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 @@ signal inspected_changed(info : Inspector.Info)
const DEFAULT_ACTION_COLOR = Color.WHITE
const ENERGY_ACTION_COLOR = Color("ffff2b")
const NO_ENERGY_ACTION_COLOR = Color.RED
const ZONE_OPACITY = 0.4
const ZONE_ACTIVATED_COLOR = Color.TURQUOISE
const ZONE_DEACTIVATED_COLOR = Color.REBECCA_PURPLE
@@ -15,6 +16,8 @@ var inspected_info : Inspector.Info = null
var player : Player # renseigné par Player
var can_interact : bool = false
var current_selected_item : Item = null
var have_energy_to_use_item : bool = false
var could_use_item : bool = false
var can_use_item : bool = false
func _ready():
@@ -53,11 +56,18 @@ func _process(_delta):
current_selected_item = player.inventory.get_item()
can_use_item = (
could_use_item = (
current_selected_item
and player.preview_can_use_item(current_selected_item)
and player.preview_could_use_item(current_selected_item)
)
have_energy_to_use_item = (
current_selected_item
and player.has_energy_to_use_item(current_selected_item)
)
can_use_item = could_use_item and have_energy_to_use_item
if current_selected_item:
%ActionZone.radius = current_selected_item.usage_zone_radius
%ActionZone.color = ZONE_ACTIVATED_COLOR if can_use_item else ZONE_DEACTIVATED_COLOR
@@ -89,10 +99,13 @@ func update_inspector():
%ActionText.text = inspected.interact_text()
%Action.modulate = DEFAULT_ACTION_COLOR if inspected.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
%ActionEnergyImage.visible = inspected.interaction_cost(player) != 0
elif can_use_item and current_selected_item:
elif current_selected_item and current_selected_item.use_text() != "":
%Action.visible = true
%ActionText.text = current_selected_item.use_text()
%Action.modulate = DEFAULT_ACTION_COLOR if current_selected_item.energy_usage == 0 else ENERGY_ACTION_COLOR
%ActionText.text = current_selected_item.use_text() + (" (no energy left)" if not have_energy_to_use_item else "")
if can_use_item:
%Action.modulate = DEFAULT_ACTION_COLOR if current_selected_item.energy_usage == 0 else ENERGY_ACTION_COLOR
else :
%Action.modulate = NO_ENERGY_ACTION_COLOR
%ActionEnergyImage.visible = current_selected_item.energy_usage != 0
else:
%Action.visible = false