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@@ -1,4 +1,4 @@
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class_name BattleScene extends Node3D
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class_name BattleScene extends BattleFighterScene
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enum BattlePosition {
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LEFT_TOP_BACK,
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@@ -13,11 +13,89 @@ enum BattlePosition {
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RIGHT_MIDDLE_BACK,
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RIGHT_MIDDLE_FRONT,
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RIGHT_BOTTOM_BACK,
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RIGHT_BOTTOM_FRONT,
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# Should have pinned positions for enemies as well?
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RIGHT_BOTTOM_FRONT
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}
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# @export var fighters:Node3D = null
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var fighterMap:Dictionary[BattlePosition, BattleFighterScene] = {}
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# func start(
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@export var fighterTopLeftBack:BattleFighterScene = null:
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get:
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return fighterMap.get(BattlePosition.LEFT_TOP_BACK, null)
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set(value):
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fighterMap[BattlePosition.LEFT_TOP_BACK] = value
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@export var fighterTopLeftFront:BattleFighterScene:
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get:
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return fighterMap.get(BattlePosition.LEFT_TOP_FRONT, null)
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set(value):
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fighterMap[BattlePosition.LEFT_TOP_FRONT] = value
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@export var fighterMiddleLeftBack:BattleFighterScene:
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get:
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return fighterMap.get(BattlePosition.LEFT_MIDDLE_BACK, null)
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set(value):
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fighterMap[BattlePosition.LEFT_MIDDLE_BACK] = value
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@export var fighterMiddleLeftFront:BattleFighterScene:
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get:
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return fighterMap.get(BattlePosition.LEFT_MIDDLE_FRONT, null)
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set(value):
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fighterMap[BattlePosition.LEFT_MIDDLE_FRONT] = value
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@export var fighterBottomLeftBack:BattleFighterScene:
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get:
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return fighterMap.get(BattlePosition.LEFT_BOTTOM_BACK, null)
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set(value):
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fighterMap[BattlePosition.LEFT_BOTTOM_BACK] = value
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@export var fighterBottomLeftFront:BattleFighterScene:
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get:
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return fighterMap.get(BattlePosition.LEFT_BOTTOM_FRONT, null)
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set(value):
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fighterMap[BattlePosition.LEFT_BOTTOM_FRONT] = value
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@export var fighterTopRightBack:BattleFighterScene:
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get:
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return fighterMap.get(BattlePosition.RIGHT_TOP_BACK, null)
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set(value):
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fighterMap[BattlePosition.RIGHT_TOP_BACK] = value
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@export var fighterTopRightFront:BattleFighterScene:
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get:
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return fighterMap.get(BattlePosition.RIGHT_TOP_FRONT, null)
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set(value):
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fighterMap[BattlePosition.RIGHT_TOP_FRONT] = value
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@export var fighterMiddleRightBack:BattleFighterScene:
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get:
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return fighterMap.get(BattlePosition.RIGHT_MIDDLE_BACK, null)
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set(value):
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fighterMap[BattlePosition.RIGHT_MIDDLE_BACK] = value
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@export var fighterMiddleRightFront:BattleFighterScene:
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get:
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return fighterMap.get(BattlePosition.RIGHT_MIDDLE_FRONT, null)
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set(value):
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fighterMap[BattlePosition.RIGHT_MIDDLE_FRONT] = value
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@export var fighterBottomRightBack:BattleFighterScene:
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get:
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return fighterMap.get(BattlePosition.RIGHT_BOTTOM_BACK, null)
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set(value):
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fighterMap[BattlePosition.RIGHT_BOTTOM_BACK] = value
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@export var fighterBottomRightFront:BattleFighterScene:
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get:
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return fighterMap.get(BattlePosition.RIGHT_BOTTOM_FRONT, null)
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set(value):
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fighterMap[BattlePosition.RIGHT_BOTTOM_FRONT] = value
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func _init() ->void:
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BATTLE.battleScene = self
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pass
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func startBatle(fighters:Dictionary[BattlePosition, BattleFighter]) -> void:
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for position in fighters.keys():
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var fighterScene:BattleFighterScene = fighterMap.get(position, null)
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assert(fighterScene != null)
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fighterScene.setFighter(fighters[position])
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