Added randomnes into attack minigame
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@@ -1295,6 +1295,7 @@ polygon = PackedVector2Array(247.227, 43.5123, 44.7822, 43.5123, -87.2178, 45.12
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[node name="EnterHouseInteraction" parent="YSorted/Farm visuals/Static" instance=ExtResource("27_klb81")]
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position = Vector2(5834, 2354)
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scale = Vector2(2.425, 2.425)
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_id = 0
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metadata/SaveID = "5a93071f-c1ab-4b4b-b74e-a6324d44ddf8"
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[node name="DoorSprite" type="Sprite2D" parent="YSorted/Farm visuals/Static/EnterHouseInteraction"]
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@@ -1,36 +1,44 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Babushka.scripts.CSharp.Common.Fight;
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using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
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using Babushka.scripts.CSharp.Common.Minigame;
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using Godot;
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using static Babushka.scripts.CSharp.Common.Minigame.MinigameController.RegionTheme;
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namespace Babushka.scripts.CSharp.Common.Fight;
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public partial class FightMinigameHandler : Node
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{
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#region Shortcuts
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private FightWorld.FightHappeningData HappeningData => FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
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private FightWorld.FightHappeningData HappeningData =>
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FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
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#endregion
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[Export] private MinigameController _minigameController;
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[Export] private MinigameController _minigameController = null!;
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public void OnStateEnter(FightHappening.FightState to)
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{
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if(to!=FightHappening.FightState.InputActionDetail) return;
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if (to != FightHappening.FightState.InputActionDetail) return;
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var currentDetail = HappeningData.actionStaging!.CurrentDetail();
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if(currentDetail is not MinigameActionDetail minigameDetail) return;
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if (currentDetail is not MinigameActionDetail minigameDetail) return;
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var region1 = R(2, 4);
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var region2 = R([0, 1, 1, 2]);
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var region3 = R([7, 8, 9, 9]);
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var region4 = R([0, 1, 1, 2]);
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var region5 = R(2, 4);
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var region6 = R(4, 6);
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_minigameController.Run(new MinigameController.Builder<int>()
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.AddRegion(4).RegionWithText("4").RegionWithTheme(MinigameController.RegionTheme.Normal)
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.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
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.AddRegion(8).RegionWithProportion(0.5f).RegionWithText("8").RegionWithTheme(MinigameController.RegionTheme.VeryGood)
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.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
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.AddRegion(3).RegionWithText("3").RegionWithTheme(MinigameController.RegionTheme.NormalAlt1)
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.AddRegion(5).RegionWithText("5").RegionWithTheme(MinigameController.RegionTheme.NormalAlt2)
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.AddRegion(region1).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region1.ToString()).RegionWithTheme(Normal)
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.AddRegion(region2).RegionWithProportion(R(1, 1.8)).RegionWithText(region2.ToString()).RegionWithTheme(Bad)
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.AddRegion(region3).RegionWithProportion(R(0.3, 1)).RegionWithText(region3.ToString()).RegionWithTheme(VeryGood)
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.AddRegion(region4).RegionWithProportion(R(1, 1.8)).RegionWithText(region4.ToString()).RegionWithTheme(Bad)
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.AddRegion(region5).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region5.ToString()).RegionWithTheme(NormalAlt1)
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.AddRegion(region6).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region6.ToString()).RegionWithTheme(NormalAlt2)
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.WithHitCount(3)
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).ContinueWith(task =>
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{
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@@ -40,4 +48,25 @@ public partial class FightMinigameHandler : Node
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FightHappening.Instance.CallDeferred("DetailFilled");
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});
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}
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#region Utils
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// this is to make the minigame set up a bit less convoluted
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private static int R(int min, int max)
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{
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return GD.RandRange(min, max);
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}
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private static float R(double min, double max)
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{
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return (float)GD.RandRange(min, max);
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}
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private static int R(List<int> list)
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{
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return list[GD.RandRange(0, list.Count - 1)];
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}
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#endregion
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}
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