seeding-planets/entities/plants/scripts/plant.gd
Zacharie Guet dbe8f03531 fix post-proto
* ajout d'un fondu de musique au changement de phase
* résolution de bugs en tout genre
2025-11-14 16:43:52 +01:00

205 lines
5.3 KiB
GDScript

extends InspectableEntity
class_name Plant
signal harvested(p: Plant)
signal state_changed(p: Plant)
const PLANT_AREA_RADIUS = 20
const PLANT_INFLUENCE_RADIUS = 100
const HARVESTED_SEED_DISPLACEMENT_FACTOR = 100
const RANDOM_MAX_GROW_INTERVAL = Planet.PASS_DAY_ANIMATION_TIME/2. - 0.1
const PLANT_TYPE_ICON = preload("res://common/icons/seedling.svg")
const PLANT_POINT_ICON = preload("res://common/icons/growth.svg")
const LIFETIME_ICON = preload("res://common/icons/calendar-week.svg")
const SHOVEL_ICON = preload("res://common/icons/shovel.svg")
const GROWING_ICON = preload("res://common/icons/chevrons-up.svg")
const SPRITE_SCENE : PackedScene = preload("res://entities/plants/plant_sprite.tscn")
enum State {PLANTED, GROWING, MATURE}
@export var plant_type: PlantType
var state: State = State.PLANTED
@export var day: int
@onready var plant_sprite: PlantSprite
@onready var collision_shape: CollisionShape2D
@onready var influence_zone : PlantInfluenceZone
var plant_score = 0
var plant_mutations : Array[PlantMutation] = []
func _init(
_plant_type : PlantType,
_plant_mutations : Array[PlantMutation] = [],
_day = 0,
):
plant_type = _plant_type
day = _day
plant_mutations = _plant_mutations
func _ready():
plant_sprite = generate_sprite()
collision_shape = generate_collision_shape()
influence_zone = generate_influence_zone()
update_plant(false)
plant_sprite.update_plant_sprite(self, false)
func pointer_text() -> String:
return plant_type.name
func inspect(is_inspected : bool = true):
plant_sprite.modulate = MODULATE_INSPECTED_COLOR if is_inspected else default_modulate
influence_zone.show_influence = is_inspected
func affect_preview(is_affected : bool = true):
plant_sprite.modulate = MODULATE_AFFECTED_COLOR if is_affected else default_modulate
func generate_sprite() -> PlantSprite:
var sprite_object : PlantSprite = SPRITE_SCENE.instantiate()
add_child(sprite_object)
sprite_object.generate_mutation_effects(self)
return sprite_object
func generate_collision_shape() -> CollisionShape2D:
var collision = CollisionShape2D.new()
var shape = CircleShape2D.new()
shape.radius = PLANT_AREA_RADIUS
collision.shape = shape
add_child(collision)
return collision
func generate_influence_zone() -> PlantInfluenceZone:
var zone = PlantInfluenceZone.new(PLANT_INFLUENCE_RADIUS)
add_child(zone)
return zone
# Méthode déclenchée par la classe planet
func _pass_day():
await get_tree().create_timer(randf_range(0., RANDOM_MAX_GROW_INTERVAL)).timeout
if state == State.MATURE and len(plant_type.cyclic_effects):
for effect in plant_type.cyclic_effects:
effect.effect(self)
var old_state = state
day += 1
update_plant()
if old_state != state and state == State.MATURE:
for effect in plant_type.mature_effects:
if effect : effect.effect(self)
for effect in plant_type.cyclic_effects:
if effect : effect.effect(self)
func update_plant(with_animation : bool = true):
if day + 1 > calculate_grow_time():
if state != State.MATURE:
change_state(State.MATURE, with_animation)
elif day == 0:
change_state(State.PLANTED, with_animation)
else:
if state != State.GROWING:
change_state(State.GROWING, with_animation)
func calculate_plant_score(
overwite_state : State = state
) -> int:
var mutated_plant_score = plant_type.default_plant_score if overwite_state == State.MATURE else 0
for m in plant_mutations:
mutated_plant_score = m.mutate_score(overwite_state, self, mutated_plant_score)
return mutated_plant_score
func calculate_grow_time() -> int:
var mutated_grow_time = plant_type.default_growing_time
for m in plant_mutations:
mutated_grow_time = m.mutate_grow_time(self, mutated_grow_time)
return max(1, mutated_grow_time)
func change_state(_state: State, with_animation : bool = true):
if state != _state:
state = _state
plant_sprite.update_plant_sprite(self, with_animation)
state_changed.emit(self)
func harvest():
if state == State.MATURE:
for effect in plant_type.harvest_effects:
if effect : effect.effect(self)
plant_sprite.start_harvest_animation()
await plant_sprite.harvest_animation_finished
harvested.emit(self)
queue_free()
func save() -> EntityData:
return PlantData.new(self)
func card_info() -> CardInfo:
var info = CardInfo.new(
pointer_text()
)
info.important_stat_icon = PLANT_POINT_ICON
info.important_stat_text = "%d" % calculate_plant_score()
info.texture = plant_type.mature_texture
info.type_icon = PLANT_TYPE_ICON
var state_text = tr("MATURE")
if state != State.MATURE:
state_text = tr("GROWING")
info.stats.append(CardStatInfo.new(
tr("DAY_%d") % day,
LIFETIME_ICON
))
info.stats.append(CardStatInfo.new(
state_text,
PLANT_TYPE_ICON
))
if state != State.MATURE:
info.stats.append(CardStatInfo.new(
tr("MATURE_ON_DAY_%d") % calculate_grow_time(),
GROWING_ICON
))
info.stats.append(CardStatInfo.new(
tr("%d_SCORE_WHEN_MATURE") % calculate_plant_score(State.MATURE),
PLANT_POINT_ICON
))
if len(plant_mutations) != 0:
var rarest : int = plant_mutations.map(
func(m : PlantMutation) : return m.get_rarity()
).max()
info.bg_color = PlantMutation.get_rarity_color(rarest)
for m in plant_mutations:
info.sections.append(m.card_section())
info.sections.append_array(PlantEffect.card_effect_sections(
plant_type.mature_effects,
plant_type.harvest_effects,
plant_type.cyclic_effects,
))
return info