Change how map loading works
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@@ -1,38 +0,0 @@
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extends Node
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const GRID_SIZE := 5
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@export var dl_map: CombatMap
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@export var unit_template: PackedScene
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@export var player_allegiance: UnitAllegiance
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@export var enemy_allegiance: UnitAllegiance
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func _ready() -> void:
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for x in GRID_SIZE:
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for y in GRID_SIZE:
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var pos := Vector2i(x, y)
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var is_edge := x == 0 or x == GRID_SIZE - 1 or y == 0 or y == GRID_SIZE - 1
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if is_edge:
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dl_map.draw_wall(pos)
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else:
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dl_map.draw_floor(pos)
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# Create a putit at the center belonging to the player
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var center := Vector2i(GRID_SIZE / 2, GRID_SIZE / 2)
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var unit: Unit = unit_template.instantiate()
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unit.stat_template = UnitStats.new(50)
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unit.info_template = UnitInfo.new()
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unit.allegiance_template = player_allegiance
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unit.info_template.name = "Putit"
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unit.position = dl_map.coords_to_world(center)
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get_parent().add_child.call_deferred(unit)
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# Create a putit at one above the center belonging to the enemy
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var center_enemy := Vector2i(GRID_SIZE / 2, (GRID_SIZE / 2) - 1)
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var enemy_unit: Unit = unit_template.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.allegiance_template = enemy_allegiance
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enemy_unit.info_template.name = "Putit"
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enemy_unit.position = dl_map.coords_to_world(center_enemy)
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get_parent().add_child.call_deferred(enemy_unit)
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@@ -1 +0,0 @@
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uid://c8xb86ty7rduf
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