feat: Add an EnhancedGridMap with advanced generation, randomization, and pathfinding capabilities, and introduce the Stop n Go game mode manager.
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@@ -14,8 +14,8 @@ signal grid_updated
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@export var normal_items: Array[int] = [0]
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@export var non_walkable_items: Array[int] = [4]
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@export var hover_item: int = 1
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@export var start_item: int = 2
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@export var end_item: int = 3
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@export var start_item: int = -1
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@export var end_item: int = -1
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@export var immutable_items: Array[int] = [1, 2, 3, 4] # Items that cannot be randomized/reset (Start, Safe, Finish, Wall)
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var current_mesh_library: MeshLibrary
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@@ -583,8 +583,10 @@ func find_path(start: Vector2, end: Vector2, floor_index: int = 0, clear_path_vi
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clear_path_visualization()
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# Always use Layer 2 for these temporary markers
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set_cell_item(Vector3i(start.x, 2, start.y), start_item)
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set_cell_item(Vector3i(end.x, 2, end.y), end_item)
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if start_item >= 0:
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set_cell_item(Vector3i(start.x, 2, start.y), start_item)
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if end_item >= 0:
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set_cell_item(Vector3i(end.x, 2, end.y), end_item)
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for point in path:
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if Vector2(point.x, point.y) != start and Vector2(point.x, point.y) != end:
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set_cell_item(Vector3i(point.x, 2, point.y), hover_item)
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