équilibrages, fix et évolutions

* résolution du bug de disparition des items #94
* améliorations définitives dans le camion via compost #88
* ajout de plus d'aléatoire dans le zone de départ
* suppression des récompenses de quota (pour l'instant)
* équilibrage du gain en graine
* ajout de la clarté dans les actions
This commit is contained in:
2025-10-17 17:53:38 +02:00
parent 15175921c4
commit f1ef41323a
62 changed files with 709 additions and 369 deletions

View File

@@ -35,8 +35,6 @@ func all_plant_types() -> Array[PlantType]:
func all_machines() -> Array[MachineType]:
return [
preload("res://entities/interactables/machines/compost/compost_types/energy_compost.tres"),
preload("res://entities/interactables/machines/compost/compost_types/seed_compost.tres"),
preload("res://entities/interactables/machines/solar_pannel/solar_pannel.tres"),
]

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@@ -4,9 +4,8 @@ class_name PlanetData
signal quota_number_updated(quota : int)
signal contamination_updated(decontamination_surface : float)
const DEFAULT_CONTAMINATION_CENTRAL_ZONE_MAX_SIZE = 200.
const DEFAULT_CONTAMINATION_CENTRAL_ZONE_MIN_SIZE = 50.
const DEFAULT_BASE_SIZE = Vector2(2000,2000)
const MAX_DEFAULT_CONTAMINATION_ZONE_SURFACE = 3000
const DEFAULT_BASE_SIZE = Vector2(1500,1500)
@export var base_size : Vector2 = Vector2(2000,2000)
@export var contamination : TerrainData
@@ -19,8 +18,7 @@ func _init(_base_size : Vector2 = DEFAULT_BASE_SIZE):
base_size = _base_size
contamination = TerrainData.new(base_size)
contamination.draw_random_zone(
DEFAULT_CONTAMINATION_CENTRAL_ZONE_MAX_SIZE,
DEFAULT_CONTAMINATION_CENTRAL_ZONE_MIN_SIZE,
MAX_DEFAULT_CONTAMINATION_ZONE_SURFACE,
base_size/2
)
contamination_updated.emit(get_decontamination_surface())
@@ -48,7 +46,7 @@ func get_decontamination_coverage() -> float:
return contamination.get_value_coverage()
func get_decontamination_surface() -> float:
return contamination.get_value_surface() * 10
return contamination.get_value_surface()
#endregion
#region ------------------ Objectives ------------------
@@ -81,7 +79,7 @@ func get_quota(n = 0) -> int:
50,
]
if n > len(first_quotas):
if n >= len(first_quotas):
return pow(n, 3)
else:
return first_quotas[n]

View File

@@ -16,16 +16,15 @@ func _init(terrain_size : Vector2):
)
func draw_random_zone(
zone_max_size : float,
zone_min_size : float,
zone_max_surface : float,
zone_position : Vector2i
):
var noise: Noise = FastNoiseLite.new()
noise.seed = randi()
noise.noise_type = FastNoiseLite.TYPE_CELLULAR
noise.frequency = 0.001 / UNIT_PER_PIXEL
noise.frequency = 0.01
var noise_image_size : Vector2i = Vector2i.ONE * zone_max_size / UNIT_PER_PIXEL
var noise_image_size : Vector2i = Vector2i.ONE * (image_size)
var noise_image_center = noise_image_size / 2
var noise_image = noise.get_image(
@@ -34,22 +33,28 @@ func draw_random_zone(
1.0,
)
ImageTools.draw_gradient(
noise_image,
noise_image_center,
roundi(zone_min_size / UNIT_PER_PIXEL)
)
ImageTools.draw_gradient(
noise_image,
noise_image_center,
roundi(zone_max_size / UNIT_PER_PIXEL),
Color.BLACK,
true
)
ImageTools.flatten(noise_image, 0.5)
ImageTools.draw_circle(
noise_image,
noise_image_center,
80/UNIT_PER_PIXEL,
Color.WHITE,
)
var random_step = 1
var zone_radius = noise_image_size.x - random_step
print(get_value_surface(noise_image))
while get_value_surface(noise_image) > zone_max_surface:
zone_radius -= random_step
ImageTools.draw_circle(
noise_image,
noise_image_center,
zone_radius,
Color.BLACK,
true
)
image.blit_rect(
noise_image,
Rect2i(
@@ -86,15 +91,15 @@ func get_value(point : Vector2) -> float:
).r
return 0
func get_value_coverage() -> float:
return ImageTools.get_color_coverage(image)
func get_value_coverage(i : Image = image) -> float:
return ImageTools.get_color_coverage(i)
func get_value_surface() -> float:
return float(ImageTools.get_color_pixel_count(image)) / UNIT_PER_PIXEL
func get_value_surface(i : Image = image) -> float:
return float(ImageTools.get_color_pixel_count(i)) * UNIT_PER_PIXEL
func get_pixel_point(point : Vector2) -> Vector2i:
var vec : Vector2 = Vector2(point) / UNIT_PER_PIXEL - Vector2.ONE
return Vector2i(
roundi(vec.x),
roundi(vec.y)
roundi(vec.x + 0.5),
roundi(vec.y + 0.5)
)

