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11 Commits

@ -14,5 +14,9 @@ position = Vector2(23, -96)
scale = Vector2(0.547474, 0.547474)
texture = SubResource("AtlasTexture_ane0o")
[node name="CollisionShape2D" parent="TargetSelection/Click" index="0"]
position = Vector2(25.215, -195)
scale = Vector2(0.72370636, 1)
[node name="Sprite2D" parent="TargetSelection/HoverIndicator" index="0"]
position = Vector2(1, -126)
position = Vector2(0.84, -126)

@ -186,8 +186,8 @@ directories/tres_directory={
[display]
window/size/viewport_width=1980
window/size/viewport_height=1020
window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="viewport"
window/stretch/aspect="keep_height"

@ -12,6 +12,7 @@ public class TargetSelectActionDetail : FighterAction.FighterActionDetail
// settings
public required bool selectEnemy;
public required bool selectAlly;
public required bool aliveOnly;
public VisualRange visualRange = VisualRange.Single;
// result

@ -13,7 +13,8 @@ public class AllyAttackAction : FighterAction
public TargetSelectActionDetail targetSelect = new()
{
selectEnemy = true,
selectAlly = false
selectAlly = false,
aliveOnly = true
};
public MinigameActionDetail minigameDetail = new();

@ -117,11 +117,13 @@ public partial class AllFightersVisual : Node
if (targetDetail.selectEnemy)
_fighterVisuals
.Where(kv => kv.Key.IsInFormation(HappeningData.enemyFighterFormation))
.Where(kv => !targetDetail.aliveOnly || kv.Key.IsAlive())// if aliveOnly: take where IsAlive
.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
if (targetDetail.selectAlly)
_fighterVisuals
.Where(kv => kv.Key.IsInFormation(HappeningData.allyFighterFormation))
.Where(kv => !targetDetail.aliveOnly || kv.Key.IsAlive())// if aliveOnly: take where IsAlive
.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
}

@ -307,6 +307,11 @@ public partial class FightHappening : Node
HappeningData.enemyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
HappeningData.fighterTurn.AddAsLast(fighter);
}
if (GD.RandRange(0, 2) != 0) // 2/3 chance for vesna to start
{
HappeningData.fighterTurn.SpinBack();
}
}
private void ExecuteNextFighter()

@ -99,6 +99,23 @@ public class FighterTurn : IEnumerable<FightWorld.Fighter>
return false;
}
/// <summary>
/// Sets the current one back
/// This is an expensive operation, because the entire data structure needs to be circled
/// </summary>
public void SpinBack()
{
if (_currentNode == null) return;
var node = _currentNode;
while (node.next != _currentNode)
{
node = node.next;
}
_currentNode = node;
}
public IEnumerator<FightWorld.Fighter> GetEnumerator()
{
if (_currentNode == null) return Enumerable.Empty<FightWorld.Fighter>().GetEnumerator();

@ -9,9 +9,15 @@ public partial class SwitchSceneOnFightEnd : Node
public void OnFightStateEnter(FightHappening.FightState to)
{
if (to is FightHappening.FightState.PlayerWin
or FightHappening.FightState.EnemyWin)
if (to is FightHappening.FightState.PlayerWin )
_ = SwitchSceneAfterTime(2.0f);
if (to is FightHappening.FightState.EnemyWin)
{
_fightSceneSwitcher.ExitFight();
_fightSceneSwitcher.ExitFightWorld();
}
}
private async Task SwitchSceneAfterTime(float seconds)

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