extends Building func can_citizen_enter(coord: Vector2i, direction: Board.Direction) -> bool: var up_adjustment := Board.get_next_direction(Board.Direction.UP, get_rotation_count()) var correct_heading_1 := Board.get_next_direction(Board.Direction.DOWN, get_rotation_count()) var correct_heading_2 := Board.get_next_direction(Board.Direction.UP, get_rotation_count()) var entrance_1 := ( starting_coord + Board.get_direction_vector(up_adjustment) + Board.get_direction_vector(up_adjustment) ) var entrance_2 := starting_coord - Board.get_direction_vector(up_adjustment) return ( (coord == entrance_1 and direction == correct_heading_1) or (coord == entrance_2 and direction == correct_heading_2) ) func get_tile_coords() -> Array[Vector2i]: var result: Array[Vector2i] = [] result.push_back(starting_coord) result.push_back( starting_coord + Vector2i(Vector2.UP.rotated(deg_to_rad(90 * get_rotation_count()))) ) return result func get_direction_queue(citizen: Citizen) -> Array[Board.Direction]: if citizen.current_tile_coords - starting_coord == Vector2i.ZERO: return [ Board.get_next_direction(Board.Direction.UP, get_rotation_count()), Board.get_next_direction(Board.Direction.UP, get_rotation_count()) ] return [ Board.get_next_direction(Board.Direction.DOWN, get_rotation_count()), Board.get_next_direction(Board.Direction.DOWN, get_rotation_count()) ] func activate(citizen: Citizen) -> void: citizen.add_status(Citizen.Status.DRUNK)