enemy movement should be deterministic now
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@@ -206,19 +206,14 @@ func set_wave_to_spawners(wave_thing: WaveConfig, wave_number: int) -> void:
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func set_upcoming_wave() -> void:
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if is_multiplayer_authority():
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#print(wave)
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#print(level_config.waves.size())
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if wave > level_config.waves.size():
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#print("added new wave on top")
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var spawn_power: int = WaveManager.calculate_spawn_power(wave, connected_players_nodes.size())
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var new_wave: WaveConfig = WaveManager.generate_wave(spawn_power, level.enemy_pool, level.enemy_spawns.size())
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level_config.waves.append(new_wave)
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if wave > level_config.waves.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: WaveConfig = WaveManager.generate_wave(spawn_power, level.enemy_pool, level.enemy_spawns.size())
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level_config.waves.append(new_wave)
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var new_wave: WaveConfig = get_upcoming_waves(1)[0]
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#print(new_wave)
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set_wave_to_spawners(new_wave, wave)
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temp_set_upcoming_wave(new_wave, WaveManager.calculate_pot(wave, connected_players_nodes.size()))
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var new_wave: WaveConfig = get_upcoming_waves(1)[0]
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set_wave_to_spawners(new_wave, wave)
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temp_set_upcoming_wave(new_wave, WaveManager.calculate_pot(wave, connected_players_nodes.size()))
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func temp_set_upcoming_wave(new_wave: WaveConfig, coins: int) -> void:
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@@ -407,15 +402,14 @@ func continue_with_game() -> void:
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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_config waves
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#FIXME: this really needs to be changed because otherwise endless mode cant have shit like
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#stations and shop respawns. it all needs to be part of the one system u know
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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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#for player: Hero in connected_players_nodes.values():
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# player.queue_free()
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#multiplayer.multiplayer_peer.close()
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#multiplayer.multiplayer_peer = null
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get_tree().quit()
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@@ -424,8 +418,10 @@ func scene_switch_main_menu() -> void:
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node.queue_free()
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level = null
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connected_players_nodes.clear()
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multiplayer.multiplayer_peer.close()
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multiplayer.multiplayer_peer = null
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if multiplayer.multiplayer_peer:
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multiplayer.multiplayer_peer.close()
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multiplayer.multiplayer_peer = null
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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switch_to_main_menu.emit()
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