enabled enforced static typing
This commit is contained in:
159
Scripts/game.gd
159
Scripts/game.gd
@ -1,34 +1,35 @@
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extends Node
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signal wave_started(wave_number)
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signal wave_finished(wave_number)
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signal base_took_damage(remaining_health)
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signal wave_started(wave_number: int)
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signal wave_finished(wave_number: int)
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signal base_took_damage(remaining_health: int)
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signal game_started
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signal game_restarted
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signal lost_game
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signal won_game
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var level_scene = load("res://Worlds/GreenPlanet/Levels/first_level.tscn")
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var player_scene = load("res://PCs/hero.tscn")
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var main_menu_scene_path = "res://Scenes/Menus/main_menu.tscn"
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var multiplayer_lobby_scene_path = "res://Scenes/Menus/multiplayer_lobby.tscn"
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var singleplayer_lobby_scene_path = "res://Scenes/Menus/singleplayer_lobby.tscn"
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var won_game_scene = load("res://Scenes/Menus/won_game_screen.tscn")
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var lose_game_scene = load("res://Scenes/Menus/lost_game_screen.tscn")
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var connected_players_nodes = {}
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var game_active := false
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var level : Level
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var enemies := 0
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var objective_health := 120
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var wave := 0
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var endless_mode := false
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var upcoming_wave
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var pot : float
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var UILayer : CanvasLayer
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var chatbox : Chatbox
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var wave_limit := 20
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var starting_cash := 16
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var shop_chance := 0.0
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var level_scene: PackedScene = load("res://Worlds/GreenPlanet/Levels/first_level.tscn")
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var player_scene: PackedScene = load("res://PCs/hero.tscn")
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var main_menu_scene_path: String = "res://Scenes/Menus/main_menu.tscn"
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var multiplayer_lobby_scene_path: String = "res://Scenes/Menus/multiplayer_lobby.tscn"
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var singleplayer_lobby_scene_path: String = "res://Scenes/Menus/singleplayer_lobby.tscn"
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var won_game_scene: PackedScene = load("res://Scenes/Menus/won_game_screen.tscn")
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var lose_game_scene: PackedScene = load("res://Scenes/Menus/lost_game_screen.tscn")
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var connected_players_nodes: Dictionary = {}
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var game_active: bool = false
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var level: Level
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var enemies: int = 0
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var objective_health: int = 120
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var wave: int = 0
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var endless_mode: bool = false
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var upcoming_wave: Dictionary
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var pot: float
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var UILayer: CanvasLayer
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var chatbox: Chatbox
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var wave_limit: int = 20
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var starting_cash: int = 16
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var shop_chance: float = 0.0
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var stats: RoundStats = RoundStats.new()
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func _ready() -> void:
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@ -37,11 +38,11 @@ func _ready() -> void:
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get_tree().root.add_child.call_deferred(UILayer)
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func parse_command(text : String, peer_id : int):
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func parse_command(text: String, peer_id: int) -> void:
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if text.substr(1, 4) == "give":
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var gift_name = text.substr(6) as String
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var gift = Data.cards[0]
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for x in Data.cards:
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var gift_name: String = text.substr(6) as String
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var gift: Card = Data.cards[0]
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for x: Card in Data.cards:
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if x.display_name == gift_name:
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gift = x
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connected_players_nodes[peer_id].inventory.add(gift)
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@ -52,7 +53,7 @@ func parse_command(text : String, peer_id : int):
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elif text.substr(1, 11) == "random_maze":
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level.a_star_graph_3d.build_random_maze(50)
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elif text.substr(1, 13) == "random_towers":
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level.a_star_graph_3d.place_random_towers(level.a_star_graph_3d.tower_bases.size() / 3.0)
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level.a_star_graph_3d.place_random_towers(floori(level.a_star_graph_3d.tower_bases.size() / 3.0))
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elif text.substr(1, 11) == "set_endless":
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if is_multiplayer_authority():
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networked_set_endless.rpc(true)
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@ -68,7 +69,7 @@ func parse_command(text : String, peer_id : int):
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elif text.substr(1, 10) == "spawn_shop":
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level.shop.randomize_cards()
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elif text.substr(1, 7) == "prosper":
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for id in connected_players_nodes:
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for id: int in connected_players_nodes:
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connected_players_nodes[id].currency += 50
