Kolonizacja tylko wlasne systemy
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@ -91,7 +91,7 @@ var BUILDINGS = {
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"description": "Wydobywa boksyt.",
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"resource": "aluminium",
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"cost": {"iron": 100, "copper": 100},
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"bonuses": {"biosfere": 0.1},
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"bonuses": {},
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"build_time": 15.0,
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"texture": "res://assets/buildings/aluminium_ore_mine.png",
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"required_tech": "advanced_mining"
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@ -1,7 +1,7 @@
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extends Node
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const RESOURCE_TYPES = [
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{"name": "iron", "chance": 90}, # żelazo – powszechne
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{"name": "iron", "chance": 100}, # żelazo – powszechne
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{"name": "copper", "chance": 80}, # miedź – bardzo częsta
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{"name": "water", "chance": 75}, # woda – potrzebna do życia
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{"name": "carbon", "chance": 70}, # węgiel – podstawowy pierwiastek
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@ -59,6 +59,7 @@ func _generate_galaxy(count: int):
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# generowanie planet dla danej gwiazdy
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for j in range(star.planet_count):
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var planet = PlanetScene.instantiate()
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planet.parent_star = star
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planet.pname = Names.planet_names[randi() % Names.planet_names.size()]
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planet.orbit_radius = 65 + j * 40
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planet.orbit_speed = randf_range(0.004, 0.01)
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@ -4,6 +4,7 @@ class_name Planet
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@onready var info_label = $CanvasLayer/Info
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@onready var area = $Area2D
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@export var parent_star: Star
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# --- Timery ---
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var pop_timer: float = 0.0
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var res_timer: float = 0.0
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@ -91,16 +92,19 @@ func _on_mouse_click():
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func colonize():
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if is_colonized == false:
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is_colonized = true
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label.add_theme_color_override("font_color", Color(0.0, 0.454, 0.0, 1.0))
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#add_building("iron_mine")
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#add_building("water_purifier")
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#add_building("terraforming_center")
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#add_building("aluminium_ore_mine")
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population = 100
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print_data()
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if parent_star.system_owner == PlayerData.PlayerName:
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if is_colonized == false:
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is_colonized = true
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label.add_theme_color_override("font_color", Color(0.0, 0.454, 0.0, 1.0))
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#add_building("iron_mine")
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#add_building("water_purifier")
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#add_building("terraforming_center")
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#add_building("aluminium_ore_mine")
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population = 100
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print_data()
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func print_data():
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check_max_pop()
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@ -24,7 +24,9 @@ func _gui_input(event):
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func _ready():
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send_button.connect("pressed", Callable(self, "_on_send_resources_pressed"))
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var tech_panel = get_tree().root.get_node("Galaxy/UI/TechPanel")
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if tech_panel:
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tech_panel.connect("building_buttons_update", Callable(self, "_create_building_buttons"))
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var planet: Planet = null
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func _process(delta: float) -> void:
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@ -8,6 +8,7 @@ class_name Star
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@onready var label = $Label
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@onready var system_owner = ""
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@onready var station_scene = preload("res://scenes/station.tscn") # scena stacji kosmicznej
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var has_station: bool = false
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var station_sprite: Sprite2D = null
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@ -47,6 +48,7 @@ func capture_system(player_name: String) -> void:
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if system_owner != "":
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return # już przejęty
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system_owner = player_name
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print(planets)
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# Dodaj stację kosmiczną obok gwiazdy
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var station = station_scene.instantiate()
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@ -9,6 +9,7 @@ const DEFAULT_ICON = preload("res://assets/tech/Mining_Drill.png")
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var dragging := false
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var drag_offset := Vector2.ZERO
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signal building_buttons_update
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func _gui_input(event):
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if event is InputEventMouseButton:
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@ -128,6 +129,8 @@ func _on_technology_pressed(tech_id):
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# Dodaj technologię do odblokowanych
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PlayerData.unlocked_techs.append(tech_id)
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print("Odblokowano technologię:", tech.name)
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emit_signal("building_buttons_update")
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# Opcjonalnie: powiadom o zmianach
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PlayerData.emit_signal("stats_changed")
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