Files
seeding-planets/entities/player/inventory/scripts/items/seed.gd
Zacharie Guet 8efe8bce36 Dev pour la beta 1.4
* Changements de la texture des cristaux de Talion dans tous les assets 3D pour correspondre aux assets 2D
* Ajout d'un évenement en fin de région, une résurgence de Talion qui décontamine et fait looter les plantes mature aux alentours
* Ajout d'un path finding sur le mouvement du robot
* Modification du flow des actions à la souris : ajout d'un nouveau son, d'un icône à l'emplacement de l'action
* Modification du nombre et de l'ordre de mutation débloquées
* Augmentation de la valeur maximale de zoom
* Modification des scores à atteindre dans les premières régions
* Modification de l'interface du vaisseau, laissant apparaitre une roadmap plus claire, et laissant inspecter l'inventaire actuel
* Modification de l'icône d'action dans les scènes 3D
* Augmentation de la zone d'écart entre les plantes, et augmentation du taux de zone fertile en conséquence
* La station de recharge devient inutilisable après la fin de la région
* Ajout d'une transparence lors de la sélection d'objets derrières d'autres objets
* Les plantes juvéniles donneront toujours une graine si coupées
* Ajout d'un bouclage sur les couleurs des mutations
* Fix des hitbox des plantes pour l'inspection à la souris
* Fix de plusieurs bugs sur la manipulation de l'inventaire
* Ajout de nombreux screenshots d'utilisation des outils lors du tutoriel
* Amélioration mineure de la traduction/wording
2026-05-17 02:29:55 +02:00

221 lines
6.3 KiB
GDScript

extends Item
class_name Seed
const SHOVEL_ICON = preload("res://common/icons/shovel.svg")
const GROWING_ICON = preload("res://common/icons/chevrons-up.svg")
const SCORE_ICON = preload("res://common/icons/growth.svg")
@export var plant_name : String
@export var plant_mutations: Array[PlantMutation]
@export var random_seed : int
var stored_icon : Texture
func _init(
_plant_name : String = "",
_plant_mutations : Array[PlantMutation] = [],
):
plant_name = _plant_name
plant_mutations = _plant_mutations
random_seed = randi()
static func generate_from_parent(plant_data : PlantData) -> Seed:
var mutations : Array[PlantMutation] = plant_data.mutations
var mutation_probability = GameInfo.game_data.current_run.plant_info.get_mutation_probability()
# Mutate for every time mutation probability exceed 1
while mutation_probability > 1:
mutations = mutate_mutations(plant_data.mutations)
mutation_probability -= 1
if randf() < GameInfo.game_data.current_run.plant_info.get_mutation_probability():
return Seed.new(
plant_data.plant_name,
mutate_mutations(mutations)
)
else :
return Seed.new(
plant_data.plant_name,
plant_data.mutations.duplicate_deep()
)
static func generate_random(rarity := 0) -> Seed:
var new_seed = Seed.new(
Random.generate_random_word(),
generate_first_mutations(rarity),
)
return new_seed
func get_item_name() -> String:
return tr("%s_SEED") % plant_name
func get_item_type() -> ItemType:
return Item.ItemType.CONSUMABLE_ITEM
func get_description() -> String:
return tr("PLANT_%s_MUST_BE_USED_IN_DECONTAMINATED_ZONE") % plant_name
func get_icon() -> Texture2D:
if stored_icon == null:
stored_icon = PlantTextureBuilder.build_seed_texture(plant_name.hash())
return stored_icon
func get_energy_used() -> int:
return 1
func get_usage_zone_radius() -> int:
return 50
func get_usage_object_affected(i : Area2D) -> bool:
return i is PlantSprite
func use_text() -> String:
return tr("PLANT_%s") % plant_name
func is_one_time_use():
return true
func can_use(player : Player, zone : Player.ActionZone) -> bool:
if (
player.region == null
):
return false
var is_there_a_plant_here = false
for area in zone.get_affected_areas():
if area is PlantSprite:
is_there_a_plant_here = true
var plant_tiles = Math.get_tiles_in_circle(
zone.get_global_position(),
20
)
return (
not is_there_a_plant_here
and player.region.is_coords_decontaminated(plant_tiles)
and not player.region.is_coords_rocky(plant_tiles)
)
func use(player : Player, zone : Player.ActionZone) -> bool:
if player.region == null:
return false
AudioManager.play_sfx("Harvest")
return player.region.plant(self,zone.get_global_position())
func card_info() -> CardInfo:
var info = CardInfo.new(
get_item_name()
)
info.texture = icon
info.type_icon = TYPE_ICON
info.stats.append(
CardStatInfo.new(
str(energy_usage),
ENERGY_ICON
)
)
var effect_section = CardSectionInfo.new(
tr("EFFECT"),
get_description()
)
effect_section.title_icon = ACTION_ICON
if energy_usage > 0:
effect_section.title_icon = ENERGY_ICON
info.sections.append(effect_section)
if len(plant_mutations) != 0:
for m in plant_mutations:
info.sections.append(m.card_section())
return info
func get_particles() -> Array[EffectParticles.Parameters]:
var param : Array[EffectParticles.Parameters] = []
for m in plant_mutations:
param.append(
EffectParticles.Parameters.new(
m.get_icon(),
PlantMutation.get_rarity_color(m.get_rarity())
)
)
return param
static func generate_first_mutations(rarity := 0) -> Array[PlantMutation]:
if rarity < 0:
return []
var possible_mutation : PlantMutation = GameInfo.game_data.progression_data.available_mutations.filter(
func (m : PlantMutation): return m.get_base_rarity() <= rarity
).pick_random().duplicate_deep()
var level_to_add = rarity - possible_mutation.get_base_rarity()
possible_mutation.level += level_to_add
return [possible_mutation]
static func mutate_mutations(mutations : Array[PlantMutation]) -> Array[PlantMutation]:
var mutation_possibility : Array[MutationPossibility] = []
if (
len(mutations) < GameInfo.game_data.current_run.plant_info.get_mutation_max_number()
):
mutation_possibility.append(AddMutation.new())
if len(mutations) > 0:
mutation_possibility.append(UpgradeMutation.new())
var chosen_mutation_possibility = mutation_possibility.pick_random()
return chosen_mutation_possibility.mutate(mutations)
class MutationPossibility:
func mutate(_mutations : Array[PlantMutation])-> Array[PlantMutation]:
return []
class AddMutation extends MutationPossibility:
func mutate(mutations : Array[PlantMutation])-> Array[PlantMutation]:
var new_mutations = mutations.duplicate_deep()
var possible_new_mutations = GameInfo.game_data.progression_data.available_mutations.duplicate_deep()
possible_new_mutations = possible_new_mutations.filter(
func (m : PlantMutation):
return mutations.find_custom(func(m2: PlantMutation): return m2.name == m.name) == -1
)
if len(possible_new_mutations):
new_mutations.append(possible_new_mutations.pick_random())
return new_mutations
class UpgradeMutation extends MutationPossibility:
func mutate(
mutations : Array[PlantMutation]
) -> Array[PlantMutation]:
var new_mutations = mutations.duplicate_deep()
new_mutations.pick_random().level += 1
return new_mutations
class RemoveMutation extends MutationPossibility:
func mutate(mutations : Array[PlantMutation])-> Array[PlantMutation]:
var new_mutations = mutations.duplicate_deep()
var mut_to_remove = new_mutations.pick_random()
if mut_to_remove.level > 1:
mut_to_remove.level -= 1
else:
new_mutations.remove_at(new_mutations.find(mut_to_remove))
return new_mutations