added endless mode support to the wave viewer
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@@ -87,6 +87,30 @@ func networked_set_wave(wave_number: int) -> void:
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connected_players_nodes[player].hud.set_wave_count(wave_number)
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wave = wave_number
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set_upcoming_wave()
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##wave_count is number of upcoming waves this function should return
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func get_upcoming_waves(wave_count: int) -> Array[Wave]:
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var waves: Array[Wave] = []
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var i: int = -1
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for wave_config: WaveConfig in level_specs.waves.slice(wave - 1):
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i += 1
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var new_wave: Wave = Wave.new()
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for enemy: Enemy in level_specs.waves[wave - 1 + i].enemies.keys():
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var enemy_card: EnemyCard = EnemyCard.new()
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enemy_card.enemy = enemy
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enemy_card.count = level_specs.waves[wave - 1 + i].enemies[enemy]
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new_wave.enemy_groups.append(enemy_card)
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waves.append(new_wave)
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if waves.size() < wave_count:
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var starting_wave: int = wave
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for x: int in wave_count - waves.size():
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var spawn_power: int = WaveManager.calculate_spawn_power(starting_wave + x, connected_players_nodes.size())
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var new_wave: Wave = WaveManager.generate_wave(spawn_power, level.enemy_pool)
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waves.append(new_wave)
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return waves
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func spawn_level(scene: PackedScene) -> void:
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@@ -154,15 +178,11 @@ 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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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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spawn.visible = false
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spawn.spawn_wave()
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#for tower_base: TowerBase in level.walls.values():
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#tower_base.disable_duration_sprites()
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wave_started.emit()
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@@ -215,18 +235,8 @@ func set_upcoming_wave() -> void:
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func temp_set_upcoming_wave(new_wave: Wave, coins: int) -> void:
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pot = coins
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#connected_players_nodes[multiplayer.get_unique_id()].hud.show_wave_generation_anim(new_wave)
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connected_players_nodes[multiplayer.get_unique_id()].hud.set_upcoming_wave(new_wave.to_dict())
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#TODO: You'll probably have to write a to_dict function for the new wave system
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#before any of this shit works in multiplayer
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#@rpc("reliable", "call_local")
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#func networked_set_upcoming_wave(wave_dict: Dictionary, coins: int) -> void:
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#upcoming_wave = wave_dict
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#pot = coins
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#for key: int in connected_players_nodes:
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#connected_players_nodes[key].hud.set_upcoming_wave(upcoming_wave)
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@rpc("reliable", "call_local")
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func networked_set_endless(value: bool) -> void:
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@@ -299,7 +309,7 @@ func end_wave() -> void:
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#else:
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#shop_chance += 0.09
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wave_finished.emit()
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if wave < wave_limit:
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if wave <= wave_limit:
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set_upcoming_wave()
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@@ -383,13 +393,25 @@ func end(outcome: bool) -> void:
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menu.set_outcome_message("You lost...")
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lost_game.emit()
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true:
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menu.won_game()
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menu.set_outcome_message("You win!")
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won_game.emit()
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menu.pressed_continue.connect(continue_with_game)
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UILayer.add_child(menu)
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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connected_players_nodes[multiplayer.get_unique_id()].pause()
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func continue_with_game() -> void:
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game_active = true
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gamemode.endless = true
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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connected_players_nodes[multiplayer.get_unique_id()].unpause()
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#TODO: This shouldn't happen. instead, the wave generator should generate level_specs waves
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level_specs.waves = []
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set_upcoming_wave()
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func quit_to_desktop() -> void:
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multiplayer.multiplayer_peer.close()
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multiplayer.multiplayer_peer = null
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