pathfinding rework for now
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@ -33,6 +33,7 @@ static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners:
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var new_card: EnemyCard = EnemyCard.new()
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#First, choose an enemy at random
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#TODO: Use seeded random
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new_card.enemy = spawn_pool.pick_random()
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#Next, we have to figure out if we can actually buy that enemy
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@ -61,10 +62,11 @@ static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners:
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#Even the common rarity was too expensive, so we have to choose
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#a different enemy and try this process again
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var enemy_id: int = spawn_pool.find(new_card.enemy)
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enemy_id -= 1
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if enemy_id <= 0:
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new_card.enemy = spawn_pool[spawn_pool.size() - 1]
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else:
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new_card.enemy = spawn_pool[enemy_id - 1]
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new_card.enemy = spawn_pool[enemy_id]
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#Now that we know which rarities we could afford, lets just choose a
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#random one
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