undergoing a shift to change movement into another action that a peg can perform and giving pegs a list of actions order by priority
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using Godot;
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using System;
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using System.Collections.Generic;
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public partial class BasicMovement : PegAction
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{
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public override void _Ready()
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{
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base._Ready();
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_healthChange = 0;
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_cost = 1;
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_range = 2^32;
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_usesMax = 2^32;
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_usesRemaining = _usesMax;
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}
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public override Tween CreateAnimation(Peg PEG)
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{
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List<Vector2I> path = PEG.GetBestPath();
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PegController pegController = PEG._pegController;
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Map map = pegController._playArea._map;
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if (path?.Count == 0)
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{
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return null;
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}
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Vector2I cell = path[0];
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map.SetCellPeg(cell, PEG);
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PEG._path.Add(cell);
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Tween subtween = CreateTween();
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subtween.TweenProperty(this, "global_position", map.GetCellPositionFromAddress(cell), 0.25f);
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return subtween;
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}
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public override bool MeetsCriteria(Peg PEG)
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{
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return base.MeetsCriteria(PEG) && PEG._address.Y > PEG._pegController._playArea._map._firstOpenRow;
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}
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}
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