ajout des mutation et refonte de l'inspecteur

* ajout des mutations #86
* changement de l'objectif #85
* refonte de l'inspecteur #71
* changement léger de la plantation
* les plantes ne donnent que des graines de leurs espèces
* refonte partielle du code, refacto
This commit is contained in:
2025-10-12 01:03:08 +02:00
parent bb24efe46b
commit ef392595de
108 changed files with 1921 additions and 477 deletions

View File

@@ -1,10 +1,15 @@
extends InspectableEntity
class_name Plant
const PLANT_AREA_WIDTH = 20
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_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 SPRITE_SCENE : PackedScene = preload("res://entities/plants/plant_sprite.tscn")
@@ -18,82 +23,167 @@ var state: State = State.PLANTED: set = change_state
@onready var plant_sprite: PlantSprite = generate_sprite()
@onready var collision_shape: CollisionShape2D = generate_collision_shape()
@onready var influence_zone : PlantInfluenceZone = generate_influence_zone()
func _init(_plant_type = null, _planet = null):
var harvest_effects = []
var mature_effects = []
var cyclic_effects = []
var plant_score = 0
var plant_mutations : Array[PlantMutation] = []
func _init(
_plant_type : PlantType,
_planet : Planet,
_plant_mutations : Array[PlantMutation] = []
):
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
plant_mutations = _plant_mutations
func pointer_text():
var state_text = "Growing"
if state == State.MATURE: state_text = "Mature"
return state_text + " " + 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:
return Inspector.Info.new(
var info = Inspector.Info.new(
pointer_text(),
plant_type.description,
"",
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 spriteObject : PlantSprite = SPRITE_SCENE.instantiate()
var sprite_object : PlantSprite = SPRITE_SCENE.instantiate()
add_child(spriteObject)
spriteObject.update_plant_sprite(self)
add_child(sprite_object)
sprite_object.update_plant_sprite(self)
sprite_object.generate_mutation_effects(self)
return spriteObject
return sprite_object
func generate_collision_shape() -> CollisionShape2D:
var collision = CollisionShape2D.new()
var shape = CircleShape2D.new()
shape.radius = PLANT_AREA_WIDTH
shape.radius = PLANT_AREA_RADIUS
collision.shape = shape
add_child(collision)
return collision
func generate_influence_zone() -> PlantInfluenceZone:
var zone = PlantInfluenceZone.new(PLANT_INFLUENCE_RADIUS)
add_child(zone)
return zone
# Méthode déclenchée par la classe planet
func _pass_day():
await get_tree().create_timer(randf_range(0., RANDOM_MAX_GROW_INTERVAL)).timeout
if state == State.MATURE and plant_type.cyclic_effect:
plant_type.cyclic_effect.effect(self)
if state == State.MATURE and len(cyclic_effects):
for effect in cyclic_effects:
effect.effect(self)
day += 1
func set_day(d):
day = d
if day == 0:
change_state(State.PLANTED)
if day > plant_type.growing_time:
if day + 1 > calculate_grow_time():
if state != State.MATURE:
change_state(State.MATURE)
elif day == 0:
change_state(State.PLANTED)
else:
if state != State.GROWING:
change_state(State.GROWING)
func calculate_plant_score() -> int:
var mutated_plant_score = plant_type.default_plant_score if state == State.MATURE else 0
for m in plant_mutations:
mutated_plant_score = m.mutate_score(self, mutated_plant_score)
return mutated_plant_score
func calculate_grow_time() -> int:
var mutated_grow_time = plant_type.default_growing_time
for m in plant_mutations:
mutated_grow_time = m.mutate_grow_time(self, mutated_grow_time)
return mutated_grow_time
func change_state(_state: State):
state = _state
if state == State.MATURE and plant_type.mature_effect:
plant_type.mature_effect.effect(self)
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 harvest():
if state == State.MATURE:
var seed_number = plant_type.harvest_number.pick_random()
for i in range(seed_number):
var seed_plant_type : PlantType = plant_type
if len(plant_type.harvest_types_path):
seed_plant_type = load(plant_type.harvest_types_path.pick_random())
planet.drop_item(
Seed.new(seed_plant_type),
global_position,
HARVESTED_SEED_DISPLACEMENT_FACTOR,
)
for effect in harvest_effects:
if effect : effect.effect(self)
plant_sprite.start_harvest_animation()
await plant_sprite.harvest_animation_finished
queue_free()

View File

@@ -2,6 +2,87 @@
extends Resource
class_name PlantEffect
func effect(plant):
printerr("Classe abstraite PlantEffect appelée")
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):
level = _level
func get_effect_name() -> String:
printerr("Classe abstraite PlantEffect appelée")
return ""
func get_effect_description() -> String:
printerr("Classe abstraite PlantEffect appelée")
return ""
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):
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]"
]
if e.level == 1:
return levels_bbcode[0] % e.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

