extends Node @onready var player_vars = get_node("/root/PlayerVariables") var classroomteacher = preload("res://CTeacher.tscn") @onready var game_time = get_node("/root/GameTimer") var staff_tracker_achievement : int var sa_pool : int var staff_tracker_enjoyment : int var se_pool : int var staff_tracker_wellbeing : int var sw_pool : int var staff_tracker_total : int # Called when the node enters the scene tree for the first time. func _ready(): game_time.connect("heartbeat", Callable(self, "on_heartbeat")) staff_tracker_achievement = 50 staff_tracker_enjoyment = 50 staff_tracker_wellbeing = 50 staff_tracker_total = 50 # game_time.connect("month_heartbeat", self, "on_month_heartbeat") func add_teacher(): if player_vars.teacher_pop < player_vars.classroom_count: if player_vars.funds > (player_vars.teacher_hire - 1): var teacher_agent = classroomteacher.instantiate() add_child(teacher_agent) player_vars.funds -= player_vars.teacher_hire player_vars.teacher_pop += 1 func _on_AddTeacher_pressed(): add_teacher() func on_heartbeat(): player_vars.teacher_pop = get_child_count() staff_tracker() func staff_tracker(): if sa_pool > 0 && staff_tracker_achievement < 100: staff_tracker_achievement += (sa_pool / player_vars.teacher_pop) if se_pool > 0 && staff_tracker_enjoyment < 100: staff_tracker_enjoyment += (se_pool / player_vars.teacher_pop) if sw_pool > 0 && staff_tracker_wellbeing < 100: staff_tracker_wellbeing += (sw_pool / player_vars.teacher_pop) sa_pool = 0 sw_pool = 0 se_pool = 0 staff_tracker_total = int(float(staff_tracker_achievement * 0.5 + staff_tracker_enjoyment * 0.2 + staff_tracker_wellbeing * 0.3))