update bot
This commit is contained in:
+158
-116
@@ -5,8 +5,8 @@ class_name BotController
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# Handles all bot decision-making: movement, grabbing, putting, arranging, and sabotage
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# Configuration
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@export var tick_rate: int = 60 # Ticks between AI updates (in frames)
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@export var action_delay: float = 0.5 # Delay between actions
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@export var tick_rate: int = 12 # Ticks between AI updates (in frames)
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@export var action_delay: float = 0.15 # Delay between actions
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# References
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var actor: Node3D # The player character this controller is attached to
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@@ -17,6 +17,8 @@ var strategic_planner: RefCounted
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var _tick_counter: int = 0
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var _is_processing_action: bool = false
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var _current_action: String = "idle"
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var _stuck_timer: float = 0.0
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var rng = RandomNumberGenerator.new()
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# Tile constants
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const GOAL_TILES = [7, 8, 9, 10]
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@@ -27,29 +29,30 @@ func _ready():
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if Engine.is_editor_hint():
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return
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# Desync bots by randomizing their tick counter start
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rng.seed = name.hash()
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_tick_counter = rng.randi() % tick_rate
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# Get parent (should be player character)
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actor = get_parent()
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# ... (rest of _ready) ...
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if not actor:
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push_error("[BotController] No parent node found")
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queue_free()
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return
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# Only run for bots
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# DEBUG: Print exact state of checks
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# print("[BotController] Checking if %s is bot. in_group(Bots): %s, is_bot: %s" % [actor.name, actor.is_in_group("Bots"), actor.get("is_bot")])
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if not actor.is_in_group("Bots") and not actor.get("is_bot"):
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# print("[BotController] Actor is not a bot, removing controller.")
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queue_free()
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return
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# Wait for actor to be fully ready
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await get_tree().create_timer(1.0).timeout # Increased wait time to 1.0s to be safe
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await get_tree().create_timer(1.0).timeout
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enhanced_gridmap = actor.enhanced_gridmap
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if not enhanced_gridmap:
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push_error("[BotController] EnhancedGridMap not found for " + actor.name)
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return # Don't crash, just stop
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return
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# Initialize strategic planner
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var BotStrategicPlanner = load("res://scripts/bot_strategic_planner.gd")
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@@ -67,14 +70,24 @@ func _exit_tree():
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actor = null
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enhanced_gridmap = null
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func _physics_process(_delta):
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func _physics_process(delta):
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if not is_instance_valid(actor) or not strategic_planner:
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return
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# Only run on server/authority (Authority 1)
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# NOTE: If we are not the server, we should not run logic
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if not multiplayer.is_server():
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return
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# STUCK PREVENTION
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if actor.is_player_moving:
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_stuck_timer += delta
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if _stuck_timer > 2.0:
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print("[BotController] %s stuck in moving state! Force resetting." % actor.name)
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actor.is_player_moving = false
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_stuck_timer = 0.0
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return
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else:
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_stuck_timer = 0.0
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# Rate limiting
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_tick_counter += 1
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@@ -87,22 +100,39 @@ func _physics_process(_delta):
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return
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# Run AI decision loop
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print("[BotController] Running AI Tick for ", actor.name)
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# print("[BotController] Running AI Tick for ", actor.name)
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_run_ai_tick()
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func _run_ai_tick():
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"""Main AI decision loop - replaces Beehave behavior tree."""
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if not is_instance_valid(actor) or _is_processing_action:
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return
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# Don't make new decisions while moving
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if actor.is_player_moving:
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return
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print("[BotController] AI Tick: evaluating priorities...")
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# Evaluate board status
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var board_fullness = _get_board_fullness_ratio()
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var full_board_priority_mode = board_fullness > 0.6
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# PRIORITY OVERRIDE: If board is getting full, prioritize clearing space!
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if full_board_priority_mode:
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print("[BotController] Board fullness %.2f > 0.6! Prioritizing PUT." % board_fullness)
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if await _try_put(true): # Pass true to indicate high priority/panic check
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print("[BotController] Action Taken: Put (Priority)")
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return
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# Priority 1: Use power-up sabotage if conditions are met
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if await _try_use_powerup():
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print("[BotController] Action Taken: PowerUp")
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return
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# Priority 2: Grab tiles (goal tiles or holo tiles)
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# ONLY if not in critical full mode (unless it's a critical needed tile?)
