extends ConditionLeaf func tick(actor: Node, blackboard: Blackboard) -> int: if actor.playerboard_is_full(): return FAILURE # Check current position var current_cell = Vector3i(actor.current_position.x, 1, actor.current_position.y) var item = actor.enhanced_gridmap.get_cell_item(current_cell) if item in actor.goals: blackboard.set_value("grab_position", actor.current_position) return SUCCESS # Check adjacent cells var neighbors = actor.enhanced_gridmap.get_neighbors(actor.current_position, 0) for neighbor in neighbors: if not neighbor.is_walkable: continue var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y) item = actor.enhanced_gridmap.get_cell_item(cell) if item in actor.goals: blackboard.set_value("grab_position", neighbor.position) return SUCCESS return FAILURE