added radio and new blank cassette system
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@@ -35,28 +35,34 @@ func _process(_delta: float) -> void:
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func interact() -> void:
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if ray.is_colliding() and ray.get_collider() is TowerBase:
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var tower_base: TowerBase = ray.get_collider() as TowerBase
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put_card_in_tower_base(tower_base)
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if hero.game_manager.card_gameplay:
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if hero.hand.size > 0:
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place_card(tower_base)
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else:
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if tower_base.has_card:
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remove_card(tower_base)
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elif hero.hand.size > 0:
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place_card(tower_base)
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func put_card_in_tower_base(tower_base: TowerBase) -> void:
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if hero.hand.size <= 0:
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return
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func place_card(tower_base: TowerBase) -> void:
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var card: Card = hero.selected_card
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var energy_cost: int = card.cost
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if hero.energy < energy_cost:
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if hero.game_manager.card_gameplay and hero.energy < energy_cost:
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return
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if tower_base.has_card:
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tower_base.remove_card()
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remove_card(tower_base)
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hero.hand.remove_at(hero.hand.contents.find(card))
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hero.check_removal()
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#hero.card_sprites[hero.hand_selected_index].queue_free()
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#hero.card_sprites.remove_at(hero.hand_selected_index)
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#if !hero.hand.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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hero.discard_pile.add(card)
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hero.place_card_audio.play()
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hero.energy -= energy_cost
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if hero.game_manager.card_gameplay:
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hero.discard_pile.add(card)
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hero.energy -= energy_cost
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func remove_card(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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func spawn_tower_preview() -> void:
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