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

@@ -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

View File

@@ -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

View File

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

View File

@@ -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

View File

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

View File

@@ -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")

View File

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

View File

@@ -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")

View File

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