Files
seeding-planets/entities/player/inventory/scripts/items/seed.gd

208 lines
5.8 KiB
GDScript

extends Item
class_name Seed
const MUTATION_PROBABILITY = 0.3
const SHOVEL_ICON = preload("res://common/icons/shovel.svg")
const GROWING_ICON = preload("res://common/icons/chevrons-up.svg")
const SCORE_ICON = preload("res://common/icons/growth.svg")
@export var plant_name : String
@export var plant_archetype: PlantArchetype
@export var plant_mutations: Array[PlantMutation]
@export var random_seed : int
func _init(
_plant_name : String = "",
_plant_archetype : PlantArchetype = PlantArchetype.get_random(),
_plant_mutations : Array[PlantMutation] = [],
):
plant_name = _plant_name
plant_archetype = _plant_archetype
plant_mutations = _plant_mutations
random_seed = randi()
static func generate_from_parent(plant_data : PlantData) -> Seed:
if randf() > MUTATION_PROBABILITY:
return Seed.new(
plant_data.plant_name,
plant_data.archetype,
mutate_mutations(plant_data)
)
else :
return Seed.new(
plant_data.plant_name,
plant_data.archetype,
plant_data.mutations.duplicate_deep()
)
static func generate_random() -> Seed:
var new_seed = Seed.new(
Random.generate_random_word(),
PlantArchetype.get_random(),
[]
)
if randf() > MUTATION_PROBABILITY:
new_seed.plant_mutations.append(
new_seed.plant_archetype.available_mutations.pick_random().duplicate_deep()
)
return new_seed
func get_item_name() -> String:
return tr("%s_SEED") % plant_name
func get_description() -> String:
return tr("PLANT_%s_MUST_BE_USED_IN_DECONTAMINATED_ZONE") % plant_name
func get_icon() -> Texture2D:
return plant_archetype.texture_builder.build_seed_texture(random_seed)
func get_energy_used() -> int:
return 1
func get_usage_zone_radius() -> int:
return 35
func get_usage_object_affected(i : InspectableEntity) -> bool:
return i is Plant
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 Plant:
is_there_a_plant_here = true
var is_there_contamination_in_zone = false
for tile in zone.get_tiles():
if not player.region.decontamination_layer.is_decontamined(tile):
is_there_contamination_in_zone = true
return not is_there_a_plant_here and not is_there_contamination_in_zone
func use(player : Player, zone : Player.ActionZone) -> bool:
if player.region == null:
return false
AudioManager.play_sfx("Dig")
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[Particles.Parameters]:
var param : Array[Particles.Parameters] = []
for m in plant_mutations:
param.append(
Particles.Parameters.new(
m.get_icon(),
PlantMutation.get_rarity_color(m.get_rarity())
)
)
return param
static func mutate_mutations(parent : PlantData) -> Array[PlantMutation]:
var mutation_possibility : Array[MutationPossibility] = [
AddMutation.new()
]
if (
len(parent.mutations) >= GameInfo.game_data.max_mutations_by_plant
):
mutation_possibility = [
UpgradeMutation.new(),
RemoveMutation.new(),
]
elif len(parent.mutations) > 0:
mutation_possibility = [
AddMutation.new(),
UpgradeMutation.new(),
RemoveMutation.new(),
]
var chosen_mutation_possibility = mutation_possibility.pick_random()
return chosen_mutation_possibility.mutate(parent)
class MutationPossibility:
func mutate(_parent : PlantData)-> Array[PlantMutation]:
return []
class AddMutation extends MutationPossibility:
func mutate(parent : PlantData)-> Array[PlantMutation]:
var new_mutations = parent.mutations.duplicate_deep()
var possible_new_mutations = parent.archetype.available_mutations.duplicate_deep()
possible_new_mutations = possible_new_mutations.filter(
func (m : PlantMutation):
return parent.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(
parent : PlantData
) -> Array[PlantMutation]:
var new_mutations = parent.mutations.duplicate_deep()
new_mutations.pick_random().level += 1
return new_mutations
class RemoveMutation extends MutationPossibility:
func mutate(parent : PlantData)-> Array[PlantMutation]:
var new_mutations = parent.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