Rework enemy behavior (still in progress but shouldn't crash)
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15
Zennysoft.Game.Ma.Implementation/Map/IDungeonFloor.cs
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15
Zennysoft.Game.Ma.Implementation/Map/IDungeonFloor.cs
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using Chickensoft.GodotNodeInterfaces;
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using Godot;
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using System.Collections.Immutable;
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namespace Zennysoft.Game.Ma;
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public interface IDungeonFloor : INode3D
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{
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void InitializeDungeon();
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public Transform3D GetPlayerSpawnPoint();
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public ImmutableList<IDungeonRoom> Rooms { get; }
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public bool FloorIsLoaded { get; set; }
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}
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13
Zennysoft.Game.Ma.Implementation/Map/IDungeonRoom.cs
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13
Zennysoft.Game.Ma.Implementation/Map/IDungeonRoom.cs
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using Chickensoft.GodotNodeInterfaces;
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using System.Collections.Immutable;
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using Zennysoft.Ma.Adapter.Entity;
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namespace Zennysoft.Game.Ma;
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public interface IDungeonRoom : INode3D
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{
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bool IsPlayerInRoom { get; }
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bool PlayerDiscoveredRoom { get; }
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ImmutableList<IEnemy> EnemiesInRoom { get; }
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}
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