View File

@@ -1,17 +1,18 @@
extends PlantEffect
class_name DecontaminateTerrainEffect
@export var impact_radius = 100
@export var improve_by_lifetime := false
@export var improve_by_lifetime_value := 20
@export var improve_by_lifetime_max := 200
func get_decontamination_radius():
return 100 * level
func get_effect_name() -> String:
return "Decontaminate"
func get_effect_description() -> String:
var ret = "Decontaminate %d unit around it" % [get_decontamination_radius()]
return ret
func effect(plant):
var radius = impact_radius
if improve_by_lifetime:
radius = min(radius + improve_by_lifetime_value * plant.day, improve_by_lifetime_max)
var radius = get_decontamination_radius()
plant.planet.impact_contamination(
plant.global_position,

View File

@@ -1,15 +1,29 @@
extends PlantEffect
class_name ProduceSeedsEffect
@export_file var produce_types_path : Array[String] = []
@export var produce_number : Array[int] = [1]
func get_produce_number():
return [level - 1, level, level + 1]
func get_effect_name() -> String:
return "Seed Production"
func get_effect_description() -> String:
var number_str = ""
for i in range(len(get_produce_number())):
if i != 0:
if i == len(get_produce_number()) - 1:
number_str += " or "
else :
number_str += ", "
number_str += str(get_produce_number()[i])
return "Produce %s seeds" % [number_str]
func effect(plant):
for _i in range(produce_number.pick_random()):
if len(produce_types_path):
var seed_plant_type = load(produce_types_path.pick_random())
plant.planet.drop_item(
Seed.new(seed_plant_type),
plant.global_position,
plant.HARVESTED_SEED_DISPLACEMENT_FACTOR,
)
for _i in range(get_produce_number().pick_random()):
plant.planet.drop_item(
Seed.new(plant.plant_type, plant.plant_mutations),
plant.global_position,
plant.HARVESTED_SEED_DISPLACEMENT_FACTOR,
)

View File

@@ -0,0 +1,31 @@
extends Area2D
class_name PlantInfluenceZone
var radius : int
var sprite : Circle
var collision_shape : CollisionShape2D
var show_influence : bool = false :
set(v):
show_influence = v
if sprite:
sprite.visible = v
print(sprite.visible)
func _init(_radius = 100):
radius = _radius
func _ready():
sprite = Circle.new()
# sprite.z_index = 100
sprite.radius = 100
sprite.fill = false
sprite.width = 1
sprite.opacity = 0.2
sprite.visible = show_influence
add_child(sprite)
collision_shape = CollisionShape2D.new()
var circle_shape : CircleShape2D = CircleShape2D.new()
circle_shape.radius = radius
collision_shape.shape = circle_shape
add_child(collision_shape)

View File

@@ -0,0 +1 @@
uid://cmm3ar0ikkvkb

View File

@@ -0,0 +1,111 @@
extends Resource
class_name PlantMutation
const BASE_RARITY_CHANCE : Array[float] = [
0.6,
0.8,
0.9,
0.95,
1
]
@export var level : int = 1
func _init(_level : int = 1):
level = _level
func get_icon() -> Texture:
return preload("res://common/icons/dna.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
printerr("Classe abstraite PlantMutation appelée")
return ""
func get_mutation_description() -> String:
printerr("Classe abstraite PlantMutation appelée")
return ""
func mutate_score(_plant : Plant, score) -> int:
return score
func mutate_grow_time(_plant : Plant, grow_time : int) -> int:
return grow_time
func mutate_plant(_plant : Plant):
pass
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
static func get_rarity_text(mutation : PlantMutation) -> String:
var rarity_text : Array[String] = [
"Common",
"Rare",
"Very rare",
"Impossible",
"Absurd",
]
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:
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("FF006E"),
]
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)
)
static func random_rarity() -> int:
var random_float = randf()
for i in range(len(BASE_RARITY_CHANCE) - 1):
if random_float < BASE_RARITY_CHANCE[i]:
return i
return len(BASE_RARITY_CHANCE) - 1
static func random_mutation(rarity = PlantMutation.random_rarity()) -> PlantMutation:
var all_mutations = GameInfo.game_data.unlocked_plant_mutations.duplicate_deep()
all_mutations.shuffle()
for new_mutation in all_mutations:
var level_for_rarity = new_mutation.get_level_for_rarity(rarity)
if level_for_rarity >= 1:
new_mutation.level = level_for_rarity
return new_mutation
return null

View File

@@ -0,0 +1 @@
uid://c1lsjc2cwjupa

View File

@@ -0,0 +1,23 @@
extends PlantMutation
class_name AncientMutation
const DEFAULT_DAY_FACTOR = 5
func get_icon() -> Texture:
return preload("res://common/icons/wood.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return "Ancient"
func get_mutation_description() -> String:
return "Add [b]1[/b] to the score for each [b]%d[/b] days passed" % get_day_factor()
func get_day_factor():
return max(1, DEFAULT_DAY_FACTOR - level + 1)
func mutate_score(plant : Plant, score) -> int:
return score + floori(plant.day / get_day_factor())

