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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111
entities/plants/scripts/plant_mutation.gd
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111
entities/plants/scripts/plant_mutation.gd
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extends Resource
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class_name PlantMutation
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const BASE_RARITY_CHANCE : Array[float] = [
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0.6,
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0.8,
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0.9,
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0.95,
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1
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]
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@export var level : int = 1
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func _init(_level : int = 1):
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level = _level
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func get_icon() -> Texture:
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return preload("res://common/icons/dna.svg")
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func get_base_rarity() -> int:
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return 0
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func get_mutation_name() -> String:
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printerr("Classe abstraite PlantMutation appelée")
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return ""
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func get_mutation_description() -> String:
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printerr("Classe abstraite PlantMutation appelée")
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return ""
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func mutate_score(_plant : Plant, score) -> int:
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return score
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func mutate_grow_time(_plant : Plant, grow_time : int) -> int:
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return grow_time
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func mutate_plant(_plant : Plant):
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pass
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func get_level_for_rarity(rarity : int) -> int :
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return rarity - get_base_rarity() + 1
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static func get_rarity(mutation : PlantMutation) -> int:
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return mutation.get_base_rarity() + mutation.level - 1
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static func get_rarity_text(mutation : PlantMutation) -> String:
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var rarity_text : Array[String] = [
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"Common",
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"Rare",
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"Very rare",
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"Impossible",
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"Absurd",
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]
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var rarity = PlantMutation.get_rarity(mutation)
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if rarity < len(rarity_text):
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return rarity_text[rarity]
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else :
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return rarity_text[len(rarity_text) - 1] + " " + str(rarity - len(rarity_text) + 2)
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static func get_rarity_bg_color(mutation : PlantMutation) -> Color:
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var rarity_colors : Array[Color] = [
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Color("4b3700"),
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Color("6d2300"),
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Color("001f50"),
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Color("311558"),
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Color("780235"),
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]
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return rarity_colors[min(PlantMutation.get_rarity(mutation), len(rarity_colors) - 1)]
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static func get_rarity_color(mutation : PlantMutation) -> Color:
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var rarity_colors : Array[Color] = [
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Color("FFBE0B"),
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Color("FB5607"),
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Color("3A86FF"),
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Color("8338EC"),
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Color("FF006E"),
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]
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return rarity_colors[min(PlantMutation.get_rarity(mutation), len(rarity_colors) - 1)]
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static func get_framed_info_from_mutation(
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mutation : PlantMutation
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) -> Inspector.FramedInfo:
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return Inspector.FramedInfo.new(
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mutation.get_mutation_name() + (" %d" % mutation.level if mutation.level > 1 else ""),
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"[b]%s[/b] %s" % [PlantMutation.get_rarity_text(mutation), mutation.get_mutation_description()],
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mutation.get_icon(),
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PlantMutation.get_rarity_bg_color(mutation)
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)
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static func random_rarity() -> int:
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var random_float = randf()
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for i in range(len(BASE_RARITY_CHANCE) - 1):
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if random_float < BASE_RARITY_CHANCE[i]:
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return i
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return len(BASE_RARITY_CHANCE) - 1
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static func random_mutation(rarity = PlantMutation.random_rarity()) -> PlantMutation:
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var all_mutations = GameInfo.game_data.unlocked_plant_mutations.duplicate_deep()
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all_mutations.shuffle()
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for new_mutation in all_mutations:
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var level_for_rarity = new_mutation.get_level_for_rarity(rarity)
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if level_for_rarity >= 1:
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new_mutation.level = level_for_rarity
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return new_mutation
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return null
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