Reworked weapons and projectiles
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class_name WorldGenerator
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extends Node
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const AREA_COUNT = 3
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var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var area_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var weapon_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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@onready var area_generator : AreaGenerator = $AreaGenerator
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func generate(seed_value: int) -> WorldData:
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local_seed_rng.seed = seed_value
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area_seed_rng.seed = local_seed_rng.randi()
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weapon_rng.seed = local_seed_rng.randi()
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var data : WorldData = WorldData.new()
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data.seed_value = seed_value
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_fill_areas(data)
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_fill_weapons(data)
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return data
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func _fill_areas(data : WorldData) -> void:
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for i in AREA_COUNT:
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var seed_value := area_seed_rng.randi()
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var area := area_generator.generate(seed_value)
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data.areas.append(area)
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func _fill_weapons(data : WorldData) -> void:
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var weapons_by_group : Dictionary[String, Array] = {}
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for weapon in SaveManager.WEAPONS:
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if not weapon.group in weapons_by_group:
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weapons_by_group[weapon.group] = [] as Array[WeaponData]
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weapons_by_group[weapon.group].append(weapon)
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for group in weapons_by_group:
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var array : Array[WeaponData] = weapons_by_group[group]
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if array.size() == 0: continue
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var index := weapon_rng.randi_range(1, array.size()) - 1
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data.player_start_weapons.append(array[index])
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data.player_start_weapons.shuffle()
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