1
common/icons/bucket.svg Normal file
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@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="#ffffff" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="icon icon-tabler icons-tabler-outline icon-tabler-bucket"><path stroke="none" d="M0 0h24v24H0z" fill="none"/><path d="M12 7m-8 0a8 4 0 1 0 16 0a8 4 0 1 0 -16 0" /><path d="M4 7c0 .664 .088 1.324 .263 1.965l2.737 10.035c.5 1.5 2.239 2 5 2s4.5 -.5 5 -2c.333 -1 1.246 -4.345 2.737 -10.035a7.45 7.45 0 0 0 .263 -1.965" /></svg>

After

Width:  |  Height:  |  Size: 506 B

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@@ -0,0 +1,43 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bd6qddv5ihkjr"
path="res://.godot/imported/bucket.svg-b324d7bdd4f8d0338862c0a1b53a000b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://common/icons/bucket.svg"
dest_files=["res://.godot/imported/bucket.svg-b324d7bdd4f8d0338862c0a1b53a000b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=2.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

View File

@@ -22,6 +22,9 @@ func get_energy_used() -> int:
func get_usage_zone_radius() -> int:
return usage_zone_radius
func get_usage_object_affected(_i : InspectableEntity) -> bool:
return false
func is_one_time_use():
return false

View File

@@ -10,7 +10,7 @@ func _init(_machine_type : MachineType = null, _machine_level : int = 1):
func get_item_name() -> String:
if machine_type:
return machine_type.name + " level " + str(machine_level)
return machine_type.name
return ""
func get_description() -> String:

View File

@@ -25,6 +25,9 @@ func get_energy_used() -> int:
func get_usage_zone_radius() -> int:
return 30
func get_usage_object_affected(i : InspectableEntity) -> bool:
return i is Plant
func _init(
_plant_type : PlantType = null,
_parent_mutation : Array[PlantMutation] = []
@@ -43,7 +46,7 @@ func can_use(player : Player, zone : Player.ActionZone) -> bool:
return false
var is_there_a_plant_here = false
for area in zone.area.get_overlapping_areas() :
for area in zone.get_affected_areas():
if area is Plant:
is_there_a_plant_here = true

View File

@@ -19,11 +19,14 @@ func get_energy_used() -> int:
func get_usage_zone_radius() -> int:
return SHOVEL_ZONE_RADIUS
func get_usage_object_affected(i : InspectableEntity) -> bool:
return i is Plant or i is UndergroundLoot
func use_text() -> String:
return "Dig"
func can_use(_player : Player, zone : Player.ActionZone) -> bool:
var areas = zone.area.get_overlapping_areas()
var areas = zone.get_affected_areas()
for area in areas :
if area is Plant or area is UndergroundLoot:
return true
@@ -31,7 +34,7 @@ func can_use(_player : Player, zone : Player.ActionZone) -> bool:
func use(player : Player, zone : Player.ActionZone) -> bool:
dig(
zone.area.get_overlapping_areas(),
zone.get_affected_areas(),
player
)
@@ -42,7 +45,8 @@ func dig(areas: Array[Area2D], player: Player):
if area and area is Plant:
player.play_sfx("harvest")
area.harvest()
await player.get_tree().create_timer(USE_INTERVAL).timeout
if area and area is UndergroundLoot:
player.play_sfx("dig")
area.dig()
await player.get_tree().create_timer(USE_INTERVAL).timeout
await player.get_tree().create_timer(USE_INTERVAL).timeout

View File

@@ -11,12 +11,12 @@ static func get_color_pixel_count(image: Image, color: Color = Color.WHITE) -> i
pixel_color_count += 1.
return pixel_color_count
static func draw_circle(image: Image, center: Vector2i, length: int, color: Color = Color.WHITE):
static func draw_circle(image: Image, center: Vector2i, length: int, color: Color = Color.WHITE, inverse = false):
for x in range(image.get_width()):
for y in range(image.get_height()):
var center_distance = Vector2i(x, y).distance_to(center)
if (center_distance <= length):
if not inverse and (center_distance <= length) or inverse and (center_distance > length):
image.set_pixel(x, y, color)

