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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## TurnManager.gd
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# Autoload singleton for managing turn order in a turn-based game.
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# Handles registration, sequencing, and signaling for all turn-taking entities.
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extends Node
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# List of entities that participate in the turn order (e.g., Player, Enemies).
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var turn_entities: Array[Node] = []
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# Index of the entity whose turn is currently active.
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var current_index: int = 0
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# Whether the turn system is currently running.
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var active: bool = false
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# Registers an entity to participate in the turn order.
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# Ensures no duplicates.
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func register_entity(entity: Node) -> void:
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if entity not in turn_entities:
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turn_entities.append(entity)
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# Unregisters an entity (e.g., when it is removed or defeated).
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func unregister_entity(entity: Node) -> void:
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if entity in turn_entities:
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turn_entities.erase(entity)
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# Starts the turn sequence for all registered entities.
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# Resets the index and begins the first turn.
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func start_turns() -> void:
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if turn_entities.size() == 0:
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return
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active = true
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current_index = 0
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_next_turn()
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# Advances to the next entity's turn.
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# Connects to the entity's turn_finished signal and calls its take_turn() method.
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func _next_turn() -> void:
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if not active or turn_entities.size() == 0:
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return
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if current_index >= turn_entities.size():
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current_index = 0 # New round
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# Get the next entity in the list.
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var entity: Node = turn_entities[current_index]
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# Connect to the entity's turn_finished signal if not already connected.
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if not entity.is_connected("turn_finished", Callable(self, "_on_entity_turn_finished")):
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entity.connect("turn_finished", Callable(self, "_on_entity_turn_finished"))
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# Notify the entity to take its turn.
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entity.take_turn()
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# Called when an entity finishes its turn (emits turn_finished).
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# Disconnects the signal and advances to the next entity.
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func _on_entity_turn_finished() -> void:
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# Disconnect to avoid duplicate connections.
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var entity: Node = turn_entities[current_index]
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if entity.is_connected("turn_finished", Callable(self, "_on_entity_turn_finished")):
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entity.disconnect("turn_finished", Callable(self, "_on_entity_turn_finished"))
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current_index += 1
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_next_turn()
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# Optionally, stops the turn sequence and resets state.
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func stop_turns() -> void:
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active = false
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current_index = 0
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