feat: Introduce special tile power-up system, managing inventory, levels, cooldowns, and targeted effects like area freeze and block floor.
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@@ -107,6 +107,11 @@ func _find_empty_tile() -> Vector2i:
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# Check range logic (Euclidean or Manhattan?)
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if Vector2(x, y).distance_to(Vector2(center.x, center.y)) > throw_range: continue
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# EXPLICITLY EXCLUDE 3x3 BASE AREA (Tekton Stand)
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# The stand occupies [center-1, center+1]. We must NOT spawn here.
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if abs(x - center.x) <= 1 and abs(y - center.y) <= 1:
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continue
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# Check if empty (Layer 1 has no item)
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if enhanced_gridmap.get_cell_item(Vector3i(x, 1, y)) == -1:
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# Also check floor exist? (Layer 0)
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