Map screen version
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extends Node
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## Persistent run progression across scene changes — the Slay-the-Spire-style map and
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## where the player sits on it. The arena scene is reloaded for every fight, so this
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## state must outlive scene changes: genuinely global run state earns an autoload (`Run`).
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##
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## Flow: menu Play → start_new_run() → arena (intro fight) → win → MapScreen shows the
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## first frontier → pick a node → its level scene → win → back to MapScreen advanced one
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## row, and on until a boss node ends the map. Every node is the arena for now; adding a
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## level later is a new LevelDef in the catalog and pointing the generator at it.
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signal run_started
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const _ARENA_SCENE := "res://scene.tscn"
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# Map shape. Small + placeholder for now; the final row is a single boss node.
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const _ROWS := 5
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const _MIN_PER_ROW := 2
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const _MAX_PER_ROW := 4
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## map[row] is an Array[MapNode]; empty until a run starts.
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var map: Array = []
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## Node the player currently occupies. (-1, -1) = the start gate below the first row —
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## i.e. straight after the intro fight, before any map node has been chosen.
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var player_row: int = -1
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var player_col: int = -1
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## Node picked on the map whose level is being played now; committed to on the next win.
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var pending_row: int = -1
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var pending_col: int = -1
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# Level catalog. Only the arena exists today (a normal and a boss flavour, both loading
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# the same scene). Future levels — cave/bear, china shop — slot in here.
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var _arena: LevelDef
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var _arena_boss: LevelDef
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func _ready() -> void:
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_arena = _make_level(&"arena", "The Arena", _ARENA_SCENE, Color(0.80, 0.62, 0.24), false)
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_arena_boss = _make_level(
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&"arena_boss", "Grand Arena", _ARENA_SCENE, Color(0.88, 0.30, 0.20), true
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)
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func _make_level(
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id: StringName, level_name: String, scene: String, color: Color, boss: bool
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) -> LevelDef:
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var l := LevelDef.new()
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l.id = id
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l.display_name = level_name
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l.scene_path = scene
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l.color = color
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l.is_boss = boss
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return l
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## Begin a fresh run: build a new map and place the player at the start gate. Called from
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## the main-menu Play button, not from the arena scene (which reloads for every fight).
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func start_new_run() -> void:
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_generate_map()
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player_row = -1
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player_col = -1
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pending_row = -1
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pending_col = -1
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run_started.emit()
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## Build a run if none exists — a safety net for entering the map or arena directly (e.g.
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## running scene.tscn straight from the editor) without coming through the menu.
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func ensure_run() -> void:
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if map.is_empty():
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start_new_run()
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func has_run() -> bool:
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return not map.is_empty()
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func node_at(row: int, col: int) -> MapNode:
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if row < 0 or row >= map.size():
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return null
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var r: Array = map[row]
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if col < 0 or col >= r.size():
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return null
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return r[col]
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func current_node() -> MapNode:
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return node_at(player_row, player_col)
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## Nodes the player may pick next: the whole first row from the start gate, otherwise the
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## nodes the current node links forward to.
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func reachable() -> Array:
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if map.is_empty():
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return []
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if player_row < 0:
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return (map[0] as Array).duplicate()
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var here := current_node()
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if here == null or player_row + 1 >= map.size():
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return []
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var out: Array = []
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for c: int in here.links:
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var n := node_at(player_row + 1, c)
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if n != null:
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out.append(n)
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return out
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## True once the player has cleared a boss node — the map is finished.
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func run_complete() -> bool:
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var here := current_node()
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return here != null and here.level != null and here.level.is_boss
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## Mark a node as the one being played (its level scene is about to load).
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func select_node(node: MapNode) -> void:
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if node == null:
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return
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pending_row = node.row
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pending_col = node.col
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## Commit the level just won: move the player onto the pending node (or leave them at the
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## start gate after the intro fight, which has no pending node).
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func complete_current_level() -> void:
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if pending_row >= 0:
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player_row = pending_row
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player_col = pending_col
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var n := current_node()
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if n != null:
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n.cleared = true
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pending_row = -1
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pending_col = -1
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# ── Map generation ────────────────────────────────────────────────────────────
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# A small branching lattice: each row gets a handful of nodes, each node links to the
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# nearest node(s) in the next row, and every next-row node is guaranteed a parent so the
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# path is always connected (no orphan the player can never reach). The final row is a
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# single boss node the whole map funnels toward.
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func _generate_map() -> void:
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map.clear()
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for r: int in _ROWS:
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var count := 1 if r == _ROWS - 1 else randi_range(_MIN_PER_ROW, _MAX_PER_ROW)
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var y := 1.0 - float(r + 1) / float(_ROWS + 1) # row 0 near the bottom, boss on top
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var row_nodes: Array = []
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for c: int in count:
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var node := MapNode.new()
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node.row = r
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node.col = c
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node.pos = Vector2(_column_x(c, count), y)
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node.level = _arena_boss if r == _ROWS - 1 else _arena
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row_nodes.append(node)
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map.append(row_nodes)
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_link_rows()
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func _column_x(col: int, count: int) -> float:
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if count <= 1:
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return 0.5
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return lerpf(0.18, 0.82, float(col) / float(count - 1))
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func _link_rows() -> void:
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for r: int in _ROWS - 1:
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var cur: Array = map[r]
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var nxt: Array = map[r + 1]
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var incoming := PackedInt32Array()
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incoming.resize(nxt.size()) # zero-filled
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for from_node: MapNode in cur:
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var nearest := _nearest_index(from_node, nxt)
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_add_link(from_node, nearest, incoming)
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# Occasionally fan out to an adjacent next-row node so paths branch.
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if nxt.size() > 1 and randf() < 0.45:
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var step := 1 if randf() < 0.5 else -1
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_add_link(from_node, clampi(nearest + step, 0, nxt.size() - 1), incoming)
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# Guarantee every next-row node has at least one parent (no orphans).
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for c: int in nxt.size():
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if incoming[c] == 0:
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_add_link(cur[_nearest_index(nxt[c], cur)], c, incoming)
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func _add_link(from_node: MapNode, to_col: int, incoming: PackedInt32Array) -> void:
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if to_col in from_node.links:
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return
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from_node.links.append(to_col)
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incoming[to_col] += 1
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# Index of the node in `others` whose column position is closest to `node` on the x axis —
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# used both to link a node forward and to adopt an orphan back to its nearest parent.
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func _nearest_index(node: MapNode, others: Array) -> int:
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var best := 0
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var best_d := INF
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for i: int in others.size():
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var d: float = absf((others[i] as MapNode).pos.x - node.pos.x)
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if d < best_d:
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best_d = d
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best = i
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return best
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