added radio and new blank cassette system
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@@ -29,6 +29,7 @@ var chatbox: Chatbox
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var wave_limit: int = 20
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var shop_chance: float = 0.0
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var stats: RoundStats
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var card_gameplay: bool = false
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#TODO: Create a reference to some generic Lobby object that wraps the multiplayer players list stuff
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@@ -125,6 +126,7 @@ func spawn_players() -> void:
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player.game_manager = self
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player.edit_tool.level = level
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player.hud.map_anchor = level
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player.blank_cassettes += 1
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player.player_name_tag.text = connected_player_profiles[peer_id].display_name
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player.position = level.player_spawns[p_i].global_position
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player.profile = connected_player_profiles[peer_id]
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@@ -242,8 +244,10 @@ func end_wave() -> void:
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player.hud.set_wave_count(wave)
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player.currency += ceili(pot / connected_players_nodes.size())
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player.energy = Data.player_energy
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player.iterate_duration()
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player.draw_to_hand_size()
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player.blank_cassettes += 1
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if card_gameplay:
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player.iterate_duration()
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player.draw_to_hand_size()
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player.unready_self()
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for spawn: EnemySpawner in level.enemy_spawns:
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spawn.visible = true
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@@ -309,9 +313,10 @@ func start() -> void:
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spawn_players()
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for peer_id: int in connected_players_nodes:
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connected_players_nodes[peer_id].currency = ceili(float(Data.starting_cash) / float(connected_players_nodes.size()))
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connected_players_nodes[peer_id].energy = Data.player_energy
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connected_players_nodes[peer_id].draw_pile.shuffle()
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connected_players_nodes[peer_id].draw_to_hand_size()
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if card_gameplay:
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connected_players_nodes[peer_id].energy = Data.player_energy
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connected_players_nodes[peer_id].draw_pile.shuffle()
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connected_players_nodes[peer_id].draw_to_hand_size()
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#Relies on rng having been seeded
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set_upcoming_wave()
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