fixed the issue where enemies could walk over a gap if it wasnt on a pathfinding node
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67
Scenes/CardPrinter/card_printer.gd
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67
Scenes/CardPrinter/card_printer.gd
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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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var card_available: bool = false
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var reply_player: Hero
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func randomize_cards() -> void:
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var weight_total: int = 0
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for rarity: String in Data.Rarity:
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weight_total += Data.rarity_weights[rarity]
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var generated_rarity: int = randi_range(0, weight_total)
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var decided_rarity: int = 0
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for rarity: String in Data.Rarity:
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weight_total -= Data.rarity_weights[rarity]
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if generated_rarity >= weight_total:
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decided_rarity = Data.Rarity[rarity]
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break
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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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if card_array.size() > 0:
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card = card_array.pick_random()
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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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$Node3D.set_visible(true)
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for x: CollisionShape3D in choice_colliders:
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x.disabled = false
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card_available = true
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func retrieve_card(i: int, reply: Hero) -> void:
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$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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button_collider.disabled = false
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button_box.position = Vector3(0,0,0)
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$AudioStreamPlayer3D.play()
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reply_player = null
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func _on_static_body_3d_button_interacted(_value: int, reply: Hero) -> void:
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reply_player = reply
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button_collider.disabled = true
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button_box.position = Vector3(0,0,-0.2)
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$AudioStreamPlayer3D.play()
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randomize_cards()
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