Randomized who starts the fight
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@@ -307,6 +307,11 @@ public partial class FightHappening : Node
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HappeningData.enemyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
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HappeningData.enemyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
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HappeningData.fighterTurn.AddAsLast(fighter);
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HappeningData.fighterTurn.AddAsLast(fighter);
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}
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}
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if (GD.RandRange(0, 2) != 0) // 2/3 chance for vesna to start
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{
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HappeningData.fighterTurn.SpinBack();
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}
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}
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}
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private void ExecuteNextFighter()
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private void ExecuteNextFighter()
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@@ -99,6 +99,23 @@ public class FighterTurn : IEnumerable<FightWorld.Fighter>
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return false;
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return false;
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}
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}
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/// <summary>
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/// Sets the current one back
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/// This is an expensive operation, because the entire data structure needs to be circled
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/// </summary>
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public void SpinBack()
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{
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if (_currentNode == null) return;
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var node = _currentNode;
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while (node.next != _currentNode)
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{
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node = node.next;
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}
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_currentNode = node;
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}
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public IEnumerator<FightWorld.Fighter> GetEnumerator()
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public IEnumerator<FightWorld.Fighter> GetEnumerator()
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{
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{
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if (_currentNode == null) return Enumerable.Empty<FightWorld.Fighter>().GetEnumerator();
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if (_currentNode == null) return Enumerable.Empty<FightWorld.Fighter>().GetEnumerator();
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