166 lines
4.3 KiB
GDScript
166 lines
4.3 KiB
GDScript
extends InspectableEntity
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class_name Plant
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const PLANT_AREA_RADIUS = 20
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const PLANT_INFLUENCE_RADIUS = 100
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const HARVESTED_SEED_DISPLACEMENT_FACTOR = 100
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const RANDOM_MAX_GROW_INTERVAL = Region.MIN_PASS_DAY_ANIMATION_TIME/2. - 0.1
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const PLANT_TYPE_ICON = preload("res://common/icons/seedling.svg")
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const PLANT_POINT_ICON = preload("res://common/icons/growth.svg")
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const LIFETIME_ICON = preload("res://common/icons/calendar-week.svg")
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const SHOVEL_ICON = preload("res://common/icons/shovel.svg")
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const GROWING_ICON = preload("res://common/icons/chevrons-up.svg")
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const DEATH_ICON = preload("res://common/icons/skull.svg")
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const SPRITE_SCENE : PackedScene = preload("res://entities/plants/plant_sprite.tscn")
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@export var data : PlantData
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@onready var plant_sprite: PlantSprite
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@onready var collision_shape: CollisionShape2D
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@onready var influence_zone : PlantInfluenceZone
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func _init(
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_data : PlantData
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):
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data = _data
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func _ready():
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plant_sprite = generate_sprite()
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collision_shape = generate_collision_shape()
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influence_zone = generate_influence_zone()
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plant_sprite.update_plant_sprite(data, false)
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func pointer_text() -> String:
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return data.plant_name
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func inspect(is_inspected : bool = true):
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plant_sprite.modulate = MODULATE_INSPECTED_COLOR if is_inspected else default_modulate
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influence_zone.show_influence = is_inspected
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func affect_preview(is_affected : bool = true):
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plant_sprite.modulate = MODULATE_AFFECTED_COLOR if is_affected else default_modulate
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func generate_sprite() -> PlantSprite:
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var sprite_object : PlantSprite = SPRITE_SCENE.instantiate()
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add_child(sprite_object)
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sprite_object.generate_mutation_effects(self)
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return sprite_object
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func generate_collision_shape() -> CollisionShape2D:
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var collision = CollisionShape2D.new()
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var shape = CircleShape2D.new()
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shape.radius = PLANT_AREA_RADIUS
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collision.shape = shape
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add_child(collision)
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return collision
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func generate_influence_zone() -> PlantInfluenceZone:
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var zone = PlantInfluenceZone.new(PLANT_INFLUENCE_RADIUS)
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add_child(zone)
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return zone
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# Méthode déclenchée par la classe region
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func _pass_day():
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await get_tree().create_timer(randf_range(0., RANDOM_MAX_GROW_INTERVAL)).timeout
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var last_state = data.get_state()
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data.day += 1
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for m in data.mutations:
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m._start_day_effect(self)
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match data.get_state():
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PlantData.State.MATURE:
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if last_state != PlantData.State.MATURE:
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mature()
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PlantData.State.DEAD:
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die()
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plant_sprite.update_plant_sprite(data, last_state != data.get_state())
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func calculate_plant_score(
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with_state : PlantData.State = data.get_state()
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) -> int:
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return data.get_score(with_state)
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func harvest():
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for i in range(data.get_random_seed_income()):
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produce_seed()
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if data.get_state() == PlantData.State.MATURE:
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for m in data.mutations:
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m._start_harvested_effect(self)
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plant_sprite.start_harvest_animation()
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await plant_sprite.harvest_animation_finished
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disappear()
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func produce_seed():
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region.drop_item(
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Seed.generate_from_parent(data),
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global_position,
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HARVESTED_SEED_DISPLACEMENT_FACTOR,
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)
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func mature():
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for m in data.mutations:
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m._start_maturation_effect(self)
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func die():
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for m in data.mutations:
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m._start_dead_effect(self)
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for i in range(data.get_random_seed_income()):
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produce_seed()
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disappear()
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func disappear():
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data.disappear()
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queue_free()
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func save() -> EntityData:
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return data
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func card_info() -> CardInfo:
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var info = CardInfo.new(
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data.plant_name,
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data.archetype.archetype_name
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)
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info.important_stat_icon = PLANT_POINT_ICON
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info.important_stat_text = "%d" % calculate_plant_score()
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info.type_icon = PLANT_TYPE_ICON
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info.stats.append_array([
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CardStatInfo.new(
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str(data.day),
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LIFETIME_ICON
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),
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CardStatInfo.new(
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str(data.get_growing_time()),
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GROWING_ICON
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),
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CardStatInfo.new(
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str(data.get_lifetime()),
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DEATH_ICON
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),
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])
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if len(data.mutations) != 0:
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for m in data.mutations:
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info.sections.append(m.card_section())
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return info
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