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2 changes: 1 addition & 1 deletion scripts/core/combat_room.gd
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@ func _ready() -> void:
run_manager.room_entered.connect(_on_room_entered)
# If we are already in a room, trigger it manually
if run_manager.current_state == _RunManager.RunState.ROOM:
_on_room_entered(run_manager.room_index, run_manager._get_current_room_data())
_on_room_entered(run_manager.room_index, run_manager.get_current_room_data())
elif test_mode:
_spawn_test_encounter()

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4 changes: 2 additions & 2 deletions scripts/state_machine/run_manager.gd
Original file line number Diff line number Diff line change
Expand Up @@ -316,7 +316,7 @@ func _enter_room(_ctx: Dictionary) -> void:
# Reset one-shot flags that are room-scoped
_combat_resolved = false

var room_data: Dictionary = _get_current_room_data()
var room_data: Dictionary = get_current_room_data()
var room_id: String = room_data.get("room_id", "room_standard_01")

# Load room definition and augment room_data
Expand Down Expand Up @@ -558,7 +558,7 @@ func _get_current_biome_index() -> int:
return 0


func _get_current_room_data() -> Dictionary:
func get_current_room_data() -> Dictionary:
if room_index >= 0 and room_index < room_queue.size():
return room_queue[room_index]
return {}
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