slight rebalance
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@@ -31,7 +31,6 @@ var wave_limit: int = 20
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var shop_chance: float = 0.0
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var stats: RoundStats
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var card_gameplay: bool = false
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var starting_blanks: int = 0
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#TODO: Create a reference to some generic Lobby object that wraps the multiplayer players list stuff
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@@ -110,7 +109,7 @@ func spawn_players() -> void:
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player.game_manager = self
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player.edit_tool.level = level
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player.hud.map_anchor = level
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player.blank_cassettes += starting_blanks
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player.blank_cassettes += Data.starting_blanks
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player.player_name_tag.text = connected_player_profiles[peer_id].display_name
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player.position = level.player_spawns[p_i].global_position
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player.profile = connected_player_profiles[peer_id]
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@@ -145,7 +144,7 @@ func ready_player(player_ready_true: bool) -> void:
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func spawn_enemy_wave() -> void:
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level.shop.close()
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#level.shop.close()
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#wave += 1
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level.disable_all_tower_frames()
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level.flow_field.calculate()
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@@ -255,8 +254,8 @@ func end_wave() -> void:
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player.hud.set_wave_count(wave)
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player.currency += ceili(pot / connected_players_nodes.size())
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player.energy = Data.player_energy
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if wave % 2 == 0:
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player.blank_cassettes += 1
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#if wave % 2 == 0:
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# player.blank_cassettes += 1
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if card_gameplay:
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player.iterate_duration()
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player.draw_to_hand_size()
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@@ -339,6 +338,7 @@ func start() -> void:
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#Start game
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game_active = true
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chatbox.append_message("SERVER", Color.TOMATO, "Started with seed: " + str(NoiseRandom.noise.seed))
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networked_spawn_shop.rpc()
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game_started.emit()
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