update
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@@ -9,12 +9,12 @@ func tick(actor: Node, blackboard: Blackboard) -> int:
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if actor.action_points <= 0:
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return FAILURE
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if not actor.is_bot and not actor.is_in_group("Bots"):
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if not actor.is_bot == true and not actor.is_in_group("Bots"):
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return FAILURE
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# Execute movement
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if actor.is_within_movement_range(target_pos):
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if actor.is_bot:
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if actor.is_bot == true:
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var path = actor.enhanced_gridmap.find_path(
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Vector2(actor.current_position),
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Vector2(target_pos),
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@@ -1,27 +1,19 @@
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@tool
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extends Blackboard
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# Default values when initializing blackboard
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var default_data = {
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"move_target": null, # Vector2i for movement target
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"can_arrange": false, # Whether bot can arrange items
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"can_grab": false, # Whether bot can grab items
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"can_put": false, # Whether bot can put items
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"should_move": false, # Whether bot should move
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"action_points": 0, # Current action points
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"current_action": "", # Current action being performed
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"item_to_grab": null, # Item to grab
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"grab_position": null, # Position to grab from
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"put_position": null, # Position to put item
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"arrange_from": -1, # Slot to arrange from
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"arrange_to": -1 # Slot to arrange to
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"move_target": null,
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"current_action": "",
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"action_points": 3, # Adjust this value based on your game design
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"last_position": null,
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"path": [],
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"is_moving": false
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}
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func _ready():
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if Engine.is_editor_hint():
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return
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# Initialize with default values
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for key in default_data:
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if not has_value(key):
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set_value(key, default_data[key])
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