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# Refined: If > 80% full, disable grabbing completely unless strict conditions met inner function
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if await _try_grab():
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print("[BotController] Action Taken: Grab")
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return
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@@ -112,10 +142,11 @@ func _run_ai_tick():
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print("[BotController] Action Taken: Move")
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return
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# Priority 4: Put tiles back on grid (rarely needed)
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if await _try_put():
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print("[BotController] Action Taken: Put")
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return
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# Priority 4: Put tiles back on grid (Standard priority)
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if not full_board_priority_mode:
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if await _try_put():
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print("[BotController] Action Taken: Put")
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return
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# Priority 5: Arrange playerboard
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if await _try_arrange():
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@@ -150,7 +181,7 @@ func _try_use_powerup() -> bool:
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if main and main.has_method("broadcast_message"):
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main.rpc("broadcast_message", actor.display_name, "Used a special power!")
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await get_tree().create_timer(action_delay).timeout
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await _wait_with_variance(action_delay)
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if not is_instance_valid(self): return true # Early exit if deleted
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_is_processing_action = false
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@@ -162,15 +193,26 @@ func _try_use_powerup() -> bool:
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# =============================================================================
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func _try_grab() -> bool:
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"""Try to grab a tile from the grid."""
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"""Try to grab a tile from the grid using direct player control."""
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# Check AP only if turn-based
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if TurnManager.turn_based_mode and actor.action_points <= 0:
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return false
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# PANIC MODE CHECK
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var main = get_tree().get_root().get_node_or_null("Main")
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if main:
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var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager")
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if goals_cycle_manager and goals_cycle_manager.get_time_remaining() < 5.0:
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return false
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if _is_playerboard_full():
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# print("[BotController] Grab failed: Board full")
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return false
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# Check fullness - if >80% full, be picky
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var empty_slots = actor.playerboard.count(-1)
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if empty_slots <= 2:
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pass
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# Check if goals already achieved
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if _is_goals_achieved():
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return false
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@@ -178,54 +220,27 @@ func _try_grab() -> bool:
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# Get tiles we need
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var tiles_needed = strategic_planner.get_tiles_needed()
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# Check current position and adjacent cells for tiles
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# Find tile to grab
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var grab_info = _find_tile_to_grab(tiles_needed)
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if not grab_info.position:
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# print("[BotController] Grab failed: No valid tile found in range")
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return false
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# Execute grab
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_is_processing_action = true
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_current_action = "grabbing"
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# Execute grab using PLAYER method (mimic human input)
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var success = actor.grab_item(grab_info.position)
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var cell = Vector3i(grab_info.position.x, 1, grab_info.position.y)
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var item = enhanced_gridmap.get_cell_item(cell)
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# Handle holo tiles (power-up)
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if item in HOLO_TILES:
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if actor.is_multiplayer_authority():
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actor.rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
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var powerup_manager = actor.get_node_or_null("PowerUpManager")
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if powerup_manager:
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powerup_manager.add_holo_pickup()
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# Only consume AP in turn-based mode
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if TurnManager.turn_based_mode:
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actor.action_points -= 1
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print("[BotController] %s collected holo tile!" % actor.name)
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else:
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# Regular tile - place in playerboard
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var target_slot = strategic_planner.find_best_slot_for_tile(item)
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if target_slot != -1 and actor.is_multiplayer_authority():
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actor.playerboard[target_slot] = item
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actor.rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
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actor.rpc("sync_playerboard", actor.playerboard)
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if TurnManager.turn_based_mode:
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actor.action_points -= 1
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print("[BotController] %s grabbed tile %d -> slot %d" % [actor.name, item, target_slot])
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# Check goal completion
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if _is_goals_achieved():
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_handle_goal_completion()
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await get_tree().create_timer(action_delay).timeout
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if not is_instance_valid(self): return true
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_is_processing_action = false
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_current_action = "idle"
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return true
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if success:
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_is_processing_action = true
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_current_action = "grabbing"
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print("[BotController] %s grabbed tile via player input!" % actor.name)
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# Wait for animation
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await _wait_with_variance(action_delay)
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if not is_instance_valid(self): return true
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_is_processing_action = false
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_current_action = "idle"
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return true
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return false
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func _find_tile_to_grab(tiles_needed: Array) -> Dictionary:
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"""Find best tile to grab from current or adjacent positions."""