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elif text.substr(1, 8) == "set_wave":
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if is_multiplayer_authority():
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@ -82,29 +83,29 @@ func parse_command(text : String, peer_id : int):
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@rpc("reliable", "call_local")
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func networked_set_wave(wave_number):
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func networked_set_wave(wave_number: int) -> void:
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chatbox.append_message("SERVER", Color.TOMATO, "Set to wave " + str(wave_number))
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for player in connected_players_nodes:
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for player: int in connected_players_nodes:
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connected_players_nodes[player].hud.set_wave_count(wave_number)
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wave = wave_number
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set_upcoming_wave()
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func spawn_level():
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func spawn_level() -> void:
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level = level_scene.instantiate() as Level
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for x in level.enemy_spawns:
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for x: EnemySpawner in level.enemy_spawns:
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#x.path = level.a_star_graph_3d.visualized_path
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x.signal_for_after_enemy_died = enemy_died
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x.signal_for_after_enemy_reached_goal = damage_goal
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x.signal_for_when_enemy_spawns.connect(increase_enemy_count)
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x.enemy_died_callback = enemy_died
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x.enemy_reached_goal_callback = damage_goal
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x.enemy_spawned.connect(increase_enemy_count)
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add_child(level)
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func spawn_players(player_array, player_profiles, chatbox_open_signal, chatbox_closed_signal):
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var p_i = 0
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func spawn_players(player_array: Array, player_profiles: Dictionary, chatbox_open_signal: Signal, chatbox_closed_signal: Signal) -> void:
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var p_i: int = 0
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player_array.sort()
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for peer_id in player_array:
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var player = player_scene.instantiate() as Hero
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for peer_id: int in player_array:
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var player: Hero = player_scene.instantiate() as Hero
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player.name = str(peer_id)
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player.player_name_tag.text = player_profiles[peer_id].display_name
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player.position = level.player_spawns[p_i].global_position
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@ -125,41 +126,41 @@ func spawn_players(player_array, player_profiles, chatbox_open_signal, chatbox_c
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start_game()
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func ready_player(_value):
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for key in connected_players_nodes:
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func ready_player(_value: int) -> void:
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for key: int in connected_players_nodes:
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if connected_players_nodes[key].ready_state == false:
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return
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spawn_enemy_wave()
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func spawn_enemy_wave():
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func spawn_enemy_wave() -> void:
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level.shop.close()
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wave += 1
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level.a_star_graph_3d.find_path()
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level.a_star_graph_3d.visualized_path.disable_visualization()
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level.a_star_graph_3d.disable_all_tower_frames()
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for spawn in level.enemy_spawns:
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for spawn: EnemySpawner in level.enemy_spawns:
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spawn.spawn_wave(upcoming_wave)
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wave_started.emit(wave)
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func set_upcoming_wave():
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func set_upcoming_wave() -> void:
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if is_multiplayer_authority():
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var spawn_power = WaveManager.calculate_spawn_power(wave + 1, connected_players_nodes.size())
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var new_wave = WaveManager.generate_wave(spawn_power, level.enemy_pool)
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networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 70))
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var spawn_power: int = WaveManager.calculate_spawn_power(wave + 1, connected_players_nodes.size())
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var new_wave: Dictionary = WaveManager.generate_wave(spawn_power, level.enemy_pool)
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networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 70.0))
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@rpc("reliable", "call_local")
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func networked_set_upcoming_wave(wave_dict, coins):
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func networked_set_upcoming_wave(wave_dict: Dictionary, coins: int) -> void:
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upcoming_wave = wave_dict
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pot = coins
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for key in connected_players_nodes:
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for key: int in connected_players_nodes:
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connected_players_nodes[key].hud.set_upcoming_wave(upcoming_wave)
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@rpc("reliable", "call_local")
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func networked_set_endless(value):
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func networked_set_endless(value: bool) -> void:
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endless_mode = value
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if endless_mode:
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chatbox.append_message("SERVER", Color.TOMATO, "Endless mode enabled!")
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@ -167,15 +168,15 @@ func networked_set_endless(value):
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chatbox.append_message("SERVER", Color.TOMATO, "Endless mode disabled!")
