* ajout d'un fondu de musique au changement de phase * résolution de bugs en tout genre
86 lines
2.1 KiB
GDScript
86 lines
2.1 KiB
GDScript
extends Resource
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class_name PlantMutation
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@export var level : int = 1
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func _init(_level : int = 1):
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level = _level
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func get_icon() -> Texture:
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return preload("res://common/icons/dna.svg")
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func get_base_rarity() -> int:
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return 0
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func get_mutation_name() -> String:
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printerr("Classe abstraite PlantMutation appelée")
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return ""
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func get_mutation_description() -> String:
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printerr("Classe abstraite PlantMutation appelée")
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return ""
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func mutate_score(_plant_state : Plant.State, _plant : Plant, score,) -> int:
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return score
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func mutate_grow_time(_plant : Plant, grow_time : int) -> int:
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return grow_time
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func mutate_plant(_plant : Plant):
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pass
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func get_level_for_rarity(rarity : int) -> int :
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return rarity - get_base_rarity() + 1
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func get_rarity() -> int:
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return get_base_rarity() + level - 1
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func card_section() -> CardSectionInfo:
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var section = CardSectionInfo.new(
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get_mutation_name() + (" %d" % level if level > 1 else ""),
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"[b]%s[/b] %s" % [tr(PlantMutation.get_rarity_text(get_rarity())), get_mutation_description()]
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)
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section.title_color = PlantMutation.get_rarity_color(get_rarity())
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section.title_colored = true
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section.title_icon = get_icon()
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return section
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static func get_rarity_text(rarity) -> String:
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var rarity_text : Array[String] = [
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"COMMON",
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"RARE",
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"VERY_RARE",
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"IMPOSSIBLE",
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"ABSURD",
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]
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if rarity < len(rarity_text):
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return rarity_text[rarity]
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else :
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return rarity_text[len(rarity_text) - 1]
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static func get_rarity_color(rarity : int) -> Color:
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var rarity_colors : Array[Color] = [
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Color("25C147"),
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Color("8B2DFF"),
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Color("FF006E"),
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Color("FFA617"),
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]
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return rarity_colors[min(rarity, len(rarity_colors) - 1)]
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static func random_mutation(except_mutations : Array[PlantMutation] = []) -> PlantMutation:
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var all_mutations = GameInfo.game_data.unlocked_plant_mutations.duplicate_deep()
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all_mutations = all_mutations.filter(
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func (f1 : PlantMutation):
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return except_mutations.find_custom(
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func (f2 : PlantMutation): return f2.get_mutation_name() == f1.get_mutation_name()
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) == -1
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)
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if len(all_mutations):
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return all_mutations.pick_random()
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else :
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return null
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