256 lines
7.4 KiB
GDScript
256 lines
7.4 KiB
GDScript
# File contains global variables or constants so they all are in one place instead
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# of a million files. So you can adjust them "easily" from one place if needed.
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extends Node
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var chunks_loaded:int = 0
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###################################
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# VARIABLE GAME DATA, saved #
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###################################
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# map size is based on input image x*y pixel size
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@export var map_size:int
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# store terrain type (water, land, forest etc. for every map cell)
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@export var map_terrain_data:Array[PackedInt32Array] = [[]]
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# preprocess and store exact tile for every map cell to speed up setting tiles
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@export var map_tile_data:Array[Array] = [[]]
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# list of parcels the map is divided to
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@export var map_parcel_data:Array[Array] = [[]]
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# current camera zoom level
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@export var CAMERA_ZOOM_LEVEL:float = 1.0
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@export var CAMERA_POSITION:Vector2i
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# minimap texture, used also as save game's imagetexture
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@export var minimap_texture:ImageTexture = null
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###################################
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# FILE PATHS #
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###################################
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const SCENE_PATH:String = "res://scenes/"
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const ART_PATH:String = "res://art/"
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const SCRIPT_PATH:String = "res://scripts"
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###################################
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# CAMERA SETTINGS #
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###################################
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# minimap camera marker sprite
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var camera_marker:Sprite2D
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# GAME WINDOW DEFAULT SIZE
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const DEFAULT_X_RES:int = 1920
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const DEFAULT_Y_RES:int = 1080
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# camera movement settings
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const CAMERA_MIN_ZOOM_LEVEL: float = 0.1
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const CAMERA_MAX_ZOOM_LEVEL: float = 2.0
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const CAMERA_ZOOM_FACTOR: float = 0.1
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const CAMERA_ZOOM_DURATION: float = 0.1
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const CAMERA_PAN_MULTI:float = 2.0
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###################################
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# WORLD GENERATION SETTINGS #
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###################################
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# city map generation file should have black ground (0,0,0) and white water (1,1,1)
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const GROUND_TILE_COLOR_IN_MAP_FILE: Color = Color(0,0,0)
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const WATER_TILE_COLOR_IN_MAP_FILE: Color = Color(1,1,1)
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# min and max sizes for a map so the map won't be unreasonably small or large
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const MAP_MIN_HEIGHT:int = 256
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const MAP_MAX_HEIGHT:int = 4096
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const MAP_MIN_WIDTH:int = 256
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const MAP_MAX_WIDTH:int = 4096
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# tile size
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const TILE_SIZE_X:int = 16
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const TILE_SIZE_Y:int = 16
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const INFOLAYER_PARCEL_BORDER:Color = Color8(200,25,25,220)
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const INFOLAYER_PARCEL_FILL:Color = Color8(128,128,128,220)
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# parcel info is saved to a struct
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class Parcel:
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var start:Vector2i
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var size:Vector2i
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var owner:int
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var value:float
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# parcel size
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const PARCEL_WIDTH:int = 16
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const PARCEL_HEIGHT:int = 64
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var STARTING_AREA_WIDTH_IN_PARCELS:int = 5
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var STARTING_AREA_HEIGHT_IN_PARCELS:int = 2
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# tile dict to tilemap
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var td = {
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TILE_WATER: {
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"default": [Vector2i(1,0)]
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},
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TILE_TERRAIN: {
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"default": [Vector2i(0,0)],
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# 4 land tiles around water
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[1,1,1,1]: [Vector2i(0,0)],
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# 3 land tiles around water
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[1,1,1,0]: [Vector2i(0,0)],
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[1,1,0,1]: [Vector2i(0,0)],
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[1,0,1,1]: [Vector2i(0,0)],
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[0,1,1,1]: [Vector2i(0,0)],
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# 2 land tiles around water
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[1,1,0,0]: [Vector2i(11,0), Vector2i(12,0)],
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[0,1,1,0]: [Vector2i(7,0), Vector2i(8,0)],
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[0,0,1,1]: [Vector2i(19,0), Vector2i(20,0)],
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[1,0,0,1]: [Vector2i(15,0), Vector2i(16,0)],
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# 1 land tile around water
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[0,0,0,1]: [Vector2i(17,0), Vector2i(18,0)],
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[0,0,1,0]: [Vector2i(5,0), Vector2i(6,0)],
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[0,1,0,0]: [Vector2i(9,0), Vector2i(10,0)],
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[1,0,0,0]: [Vector2i(13,0), Vector2i(14,0)],
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},
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TILE_FOREST: {
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"default": [Vector2i(5,1)],
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# 4 forest tiles around land
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[2,2,2,2]: [Vector2i(5,1)],
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# 3 forest tiles around land
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[2,2,2,1]: [Vector2i(5,1)],
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[2,2,1,2]: [Vector2i(5,1)],
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[2,1,2,2]: [Vector2i(5,1)],
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[1,2,2,2]: [Vector2i(5,1)],
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# 2 forest tiles around land
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[2,2,1,1]: [Vector2i(28,0)],
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[1,2,2,1]: [Vector2i(26,0)],
