Fix a whole bunch of issues #9
@@ -13,14 +13,6 @@ func _ready() -> void:
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button.hover_text = tr("PROMPT_RADIO_INTERACT")
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func get_faction_cards(faction: Card.Faction) -> Array[Card]:
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var valid_cards: Array[Card] = []
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for card: Card in Data.cards:
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if card.faction == faction:
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valid_cards.append(card)
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return valid_cards
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func generate_rarity() -> int:
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var weight_total: int = 0
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for rarity: String in Data.Rarity:
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@@ -43,7 +35,7 @@ func randomize_cards(faction: Card.Faction) -> void:
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var pos_x: float = 0.0
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for x: int in cards_to_spawn:
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var decided_rarity: int = generate_rarity()
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var card_choices: Array[Card] = get_faction_cards(faction)
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var card_choices: Array[Card] = Card.get_faction_cards(faction)
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var card_array: Array = []
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var cards_chosen: bool = false
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while !cards_chosen:
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@@ -76,7 +68,7 @@ func find_cards(faction: Card.Faction, rarity: Data.Rarity, allowed_cards: Array
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decided_rarity = generate_rarity()
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var card_choices: Array[Card] = allowed_cards
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if !card_choices:
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card_choices = get_faction_cards(faction)
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card_choices = Card.get_faction_cards(faction)
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var cards: Array[Card] = []
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var valid_cards_found: bool = false
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var testing_rarity: int = decided_rarity
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@@ -7,6 +7,13 @@ enum Faction {
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MAGE = 2,
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}
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static func get_faction_cards(faction: Card.Faction) -> Array[Card]:
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var valid_cards: Array[Card] = []
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for card: Card in Data.cards:
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if card.faction == faction:
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valid_cards.append(card)
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return valid_cards
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@export var cost: int
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@export var rarity: Data.Rarity
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@export var faction: Faction
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@@ -157,7 +157,7 @@ func level_selected(level: LevelConfig, side: int) -> void:
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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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if gamemode.endless:
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level.allowed_cards = level.hero_class.deck
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level.allowed_cards = Card.get_faction_cards(level.hero_class.faction)
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level.waves = []
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game.level_config = level
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if !gamemode.multiplayer:
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Block a user