Change how map loading works
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@@ -7,9 +7,45 @@
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resource_name = "StartButton"
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script/source = "extends Button
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const COMBAT_SCENE = preload(\"res://scenes/combat_test.tscn\")
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const UNIT_SCENE = preload(\"res://prefabs/unit.tscn\")
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const PLAYER_ALLEGIANCE = preload(\"res://resources/allegiance_types/player_allegiance.tres\")
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const ENEMY_ALLEGIANCE = preload(\"res://resources/allegiance_types/enemy_allegiance.tres\")
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const MAP_LAYOUT := \"\"\"\\
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#####
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#...#
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#...#
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#...#
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#####\"\"\"
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func _pressed() -> void:
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get_parent().queue_free()
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get_tree().change_scene_to_file(\"res://scenes/combat_test.tscn\")
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var combat_instance := COMBAT_SCENE.instantiate()
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var combat_map: CombatMap = combat_instance.find_child(\"CombatMap\")
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combat_map.load_map(MAP_LAYOUT)
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var player_unit: Unit = UNIT_SCENE.instantiate()
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player_unit.stat_template = UnitStats.new(50)
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player_unit.info_template = UnitInfo.new()
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player_unit.info_template.name = \"Putit\"
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player_unit.allegiance_template = PLAYER_ALLEGIANCE
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combat_map.deploy_unit(player_unit, Vector2i(2, 2))
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var enemy_unit: Unit = UNIT_SCENE.instantiate()
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enemy_unit.stat_template = UnitStats.new(50)
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enemy_unit.info_template = UnitInfo.new()
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enemy_unit.info_template.name = \"Putit\"
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enemy_unit.allegiance_template = ENEMY_ALLEGIANCE
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combat_map.deploy_unit(enemy_unit, Vector2i(2, 1))
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var tree := get_tree()
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var root := tree.root
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var current_scene := tree.current_scene
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root.remove_child(current_scene)
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current_scene.queue_free()
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root.add_child(combat_instance)
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tree.current_scene = combat_instance
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"
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[sub_resource type="GDScript" id="GDScript_ekxnf"]
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