Restructure into core/ and content/official/
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extends Control
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## Offers a set of random modifiers each round as draggable pieces.
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## Dropping one on the board applies it and consumes the whole set.
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const SectorSwatch := preload("res://core/ui/sector_swatch.gd")
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@export var drop_catcher: Control
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@export var pieces_per_round := 3
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@export var piece_size := Vector2(90, 110)
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@export var spacing := 24.0
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@export var bottom_margin := 30.0
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var _pieces: Array[Control] = []
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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spawn_round()
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func spawn_round() -> void:
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_clear_pieces()
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# ModRegistry is the autoload. (Was "ModifierCatalog" — renamed.)
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var choices: Array = ModRegistry.pick_random(pieces_per_round)
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if choices.is_empty():
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push_warning("ModifierTray: registry returned no modifiers.")
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return
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for mod in choices:
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var piece := Control.new()
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piece.set_script(SectorSwatch)
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piece.custom_minimum_size = piece_size
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piece.size = piece_size
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piece.modifier = mod
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piece.paint_texture = mod.texture
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piece.drop_catcher = drop_catcher
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piece.tray = self
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add_child(piece)
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_pieces.append(piece)
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_layout_pieces()
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func _layout_pieces() -> void:
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var count := _pieces.size()
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if count == 0:
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return
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var total_w := count * piece_size.x + (count - 1) * spacing
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var screen := get_viewport_rect().size
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var start_x := (screen.x - total_w) * 0.5
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var y := screen.y - piece_size.y - bottom_margin
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for i in count:
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_pieces[i].position = Vector2(start_x + i * (piece_size.x + spacing), y)
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## Called by a piece when it lands successfully — the whole set is spent.
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func consume() -> void:
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_clear_pieces()
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func _clear_pieces() -> void:
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for p in _pieces:
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if is_instance_valid(p):
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p.queue_free()
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_pieces.clear()
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# TESTING ONLY — SPACE rolls a new set.
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and event.keycode == KEY_SPACE:
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spawn_round()
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