starting a major rework, where all effects are controlled within a contact
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@@ -12,7 +12,6 @@ public partial class Player : Actor
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public Boss _boss;
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public Enemy _activeEnemy;
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public RichTextLabel _debug, _busDebug;
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public List<BusinessCard> _businessCards;
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public override void _Ready()
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{
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@@ -26,23 +25,6 @@ public partial class Player : Actor
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_boss = GetNode<Boss>("Boss");
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_boss.PassPlayer(this);
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_businessCards = GetChildren().Where(c=>c is BusinessCard).Cast<BusinessCard>().ToList();
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for (int i = 0; i < _businessCards.Count; i++)
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{
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_businessCards[i].PassPlayer(this);
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if (_businessCards[i].Name.ToString().IndexOf("Default") > -1)
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{
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string goalNameString = _businessCards[i].Name.ToString().Replace("Default","").Replace("Alt","");
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GoalName goalName;
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Enum.TryParse(goalNameString, out goalName);
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_businessCards[i].AssignGoal(goalName);
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}
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else
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{
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_businessCards[i].AssignRandomGoal();
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}
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}
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Challenge(_boss);
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}
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@@ -53,7 +35,6 @@ public partial class Player : Actor
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ENEMY._board.Activate();
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_board = ENEMY._board;
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_activeEnemy = ENEMY;
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CheckGoals();
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string text = "";
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if (_activeEnemy is Mook)
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@@ -67,11 +48,6 @@ public partial class Player : Actor
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_debug.Text = text;
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}
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public void CheckGoals()
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{
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_businessCards.ForEach(b=>b.CheckGoal());
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}
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public void RunLost()
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{
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_debug.Text = "YOU LOSE!!";
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@@ -84,10 +60,7 @@ public partial class Player : Actor
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public void StartBattle()
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{
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for (int i = 0; i < _phone._phoneButtons.Count; i++)
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{
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_phone.Start();
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}
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_phone.Begin();
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}
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// public bool CheckWin(List<Shield> SHIELDS)
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