way too many changes to list, oops. big rewrite.
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@@ -24,10 +24,14 @@ func close() -> void:
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func randomize_cards() -> void:
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#TODO: use seeded randomness
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var random_faction: int = randi_range(1, Card.Faction.values().size() - 1)
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var cheap_cards: Array[Card] = []
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var medium_cards: Array[Card] = []
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var pricey_cards: Array[Card] = []
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for card: Card in Data.cards:
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if card.faction != random_faction:
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continue
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if card.rarity == Data.Rarity.UNCOMMON or card.rarity == Data.Rarity.RARE:
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cheap_cards.append(card)
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if card.rarity == Data.Rarity.RARE or card.rarity == Data.Rarity.EPIC:
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@@ -35,27 +39,46 @@ func randomize_cards() -> void:
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if card.rarity == Data.Rarity.EPIC or card.rarity == Data.Rarity.LEGENDARY:
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pricey_cards.append(card)
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var chosen_card: Card = null
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for x: int in 3:
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var chosen_card: Card = cheap_cards[Game.randi_in_range(12 * cards_generated, 0, cheap_cards.size() - 1)]
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if cheap_cards.size() > 0:
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chosen_card = cheap_cards[Game.randi_in_range(12 * cards_generated, 0, cheap_cards.size() - 1)]
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cards_generated += 1
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cards[x].set_card(chosen_card)
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cards[x].view_tower()
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choice_buttons[x].press_cost = price_dict[chosen_card.rarity]
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choice_buttons[x].hover_text = "Spend $" + str(choice_buttons[x].press_cost) + " to acquire " + chosen_card.display_name + "?"
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if chosen_card != null:
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cards[x].set_card(chosen_card)
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cards[x].view_tower()
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choice_buttons[x].press_cost = price_dict[chosen_card.rarity]
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choice_buttons[x].hover_text = "Spend $" + str(choice_buttons[x].press_cost) + " to acquire " + chosen_card.display_name + "?"
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if chosen_card.faction == Card.Faction.MAGE:
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Data.save_data.saw_mage_card_in_shop()
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for x: int in 2:
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var chosen_card: Card = medium_cards[Game.randi_in_range(9 * cards_generated, 0, medium_cards.size() - 1)]
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if medium_cards.size() > 0:
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chosen_card = medium_cards[Game.randi_in_range(9 * cards_generated, 0, medium_cards.size() - 1)]
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elif cheap_cards.size() > 0:
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chosen_card = cheap_cards[Game.randi_in_range(9 * cards_generated, 0, cheap_cards.size() - 1)]
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cards_generated += 1
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cards[x+3].set_card(chosen_card)
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cards[x+3].view_tower()
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choice_buttons[x+3].press_cost = price_dict[chosen_card.rarity]
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choice_buttons[x+3].hover_text = "Spend $" + str(choice_buttons[x+3].press_cost) + " to acquire " + chosen_card.display_name + "?"
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if chosen_card != null:
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cards[x+3].set_card(chosen_card)
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cards[x+3].view_tower()
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choice_buttons[x+3].press_cost = price_dict[chosen_card.rarity]
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choice_buttons[x+3].hover_text = "Spend $" + str(choice_buttons[x+3].press_cost) + " to acquire " + chosen_card.display_name + "?"
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if chosen_card.faction == Card.Faction.MAGE:
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Data.save_data.saw_mage_card_in_shop()
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for x: int in 1:
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var chosen_card: Card = pricey_cards[Game.randi_in_range(50 * cards_generated, 0, pricey_cards.size() - 1)]
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if pricey_cards.size() > 0:
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chosen_card = pricey_cards[Game.randi_in_range(50 * cards_generated, 0, pricey_cards.size() - 1)]
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elif medium_cards.size() > 0:
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chosen_card = medium_cards[Game.randi_in_range(50 * cards_generated, 0, medium_cards.size() - 1)]
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elif cheap_cards.size() > 0:
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chosen_card = cheap_cards[Game.randi_in_range(50 * cards_generated, 0, cheap_cards.size() - 1)]
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cards_generated += 1
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cards[x+5].set_card(chosen_card)
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cards[x+5].view_tower()
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choice_buttons[x+5].press_cost = price_dict[chosen_card.rarity]
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choice_buttons[x+5].hover_text = "Spend $" + str(choice_buttons[x+5].press_cost) + " to acquire " + chosen_card.display_name + "?"
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if chosen_card != null:
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cards[x+5].set_card(chosen_card)
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cards[x+5].view_tower()
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choice_buttons[x+5].press_cost = price_dict[chosen_card.rarity]
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choice_buttons[x+5].hover_text = "Spend $" + str(choice_buttons[x+5].press_cost) + " to acquire " + chosen_card.display_name + "?"
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if chosen_card.faction == Card.Faction.MAGE:
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Data.save_data.saw_mage_card_in_shop()
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for x: CollisionShape3D in choice_colliders:
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x.set_deferred("disabled", false)
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for x: Sprite3D in choice_sprites:
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@@ -67,6 +90,10 @@ func retrieve_card(i: int, callback: Hero) -> void:
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choice_colliders[i].disabled = true
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choice_sprites[i].set_visible(false)
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var card: Card = cards[i].stats
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if card.faction == Card.Faction.ENGINEER:
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Data.save_data.bought_engineer_card()
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if card.faction == Card.Faction.MAGE:
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Data.save_data.bought_mage_card()
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callback.add_card(card)
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#var item: ItemCard = item_card_scene.instantiate() as ItemCard
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#item.card = card
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