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@@ -256,16 +271,6 @@ func _find_tile_to_grab(tiles_needed: Array) -> Dictionary:
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if item in HOLO_TILES and not result.position:
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result = {"position": neighbor.position, "type": item}
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# Third pass: any goal tile
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if not result.position:
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for neighbor in neighbors:
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if not neighbor.is_walkable:
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continue
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var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
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item = enhanced_gridmap.get_cell_item(cell)
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if item in actor.goals and item != -1:
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return {"position": neighbor.position, "type": item}
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return result
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# =============================================================================
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@@ -273,7 +278,7 @@ func _find_tile_to_grab(tiles_needed: Array) -> Dictionary:
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# =============================================================================
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func _try_move() -> bool:
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"""Try to move toward needed tiles."""
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"""Try to move toward needed tiles taking single steps like a player."""
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if TurnManager.turn_based_mode and actor.action_points <= 0:
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return false
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@@ -281,59 +286,82 @@ func _try_move() -> bool:
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return false
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# Find optimal movement target
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var target_pos = strategic_planner.find_optimal_move_target()
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var final_target = strategic_planner.find_optimal_move_target()
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if target_pos == Vector2i(-1, -1) or target_pos == actor.current_position:
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print("[BotController] Move failed: No valid target or already at target. Pos: %s" % actor.current_position)
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if final_target == Vector2i(-1, -1) or final_target == actor.current_position:
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return false
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# Calculate path to target
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var path = enhanced_gridmap.find_path(
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Vector2(actor.current_position),
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Vector2(final_target),
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0,
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false
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)
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# Check if within movement range
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if not actor.is_within_movement_range(target_pos):
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print("[BotController] Move failed: Target %s out of range" % target_pos)
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var next_step = Vector2i(-1, -1)
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# Need at least current pos + next step
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if path.size() >= 2:
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# Extract immediate next step from path
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next_step = Vector2i(path[1].x, path[1].y)
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else:
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# Fallback: Pathfinding failed or target is too close?
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# Check if target is adjacent and we can move directly
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var dist = abs(final_target.x - actor.current_position.x) + abs(final_target.y - actor.current_position.y)
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if dist == 1:
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next_step = final_target
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else:
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return false
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# Redundant safety check (simple_move_to also checks this)
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if actor.is_position_occupied(next_step):
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return false
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# Execute movement
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_is_processing_action = true
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_current_action = "moving"
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if actor.is_multiplayer_authority():
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var path = enhanced_gridmap.find_path(
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Vector2(actor.current_position),
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Vector2(target_pos),
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0,
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false
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)
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if path.size() > 1:
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path.pop_front()
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actor.rpc("start_movement_along_path", path, false)
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if TurnManager.turn_based_mode:
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actor.action_points -= 1
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var tiles_needed = strategic_planner.get_tiles_needed()
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print("[BotController] %s moving toward tiles %s (Target: %s)" % [actor.name, tiles_needed, target_pos])
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await get_tree().create_timer(action_delay * 2).timeout # Movement takes longer
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if not is_instance_valid(self): return true
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_is_processing_action = false
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_current_action = "idle"
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return true
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# Execute SINGLE STEP movement using player manager
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if actor.movement_manager.simple_move_to(next_step):
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_is_processing_action = true
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_current_action = "moving"
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# Wait for movement tween (approx 0.25s) plus small delay
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await get_tree().create_timer(0.3).timeout
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if not is_instance_valid(self): return true
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_is_processing_action = false
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_current_action = "idle"
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return true
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return false
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# =============================================================================
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# Put Tiles Back
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# =============================================================================
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func _try_put() -> bool:
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func _try_put(high_priority: bool = false) -> bool:
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"""Try to put a tile from playerboard onto grid."""
