item(i - 1)
# Méthode déclenchée par la classe planet
func _start_pass_day():
@@ -80,8 +74,8 @@ func _process(_delta):
move_and_slide()
func _on_inventory_updated(_inventory: Inventory):
var item : Item = inventory.get_item()
setup_preview_zone(item)
setup_preview_zone(data.inventory.get_item())
var item : Item = data.inventory.get_item()
if item:
var item_texture = item.icon
%ItemSprite.texture = item_texture
@@ -128,27 +122,30 @@ func try_move(move_to : Vector2):
func pick_item(item : Item) -> Item:
play_sfx("pick")
if inventory.is_full():
if data.inventory.is_full():
drop_item()
var available_slot_ind = inventory.get_best_available_slot_ind()
if available_slot_ind == inventory.current_item_ind && inventory.items[available_slot_ind] != null:
var current_item : Item = inventory.get_item()
inventory.set_item(item, available_slot_ind)
var available_slot_ind = data.inventory.get_best_available_slot_ind()
if (
available_slot_ind == data.inventory.current_item_ind
&& data.inventory.items[available_slot_ind] != null
):
var current_item : Item = data.inventory.get_item()
data.inventory.set_item(item, available_slot_ind)
return current_item
else :
if inventory.set_item(item, available_slot_ind):
inventory.set_current_item(available_slot_ind);
if data.inventory.set_item(item, available_slot_ind):
data.inventory.set_current_item(available_slot_ind);
return null
func drop_item():
var item_to_drop = inventory.pop_item()
var item_to_drop = data.inventory.pop_item()
if item_to_drop:
terrain.drop_item(item_to_drop, global_position)
play_sfx("drop")
func delete_item(item: Item):
inventory.remove_item(item)
data.inventory.remove_item(item)
func try_use_item(item : Item, use_position : Vector2):
has_just_received_instruction = true
@@ -163,7 +160,7 @@ func preview_could_use_item(item : Item) -> bool:
func could_use_item_on_zone(item : Item, zone: ActionZone) -> bool:
return (
inventory.has_item(item)
data.inventory.has_item(item)
and item.can_use(self, zone)
)
@@ -174,32 +171,32 @@ func can_use_item_on_zone(item : Item, zone: ActionZone) -> bool:
)
func has_energy_to_use_item(item : Item):
return (energy - item.energy_usage) >= 0
return (data.energy - item.energy_usage) >= 0
func use_item(item : Item):
if can_use_item_on_zone(item, action_zone):
var is_item_used = await item.use(self, action_zone)
if is_item_used:
energy -= item.energy_usage
data.energy -= item.energy_usage
if item.is_one_time_use():
inventory.remove_item(item)
data.inventory.remove_item(item)
func upgrade_max_energy(amount = 1):
max_energy += amount
data.max_energy += amount
upgraded.emit()
player_updated.emit(self)
func upgrade_inventory_size(amount = 1):
inventory.items.resize(inventory.items.size() + amount)
data.inventory.items.resize(data.inventory.items.size() + amount)
upgraded.emit()
player_updated.emit(self)
func recharge(amount : int = max_energy):
energy = energy + amount
func recharge(amount : int = data.max_energy):
data.energy += + amount
upgraded.emit()
func full_recharge():
energy = max(energy, max_energy)
data.energy = max(data.energy, data.max_energy)
func generate_action_zone(item : Item) -> ActionZone:
var zone = ActionZone.new(item)
@@ -226,7 +223,7 @@ func setup_action_zone(zone_position : Vector2, item: Item) -> ActionZone:
if action_zone:
action_zone.destroy()
action_zone = generate_action_zone(item)
action_zone.area.global_position = zone_position
action_zone.move_to_position(zone_position)
return action_zone
func move_preview_zone(zone_position : Vector2):
@@ -320,11 +317,13 @@ class ActionZone:
affected_areas = new_affected_areas
func get_affected_areas() -> Array[Area2D]:
return [] if area == null else area.get_overlapping_areas()
var empty_array : Array[Area2D] = []
return empty_array if area == null else area.get_overlapping_areas()
func destroy():
clear_preview_on_affected_area()
area.queue_free()
if area:
area.queue_free()
func get_global_position() -> Vector2:
return Vector2.ZERO if area == null else area.global_position

