continuing to set up map and pegs
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@@ -3,14 +3,14 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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public partial class Peg : HoverableNode
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public partial class Peg : MapCellOccupant
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{
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[Signal]
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public delegate void DeathEventHandler(Peg THIS);
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public int _id, _health = 2, _healthMax = 2, _stamina, _staminaRemaining, _movement = 0, _disposition, _visibility;
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public Vector2I _address;
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public int _id, _health = 2, _healthMax = 2, _stamina, _staminaRemaining, _movement = 0, _visibility;
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public List<Vector2I> _path = new();
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public PegController _pegController;
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public Map _map;
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public List<PegAction> _actions;
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public int _distanceToGoal
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{
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@@ -24,6 +24,7 @@ public partial class Peg : HoverableNode
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{
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base._Ready();
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_actions = [.. GetNode<Node2D>("Actions").GetChildren().Cast<PegAction>()];
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_map = _pegController._playArea._map;
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}
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public virtual PegAction SelectAction()
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{
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@@ -61,21 +62,24 @@ public partial class Peg : HoverableNode
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return _pegController._playArea._map.GetPath(_address, Goal(), false, PARTIAL);
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}
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public virtual List<Peg> GetEnemies()
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{
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return [.. _pegController._pegs.Where(p => p._disposition == -_disposition).OrderBy(p => (p._address - _address).Length())];
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}
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public virtual List<Vector2I> GetVisibleCells()
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public virtual Dictionary<Vector2I, MapCell> GetEnemies()
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{
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Map map = _pegController._playArea._map;
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return [.. map._cells.Where(c => (c - _address).Length() <= _visibility)];
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return map._cells.Where(c => (int)c.Value._occupant._disposition == -(int)_disposition).ToDictionary();
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}
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public virtual List<Peg> GetVisibleEnemies()
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public virtual Dictionary<Vector2I, MapCell> GetVisibleCells()
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{
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List<Vector2I> visible = GetVisibleCells();
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return [.. GetEnemies().Where(e => visible.Contains(e._address))];
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Map map = _pegController._playArea._map;
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return map._cells.Where(c => (c.Value._address - _address).Length() <= _visibility).ToDictionary();
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}
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public virtual Dictionary<Vector2I, MapCell> GetVisibleEnemies()
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{
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Dictionary<Vector2I, MapCell> visible = GetVisibleCells();
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Dictionary<Vector2I, MapCell> enemies = GetEnemies();
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return enemies.Keys.Intersect(visible.Keys).ToDictionary(e => e, e => enemies[e]);
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}
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public Vector2 GetPositionFromAddress()
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