Files
seeding-planets/entities/plants/scripts/plant_mutation.gd

112 lines
2.6 KiB
GDScript

extends Resource
class_name PlantMutation
@export var level: int = 1
var id: String: get = get_mutation_id
var name: String: get = get_mutation_name
func _init(_level: int = 1):
level = _level
func get_icon() -> Texture:
return preload("res://common/icons/dna.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_id() -> String:
printerr("Classe abstraite PlantMutation appelée")
return ""
func get_mutation_name() -> String:
printerr("Classe abstraite PlantMutation appelée")
return ""
func get_mutation_description() -> String:
printerr("Classe abstraite PlantMutation appelée")
return ""
func mutate_plant_data(_plant_data: PlantData):
pass
func mutate_score(_plant_data: PlantData, score: int) -> int:
return score
func mutate_score_multiplier(_plant_data: PlantData, multiplier: int) -> int:
return multiplier
func mutate_lifetime(_plant_data: PlantData, lifetime: int) -> int:
return lifetime
func mutate_growing_time(_plant_data: PlantData, growing_time: int) -> int:
return growing_time
func mutate_seed_number(_plant_data: PlantData, seed_number: int) -> int:
return seed_number
func mutate_seed_random_loose(_plant_data: PlantData, seed_random_loose) -> int:
return seed_random_loose
func mutate_lifetime_buff(_plant_data: PlantData) -> int:
return 0
func mutate_seed_buff(_plant_data: PlantData) -> int:
return 0
func _start_planted_effect(_plant: Plant):
pass
func _start_day_effect(_plant: Plant):
pass
func _start_maturation_effect(_plant: Plant):
pass
func _start_dead_effect(_plant: Plant):
pass
func _start_harvested_effect(_plant: Plant):
pass
func get_level_for_rarity(rarity: int) -> int:
return rarity - get_base_rarity() + 1
func get_rarity() -> int:
return get_base_rarity() + level - 1
func card_section() -> CardSectionInfo:
var section = CardSectionInfo.new(
get_mutation_name() + (" %d" % level if level > 1 else ""),
"[b]%s[/b] %s" % [tr(PlantMutation.get_rarity_text(get_rarity())), get_mutation_description()]
)
section.color = PlantMutation.get_rarity_color(get_rarity())
section.title_icon = get_icon()
return section
static func get_rarity_text(rarity) -> String:
var rarity_text: Array[String] = [
"COMMON",
"RARE",
"VERY_RARE",
"IMPOSSIBLE",
"ABSURD",
]
if rarity < len(rarity_text):
return rarity_text[rarity]
else:
return rarity_text[len(rarity_text) - 1]
static func get_rarity_color(rarity: int) -> Color:
var rarity_colors: Array[Color] = [
Color("25C147"),
Color("8B2DFF"),
Color("FF006E"),
Color("FFA617"),
]
return rarity_colors[min(rarity, len(rarity_colors) - 1)]