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[1,1,2,2]: [Vector2i(24,0)],
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[2,1,1,2]: [Vector2i(22,0)],
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# 1 forest tile around land
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[1,1,1,2]: [Vector2i(23,0)],
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[1,1,2,1]: [Vector2i(25,0)],
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[1,2,1,1]: [Vector2i(27,0)],
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[2,1,1,1]: [Vector2i(29,0)],
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},
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TILE_BOG: {
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"key": [Vector2i(0,0)]
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}
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}
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###################################
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# CHUNK AND TERRAIN SETTINGS #
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###################################
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# world map chunk size
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const CHUNK_SIZE:Vector2i = Vector2i(32,32)
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# tilemap tile types
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enum {TILE_WATER, TILE_TERRAIN, TILE_FOREST, TILE_BOG}
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# parcel owner types
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enum {PARCEL_CITY, PARCEL_STATE, PARCEL_PRIVATE}
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# tilemap layers
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enum {LAYER_TERRAIN, LAYER_BUILDINGS}
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const TILESET_TERRAIN:TileSet = preload("res://scenes/Chunk.tres")
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###################################
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# MAIN MENU SETTINGS #
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###################################
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###################################
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# INFOLAYER SETTINGS #
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###################################
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enum {
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INFOLAYER_PARCELS,
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INFOLAYER_LAND_VALUE,
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INFOLAYER_ZONETYPES,
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INFOLAYER_TRAFFIC,
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INFOLAYER_NOISE,
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INFOLAYER_POLLUTION,
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INFOLAYER_GARBAGE,
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INFOLAYER_HAPPINESS,
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INFOLAYER_EDUCATION,
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INFOLAYER_CRIME,
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INFOLAYER_FIRE,
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INFOLAYER_HEAT,
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INFOLAYER_WATER,
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INFOLAYER_SNOW,
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INFOLAYER_DISTRICTS,
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}
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const INFLAYER_LAYERS_HIDDEN:int = -1
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###################################
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# UI ELEMENT SETTINGS #
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###################################
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# NODE NAMES
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const WORLD_NODE:String = "World"
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const DEBUGINFO_NODE:String = "DebugInfo"
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const CONSTRUCTION_PANEL_NODE:String = "ConstructionPanel"
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const GUI_BUILD_BUTTON_SIZE_X: int = 50
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const GUI_BUILD_BUTTON_SIZE_Y: int = 50
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const GUI_BUILD_BUTTON_SIZE: Vector2i = Vector2i(GUI_BUILD_BUTTON_SIZE_X,GUI_BUILD_BUTTON_SIZE_Y)
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# maybe should use int for these instead for faster matching?
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# ^ yes TODO switch to enum
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const TYPE_RESIDENTIAL:String = "residential"
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const TYPE_COMMERCIAL:String = "commercial"
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const TYPE_INDUSTRIAL:String = "industrial"
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const TYPE_SERVICES:String = "services"
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const TYPE_SOCIAL:String = "social"
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const TYPE_POWERPLANT:String = "powerplant"
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const TYPE_ROADS:String = "roads"
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const TYPE_DEMOLISH:String = "demolish"
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# Main menu buttons
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enum {
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MAINMENU_NEW_GAME,
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MAINMENU_LOAD_GAME,
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MAINMENU_RESUME_GAME,
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MAINMENU_OPTIONS,
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MAINMENU_CREDITS,
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MAINMENU_QUIT_GAME,
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}
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###################################
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# MINIMAP SETTINGS #
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###################################
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var minimap_colors:Dictionary = {
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Globals.TILE_WATER : Color8(42, 31, 255),
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Globals.TILE_TERRAIN: Color8(148, 113, 71),
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Globals.TILE_FOREST : Color8(0,123,19),
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"default": Color8(255,0,255),
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}
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###################################
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# GAME ERORR MESSAGES #
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###################################
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# error messages
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const ERROR_BUILDING_TYPE_NOT_SET:String = "Building type not set, while trying to place building."
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const ERROR_BUTTON_NOT_FOUND:String = "Button '%s' not found when trying to set it's properties in Control.gd!"
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const ERROR_FAILED_TO_LOAD_FILE:String = "Failed to load image with filename: '%s'"
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const ERROR_TILE_X_COORDS_OUT_OF_BOUNDS:String = "Trying to build outside the game area: '%s'. Cell should be between '%s-%s'"
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const ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS:String = "Trying to build outside the game area: y is: '%s'. Cell should be between '%s-%s'"
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const ERROR_IMAGE_WIDTH_INCORRECT:String = "Provided map image width '%s' too small or too large. Width should be between: '%s-%s'"
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const ERROR_IMAGE_HEIGHT_INCORRECT:String = "Provided map image height '%s' too small or too large. Height should be between: '%s-%s'"
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const ERROR_MAKING_WORLD_INSTANCE:String = "Error while making an instance of World node."
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const ERROR_WHILE_GENERATING_MAP:String = "Error in generating the map. Game won't start."
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const ERROR_WORLD_TILEMAP_NODE_MISSING:String = "World TileMap node missing or name is wrong. Tried to load: '%s'"
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