revamped key rebinding system
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@ -1,41 +1,15 @@
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extends Node
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func calculate_spawn_power(wave_number: int, number_of_players: int) -> int:
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static func calculate_spawn_power(wave_number: int, number_of_players: int) -> int:
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return (20 * number_of_players) + (5 * wave_number)
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func calculate_pot(wave_number: int, number_of_players: int) -> int:
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return 20 + (50 * number_of_players) + (15 * wave_number)
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static func calculate_pot(wave_number: int, number_of_players: int) -> int:
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return ceili((2.5 * number_of_players) + (0.5 * wave_number))
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#func generate_wave(spawn_power: int, spawn_pool: Array[Enemy]) -> Dictionary:
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#var wave: Dictionary = {}
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##var sp_used = 0
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#var enemy_types: int = randi_range(1, 5)
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#var enemy_choices: Array[Enemy] = spawn_pool.duplicate()
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#var sp_allotment: int = floori(float(spawn_power) / float(enemy_types))
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#for x: int in enemy_types:
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#var choice: Enemy = enemy_choices.pick_random()
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#enemy_choices.erase(choice)
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#if floori(float(sp_allotment) / float(choice.spawn_power)) > 0:
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#wave[Data.enemies.find(choice)] = floori(float(sp_allotment) / float(choice.spawn_power))
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##sp_used += wave[Data.enemies.find(choice)] * choice.spawn_power
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##print("Generated wave with spawn power: " + str(sp_used) + "/" + str(spawn_power))
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#return wave
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#func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners: Array[EnemySpawner]) -> Wave:
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#var wave: Wave = Wave.new()
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#var new_card: EnemyCard = EnemyCard.new()
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#new_card.enemy = Data.enemies[6]
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#new_card.rarity = Data.Rarity.COMMON
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#wave.enemy_groups.append(new_card)
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#spawners[1].add_card(new_card)
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#return wave
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func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners: Array[EnemySpawner]) -> Wave:
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static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners: Array[EnemySpawner]) -> Wave:
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var wave: Wave = Wave.new()
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var points: int = spawn_power / 10.0
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