localised resources and remaining scenes
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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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