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.
This commit is contained in:
2026-03-16 16:24:32 +11:00
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commit bb1c9f9284
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## LevelManager.gd
# Manages the current level's data, visual representation, and navigation graph.
# Responsible for generating, painting, and initializing the level, as well as providing pathfinding and coordinate helpers.
extends Node
# The source of truth for the current level's layout (MapData resource).
var _data: MapData
# The TileMapLayer node where the map is visually rendered.
var _layer: TileMapLayer
# Service objects for map generation, painting, and pathfinding.
# MapGenerator and MapPainter are stateless; PathfindingHandler manages the navigation graph.
var _generator: MapGenerator = MapGenerator.new()
var _painter: MapPainter = MapPainter.new()
var _pathfinding: PathfindingHandler = PathfindingHandler.new()
# Orchestrates the creation of a new level.
# 1. Generates the map data.
# 2. Paints the map visually.
# 3. Builds the navigation graph for AI/pathfinding.
# 4. Spawns the player at the correct location.
func initialize(settings: MapSettings, layer: TileMapLayer, player: CharacterBody2D) -> void:
_layer = layer
# 1. Generate the abstract map data (rooms, corridors, etc.).
# This avoids side effects on the settings resource.
_data = _generator.generate(settings)
# 2. Paint the visual layer for the player to see.
# This does not modify the underlying map data.
_painter.paint(_data, _layer)
# 3. Build the AStar graph for AI and navigation.
# Reads directly from the grid stored in _data.
_pathfinding.build(_data)
# 4. Finalize world state by spawning the player at the spawn point.
# Uses the TileMapLayer to convert grid coordinates to world pixel positions.
player.position = _layer.map_to_local(_data.spawn_point)
# Public API for other systems (like AI) to query the navigation grid.
# Encapsulates the PathfindingHandler so callers don't need to know about it directly.
func find_path(from: Vector2i, to: Vector2i) -> Array[Vector2i]:
return _pathfinding.find_path(from, to)
# Coordinate conversion helpers — lets the player and other systems convert between world and tile coordinates without touching the TileMapLayer directly.
func world_to_tile(world_pos: Vector2) -> Vector2i:
return _layer.local_to_map(world_pos)
func tile_to_world(tile: Vector2i) -> Vector2:
return _layer.map_to_local(tile)
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## TurnManager.gd
# Autoload singleton for managing turn order in a turn-based game.
# Handles registration, sequencing, and signaling for all turn-taking entities.
extends Node
# List of entities that participate in the turn order (e.g., Player, Enemies).
var turn_entities: Array[Node] = []
# Index of the entity whose turn is currently active.
var current_index: int = 0
# Whether the turn system is currently running.
var active: bool = false
# Registers an entity to participate in the turn order.
# Ensures no duplicates.
func register_entity(entity: Node) -> void:
if entity not in turn_entities:
turn_entities.append(entity)
# Unregisters an entity (e.g., when it is removed or defeated).
func unregister_entity(entity: Node) -> void:
if entity in turn_entities:
turn_entities.erase(entity)
# Starts the turn sequence for all registered entities.
# Resets the index and begins the first turn.
func start_turns() -> void:
if turn_entities.size() == 0:
return
active = true
current_index = 0
_next_turn()
# Advances to the next entity's turn.
# Connects to the entity's turn_finished signal and calls its take_turn() method.
func _next_turn() -> void:
if not active or turn_entities.size() == 0:
return
if current_index >= turn_entities.size():
current_index = 0 # New round
# Get the next entity in the list.
var entity: Node = turn_entities[current_index]
# Connect to the entity's turn_finished signal if not already connected.
if not entity.is_connected("turn_finished", Callable(self, "_on_entity_turn_finished")):
entity.connect("turn_finished", Callable(self, "_on_entity_turn_finished"))
# Notify the entity to take its turn.
entity.take_turn()
# Called when an entity finishes its turn (emits turn_finished).
# Disconnects the signal and advances to the next entity.
func _on_entity_turn_finished() -> void:
# Disconnect to avoid duplicate connections.
var entity: Node = turn_entities[current_index]
if entity.is_connected("turn_finished", Callable(self, "_on_entity_turn_finished")):
entity.disconnect("turn_finished", Callable(self, "_on_entity_turn_finished"))
current_index += 1
_next_turn()
# Optionally, stops the turn sequence and resets state.
func stop_turns() -> void:
active = false
current_index = 0