add default goal business cards, allow Board.GetCellsByOwner to accept actor instead of player, rework BusinessCard click to be accepted based on _goalMet instead of Disabled, add default goals to enemy class,
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@@ -19,9 +19,12 @@ public partial class BusinessCard : TextureButton
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public override void _Pressed()
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{
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base._Pressed();
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GD.Print("Pressed");
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_player._activeEnemy.Defeat(_goalName);
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_player.Challenge(_player._activeEnemy._owner._board._owner);
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_player._busDebug.Text = _goalName.ToString() + (_goalMet ? "": " NOT") + " MET";
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if (_goalMet)
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{
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_player._activeEnemy.Defeat(_goalName);
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_player.Challenge(_player._activeEnemy._owner._board._owner);
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}
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}
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public void AssignGoal(GoalName GOALNAME)
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@@ -29,14 +32,17 @@ public partial class BusinessCard : TextureButton
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_goalName = GOALNAME;
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}
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public void AssignRandomGoal()
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{
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Random r = new Random();
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AssignGoal(_goal._conditions.Keys.ElementAt(r.Next(_goal._conditions.Keys.Count)));
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}
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public void CheckGoal()
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{
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List<Cell> ownedCells = _player._board.GetCellsByOwner(_player);
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List<int> addresses = _goal.GetAddresses(_goalName);
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_goalMet = addresses.All(a=>ownedCells.Select(c=>c._address).ToList().IndexOf(a)>-1);
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GD.Print(_goalMet);
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Disabled = !_goalMet;
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GD.Print(Disabled);
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}
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public void PassPlayer(Player PLAYER)
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