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func increase_enemy_count():
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func increase_enemy_count() -> void:
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enemies += 1
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func enemy_died(enemy):
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func enemy_died(enemy: Enemy) -> void:
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enemies -= 1
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for key in connected_players_nodes:
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for key: int in connected_players_nodes:
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connected_players_nodes[key].hud.enemy_count_down(enemy)
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for x in level.enemy_spawns:
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for x: EnemySpawner in level.enemy_spawns:
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if !x.done_spawning:
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return
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if enemies == 0:
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@ -184,9 +185,10 @@ func enemy_died(enemy):
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win_game()
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func damage_goal(enemy, penalty):
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func damage_goal(enemy: Enemy, penalty: int) -> void:
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enemies -= 1
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for key in connected_players_nodes:
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stats.add_enemy_undefeated(wave, enemy)
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for key: int in connected_players_nodes:
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connected_players_nodes[key].hud.enemy_count_down(enemy)
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objective_health -= penalty
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base_took_damage.emit(objective_health)
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@ -198,8 +200,8 @@ func damage_goal(enemy, penalty):
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win_game()
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func end_wave():
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for peer_id in connected_players_nodes:
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func end_wave() -> void:
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for peer_id: int in connected_players_nodes:
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connected_players_nodes[peer_id].currency += ceili(pot / connected_players_nodes.size())
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connected_players_nodes[peer_id].ready_state = false
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level.a_star_graph_3d.visualized_path.enable_visualization()
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@ -215,18 +217,18 @@ func end_wave():
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@rpc("reliable", "call_local")
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func networked_spawn_shop():
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func networked_spawn_shop() -> void:
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level.shop.randomize_cards()
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chatbox.append_message("SERVER", Color.TOMATO, "A shopkeeper has arrived!")
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func remove_player(peer_id):
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func remove_player(peer_id: int) -> void:
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if connected_players_nodes.has(peer_id):
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connected_players_nodes[peer_id].queue_free()
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connected_players_nodes.erase(peer_id)
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func start_game():
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func start_game() -> void:
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game_active = true
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enemies = 0
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objective_health = 120
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@ -237,70 +239,71 @@ func start_game():
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level.a_star_graph_3d.enable_non_path_tower_frames()
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level.a_star_graph_3d.find_path()
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set_upcoming_wave()
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for peer_id in connected_players_nodes:
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connected_players_nodes[peer_id].currency = starting_cash / connected_players_nodes.size()
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for peer_id: int in connected_players_nodes:
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connected_players_nodes[peer_id].currency = roundi(float(starting_cash) / float(connected_players_nodes.size()))
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game_started.emit()
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func restart_game():
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func restart_game() -> void:
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#implement game reloading system
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for peer_id in connected_players_nodes:
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for peer_id: int in connected_players_nodes:
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connected_players_nodes[peer_id].queue_free()
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connected_players_nodes.clear()
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level.queue_free()
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enemies = 0
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objective_health = 120
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wave = 0
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stats = RoundStats.new()
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spawn_level()
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game_restarted.emit()
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pass
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func lose_game():
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func lose_game() -> void:
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if game_active == false:
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return
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game_active = false
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Data.save_stats.add_game_outcome(false)
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Data.save_stats.save_profile_to_disk()
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var menu = lose_game_scene.instantiate()
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var menu: Control = lose_game_scene.instantiate()
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UILayer.add_child(menu)
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lost_game.emit()
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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for peer_id in connected_players_nodes:
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for peer_id: int in connected_players_nodes:
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connected_players_nodes[peer_id].pause()
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func win_game():
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func win_game() -> void:
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if game_active == false:
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return
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game_active = false
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Data.save_stats.add_game_outcome(true)
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Data.save_stats.save_profile_to_disk()
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var menu = won_game_scene.instantiate()
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var menu: Control = won_game_scene.instantiate()
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UILayer.add_child(menu)
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won_game.emit()
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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for peer_id in connected_players_nodes:
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for peer_id: int in connected_players_nodes:
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connected_players_nodes[peer_id].pause()
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func quit_to_desktop():
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func quit_to_desktop() -> void:
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multiplayer.multiplayer_peer.close()
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multiplayer.multiplayer_peer = null
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get_tree().quit()
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func scene_switch_main_menu():
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for node in get_children():
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func scene_switch_main_menu() -> void:
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for node: Node in get_children():
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node.queue_free()
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multiplayer.multiplayer_peer.close()
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multiplayer.multiplayer_peer = null
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get_tree().change_scene_to_file(main_menu_scene_path)
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func scene_switch_to_multiplayer_lobby():
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func scene_switch_to_multiplayer_lobby() -> void:
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get_tree().change_scene_to_file(multiplayer_lobby_scene_path)
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func scene_switch_to_singleplayer_lobby():
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func scene_switch_to_singleplayer_lobby() -> void:
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get_tree().change_scene_to_file(singleplayer_lobby_scene_path)
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Reference in New Issue
Block a user