Added stairs (can't climb yet).
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@@ -123,12 +123,16 @@ var state = 0
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func _ready():
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pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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var furniture_nodes = []
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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.load_game()
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if global.save_data.has("dungeon"):
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dungeon_save = global.save_data.dungeon
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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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for k in range(floors):
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for i in range(size_x):
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@@ -140,16 +144,25 @@ func _process(_delta):
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ri.translation.z = j * h - size_y / 2 * h
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dungeon[k * size_x * size_y + j * size_x + i] = ri
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if dungeon_save.empty():
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state = 1
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state = 20
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else:
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state = 2
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1:
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state = 30
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20:
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build_rooms()
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state = 21
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21:
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build_special_rooms()
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state = 22
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22:
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for r in dungeon:
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r.create_rooms()
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for k in get_tree().get_nodes_in_group("furniture"):
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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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state = 24
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24:
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if furniture_nodes.size() > 0:
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var k = furniture_nodes.pop_front()
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if k.name.begins_with("fc"):
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if randf() > 0.5 && !k.get_parent().has_meta("kitchen_room"):
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var bed_i = bed.instance()
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@@ -167,16 +180,22 @@ func _process(_delta):
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closet_i.set_meta("save_path", "res://scenes/furniture/closet.tscn")
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k.add_child(closet_i)
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k.rotate_y(randf() * PI / 24.0)
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save()
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state = 3
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2:
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for k in range(dungeon.size()):
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else:
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save()
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state = 40
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30:
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dungeon_ids = range(dungeon.size())
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state = 31
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31:
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if dungeon_ids.size() > 0:
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var k = dungeon_ids.pop_front()
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dungeon[k].save_data = dungeon_save[str(k)]
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dungeon[k].restore()
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state = 3
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3:
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else:
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state = 40
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40:
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print("loaded")
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state = 4
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state = 50
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prepared = true
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emit_signal("prepared")
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_:
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