update
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@@ -16,8 +16,14 @@ var move_button
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var grab_button
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var put_button
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var randomize_button
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var arrange_button
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var victory_ui_scene = preload("res://scenes/ui/victory_ui.tscn")
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var powerup_inventory_ui_script = preload("res://scripts/ui/powerup_inventory_ui.gd")
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var main_menu_instance
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var victory_ui_instance
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var playerboard_ui
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var action_menu_instance
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var powerup_inventory_ui
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var local_player_character
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var _previous_playerboard_state: Array = []
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@@ -26,22 +32,31 @@ enum ActionState {
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NONE,
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MOVING,
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GRABBING,
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PUTTING,
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RANDOMIZING,
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ARRANGING,
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RANDOMIZING
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}
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var current_action_state = ActionState.NONE
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func initialize(main_node):
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func initialize(player_node):
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# Get PowerUp Inventory UI from scene
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powerup_inventory_ui = player_node.get_node_or_null("PowerUpInventoryUI")
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# Get node references from main scene
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action_menu = main_node.get_node("ActionMenu")
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move_button = main_node.get_node("ActionMenu/ActionButtonContainer/MoveButton")
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grab_button = main_node.get_node("ActionMenu/ActionButtonContainer/GrabButton")
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put_button = main_node.get_node("ActionMenu/ActionButtonContainer/PutButton")
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randomize_button = main_node.get_node("ActionMenu/ActionButtonContainer/RandomizeButton")
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arrange_button = main_node.get_node("ActionMenu/ActionButtonContainer/ArrangeButton")
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playerboard_ui = main_node.get_node("PlayerboardUI")
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randomize_button = player_node.get_node("ActionMenu/ActionButtonContainer/RandomizeButton") # renamed main_node to player_node which is Main
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arrange_button = player_node.get_node("ActionMenu/ActionButtonContainer/ArrangeButton")
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playerboard_ui = player_node.get_node("PlayerboardUI")
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# ... (skipping unchanged functions) ...
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func set_local_player(player):
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local_player_character = player
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if powerup_inventory_ui:
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powerup_inventory_ui.setup(player)
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# Connect to powerup signals with deferred call (manager needs time to initialize)
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_connect_powerup_manager_deferred(player)
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func setup_action_buttons(action_state_callback):
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move_button.pressed.connect(func(): action_state_callback.call(ActionState.MOVING))
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