PlayerData and EnemyData reworked for WeaponData
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@@ -4,12 +4,6 @@ extends Node
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const AREA_COUNT = 3
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const WEAPON_GROUPS : Array[Array] = [
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[ "gatling", "railgun", "shrapnel", ],
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[ "laser", "plasma", "tesla", ],
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[ "minelayer", "launcher", "cannon", ],
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]
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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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@@ -41,9 +35,16 @@ func _fill_areas(data : WorldData) -> void:
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func _fill_weapons(data : WorldData) -> void:
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for i in range(WEAPON_GROUPS.size()):
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var group := WEAPON_GROUPS[i]
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if group.size() == 0: continue
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var weapon_by_group : Dictionary[String, Array] = {}
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for weapon in SaveManager.WEAPONS:
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if not weapon.group in weapon_by_group:
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weapon_by_group[weapon.group] = [] as Array[WeaponData]
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weapon_by_group[weapon.group].append(weapon)
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for group in weapon_by_group:
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var array : Array[WeaponData] = weapon_by_group[group]
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if array.size() == 0: continue
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var index := weapon_rng.randi_range(1, group.size()) - 1
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data.player_start_weapon_ids.append(group[index])
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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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