Implement weather system and developer console features. Added functionality for setting weather conditions, temperature, and wind speed through a new developer console. Enhanced the vault scene to display current weather, temperature, and wind information, and updated game clock to allow time manipulation. Improved cloud rendering and introduced a new climate management system for seasonal temperature adjustments.
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class_name WeatherIcon
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extends Control
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## Значок погоды для HUD.
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##
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## Рисуется процедурно: иконок в наборе фона нет, а тащить шрифт с символами
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## ради семи состояний неоправданно. Заодно значок красится темой, а не
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## растром, и одинаково чёткий на любом масштабе.
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const SUN := Color("#f2b134")
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const MOON := Color("#cfd8e6")
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const CLOUD := Color("#c6d4e0")
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const CLOUD_DARK := Color("#8fa5ba")
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const RAIN := Color("#4aa8f2")
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const SNOW := Color("#e6f1f7")
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const BOLT := Color("#f2b134")
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## Тип погоды из WeatherSystem.Kind.
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var kind := 0
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## Ночью в ясную погоду вместо солнца показываем луну.
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var night := false
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func _ready() -> void:
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custom_minimum_size = Vector2(24.0, 24.0)
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func set_state(weather_kind: int, is_night: bool) -> void:
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if weather_kind == kind and is_night == night:
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return
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kind = weather_kind
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night = is_night
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queue_redraw()
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func _draw() -> void:
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var box := Rect2(Vector2.ZERO, size)
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var center := box.get_center()
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match kind:
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WeatherSystem.Kind.CLEAR:
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_draw_body(center, size.x * 0.30)
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WeatherSystem.Kind.CLOUDY:
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_draw_body(center - Vector2(size.x * 0.14, size.y * 0.14), size.x * 0.22)
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_draw_cloud(center + Vector2(size.x * 0.06, size.y * 0.10), CLOUD)
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WeatherSystem.Kind.OVERCAST:
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_draw_cloud(center - Vector2(size.x * 0.10, size.y * 0.06), CLOUD_DARK)
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_draw_cloud(center + Vector2(size.x * 0.08, size.y * 0.08), CLOUD)
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WeatherSystem.Kind.RAIN:
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_draw_cloud(center - Vector2(0.0, size.y * 0.14), CLOUD)
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_draw_streaks(center, RAIN)
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WeatherSystem.Kind.STORM:
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_draw_cloud(center - Vector2(0.0, size.y * 0.14), CLOUD_DARK)
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_draw_streaks(center, RAIN)
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_draw_bolt(center)
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WeatherSystem.Kind.FOG:
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_draw_fog(box)
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WeatherSystem.Kind.SNOW:
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_draw_cloud(center - Vector2(0.0, size.y * 0.14), CLOUD)
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_draw_flakes(center)
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## Солнце или луна — смотря какое время суток.
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func _draw_body(center: Vector2, radius: float) -> void:
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if night:
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# Полумесяц: круг с вырезом, вырез закрашен фоном значка.
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draw_circle(center, radius, MOON)
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draw_circle(center + Vector2(radius * 0.55, -radius * 0.30), radius * 0.92, Color(0, 0, 0, 0))
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draw_arc(center, radius, PI * 0.35, PI * 1.65, 20, MOON, 2.0)
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return
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draw_circle(center, radius, SUN)
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for index in 8:
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var angle := TAU * float(index) / 8.0
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var direction := Vector2(cos(angle), sin(angle))
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draw_line(center + direction * (radius * 1.35), center + direction * (radius * 1.85), SUN, 1.6)
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func _draw_cloud(center: Vector2, tint: Color) -> void:
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var unit := size.x * 0.12
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draw_circle(center + Vector2(-unit * 1.1, 0.0), unit * 1.05, tint)
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draw_circle(center + Vector2(unit * 1.1, unit * 0.15), unit * 0.9, tint)
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draw_circle(center + Vector2(0.0, -unit * 0.55), unit * 1.25, tint)
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draw_rect(Rect2(center + Vector2(-unit * 1.9, -unit * 0.1), Vector2(unit * 3.8, unit * 1.1)), tint)
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func _draw_streaks(center: Vector2, tint: Color) -> void:
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var unit := size.x * 0.12
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for index in 3:
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var start := center + Vector2((float(index) - 1.0) * unit * 1.4, unit * 1.3)
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draw_line(start, start + Vector2(-unit * 0.35, unit * 1.3), tint, 1.8)
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func _draw_flakes(center: Vector2) -> void:
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var unit := size.x * 0.12
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for index in 3:
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draw_circle(center + Vector2((float(index) - 1.0) * unit * 1.4, unit * 1.9), unit * 0.32, SNOW)
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func _draw_bolt(center: Vector2) -> void:
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var unit := size.x * 0.12
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draw_polygon(
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PackedVector2Array([
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center + Vector2(unit * 0.2, unit * 1.1),
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center + Vector2(unit * 1.2, unit * 1.1),
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center + Vector2(unit * 0.4, unit * 2.6),
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center + Vector2(unit * 0.7, unit * 1.7),
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center + Vector2(-unit * 0.2, unit * 1.7),
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]),
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PackedColorArray([BOLT, BOLT, BOLT, BOLT, BOLT])
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)
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func _draw_fog(box: Rect2) -> void:
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for index in 3:
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var y := box.position.y + box.size.y * (0.32 + float(index) * 0.18)
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var inset := box.size.x * (0.08 + float(index % 2) * 0.12)
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draw_line(
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Vector2(box.position.x + inset, y), Vector2(box.end.x - inset, y),
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CLOUD_DARK, 2.0
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)
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