* ajout d'un fondu de musique au changement de phase * résolution de bugs en tout genre
125 lines
3.1 KiB
GDScript
125 lines
3.1 KiB
GDScript
@tool
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extends CanvasLayer
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class_name QuotaReward
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const REWARD_CHOICE_SCENE : PackedScene = preload("res://gui/game/quota_reward/quota_reward_choice/quota_reward_choice.tscn")
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signal reward_chosen
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var showing_rewards: bool = false
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var rewards : Array[QuotaReward.RewardData] = []
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func _ready():
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%RewardChoiceContainer.visible = false
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func show_rewards():
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showing_rewards = true
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get_tree().paused = true
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%AnimationPlayer.play("show")
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func hide_rewards():
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showing_rewards = false
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get_tree().paused = false
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%AnimationPlayer.play_backwards("show")
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func generate_rewards(nb : int = 3):
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var new_rewards : Array[QuotaReward.RewardData] = []
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var max_retry = 20
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while len(new_rewards) < nb or max_retry < 0:
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max_retry -= 1
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var new_reward = (
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generate_discover_plant_reward()
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if len(GameInfo.game_data.unlocked_plant_types) == 0 or randi() % 2 == 0
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else generate_evolution_plant_reward()
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)
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if new_rewards.find_custom(func(r): return r.reward_info().title == new_reward.reward_info().title) == -1:
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new_rewards.append(new_reward)
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else :
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max_retry -= 1
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rewards = new_rewards
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func generate_rewards_choices():
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for c in %ChoicesContainer.get_children():
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c.queue_free()
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for r in rewards:
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var reward_choice : QuotaRewardChoice = REWARD_CHOICE_SCENE.instantiate() as QuotaRewardChoice
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reward_choice.info = r.reward_info()
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reward_choice.card_clicked.connect(
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func (_c):
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if showing_rewards: choose_reward(r)
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)
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%ChoicesContainer.add_child(reward_choice)
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func generate_discover_plant_reward() -> RewardData:
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return DiscoverPlantReward.new(
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GameInfo.game_data.get_locked_plant_types().pick_random()
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)
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func generate_evolution_plant_reward() -> RewardData:
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return EvolvePlantReward.new(
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GameInfo.game_data.unlocked_plant_types.pick_random().get_available_evolution().pick_random()
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)
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func choose_reward(r : RewardData):
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r.reward()
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reward_chosen.emit()
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hide_rewards()
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func trigger_reward():
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generate_rewards()
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generate_rewards_choices()
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show_rewards()
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class RewardData:
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func reward_info() -> QuotaRewardChoiceInfo:
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return null
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func reward():
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pass
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class DiscoverPlantReward extends RewardData:
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var new_plant_type : PlantType
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func _init(_new_plant_type):
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new_plant_type = _new_plant_type
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func reward_info() -> QuotaRewardChoiceInfo:
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var info = QuotaRewardChoiceInfo.new()
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info.title = tr("DISCOVER_%s") % new_plant_type.name
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info.text = tr("%s_SEEDS_CAN_NOW_BE_FOUND") % new_plant_type.name
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info.card_info = new_plant_type.card_info()
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return info
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func reward():
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GameInfo.game_data.unlock_plant_type(new_plant_type)
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class EvolvePlantReward extends RewardData:
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var plant_evolution : PlantType.Evolution
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func _init(_plant_evolution):
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plant_evolution = _plant_evolution
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func reward_info() -> QuotaRewardChoiceInfo:
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var info = QuotaRewardChoiceInfo.new()
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info.title = tr("EVOLVE_%s") % plant_evolution.plant_type.name
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info.text = plant_evolution.get_description()
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var preview_evolved_plant = plant_evolution.plant_type.duplicate_deep()
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plant_evolution.evolve(preview_evolved_plant)
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info.card_info = preview_evolved_plant.card_info()
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return info
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func reward():
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plant_evolution.evolve()
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