Files
seeding-planets/entities/player/inventory/scripts/items/seed.gd
Zacharie Guet 7b09f2ba7c Dev de la démo
* Modification de l'apparence de l'UI des dialogues
* Changement de l'ordre de déblocage des mutations
* Ajout d'une confirmation pour l'abandon
* Ajout de la scène de fin avec la base Boréa, en tant que fin de démo
* Modification des icône de durée de vie, temps de pousse, et de mort
* Ajout d'un icône au dessus du joueur quand il n'a plus d'énergie
* Amélioration des dialogues du jeu
* Changement du modèle du téléphone
* Ajout de cellule d'énergie et de cellule de talion trouvable sur la carte
* Il est à nouveau possible de se recharger après la fin d'une région
* Buff des mutations ancien sociale et solide
* Modification de la mutation fertile (ne donne de gain de graine qu'à la maturation)
* Ajout d'une récupération automatique des graines
* Ajout de deux cartons de tutoriel ainsi qu'une option pour les revoir dans l'aide de jeu
* Amélioration générale du tutoriel
* Ajout d'un écran titre digne de ce nom
* Lors de l'arrivée à destination, ne téléporte plus le joueur sur une map vide, mais directement dans les lieux de cinématique
* Ajout graphique de plus de pattern de mousse et de roche
* Le talion apparait maintenant sur toute la carte
* La roche peut désormais apparaitre sur la zone de départ
* Ajout dud modificateur de région Canyon
* Equilibrage général
* Fix de bugs en tout genre
2026-05-28 10:18:36 +02:00

239 lines
7.0 KiB
GDScript

extends Item
class_name Seed
const SHOVEL_ICON = preload("res://common/icons/shovel.svg")
const SCORE_ICON = preload("res://common/icons/growth.svg")
@export var plant_name : String
@export var plant_mutations: Array[PlantMutation]
@export var random_seed : int
var stored_icon : Texture
func _init(
_plant_name : String = "",
_plant_mutations : Array[PlantMutation] = [],
):
plant_name = _plant_name
plant_mutations = _plant_mutations
random_seed = randi()
static func generate_from_parent(plant_data : PlantData) -> Seed:
var mutations : Array[PlantMutation] = plant_data.mutations
var mutation_probability = GameInfo.game_data.current_run.plant_info.get_mutation_probability()
# Mutate for every time mutation probability exceed 1
while mutation_probability > 1:
mutations = mutate_mutations(plant_data.mutations)
mutation_probability -= 1
mutations.sort_custom(
func (a : PlantMutation, b : PlantMutation): return a.get_mutation_name() < b.get_mutation_name()
)
if (
plant_data.get_state() == PlantData.State.MATURE
and randf() < GameInfo.game_data.current_run.plant_info.get_mutation_probability()
):
return Seed.new(
plant_data.plant_name,
mutate_mutations(mutations)
)
else :
return Seed.new(
plant_data.plant_name,
plant_data.mutations.duplicate_deep()
)
static func generate_random(rarity := 0) -> Seed:
var new_seed = Seed.new(
Random.generate_random_word(),
generate_first_mutations(rarity),
)
return new_seed
func get_item_name() -> String:
return tr("%s_SEED") % plant_name
func get_item_type() -> ItemType:
return Item.ItemType.CONSUMABLE_ITEM
func get_description() -> String:
return tr("PLANT_%s_MUST_BE_USED_IN_DECONTAMINATED_ZONE") % plant_name
func get_icon() -> Texture2D:
if stored_icon == null:
stored_icon = PlantTextureBuilder.build_seed_texture(plant_name.hash())
return stored_icon
func get_energy_used() -> int:
return 1
func get_usage_zone_radius() -> int:
return 50
func get_usage_object_affected(i : Area2D) -> bool:
return i is PlantSprite
func use_text() -> String:
return tr("PLANT_%s") % plant_name
func is_one_time_use():
return true
func can_use(player : Player, zone : Player.ActionZone) -> bool:
if (
player.region == null
):
return false
var is_there_a_plant_here = false
for area in zone.get_affected_areas():
if area is PlantSprite:
