fix: compilation errors that were caused by the dragonproperties refactoring
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46726bca32
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50bc814367
14 changed files with 66 additions and 207 deletions
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@ -29,7 +29,7 @@ var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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func _ready():
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_library = DragonLibrary.new(hat_outfits, shirt_outfits, shoes_outfits)
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_library = DragonLibrary.new()
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_instantiator = DragonInstantiator.new(dragon_template, get_viewport(), get_window())
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_save_load = SaveLoad.new()
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@ -60,7 +60,7 @@ func _instantiate_random_dragon():
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# TODO: Search for dragon and if is in library or in instantiated dragons continue next iteration
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pass
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var dragon_entity: DragonEntity = _generate_entity(spot.position, dragon)
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_filled_spots[spot] = dragon_entity.id
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_filled_spots[spot] = dragon_entity.properties.id
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return
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@ -72,12 +72,8 @@ func _get_free_spot() -> Node2D:
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func _generate_entity(pos: Vector2, properties: DragonProperties) -> DragonEntity:
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var id: int = rng.randi()
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var hat: Texture2D = hat_outfits.get_texture(properties.hat)
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var shirt: Texture2D = shirt_outfits.get_texture(properties.shirt)
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var shoes: Texture2D = shoes_outfits.get_texture(properties.decor)
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var dragon_name: String = properties.name
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return _instantiate_dragon_ingame(pos, hat, shirt, shoes, dragon_name, id)
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properties.id = rng.randi()
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return _instantiate_dragon_ingame(pos, properties)
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func move_window_to_bottom_right():
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@ -94,11 +90,11 @@ func move_window_to_bottom_right():
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DisplayServer.window_set_position(new_position)
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func add_dragon(hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String):
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var id: int = _library.add_dragon(dragon_name, hat, shirt, shoes)
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func add_dragon(properties: DragonProperties):
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var id: int = _library.add_dragon(properties)
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for spot in dragon_spots:
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if not _filled_spots.has(spot):
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_instantiate_dragon_ingame(spot.position, hat, shirt, shoes, dragon_name, id)
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_instantiate_dragon_ingame(spot.position, properties)
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_filled_spots[spot] = id
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break
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@ -109,35 +105,31 @@ func _load_game():
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_library.add_dragons(dragons)
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for d: DragonProperties in dragons:
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if d.position != Vector2i(0, 0):
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var hat: Texture2D = hat_outfits.get_texture(d.hat)
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var shirt: Texture2D = shirt_outfits.get_texture(d.shirt)
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var shoes: Texture2D = shoes_outfits.get_texture(d.decor)
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_pick_dragon(rng.randi(), d.position, hat, shirt, shoes, false)
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_pick_dragon(d, false)
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print(_save_load.contents_to_save)
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func _instantiate_dragon_ingame(position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String, id: int) -> DragonEntity:
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func _instantiate_dragon_ingame(window_position: Vector2, properties: DragonProperties) -> DragonEntity:
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var dragon: DragonEntity = dragon_ingame.instantiate()
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dragon.dress(hat, shirt, shoes)
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dragon.dress(properties)
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add_child(dragon)
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dragon.id = id
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dragon.position = position
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dragon.properties = properties
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dragon.position = window_position
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dragon.on_pick.connect(_pick_dragon)
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dragon.on_quit.connect(_quit_dragon)
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_instantiated_dragons[id] = dragon
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_instantiated_dragons[properties.id] = dragon
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return dragon
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func _pick_dragon(id: int, position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, drag: bool = true):
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var dragon: Dragon = _instantiator.instantiate(position, hat, shirt, shoes, drag)
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dragon.id = id
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_dragon_entities[id] = dragon
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func _pick_dragon(properties: DragonProperties, drag: bool = true):
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var dragon: Dragon = _instantiator.instantiate(properties, drag)
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_dragon_entities[properties.id] = dragon
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dragon.place_back.connect(_dragon_place_back)
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add_child(dragon)
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_instantiated_dragons.erase(id)
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_instantiated_dragons.erase(properties.id)
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for spot in _filled_spots:
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if _filled_spots[spot] == id:
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if _filled_spots[spot] == properties.id:
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_filled_spots.erase(spot)
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