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if actor.action_points <= 0:
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return false
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# Find a tile in playerboard that we could put
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var put_slot = -1
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for i in range(actor.playerboard.size()):
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if actor.playerboard[i] in GOAL_TILES:
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put_slot = i
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break
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# Check for Panic Mode
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var is_panic = false
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var main = get_tree().get_root().get_node_or_null("Main")
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if main:
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var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager")
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if goals_cycle_manager and goals_cycle_manager.get_time_remaining() < 5.0:
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is_panic = true
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# Also panic if board is critically full (>80%) or high priority flag set
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if _get_board_fullness_ratio() > 0.8 or high_priority:
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is_panic = true
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if is_panic:
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# Aggressive dumping
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put_slot = strategic_planner.get_unneeded_tile_slot_panic()
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else:
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# Normal smart dumping
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put_slot = strategic_planner.get_unneeded_tile_slot()
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if put_slot == -1:
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return false
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@@ -350,13 +378,13 @@ func _try_put() -> bool:
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if actor.is_multiplayer_authority():
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var item = actor.playerboard[put_slot]
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var cell = Vector3i(put_position.x, 1, put_position.y)
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actor.rpc("sync_grid_item", cell.x, cell.y, cell.z, item)
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actor.playerboard[put_slot] = -1
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actor.rpc("sync_grid_item", cell.x, cell.y, cell.z, item)
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actor.rpc("sync_playerboard", actor.playerboard)
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actor.action_points -= 1
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print("[BotController] %s put tile %d at %s" % [actor.name, item, put_position])
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print("[BotController] %s put unneeded tile %d at %s (Panic: %s)" % [actor.name, item, put_position, is_panic])
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await get_tree().create_timer(action_delay).timeout
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await _wait_with_variance(action_delay)
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if not is_instance_valid(self): return true
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_is_processing_action = false
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_current_action = "idle"
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@@ -407,7 +435,7 @@ func _try_arrange() -> bool:
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actor.action_points -= 2
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print("[BotController] %s arranged slot %d -> %d" % [actor.name, arrangement.source_slot, arrangement.target_slot])
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await get_tree().create_timer(action_delay).timeout
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await _wait_with_variance(action_delay)
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if not is_instance_valid(self): return true
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_is_processing_action = false
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_current_action = "idle"
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@@ -444,6 +472,14 @@ func _is_playerboard_full() -> bool:
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return false
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return true
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func _get_board_fullness_ratio() -> float:
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"""Returns ratio of occupied slots (0.0 to 1.0)."""
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var occupied = 0
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for item in actor.playerboard:
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if item != -1:
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occupied += 1
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return float(occupied) / float(actor.playerboard.size())
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func _is_goals_achieved() -> bool:
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"""Check if goal pattern is complete in any 3x3 region of playerboard."""
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var goals_2d = []
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@@ -492,4 +528,10 @@ func _handle_goal_completion():
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if powerup_manager:
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powerup_manager.add_goal_completion_reward()
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print("[BotController] %s COMPLETED GOAL!" % actor.name)
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func _wait_with_variance(base_delay: float):
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var variance = rng.randf_range(-0.05, 0.05)
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var final_delay = max(0.05, base_delay + variance)
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await get_tree().create_timer(final_delay).timeout
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@@ -86,6 +86,98 @@ func find_best_slot_for_tile(tile_type: int) -> int:
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# Fallback: any empty slot
|
||||
return actor.playerboard.find(-1)
|
||||
|
||||
func get_unneeded_tile_slot() -> int:
|
||||
"""Find a slot containing a tile that is not needed for the goal."""
