* Ajout d'un tutoriel pour recommencer * Fix du Surchargeur de Talion qui ne fonctionnait pas * Suppression de flou sur beaucoup d'éléments visuels pour des raisons de performances * Augmentation du rayon de spawn du Talion * Fix léger de la météo (suppression du brouillard lors de la pluie)
141 lines
4.1 KiB
GDScript
141 lines
4.1 KiB
GDScript
extends Resource
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class_name RunData
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const RUN_POINTS_NEXT_NUMBER : int = 2
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const RUN_POINT_MAX_LEVEL = 5 # TODO
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signal current_run_point_changed(rp : RunPoint)
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var run_seed = randi()
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@export var level = 0
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@export var story_step : StoryStep
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@export var next_run_points : Array[RunPoint]
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@export var current_run_point : RunPoint = null :
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set(v):
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current_run_point = v
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current_run_point_changed.emit(v)
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@export var artefacts : Array[Artefact] = []
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var plant_info = RunDataPlantInfo.new(self)
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func is_finished() -> bool:
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return story_step.is_run_finished(level)
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func get_progress() -> int:
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return story_step.get_run_progress(level)
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#region ------------------ Run Points ------------------
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func generate_next_run_points() -> Array[RunPoint]:
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next_run_points = []
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for i in range(story_step.get_run_point_number(level+1)):
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var last_modifiers : Array[String] = []
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if len(next_run_points):
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for m in next_run_points[0].region_parameter.modifiers:
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last_modifiers.append(m.modifier_name)
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next_run_points.append(
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generate_next_run_point(last_modifiers)
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)
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return next_run_points
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func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
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var region_parameter = RegionParameter.new()
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var next_level = level+1
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var challenge_modifiers = generate_challenge_modifiers().filter(
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func(m : RegionModifier): return not m.modifier_name in last_modifiers
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)
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var benefic_modifiers = generate_benefic_modifiers().filter(
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func(m : RegionModifier): return not m.modifier_name in last_modifiers
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)
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var normal_modifiers = generate_normal_modifiers().filter(
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func(m : RegionModifier): return not m.modifier_name in last_modifiers
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)
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if story_step.need_gameplay_modifier(next_level):
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var is_challenge = randf() < story_step.get_challenge_chance(next_level)
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if is_challenge:
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region_parameter.modifiers = [
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challenge_modifiers.pick_random(),
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benefic_modifiers.pick_random()
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] as Array[RegionModifier]
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else:
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region_parameter.modifiers = [
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normal_modifiers.pick_random()
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] as Array[RegionModifier]
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var first_vending = story_step.get_first_vending_machine_occurence(next_level)
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var vending_occurence = story_step.get_vending_machine_occurence(next_level)
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if vending_occurence > 0:
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if (level - first_vending)%vending_occurence == 0:
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region_parameter.modifiers.append(VendingMachineModifier.new())
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region_parameter.modifiers.append_array(
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story_step.get_story_modifiers_for_region(next_level)
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)
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region_parameter.objective = story_step.get_objective_for_region(next_level)
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return RunPoint.new(
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region_parameter
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)
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func choose_next_run_point(run_point : RunPoint = null) -> RunPoint:
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if run_point == null:
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run_point = generate_next_run_point()
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level += 1
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current_run_point = run_point
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GameInfo.game_data.start_region(run_point.region_parameter)
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next_run_points = generate_next_run_points()
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return current_run_point
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#endregion
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#region ------------------ Modifiers ------------------
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func generate_normal_modifiers() -> Array[RegionModifier]:
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return [
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AridModifier.new(),
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HumidModifier.new(),
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PoorModifier.new(),
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HarshModifier.new(),
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ToxicModifier.new(),
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SandyModifier.new(),
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]
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func generate_benefic_modifiers() -> Array[RegionModifier]:
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return [
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VendingMachineModifier.new(),
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ResonnanceModifier.new(),
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InstableModifier.new(),
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]
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func generate_challenge_modifiers() -> Array[RegionModifier]:
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return [
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RockyModifier.new(),
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RadioactiveModifier.new(),
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ContaminatedModifier.new(),
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StormModifier.new(),
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]
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#endregion
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#region ------------------ Artefacts ------------------
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func add_artefacts(a: Artefact):
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artefacts.append(a)
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GameInfo.game_data.player_data.update_with_artefacts(artefacts)
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#endregion
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