feat: Add core map generation and management system
- Introduced MapData, MapGenerator, and MapPainter classes for procedural map generation. - Implemented LevelManager to handle level initialization and navigation. - Created TurnManager for managing turn order in a turn-based system. - Added Player and Enemy character classes with movement and turn-taking capabilities. - Established pathfinding using AStar2D in PathfindingHandler. - Integrated new scenes for player and enemy characters, along with world setup. - Included a new tileset for futuristic Zelda-themed assets.
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@@ -0,0 +1,80 @@
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[gd_resource type="TileSet" format=3 uid="uid://142kl47o7n2m"]
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[ext_resource type="Texture2D" uid="uid://c55vbj78e0yrl" path="res://assets/sprites/tileset_office_walls.png" id="1"]
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_t1ruc"]
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texture = ExtResource("1")
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texture_region_size = Vector2i(32, 32)
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0:0/0 = 0
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0:0/0/terrain_set = 0
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0:0/0/terrain = 0
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0:0/0/terrains_peering_bit/bottom_left_corner = 0
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0:0/0/terrains_peering_bit/top_left_corner = 0
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0:0/0/terrains_peering_bit/top_right_corner = 0
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1:0/0 = 0
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1:0/0/terrain_set = 0
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1:0/0/terrain = 0
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1:0/0/terrains_peering_bit/top_left_corner = 0
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1:0/0/terrains_peering_bit/top_right_corner = 0
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1:1/0 = 0
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1:1/0/terrain_set = 0
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2:1/0 = 0
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2:1/0/terrain_set = 0
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2:1/0/terrain = 0
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2:1/0/terrains_peering_bit/bottom_right_corner = 0
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2:1/0/terrains_peering_bit/top_right_corner = 0
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2:2/0 = 0
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2:2/0/terrain_set = 0
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2:2/0/terrain = 0
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2:2/0/terrains_peering_bit/bottom_right_corner = 0
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2:2/0/terrains_peering_bit/bottom_left_corner = 0
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2:2/0/terrains_peering_bit/top_right_corner = 0
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1:2/0 = 0
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1:2/0/terrain_set = 0
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1:2/0/terrain = 0
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1:2/0/terrains_peering_bit/bottom_right_corner = 0
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1:2/0/terrains_peering_bit/bottom_left_corner = 0
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0:1/0 = 0
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0:1/0/terrain_set = 0
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0:1/0/terrain = 0
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0:1/0/terrains_peering_bit/bottom_left_corner = 0
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0:1/0/terrains_peering_bit/top_left_corner = 0
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0:2/0 = 0
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0:2/0/terrain_set = 0
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0:2/0/terrain = 0
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0:2/0/terrains_peering_bit/bottom_right_corner = 0
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0:2/0/terrains_peering_bit/bottom_left_corner = 0
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0:2/0/terrains_peering_bit/top_left_corner = 0
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2:0/0 = 0
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2:0/0/terrain_set = 0
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2:0/0/terrain = 0
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2:0/0/terrains_peering_bit/bottom_right_corner = 0
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2:0/0/terrains_peering_bit/top_left_corner = 0
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2:0/0/terrains_peering_bit/top_right_corner = 0
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3:0/0 = 0
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3:0/0/terrain_set = 0
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3:0/0/terrains_peering_bit/bottom_right_corner = 0
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4:0/0 = 0
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4:0/0/terrain_set = 0
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4:0/0/terrains_peering_bit/bottom_left_corner = 0
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4:1/0 = 0
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4:1/0/terrain_set = 0
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4:1/0/terrains_peering_bit/top_left_corner = 0
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4:2/0 = 0
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4:2/0/terrain_set = 0
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4:2/0/terrains_peering_bit/bottom_right_corner = 0
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4:2/0/terrains_peering_bit/top_left_corner = 0
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3:2/0 = 0
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3:2/0/terrain_set = 0
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3:2/0/terrains_peering_bit/bottom_left_corner = 0
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3:2/0/terrains_peering_bit/top_right_corner = 0
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3:1/0 = 0
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3:1/0/terrain_set = 0
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3:1/0/terrains_peering_bit/top_right_corner = 0
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[resource]
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tile_size = Vector2i(32, 32)
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terrain_set_0/mode = 1
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terrain_set_0/terrain_0/name = "office_walls"
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terrain_set_0/terrain_0/color = Color(0.5, 0.34375, 0.25, 1)
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sources/0 = SubResource("TileSetAtlasSource_t1ruc")
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