extends Node signal combat_finished(winner, loser) func initialize(combat_combatants): for combatant in combat_combatants: combatant = combatant.instance() if combatant is Combatant: $Combatants.add_combatant(combatant) combatant.get_node("Health").connect("dead", self, "_on_combatant_death", [combatant]) else: combatant.queue_free() $UI.initialize() $TurnQueue.initialize() func clear_combat(): for n in $Combatants.get_children(): n.queue_free() for n in $UI/Combatants.get_children(): n.queue_free() func finish_combat(winner, loser): emit_signal("combat_finished", winner, loser) func _on_combatant_death(combatant): var winner if not combatant.name == "Player": winner = $Combatants/Player else: for n in $Combatants.get_children(): if not n.name == "Player": winner = n break finish_combat(winner, combatant)