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using Godot;
public abstract partial class BaseAI : Node {
protected Actor body;
public override void _Ready()
{
base._Ready();
body = GetParent<Actor>();
}
public abstract void Perform();
public Godot.Collections.Array<Vector2> GetPathTo(Vector2I destination) {
Godot.Collections.Array<Vector2> list = [];
Vector2[] path = body.Map_Data.Pathfinder.GetPointPath(body.GridPosition, destination);
list.AddRange(path);
return list;
}
}
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