enabled enforced static typing
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@@ -1,79 +1,78 @@
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extends StaticBody3D
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class_name TowerBase
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class_name TowerBase extends StaticBody3D
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@export var inventory : Inventory
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@export var block : Node3D
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@export var collider : CollisionShape3D
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@export var minimap_icon : Sprite3D
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@export var north_icon : Sprite3D
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@export var south_icon : Sprite3D
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@export var east_icon : Sprite3D
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@export var west_icon : Sprite3D
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@export var north_mesh : CSGBox3D
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@export var south_mesh : CSGBox3D
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@export var east_mesh : CSGBox3D
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@export var west_mesh : CSGBox3D
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@export var north_collider : CollisionShape3D
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@export var south_collider : CollisionShape3D
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@export var east_collider : CollisionShape3D
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@export var west_collider : CollisionShape3D
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@export var inventory: Inventory
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@export var block: Node3D
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@export var collider: CollisionShape3D
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@export var minimap_icon: Sprite3D
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@export var north_icon: Sprite3D
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@export var south_icon: Sprite3D
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@export var east_icon: Sprite3D
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@export var west_icon: Sprite3D
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@export var north_mesh: CSGBox3D
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@export var south_mesh: CSGBox3D
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@export var east_mesh: CSGBox3D
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@export var west_mesh: CSGBox3D
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@export var north_collider: CollisionShape3D
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@export var south_collider: CollisionShape3D
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@export var east_collider: CollisionShape3D
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@export var west_collider: CollisionShape3D
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var owner_id : int
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var point_id : int
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var tower = null
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var has_card : bool :
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var owner_id: int
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var point_id: int
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var tower: Tower = null
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var has_card: bool :
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set(_value):
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return
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get:
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return inventory.size != 0
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func set_color(color: Color):
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func set_color(color: Color) -> void:
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$MeshInstance3D.set_instance_shader_parameter("Color", color)
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func set_float(value: float):
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func set_float(value: float) -> void:
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$MeshInstance3D.set_instance_shader_parameter("Float", value)
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func add_card(card: Card, caller_id: int) -> bool:
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var result = inventory.add(card)
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var result: bool = inventory.add(card)
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if result:
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networked_spawn_tower.rpc(caller_id)
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return result
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func remove_card():
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func remove_card() -> void:
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Game.connected_players_nodes[tower.owner_id].add_card(inventory.remove_at(0))
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networked_remove_tower.rpc()
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func toggle_collision():
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func toggle_collision() -> void:
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collider.disabled = !collider.disabled
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func set_north_wall(value: bool):
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func set_north_wall(value: bool) -> void:
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north_mesh.set_visible(value)
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north_collider.disabled = !value
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func set_south_wall(value : bool):
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func set_south_wall(value: bool) -> void:
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south_mesh.set_visible(value)
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south_collider.disabled = !value
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func set_east_wall(value : bool):
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func set_east_wall(value: bool) -> void:
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east_mesh.set_visible(value)
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east_collider.disabled = !value
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func set_west_wall(value : bool):
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func set_west_wall(value: bool) -> void:
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west_mesh.set_visible(value)
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west_collider.disabled = !value
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@rpc("reliable", "call_local", "any_peer")
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func networked_spawn_tower(caller_id : int):
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func networked_spawn_tower(caller_id: int) -> void:
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tower = inventory.contents.keys()[0].turret_scene.instantiate() as Tower
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tower.stats = inventory.contents.keys()[0].tower_stats
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tower.name = "tower"
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@@ -89,7 +88,7 @@ func networked_spawn_tower(caller_id : int):
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@rpc("reliable", "call_local", "any_peer")
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func networked_remove_tower():
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func networked_remove_tower() -> void:
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tower.queue_free()
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tower = null
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minimap_icon.modulate = Color.GREEN
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