Text fixes + plant grid around mouse + max score particule + can abandon in relay bases again
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@@ -9,7 +9,7 @@ const POINT_VISIBILITY_RADIUS : int = 200
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const POINT_FULL_OPACITY_RADIUS : int = 100
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const POINT_RANDOM_SHIFT = roundi(Region.TILE_SIZE / 3.)
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const REFRESH_TIME : float = 2.
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const REFRESH_TIME: float = .5
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var refresh_timer : float = 0.
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@@ -54,16 +54,20 @@ func _draw():
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func get_grid_point() -> Array[Vector2]:
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var grid_points : Array[Vector2] = []
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for x in range(-Region.CHUNK_TILE_SIZE, Region.CHUNK_TILE_SIZE * 2):
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for y in range(-Region.CHUNK_TILE_SIZE, Region.CHUNK_TILE_SIZE * 2):
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var grid_points: Array[Vector2] = []
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var mouse_pos := region.player.get_global_mouse_position()
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var mouse_pos_in_coord: Vector2i
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mouse_pos_in_coord.x = floor(mouse_pos.x / Region.TILE_SIZE)
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mouse_pos_in_coord.y = floor(mouse_pos.y / Region.TILE_SIZE)
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for x in range(-Region.CHUNK_TILE_SIZE, Region.CHUNK_TILE_SIZE):
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for y in range(-Region.CHUNK_TILE_SIZE, Region.CHUNK_TILE_SIZE):
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var point := Vector2(mouse_pos_in_coord) + Vector2(x, y)
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if (
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region.is_coords_decontaminated([Vector2(x,y)])
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and not region.is_coords_rocky([Vector2(x,y)])
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region.is_coords_decontaminated([point])
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and not region.is_coords_rocky([point])
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):
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grid_points.append(
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get_point_for_tile(Vector2(x,y))
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get_point_for_tile(point)
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)
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return grid_points
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