minor changes, next step is to add 2-3 friendly pegs, 2 neutral pegs, 2 hostile pegs, 2 buildings and all associated actions for these additions
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+17
-5
@@ -85,9 +85,10 @@ public partial class PegController : TurnController
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{
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action.DoImmediately(peg);
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string key = action._priority + ":" + loop;
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if (!_tweenStages.ContainsKey(key))
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{
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_tweenStages[key] = new();
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_tweenStages[key] = new();
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}
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_tweenStages[key].Add(new(peg, action));
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if (!anyPegsActed)
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@@ -104,7 +105,6 @@ public partial class PegController : TurnController
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public void HandlePegClick(Node CLICKED_NODE, int CLICK_TYPE)
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{
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TileMapLayer pathLayer = _playArea.GetNode<TileMapLayer>("PathLayer");
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if (CLICKED_NODE is not Peg peg)
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{
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return;
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@@ -113,10 +113,21 @@ public partial class PegController : TurnController
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{
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List<Vector2I> newPath = peg.GetBestPath();
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pathLayer.GetUsedCells().ToList().ForEach(c => pathLayer.SetCell(c,0,Vector2I.Down*4));
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for (int i = 0; i < newPath.Count; i++)
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// pathLayer.GetUsedCells().ToList().ForEach(c => pathLayer.SetCell(c,0,Vector2I.Down*4));
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// for (int i = 0; i < newPath.Count; i++)
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// {
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// pathLayer.SetCell(newPath[i],0,Vector2I.One);
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// }
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Map map = _playArea._map;
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TileMapLayer pathLayer = _playArea.GetNode<TileMapLayer>("PathLayer");
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List<Vector2I> pl = [.. pathLayer.GetUsedCells()];
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List<Vector2I> visible = peg.GetVisibleCells();
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for (int i = 0; i < pl.Count; i++)
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{
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pathLayer.SetCell(newPath[i],0,Vector2I.One);
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Vector2I cell = pl[i];
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pathLayer.GetUsedCells().ToList().ForEach(c => pathLayer.SetCell(cell,0,Vector2I.Down + Vector2I.Right*(visible.IndexOf(cell) > -1 ? 1 : 4)));
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}
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}
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else if (CLICK_TYPE == 2)
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@@ -149,6 +160,7 @@ public partial class PegController : TurnController
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public void ProcessTween()
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{
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_tweenStages = _tweenStages.OrderBy(s => int.Parse(s.Key.Split(":")[0])).ThenBy(s => int.Parse(s.Key.Split(":")[1])).ToDictionary();
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if (_tweenStages.Count <= 0)
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{
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EndTurn();
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