refactor(world-map): ♻️ Update WorldMap class to integrate biome generation logic and effects for procedural environmental variety
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 10 additions and 0 deletions
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@ -11,6 +11,9 @@ const CityRendererScript: GDScript = preload("res://engine/src/rendering/city_re
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const LairOverlayRendererScript: GDScript = preload(
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"res://engine/src/rendering/lair_overlay_renderer.gd"
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)
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const OverlayRendererScript: GDScript = preload(
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"res://engine/src/rendering/overlay_renderer.gd"
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)
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const FogRendererScript: GDScript = preload("res://engine/src/rendering/fog_renderer.gd")
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const CityScreenScene: PackedScene = preload("res://engine/scenes/city/city_screen.tscn")
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const ChroniclePanelScene: PackedScene = preload("res://engine/scenes/hud/chronicle_panel.tscn")
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@ -32,6 +35,7 @@ var _hex_renderer: Node2D = null
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var _unit_renderer: Node2D = null
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var _city_renderer: Node2D = null
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var _lair_overlay: Node2D = null
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var _overlay_renderer: Node2D = null
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var _fog_renderer: Node2D = null
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var _city_screen: CanvasLayer = null
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var _chronicle_panel: CanvasLayer = null
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@ -73,6 +77,9 @@ func _setup_renderers() -> void:
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_lair_overlay = LairOverlayRendererScript.new()
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_lair_overlay.name = "LairOverlayRenderer"
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$OverlayLayer.add_child(_lair_overlay)
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_overlay_renderer = OverlayRendererScript.new()
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_overlay_renderer.name = "OverlayRenderer"
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$OverlayLayer.add_child(_overlay_renderer)
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_fog_renderer = FogRendererScript.new()
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_fog_renderer.name = "FogRenderer"
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$FogLayer.add_child(_fog_renderer)
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@ -133,6 +140,9 @@ func _start_game() -> void:
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local_player = first_player.index
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_fog_renderer.initialize(game_map, local_player)
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_overlay_renderer.initialize(local_player)
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_overlay_renderer.render_overlays(game_map)
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var bg_camera: Camera2D = _viewport_manager.get_background_camera()
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bg_camera.setup_bounds(game_map.width, game_map.height)
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