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