Make buildings give max pop
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f75456cfde
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21720ecc11
2 changed files with 9 additions and 3 deletions
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@ -105,13 +105,19 @@ func place_building():
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"key": Persister.get_value("building_key"),
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}
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var cost = Data.data.buildings[Persister.get_value("building_key")].cost
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var build_data = Data.data.buildings[Persister.get_value("building_key")]
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var cost = build_data.cost
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if cost.has("wood"):
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Persister.change_value("wood", -int(cost.wood))
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if cost.has("stone"):
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Persister.change_value("stone", -int(cost.stone))
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if build_data.type == "housing":
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Persister.change_value("max_population", int(build_data.amount))
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building_data[tile].max_population = int(build_data.amount)
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building_data[tile].population = 0 # TODO: handle overflowing pop?
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Persister.persist_data("drag_mode", false)
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4
ui.gd
4
ui.gd
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@ -3,8 +3,8 @@ extends CanvasLayer
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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func _ready() -> void:
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Persister.persist_data("wood", 5)
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Persister.persist_data("stone", 5)
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Persister.persist_data("wood", 50)
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Persister.persist_data("stone", 50)
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Persister.persist_data("population", 3)
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Persister.persist_data("max_population", 3)
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