Move files and folders to new repo format to enable multi-project format
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108
Zennysoft.Game.Ma/src/map/Map.cs
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108
Zennysoft.Game.Ma/src/map/Map.cs
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using Chickensoft.AutoInject;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Chickensoft.SaveFileBuilder;
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using Godot;
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using System.Collections.Generic;
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using System.Linq;
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namespace Zennysoft.Game.Ma;
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public interface IMap : INode3D, IProvide<ISaveChunk<MapData>>
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{
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public void LoadMap();
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public List<string> FloorScenes { get; }
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public IDungeonFloor CurrentFloor { get; }
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public void SpawnNextFloor();
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public Transform3D GetPlayerSpawnPosition();
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}
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[Meta(typeof(IAutoNode))]
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public partial class Map : Node3D, IMap
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{
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public override void _Notification(int what) => this.Notify(what);
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[Dependency]
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public IGame Game => this.DependOn<IGame>();
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[Dependency]
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public IPlayer Player => this.DependOn<IPlayer>();
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#region Save
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public ISaveChunk<MapData> MapChunk { get; set; } = default!;
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ISaveChunk<MapData> IProvide<ISaveChunk<MapData>>.Value() => MapChunk;
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[Dependency]
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public ISaveChunk<GameData> GameChunk => this.DependOn<ISaveChunk<GameData>>();
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#endregion
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[Export]
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private Godot.Collections.Array<PackedScene> _floors { get; set; } = default!;
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public List<string> FloorScenes { get; private set; }
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public IDungeonFloor CurrentFloor { get; private set; }
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public void OnResolved()
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{
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FloorScenes = [];
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MapChunk = new SaveChunk<MapData>(
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onSave: (chunk) => new MapData()
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{
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FloorScenes = FloorScenes,
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},
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onLoad: (chunk, data) =>
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{
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FloorScenes = data.FloorScenes;
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}
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);
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GameChunk.AddChunk(MapChunk);
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this.Provide();
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}
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public void LoadMap()
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{
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foreach (var floor in _floors)
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FloorScenes.Add(floor.ResourcePath);
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LoadFloor();
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CurrentFloor.InitializeDungeon();
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var transform = GetPlayerSpawnPosition();
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Player.TeleportPlayer(transform);
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CurrentFloor.FloorIsLoaded = true;
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Game.NextFloorLoaded();
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}
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public void SpawnNextFloor()
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{
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var oldFloor = CurrentFloor;
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oldFloor.CallDeferred(MethodName.QueueFree, []);
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LoadFloor();
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CurrentFloor.InitializeDungeon();
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var transform = GetPlayerSpawnPosition();
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Player.TeleportPlayer(transform);
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CurrentFloor.FloorIsLoaded = true;
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Game.NextFloorLoaded();
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}
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public Transform3D GetPlayerSpawnPosition() => CurrentFloor.GetPlayerSpawnPoint();
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private void LoadFloor()
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{
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var currentFloorScene = FloorScenes.First();
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var instantiator = new Instantiator(GetTree());
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var loadedScene = instantiator.LoadAndInstantiate<Node3D>(currentFloorScene);
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AddChild(loadedScene);
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CurrentFloor = (IDungeonFloor)loadedScene;
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FloorScenes.Remove(currentFloorScene);
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}
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}
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