enabled enforced static typing
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@@ -1,32 +1,31 @@
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extends Node3D
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class_name EditTool
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class_name EditTool extends Node3D
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@export var hero : Hero
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@export var inventory : Inventory
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@export var ray : RayCast3D
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@export var wall_preview : TowerBase
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@export var progress_bar : TextureProgressBar
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@export var hero: Hero
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@export var inventory: Inventory
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@export var ray: RayCast3D
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@export var wall_preview: TowerBase
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@export var progress_bar: TextureProgressBar
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var enabled := true
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var point_id := -1
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var obstacle_last_point := -1
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var valid_point := false
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var is_looking_at_tower_base := false
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var tower_preview
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var last_tower_base
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var last_collider
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var last_card
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var ray_collider
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var ray_point
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var enabled: bool = true
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var point_id: int = -1
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var obstacle_last_point: int = -1
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var valid_point: bool = false
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var is_looking_at_tower_base: bool = false
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var tower_preview: Tower
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var last_tower_base: TowerBase
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var last_collider: Object
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var last_card: Card
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var ray_collider: Object
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var ray_point: Vector3
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var interact_key_held := false
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var interacted_once := false
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var interact_held_time := 0.0
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var interact_hold_time := 0.4
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var interact_key_held: bool = false
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var interacted_once: bool = false
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var interact_held_time: float = 0.0
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var interact_hold_time: float = 0.4
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func _ready() -> void:
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var c = Color.GREEN
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var c: Color = Color.GREEN
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c.a = 0.8
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wall_preview.set_color(c)
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wall_preview.set_float(0.0)
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@@ -36,7 +35,6 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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if !enabled:
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ray_collider = null
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ray_point = null
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wall_preview.set_visible(false)
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if is_instance_valid(last_collider):
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Game.level.a_star_graph_3d.tower_base_ids[last_collider.point_id].set_float(1.0)
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@@ -99,13 +97,13 @@ func _process(delta: float) -> void:
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if !Game.level.a_star_graph_3d.point_is_build_location(point_id) or hero.currency < Data.wall_cost:
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wall_preview.set_visible(false)
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else:
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var point_position = Game.level.a_star_graph_3d.astar.get_point_position(point_id)
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var point_position: Vector3 = Game.level.a_star_graph_3d.astar.get_point_position(point_id)
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wall_preview.global_position = point_position
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wall_preview.global_rotation = Vector3.ZERO
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if obstacle_last_point != point_id:
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obstacle_last_point = point_id
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if Game.level.a_star_graph_3d.test_path_if_point_toggled(point_id):
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var c = Color.GREEN
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var c: Color = Color.GREEN
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c.a = 0.8
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wall_preview.set_color(c)
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wall_preview.set_float(0.0)
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@@ -116,7 +114,6 @@ func _process(delta: float) -> void:
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valid_point = false
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else:
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ray_collider = null
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ray_point = null
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is_looking_at_tower_base = false
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delete_tower_preview()
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wall_preview.set_visible(false)
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@@ -124,10 +121,10 @@ func _process(delta: float) -> void:
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wall_preview.set_visible(false)
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func spawn_tower_preview():
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func spawn_tower_preview() -> void:
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delete_tower_preview()
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last_tower_base = ray_collider
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var card = inventory.contents.keys()[hero.inventory_selected_index]
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var card: Card = inventory.contents.keys()[hero.inventory_selected_index]
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last_card = card
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tower_preview = card.turret_scene.instantiate() as Tower
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tower_preview.stats = card.tower_stats
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@@ -136,7 +133,7 @@ func spawn_tower_preview():
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ray_collider.add_child(tower_preview)
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func delete_tower_preview():
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func delete_tower_preview() -> void:
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last_tower_base = null
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last_card = null
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if is_instance_valid(tower_preview):
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@@ -144,35 +141,35 @@ func delete_tower_preview():
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tower_preview = null
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func interact():
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func interact() -> void:
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if ray_collider is TowerBase:
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var tower_base = ray_collider as TowerBase
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var tower_base: TowerBase = ray_collider as TowerBase
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put_card_in_tower_base(tower_base)
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func build_wall():
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func build_wall() -> void:
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if point_id >= 0 and valid_point and hero.currency >= Data.wall_cost:
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hero.currency -= Data.wall_cost
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Game.level.a_star_graph_3d.toggle_point(point_id, multiplayer.get_unique_id())
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wall_preview.set_visible(false)
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func refund_wall(wall: TowerBase):
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func refund_wall(wall: TowerBase) -> void:
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last_collider = null
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if wall.has_card:
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wall.remove_card()
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Game.level.a_star_graph_3d.remove_wall(wall)
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func put_card_in_tower_base(tower_base: TowerBase):
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func put_card_in_tower_base(tower_base: TowerBase) -> void:
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if tower_base.has_card:
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tower_base.remove_card()
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else:
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var card = inventory.remove_at(hero.inventory_selected_index)
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var card: Card = inventory.remove_at(hero.inventory_selected_index)
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if !inventory.contents.has(card):
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hero.decrement_selected()
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tower_base.add_card(card, multiplayer.get_unique_id())
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func set_progress_percent(value: float):
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func set_progress_percent(value: float) -> void:
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progress_bar.value = progress_bar.max_value * value
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