generalized card vs item, cleaned up some headbob stuff, added the ability to refund a wall block
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@@ -14,6 +14,8 @@ class_name TowerBase
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@export var east_collider : CollisionShape3D
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@export var west_collider : CollisionShape3D
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var owner_id : int
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var point_id : int
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var tower = null
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var has_card : bool :
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set(_value):
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@@ -22,16 +24,16 @@ var has_card : bool :
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return inventory.contents.size() != 0
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func add_card(card: Card) -> bool:
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func add_card(card: Card, caller_id: int) -> bool:
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var result = inventory.add(card)
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if result:
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networked_spawn_tower.rpc()
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networked_spawn_tower.rpc(caller_id)
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return result
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func remove_card() -> Card:
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func remove_card():
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Game.connected_players_nodes[tower.owner_id].add_card(inventory.remove())
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networked_remove_tower.rpc()
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return inventory.remove()
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func set_material(value: StandardMaterial3D):
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@@ -42,7 +44,7 @@ func toggle_collision():
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collider.disabled = !collider.disabled
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func set_north_wall(value : bool):
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func set_north_wall(value: bool):
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north_mesh.set_visible(value)
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north_collider.disabled = !value
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@@ -63,11 +65,12 @@ func set_west_wall(value : bool):
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@rpc("reliable", "call_local", "any_peer")
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func networked_spawn_tower():
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func networked_spawn_tower(caller_id : int):
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tower = inventory.selected_item.turret_scene.instantiate() as Tower
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tower.stats = inventory.selected_item.tower_stats
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tower.name = "tower"
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tower.base_name = name
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tower.owner_id = caller_id
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tower.position = Vector3(0, 1.2, 0)
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minimap_icon.modulate = Color.RED
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add_child(tower)
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