* ajout des mutations #86 * changement de l'objectif #85 * refonte de l'inspecteur #71 * changement léger de la plantation * les plantes ne donnent que des graines de leurs espèces * refonte partielle du code, refacto
172 lines
4.3 KiB
GDScript
172 lines
4.3 KiB
GDScript
extends Item
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class_name Seed
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const MUTATION_PROBABILITY = 0.2
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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_type: PlantType
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@export var plant_mutations: Array[PlantMutation]
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func get_item_name() -> String:
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return plant_type.name
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func get_description() -> String:
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return ""
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func get_icon() -> Texture2D:
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return plant_type.seed_texture
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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 30
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func _init(
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_plant_type : PlantType = null,
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_parent_mutation : Array[PlantMutation] = []
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):
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plant_type = _plant_type
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plant_mutations = Seed.mutate(_parent_mutation)
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func use_text() -> String:
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return "Plant " + plant_type.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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var is_there_a_plant_here = false
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for area in zone.area.get_overlapping_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 point in zone.get_points_in_zone():
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if player.planet.is_there_contamination(point):
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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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player.play_sfx("dig")
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return player.planet.plant(
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plant_type,
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zone.get_global_position(),
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plant_mutations
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)
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func inspector_info() -> Inspector.Info:
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var info = Inspector.Info.new(
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get_item_name(),
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get_description(),
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get_icon()
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)
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for m in plant_mutations:
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info.framed_infos.append(
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PlantMutation.get_framed_info_from_mutation(m)
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)
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info.framed_infos.append_array(
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PlantEffect.get_framed_info_from_all_trigger_effects(
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plant_type.default_mature_effects,
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plant_type.default_harvest_effects,
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plant_type.default_cyclic_effects
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)
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)
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info.stat_infos = [
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Inspector.StatInfo.new(
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"[b]%d[/b] points when mature" % plant_type.default_plant_score,
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SCORE_ICON
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),
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Inspector.StatInfo.new(
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"Grow in [b]%d[/b] days" % plant_type.default_growing_time,
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GROWING_ICON
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)
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]
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return info
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func get_particles() -> Array[Particles.Parameters]:
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var param : Array[Particles.Parameters] = []
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for m in plant_mutations:
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param.append(
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Particles.Parameters.new(
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m.get_icon(),
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PlantMutation.get_rarity_color(m)
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)
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)
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return param
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static func mutate(parent_mutation : Array[PlantMutation] = []) -> Array[PlantMutation]:
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if randf() > MUTATION_PROBABILITY:
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return parent_mutation
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var possible_mutations : Array[MutationPossibility] = [
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AddMutation.new()
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]
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if len(parent_mutation):
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possible_mutations.append_array( [
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UpgradeMutation.new(),
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RemoveMutation.new(),
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])
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var chosen_mutation = possible_mutations.pick_random()
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return chosen_mutation.mutate(parent_mutation)
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class MutationPossibility:
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func mutate(_parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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return []
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class DontMutate extends MutationPossibility:
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func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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return parent_mutation
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class AddMutation extends MutationPossibility:
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func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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var new_mutations = parent_mutation.duplicate_deep()
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var mut = PlantMutation.random_mutation()
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if mut:
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var existing_mut_id = new_mutations.find_custom(func(m:PlantMutation): m.get_mutation_name() == mut.get_mutation_name())
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if existing_mut_id >= 0:
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new_mutations[existing_mut_id].level += 1
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else :
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new_mutations.append(mut)
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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_mutation : Array[PlantMutation] = []
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) -> Array[PlantMutation]:
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var new_mutations = parent_mutation.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_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
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var new_mutations :Array[PlantMutation] = parent_mutation.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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