Reach nodes by unique name instead of long paths
Nodes a script uses through a path of several nodes are marked unique in their scene and found with %Name. The search list is renamed SearchResults, and the player row's nodes get their real types.
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@@ -58,6 +58,11 @@ const RENAMED_SCENES: Dictionary = {
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"Player": "PlayerRow",
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}
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## Nodes renamed inside a popup: old path from the main window, and new path.
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const RENAMED_PATHS: Dictionary = {
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"SearchPopup/ScrollContainer/VBoxContainer": "SearchPopup/ScrollContainer/SearchResults",
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}
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## How far a node may be from its old place, in pixels.
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const TOLERANCE: float = 0.5
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@@ -96,7 +101,11 @@ static func new_path(old_path: String) -> String:
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parts[i] = RENAMED_SCENES.get(parts[i], parts[i])
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var first: String = parts[0]
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parts[0] = MOVED.get(first, first)
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return "/".join(parts)
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var path: String = "/".join(parts)
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for renamed: String in RENAMED_PATHS:
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if path == renamed || path.begins_with(renamed + "/"):
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return RENAMED_PATHS[renamed] + path.trim_prefix(renamed)
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return path
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func _baseline() -> Dictionary:
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