make Game.gd not rely on autoload/global
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@ -16,6 +16,7 @@ var wall_id: int = 0
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var tower_base_scene: PackedScene = load("res://Scenes/TowerBase/tower_base.tscn")
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var tower_frame_scene: PackedScene = load("res://Scenes/tower_frame.tscn")
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var tower_frames: Dictionary[FlowNode, Node3D] = {}
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var game_manager: GameManager
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func _ready() -> void:
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@ -56,8 +57,8 @@ func set_wall(point: FlowNode, caller_id: int) -> void:
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func remove_wall(point: FlowNode) -> void:
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var wall: TowerBase = walls[point]
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Game.connected_players_nodes[wall.owner_id].currency += Data.wall_cost
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Game.connected_players_nodes[wall.owner_id].unready_self()
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game_manager.connected_players_nodes[wall.owner_id].currency += Data.wall_cost
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game_manager.connected_players_nodes[wall.owner_id].unready_self()
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walls.erase(point)
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wall.queue_free()
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point.traversable = true
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@ -68,6 +69,7 @@ func remove_wall(point: FlowNode) -> void:
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func spawn_wall(point: FlowNode, name_id: int, caller_id: int) -> void:
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var base: TowerBase = tower_base_scene.instantiate() as TowerBase
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base.game_manager = game_manager
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base.position = point.global_position
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base.name = "Wall" + str(name_id)
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base.owner_id = caller_id
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@ -79,7 +81,7 @@ func spawn_wall(point: FlowNode, name_id: int, caller_id: int) -> void:
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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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var obstacle_count: int = NoiseRandom.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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