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