feat(city): ✨ Add controlled property accessors to City class for external rendering systems
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 22 additions and 23 deletions
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@ -46,6 +46,28 @@ var production_queue: Array = []
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## Accumulated hammers toward the current production_queue[0].
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var production_progress: int = 0
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# ── Property accessors (used by renderers) ─────────────────────────
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var population: int:
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get:
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return get_population()
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var hp: int:
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get:
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return get_hp()
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set(v):
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set_hp(v)
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var max_hp: int:
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get:
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return get_max_hp()
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set(v):
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set_max_hp(v)
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var owned_tiles: Array:
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get:
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return get_owned_tiles()
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## The Rust GdCity instance.
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var _gd_city: RefCounted = null
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@ -86,29 +108,6 @@ func rename_city(new_name: String) -> void:
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_gd_city.call("rename", new_name)
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# ── Property accessors (used by renderers) ─────────────────────────
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var population: int:
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get:
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return get_population()
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var hp: int:
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get:
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return get_hp()
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set(v):
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set_hp(v)
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var max_hp: int:
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get:
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return get_max_hp()
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set(v):
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set_max_hp(v)
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var owned_tiles: Array:
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get:
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return get_owned_tiles()
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# ── Getters (delegate to Rust) ──────────────────────────────────────
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func get_population() -> int:
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