moved to new understanding of what a wave is
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@@ -10,9 +10,9 @@ signal closed()
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@export var enemy_desc_label: RichTextLabel
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func set_waves(waves: Array[Wave], starting_wave_number: int) -> void:
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func set_waves(waves: Array[WaveConfig], starting_wave_number: int) -> void:
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var i: int = starting_wave_number
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for wave: Wave in waves:
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for wave: WaveConfig in waves:
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var enemy_row: EnemyRow = enemy_row_scene.instantiate() as EnemyRow
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enemy_row.enemy_clicked.connect(set_enemy_desc)
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wave_vbox.add_child(enemy_row)
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@@ -21,21 +21,14 @@ func set_waves(waves: Array[Wave], starting_wave_number: int) -> void:
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var enemy_dict: Dictionary[Enemy, int] = {}
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for group: EnemyCard in wave.enemy_groups:
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if enemy_dict.has(group.enemy):
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enemy_dict[group.enemy] += group_to_count(group)
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else:
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enemy_dict[group.enemy] = group_to_count(group)
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for enemy_group: EnemyGroup in wave.enemy_groups:
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if !enemy_dict.has(enemy_group.enemy):
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enemy_dict[enemy_group.enemy] = 0
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enemy_dict[enemy_group.enemy] += enemy_group.count
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for enemy: Enemy in enemy_dict.keys():
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enemy_row.add_enemy_tag(enemy, enemy_dict[enemy])
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set_enemy_desc(waves[0].enemy_groups[0].enemy)
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func group_to_count(group: EnemyCard) -> int:
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var count: int = 0
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count = group.count
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return count
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set_enemy_desc(waves[0].enemy_groups.keys()[0].enemy)
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func set_enemy_desc(enemy: Enemy) -> void:
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