added some sound triggers and holes in the map
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@ -1,12 +1,39 @@
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extends GridMap
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class_name Level
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@export var enemy_pool : Array[Enemy]
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@export var player_spawns : Array[Node3D] = []
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@export var enemy_spawns : Array[Node3D] = []
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@export var enemy_goals : Array[Node3D] = []
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@export var enemy_pool: Array[Enemy]
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@export var player_spawns: Array[Node3D]
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@export var enemy_spawns: Array[Node3D]
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@export var enemy_goals: Array[Node3D]
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@export var corpses: Node3D
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@export var a_star_graph_3d : AStarGraph3D
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@export var cinematic_cam : CinematicCamManager
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@export var printer : CardPrinter
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@export var shop : ShopStand
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@export var a_star_graph_3d: AStarGraph3D
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@export var cinematic_cam: CinematicCamManager
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@export var printer: CardPrinter
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@export var shop: ShopStand
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@export var obstacle_scenes: Array[PackedScene]
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func generate_obstacles():
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var obstacle_count = randi_range(0, 5)
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for index in obstacle_count:
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var x = randi_range(0, a_star_graph_3d.grid_size.x - 1)
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var y = randi_range(0, a_star_graph_3d.grid_size.y - 1)
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var point_id = int(x * a_star_graph_3d.grid_size.y + y)
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var chosen_obstacle = randi_range(0, obstacle_scenes.size() - 1)
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var obstacle = obstacle_scenes[chosen_obstacle].instantiate() as GridMap
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var orientations = [0, 90, 180, 270]
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var chosen_orientation = orientations.pick_random()
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obstacle.position = a_star_graph_3d.astar.get_point_position(point_id)
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obstacle.set_rotation_degrees(Vector3(0, chosen_orientation, 0))
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add_child(obstacle)
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for cell in obstacle.get_used_cells():
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var cell_pos = obstacle.to_global(obstacle.map_to_local(cell))
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var map_coord = Vector3i(round(cell_pos.x), 0, round(cell_pos.z))
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#print("cell_pos: " + str(cell_pos) + "cell.z" + str(cell_pos.z) + ", map_coord: " + str(map_coord))
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var closest_point = a_star_graph_3d.astar.get_closest_point(cell_pos, true)
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var closest_point_pos = a_star_graph_3d.astar.get_point_position(closest_point)
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if closest_point_pos.distance_to(Vector3(cell_pos.x, closest_point_pos.y, cell_pos.z)) <= 0.5:
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a_star_graph_3d.astar.set_point_disabled(closest_point)
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if get_cell_item(map_coord) == 1:
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set_cell_item(map_coord, INVALID_CELL_ITEM)
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obstacle.queue_free()
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