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