Gameplay changes
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@@ -126,8 +126,11 @@ const DEFAULT_PARTS: Array[String] = [
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func _rebuild_items() -> void:
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_items.clear()
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# Add default parts first (always available)
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# Add default parts first (always available), except default_head
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for path: String in DEFAULT_PARTS:
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# Skip default head - not shown as equippable
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if "head_default" in path:
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continue
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var part := load(path) as BodyPartData
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if part:
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_items.append(part)
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@@ -84,13 +84,17 @@ func _on_run_ended(_reached_hub: bool) -> void:
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func _on_room_revealed() -> void:
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# Fragmented Map effect: reveal types of adjacent unvisited rooms
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# Fragmented Map effect: reveal types of adjacent unvisited COMBAT rooms only
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if not _rooms_data.has(_current_pos):
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return
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var current_room: RoomData = _rooms_data[_current_pos]
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for conn_pos in current_room.connections.values():
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if conn_pos not in _revealed_positions:
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_revealed_positions.append(conn_pos)
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if _rooms_data.has(conn_pos):
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var room: RoomData = _rooms_data[conn_pos]
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# Only reveal COMBAT rooms, skip ITEM, SHOP, BOSS
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if room.type == RoomData.RoomType.COMBAT:
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_revealed_positions.append(conn_pos)
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queue_redraw()
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