extends Node2D class_name Base @export var world: World var grid_loc: Vector2i const curruption_directions := [Vector2i.LEFT, Vector2i.RIGHT, Vector2i.UP, Vector2i.DOWN] var corruption_tiles: Array[Vector2i] = [] func _ready() -> void: grid_loc = world.grid_location(position) world.change_location_data(grid_loc, Constants.TilemapLayers.BUILDINGS, Vector2i(17,7)) corruption_tiles.append(grid_loc) world.corrupt_location(grid_loc) func _on_expand_timer_timeout() -> void: var corrupt_tile: Vector2i = 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.corrupt_location(corrupt_tile)