seeding-planets/entities/plants/scripts/plant.gd

100 lines
2.6 KiB
GDScript

extends InspectableEntity
class_name Plant
const PLANT_AREA_WIDTH = 20
const HARVESTED_SEED_DISPLACEMENT_FACTOR = 100
const RANDOM_MAX_GROW_INTERVAL = Planet.PASS_DAY_ANIMATION_TIME/2. - 0.1
const SPRITE_SCENE : PackedScene = preload("res://entities/plants/plant_sprite.tscn")
enum State {PLANTED, GROWING, MATURE}
@export var plant_type: PlantType
var planet: Planet # mis à jour par la classe Planet
var state: State = State.PLANTED: set = change_state
@export var day: int = 0 : set = set_day
@onready var plant_sprite: PlantSprite = generate_sprite()
@onready var collision_shape: CollisionShape2D = generate_collision_shape()
func _init(_plant_type = null, _planet = null):
plant_type = _plant_type
planet = _planet
func pointer_text():
var state_text = "Growing"
if state == State.MATURE: state_text = "Mature"
return state_text + " " + plant_type.name
func inspector_info() -> Inspector.Info:
return Inspector.Info.new(
pointer_text(),
plant_type.description,
plant_type.mature_texture
)
func generate_sprite() -> PlantSprite:
var spriteObject : PlantSprite = SPRITE_SCENE.instantiate()
add_child(spriteObject)
spriteObject.update_plant_sprite(self)
return spriteObject
func generate_collision_shape() -> CollisionShape2D:
var collision = CollisionShape2D.new()
var shape = CircleShape2D.new()
shape.radius = PLANT_AREA_WIDTH
collision.shape = shape
add_child(collision)
return collision
# Méthode déclenchée par la classe planet
func _pass_day():
await get_tree().create_timer(randf_range(0., RANDOM_MAX_GROW_INTERVAL)).timeout
if state == State.MATURE and plant_type.cyclic_effect:
plant_type.cyclic_effect.effect(self)
day += 1
func set_day(d):
day = d
if day == 0:
change_state(State.PLANTED)
if day > plant_type.growing_time:
if state != State.MATURE:
change_state(State.MATURE)
else:
if state != State.GROWING:
change_state(State.GROWING)
func change_state(_state: State):
state = _state
if state == State.MATURE and plant_type.mature_effect:
plant_type.mature_effect.effect(self)
plant_sprite.update_plant_sprite(self, true)
func harvest():
if state == State.MATURE:
var seed_number = plant_type.harvest_number.pick_random()
for i in range(seed_number):
var seed_plant_type : PlantType = plant_type
if len(plant_type.harvest_types_path):
seed_plant_type = load(plant_type.harvest_types_path.pick_random())
planet.drop_item(
Seed.new(seed_plant_type),
global_position,
HARVESTED_SEED_DISPLACEMENT_FACTOR,
)
plant_sprite.start_harvest_animation()
await plant_sprite.harvest_animation_finished
queue_free()