* Suppression de la mutation éphémère * Ajout des modificateur de régions normaux Sableux et Toxique * Ajout de modificateurs challenge (Rocheux, Radioactif et Contaminé) * Ajout du modificateur de région bénéfique Résonnance * Ajout d'un distributeur toutes les 3 régions * Ajout des régions challenge * Bouclage sur les couleurs des mutations après le niveau 4 * Ajout de deux nouveaux panneaux de tutoriel, un sur les informations de plantes et l'autre sur le vaisseau
141 lines
3.9 KiB
GDScript
141 lines
3.9 KiB
GDScript
extends Resource
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class_name RunData
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enum State {STARTED, IN_PROGRESS, FINISHED}
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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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const VENDING_MACHINE_OCCURENCE = 3
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const CHALLENGE_CHANCE = 0.25
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signal current_run_point_changed(rp : RunPoint)
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signal artefacts_changed(artefact : Array[Artefact])
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var run_seed = randi()
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@export var next_run_points : Array[RunPoint] = generate_next_run_points()
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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 visited_run_points : Array[RunPoint] = []
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@export var last_used_modifier_name = ""
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@export var artefacts : Array[Artefact] = []
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var plant_info = RunDataPlantInfo.new(self)
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func get_state() -> State:
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if not current_run_point:
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return State.STARTED
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elif current_run_point.level == RUN_POINT_MAX_LEVEL:
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return State.FINISHED
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else :
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return State.IN_PROGRESS
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#region ------------------ Run Points ------------------
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func generate_next_run_points(level = 0) -> Array[RunPoint]:
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next_run_points = []
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if level == RUN_POINT_MAX_LEVEL and GameInfo.game_data.game_mode == GameData.GameMode.STORY:
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return [
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generate_borea_base_run_point()
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]
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for i in range(RUN_POINTS_NEXT_NUMBER):
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next_run_points.append(
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generate_next_run_point(level)
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)
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return next_run_points
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func generate_next_run_point(level = 0) -> RunPoint:
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var region_parameter = RegionParameter.new()
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var is_challenge = randf() < CHALLENGE_CHANCE
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if is_challenge:
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region_parameter.modifiers = [
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generate_challenge_modifiers().pick_random(),
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generate_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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generate_normal_modifiers().pick_random()
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] as Array[RegionModifier]
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if level%VENDING_MACHINE_OCCURENCE == 0:
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region_parameter.modifiers.append(VendingMachineModifier.new())
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region_parameter.level = level
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return RunPoint.new(
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level,
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region_parameter
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)
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func generate_borea_base_run_point() -> RunPoint:
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var region_parameter = RegionParameter.new()
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region_parameter.level = RUN_POINT_MAX_LEVEL
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region_parameter.region_name = tr("BOREA_BASE")
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return RunPoint.new(
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RUN_POINT_MAX_LEVEL,
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region_parameter
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)
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func get_next_run_points() -> Array[RunPoint]:
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if current_run_point and current_run_point.level == RUN_POINT_MAX_LEVEL:
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return []
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return next_run_points
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func choose_next_run_point(run_point : RunPoint) -> RunPoint:
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if current_run_point:
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visited_run_points.append(current_run_point)
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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(current_run_point.level + 1)
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if len(current_run_point.region_parameter.modifiers):
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last_used_modifier_name = current_run_point.region_parameter.modifiers[0].get_modifier_name()
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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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]
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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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]
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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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