Fixed farming (the way it was before)
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@@ -42,6 +42,7 @@ public partial class InteractionArea2D : Node2D
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_label.Hide();
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EmitSignal(SignalName.InteractedTool, _id);
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EmitSignal(SignalName.Interacted);
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GD.Print("Interacted with: " + this.Name);
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}
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}
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@@ -27,10 +27,11 @@ public partial class PlantBehaviour2D : Node2D
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[Export] private FieldBehaviour2D _field;
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[Export] private ItemOnGround2D _harvestablePlant;
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[Export] private CpuParticles2D _magicEffect;
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[Export] private bool _magicWordNeeded = true;
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private string _magicWordDialogicEventName = "MagicWord";
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private Sprite2D _currentPlantSprite = null;
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private bool _magicWordSaid;
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private bool _magicWordSaid = false;
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/// <summary>
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@@ -38,7 +39,7 @@ public partial class PlantBehaviour2D : Node2D
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/// </summary>
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public void Grow()
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{
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if (_field.FieldState != FieldState.Watered || !_magicWordSaid)
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if (_field.FieldState != FieldState.Watered || _magicWordSaid != _magicWordNeeded)
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return;
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GD.Print("Trying to grow something here.");
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@@ -6,9 +6,9 @@ public partial class ItemOnGround2D : Node
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{
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private ItemInstance _itemInstance;
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[Export] public bool IsActive = true;
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[Export] private bool _infiniteSupply = false;
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[Export] private int _finiteSupply = 1;
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[Export] public bool IsActive = true;
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private int pickUpCounter = 0;
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