extends Map2d class_name WorldMap func playerCanMoveTo(newPosition:Vector2) -> bool: var cast_cell_1 var cast_cell_2 player.updateRaycasts(newPosition) cast_cell_1 = local_to_map(newPosition + player.collisionRay_1.position) cast_cell_2 = local_to_map(newPosition + player.collisionRay_2.position) if (getTerrainDataForTile(0, TerrainDataTypes.TerrainType, cast_cell_1.x, cast_cell_1.y) != "Water" and getTerrainDataForTile(0, TerrainDataTypes.TerrainType, cast_cell_2.x, cast_cell_2.y) != "Water"): if (player.wouldCollideAt(newPosition)): return false return true else: CommandDispatcher.DISPLAY_MESSAGE.emit("Your path is blocked.") return false