AI has better detection, committing before a larger rework
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@@ -2,7 +2,7 @@ extends Node
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@export_group("Main")
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@export var room_lockdown : bool = false
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@export var number_of_enemies : int = 20
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@export var start_enemies : int = 20
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@export var spawnable_enemies = preload("res://assets/spider2.tscn")
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@export_group("Key")
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@export var key_drop : bool = false
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@@ -11,13 +11,13 @@ extends Node
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@export_group("Item Drops")
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@export var number_of_drops = 5
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var enemies = []
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var doors = []
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var room_checks = []
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var enemy_spawners = []
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var number_enemies : int
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@onready var number_of_enemies : int = start_enemies
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var rot_amount : float
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# Called when the node enters the scene tree for the first time.
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func _ready():
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SignalBus.enemy_killed.connect(enemy_in_room_killed)
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@@ -29,9 +29,7 @@ func _process(delta):
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pass
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func assign_elements():
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for i in self.get_children():
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if i is Enemy:
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enemies.append(i)
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for i in get_children():
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if i.is_in_group("door"):
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doors.append(i)
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if i.is_in_group("room_check"):
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@@ -71,7 +69,7 @@ func room_exited():
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i.open()
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func spawn_enemies():
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while number_of_enemies >= 0:
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while number_of_enemies > 0:
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number_of_enemies -= 1
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var random_spawner = enemy_spawners.pick_random()
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@@ -81,7 +79,3 @@ func spawn_enemies():
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add_child(enemy)
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enemy.global_position = set_pos
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await number_enemies == 0
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for i in self.get_children():
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if i is Enemy:
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enemies.append(i)
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