make Game.gd not rely on autoload/global
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@ -7,13 +7,14 @@ class_name PathEditTool extends Node3D
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@export var progress_bar: TextureProgressBar
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var enabled: bool = true
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var point: FlowNode = null
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var level: Level
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var point: FlowNode
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var obstacle_last_point: int = -1
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var valid_point: bool = false # a point is valid if the path would still be traversable overall if this point was made untraversable
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var tower_preview: Tower
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var ray_collider: Object
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var ray_point: Vector3
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var last_point: FlowNode = null
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var last_point: FlowNode
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var last_tower_base: TowerBase
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var interact_key_held: bool = false
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@ -66,13 +67,13 @@ func _process(delta: float) -> void:
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if !interact_key_held:
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wall_preview.set_visible(true)
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if is_instance_valid(ray_collider) and ray_collider is TowerBase:
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Game.level.walls[ray_collider.point].set_float(1.0)
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level.walls[ray_collider.point].set_float(1.0)
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ray_collider = ray.get_collider()
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ray_point = ray.get_collision_point()
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if ray_collider is TowerBase:
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process_looking_at_tower()
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elif Game.level:
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elif level:
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process_looking_at_level()
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elif !interact_key_held:
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reset()
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@ -84,8 +85,8 @@ func _process(delta: float) -> void:
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func reset() -> void:
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if is_instance_valid(ray_collider) and ray_collider is TowerBase and Game.level.walls.has(ray_collider.point):
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Game.level.walls[ray_collider.point].set_float(1.0)
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if is_instance_valid(ray_collider) and ray_collider is TowerBase and level.walls.has(ray_collider.point):
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level.walls[ray_collider.point].set_float(1.0)
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ray_collider = null
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delete_tower_preview()
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wall_preview.set_visible(false)
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@ -96,8 +97,8 @@ func reset() -> void:
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func process_looking_at_level() -> void:
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if tower_preview:
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delete_tower_preview()
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point = Game.level.flow_field.get_closest_buildable_point(ray_point)
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if Game.level.walls.has(point) or !point.buildable or hero.currency < Data.wall_cost:
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point = level.flow_field.get_closest_buildable_point(ray_point)
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if level.walls.has(point) or !point.buildable or hero.currency < Data.wall_cost:
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wall_preview.set_visible(false)
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valid_point = false
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clear_previous_point()
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@ -106,8 +107,8 @@ func process_looking_at_level() -> void:
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if last_point != point:
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clear_previous_point()
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last_point = point
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if !Game.level.walls.has(point) and Game.level.flow_field.traversable_after_blocking_point(point):
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Game.level.flow_field.toggle_traversable(point)
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if !level.walls.has(point) and level.flow_field.traversable_after_blocking_point(point):
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level.flow_field.toggle_traversable(point)
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wall_preview.set_float(0.0)
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valid_point = true
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else:
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@ -115,8 +116,8 @@ func process_looking_at_level() -> void:
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func clear_previous_point() -> void:
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if last_point and !Game.level.walls.has(last_point) and !last_point.traversable:
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Game.level.flow_field.toggle_traversable(last_point)
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if last_point and !level.walls.has(last_point) and !last_point.traversable:
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level.flow_field.toggle_traversable(last_point)
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func process_looking_at_tower() -> void:
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@ -162,7 +163,7 @@ func interact() -> void:
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func build_wall() -> void:
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if point and valid_point and hero.currency >= Data.wall_cost:
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hero.currency -= Data.wall_cost
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Game.level.set_wall(point, multiplayer.get_unique_id())
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level.set_wall(point, multiplayer.get_unique_id())
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wall_preview.visible = false
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@ -171,7 +172,7 @@ func refund_wall(wall: TowerBase) -> void:
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return
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if wall.has_card:
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wall.remove_card()
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Game.level.remove_wall(wall.point)
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level.remove_wall(wall.point)
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func put_card_in_tower_base(tower_base: TowerBase) -> void:
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