feat: Introduce SpecialTilesManager to manage special tile effects, including powerup inventory, leveling, cooldowns, and targeted abilities.
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@@ -26,6 +26,8 @@ const FREEZE_SLOW_DURATION = 3.0
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signal cooldown_updated(effect: int, time_left: float, max_time: float)
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signal powerup_unlocked(effect: int, level: int)
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var wall_orientation_horizontal: bool = false # False = Vertical, True = Horizontal
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# New Helper functions for Targeting and Preview
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func get_skill_affected_area(effect: int, center_pos: Vector2i) -> Array[Vector2i]:
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@@ -46,13 +48,8 @@ func get_skill_affected_area(effect: int, center_pos: Vector2i) -> Array[Vector2
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area.append(pos)
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SpecialEffect.BLOCK_FLOOR:
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# Logic: Perpendicular to player direction or based on major axis difference
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var diff = center_pos - player.current_position
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var is_horizontal = false
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if abs(diff.x) > abs(diff.y):
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is_horizontal = false # Vertical Column
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else:
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is_horizontal = true # Horizontal Row
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# Logic: Based on toggled orientation state
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var is_horizontal = wall_orientation_horizontal
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if is_horizontal:
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for x in range(enhanced_gridmap.columns):
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@@ -226,9 +223,22 @@ func activate_effect(effect: int, target_player: Node3D = null):
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if not (player.is_bot or player.is_in_group("Bots")):
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main and main.ui_manager:
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# Toggle Logic for Wall Block
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if main.ui_manager.current_action_state == main.ui_manager.ActionState.TARGETING and main.ui_manager.pending_skill_id == effect:
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if effect == SpecialEffect.BLOCK_FLOOR:
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toggle_wall_orientation()
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powerup_cooldowns[effect] = 0.0 # Revert cooldown
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emit_signal("cooldown_updated", effect, 0.0, 0.0)
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return
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main.ui_manager.current_action_state = main.ui_manager.ActionState.TARGETING
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main.ui_manager.pending_skill_id = effect
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NotificationManager.send_message(player, "Select a target area...", NotificationManager.MessageType.NORMAL)
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var msg = "Select a target area..."
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if effect == SpecialEffect.BLOCK_FLOOR:
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msg = "Click again to toggle Vertical/Horizontal"
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NotificationManager.send_message(player, msg, NotificationManager.MessageType.NORMAL)
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# Do NOT set cooldown yet. Cooldown sets on execution.
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# Revert the cooldown set above (hacky but handles the split flow)
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powerup_cooldowns[effect] = 0.0
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@@ -316,40 +326,15 @@ func _execute_area_freeze(center_pos: Vector2i = Vector2i.ZERO):
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if main: main.rpc("sync_grid_item", pos.x, 0, pos.y, 0)
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)
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func toggle_wall_orientation():
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wall_orientation_horizontal = !wall_orientation_horizontal
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var mode_str = "HORIZONTAL" if wall_orientation_horizontal else "VERTICAL"
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NotificationManager.send_message(player, "Wall Mode: " + mode_str, NotificationManager.MessageType.NORMAL)
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func _execute_block_floor(target_pos: Vector2i):
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# "Wall Block"
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# Determine Row or Column based on click?
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# Or let's imply orientation (North/South = Row, East/West = Column) relative to Player?
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# Or just Row vs Column based on closest axis?
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# Let's use simple logic: If click is further along X than Z from player, use Column(X), else Row(Z).
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var is_horizontal = wall_orientation_horizontal
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var diff = target_pos - player.current_position
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var is_horizontal = false
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if abs(diff.x) > abs(diff.y):
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is_horizontal = false # Aligned with X axis roughly? Logic check:
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# If I am at (0,0) and click (5,0), diff is (5,0). X is dominant.
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# I want to block the vertical column at X=5? Or the horizontal row?
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# Original logic "is_horizontal" meant blocking the Row (all X at fixed Z).
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# If I click (5,0), I likely want to block that column or row?
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# Let's default to blocking the axis perpendicular to where I'm looking/clicking?
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pass
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# Actually, simpler: Let's block the line that passes through the target point
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# perpendicular to the direction from player to target.
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# If I shoot North (change in Y/Z), I want a wall ACROSS (Row/X).
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# If I shoot East (change in X), I want a wall ACROSS (Column/Z).
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if abs(diff.x) > abs(diff.y):
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# Target is East/West. I want a wall perpendicular -> Vertical (Fixed X, varying Z)
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# Wait, "Column" in grid usually means Fixed X. "Row" means Fixed Z.
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# So if X diff is big, I am shooting along X. I want a wall AT that X? No, I want a wall BLOCKING that X?
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# Let's stick to the visual preview logic we will implement:
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# If abs(diff.x) > abs(diff.y) -> Show Column (Vertical strip at target.x)
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is_horizontal = false
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else:
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# Target is North/South. Show Row (Horizontal strip at target.y)
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is_horizontal = true
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var neighbors = []
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if is_horizontal:
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