feat: implement Tekton NPC with movement, combat, and interaction mechanics, and add initial portal system components.
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@@ -19,6 +19,7 @@ var tile_refresh_timer: Timer
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var finish_spawned: bool = false
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var missions_required: int = 3
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var arena_setup_done: bool = false
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var player_portal_cooldowns: Dictionary = {}
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func initialize(p_main: Node, p_gridmap: Node):
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main = p_main
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@@ -346,12 +347,23 @@ func _on_tile_refresh_timer_timeout():
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func _refresh_tiles():
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# GridMap Floor 0 has the walls (ID 4) and floors (ID 0)
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# GridMap Floor 1 should have the items (Heart, Star, etc)
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# Cache door positions to avoid spawning under them
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var door_positions = []
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for door in doors:
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if is_instance_valid(door):
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var local_pos = gridmap.local_to_map(door.global_position)
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door_positions.append(Vector2i(local_pos.x, local_pos.z))
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for x in range(GRID_SIZE):
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for z in range(GRID_SIZE):
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# 1. Check if Floor 0 is a wall or empty (non-walkable)
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var floor_0_item = gridmap.get_cell_item(Vector3i(x, 0, z))
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if floor_0_item == 4 or floor_0_item == -1:
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continue
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# 1.5. Prevent spawning directly under portal doors
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if door_positions.has(Vector2i(x, z)):
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continue
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# 2. Check if Floor 1 is already occupied
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if gridmap.get_cell_item(Vector3i(x, 1, z)) != -1:
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@@ -379,6 +391,12 @@ func _pick_weighted_tile(weights: Dictionary) -> int:
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func handle_portal_interaction(player, door):
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if not multiplayer.is_server(): return
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var current_time = Time.get_ticks_msec()
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if player_portal_cooldowns.has(player.name):
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if current_time - player_portal_cooldowns[player.name] < 3000:
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return
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player_portal_cooldowns[player.name] = current_time
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var source_id = door.door_id
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if not connections.has(source_id): return
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@@ -388,13 +406,51 @@ func handle_portal_interaction(player, door):
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# Use stored offset to avoid infinite loop (spawn inside the target room)
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var offset = target_door.get_meta("spawn_offset") if target_door.has_meta("spawn_offset") else Vector2i(0, 0)
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# Convert world pos back to grid
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var target_world = target_door.global_position
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var target_grid_3d = gridmap.local_to_map(target_world)
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var target_grid = Vector2i(target_grid_3d.x, target_grid_3d.z) + offset
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print("[Portal] Teleporting %s to Room %d, Pos %s (via Door %d)" % [player.name, target_door.room_id, target_grid, target_id])
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# Check for overlaps at the target_grid
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var final_target = target_grid
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var all_players = get_tree().get_nodes_in_group("Players")
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var is_occupied = true
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var search_radius = 0
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var max_search_radius = 2
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while is_occupied and search_radius <= max_search_radius:
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is_occupied = false
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for p in all_players:
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if p != player and p.current_position == final_target:
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is_occupied = true
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break
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if is_occupied:
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# Try to find an adjacent cell
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search_radius += 1
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var found_empty = false
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# Check immediate neighbors first
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var offsets = [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1),
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Vector2i(1, 1), Vector2i(-1, 1), Vector2i(1, -1), Vector2i(-1, -1)]
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for offset_vec in offsets:
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var test_pos = final_target + offset_vec
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# Check if it's strictly a floor tile (ID 0) on Floor 0, not a wall
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if gridmap.get_cell_item(Vector3i(test_pos.x, 0, test_pos.y)) == 0:
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# Verify no player is on this test_pos
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var test_occupied = false
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for p in all_players:
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if p != player and p.current_position == test_pos:
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test_occupied = true
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break
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if not test_occupied:
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final_target = test_pos
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found_empty = true
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break
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if found_empty:
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is_occupied = false
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print("[Portal] Teleporting %s to Room %d, Pos %s (via Door %d)" % [player.name, target_door.room_id, final_target, target_id])
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# Snap player
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if player.has_method("set_spawn_position"):
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player.rpc("set_spawn_position", target_grid)
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player.rpc("set_spawn_position", final_target)
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