View File

@@ -0,0 +1 @@
uid://c7po0bstyg80u

View File

@@ -0,0 +1,26 @@
extends PlantMutation
class_name ElitistMutation
func get_icon() -> Texture:
return preload("res://common/icons/copy.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return "Intolerant"
func get_mutation_description() -> String:
return "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:
var plant_count = 0
for area in plant.influence_zone.get_overlapping_areas():
if area is Plant and area.plant_type.name == plant.plant_type.name:
plant_count += 1
if plant_count == 0:
return 0
else :
return score + level * plant_count

View File

@@ -0,0 +1 @@
uid://bt1xh7ss13e5e

View File

@@ -0,0 +1,21 @@
extends PlantMutation
class_name ErmitMutation
func get_icon() -> Texture:
return preload("res://common/icons/seedling-off.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return "Ermit"
func get_mutation_description() -> String:
return "Multiply the score by %d if no plant is near, but set it to 0 otherwise." % level
func mutate_score(plant : Plant, score) -> int:
for area in plant.influence_zone.get_overlapping_areas():
if area is Plant:
return 0
return score * 2

View File

@@ -0,0 +1 @@
uid://domy822vgxfxs

View File

@@ -0,0 +1,17 @@
extends PlantMutation
class_name PrecociousMutation
func get_icon() -> Texture:
return preload("res://common/icons/hourglass-empty.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return "Precocious"
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)

View File

@@ -0,0 +1 @@
uid://cx5mg5vf62bia

View File

@@ -0,0 +1,17 @@
extends PlantMutation
class_name QualityMutation
func get_icon() -> Texture:
return preload("res://common/icons/north-star.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return "Quality"
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)

View File

@@ -0,0 +1 @@
uid://bdobyk2j625lb

View File

@@ -0,0 +1,17 @@
extends PlantMutation
class_name QuickMutation
func get_icon() -> Texture:
return preload("res://common/icons/chevrons-up.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return "Quick"
func get_mutation_description() -> String:
return "Reduce the grow time by %d" % level
func mutate_grow_time(_plant : Plant, grow_time : int) -> int:
return max(grow_time - level, 0)

View File

@@ -0,0 +1 @@
uid://bhtq0cbrgu58v

View File

@@ -0,0 +1,28 @@
extends PlantMutation
class_name SociableMutation
const NEAR_PLANT_NEEDED = 2
func get_icon() -> Texture:
return preload("res://common/icons/seedling.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return "Sociable"
func get_mutation_description() -> String:
return "Add [b]%d[/b] to the score if near %d other plants" % [get_score_bonus(), NEAR_PLANT_NEEDED]
func get_score_bonus():
return (level + 2)
func mutate_score(plant : Plant, score) -> int:
var plant_count = 0
for area in plant.influence_zone.get_overlapping_areas():
if area is Plant:
plant_count += 1
return score + (get_score_bonus() if plant_count >= NEAR_PLANT_NEEDED else 0)

View File

@@ -0,0 +1 @@
uid://b8q5xgvy85qeb

View File

@@ -0,0 +1,20 @@
extends PlantMutation
class_name StrongMutation
func get_icon() -> Texture:
return preload("res://common/icons/dna.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return "Strong"
func get_mutation_description() -> String:
return "Plus [b]%d[/b] percent of the score" % roundi(get_score_multiplier() * 100)
func get_score_multiplier():
return float(level)/2.
func mutate_score(_plant : Plant, score: int) -> int:
return score + roundi(score * get_score_multiplier())

View File

@@ -0,0 +1 @@
uid://cwj3k4p6ci5t4

View File

@@ -2,7 +2,9 @@ extends Node2D
class_name PlantSprite
const PLANTED_SEED_CROP_WIDTH = 50
const PLANTED_SEED_POS_Y = -50
const PLANTED_SEED_POS_Y = 0
const PARTICLES_SCENE : PackedScene = preload("res://common/vfx/particles/particles.tscn")
signal harvest_animation_finished
@@ -35,6 +37,16 @@ func get_state_texture(s: Plant.State, plant_type : PlantType) -> Texture2D:
return plant_type.mature_texture
return null
func generate_mutation_effects(plant : Plant):
for m in plant.plant_mutations:
var particles_emitter : Particles = PARTICLES_SCENE.instantiate() as CPUParticles2D
particles_emitter.setup_particles(
Particles.Parameters.new(
m.get_icon(),
PlantMutation.get_rarity_color(m)
)
)
add_child(particles_emitter)
func start_harvest_animation():
$AnimationPlayer.play("harvest")

View File

@@ -4,14 +4,13 @@ class_name PlantType
@export var name : String
@export_multiline var description : String
@export var growing_time : int
@export var default_growing_time : int = 2
@export var default_plant_score : int = 1
@export var seed_texture : Texture
@export var growing_texture : Texture
@export var mature_texture : Texture
@export var mature_effect : PlantEffect
@export var cyclic_effect : PlantEffect
@export_file var harvest_types_path : Array[String] = []
@export var harvest_number : Array[int] = [1,2]
@export var default_harvest_effects : Array[PlantEffect] = []
@export var default_mature_effects : Array[PlantEffect] = []
@export var default_cyclic_effects : Array[PlantEffect] = []