Unbork some very borked stuff
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@ -36,7 +36,7 @@ func _ready():
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actionTimer = Timer.new()
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actionTimer.connect("timeout",Callable(self,"RunQueuedAction"))
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add_child(actionTimer)
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$Display.text = $Display.text + "\nGood job Unit " + String(SaveManager.get_run()) + "!"
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$Display.text = $Display.text + "\nGood job Unit " + str(SaveManager.get_run()) + "!"
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addLine("\nAwaiting input...")
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changeChar = CHANGE_TIME
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$Display.visible_characters = 18
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@ -63,11 +63,11 @@ func ButtonInput(input):
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if !queuedAction:
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queuedAction = input
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elif input == "Next Level":
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addLine("gis run unit " + String(SaveManager.get_run()))
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addLine("gis run unit " + str(SaveManager.get_run()))
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if !queuedAction:
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queuedAction = input
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elif input == "Upgrades":
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addLine("gis config unit " + String(SaveManager.get_run()))
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addLine("gis config unit " + str(SaveManager.get_run()))
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if !queuedAction:
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queuedAction = input
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elif input == "Back":
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@ -123,7 +123,7 @@ func RunQueuedAction():
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get_tree().change_scene_to_file("res://Nodes/Game.tscn")
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elif queuedAction == "Upgrades":
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clearConsole()
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addLine("Upgrade Chips: " + String(SaveManager.get_upgrade_points()) + "\n\n")
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addLine("Upgrade Chips: " + str(SaveManager.get_upgrade_points()) + "\n\n")
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addLine("Select upgrade category:")
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addLine("1. Abilities")
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addLine("2. Equipment")
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@ -132,14 +132,14 @@ func RunQueuedAction():
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GenerateInputs(['Abilities', 'Equipment', 'Buy Equipment', 'Back'])
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elif queuedAction == "Buy Equipment":
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clearConsole()
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addLine("Upgrade Chips: " + String(SaveManager.get_upgrade_points()) + "\n\n")
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addLine("Upgrade Chips: " + str(SaveManager.get_upgrade_points()) + "\n\n")
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addLine("Equipment:")
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var i = 1
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var tempInputs = []
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for equipment in ALL_EQUIPMENT:
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if !(equipment in SaveManager.get_equipment()):
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tempInputs.append(capFirst(equipment))
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addLine(String(i) + ". " + capFirst(equipment) + " (COST " + String(ALL_EQUIPMENT[equipment]) + ")")
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addLine(str(i) + ". " + capFirst(equipment) + " (COST " + str(ALL_EQUIPMENT[equipment]) + ")")
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i += 1
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GenerateInputs(tempInputs + ['Upgrades'])
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elif queuedAction == "Back":
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@ -147,7 +147,7 @@ func RunQueuedAction():
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clearConsole()
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elif queuedAction == "Equipment":
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clearConsole()
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addLine("Upgrade Chips: " + String(SaveManager.get_upgrade_points()) + "\n\n")
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addLine("Upgrade Chips: " + str(SaveManager.get_upgrade_points()) + "\n\n")
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addLine("Equipment:")
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var i = 1
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var tempInputs = []
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@ -155,7 +155,7 @@ func RunQueuedAction():
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var suffix = ""
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if equip == SaveManager.get_equiped():
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suffix = " (EQUIPED)"
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addLine(String(i) + ". " + equip.capitalize()[0] + equip.substr(1, len(equip)) + suffix)
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addLine(str(i) + ". " + equip.capitalize()[0] + equip.substr(1, len(equip)) + suffix)
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tempInputs.append(equip.capitalize()[0] + equip.substr(1, len(equip)))
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i += 1
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addLine('\nX. Back')
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@ -163,12 +163,12 @@ func RunQueuedAction():
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GenerateInputs(tempInputs + ["Upgrades"])
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elif queuedAction == "Abilities":
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clearConsole()
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addLine("Upgrade Chips: " + String(SaveManager.get_upgrade_points()) + "\n\n")
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addLine("Upgrade Chips: " + str(SaveManager.get_upgrade_points()) + "\n\n")
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addLine("Abilities:")
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var i = 1
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var tempInputs = []
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for action in SaveManager.get_actions():
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addLine(String(i) + ". " + action.capitalize()[0] + action.substr(1, len(action)))
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addLine(str(i) + ". " + action.capitalize()[0] + action.substr(1, len(action)))
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tempInputs.append(action.capitalize()[0] + action.substr(1, len(action)))
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i += 1
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addLine('\nX. Back')
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@ -190,16 +190,16 @@ func RunQueuedAction():
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GenerateInputs(tempInputs + ["Equipment"])
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elif queuedAction.to_lower() in SaveManager.get_actions():
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clearConsole()
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addLine("Upgrade Chips: " + String(SaveManager.get_upgrade_points()) + "\n\n")
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addLine("Upgrade Chips: " + str(SaveManager.get_upgrade_points()) + "\n\n")
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addLine("Ability: " + queuedAction)
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addLine("Level: " + String(SaveManager.get_action_value(queuedAction.to_lower())))
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addLine("Level: " + str(SaveManager.get_action_value(queuedAction.to_lower())))
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addLine("")
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var pointsToUpgrade = 1 * int(SaveManager.get_action_value(queuedAction.to_lower()))
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if queuedAction.to_lower() in BASE_UNLOCK:
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pointsToUpgrade += BASE_UNLOCK[queuedAction.to_lower()]
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var tempInputs = []
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tempInputs.append("Upgrade")
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addLine("1. Upgrade (" + String(pointsToUpgrade) + " Points)")
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addLine("1. Upgrade (" + str(pointsToUpgrade) + " Points)")
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addLine("\nX. Back")
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tempValue = queuedAction.to_lower()
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GenerateInputs(tempInputs + ["Abilities"])
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@ -1,14 +1,23 @@
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class_name Exit
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extends Node2D
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@export
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var area: Area2D
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func _ready():
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@export
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var victory_scene: PackedScene
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func _ready() -> void:
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area.body_entered.connect(self._on_body_entered)
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$Area2D.connect("body_entered",Callable(self,"on_collide"))
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func on_collide(body):
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if body.has_method("victoryCondition"):
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func _on_body_entered(body: PhysicsBody2D) -> void:
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if body is Player:
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MusicPlayer.stop()
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MusicPlayer.stream = load("res://Music/DOS-88/Smooth Sailing.ogg")
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MusicPlayer.volume_db = 0
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MusicPlayer.play()
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body.victoryCondition()
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SaveManager.change_upgrade_points(1)
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get_tree().change_scene_to_packed(victory_scene)
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