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
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@@ -8,12 +8,14 @@ func get_base_rarity() -> int:
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return 0
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func get_mutation_name() -> String:
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return "Intolerant"
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return "Elitist"
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func get_mutation_description() -> String:
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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
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return "When mature, add [b]%d[/b] to the score for each plant of the same species around, but score become 0 if none is around." % level
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func mutate_score(plant : Plant, score) -> int:
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if plant.state != Plant.State.MATURE:
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return score
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var plant_count = 0
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for area in plant.influence_zone.get_overlapping_areas():
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