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seeding-planets/common/game_data/scripts/run/run_data_plant_info.gd
Zacharie Guet 91e266ec85 Et toujours du dev pour la béta
* Evolution de l'histoire avec de nouveaux dialogues, une plus grande durée de vie du jeu, des nouvelles zones d'histoire...
* Suppression du mode infini
* Ajout d'un écran des mutations découvertes
* Ajout d'un nouveau mécanisme de respawn situé dans le vaissau
* Ajout de 2 nouveaux modificateurs de région
* Quatre nouveaux artefacts
* Visuel de la décontamination de la planète 3D en cours de la partie
* Ajout d'une annonce visuelle des scène du jeu
* Fix sur la mutation Généreux pour être en accord avec sa description
* Amélioration de l'effet de la mutation Purification
* Fix de la mutation sociale aux niveau supérieurs
* Ajout d'un effet visuel de réacteur sur le joueur 3D
* Fix sur l'annonce de nouveaux objets qui se déclenchaient à une nouvelle run
* Amélioration des animation et des informations données dans le vaisseau
* Correction mineure des traductions
2026-04-28 23:41:36 +02:00

113 lines
3.3 KiB
GDScript

extends Node
class_name RunDataPlantInfo
const DEFAULT_GROWING_TIME = 2
const DEFAULT_LIFETIME = 6
const DEFAULT_BASE_SCORE = 1
const DEFAULT_SEED_NUMBER = 2
const DEFAULT_SEED_RANDOM_LOOSE = 1
const DEFAULT_PLANT_INFLUENCE_RADIUS = 100
const DEFAULT_MUTATION_PROBABILITY = 0.3
const DEFAULT_MUTATION_MAX_NUMBER = 2
var run_data : RunData
func _init(
_run_data : RunData
):
run_data = _run_data
var region_modifiers : Array[RegionModifier]
func get_growing_time() -> int:
var growing_time = DEFAULT_GROWING_TIME
for rm in get_region_modifiers():
growing_time = rm.modify_plant_growing_time(growing_time)
for a in run_data.artefacts:
growing_time = a.modify_plant_growing_time(growing_time)
return max(0, growing_time)
func get_lifetime() -> int:
var lifetime = DEFAULT_LIFETIME
for rm in get_region_modifiers():
lifetime = rm.modify_plant_lifetime(lifetime)
for a in run_data.artefacts:
lifetime = a.modify_plant_lifetime(lifetime)
return max(0, lifetime)
func get_base_score() -> int:
var base_score = DEFAULT_BASE_SCORE
for rm in get_region_modifiers():
base_score = rm.modify_plant_base_score(base_score)
for a in run_data.artefacts:
base_score = a.modify_plant_base_score(base_score)
return max(0, base_score)
func get_seed_number() -> int:
var seed_number = DEFAULT_SEED_NUMBER
for rm in get_region_modifiers():
seed_number = rm.modify_plant_seed_number(seed_number)
for a in run_data.artefacts:
seed_number = a.modify_plant_seed_number(seed_number)
return max(0, seed_number)
func get_seed_random_loose() -> int:
var seed_random_loose = DEFAULT_SEED_RANDOM_LOOSE
for rm in get_region_modifiers():
seed_random_loose = rm.modify_plant_seed_random_loose(seed_random_loose)
for a in run_data.artefacts:
seed_random_loose = a.modify_plant_seed_random_loose(seed_random_loose)
return min(max(0, seed_random_loose),get_seed_number())
func get_influence_radius() -> int:
var influence_radius = DEFAULT_PLANT_INFLUENCE_RADIUS
for rm in get_region_modifiers():
influence_radius = rm.modify_plant_influence_radius(influence_radius)
for a in run_data.artefacts:
influence_radius = a.modify_plant_influence_radius(influence_radius)
return max(0, influence_radius)
func get_mutation_probability() -> float:
var mutation_probability = DEFAULT_MUTATION_PROBABILITY
for rm in get_region_modifiers():
mutation_probability = rm.modify_mutation_probability(mutation_probability)
for a in run_data.artefacts:
mutation_probability = a.modify_mutation_probability(mutation_probability)
return max(0., mutation_probability)
func get_mutation_max_number() -> int:
var mutation_max_number = DEFAULT_MUTATION_MAX_NUMBER
for rm in get_region_modifiers():
mutation_max_number = rm.modify_mutation_max_number(mutation_max_number)
for a in run_data.artefacts:
mutation_max_number = a.modify_mutation_max_number(mutation_max_number)
return max(0., mutation_max_number)
func get_region_modifiers() -> Array[RegionModifier]:
if run_data.current_run_point and run_data.current_run_point.region_parameter:
return run_data.current_run_point.region_parameter.modifiers
return []