enemy movement should be deterministic now
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@@ -4,8 +4,6 @@ class_name CardPrinter extends StaticBody3D
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@export var button_collider: CollisionShape3D
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@export var card_selection_menu: PackedScene
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#TODO: use faction enum
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var base_faction: int = 1
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var cards_generated: int = 0
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var reply_player: Hero
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var spawned_cards: Array[CardItem] = []
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@@ -41,9 +39,9 @@ func generate_rarity() -> int:
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func randomize_cards(faction: Card.Faction) -> void:
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#TODO: no magic numbers, asshole! 3 = cards to spawn
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var cards_to_spawn: int = 3
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var pos_x: float = 0.0
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for x: int in 3:
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for x: int in cards_to_spawn:
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var decided_rarity: int = generate_rarity()
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var card_choices: Array[Card] = get_faction_cards(faction)
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var card_array: Array = []
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@@ -21,6 +21,7 @@ var blanks_available: int = 5
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var blank_cost: int = 20
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var buy_blank_prompt: String = "PROMPT_BUY_BLANK"
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var buy_card_prompt: String = "PROMPT_BUY_CARD"
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var shops_generated: int = 0
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func close() -> void:
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@@ -34,9 +35,14 @@ func close() -> void:
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func randomize_cards() -> void:
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#TODO: use seeded randomness
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blanks_available = 5
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var random_faction: int = randi_range(1, Card.Faction.values().size() - 1)
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var unlocked_classes: Array[HeroClass] = Data.save_data.get_unlocked_classes()
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var faction_choices: Array[Card.Faction]
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for hero: HeroClass in unlocked_classes:
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if !faction_choices.has(hero.faction):
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faction_choices.append(hero.faction)
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var random_faction: int = NoiseRandom.randi_in_range(shops_generated, 0, faction_choices.size() - 1)
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shops_generated += 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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