114 lines
4.0 KiB
GDScript
114 lines
4.0 KiB
GDScript
extends Node
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@export var n_to_generate: int = 5
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@export var n_per_row: int = 5
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@export var n_mutation_per_plant: int
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@export var space_between_plants: float
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@export var randomize_pos: bool
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@export var random_pos_offset: float
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@export var start_state: PlantData.State = PlantData.State.MATURE
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@export var random_state := false
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@export var end_state: PlantData.State = PlantData.State.MATURE
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func _ready():
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%ZoomLevel.value = %Camera2D.zoom.x
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%N.value = n_to_generate
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%NPerRow.value = n_per_row
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%NMutationsPerPlant.value = n_mutation_per_plant
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%RandomizePos.button_pressed = randomize_pos
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%RandomizeOffset.value = random_pos_offset
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generate_plants();
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func _input(_event) -> void:
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var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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%Camera2D.position += 1 / %Camera2D.zoom.x * 10 * input_dir
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func generate_plants():
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for child in %Plants.get_children():
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child.free()
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for i in n_to_generate:
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print("Generate plant :")
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var plant_pos_x = (i % n_per_row) * space_between_plants
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@warning_ignore("integer_division")
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var plant_pos_y = (i / n_per_row) * space_between_plants
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var plant_position := Vector2(plant_pos_x, plant_pos_y)
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if randomize_pos:
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plant_position += randf_range(0, random_pos_offset) * Vector2.ONE.rotated(randf_range(0, 2 * PI))
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var plant_data: PlantData = PlantData.new(plant_position)
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var plant_state := start_state
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if random_state:
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plant_state = randi_range(start_state, end_state) as PlantData.State
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if plant_state == PlantData.State.PLANTED:
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plant_data.day = 0
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elif plant_state == PlantData.State.GROWING:
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plant_data.day = 1
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elif plant_state == PlantData.State.MATURE:
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plant_data.day = plant_data.get_growing_time()
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elif plant_state == PlantData.State.DEAD:
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plant_data.day = plant_data.get_lifetime()
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for j in n_mutation_per_plant:
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plant_data.mutations.append(plant_data.archetype.available_mutations.pick_random())
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var plant: Plant = Plant.new(plant_data)
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print(plant.data.plant_name)
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%Plants.add_child(plant)
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# plant.set_owner(self )
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plant.global_position = plant_position
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func generate_seeds():
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for child in %Plants.get_children():
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child.free()
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for i in n_to_generate:
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print("Generate seed :")
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var seed_pos_x = (i % n_per_row) * space_between_plants
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@warning_ignore("integer_division")
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var seed_pos_y = (i / n_per_row) * space_between_plants
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var seed_position := Vector2(seed_pos_x, seed_pos_y)
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if randomize_pos:
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seed_position += randf_range(0, random_pos_offset) * Vector2.ONE.rotated(randf_range(0, 2 * PI))
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var graine := Seed.generate_random()
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var seedItem := ItemObject.new(graine)
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%Plants.add_child(seedItem)
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seedItem.global_position = seed_position
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func _on_generate_plants_pressed() -> void:
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generate_plants()
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func _on_generate_seeds_pressed() -> void:
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generate_seeds()
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func _on_zoom_level_value_changed(value: float) -> void:
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%Camera2D.zoom = Vector2.ONE * value
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func _on_reset_zoom_pressed() -> void:
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%Camera2D.zoom = Vector2.ONE
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%ZoomLevel.value = 1
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func _on_n_plants_value_changed(value: float) -> void:
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n_to_generate = int(value)
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func _on_n_plants_per_row_value_changed(value: float) -> void:
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n_per_row = int(value)
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func _on_n_mutations_per_plant_value_changed(value: float) -> void:
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n_mutation_per_plant = int(value)
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func _on_randomize_pos_toggled(toggled_on: bool) -> void:
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randomize_pos = toggled_on
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func _on_randomize_offset_value_changed(value: float) -> void:
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random_pos_offset = value
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func _on_start_age_value_changed(value: float) -> void:
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start_state = int(value) as PlantData.State
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func _on_random_age_toggled(toggled_on: bool) -> void:
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random_state = toggled_on
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func _on_end_age_value_changed(value: float) -> void:
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end_state = int(value) as PlantData.State
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