|
||||
if not actor or actor.playerboard.size() == 0:
|
||||
return -1
|
||||
|
||||
var needed_tiles = get_tiles_needed()
|
||||
|
||||
# Check center 3x3 for misplaced tiles
|
||||
for i in range(3):
|
||||
for j in range(3):
|
||||
var goal_idx = i * 3 + j
|
||||
var board_idx = (i + 1) * 5 + (j + 1)
|
||||
|
||||
if board_idx >= actor.playerboard.size():
|
||||
continue
|
||||
|
||||
var current_item = actor.playerboard[board_idx]
|
||||
if current_item == -1:
|
||||
continue
|
||||
|
||||
# If this position has a specific goal
|
||||
if goal_idx < actor.goals.size() and actor.goals[goal_idx] != -1:
|
||||
# If current item doesn't match the goal for this position
|
||||
if current_item != actor.goals[goal_idx]:
|
||||
# AND we don't need this tile type elsewhere (or we have enough)
|
||||
# Simplified: if it's not in needed_tiles, dump it.
|
||||
# Note: needed_tiles calculation includes checking if we already have it in correct spot.
|
||||
# But if we have it in WRONG spot, it might still remain in needed list?
|
||||
# current get_tiles_needed logic: if board_idx != goal_value, add to needed.
|
||||
# So if we have it here (wrong spot), it is still "needed" for the right spot.
|
||||
# So we should only dump it if we have duplicates or if we truly don't need it.
|
||||
# For now, simplistic approach: If it's not in the goal set AT ALL, dump it.
|
||||
if not current_item in actor.goals:
|
||||
return board_idx
|
||||
|
||||
# If it IS in goals but wrong spot, only dump if we can't arrange it?
|
||||
# Or if we have too many of them?
|
||||
# Let's count how many we have vs how many we need
|
||||
var count_have = actor.playerboard.count(current_item)
|
||||
var count_need = actor.goals.count(current_item)
|
||||
if count_have > count_need:
|
||||
return board_idx
|
||||
|
||||
# If this position is supposed to be empty (-1) but has item
|
||||
elif goal_idx < actor.goals.size() and actor.goals[goal_idx] == -1:
|
||||
return board_idx
|
||||
|
||||
# Check outer ring (non-goal area) - always dump unless saving for arrangement
|
||||
# 5x5 board. Center 3x3 is indices: 6,7,8, 11,12,13, 16,17,18
|
||||
var center_indices = [6, 7, 8, 11, 12, 13, 16, 17, 18]
|
||||
for i in range(actor.playerboard.size()):
|
||||
if not i in center_indices and actor.playerboard[i] != -1:
|
||||
var item = actor.playerboard[i]
|
||||
# Only keep if we strictly need it and can't find it easily?
|
||||
# Actually, generally dump outer ring tiles to keep board clean
|
||||
# unless we are about to move it to a valid spot.
|
||||
# But BotController tries to arrange.
|
||||
# If we have an outer tile that is needed, Arrange should handle it.
|
||||
# If Arrange failed (lower priority checks), then Put should dump it.
|
||||
return i
|
||||
|
||||
return -1
|
||||
|
||||
return -1
|
||||
|
||||
func get_unneeded_tile_slot_panic() -> int:
|
||||
"""Aggressively find ANY tile that doesn't match a goal perfectly."""
|
||||
if not actor or actor.playerboard.size() == 0:
|
||||
return -1
|
||||
|
||||
# In panic mode, dump anything not matching goals
|
||||
for i in range(3):
|
||||
for j in range(3):
|
||||
var goal_idx = i * 3 + j
|
||||
var board_idx = (i + 1) * 5 + (j + 1)
|
||||
if board_idx >= actor.playerboard.size(): continue
|
||||
var item = actor.playerboard[board_idx]
|
||||
if item == -1: continue
|
||||
|
||||
if goal_idx < actor.goals.size():
|
||||
if actor.goals[goal_idx] != -1:
|
||||
if item != actor.goals[goal_idx]: return board_idx
|
||||
else:
|
||||
return board_idx
|
||||
|
||||
# Dump outer ring
|
||||
var center = [6, 7, 8, 11, 12, 13, 16, 17, 18]
|
||||
for i in range(actor.playerboard.size()):
|
||||
if not i in center and actor.playerboard[i] != -1: return i
|
||||
|
||||
return -1
|
||||
|
||||
# =============================================================================
|
||||
# Tile Finding
|
||||
# =============================================================================
|
||||
|
||||
@@ -91,10 +91,14 @@ func _on_match_end():
|
||||
"""Called when global match timer reaches zero - game over!"""
