Optimization: Added voids to all functions without return
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0d2ef59571
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3 changed files with 7 additions and 7 deletions
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@ -44,7 +44,7 @@ func _on_job_spawn_timer_timeout() -> void:
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#generate_job()
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#generate_job()
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draw_job()
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draw_job()
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func generate_job():
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func generate_job() -> void:
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if not current_job_count >= MAX_JOBS:
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if not current_job_count >= MAX_JOBS:
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var random_job: JobData = jobs_array.pick_random()
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var random_job: JobData = jobs_array.pick_random()
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current_job_count += 1
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current_job_count += 1
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@ -54,7 +54,7 @@ func generate_job():
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new_job.job_accepted.connect(_on_job_accepted_pressed)
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new_job.job_accepted.connect(_on_job_accepted_pressed)
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job_interact.emit()
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job_interact.emit()
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func draw_job():
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func draw_job() -> void:
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if not current_job_count >= MAX_JOBS:
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if not current_job_count >= MAX_JOBS:
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var job: JobData = generate_random_job()
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var job: JobData = generate_random_job()
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current_job_count += 1
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current_job_count += 1
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@ -80,7 +80,7 @@ func generate_random_job() -> JobData:
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print('Generated new job: %s (%d € | %d xp | %d pcs)' % [new_job.job_name, new_job.job_reward, new_job.job_experience, new_job.job_amount])
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print('Generated new job: %s (%d € | %d xp | %d pcs)' % [new_job.job_name, new_job.job_reward, new_job.job_experience, new_job.job_amount])
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return new_job
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return new_job
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func _on_job_accepted_pressed(accepted_job):
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func _on_job_accepted_pressed(accepted_job) -> void:
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print("Job accepted")
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print("Job accepted")
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PlayerData.jobs.append(accepted_job.job_data)
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PlayerData.jobs.append(accepted_job.job_data)
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print(PlayerData.jobs[0].job_name)
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print(PlayerData.jobs[0].job_name)
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@ -14,5 +14,5 @@ func _ready() -> void:
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printer_purchase_requested.connect(GameData._on_shop_printer_purchase_req)
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printer_purchase_requested.connect(GameData._on_shop_printer_purchase_req)
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func _buy_printer_pressed(bought_printer):
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func _buy_printer_pressed(bought_printer) -> void:
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printer_purchase_requested.emit(bought_printer.printer_data)
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printer_purchase_requested.emit(bought_printer.printer_data)
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@ -26,11 +26,11 @@ func _ready() -> void:
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GameData.printer_bought.connect(_on_printer_bought)
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GameData.printer_bought.connect(_on_printer_bought)
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# --- Experience, Level and Money update ---
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# --- Experience, Level and Money update ---
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func _on_xp_changed(xp):
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func _on_xp_changed(xp) -> void:
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%Experience.value = xp
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%Experience.value = xp
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func _on_level_changed(level):
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func _on_level_changed(level) -> void:
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%Level.text = 'Level: %d' % level
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%Level.text = 'Level: %d' % level
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func _on_money_changed(money):
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func _on_money_changed(money) -> void:
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%Money.text = 'Money: %.2f €' % money
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%Money.text = 'Money: %.2f €' % money
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func _on_job_generated(job: Node) -> void:
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func _on_job_generated(job: Node) -> void:
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