Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
World.clear_all + 4 EventBus signals (save_started/finished, load_started/
finished) before dispatch. Pattern proven across Phases 12/13/14/15/16.
Entity to_dict/from_dict + class_id tagging (Agent A):
- class_id tag added to all 18 entity to_dict methods for loader routing
- Missing pairs filled in: wolf, grave_slot, graveyard_zone, stockpile_zone,
crate (from_dict). All defensive with d.get(field, default).
- Workbench round-trips label_text so Carpenter/Smelter/Millstone/Hearth/
Pyre kinds survive reload
- BeautySystem + DirtinessSystem save_dict/apply_dict for sparse maps
- World.save_tilemap_layers / apply_tilemap_layers covering 5 layers
(Terrain/Floor/Wall/Designation/Roof; Fog runtime-only skipped)
SaveSystem v2 rewrite (Agent B):
- SAVE_VERSION bumped from 1 to 2
- write_save(slot) pauses Sim, emits save_started, collects every entity
via _collect_entities iterating all World registries, writes payload to
user://save_<slot>.json
- apply_save full rewrite: pause sim → emit load_started → World.clear_all
→ apply autoloads (GameState/Clock/Weather/Storyteller) → apply tilemap
layers → iterate payload.entities and dispatch to per-class factories
→ apply beauty/dirt maps → emit load_finished(slot, ok, real_seconds_away)
- Per-class factory registry: 18 class_ids dispatched to setup+add_child+
from_dict patterns. CremationPyre detected via workbench.label_text == 'Pyre'
- Public slot API: save_to_slot/load_from_slot/has_save/delete_save/
peek_save_metadata. Slots locked: &manual + &autosave
Autosave + UI + Resume toast (Agent C):
- autoload/autosave.gd — new Autosave autoload. Periodic every
AUTOSAVE_INTERVAL_TICKS = 6000 (~5 in-game min at 20 Hz) + NOTIFICATION_
APPLICATION_PAUSED (mobile) + NOTIFICATION_WM_WINDOW_FOCUS_OUT (desktop).
Gated by _busy flag tied to EventBus.save_started/save_finished.
- TopBar extended with SaveBtn (💾) + LoadBtn buttons, 48×48 min hit area
- scenes/ui/load_menu.gd — CanvasLayer slot picker. Reads peek_save_metadata
to show 'Manual save (Date Time)' / 'Autosave (Date Time)' rows.
Version-mismatch warning dialog before continuing on older saves.
- scenes/ui/resume_toast.gd — top-center toast. On load_finished(ok=true):
'Welcome back — N minutes/hours away' for 5s + 0.8s fade.
On ok=false: 'Load failed (corrupt or version mismatch)'.
- Strings catalog: 14 new keys (ui.save / ui.load / ui.welcome_back_* /
ui.load_failed etc.)
- main.gd mounts LoadMenu + ResumeToast as runtime CanvasLayer children
MCP runtime verified:
- Saved at tick 1137 → [save] wrote slot 'manual': 113 entities at tick 1137
- Advanced sim to tick 4600 at ULTRA speed (different state)
- load_from_slot(&manual) → [save] applied slot 'manual': 113 entities,
0 errors, tick=1137, away=34s
- post-load: Sim.tick=1137 (restored), pawns alive=3, all furniture +
workbenches + crops + walls + floors back in place
- Resume toast fires: [resume_toast] showing — ok=true seconds_away=34
- Autosave on focus-loss verified: [autosave] focus-loss → wrote autosave
- Screenshot shows TopBar with Save + Load buttons + post-load Lone Wolf
storyteller modal from fresh dawn roll
Known acceptable gaps (deferred to Phase 20 tuning):
- Pawn JobRunner mid-INTERACT/mid-BUILD restarts from toil 0 on reload
(walk toil round-trips; multi-step interact does not). Pawns lose a few
seconds of work.
- Workbench bill mid-craft fetch state isn't fully serialized.
- Wolf.target_pawn re-resolution from name string is Agent A's documented
pattern; Agent B's apply_save respects pawn-restoration ordering so the
resolution works after pawns are back.
Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration
+ MCP verify on Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
189 lines
7.3 KiB
GDScript
189 lines
7.3 KiB
GDScript
## Dropped item entity — a single stack of one item type lying on the world floor.
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##
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## Visuals are drawn procedurally via _draw() (Phase 4 placeholder). Real
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## ElvGames item icons land in Phase 5+.
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##
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## Item type constants mirror the 16 filter chips in docs/design.md. They are
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## used by StockpileZone filter bitmasks and pawn-carry typing.
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##
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## World registration (World.register_item / World.unregister_item) is called
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## here but the methods land in World during Opus integration. The script will
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## parse cleanly; the call will fail at runtime until then.
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class_name Item extends Node2D
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const TILE_SIZE_PX: int = 16
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# ── canonical type registry — matches docs/design.md "16 filter chips" ───────
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const TYPE_WOOD: StringName = &"wood" # Wd
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const TYPE_STONE: StringName = &"stone" # St
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const TYPE_IRON_ORE: StringName = &"iron_ore" # Ir
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const TYPE_COPPER_ORE: StringName = &"copper_ore" # Cu
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const TYPE_SILVER: StringName = &"silver" # Ag
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const TYPE_GOLD: StringName = &"gold" # Au
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const TYPE_CLOTH: StringName = &"cloth" # Cl
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const TYPE_VEGETABLE: StringName = &"vegetable" # Veg
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const TYPE_MEAT: StringName = &"meat" # Mt
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const TYPE_GRAIN: StringName = &"grain" # Gr
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const TYPE_MEAL: StringName = &"meal" # Ck (cooked)
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const TYPE_MEDICINE: StringName = &"medicine" # Md
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const TYPE_TOOL: StringName = &"tool" # Tl
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const TYPE_WEAPON: StringName = &"weapon" # Wp
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const TYPE_ARMOR: StringName = &"armor" # Ar
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const TYPE_CORPSE: StringName = &"corpse" # Co
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# Phase 6 — intermediate crafted goods (carpenter bench + smelter outputs).
