Files
seeding-planets/entities/player/inventory/scripts/items/seed.gd
Zacharie Guet 83d462f2f4 changement du scene manager, amélioration du cockpit et autres
* refonte du scene manager
* refonte du audio manager
* premier rework des plantes
* nettoyage des dossiers/fichiers
* renommage de planète en region
* fix des run
2026-01-23 18:06:27 +01:00

218 lines
6.1 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,
_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(plant_data.mutations)
)
else :
# TODO
return Seed.new(
plant_data.plant_name,
plant_data.archetype,
mutate(plant_data.mutations)
)
static func generate_random() -> Seed:
return Seed.new(
Random.generate_random_name(),
PlantArchetype.new(),
[]
)
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(
tr("COST_%d_ENERGY") % energy_usage,
ENERGY_ICON
)
)
if is_one_time_use():
info.stats.append(
CardStatInfo.new(
tr("ONE_TIME_USE"),
ONE_TIME_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:
var rarest : int = plant_mutations.map(
func(m : PlantMutation) : return m.get_rarity()
).max()
info.bg_color = PlantMutation.get_rarity_color(rarest)
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(parent_mutation : Array[PlantMutation] = []) -> Array[PlantMutation]:
# TODO
# var possible_mutations_change : Array[MutationPossibility] = [
# AddMutation.new()
# ]
# if (
# len(parent_mutation) >= 2
# ):
# possible_mutations_change = [
# UpgradeMutation.new(),
# RemoveMutation.new(),
# ]
# elif len(parent_mutation) > 0:
# possible_mutations_change = [
# AddMutation.new(),
# UpgradeMutation.new(),
# RemoveMutation.new(),
# ]
# var chosen_mutation = possible_mutations_change.pick_random()
return parent_mutation
# class MutationPossibility:
# func mutate(_parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
# return []
# class AddMutation extends MutationPossibility:
# func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
# var new_mutations = parent_mutation.duplicate_deep()
# var mut = PlantMutation.random_mutation(parent_mutation)
# if mut:
# var existing_mut_id = new_mutations.find_custom(func(m:PlantMutation): return m.get_mutation_name() == mut.get_mutation_name())
# if existing_mut_id >= 0:
# new_mutations[existing_mut_id].level += 1
# else :
# new_mutations.append(mut)
# return new_mutations
# class UpgradeMutation extends MutationPossibility:
# func mutate(
# parent_mutation : Array[PlantMutation] = []
# ) -> Array[PlantMutation]:
# var new_mutations = parent_mutation.duplicate_deep()
# new_mutations.pick_random().level += 1
# return new_mutations
# class RemoveMutation extends MutationPossibility:
# func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
# var new_mutations :Array[PlantMutation] = parent_mutation.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