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extends Node2D

@onready var map_config : MapGeneratorResource = preload("res://resources/map_generator_resource.tres")

var _path : Array[Vector2i]
var _pg : PathGenerator

func _ready() -> void:
	_make_obstables()
	_make_path()
	_make_lake()
	
func _make_obstables():
	var _og : ObstacleGenerator = ObstacleGenerator.new($TileMapLayer)
	_og.generate_obstacles()

func _make_path():
	_pg = PathGenerator.new($TileMapLayer)
	_path = []
	while _path.size() < map_config.min_path_size:
		_path = _pg.generate_path()
	_pg.draw_path()

func _make_lake():
	var _lg : LakeGenerator = LakeGenerator.new($TileMapLayer, _path)
	_lg.generate_lake()

func get_enemy_path() -> Array[Vector2i]:
	return _path