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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## MapData.gd
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# Resource class that stores all data for a generated map, including tile types, rooms, and spawn points.
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class_name MapData
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extends Resource
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# Enum for all possible tile types in the map grid.
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# Used to distinguish between empty space, walkable floor, walls, doors, and stairs.
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enum TileType {
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VOID, # Unused/empty space
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FLOOR, # Walkable floor tile
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WALL, # Solid wall tile
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DOOR, # Door tile (can be opened/closed)
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STAIRS # Stairs tile (for level transitions)
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}
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# The main grid: Dictionary mapping Vector2i coordinates to TileType values.
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# This is the authoritative source for the map's layout.
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@export var grid: Dictionary = {}
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# The number of rooms generated for this map (set during generation).
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@export var room_count: int = 0
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# List of all room rectangles (Rect2i) in the map, used for spawning and logic.
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@export var rooms: Array[Rect2i] = []
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# The starting position for the player (in grid coordinates).
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@export var spawn_point: Vector2i = Vector2i.ZERO
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# Returns true if the tile at 'coords' is of the given TileType.
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# Used for pathfinding and logic checks.
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func is_tile_type(coords: Vector2i, type: TileType) -> bool:
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return grid.get(coords, TileType.VOID) == type
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# Clears all map data so this resource can be reused for a new map.
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func clear() -> void:
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grid.clear()
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rooms.clear()
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room_count = 0
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spawn_point = Vector2i.ZERO
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