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@@ -0,0 +1,17 @@
extends Resource
class_name PlayerData
signal updated(player_data : PlayerData)
const DEFAULT_MAX_ENERGY = 2
const DEFAULT_INVENTORY_SIZE = 3
@export var max_energy : int = DEFAULT_MAX_ENERGY :
set(v):
max_energy = v
updated.emit(self)
@export var energy : int = DEFAULT_MAX_ENERGY :
set(v):
energy = v
updated.emit(self)
@export var inventory = Inventory.new(DEFAULT_INVENTORY_SIZE)

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uid://d4kdfrdv83xve

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@@ -0,0 +1,9 @@
extends Area2D
class_name Entity
var terrain : Terrain
var planet : Planet :
get(): return terrain if terrain is Planet else null
func save() -> EntityData:
return null

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uid://dxb383bmy4kdx

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@@ -0,0 +1,13 @@
extends Resource
class_name EntityData
@export var position : Vector2
func _init(e : Entity):
position = e.global_position
func get_position() -> Vector2:
return position
func load() -> Entity:
return null

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@@ -0,0 +1 @@
uid://bgbbce45hjv3d

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@@ -1,15 +1,12 @@
extends Area2D
extends Entity
class_name InspectableEntity
const MODULATE_INSPECTED_COLOR = Color.GRAY
const MODULATE_AFFECTED_COLOR = Color.RED
var terrain : Terrain
var planet : Planet :
get(): return terrain if terrain is Planet else null
const DESC_ICON = preload("res://common/icons/align-right.svg")
@export var default_info_title = ""
@export var default_info_desc = ""
@export_multiline var default_info_desc = ""
@onready var default_modulate : Color = modulate
@onready var inspectable_signals_setuped : bool = setup_inspectable_signals()
@@ -26,7 +23,7 @@ func setup_inspectable_signals() -> bool:
return true
func _on_mouse_entered():
Pointer.inspect(self, inspector_info())
Pointer.inspect(self)
func _on_mouse_excited():
Pointer.stop_inspect(self)
@@ -34,12 +31,23 @@ func _on_mouse_excited():
func pointer_text() -> String:
return default_info_title
func inspector_info() -> Inspector.Info:
return Inspector.Info.new(
pointer_text(),
default_info_desc
func card_info() -> CardInfo:
var info = CardInfo.new(
pointer_text()
)
if default_info_desc != "":
var desc_section = CardSectionInfo.new(
"Description",
default_info_desc
)
desc_section.title_icon = DESC_ICON
info.sections.append(
desc_section
)
return info
func _notification(what):
if (what == NOTIFICATION_PREDELETE):
Pointer.stop_inspect(self)

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@@ -12,15 +12,13 @@ const SPRITE_SCENE : PackedScene = preload("res://entities/underground_loot/unde
@onready var collision_shape: CollisionShape2D = generate_collision_shape()
func _init(_loot : Array[Item] = []):
loot = _loot
default_info_desc = "Contain some random seeds. [b]Dig it with a shovel.[/b]"
func pointer_text() -> String:
return "Buried Loot"
func inspector_info() -> Inspector.Info:
return Inspector.Info.new(
"Buried Loot",
"Can contain some seeds from the past... Dig it with a shovel."
)
func generate_sprite() -> Node2D:
var object = SPRITE_SCENE.instantiate()
@@ -42,3 +40,6 @@ func dig():
for item in loot:
planet.drop_item(item, global_position, LOOTED_ITEM_RANDOM_RANGE)
queue_free()
func save() -> UndergroundLootData:
return UndergroundLootData.new(self)

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@@ -0,0 +1,11 @@
extends EntityData
class_name UndergroundLootData
@export var loot : Array[Item]
func _init(e : UndergroundLoot):
position = e.global_position
loot = e.loot
func load() -> Entity:
return UndergroundLoot.new(loot)

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@@ -0,0 +1 @@
uid://68plwch6h4f7