Change how map loading works
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@@ -10,6 +10,17 @@ signal tile_hovered(coords: Vector2i)
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const TILE_SIZE := 48.0
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const SOURCE_ID: int = 0
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var _pending_layout: String
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var _pending_units: Array[Dictionary] = []
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func _ready() -> void:
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if _pending_layout:
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_apply_layout(_pending_layout)
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for entry in _pending_units:
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_apply_deploy(entry.unit, entry.coords)
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_pending_units.clear()
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func snap_to_grid(pos: Vector2) -> Vector2:
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return Vector2(floorf(pos.x / TILE_SIZE), floorf(pos.y / TILE_SIZE)) * TILE_SIZE
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@@ -31,6 +42,37 @@ func draw_floor(coords: Vector2i) -> void:
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func draw_custom(coords: Vector2i, tile_coords: Vector2i) -> void:
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tile_map.set_cell(coords, SOURCE_ID, tile_coords)
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func load_map(layout: String) -> void:
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if is_node_ready():
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_apply_layout(layout)
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else:
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_pending_layout = layout
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func deploy_unit(unit: Unit, coords: Vector2i) -> void:
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if is_node_ready():
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_apply_deploy(unit, coords)
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else:
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_pending_units.append({unit = unit, coords = coords})
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func _apply_layout(layout: String) -> void:
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var rows := layout.split("\n")
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for y in rows.size():
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for x in rows[y].length():
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var coords := Vector2i(x, y)
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match rows[y][x]:
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"#":
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draw_wall(coords)
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".":
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draw_floor(coords)
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func _apply_deploy(unit: Unit, coords: Vector2i) -> void:
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unit.position = coords_to_world(coords)
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add_child(unit)
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func is_wall(coords: Vector2i) -> bool:
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return tile_map.get_cell_atlas_coords(coords) == tile_set.wall_tile_coords
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