fixed the issue where enemies could walk over a gap if it wasnt on a pathfinding node
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71
Scenes/ShopStand/shop_stand.gd
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71
Scenes/ShopStand/shop_stand.gd
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class_name ShopStand extends Node3D
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@export var cards: Array[CardInHand]
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@export var choice_colliders: Array[CollisionShape3D]
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@export var choice_buttons: Array[InteractButton]
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@export var choice_sprites: Array[Sprite3D]
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@export var item_card_scene: PackedScene
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var price_dict: Dictionary = {
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Data.Rarity.UNCOMMON : 30,
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Data.Rarity.RARE : 50,
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Data.Rarity.EPIC : 75,
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Data.Rarity.LEGENDARY : 100,
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}
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func close() -> void:
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for x: CollisionShape3D in choice_colliders:
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x.disabled = true
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for x: Sprite3D in choice_sprites:
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x.set_visible(false)
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func randomize_cards() -> void:
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var cheap_cards: Array[Card] = []
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var medium_cards: Array[Card] = []
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var pricey_cards: Array[Card] = []
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for card: Card in Data.cards:
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if card.rarity == Data.Rarity.UNCOMMON or card.rarity == Data.Rarity.RARE:
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cheap_cards.append(card)
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if card.rarity == Data.Rarity.RARE or card.rarity == Data.Rarity.EPIC:
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medium_cards.append(card)
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if card.rarity == Data.Rarity.EPIC or card.rarity == Data.Rarity.LEGENDARY:
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pricey_cards.append(card)
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for x: int in 3:
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var chosen_card: Card = cheap_cards.pick_random()
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cards[x].set_card(chosen_card)
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cards[x].view_tower()
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choice_buttons[x].press_cost = price_dict[chosen_card.rarity]
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choice_buttons[x].hover_text = "Spend $" + str(choice_buttons[x].press_cost) + " to acquire " + chosen_card.display_name + "?"
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for x: int in 2:
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var chosen_card: Card = medium_cards.pick_random()
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cards[x+3].set_card(chosen_card)
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cards[x+3].view_tower()
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choice_buttons[x+3].press_cost = price_dict[chosen_card.rarity]
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choice_buttons[x+3].hover_text = "Spend $" + str(choice_buttons[x+3].press_cost) + " to acquire " + chosen_card.display_name + "?"
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for x: int in 1:
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var chosen_card: Card = pricey_cards.pick_random()
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cards[x+5].set_card(chosen_card)
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cards[x+5].view_tower()
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choice_buttons[x+5].press_cost = price_dict[chosen_card.rarity]
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choice_buttons[x+5].hover_text = "Spend $" + str(choice_buttons[x+5].press_cost) + " to acquire " + chosen_card.display_name + "?"
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for x: CollisionShape3D in choice_colliders:
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x.set_deferred("disabled", false)
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for x: Sprite3D in choice_sprites:
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x.set_visible(true)
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func retrieve_card(i: int, callback: Hero) -> void:
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#close()
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choice_colliders[i].disabled = true
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choice_sprites[i].set_visible(false)
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var card: Card = cards[i].stats
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callback.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(2.128, 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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