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