mostly fixed movement but there's still a problem with enemies in the top left cell (0,0) being set to not solid
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@@ -73,25 +73,6 @@ public partial class Map : TileMapLayer
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return GetOccupant(CELL_TO_CHECK) != null;
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}
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public void HighlightCells()
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{
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_cells.ForEach(c =>
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{
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if (HasOccupant(c))
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{
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SetCell(c, 0, new Vector2I(4,1));
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}
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else if (_astar.IsPointSolid(c))
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{
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}
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else
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{
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SetCell(c, 0, new Vector2I(0, (c.X + c.Y) % 2 == 0 ? 0 : 1));
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}
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});
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}
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public bool IsCellSolid(Vector2I CELL_TO_CHECK)
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{
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bool hasOccupant = HasOccupant(CELL_TO_CHECK);
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@@ -105,7 +86,7 @@ public partial class Map : TileMapLayer
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{
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List<Vector2I> rowCells = [.. _cells.Where(c => c.Y == ROW_TO_CHECK)];
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return rowCells.All(c => HasOccupant(c));
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return rowCells.All(c => _astar.IsPointSolid(c));
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}
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public void SetCellEnemy(Vector2I ADDRESS, Enemy ENEMY)
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@@ -135,20 +116,28 @@ public partial class Map : TileMapLayer
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EvaluateSolidCells();
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}
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public List<Vector2I> GetPath(Vector2I FROM, Vector2I TO, bool INCLUDE_FROM = false, bool SHOW_PATH = false)
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public List<Vector2I> GetPath(Vector2I FROM, Vector2I TO, bool INCLUDE_FROM = false)
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{
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_astar.SetPointSolid(FROM, false);
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if (FROM == Vector2I.Zero)
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{
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GD.Print(4,_astar.IsPointSolid(FROM));
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}
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if (TO == Vector2I.Zero)
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{
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GD.Print(5,_astar.IsPointSolid(FROM));
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}
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List<Vector2I> pathTaken = [.. _astar.GetIdPath(FROM, TO, true)];
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_astar.SetPointSolid(FROM, true);
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// if (SHOW_PATH)
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// {
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// for (int i = 0; i < pathTaken.Count; i++)
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// {
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// Vector2I cell = pathTaken[i];
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// SetCell(cell, _mainSource, _pathTakenAtlasCoordinates);
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// }
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// }
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if (FROM == Vector2I.Zero)
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{
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GD.Print(6,_astar.IsPointSolid(FROM));
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}
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if (TO == Vector2I.Zero)
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{
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GD.Print(7,_astar.IsPointSolid(FROM));
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}
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if (!INCLUDE_FROM)
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{
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pathTaken.Remove(FROM);
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