Added active state for SelectedSectorIndicator
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@@ -6,7 +6,6 @@ signal activity_changed(is_active: bool)
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enum SectorType {
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EmptySector,
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ShopSector,
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RepairSector,
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DebrisSector,
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@@ -20,7 +19,7 @@ enum SectorType {
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@export var seed_value : int = 0
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@export var type : SectorType = SectorType.EmptySector
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@export var type : SectorType = SectorType.DebrisSector
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var is_active: bool = true:
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@@ -44,7 +44,7 @@ var passage_direction_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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@onready var passage_generator : PassageGenerator = $PassageGenerator
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func generate(seed_value: int) -> AreaData:
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func generate(seed_value: int) -> AreaData:
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local_seed_rng.seed = seed_value
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stage_seed_rng.seed = local_seed_rng.randi()
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passage_seed_rng.seed = local_seed_rng.randi()
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@@ -3,10 +3,9 @@ extends Node
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const CHANSES_BY_SECTOR_TYPE : Dictionary[SectorData.SectorType, int] = {
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SectorData.SectorType.EmptySector: 45,
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SectorData.SectorType.ShopSector: 30,
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SectorData.SectorType.ShopSector: 40,
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SectorData.SectorType.RepairSector: 20,
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SectorData.SectorType.DebrisSector: 5,
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SectorData.SectorType.DebrisSector: 40,
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}
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@@ -39,4 +38,4 @@ func _get_sector_type() -> SectorData.SectorType:
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if threshold <= cumulative:
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return type
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return SectorData.SectorType.EmptySector
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return SectorData.SectorType.DebrisSector
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