Entities journal rework
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@@ -27,6 +27,7 @@ var directives = "\n[center][font_size=22]INSTRUCTIONS[/font_size][/center]
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var release_messages: Array[String]
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var terminate_messages: Array[String]
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var buttons_activated: bool = true
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var entities = [] #Entities list for the journal
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#Signals for screening desk
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signal console_message
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@@ -40,6 +41,7 @@ signal release_display
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signal terminate_display
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signal its_end
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signal next_event
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signal add_entity
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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+3
-10
@@ -54,7 +54,7 @@ func _on_new_game_pressed():
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#Setting/Resetting game parameters
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Globals.day_count = 1
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Globals.floor_count = -4
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Globals.floor_count = -2
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Globals.patient_count = 0
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Globals.accurate_diagnoses = 0
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Globals.diagnoses_quota = 4
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@@ -63,11 +63,8 @@ func _on_new_game_pressed():
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for i in range(len(Patient.patient_list)):
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Patient.patient_list[i] = Patient.og_patient_list[i]
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Patient.its_list = Patient.og_its_list
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Patient.entities_list = Patient.og_entities_list
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Patient.entities_current_floor.clear()
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Patient.patients_seen.clear()
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Patient.its_seen.clear()
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Patient.entities_seen.clear()
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# DISABLED FOR NOW SINCE THERE'S NO INTRO ANYMORE
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#Offering to skip the introduction
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#var choice_text = "Do you wish to skip the introduction ?"
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@@ -126,12 +123,10 @@ func save_game(save_slot_number:int):
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"patient_list": Patient.patient_list,
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"its_list": Patient.its_list,
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"ite_list": Patient.ite_list,
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"entities_list": Patient.entities_list,
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"patients_seen": Patient.patients_seen,
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"its_seen": Patient.its_seen,
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"ite_seen": Patient.ite_seen,
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"entities_seen": Patient.entities_seen,
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"entities_current_floor": Patient.entities_current_floor,
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"journal_entities": $ScreeningDesk.journal_layer.journal.entities_page.text,
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"save_date": Globals.get_save_date()
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}
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#Creating save file
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@@ -186,12 +181,10 @@ func load_game(load_slot_number:int):
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print (Patient.patient_list)
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Patient.its_list = load_data["its_list"]
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Patient.ite_list = load_data["ite_list"]
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Patient.entities_list = load_data["entities_list"]
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Patient.patients_seen = load_data["patients_seen"]
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Patient.its_seen = load_data["its_seen"]
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Patient.ite_seen = load_data["ite_seen"]
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Patient.entities_seen = load_data["entities_seen"]
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Patient.entities_current_floor = load_data["entities_current_floor"]
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$ScreeningDesk.journal_layer.journal.entities_page.text = load_data["journal_entities"]
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else:
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print("Failed to parse Loading Data.")
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@@ -24,14 +24,6 @@ var symptoms_detailed: Array[Array] = [
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"VISUAL HALLUCINATIONS\nFalse perceptions of visual stimuli"]
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]
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var its_entity_file : String = "[color=dark_red]IT THAT SMILES[/color]
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CHARACTERISTICS
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- Wide smile, dark-red mouth, lack of teeth
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- Disguises as a human subject
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RECOMMENDED COURSE OF ACTION
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- As soon as it smiles, [color=red]TERMINATE[/color] It."
