fixed some annoying path edit tool bugs
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@ -41,8 +41,8 @@ func enable_non_path_tower_frames() -> void:
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func disable_path_tower_frames() -> void:
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for node: FlowNode in tower_frames:
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if !node.traversable and flow_field.traversable_after_blocking_point(node):
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tower_frames[node].visible = true
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if node.traversable and !flow_field.traversable_after_blocking_point(node):
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tower_frames[node].visible = false
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func set_wall(point: FlowNode, caller_id: int) -> void:
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@ -26,7 +26,7 @@ static func calculate_pot(wave_number: int, number_of_players: int) -> int:
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## among the given set of enemy spawners
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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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#print("Generating wave with " + str(points) + " points to spend")
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while points > 0:
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@ -63,7 +63,7 @@ static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners:
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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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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]
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