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"),
]

View File

@@ -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)
)