made level A-SIDEs seeded
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@@ -3,6 +3,7 @@ extends Resource
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@export var author: String
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@export var author: String
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@export var display_title: String
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@export var display_title: String
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@export var game_seed: int
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@export var hero_class: HeroClass
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@export var hero_class: HeroClass
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@export var allowed_cards: Array[Card]
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@export var allowed_cards: Array[Card]
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@export var waves: Array[WaveConfig]
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@export var waves: Array[WaveConfig]
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@@ -119,20 +119,22 @@ func return_to_main_menu() -> void:
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mods_controls.visible = false
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mods_controls.visible = false
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func generate_seed() -> void:
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func generate_seed() -> int:
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var seed_generated: int = 0
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if seed_entry.text != "":
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if seed_entry.text != "":
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if seed_entry.text.is_valid_int():
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if seed_entry.text.is_valid_int():
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gamemode.rng_seed = int(seed_entry.text)
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seed_generated = int(seed_entry.text)
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else:
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else:
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gamemode.rng_seed = hash(seed_entry.text)
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seed_generated = hash(seed_entry.text)
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gamemode.seeded = true
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gamemode.seeded = true
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else:
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else:
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gamemode.rng_seed = randi()
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seed_generated = randi()
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return seed_generated
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func level_selected(level: LevelConfig, side: int) -> void:
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func level_selected(level: LevelConfig, side: int) -> void:
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generate_seed()
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gamemode.endless = true if side == 1 else false
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gamemode.endless = true if side == 1 else false
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gamemode.rng_seed = generate_seed() if gamemode.endless else level.game_seed
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gamemode.daily = false
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gamemode.daily = false
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if gamemode.endless:
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if gamemode.endless:
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level.allowed_cards = level.hero_class.deck
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level.allowed_cards = level.hero_class.deck
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