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extends Node2D
class_name SacrificeStone
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## Emitted when the sacrifice on top of the stone changes.
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signal sacrifice_changed ( entity : PhysicsBody2D , type : Enums . MonsterType )
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var current_monster : PhysicsBody2D
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var current_type : Enums . MonsterType = Enums . MonsterType . None
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func _on_tracked ( body : PhysicsBody2D ) :
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# If a monster is dragged on top of the SacrificeStone while another monster is already on top of it, ignore the capture and let the collision resolve instead
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if current_monster != null :
return
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# Make sure the monster is sacrificable, and if it is, lock it in and emit [signal sacrifice_changed].
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var types : Array = body . find_children ( " * " , " Sacrificable " , false , false )
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for type in types :
current_monster = body
current_type = type . type
sacrifice_changed . emit ( current_monster , current_type )
break
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func _on_untracked ( body : PhysicsBody2D ) :
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if body == current_monster :
current_monster = null
current_type = Enums . MonsterType . None
sacrifice_changed . emit ( current_monster , current_type )