View File

@@ -0,0 +1,62 @@
shader_type canvas_item;
uniform vec4 color : source_color = vec4(1.0);
uniform float width : hint_range(0, 10) = 1.0;
uniform int pattern : hint_range(0, 2) = 0; // diamond, circle, square
uniform bool inside = false;
uniform bool add_margins = true; // only useful when inside is false
void vertex() {
if (add_margins) {
VERTEX += (UV * 2.0 - 1.0) * width;
}
}
bool hasContraryNeighbour(vec2 uv, vec2 texture_pixel_size, sampler2D texture) {
for (float i = -ceil(width); i <= ceil(width); i++) {
float x = abs(i) > width ? width * sign(i) : i;
float offset;
if (pattern == 0) {
offset = width - abs(x);
} else if (pattern == 1) {
offset = floor(sqrt(pow(width + 0.5, 2) - x * x));
} else if (pattern == 2) {
offset = width;
}
for (float j = -ceil(offset); j <= ceil(offset); j++) {
float y = abs(j) > offset ? offset * sign(j) : j;
vec2 xy = uv + texture_pixel_size * vec2(x, y);
if ((xy != clamp(xy, vec2(0.0), vec2(1.0)) || texture(texture, xy).a <= 0.0) == inside) {
return true;
}
}
}
return false;
}
void fragment() {
vec2 uv = UV;
if (add_margins) {
vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(width * 2.0));
uv = (uv - texture_pixel_size * width) * TEXTURE_PIXEL_SIZE / texture_pixel_size;
if (uv != clamp(uv, vec2(0.0), vec2(1.0))) {
COLOR.a = 0.0;
} else {
COLOR = texture(TEXTURE, uv);
}
} else {
COLOR = texture(TEXTURE, uv);
}
if ((COLOR.a > 0.0) == inside && hasContraryNeighbour(uv, TEXTURE_PIXEL_SIZE, TEXTURE)) {
COLOR.rgb = inside ? mix(COLOR.rgb, color.rgb, color.a) : color.rgb;
COLOR.a += (1.0 - COLOR.a) * color.a;
}
}

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@@ -0,0 +1 @@
uid://bt4t4qrug135

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@@ -0,0 +1,55 @@
// Hey this is Hei! This shader "fakes" a 3D-camera perspective on CanvasItems.
// License: MIT
shader_type canvas_item;
// Camera FOV
uniform float fov : hint_range(1, 179) = 90;
uniform bool cull_back = true;
uniform float y_rot : hint_range(-180, 180) = 0.0;
uniform float x_rot : hint_range(-180, 180) = 0.0;
// At 0, the image retains its size when unrotated.
// At 1, the image is resized so that it can do a full
// rotation without clipping inside its rect.
uniform float inset : hint_range(0, 1) = 0.0;
// Consider changing this to a uniform and changing it from code
varying flat vec2 o;
varying vec3 p;
// Creates rotation matrix
void vertex(){
float sin_b = sin(y_rot / 180.0 * PI);
float cos_b = cos(y_rot / 180.0 * PI);
float sin_c = sin(x_rot / 180.0 * PI);
float cos_c = cos(x_rot / 180.0 * PI);
mat3 inv_rot_mat;
inv_rot_mat[0][0] = cos_b;
inv_rot_mat[0][1] = 0.0;
inv_rot_mat[0][2] = -sin_b;
inv_rot_mat[1][0] = sin_b * sin_c;
inv_rot_mat[1][1] = cos_c;
inv_rot_mat[1][2] = cos_b * sin_c;
inv_rot_mat[2][0] = sin_b * cos_c;
inv_rot_mat[2][1] = -sin_c;
inv_rot_mat[2][2] = cos_b * cos_c;
float t = tan(fov / 360.0 * PI);
p = inv_rot_mat * vec3((UV - 0.5), 0.5 / t);
float v = (0.5 / t) + 0.5;
p.xy *= v * inv_rot_mat[2].z;
o = v * inv_rot_mat[2].xy;
VERTEX += (UV - 0.5) / TEXTURE_PIXEL_SIZE * t * (1.0 - inset);
}
void fragment(){
if (cull_back && p.z <= 0.0) discard;
vec2 uv = (p.xy / p.z).xy - o;
COLOR = texture(TEXTURE, uv + 0.5);
COLOR.a *= step(max(abs(uv.x), abs(uv.y)), 0.5);
}

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@@ -0,0 +1 @@
uid://bqjwmomh851lc