|
||||
is_match_active = false
|
||||
is_cycle_active = false
|
||||
emit_signal("match_ended")
|
||||
|
||||
if multiplayer.is_server():
|
||||
rpc("sync_match_end")
|
||||
# FINAL SCORING: Process any points remaining on board
|
||||
_process_cycle_end_for_all_players()
|
||||
# Sync final scores THEN end match on clients
|
||||
rpc("sync_final_scores")
|
||||
else:
|
||||
emit_signal("match_ended")
|
||||
|
||||
@rpc("authority", "call_local", "reliable")
|
||||
func sync_match_start(duration_seconds: float):
|
||||
@@ -105,9 +109,14 @@ func sync_match_start(duration_seconds: float):
|
||||
emit_signal("match_started")
|
||||
|
||||
@rpc("authority", "call_local", "reliable")
|
||||
func sync_match_end():
|
||||
func sync_final_scores():
|
||||
"""Called by server at match end. Signals clients to stop."""
|
||||
is_match_active = false
|
||||
is_cycle_active = false
|
||||
|
||||
# Request final leaderboard refresh
|
||||
_update_leaderboard()
|
||||
|
||||
emit_signal("match_ended")
|
||||
|
||||
@rpc("authority", "call_local", "unreliable")
|
||||
|
||||
@@ -63,7 +63,7 @@ func after_action_completed():
|
||||
if player.is_multiplayer_authority():
|
||||
var main = player.get_tree().get_root().get_node_or_null("Main")
|
||||
if main:
|
||||
main.rpc("sync_playerboard", player.get_multiplayer_authority(), player.playerboard)
|
||||
main.rpc("sync_playerboard", player.name.to_int(), player.playerboard)
|
||||
|
||||
player._is_processing_action = false
|
||||
|
||||
|
||||
@@ -76,7 +76,7 @@ func grab_item(grid_position: Vector2i) -> bool:
|
||||
|
||||
# Update UI immediately for responsiveness
|
||||
var main = player.get_tree().get_root().get_node_or_null("Main")
|
||||
if main and main.ui_manager:
|
||||
if main and main.ui_manager and not (player.is_bot or player.is_in_group("Bots")):
|
||||
main.ui_manager.update_playerboard_ui()
|
||||
|
||||
# Check if goal is completed after grabbing
|
||||
@@ -87,7 +87,7 @@ func grab_item(grid_position: Vector2i) -> bool:
|
||||
# HOST/SERVER: Broadcast to all clients
|
||||
main.rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
|
||||
# Use main's RPC which properly looks up player by ID on each client
|
||||
var peer_id = player.get_multiplayer_authority()
|
||||
var peer_id = player.name.to_int()
|
||||
main.rpc("sync_playerboard", peer_id, player.playerboard)
|
||||
player.has_performed_action = true
|
||||
player.consume_action_points(1)
|
||||
@@ -144,7 +144,7 @@ func _execute_grab(grid_pos: Vector2i, cell: Vector3i, item_id: int):
|
||||
player.playerboard[target_slot] = item_id
|
||||
|
||||
# 3c. Broadcast the new playerboard state to all clients
|
||||
var peer_id = player.get_multiplayer_authority()
|
||||
var peer_id = player.name.to_int()
|
||||
main.rpc("sync_playerboard", peer_id, player.playerboard)
