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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