Fixed game win bug for discovering city, v1.3.1
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1dad0e5751
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@ -199,61 +199,61 @@ namespace Assets.Scripts
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index = calculateIndex(indexes);
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switch (index)
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{
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case 0:
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case 1:
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if (i == 0)
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{
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itemName = "luck";
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}
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attributes.Add("LCK", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
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break;
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case 1:
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if (i == 0)
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{
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itemName = "intelligence";
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}
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attributes.Add("INT", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
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attributes.Add("LCK", Mathf.RoundToInt((float)(3 - (2 * i) + rand.Next(luck) * 0.1)));
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break;
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case 2:
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if (i == 0)
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{
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itemName = "dexterity";
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itemName = "intelligence";
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}
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attributes.Add("DEX", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
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attributes.Add("INT", Mathf.RoundToInt((float)(3 - (2 * i) + rand.Next(luck) * 0.1)));
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break;
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case 3:
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if (i == 0)
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{
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itemName = "strength";
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itemName = "dexterity";
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}
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attributes.Add("STR", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
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attributes.Add("DEX", Mathf.RoundToInt((float)(3 - (2 * i) + rand.Next(luck) * 0.1)));
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break;
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case 4:
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if (i == 0)
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{
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itemName = "health";
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itemName = "strength";
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}
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attributes.Add("HP", Mathf.RoundToInt((float)(10 - (2 * i) + luck * 0.1)));
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attributes.Add("STR", Mathf.RoundToInt((float)(3 - (2 * i) + rand.Next(luck) * 0.1)));
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break;
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case 5:
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if (i == 0)
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{
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itemName = "mana";
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itemName = "health";
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}
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attributes.Add("MP", Mathf.RoundToInt((float)(10 - (2 * i) + luck * 0.1)));
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attributes.Add("HP", Mathf.RoundToInt((float)(10 - (2 * i) + rand.Next(luck) * 0.1)));
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break;
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case 6:
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if (i == 0)
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{
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itemName = "health regeneration";
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itemName = "mana";
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}
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attributes.Add("HPR", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
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attributes.Add("MP", Mathf.RoundToInt((float)(10 - (2 * i) + rand.Next(luck) * 0.1)));
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break;
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case 7:
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if (i == 0)
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{
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itemName = "health regeneration";
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}
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attributes.Add("HPR", Mathf.RoundToInt((float)(3 - (2 * i) + rand.Next(luck) * 0.1)));
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break;
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case 8:
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if (i == 0)
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{
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itemName = "mana regeneration";
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}
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attributes.Add("MPR", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
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attributes.Add("MPR", Mathf.RoundToInt((float)(3 - (2 * i) + rand.Next(luck) * 0.1)));
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break;
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}
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indexes[i] = index;
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@ -261,14 +261,15 @@ namespace Assets.Scripts
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}
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else
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{
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attributes.Add("MPR", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("HPR", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("MP", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("HP", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("STR", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("DEX", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("INT", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("LCK", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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int bonus = rand.Next(luck);
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attributes.Add("MPR", Mathf.RoundToInt((float)(3 + bonus * 0.1)));
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attributes.Add("HPR", Mathf.RoundToInt((float)(3 + bonus * 0.1)));
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attributes.Add("MP", Mathf.RoundToInt((float)(3 + bonus * 0.1)));
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attributes.Add("HP", Mathf.RoundToInt((float)(3 + bonus * 0.1)));
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attributes.Add("STR", Mathf.RoundToInt((float)(3 + bonus * 0.1)));
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attributes.Add("DEX", Mathf.RoundToInt((float)(3 + bonus * 0.1)));
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attributes.Add("INT", Mathf.RoundToInt((float)(3 + bonus * 0.1)));
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attributes.Add("LCK", Mathf.RoundToInt((float)(3 + bonus * 0.1)));
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}
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}
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@ -278,7 +279,7 @@ namespace Assets.Scripts
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int index = 0;
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while (true)
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{
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index = rand.Next(8);
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index = rand.Next(8) + 1;
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counter = 0;
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for (int j = 0; j < indexes.Length; j++)
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{
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@ -194,6 +194,7 @@ namespace Assets.Scripts
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getRotation();
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regeneratePlayer();
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uihandler.adjustInformation(this);
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gameFinished();
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}
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}
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@ -464,6 +465,11 @@ namespace Assets.Scripts
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uihandler.showMessage("SUCCESS;You killed your enemy!");
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killcount++;
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SteamWorksHandler.getSlimeAchievement(killcount);
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gameFinished();
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}
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public void gameFinished()
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{
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if (killcount >= 30 * (difficulty + 1) && GameObject.Find("WorldGenerator").GetComponent<WorldGenerator>().gameWon())
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{
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uihandler.showMessage("SUCCESS;You won the game!");
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@ -101,13 +101,6 @@ public class WorldGenerator : MonoBehaviour
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name = city.name;
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cityAmount--;
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SteamWorksHandler.getStandardAchievement("CityAchievement");
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}
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else
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{
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newTile = Instantiate(tile, mapPos, Quaternion.identity);
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name = tile.name;
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noise.applyNoise(newTile);
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}
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}
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else
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@ -116,7 +109,13 @@ public class WorldGenerator : MonoBehaviour
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name = tile.name;
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noise.applyNoise(newTile);
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}
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}
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else
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{
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newTile = Instantiate(tile, mapPos, Quaternion.identity);
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name = tile.name;
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noise.applyNoise(newTile);
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}
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if (name.Contains("_"))
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{
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name = name.Split('_')[0];
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