|
||||
|
||||
# 3d. Check if goal is completed (SERVER-SIDE - this triggers goal regeneration for clients!)
|
||||
@@ -326,7 +326,7 @@ func auto_put_item() -> bool:
|
||||
|
||||
# Update UI immediately for responsiveness
|
||||
var main = player.get_tree().get_root().get_node_or_null("Main")
|
||||
if main and main.ui_manager:
|
||||
if main and main.ui_manager and not (player.is_bot or player.is_in_group("Bots")):
|
||||
main.ui_manager.update_playerboard_ui()
|
||||
main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
|
||||
|
||||
@@ -364,9 +364,10 @@ func arrange_playerboard_item(slot_index: int):
|
||||
# Highlight valid adjacent slots
|
||||
for adj_slot in adjacent_slots:
|
||||
if player.playerboard[adj_slot] == -1: # Only highlight empty adjacent slots
|
||||
var adj_slot_ui = main.ui_manager.playerboard_ui.get_child(adj_slot)
|
||||
if adj_slot_ui.get_child_count() > 2:
|
||||
adj_slot_ui.get_child(2).show()
|
||||
if not (player.is_bot or player.is_in_group("Bots")):
|
||||
var adj_slot_ui = main.ui_manager.playerboard_ui.get_child(adj_slot)
|
||||
if adj_slot_ui.get_child_count() > 2:
|
||||
adj_slot_ui.get_child(2).show()
|
||||
player.action_manager.highlighted_cells.append(adj_slot)
|
||||
|
||||
# Connect to slot click signals
|
||||
@@ -403,8 +404,9 @@ func handle_slot_clicked(slot_index: int):
|
||||
selected_playerboard_slot = -1
|
||||
|
||||
# Update the visual representation
|
||||
main.ui_manager.update_playerboard_ui()
|
||||
main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
|
||||
if not (player.is_bot or player.is_in_group("Bots")):
|
||||
main.ui_manager.update_playerboard_ui()
|
||||
main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
|
||||
|
||||
# =============================================================================
|
||||
# Helper Functions
|
||||
@@ -594,7 +596,7 @@ func can_move_to_target_playerboard_slot() -> bool:
|
||||
|
||||
func _update_playerboard_slot_visual(slot_index: int):
|
||||
var main = player.get_tree().get_root().get_node_or_null("Main")
|
||||
if not main or not main.playerboard_ui:
|
||||
if not main or not main.playerboard_ui or (player.is_bot or player.is_in_group("Bots")):
|
||||
return
|
||||
|
||||
var slot = main.playerboard_ui.get_child(slot_index)
|
||||
@@ -608,7 +610,7 @@ func _update_playerboard_slot_visual(slot_index: int):
|
||||
|
||||
func _highlight_adjacent_playerboard_slots():
|
||||
var main = player.get_tree().get_root().get_node_or_null("Main")
|
||||
if not main or not main.playerboard_ui:
|
||||
if not main or not main.playerboard_ui or (player.is_bot or player.is_in_group("Bots")):
|
||||
return
|
||||
|
||||
for i in range(25):
|
||||
|
||||
@@ -73,8 +73,8 @@ func add_goal_completion_reward():
|
||||
# =============================================================================
|
||||
|
||||
func can_use_special() -> bool:
|
||||
"""Returns true if player has at least 1 bar (4 points)."""
|
||||
return current_points >= POINTS_PER_BAR
|
||||
"""Returns true if player has at least 1 bar (4 points) AND IS NOT ON COOLDOWN."""
|
||||
return current_points >= POINTS_PER_BAR and special_cooldown_timer <= 0
|
||||
|
||||
func get_bars() -> int:
|
||||
"""Returns current number of full bars."""
|
||||
|
||||
@@ -194,7 +194,11 @@ func _execute_freeze_player():
|
||||
opponent.rpc("display_message", "You are frozen!")
|
||||
|
||||
func _create_unfreeze_timer(target_player: Node3D, duration: float):
|
||||
if not is_instance_valid(player) or not is_instance_valid(target_player):
|
||||
return
|
||||
|
||||
await player.get_tree().create_timer(duration).timeout
|
||||
|
||||
if is_instance_valid(target_player):
|
||||
target_player.set("is_frozen", false)
|
||||
target_player.rpc("display_message", "Unfrozen!")
|
||||
@@ -250,7 +254,11 @@ func _execute_invisible_mode():
|
||||
player.rpc("display_message", "Invisible mode activated!")
|
||||
|
||||
func _create_invisibility_timer(duration: float):
|
||||
if not is_instance_valid(player):
|
||||
return
|
||||
|
||||
await player.get_tree().create_timer(duration).timeout
|
||||
|
||||
if is_instance_valid(player):
|
||||
player.set("is_invisible", false)
|
||||
if player.get("original_movement_range"):
|
||||
|
||||
Reference in New Issue
Block a user