Basic level bus
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scripts/level_event_bus.gd
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extends Node
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## Event bus for levels in Liberation Of Neighborville
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class_name LevelSignals
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#region Entity
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## Called for every entity that enters game
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signal entity_created(entity : Entity)
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## Called for every entity that exits game
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signal entity_killed(context : Entity.KilledContext)
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## Called for every entity that gets damage
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signal entity_hp_changed(context : Entity.HPChangedContext)
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#endregion
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#region Seedpacket manipulation
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## Called when player selects EntityResource
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signal packet_selected(packet : EntityResource)
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## Called when player selects EntityResource during game phase
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signal packet_selected_during_game(packet : EntityResource)
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## Called when something requests EntityResource to be added to hotbar collection
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signal requested_packet_add
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## Called when something requests EntityResource to be deleted from hotbar collection
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signal requested_packet_remove
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## Called when selected packets are updated
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signal hotbar_packets_update(selected : Array[EntityResource])
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#endregion
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#region Level Running
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## Called when huge wave is incoming, yet has not come
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signal huge_wave_coming
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## Called when huge wave has come
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signal huge_wave
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## Called when final wave has come
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signal final_wave
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## Called when game is progressing through level stages
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signal state_changed(state : LevelStates)
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## Called when something requests state to advance
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signal state_advance_requested
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#endregion
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## Possible states of level
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enum LevelStates {
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## The game is during plant pick stage
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PlantPick,
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## The game is not yet started
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Pregame,
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## Game started
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Game,
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## Game ended
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Postgame
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}
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