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GDScript

## 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
const ENEMY_SCENE_PATH: String = "res://scenes/actors/enemy.tscn"
# 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: Player) -> 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)
# 5. Spawn one enemy per room, skipping the player's spawn room (index 0).
var enemy_scene := load(ENEMY_SCENE_PATH) as PackedScene
var world_node := player.get_parent()
for i in range(1, _data.rooms.size()):
var enemy_instance = enemy_scene.instantiate()
var enemy = enemy_instance as Enemy
if enemy == null:
push_error("Failed to cast enemy instance to Enemy at room index %d" % i)
continue
enemy._player = player
world_node.add_child(enemy)
enemy.position = _layer.map_to_local(_data.rooms[i].get_center())
# 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)