tempest is rainy
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@@ -25,8 +25,11 @@ func get_icon() -> Texture:
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func get_card_section_color() -> Color:
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return DEFAULT_MODIFIER_COLOR
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func get_possible_meteo_type() -> Array[Meteo.Type]:
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return [Meteo.Type.CALM, Meteo.Type.RAINY, Meteo.Type.FOGGY, Meteo.Type.WINDY]
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func region_ready(_region : Region) -> void:
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pass
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pass
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func modify_region_name(name : String) -> String:
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return name
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@@ -14,4 +14,7 @@ func get_card_section_color() -> Color:
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return Color("#FF006E")
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func modify_objective(objective : int) -> int:
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return roundi(objective * 2)
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return roundi(objective * 2)
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func get_possible_meteo_type() -> Array[Meteo.Type]:
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return [Meteo.Type.RAINY]
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@@ -31,7 +31,17 @@ func _init(meteo_seed : int = randi()):
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func(t : Type): return t != type
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)
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type = available_types[rng.randi_range(0, len(available_types) - 1)]
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if (GameInfo.game_data
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and GameInfo.game_data.current_region_data
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):
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var possible_meteo : Array[Type]
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for modifier in GameInfo.game_data.current_region_data.modifiers:
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for possible_type in modifier.get_possible_meteo_type():
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if possible_meteo.find(possible_type) == -1:
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possible_meteo.append(possible_type)
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type = possible_meteo.pick_random()
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else:
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type = available_types[rng.randi_range(0, len(available_types) - 1)]
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func generate():
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wind_direction = Vector2(1,0).rotated(rng.randf_range(PI, -PI))
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