oh fuck im gonna have to learn to clean up previous commits
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@@ -14,3 +14,4 @@ enum Faction {
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@export var weapon_scene: PackedScene
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@export var weapon_stats: CardText
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@export var tower_stats: CardText
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@export var tags: Array[Data.CardTags]
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@@ -11,7 +11,7 @@ func _ready() -> void:
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super._ready()
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attack_range = stats.get_attribute("Range")
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raycast.target_position = Vector3(0, 0, -attack_range)
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range_debug_indicator.radius = attack_range
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#range_debug_indicator.radius = attack_range
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raycast.global_position = hero.camera.global_position
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@@ -87,7 +87,7 @@ func release_second_trigger() -> void:
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func shoot() -> void:
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animator.play("shoot")
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#animator.play("shoot")
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audio_player.play()
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recharging = false
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recharge_speed = 0.0
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@@ -16,15 +16,15 @@ func set_card(value: Card) -> void:
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target_label.text = str(Data.TargetType.keys()[stats.tower_stats.target_type])
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rarity_sprite.region_rect = Rect2(64 * stats.rarity, 0, 64, 64)
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if stats.rarity == Data.Rarity.COMMON:
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energy_cost.text = "1"
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if stats.rarity == Data.Rarity.UNCOMMON:
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energy_cost.text = "2"
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if stats.rarity == Data.Rarity.RARE:
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energy_cost.text = "3"
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if stats.rarity == Data.Rarity.EPIC:
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if stats.rarity == Data.Rarity.UNCOMMON:
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energy_cost.text = "4"
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if stats.rarity == Data.Rarity.RARE:
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energy_cost.text = "6"
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if stats.rarity == Data.Rarity.EPIC:
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energy_cost.text = "8"
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if stats.rarity == Data.Rarity.LEGENDARY:
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energy_cost.text = "5"
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energy_cost.text = "10"
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duration.text = str(value.duration)
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@@ -6,20 +6,14 @@ signal pressed(card_item: CardItem)
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@export var outline_mesh: MeshInstance3D
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@export var card_ui: CardInHand
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var card: Card = null
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var rarity_colors: Array[Color] = [
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Color8(255, 255, 255),
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Color8(50, 204, 36),
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Color8(36, 59, 204),
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Color8(181, 36, 204),
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Color8(225, 112, 30)
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]
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func set_card(new_card: Card) -> void:
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card = new_card
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card_ui.set_card(card)
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card_ui.view_tower()
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outline_mesh.get_surface_override_material(0).albedo_color = rarity_colors[card.rarity]
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outline_mesh.get_surface_override_material(0).albedo_color = Data.rarity_colors[card.rarity]
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#print(rarity_colors[card.rarity])
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@@ -17,6 +17,7 @@ enum EnergyType {UNDEFINED = 0, DISCRETE = 1, CONTINUOUS = 2}
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enum TargetType {UNDEFINED = 0, LAND = 1, AIR = 2, BOTH = 3}
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enum EnemyType {UNDEFINED = 0, LAND = 1, AIR = 2}
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enum Rarity {COMMON = 0, UNCOMMON = 1, RARE = 2, EPIC = 3, LEGENDARY = 4}
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enum CardTags {DAMAGE = 0, UTILITY = 1, TARGETS_FLYING = 2}
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static var starting_cash: int = 10
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static var wall_cost: int = 1
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@@ -26,8 +27,15 @@ static var rarity_weights: Dictionary = {
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"UNCOMMON" = 30,
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"RARE" = 10,
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"EPIC" = 4,
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"LEGENDARY" = 1
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"LEGENDARY" = 1,
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}
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static var rarity_colors: Array[Color] = [
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Color8(255, 255, 255),
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Color8(50, 204, 36),
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Color8(36, 59, 204),
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Color8(181, 36, 204),
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Color8(225, 112, 30),
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]
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## Recursively searches a folder for any Card resources and loads them
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@@ -248,7 +248,7 @@ func end_wave() -> void:
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for peer_id: int in connected_players_nodes:
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var player: Hero = connected_players_nodes[peer_id] as Hero
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player.currency += ceili(pot / connected_players_nodes.size())
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player.energy = 8
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player.energy = 12
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player.iterate_duration()
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player.draw_to_hand_size()
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player.unready_self()
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@@ -318,7 +318,7 @@ func start() -> void:
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spawn_players()
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for peer_id: int in connected_players_nodes:
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connected_players_nodes[peer_id].currency = ceili(float(Data.starting_cash) / float(connected_players_nodes.size()))
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connected_players_nodes[peer_id].energy = 8
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connected_players_nodes[peer_id].energy = 12
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connected_players_nodes[peer_id].draw_pile.shuffle()
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connected_players_nodes[peer_id].draw_to_hand_size()
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@@ -24,8 +24,8 @@ func add(item: Item) -> bool:
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func item_at(index: int) -> Item:
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#if size == 0:
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#return null
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if size == 0:
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return null
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var item: Item = contents[index]
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return item
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