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extends Object
class_name PathGenerator
var _grid_width : int
var _grid_height : int
var _path : Array[Vector2i]
func _init(width:int, height:int):
_grid_width = width
_grid_height = height
func generate_path():
_path.clear()
var x : int = 0
var y : int = randi_range(1, _grid_height-2)
while x < _grid_width:
if not _path.has(Vector2i(x,y)):
_path.append(Vector2i(x, y))
var choice : int = randi_range(0,2)
# every even tile goes right to leave room for towers
if choice == 0 || x % 2 == 0 || x == _grid_width - 1:
x += 1
elif choice == 1 && y < _grid_height - 2 && !_path.has(Vector2i(x, y + 1)):
y += 1
elif choice == 2 && y > 1 && !_path.has(Vector2i(x, y - 1)):
y -= 1
return _path
func get_tile_score(tile : Vector2i) -> int:
var score : int = 0
var x : int = tile.x
var y : int = tile.y
score += 1 if _path.has(Vector2i(x, y - 1)) else 0
score += 2 if _path.has(Vector2i(x + 1, y)) else 0
score += 4 if _path.has(Vector2i(x, y + 1)) else 0
score += 8 if _path.has(Vector2i(x - 1, y)) else 0
return score
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