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