* 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
215 lines
6.2 KiB
GDScript
215 lines
6.2 KiB
GDScript
extends Item
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class_name Seed
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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_mutations: Array[PlantMutation]
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@export var random_seed : int
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var stored_icon : Texture
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func _init(
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_plant_name : String = "",
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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_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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var mutations : Array[PlantMutation] = plant_data.mutations
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var mutation_probability = GameInfo.game_data.current_run.plant_info.get_mutation_probability()
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# Mutate for every time mutation probability exceed 1
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while mutation_probability > 1:
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mutations = mutate_mutations(plant_data.mutations)
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mutation_probability -= 1
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if randf() < GameInfo.game_data.current_run.plant_info.get_mutation_probability():
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return Seed.new(
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plant_data.plant_name,
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mutate_mutations(mutations)
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)
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else :
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return Seed.new(
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plant_data.plant_name,
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plant_data.mutations.duplicate_deep()
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)
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static func generate_random(rarity := 0) -> Seed:
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var new_seed = Seed.new(
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Random.generate_random_word(),
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[generate_first_mutation(rarity)]
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)
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return new_seed
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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_item_type() -> ItemType:
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return Item.ItemType.CONSUMABLE_ITEM
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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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if stored_icon == null:
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stored_icon = PlantTextureBuilder.build_seed_texture(plant_name.hash())
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return stored_icon
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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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return not is_there_a_plant_here and player.region.is_coords_decontaminated(zone.get_tiles())
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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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str(energy_usage),
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ENERGY_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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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[EffectParticles.Parameters]:
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var param : Array[EffectParticles.Parameters] = []
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for m in plant_mutations:
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param.append(
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EffectParticles.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 generate_first_mutation(rarity := 0) -> PlantMutation:
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var possible_mutation : PlantMutation = GameInfo.game_data.progression_data.available_mutations.filter(
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func (m : PlantMutation): return m.get_base_rarity() <= rarity
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).pick_random().duplicate_deep()
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var level_to_add = rarity - possible_mutation.get_base_rarity()
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possible_mutation.level += level_to_add
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return possible_mutation
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static func mutate_mutations(mutations : Array[PlantMutation]) -> Array[PlantMutation]:
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var mutation_possibility : Array[MutationPossibility] = [
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AddMutation.new()
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]
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if (
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len(mutations) >= GameInfo.game_data.current_run.plant_info.get_mutation_max_number()
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):
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mutation_possibility = [
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UpgradeMutation.new(),
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]
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elif len(mutations) > 0:
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mutation_possibility = [
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AddMutation.new(),
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UpgradeMutation.new(),
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]
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var chosen_mutation_possibility = mutation_possibility.pick_random()
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return chosen_mutation_possibility.mutate(mutations)
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class MutationPossibility:
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func mutate(_mutations : Array[PlantMutation])-> Array[PlantMutation]:
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return []
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class AddMutation extends MutationPossibility:
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func mutate(mutations : Array[PlantMutation])-> Array[PlantMutation]:
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var new_mutations = mutations.duplicate_deep()
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var possible_new_mutations = GameInfo.game_data.progression_data.available_mutations.duplicate_deep()
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possible_new_mutations = possible_new_mutations.filter(
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func (m : PlantMutation):
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return mutations.find_custom(func(m2: PlantMutation): return m2.name == m.name) == -1
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)
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if len(possible_new_mutations):
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new_mutations.append(possible_new_mutations.pick_random())
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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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mutations : Array[PlantMutation]
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) -> Array[PlantMutation]:
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var new_mutations = mutations.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(mutations : Array[PlantMutation])-> Array[PlantMutation]:
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var new_mutations = mutations.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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