Gauntlet UI fixes and cleanser improvements
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func _find_valid_drop_position() -> Vector2i:
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# Try random adjacent cells
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var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
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neighbors.shuffle()
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for neighbor in neighbors:
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var pos = neighbor.position
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# Check item layer
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var item_cell = Vector3i(pos.x, 1, pos.y)
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if enhanced_gridmap.get_cell_item(item_cell) == -1:
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if not is_position_occupied(pos):
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# Gauntlet Mode explicit overrides
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var gm = null
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var main_gauntlet = get_tree().root.get_node_or_null("Main")
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if main_gauntlet and main_gauntlet.get("gauntlet_manager"):
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gm = main_gauntlet.gauntlet_manager
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if gm and gm.is_active:
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if pos.x == 0 or pos.x == gm.ARENA_COLUMNS - 1 or pos.y == 0 or pos.y == gm.ARENA_ROWS - 1:
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continue
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if gm._is_npc_zone(pos):
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continue
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return pos
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return Vector2i(-1, -1)
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