Fixed quest system path indicator
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@@ -13,9 +13,9 @@ var room = preload("res://scenes/maps/interior2.tscn")
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var bed = preload("res://scenes/furniture/bed.tscn")
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var table_chairs = preload("res://scenes/furniture/table_chairs.tscn")
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var closet = preload("res://scenes/furniture/closet.tscn")
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var size_x = 4
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var size_y = 5
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var floors = 5
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var size_x = 3
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var size_y = 3
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var floors = 6
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var w = 10
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var h = 8
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var dungeon = []
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@@ -142,9 +142,12 @@ var dungeon_ids = []
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func _process(_delta):
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match(state):
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0:
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global.save_data.dungeon_seed = OS.get_unix_time()
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global.load_game()
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seed(global.save_data.dungeon_seed)
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if global.save_data.has("dungeon"):
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dungeon_save = global.save_data.dungeon
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seed(global.save_data.dungeon_seed)
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state = 1
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1:
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dungeon.resize(floors * size_x * size_y)
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@@ -170,6 +173,7 @@ func _process(_delta):
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22:
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for r in dungeon:
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r.create_rooms()
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assert(global.exit_door)
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state = 23
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23:
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furniture_nodes = get_tree().get_nodes_in_group("furniture")
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@@ -217,19 +217,24 @@ func wall2window(n):
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# else:
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# window_i = door.instance()
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if has_meta("exit_room") && !outside_door_placed:
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print("exit room place door")
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window_i = outside_door.instance()
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outside_door_placed = true
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global.exit_door = window_i
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else:
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window_i = window.instance()
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add_child(window_i)
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window_i.transform = window_xform
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n.queue_free()
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func create_rooms():
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assert(exits.size() > 0)
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if has_meta("master_room"):
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master_room()
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elif has_meta("kitchen_room"):
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master_room()
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elif has_meta("exit_room"):
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assert(windows.size() > 0)
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master_room()
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for e in get_children():
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if e.is_in_group("furniture"):
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e.queue_free()
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@@ -57,7 +57,9 @@ _data = {
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"tilts": PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 )
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}
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[node name="interior2" instance=ExtResource( 1 )]
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[node name="interior2" groups=[
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"room",
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] instance=ExtResource( 1 )]
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script = ExtResource( 2 )
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[node name="path_west" type="Path" parent="." index="1" groups=[
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