204 lines
5.7 KiB
GDScript
204 lines
5.7 KiB
GDScript
extends Item
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class_name Seed
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const MUTATION_PROBABILITY = 0.3
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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_archetype: PlantArchetype
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@export var plant_mutations: Array[PlantMutation]
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@export var random_seed : int
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func _init(
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_plant_name : String = "",
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_plant_archetype : PlantArchetype = PlantArchetype.get_random(),
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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_archetype = _plant_archetype
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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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if randf() > MUTATION_PROBABILITY:
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return Seed.new(
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plant_data.plant_name,
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plant_data.archetype,
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mutate_mutations(plant_data)
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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.archetype,
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plant_data.mutations.duplicate_deep()
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)
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static func generate_random() -> Seed:
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var new_seed = Seed.new(
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Random.generate_random_word(),
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PlantArchetype.get_random(),
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[]
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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_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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return plant_archetype.texture_builder.build_seed_texture(random_seed)
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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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var is_there_contamination_in_zone = false
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for tile in zone.get_tiles():
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if not player.region.decontamination_layer.is_decontamined(tile):
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is_there_contamination_in_zone = true
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return not is_there_a_plant_here and not is_there_contamination_in_zone
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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 mutate_mutations(parent : PlantData) -> 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(parent.mutations) >= GameInfo.game_data.max_mutations_by_plant
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):
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mutation_possibility = [
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UpgradeMutation.new(),
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RemoveMutation.new(),
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]
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elif len(parent.mutations) > 0:
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mutation_possibility = [
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AddMutation.new(),
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UpgradeMutation.new(),
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RemoveMutation.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(parent)
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class MutationPossibility:
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func mutate(_parent : PlantData)-> Array[PlantMutation]:
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return []
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class AddMutation extends MutationPossibility:
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func mutate(parent : PlantData)-> Array[PlantMutation]:
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var new_mutations = parent.mutations.duplicate_deep()
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var possible_new_mutations = parent.archetype.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 parent.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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parent : PlantData
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) -> Array[PlantMutation]:
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var new_mutations = parent.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(parent : PlantData)-> Array[PlantMutation]:
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var new_mutations = parent.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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