is_there_a_plant_here = true
var plant_tiles = Math.get_tiles_in_circle(
zone.get_global_position(),
20
)
return (
not is_there_a_plant_here
and player.region.is_coords_decontaminated(plant_tiles)
and not player.region.is_coords_rocky(plant_tiles)
)
func use(player : Player, zone : Player.ActionZone) -> bool:
if player.region == null:
return false
AudioManager.play_sfx("Harvest")
return player.region.plant(self,zone.get_global_position())
func card_info() -> CardInfo:
var info = CardInfo.new(
get_item_name()
)
info.texture = icon
info.type_icon = TYPE_ICON
info.stats.append(
CardStatInfo.new(
str(energy_usage),
ENERGY_ICON
)
)
var effect_section = CardSectionInfo.new(
tr("EFFECT"),
get_description()
)
effect_section.title_icon = ACTION_ICON
if energy_usage > 0:
effect_section.title_icon = ENERGY_ICON
info.sections.append(effect_section)
if len(plant_mutations) != 0:
for m in plant_mutations:
info.sections.append(m.card_section())
return info
func get_particles() -> Array[EffectParticles.Parameters]:
var param : Array[EffectParticles.Parameters] = []
for m in plant_mutations:
param.append(
EffectParticles.Parameters.new(
m.get_icon(),
PlantMutation.get_rarity_color(m.get_rarity())
)
)
return param
static func generate_first_mutations(rarity := 0) -> Array[PlantMutation]:
if rarity < 0:
return []
var possible_mutation : PlantMutation = GameInfo.game_data.progression_data.available_mutations.filter(
func (m : PlantMutation): return m.get_base_rarity() <= rarity
).pick_random().duplicate_deep()
var level_to_add = rarity - possible_mutation.get_base_rarity()
possible_mutation.level += level_to_add
return [possible_mutation]
static func mutate_mutations(mutations : Array[PlantMutation]) -> Array[PlantMutation]:
var mutation_possibility : Array[MutationPossibility] = []
var evolvable_mutations : Array[PlantMutation] = mutations.filter(
func (m : PlantMutation): return m.get_rarity() < PlantMutation.MAX_RARITY
)
if (
len(mutations) < GameInfo.game_data.current_run.plant_info.get_mutation_max_number()
):
mutation_possibility.append(AddMutation.new())
if len(evolvable_mutations) > 0:
mutation_possibility.append(UpgradeMutation.new())
var chosen_mutation_possibility = mutation_possibility.pick_random()
return chosen_mutation_possibility.mutate(mutations)
class MutationPossibility:
func mutate(_mutations : Array[PlantMutation])-> Array[PlantMutation]:
return []
class AddMutation extends MutationPossibility:
func mutate(mutations : Array[PlantMutation])-> Array[PlantMutation]:
var new_mutations = mutations.duplicate_deep()
var possible_new_mutations = GameInfo.game_data.progression_data.available_mutations.duplicate_deep()
possible_new_mutations = possible_new_mutations.filter(
func (m : PlantMutation):
return mutations.find_custom(func(m2: PlantMutation): return m2.name == m.name) == -1
)
if len(possible_new_mutations):
new_mutations.append(possible_new_mutations.pick_random())
return new_mutations
class UpgradeMutation extends MutationPossibility:
func mutate(
mutations : Array[PlantMutation]
) -> Array[PlantMutation]:
var new_mutations = mutations.duplicate_deep()
var evolvable_mutations_id : Array[int] = []
for i in range(len(mutations)):
var m = mutations[i]
if m.get_rarity() < PlantMutation.MAX_RARITY:
evolvable_mutations_id.append(i)
if len(evolvable_mutations_id):
new_mutations[evolvable_mutations_id.pick_random()].level += 1
return new_mutations
class RemoveMutation extends MutationPossibility:
func mutate(mutations : Array[PlantMutation])-> Array[PlantMutation]:
var new_mutations = mutations.duplicate_deep()
var mut_to_remove = new_mutations.pick_random()
if mut_to_remove.level > 1:
mut_to_remove.level -= 1
else:
new_mutations.remove_at(new_mutations.find(mut_to_remove))
return new_mutations