no fucking bots
This commit is contained in:
+15
-3
@@ -4,6 +4,8 @@ var multiplayer_peer = ENetMultiplayerPeer.new()
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const PORT = 9999
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const PORT = 9999
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const ADDRESS = "127.0.0.1"
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const ADDRESS = "127.0.0.1"
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@export var enable_bots: bool = true # Add this line
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var connected_peer_ids = []
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var connected_peer_ids = []
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var local_player_character : CharacterBody3D
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var local_player_character : CharacterBody3D
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var player_scene = preload("res://scenes/player.tscn")
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var player_scene = preload("res://scenes/player.tscn")
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@@ -256,9 +258,11 @@ func _on_host_pressed():
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add_player_character(1)
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add_player_character(1)
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players.append(1)
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players.append(1)
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# Add bots with their own goals
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# Only add bots if enable_bots is true
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for i in range(2, max_players + 1):
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if enable_bots:
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add_bot(i)
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# Add bots with their own goals
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for i in range(2, max_players + 1):
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add_bot(i)
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start_game()
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start_game()
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@@ -377,6 +381,14 @@ func create_bot(bot_id):
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bot_character.add_to_group("Players", true)
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bot_character.add_to_group("Players", true)
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bot_character.add_to_group("Bots", true)
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bot_character.add_to_group("Bots", true)
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if not enable_bots:
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bot_character.set_process(false)
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bot_character.set_physics_process(false)
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# Disable Beehave tree if it exists
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var behavior_tree = bot_character.get_node_or_null("BehaviorTree")
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if behavior_tree:
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behavior_tree.enabled = false
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if multiplayer.is_server():
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if multiplayer.is_server():
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bots.append(bot_id)
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bots.append(bot_id)
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players.append(bot_id)
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players.append(bot_id)
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@@ -32,6 +32,7 @@ texture = ExtResource("13_ahjgs")
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[node name="Main" type="Node3D"]
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[node name="Main" type="Node3D"]
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script = ExtResource("1_xcpe3")
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script = ExtResource("1_xcpe3")
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enable_bots = false
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turn_based_mode = false
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turn_based_mode = false
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[node name="EnhancedGridMap" type="GridMap" parent="."]
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[node name="EnhancedGridMap" type="GridMap" parent="."]
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+4
-1
@@ -86,6 +86,10 @@ func _ready():
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playerboard.fill(-1)
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playerboard.fill(-1)
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return
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return
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# Disable Beehave tree if this is not a bot
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if not is_bot and has_node("BehaviorTree"):
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$BehaviorTree.enabled = false
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# Rest of initialization (only for human players)
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# Rest of initialization (only for human players)
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if enhanced_gridmap:
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if enhanced_gridmap:
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enhanced_gridmap.initialize_astar()
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enhanced_gridmap.initialize_astar()
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@@ -676,7 +680,6 @@ func get_adjacent_playerboard_slots(slot_index) -> Array:
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return adjacent
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return adjacent
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func has_item_at_current_position() -> bool:
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func has_item_at_current_position() -> bool:
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var current_cell = Vector3i(current_position.x, 1, current_position.y)
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var current_cell = Vector3i(current_position.x, 1, current_position.y)
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return enhanced_gridmap.get_cell_item(current_cell) != -1
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return enhanced_gridmap.get_cell_item(current_cell) != -1
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