* refonte du scene manager * refonte du audio manager * premier rework des plantes * nettoyage des dossiers/fichiers * renommage de planète en region * fix des run
218 lines
6.1 KiB
GDScript
218 lines
6.1 KiB
GDScript
extends Item
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class_name Seed
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const MUTATION_PROBABILITY = 0.3
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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 SCORE_ICON = preload("res://common/icons/growth.svg")
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@export var plant_name : String
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@export var plant_archetype: PlantArchetype
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@export var plant_mutations: Array[PlantMutation]
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@export var random_seed : int
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func _init(
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_plant_name : String,
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_plant_archetype : PlantArchetype,
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_plant_mutations : Array[PlantMutation] = [],
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):
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plant_name = _plant_name
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plant_archetype = _plant_archetype
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plant_mutations = _plant_mutations
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random_seed = randi()
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static func generate_from_parent(plant_data : PlantData) -> Seed:
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if randf() > MUTATION_PROBABILITY:
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return Seed.new(
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plant_data.plant_name,
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plant_data.archetype,
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mutate(plant_data.mutations)
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)
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else :
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# TODO
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return Seed.new(
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plant_data.plant_name,
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plant_data.archetype,
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mutate(plant_data.mutations)
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)
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static func generate_random() -> Seed:
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return Seed.new(
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Random.generate_random_name(),
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PlantArchetype.new(),
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[]
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)
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func get_item_name() -> String:
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return tr("%s_SEED") % plant_name
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func get_description() -> String:
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return tr("PLANT_%s_MUST_BE_USED_IN_DECONTAMINATED_ZONE") % plant_name
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func get_icon() -> Texture2D:
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return plant_archetype.texture_builder.build_seed_texture(random_seed)
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func get_energy_used() -> int:
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return 1
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func get_usage_zone_radius() -> int:
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return 35
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func get_usage_object_affected(i : InspectableEntity) -> bool:
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return i is Plant
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func use_text() -> String:
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return tr("PLANT_%s") % plant_name
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func is_one_time_use():
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return true
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func can_use(player : Player, zone : Player.ActionZone) -> bool:
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if (
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player.region == null
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):
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return false
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var is_there_a_plant_here = false
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for area in zone.get_affected_areas():
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if area is Plant:
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is_there_a_plant_here = true
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var is_there_contamination_in_zone = false
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for tile in zone.get_tiles():
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if not player.region.decontamination_layer.is_decontamined(tile):
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is_there_contamination_in_zone = true
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return not is_there_a_plant_here and not is_there_contamination_in_zone
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func use(player : Player, zone : Player.ActionZone) -> bool:
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if player.region == null:
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return false
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AudioManager.play_sfx("Dig")
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return player.region.plant(self,zone.get_global_position())
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func card_info() -> CardInfo:
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var info = CardInfo.new(
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get_item_name()
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)
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info.texture = icon
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info.type_icon = TYPE_ICON
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info.stats.append(
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CardStatInfo.new(
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tr("COST_%d_ENERGY") % energy_usage,
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ENERGY_ICON
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)
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)
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if is_one_time_use():
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info.stats.append(
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CardStatInfo.new(
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tr("ONE_TIME_USE"),
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ONE_TIME_ICON
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)
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)
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var effect_section = CardSectionInfo.new(
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tr("EFFECT"),
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get_description()
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)
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effect_section.title_icon = ACTION_ICON
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if energy_usage > 0:
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effect_section.title_icon = ENERGY_ICON
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info.sections.append(effect_section)
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if len(plant_mutations) != 0:
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var rarest : int = plant_mutations.map(
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func(m : PlantMutation) : return m.get_rarity()
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).max()
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info.bg_color = PlantMutation.get_rarity_color(rarest)
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for m in plant_mutations:
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info.sections.append(m.card_section())
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return info
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func get_particles() -> Array[Particles.Parameters]:
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var param : Array[Particles.Parameters] = []
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for m in plant_mutations:
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param.append(
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Particles.Parameters.new(
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m.get_icon(),
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PlantMutation.get_rarity_color(m.get_rarity())
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)
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)
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return param
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static func mutate(parent_mutation : Array[PlantMutation] = []) -> Array[PlantMutation]:
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# TODO
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# var possible_mutations_change : Array[MutationPossibility] = [
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# AddMutation.new()
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# ]
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# if (
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# len(parent_mutation) >= 2
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# ):
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# possible_mutations_change = [
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# UpgradeMutation.new(),
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# RemoveMutation.new(),
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# ]
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# elif len(parent_mutation) > 0:
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# possible_mutations_change = [
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# AddMutation.new(),
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# UpgradeMutation.new(),
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# RemoveMutation.new(),
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# ]
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# var chosen_mutation = possible_mutations_change.pick_random()
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return parent_mutation
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# class MutationPossibility:
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# func mutate(_parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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# return []
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# class AddMutation extends MutationPossibility:
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# func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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# var new_mutations = parent_mutation.duplicate_deep()
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# var mut = PlantMutation.random_mutation(parent_mutation)
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# if mut:
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# var existing_mut_id = new_mutations.find_custom(func(m:PlantMutation): return m.get_mutation_name() == mut.get_mutation_name())
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# if existing_mut_id >= 0:
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# new_mutations[existing_mut_id].level += 1
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# else :
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# new_mutations.append(mut)
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# return new_mutations
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# class UpgradeMutation extends MutationPossibility:
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# func mutate(
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# parent_mutation : Array[PlantMutation] = []
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# ) -> Array[PlantMutation]:
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# var new_mutations = parent_mutation.duplicate_deep()
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# new_mutations.pick_random().level += 1
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# return new_mutations
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# class RemoveMutation extends MutationPossibility:
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# func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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# var new_mutations :Array[PlantMutation] = parent_mutation.duplicate_deep()
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# var mut_to_remove = new_mutations.pick_random()
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# if mut_to_remove.level > 1:
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# mut_to_remove.level -= 1
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# else:
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# new_mutations.remove_at(new_mutations.find(mut_to_remove))
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# return new_mutations
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