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stefwill bb1c9f9284 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.
2026-03-16 16:24:32 +11:00

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[gd_resource type="TileSet" format=3 uid="uid://142kl47o7n2m"]
[ext_resource type="Texture2D" uid="uid://c55vbj78e0yrl" path="res://assets/sprites/tileset_office_walls.png" id="1"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_t1ruc"]
texture = ExtResource("1")
texture_region_size = Vector2i(32, 32)
0:0/0 = 0
0:0/0/terrain_set = 0
0:0/0/terrain = 0
0:0/0/terrains_peering_bit/bottom_left_corner = 0
0:0/0/terrains_peering_bit/top_left_corner = 0
0:0/0/terrains_peering_bit/top_right_corner = 0
1:0/0 = 0
1:0/0/terrain_set = 0
1:0/0/terrain = 0
1:0/0/terrains_peering_bit/top_left_corner = 0
1:0/0/terrains_peering_bit/top_right_corner = 0
1:1/0 = 0
1:1/0/terrain_set = 0
2:1/0 = 0
2:1/0/terrain_set = 0
2:1/0/terrain = 0
2:1/0/terrains_peering_bit/bottom_right_corner = 0
2:1/0/terrains_peering_bit/top_right_corner = 0
2:2/0 = 0
2:2/0/terrain_set = 0
2:2/0/terrain = 0
2:2/0/terrains_peering_bit/bottom_right_corner = 0
2:2/0/terrains_peering_bit/bottom_left_corner = 0
2:2/0/terrains_peering_bit/top_right_corner = 0
1:2/0 = 0
1:2/0/terrain_set = 0
1:2/0/terrain = 0
1:2/0/terrains_peering_bit/bottom_right_corner = 0
1:2/0/terrains_peering_bit/bottom_left_corner = 0
0:1/0 = 0
0:1/0/terrain_set = 0
0:1/0/terrain = 0
0:1/0/terrains_peering_bit/bottom_left_corner = 0
0:1/0/terrains_peering_bit/top_left_corner = 0
0:2/0 = 0
0:2/0/terrain_set = 0
0:2/0/terrain = 0
0:2/0/terrains_peering_bit/bottom_right_corner = 0
0:2/0/terrains_peering_bit/bottom_left_corner = 0
0:2/0/terrains_peering_bit/top_left_corner = 0
2:0/0 = 0
2:0/0/terrain_set = 0
2:0/0/terrain = 0
2:0/0/terrains_peering_bit/bottom_right_corner = 0
2:0/0/terrains_peering_bit/top_left_corner = 0
2:0/0/terrains_peering_bit/top_right_corner = 0
3:0/0 = 0
3:0/0/terrain_set = 0
3:0/0/terrains_peering_bit/bottom_right_corner = 0
4:0/0 = 0
4:0/0/terrain_set = 0
4:0/0/terrains_peering_bit/bottom_left_corner = 0
4:1/0 = 0
4:1/0/terrain_set = 0
4:1/0/terrains_peering_bit/top_left_corner = 0
4:2/0 = 0
4:2/0/terrain_set = 0
4:2/0/terrains_peering_bit/bottom_right_corner = 0
4:2/0/terrains_peering_bit/top_left_corner = 0
3:2/0 = 0
3:2/0/terrain_set = 0
3:2/0/terrains_peering_bit/bottom_left_corner = 0
3:2/0/terrains_peering_bit/top_right_corner = 0
3:1/0 = 0
3:1/0/terrain_set = 0
3:1/0/terrains_peering_bit/top_right_corner = 0
[resource]
tile_size = Vector2i(32, 32)
terrain_set_0/mode = 1
terrain_set_0/terrain_0/name = "office_walls"
terrain_set_0/terrain_0/color = Color(0.5, 0.34375, 0.25, 1)
sources/0 = SubResource("TileSetAtlasSource_t1ruc")