2024-09-09 01:17:35 +00:00
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extends Node2D
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2024-09-14 22:01:46 +00:00
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@onready var building_levels = [
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2024-09-15 01:09:17 +00:00
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$Node2D/Level2/BuildingLevel2,
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$Node2D/Level3/BuildingLevel3,
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$Node2D/Level4/BuildingLevel4,
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$Node2D/Level5/BuildingLevel5,
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2024-09-15 01:37:29 +00:00
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$Node2D/Node2D/BuildingLevel6
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2024-09-14 22:01:46 +00:00
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]
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2024-09-15 01:19:19 +00:00
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@onready var night: ColorRect = $CanvasLayer/Night
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var night_tween
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2024-09-15 07:43:45 +00:00
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var timer = 0
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var timer2 = 0
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2024-09-15 01:19:19 +00:00
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func _ready() -> void:
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if night_tween:
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night_tween.kill()
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night_tween = create_tween()
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night_tween.set_loops()
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night_tween.tween_property(night, "modulate", Color.TRANSPARENT, 5)
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night_tween.tween_interval(15)
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night_tween.tween_property(night, "modulate", Color.WHITE, 5)
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2024-09-14 22:01:46 +00:00
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func _process(delta: float) -> void:
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if Input.is_action_just_released("lclick"):
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if Persister.get_value("drag_mode") and Persister.get_value("building_mode"):
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for build_level in building_levels:
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build_level.place_building()
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Persister.persist_data("building_mode", false)
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2024-09-15 01:27:59 +00:00
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var building_mode = Persister.get_value("building_mode")
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if Input.is_action_just_pressed("lclick") and not Persister.get_value("drag_mode"):
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if building_mode:
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for build_level in building_levels:
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build_level.place_building()
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else:
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for build_level in building_levels:
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build_level.show_info_building()
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Persister.persist_data("building_mode", false)
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if Input.is_action_just_pressed("rclick"):
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Persister.persist_data("building_mode", false)
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2024-09-15 07:43:45 +00:00
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if Persister.get_value("game_started"):
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timer += delta
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timer2 += delta
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if timer >= 5:
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var pop = Persister.get_value("population")
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var pop_scale = ceil(pop / 5.0)
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if Persister.get_value("food") > pop_scale and Persister.get_value("water") > pop_scale:
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Persister.change_value("food", pop_scale)
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Persister.change_value("water", pop_scale)
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if Persister.get_value("population") < Persister.get_value("max_population"):
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Persister.change_value("population", 1)
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Persister.change_value("avail_population", 1)
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elif Persister.get_value("population") > Persister.get_value("max_population"):
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Persister.change_value("population", -1)
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if Persister.get_value("avail_population") > 0:
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Persister.change_value("avail_population", -1)
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else:
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_kill_citizen()
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else:
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Persister.change_value("population", -1)
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if Persister.get_value("avail_population") > 0:
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Persister.change_value("avail_population", -1)
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else:
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_kill_citizen()
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timer -= 5
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func _kill_citizen():
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for build_level in building_levels:
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var val = build_level.kill_citizen()
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if val:
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return
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