* Ajout de la déblocage des mutation du mode infini dans le mode histoire * Ajout de plus de caverne * Rework de l'emplacement des distributeurs/cavernes * Rework de l'influence, plus de clarté sur les plantes influencées * 4 d'inventaire dans le mode infini * Fix du tuto de mouvement en 3D * Déblocage de toutes le mutations à la fin du jeu * Fix de bug de chargelent de scène multiple
113 lines
3.3 KiB
GDScript
113 lines
3.3 KiB
GDScript
extends Node
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class_name RunDataPlantInfo
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const DEFAULT_GROWING_TIME = 2
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const DEFAULT_LIFETIME = 6
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const DEFAULT_BASE_SCORE = 1
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const DEFAULT_SEED_NUMBER = 2
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const DEFAULT_SEED_RANDOM_LOOSE = 1
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const DEFAULT_PLANT_INFLUENCE_RADIUS = Region.TILE_SIZE
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const DEFAULT_MUTATION_PROBABILITY = 0.3
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const DEFAULT_MUTATION_MAX_NUMBER = 2
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var run_data : RunData
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func _init(
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_run_data : RunData
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):
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run_data = _run_data
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var region_modifiers : Array[RegionModifier]
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func get_growing_time() -> int:
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var growing_time = DEFAULT_GROWING_TIME
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for rm in get_region_modifiers():
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growing_time = rm.modify_plant_growing_time(growing_time)
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for a in run_data.artefacts:
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growing_time = a.modify_plant_growing_time(growing_time)
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return max(0, growing_time)
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func get_lifetime() -> int:
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var lifetime = DEFAULT_LIFETIME
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for rm in get_region_modifiers():
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lifetime = rm.modify_plant_lifetime(lifetime)
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for a in run_data.artefacts:
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lifetime = a.modify_plant_lifetime(lifetime)
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return max(0, lifetime)
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func get_base_score() -> int:
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var base_score = DEFAULT_BASE_SCORE
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for rm in get_region_modifiers():
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base_score = rm.modify_plant_base_score(base_score)
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for a in run_data.artefacts:
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base_score = a.modify_plant_base_score(base_score)
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return max(0, base_score)
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func get_seed_number() -> int:
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var seed_number = DEFAULT_SEED_NUMBER
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for rm in get_region_modifiers():
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seed_number = rm.modify_plant_seed_number(seed_number)
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for a in run_data.artefacts:
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seed_number = a.modify_plant_seed_number(seed_number)
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return max(0, seed_number)
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func get_seed_random_loose() -> int:
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var seed_random_loose = DEFAULT_SEED_RANDOM_LOOSE
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for rm in get_region_modifiers():
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seed_random_loose = rm.modify_plant_seed_random_loose(seed_random_loose)
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for a in run_data.artefacts:
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seed_random_loose = a.modify_plant_seed_random_loose(seed_random_loose)
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return min(max(0, seed_random_loose),get_seed_number())
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func get_influence_radius() -> int:
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var influence_radius = DEFAULT_PLANT_INFLUENCE_RADIUS
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for rm in get_region_modifiers():
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influence_radius = rm.modify_plant_influence_radius(influence_radius)
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for a in run_data.artefacts:
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influence_radius = a.modify_plant_influence_radius(influence_radius)
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return max(0, influence_radius)
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func get_mutation_probability() -> float:
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var mutation_probability = DEFAULT_MUTATION_PROBABILITY
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for rm in get_region_modifiers():
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mutation_probability = rm.modify_mutation_probability(mutation_probability)
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for a in run_data.artefacts:
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mutation_probability = a.modify_mutation_probability(mutation_probability)
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return max(0., mutation_probability)
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func get_mutation_max_number() -> int:
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var mutation_max_number = DEFAULT_MUTATION_MAX_NUMBER
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for rm in get_region_modifiers():
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mutation_max_number = rm.modify_mutation_max_number(mutation_max_number)
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for a in run_data.artefacts:
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mutation_max_number = a.modify_mutation_max_number(mutation_max_number)
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return max(0., mutation_max_number)
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func get_region_modifiers() -> Array[RegionModifier]:
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if run_data.current_run_point and run_data.current_run_point.region_parameter:
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return run_data.current_run_point.region_parameter.modifiers
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return [] |