extends ActionBehaviour class_name ActionBehaviourMosquito func do_action(source_tile: InsectTile, action_tile: InsectTile, map: HexGrid) -> void: pass # GameEvents.insect_tiles_selected_for_action func get_targets(source_pos: Vector4i, map: HexGrid) -> Array[InsectTile]: # if on the hive, i.e. layer > 0, we always move like a beetle # so we can't use our action unless we're on layer 0 # TODO: Update movement selection if source_pos.w > 0: map.debug_label(Vector3(source_pos.x, source_pos.y, source_pos.z), "TODO: Implement Beetle Movement") return [] var neighbours = map.get_neighbours(source_pos) # Filter out other mosquitos var possible_action_targets: Array[InsectTile] = [] for neighbour in neighbours: var tile = map.get_tile(neighbour) if tile != null: # TODO: Find better way to see what tile we have... if not tile.resource.movement_behaviour is MovementBehaviourMosquito: possible_action_targets.push_back(tile) #GameEvents.insect_tiles_selected_for_action.emit(source_pos, possible_action_targets) return possible_action_targets