Refactor game scripts and update vault scene structure. Enhanced organization of game logic by separating data and rendering responsibilities across multiple scripts. Removed unused background assets and updated vault scene to include new game clock and weather system functionalities.
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@@ -7,8 +7,6 @@ extends Node2D
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## Когда появится графика, заменять нужно только этот файл — модель
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## (VaultGrid) и логика сцены от него не зависят.
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const SKY_TOP := Color("#050912")
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const SKY_HORIZON := Color("#16333f")
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const DIRT_TOP := Color("#2a231d")
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const DIRT_BOTTOM := Color("#100d0b")
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const SURFACE := Color("#3d4f3a")
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@@ -32,7 +30,6 @@ const GHOST_BAD := Color("#f2704a")
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const SELECTION := Color("#ffffff")
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const MARGIN := 1200.0
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const SKY_HEIGHT := 900.0
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const DIRT_DEPTH := 460.0
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const PEBBLE_SEED := 20260810
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@@ -74,7 +71,6 @@ func set_selection(cell: Vector2i) -> void:
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func _draw() -> void:
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if grid == null:
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return
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_draw_sky()
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_draw_dirt()
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_draw_shell()
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_draw_empty_cells()
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@@ -89,14 +85,6 @@ func _draw() -> void:
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# --- Фон --------------------------------------------------------------------
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func _draw_sky() -> void:
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var bounds := VaultGrid.bounds()
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var left := -MARGIN
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var right := bounds.size.x + MARGIN
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_fill_gradient(Rect2(Vector2(left, -SKY_HEIGHT), Vector2(right - left, SKY_HEIGHT)),
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SKY_TOP, SKY_HORIZON)
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func _draw_dirt() -> void:
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var bounds := VaultGrid.bounds()
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var left := -MARGIN
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