end turn update
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@@ -4,9 +4,8 @@ extends Node
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signal bullet_selected(object)
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signal bullet_selected(object)
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signal state_changed
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signal state_changed
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enum GameState { PLAYER1_GUN_LOAD, PLAYER2_GUN_LOAD, GUN_ANIMATION}
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enum GameState { PLAYER1_GUN_LOAD, PLAYER2_GUN_LOAD, GUN_ANIMATION, PLAYER1_UNLOAD,PLAYER2_UNLOAD}
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var current_state = GameState.PLAYER1_GUN_LOAD
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var current_state = GameState.PLAYER1_GUN_LOAD
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var prev_state: int
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var bullets: Array
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var bullets: Array
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var player1_revolver: Node3D
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var player1_revolver: Node3D
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@@ -40,15 +39,32 @@ func on_bullet_selected(bullet_object: Node3D):
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player1_revolver.load_bullet(bullet_object)
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player1_revolver.load_bullet(bullet_object)
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func set_state(newState):
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func set_state(newState):
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prev_state = current_state
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current_state = newState
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current_state = newState
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state_changed.emit()
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state_changed.emit()
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func check_unloaded_bullets():
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var unloaded_bullets = Array()
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for bullet in bullets:
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if bullet.is_loaded != true:
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unloaded_bullets.append(bullet)
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if unloaded_bullets.size() > 0:
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return true
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else:
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return false
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func end_player_turn():
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func end_player_turn():
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set_state(GameState.PLAYER2_GUN_LOAD)
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if check_unloaded_bullets():
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set_state(GameState.PLAYER2_GUN_LOAD)
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else:
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set_state(GameState.PLAYER2_UNLOAD)
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print("End of Phase 1")
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func end_enemy_turn():
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func end_enemy_turn():
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set_state(GameState.PLAYER1_GUN_LOAD)
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if check_unloaded_bullets():
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set_state(GameState.PLAYER1_GUN_LOAD)
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else:
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set_state(GameState.PLAYER1_UNLOAD)
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print("End of Phase 1")
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func get_enemy_revolver() -> Node3D:
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func get_enemy_revolver() -> Node3D:
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return player2_revolver
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return player2_revolver
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