extends Node2D class_name Base @export var world_grid: TileMap var grid_loc var i = 1 const curruption_directions := [Vector2i.LEFT, Vector2i.RIGHT, Vector2i.UP, Vector2i.DOWN] var corruption_tiles: Array[Vector2i] = [] func _ready(): grid_loc = world_grid.local_to_map(position) corruption_tiles.append(grid_loc) world_grid.set_cell(Constants.TilemapLayers.BUILDINGS, grid_loc, 0, Vector2i(17,7)) func _on_expand_timer_timeout(): var corrupt_tile = corruption_tiles.pick_random() + self.curruption_directions.pick_random() while corruption_tiles.has(corrupt_tile): corrupt_tile = corruption_tiles.pick_random() + self.curruption_directions.pick_random() corruption_tiles.append(corrupt_tile) world_grid.set_cells_terrain_connect(Constants.TilemapLayers.ENVIRONMENT, corruption_tiles, 0, 0) i += 1