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