full multiplayer plus new models
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@@ -26,7 +26,7 @@ func point_is_build_location(point_id):
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return !non_build_locations.has(point_id)
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func test_path_if_point_toggled(point_id):
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func test_path_if_point_toggled(point_id) -> bool:
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if astar.is_point_disabled(point_id):
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astar.set_point_disabled(point_id, false)
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else:
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@@ -60,6 +60,29 @@ func networked_spawn_wall(pos : Vector3, name_id : int):
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tower_path.add_child(base)
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func build_random_maze(block_limit):
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var untested_point_ids = []
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for index in (grid_size.x * grid_size.y):
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untested_point_ids.append(index)
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if block_limit <= 0 or block_limit > untested_point_ids.size():
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block_limit = untested_point_ids.size()
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for index in block_limit:
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var random_point = untested_point_ids.pick_random()
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untested_point_ids.erase(random_point)
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if test_path_if_point_toggled(random_point):
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networked_toggle_point.rpc(random_point)
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func place_random_towers(tower_limit):
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var untowered_bases = tower_bases.duplicate()
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if tower_limit <= 0 or tower_limit > untowered_bases.size():
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tower_limit = untowered_bases.size()
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for index in tower_limit:
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var random_base = untowered_bases.pick_random() as TowerBase
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untowered_bases.erase(random_base)
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random_base.add_card(Data.cards.pick_random())
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func find_path() -> bool:
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var path = astar.get_point_path(astar.get_point_count() - 2, astar.get_point_count() - 1)
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if !path.is_empty():
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