Add map loading logic and spawn rate control
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@@ -12,8 +12,6 @@ public partial class DungeonFloor : Node3D, IDungeonFloor
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{
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public override void _Notification(int what) => this.Notify(what);
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[Node] public EnemyDatabase EnemyDatabase { get; set; } = default!;
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private Transform3D _playerSpawnPoint;
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public ImmutableList<IDungeonRoom> Rooms { get; private set; }
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@@ -25,12 +23,16 @@ public partial class DungeonFloor : Node3D, IDungeonFloor
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Rooms = [];
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Rooms = FindAllDungeonRooms([.. GetChildren()], Rooms);
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_playerSpawnPoint = RandomizePlayerSpawnPoint();
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var monsterRooms = Rooms.OfType<MonsterRoom>();
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foreach (var room in monsterRooms)
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room.SpawnEnemies(EnemyDatabase);
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}
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public Transform3D GetPlayerSpawnPoint() => new Transform3D(_playerSpawnPoint.Basis, new Vector3(_playerSpawnPoint.Origin.X, -1.75f, _playerSpawnPoint.Origin.Z));
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public void SpawnEnemies(Godot.Collections.Dictionary<EnemyType, float> enemyInfo)
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{
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var monsterRooms = Rooms.OfType<MonsterRoom>();
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foreach (var room in monsterRooms)
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room.SpawnEnemies(enemyInfo);
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}
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public Transform3D GetPlayerSpawnPoint() => new Transform3D(_playerSpawnPoint.Basis, new Vector3(_playerSpawnPoint.Origin.X, 0f, _playerSpawnPoint.Origin.Z));
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private Transform3D RandomizePlayerSpawnPoint()
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{
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