way too many changes to list, oops. big rewrite.
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@ -1,14 +1,22 @@
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class_name CardPrinter extends StaticBody3D
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@export var cards: Array[CardInHand]
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@export var item_card_scene: PackedScene
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@export var button_collider: CollisionShape3D
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@export var button_box: Node3D
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@export var choice_colliders: Array[CollisionShape3D]
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#TODO: use faction enum
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var base_faction: int = 1
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var cards_generated: int = 0
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var card_available: bool = false
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var reply_player: Hero
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var spawned_cards: Array[CardItem] = []
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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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@ -28,42 +36,44 @@ func generate_rarity() -> int:
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return decided_rarity
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func randomize_cards() -> void:
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var decided_rarity: int = generate_rarity()
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var card_array: Array = []
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for x: Card in Data.cards:
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if x.rarity == decided_rarity:
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card_array.append(x)
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var card: Card
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for x: CardInHand in cards:
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func randomize_cards(faction: Card.Faction) -> void:
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#TODO: no magic numbers, asshole! 3 = cards to spawn
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for x: int in 3:
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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_array: Array = []
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var cards_chosen: bool = false
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while !cards_chosen:
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for card: Card in card_choices:
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if card.rarity == decided_rarity:
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card_array.append(card)
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cards_chosen = true
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decided_rarity -= 1
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if decided_rarity < 0:
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card_array.append(Data.cards[0])
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cards_chosen = true
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var card: Card
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if card_array.size() > 0:
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card = card_array[Game.randi_in_range(132 * cards_generated, 0, card_array.size() - 1)]
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cards_generated += 1
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card_array.erase(card)
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x.set_card(card)
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#TODO: in reality this should just show the icon and then hovering over it lets you see either side at the players own discretion
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x.view_tower()
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$Node3D.set_visible(true)
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for x: CollisionShape3D in choice_colliders:
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x.disabled = false
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card_available = true
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var item: CardItem = item_card_scene.instantiate() as CardItem
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item.set_card(card)
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item.position = Vector3(x, 1, 2)
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item.pressed.connect(card_picked_up)
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spawned_cards.append(item)
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add_child(item)
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func retrieve_card(i: int, _reply: Hero) -> void:
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$Node3D.set_visible(false)
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for x: CollisionShape3D in choice_colliders:
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x.disabled = true
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if card_available:
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var card: Card = cards[i].stats
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reply_player.add_card(card)
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#var item: ItemCard = item_card_scene.instantiate() as ItemCard
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#item.card = card
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#item.position = Vector3(1.683, 0, 0)
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#add_child(item)
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func card_picked_up(card_item: CardItem) -> void:
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reply_player.add_card(card_item.card)
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reply_player = null
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for spawned_card: CardItem in spawned_cards:
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spawned_card.queue_free()
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spawned_cards = []
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button_collider.disabled = false
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button_box.position = Vector3(0,0,0)
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$StaticBody3D/AudioStreamPlayer3D.play()
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reply_player = null
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func _on_static_body_3d_button_interacted(_value: int, reply: Hero) -> void:
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@ -71,4 +81,4 @@ func _on_static_body_3d_button_interacted(_value: int, reply: Hero) -> void:
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button_collider.disabled = true
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button_box.position = Vector3(0,0,-0.2)
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$StaticBody3D/AudioStreamPlayer3D.play()
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randomize_cards()
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randomize_cards(reply.hero_class.faction)
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