localised resources and remaining scenes
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@@ -1,7 +1,7 @@
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class_name CardText
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extends Resource
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@export var target_type: Data.TargetType
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@export var target_type: Array[Data.TargetType]
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@export var energy_type: Data.EnergyType
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@export var attributes: Array[StatAttribute]
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@export_multiline var text: String
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@@ -13,7 +13,7 @@ var stats: Card
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func set_card(value: Card) -> void:
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stats = value
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title_text.text = stats.display_name
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target_label.text = str(Data.TargetType.keys()[stats.tower_stats.target_type])
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target_label.text = "replace me"
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rarity_sprite.region_rect = Rect2(64 * stats.rarity, 0, 64, 64)
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energy_cost.text = str(value.cost)
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@@ -22,8 +22,7 @@ func process_card_text(card_text: CardText) -> String:
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var processed_string: String = card_text.text
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for stat: StatAttribute in card_text.attributes:
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processed_string = processed_string.replace(stat.key, str(stat.value))
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processed_string = processed_string.replace("/", "[color=red]")
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processed_string = processed_string.replace("\\", "[color=black]")
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processed_string = processed_string.replace("%", "")
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return processed_string
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@@ -34,4 +33,4 @@ func view_weapon() -> void:
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func view_tower() -> void:
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description.text = process_card_text(stats.tower_stats)
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target_label.text = str(Data.TargetType.keys()[stats.tower_stats.target_type])
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target_label.text = str("go fuck yourself")
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@@ -14,7 +14,7 @@ var keymap_data: KeymapData
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const DEFAULT_SERVER_PORT: int = 58008
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enum DamageIndicationType {PLAYER = 0, TOWER = 1, OTHER_PLAYER = 2, STATUS = 3}
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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 TargetType {UNDEFINED = 0, LAND = 1, AIR = 2}
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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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@@ -22,7 +22,7 @@ var gamemode: GameMode = null
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var level: Level
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var enemies: int = 0
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var objective_health: int = 120
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var wave: int = 0
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var wave: int
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var pot: float
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var UILayer: CanvasLayer
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var chatbox: Chatbox
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@@ -161,7 +161,7 @@ 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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wave += 1
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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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for spawn: EnemySpawner in level.enemy_spawns:
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@@ -174,10 +174,10 @@ func spawn_enemy_wave() -> void:
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func set_upcoming_wave() -> void:
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if is_multiplayer_authority():
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var spawn_power: int = WaveManager.calculate_spawn_power(wave + 1, connected_players_nodes.size())
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var spawn_power: int = WaveManager.calculate_spawn_power(wave, connected_players_nodes.size())
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#var new_wave: Dictionary = WaveManager.generate_wave(spawn_power, level.enemy_pool)
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var new_wave: Wave = WaveManager.generate_wave(spawn_power, level.enemy_pool, level.enemy_spawns)
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temp_set_upcoming_wave(new_wave, WaveManager.calculate_pot(wave + 1, connected_players_nodes.size()))
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temp_set_upcoming_wave(new_wave, WaveManager.calculate_pot(wave, connected_players_nodes.size()))
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#networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 70.0))
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@@ -238,12 +238,14 @@ func damage_goal(enemy: Enemy, penalty: int) -> void:
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func end_wave() -> void:
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wave += 1
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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.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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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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@@ -291,7 +293,7 @@ func setup() -> void:
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game_active = false
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enemies = 0
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objective_health = 120
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wave = 0
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wave = 1
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stats = RoundStats.new()
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game_setup.emit()
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@@ -49,7 +49,7 @@ func find_multiple_targets() -> Array[EnemyController]:
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continue
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if tower.global_position.distance_to(enemy.global_position) > tower.target_range:
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continue
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if !(enemy.stats.target_type & tower.stats.target_type):
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if !tower.stats.target_type.has(enemy.stats.target_type):
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continue
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#if multiple_targets_cache.has(enemy):
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# continue
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