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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@@ -43,6 +35,7 @@ func _ready() -> void:
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bookmarks.rules.pressed.connect(self._on_tab_rules_pressed)
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bookmarks.symptoms.pressed.connect(self._on_tab_symptoms_pressed)
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bookmarks.entities.pressed.connect(self._on_tab_entities_pressed)
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Globals.add_entity.connect(self.add_entity)
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hide() #Hiding at start
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@@ -62,11 +55,20 @@ func update_symptoms(floor_count:int):
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journal.symptoms_page.text = symptoms_page
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func update_entities():
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func add_entity(entity):
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if Globals.entities.has(entity) == false:
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Globals.entities.append(entity)
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update_entities(Globals.entities)
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func update_entities(entities):
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journal.entities_page.text = ""
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if Patient.entities_current_floor.is_empty():
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Patient.pick_floor_entities() #Picking floor entities unless a save was just loaded
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for entity in entities:
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add_entity_to_journal(entity)
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func add_entity_to_journal(entity: String):
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var config := ConfigFile.new()
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var entity_name: String = ""
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@@ -74,23 +76,43 @@ func update_entities():
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var entity_course_of_action: String = ""
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var entity_text: String = ""
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journal.entities_page.text += its_entity_file
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config.load("res://Text Data/entities.cfg") #Loading Entity file
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entity_name = config.get_value(entity, "entity_name")
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entity_characteristics = config.get_value(entity, "entity_characteristics")
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entity_course_of_action = config.get_value(entity, "entity_course_of_action")
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entity_text = Globals.colorize(entity_name, "dark_red") + "\n\nCHARACTERISTICS" + entity_characteristics + "\nRECOMMENDED COURSE OF ACTION" + entity_course_of_action
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journal.entities_page.text += "\n\n\n" + entity_text
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#func update_entities(): Old function, to be deleted
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for entity in Patient.entities_current_floor:
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config.load("res://Dialogues/Entities/" + entity + "_file.cfg") #Loading Entity file
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entity_name = config.get_value("", "entity_name")
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entity_characteristics = config.get_value("", "entity_characteristics")
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entity_course_of_action = config.get_value("", "entity_course_of_action")
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entity_text = Globals.colorize(entity_name, "dark_red") + "\n\nCHARACTERISTICS" + entity_characteristics + "\nRECOMMENDED COURSE OF ACTION" + entity_course_of_action
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journal.entities_page.text += "\n\n\n" + entity_text
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#journal.entities_page.text = ""
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#if Patient.entities_current_floor.is_empty():
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# Patient.pick_floor_entities() #Picking floor entities unless a save was just loaded
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#var config := ConfigFile.new()
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#var entity_name: String = ""
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#var entity_characteristics: String = ""
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#var entity_course_of_action: String = ""
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#var entity_text: String = ""
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#journal.entities_page.text += its_entity_file
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#for entity in Patient.entities_current_floor:
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#config.load("res://Dialogues/Entities/" + entity + "_file.cfg") #Loading Entity file
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#entity_name = config.get_value("", "entity_name")
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#entity_characteristics = config.get_value("", "entity_characteristics")
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#entity_course_of_action = config.get_value("", "entity_course_of_action")
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#entity_text = Globals.colorize(entity_name, "dark_red") + "\n\nCHARACTERISTICS" + entity_characteristics + "\nRECOMMENDED COURSE OF ACTION" + entity_course_of_action
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#journal.entities_page.text += "\n\n\n" + entity_text
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#Resets to initial state
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func reset():
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hide()
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update_symptoms(Globals.floor_count)
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if Globals.floor_count <= -4:
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update_entities()
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update_entities(Globals.entities)
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if Globals.floor_count <= -2:
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bookmarks.entities.show()
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else:
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bookmarks.entities.hide()
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@@ -33,12 +33,9 @@ var its_list = []
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var og_ite_list = ["ite_01"]
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var ite_list = []
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var og_entities_list = ["entity_01"]
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var entities_list = []
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var entities_current_floor = []
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var patients_seen = []
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var its_seen = []
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var ite_seen = []
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var entities_seen = []
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#Supervisor file path
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@@ -56,7 +53,6 @@ func _ready() -> void:
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patient_list.resize(len(symptoms_arrays))
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its_list = og_its_list
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ite_list = og_ite_list
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entities_list = og_entities_list
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original_color = texture.modulate #Saving original modulation color to reset it after modification
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@@ -225,9 +221,6 @@ func generate_next_id(patient_type: String):
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"ite":
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next_id = ite_list.pick_random()
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print("ITE selected: " + str(next_id))
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"entity":
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next_id = entities_current_floor.pick_random()
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print("Entity selected: " + str(next_id))
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return next_id
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@@ -292,8 +285,6 @@ func next_patient_type():
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type_list.append("ite")
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_:
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for i in range(int(Globals.diagnoses_quota)):
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if len(entities_current_floor) > 0:
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type_list.append("entity")
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if len(its_list) > 0:
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type_list.append("its")
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if len(ite_list) > 0:
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@@ -327,21 +318,3 @@ func update_list():
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ite_seen.append(id)
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ite_list.erase(id)
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print("Updated ITE list: " + str(ite_list))
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"entity":
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entities_seen.append(id)
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entities_list.erase(id)
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entities_current_floor.erase(id)
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print("Updated Entities list: " + str(entities_list))
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print("Updated Entities current floor list: " + str(entities_current_floor))
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#Randomly picks which entities will be present on the current floor
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func pick_floor_entities():
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var entity
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for i in range(int(floor(Globals.diagnoses_quota/4))):
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if len(entities_list) > 0:
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entity = entities_list.pick_random()
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entities_current_floor.append(entity)
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print("Picked Entities current floor list: " + str(entities_current_floor))
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