feat(engine): ✨ Introduce founder unit type with custom behavior and rendering
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2 changed files with 4 additions and 4 deletions
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@ -144,7 +144,7 @@ func _populate_from_data() -> void:
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if display_name.is_empty():
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display_name = data.get("name", unit_id.capitalize())
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var is_founder: bool = (
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unit_id.contains("founder") or unit_id.contains("settler")
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unit_id.contains("founder")
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)
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can_found_city = data.get("can_found_city", is_founder)
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var is_builder: bool = (
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@ -201,12 +201,12 @@ func is_military() -> bool:
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var combat_type: String = get_combat_type()
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if combat_type.is_empty():
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return false
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return combat_type != "settler" and combat_type != "worker" and combat_type != "civilian"
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return combat_type != "founder" and combat_type != "worker" and combat_type != "civilian"
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func is_civilian() -> bool:
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var combat_type: String = get_combat_type()
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return combat_type == "civilian" or combat_type == "settler" or combat_type == "worker"
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return combat_type == "civilian" or combat_type == "founder" or combat_type == "worker"
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func get_combat_type() -> String:
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@ -20,7 +20,7 @@ const MOVE_RANGE_BORDER_COLOR: Color = Color(0.3, 0.5, 1.0, 0.5)
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## Combat type to marker label mapping for placeholder rendering.
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const COMBAT_TYPE_LABELS: Dictionary = {
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"settler": "F", "founder": "F",
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"founder": "F",
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"worker": "W",
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"ranged": "R",
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"siege": "S",
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