evolution
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@@ -7,7 +7,7 @@ signal unlock_item(item_id: String)
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var current_year: float = 0
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var current_speed: int = 1
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var current_speed_in_years:float = 1
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var current_speed_in_years: float = 1
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var entities: Dictionary[String, OwniverseEntity] = {}
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var entity_groups: Dictionary[String, Array] = {}
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@@ -46,12 +46,12 @@ func _auto_production(year_delta: float) -> void:
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var _cycle_production = {"S": 0.0, "H": 0.0}
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for entity: OwniverseEntity in auto_production:
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if current_amount[entity.id] == 0:
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continue
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continue
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_cycle_production[entity.product_per_year_type] += \
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current_amount[entity.id] * entity.product_per_year_amount * year_delta
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for item in _cycle_production:
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_count_amount(item, _cycle_production[item])
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_count_amount(item, _cycle_production[item])
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func _get_distribution(source: Dictionary) -> Dictionary:
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@@ -79,7 +79,7 @@ func produce(item_id: String, amount: float) -> void:
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return
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if _entity.cost[elem] == 0: continue
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entity_transaction[elem] = -amount * _entity.cost[elem]
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entity_transaction[elem] = - amount * _entity.cost[elem]
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for elem in entity_transaction:
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_process_enitity(elem, entity_transaction[elem])
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@@ -124,7 +124,7 @@ func _count_amount(entity_id: String, amount: float) -> void:
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items_to_update[entity_id] = current_amount[entity_id]
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func _check_locked_items() -> void:
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for entity:OwniverseEntity in locked_entities:
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for entity: OwniverseEntity in locked_entities:
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for elem in entity.unlock:
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if cumulative_amount[elem] < entity.unlock[elem]:
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continue
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@@ -156,7 +156,6 @@ func change_speed(delta: int) -> int:
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func load_data() -> bool:
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#var _is_succesfull = false
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var game_data: Dictionary = SaveManager.load_data("owniverse", "qwerty")
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if game_data == {}:
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return false
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