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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@@ -4,6 +4,7 @@ class_name Player
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const MAX_REACH = 100
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const HOLDING_ITEM_SPRITE_SIZE = 20.
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const DEFAULT_INVENTORY_SIZE = 2
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const DEFAULT_MAX_ENERGY = 2
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signal player_updated(player: Player)
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signal upgraded
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@@ -13,7 +14,7 @@ var planet : Planet :
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get(): return terrain if terrain is Planet else null
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@export var speed = 350
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var max_energy : int = 3
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var max_energy : int = DEFAULT_MAX_ENERGY
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var has_just_received_instruction : bool = false # pour récupérer les zones dans les action_area, une frame doit être passée depuis la création de la zone
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var controlling_player : bool = true :
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@@ -80,8 +81,8 @@ func _process(_delta):
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func _on_inventory_updated(_inventory: Inventory):
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var item : Item = inventory.get_item()
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setup_preview_zone(item)
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if item:
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setup_preview_zone(item.usage_zone_radius)
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var item_texture = item.icon
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%ItemSprite.texture = item_texture
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%ItemSprite.scale = Vector2(
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@@ -151,29 +152,37 @@ func delete_item(item: Item):
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func try_use_item(item : Item, use_position : Vector2):
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has_just_received_instruction = true
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setup_action_zone(use_position, item.usage_zone_radius)
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setup_action_zone(use_position, item)
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instruction = ItemActionInstruction.new(
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use_position,
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item
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)
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func preview_can_use_item(item : Item) -> bool:
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return can_use_item_on_zone(item, preview_zone)
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func preview_could_use_item(item : Item) -> bool:
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return could_use_item_on_zone(item, preview_zone)
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func could_use_item_on_zone(item : Item, zone: ActionZone) -> bool:
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return (
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inventory.has_item(item)
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and item.can_use(self, zone)
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)
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func can_use_item_on_zone(item : Item, zone: ActionZone) -> bool:
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return (
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inventory.has_item(item)
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and (energy - item.energy_usage) >= 0
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and item.can_use(self, zone)
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could_use_item_on_zone(item, zone)
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and has_energy_to_use_item(item)
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)
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func has_energy_to_use_item(item : Item):
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return (energy - item.energy_usage) >= 0
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func use_item(item : Item):
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if can_use_item_on_zone(item, action_zone):
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var is_item_used = item.use(self, action_zone)
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if is_item_used:
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energy -= item.energy_usage
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if item.is_one_time_use():
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inventory.remove_current_item()
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inventory.remove_item(item)
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func upgrade_max_energy(amount = 1):
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max_energy += amount
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@@ -192,23 +201,31 @@ func recharge(amount : int = max_energy):
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func full_recharge():
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energy = max(energy, max_energy)
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func generate_action_zone(radius : int = 0) -> ActionZone:
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var zone = ActionZone.new(radius)
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func generate_action_zone(item : Item) -> ActionZone:
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var zone = ActionZone.new(item)
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get_parent().add_child(zone.area)
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if zone.area:
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get_parent().add_child(zone.area)
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return zone
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func setup_preview_zone(zone_radius : int) -> ActionZone:
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if preview_zone:
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func setup_preview_zone(item : Item) -> ActionZone:
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if preview_zone and preview_zone.item == item:
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return preview_zone
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elif preview_zone:
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preview_zone.destroy()
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preview_zone = generate_action_zone(zone_radius)
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if item:
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preview_zone = generate_action_zone(item)
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else:
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preview_zone = null
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return preview_zone
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func setup_action_zone(zone_position : Vector2, zone_radius : int) -> ActionZone:
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func setup_action_zone(zone_position : Vector2, item: Item) -> ActionZone:
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if action_zone:
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action_zone.destroy()
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action_zone = generate_action_zone(zone_radius)
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action_zone = generate_action_zone(item)
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action_zone.area.global_position = zone_position
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return action_zone
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@@ -272,20 +289,41 @@ class InteractableInstruction extends Instruction:
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interactable.interact(player)
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class ActionZone:
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var radius : int = 10
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var item : Item = null
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var area : Area2D
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var affected_areas : Array[InspectableEntity]= []
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func _init(_r : int):
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radius = _r
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area = Area2D.new()
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var collision_shape = CollisionShape2D.new()
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var circle_shape = CircleShape2D.new()
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func _init(_i : Item):
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item = _i
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if item and item.get_usage_zone_radius() > 0:
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area = Area2D.new()
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var collision_shape = CollisionShape2D.new()
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var circle_shape = CircleShape2D.new()
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circle_shape.radius = radius
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collision_shape.shape = circle_shape
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area.add_child(collision_shape)
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circle_shape.radius = item.get_usage_zone_radius()
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collision_shape.shape = circle_shape
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area.add_child(collision_shape)
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func clear_preview_on_affected_area():
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for a in affected_areas:
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if a:
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a.affect_preview(false)
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func update_preview_on_affected_area():
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var detected_areas = get_affected_areas()
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clear_preview_on_affected_area()
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var new_affected_areas : Array[InspectableEntity] = []
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for a in detected_areas:
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if a is InspectableEntity and item.get_usage_object_affected(a):
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a.affect_preview(true)
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new_affected_areas.append(a)
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affected_areas = new_affected_areas
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func get_affected_areas() -> Array[Area2D]:
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return [] if area == null else area.get_overlapping_areas()
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func destroy():
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clear_preview_on_affected_area()
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area.queue_free()
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func get_global_position() -> Vector2:
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@@ -293,14 +331,15 @@ class ActionZone:
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func move_to_position(pos : Vector2):
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if area:
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update_preview_on_affected_area()
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area.global_position = pos
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func get_points_in_zone(point_factor = 10) -> Array[Vector2]:
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var points : Array[Vector2] = []
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var radius = item.get_usage_zone_radius()
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for x in range(-radius, radius, point_factor):
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for y in range(-radius, radius, point_factor):
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if Vector2(x, y).length() <= radius:
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points.append(area.global_position + Vector2(x, y))
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return points
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