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

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