way too many changes to list, oops. big rewrite.
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@ -2,7 +2,7 @@ class_name Level extends GridMap
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@export var enemy_pool: Array[Enemy]
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@export var player_spawns: Array[Node3D]
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@export var enemy_spawns: Array[Node3D]
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@export var enemy_spawns: Array[EnemySpawner]
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@export var enemy_goals: Array[Node3D]
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@export var corpses: Node3D
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@export var a_star_graph_3d: AStarGraph3D
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@ -15,6 +15,7 @@ class_name Level extends GridMap
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func generate_obstacles() -> void:
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#print(str(multiplayer.get_unique_id()) + " spawning obstacles with seed: " + str(Game.rng.seed))
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var obstacle_count: int = Game.randi_in_range(1, 0, 5)
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obstacle_count = 0
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for index: int in obstacle_count:
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var x: int = Game.randi_in_range(10 * index, 1 - a_star_graph_3d.grid_size.x, a_star_graph_3d.grid_size.x - 1)
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var y: int = Game.randi_in_range(32 * index, 1 - a_star_graph_3d.grid_size.y, a_star_graph_3d.grid_size.y - 1)
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@ -34,7 +35,7 @@ func generate_obstacles() -> void:
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func cell_coord_to_astar_point(x: int, y: int) -> int:
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var center_point_x: int = floori(a_star_graph_3d.grid_size.x / 2.0) * a_star_graph_3d.grid_size.y
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var center_point_y: int = floori(a_star_graph_3d.grid_size.y / 2.0)
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return (center_point_x + ((x / 2.0) * a_star_graph_3d.grid_size.y)) + (center_point_y + (y / 2.0))
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return (center_point_x + (int(x / 2.0) * a_star_graph_3d.grid_size.y)) + (center_point_y + int(y / 2.0))
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func remove_world_tile(x: int, y: int) -> void:
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