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const TYPE_PLANK: StringName = &"plank"
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const TYPE_STONE_BLOCK: StringName = &"stone_block"
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# Phase 7 — cooking chain. Grain → Flour (millstone) → Bread (hearth).
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# TYPE_MEAL (&"meal") is the generic cooked-dish output and already lives above
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# in the 16-chip base set.
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const TYPE_FLOUR: StringName = &"flour"
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const TYPE_BREAD: StringName = &"bread"
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# Phase 14 — cremation output. One ash item drops per cremated corpse.
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const TYPE_ASH: StringName = &"ash"
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const ALL_TYPES: Array[StringName] = [
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TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
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TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
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TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE,
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TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE,
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TYPE_PLANK, TYPE_STONE_BLOCK,
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TYPE_FLOUR, TYPE_BREAD,
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TYPE_ASH,
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]
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# ── quality system (docs/architecture.md "Quality system") ───────────────────
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# Rolled at craft-completion; stored per item; drives border colour in _draw().
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enum Quality { SHODDY, NORMAL, EXCELLENT, MASTERWORK, LEGENDARY }
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# ── state ────────────────────────────────────────────────────────────────────
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@export var item_type: StringName = TYPE_WOOD
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@export var stack_size: int = 1
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@export var quality: Quality = Quality.NORMAL
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var tile: Vector2i = Vector2i.ZERO
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## When true the on-floor visual is suppressed; the carrying pawn renders the
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## carry indicator instead.
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var being_carried: bool = false
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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position = _tile_to_world(tile)
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visible = not being_carried
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func _exit_tree() -> void:
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World.unregister_item(self)
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# ── public API ────────────────────────────────────────────────────────────────
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## One-shot initialiser called by the spawning code (Tree.fell, Rock.mined, etc.)
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## Sets all fields, syncs position, and registers with World.
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func setup(p_type: StringName, p_stack: int, p_tile: Vector2i) -> void:
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item_type = p_type
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stack_size = p_stack
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tile = p_tile
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position = _tile_to_world(tile)
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visible = not being_carried
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queue_redraw()
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World.register_item(self)
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Audit.log("item", "spawned %s×%d at %s" % [item_type, stack_size, tile])
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## Hide/show the on-floor sprite when the pawn picks up or drops this item.
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func set_being_carried(value: bool) -> void:
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being_carried = value
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visible = not being_carried
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# ── save / load ───────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"class_id": &"item",
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"type": String(item_type),
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"stack_size": stack_size,
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"tile_x": tile.x,
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"tile_y": tile.y,
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"quality": int(quality),
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}
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## Returns a plain Dictionary spec for World.load_items() to instantiate from.
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## Items cannot reconstruct themselves standalone — they need a parent in the
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## scene tree. World adds the node, then calls setup() from the returned dict.
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static func from_dict(d: Dictionary) -> Dictionary:
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return {
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"type": StringName(d.get("type", "wood")),
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"stack_size": int(d.get("stack_size", 1)),
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"tile_x": int(d.get("tile_x", 0)),
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"tile_y": int(d.get("tile_y", 0)),
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"quality": int(d.get("quality", Quality.NORMAL)),
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}
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# ── render ────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# 12×12 coloured square centered on the tile; colour hashed from item_type.
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var hue := float(item_type.hash() % 360) / 360.0
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var fill := Color.from_hsv(hue, 0.6, 0.85)
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var half: int = 6
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var square := Rect2(Vector2(-half, -half), Vector2(half * 2, half * 2))
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draw_rect(square, fill)
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draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0)
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# Quality border — drawn over the dark outline, colour per quality tier.
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# NORMAL has no extra border (base outline is sufficient).
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match quality:
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Quality.SHODDY:
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draw_rect(square, Color(0.40, 0.40, 0.40), false, 1.0)
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Quality.EXCELLENT:
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draw_rect(square, Color(0.20, 0.55, 0.95), false, 1.0)
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Quality.MASTERWORK:
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draw_rect(square, Color(0.85, 0.55, 0.10), false, 1.0)
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Quality.LEGENDARY:
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draw_rect(square, Color(0.85, 0.10, 0.80), false, 2.0)
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_:
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pass # NORMAL — no extra border
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# Stack count badge — bottom-right corner of the square, font_size 7.
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if stack_size > 1:
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var label := Strings.t(&"item.stack_count").format({"n": stack_size})
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draw_string(
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ThemeDB.fallback_font,
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Vector2(half - 1, half - 1),
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label,
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HORIZONTAL_ALIGNMENT_RIGHT,
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-1,
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7,
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Color(0.0, 0.0, 0.0, 0.6) # drop-shadow offset below
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)
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draw_string(
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ThemeDB.fallback_font,
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Vector2(half - 2, half - 2),
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label,
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HORIZONTAL_ALIGNMENT_RIGHT,
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-1,
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7,
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Color(1.0, 1.0, 1.0, 1.0)
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)
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# ── helpers ───────────────────────────────────────────────────────────────────
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func _tile_to_world(t: Vector2i) -> Vector2:
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return Vector2(
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t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
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)
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