This commit is contained in:
2024-11-04 17:25:09 +08:00
parent c87de7de5d
commit 471d425b23
30 changed files with 2319 additions and 584 deletions
+3
View File
@@ -0,0 +1,3 @@
{
"godotTools.editorPath.godot4": "c:\\Users\\danchie\\Documents\\Godot_v4.3\\Godot_v4.3-stable_win64.exe"
}
@@ -32,6 +32,7 @@ enum Direction {
var diagonal_movement: bool = false
class NeighborInfo:
var position: Vector2i
var direction: Direction
@@ -430,6 +431,22 @@ func _on_mesh_library_changed():
validate_item_indices()
if auto_generate:
generate_grid()
_update_cell_option_buttons()
func _update_cell_option_buttons():
if not mesh_library:
return
var item_list = mesh_library.get_item_list()
for x in range(columns):
for z in range(rows):
var position = Vector3i(x, 0, z)
var cell_item = get_cell_item(position)
if cell_item != -1 and cell_item < item_list.size():
set_cell_item(position, cell_item)
else:
set_cell_item(position, 0)
func _set(property, value):
if property == "mesh_library":
@@ -153,6 +153,7 @@ func set_enhanced_gridmap(gridmap: EnhancedGridMap):
if enhanced_gridmap.grid_updated.is_connected(_on_grid_updated):
enhanced_gridmap.grid_updated.disconnect(_on_grid_updated)
enhanced_gridmap = gridmap
if enhanced_gridmap:
enhanced_gridmap.grid_updated.connect(_on_grid_updated)
@@ -216,9 +217,14 @@ func _update_grid_ui():
option.set_meta("grid_position", Vector3i(x, current_floor, z))
for i in range(item_list.size()):
option.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i)
# Ensure the selected item in the OptionButton corresponds to the current cell item
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, current_floor, z))
if cell_item != -1: # Changed from INVALID_CELL_ITEM to -1
if cell_item != -1 and cell_item < option.get_item_count():
option.select(cell_item)
else:
option.select(0)# Select the first item if the cell is empty
option.item_selected.connect(_on_cell_item_selected.bind(option))
option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
option.size_flags_vertical = Control.SIZE_EXPAND_FILL
@@ -243,6 +249,7 @@ func _update_grid_ui():
cell_container.add_child(rotation_option)
row_container.add_child(cell_container)
cell_options.append(option)
enhanced_gridmap._update_cell_option_buttons()
func _update_astar_ui():
start_x_spin.max_value = enhanced_gridmap.columns - 1
@@ -273,6 +280,9 @@ func _on_floors_count_changed(value):
func _on_floor_changed(value):
if enhanced_gridmap:
_update_grid_ui()
_update_astar_ui()
_update_item_state_ui()
enhanced_gridmap.update_grid_data()
func _on_auto_generate_toggled(button_pressed):
if enhanced_gridmap:
@@ -321,7 +331,8 @@ func _on_fill_pressed():
func _on_cell_item_selected(index: int, option: OptionButton):
var position = option.get_meta("grid_position")
if enhanced_gridmap:
enhanced_gridmap.set_cell_item(position, index)
if index >= 0 and index < enhanced_gridmap.mesh_library.get_item_list().size():
enhanced_gridmap.set_cell_item(position, index)
func _on_find_path_pressed():
if enhanced_gridmap:
@@ -360,12 +371,14 @@ func _on_non_walkable_item_changed(value):
func _on_grid_updated():
update_ui()
enhanced_gridmap._update_cell_option_buttons()
func _on_cell_rotation_changed(index: int, option: OptionButton):
var position = option.get_meta("grid_position")
var rotation_value = option.get_item_id(index)
if enhanced_gridmap:
enhanced_gridmap.set_cell_rotation(position, rotation_value)
if index >= 0 and index < 4:
enhanced_gridmap.set_cell_rotation(position, rotation_value)
func _on_swap_items_pressed():
if enhanced_gridmap:
@@ -1,14 +1,53 @@
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[ext_resource type="ArrayMesh" uid="uid://dspusnbkr74hg" path="res://assets/models/meshes/hover.res" id="2_5gp4i"]
[ext_resource type="ArrayMesh" uid="uid://dr80txgr61irt" path="res://assets/models/tiles/tile_diamond.tres" id="3_gqbid"]
[ext_resource type="Material" uid="uid://bsyh0x4cy5qyr" path="res://assets/models/meshes/end.tres" id="3_qi66w"]
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[ext_resource type="ArrayMesh" uid="uid://d4himvyb81in8" path="res://assets/models/meshes/non-walkable.res" id="4_h83ju"]
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[ext_resource type="ArrayMesh" uid="uid://36tgon3b60db" path="res://assets/models/tiles/tile_heart.tres" id="6_r6sve"]
[ext_resource type="ArrayMesh" uid="uid://b5ta7tcw0iscd" path="res://assets/models/tiles/tile_coin.tres" id="9_44311"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2vf4e"]
resource_name = "boost"
transparency = 1
cull_mode = 2
albedo_color = Color(0.91, 0.91, 0.91, 0.45098)
albedo_texture = ExtResource("3_xej11")
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"vertex_count": 8,
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blend_shape_mode = 0
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resource_name = "tile_diamond"
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"aabb": AABB(-0.282176, -0.000324821, -0.282176, 0.564351, 0.050792, 0.564351),
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"material": SubResource("StandardMaterial3D_2vf4e"),
"name": "tile_coin_diamond",
"primitive": 3,
"uv_scale": Vector4(0, 0, 0, 0),
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}]
blend_shape_mode = 0
shadow_mesh = SubResource("ArrayMesh_0hihf")
[sub_resource type="PlaneMesh" id="PlaneMesh_ti6kf"]
material = ExtResource("3_qi66w")
size = Vector2(1, 1)
@@ -111,7 +150,7 @@ item/9/shapes = []
item/9/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/9/navigation_layers = 1
item/10/name = "tile_diamond"
item/10/mesh = ExtResource("3_gqbid")
item/10/mesh = SubResource("ArrayMesh_3eode")
item/10/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
item/10/shapes = []
item/10/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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+1 -16
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@@ -1,4 +1,4 @@
[gd_resource type="ArrayMesh" load_steps=4 format=4 uid="uid://dr80txgr61irt"]
[gd_resource type="ArrayMesh" load_steps=3 format=4 uid="uid://dr80txgr61irt"]
[ext_resource type="Texture2D" uid="uid://dpkx1a780pvwv" path="res://assets/textures/tile_diamond.png" id="1_fck33"]
@@ -9,20 +9,6 @@ cull_mode = 2
albedo_color = Color(0.91, 0.91, 0.91, 0.45098)
albedo_texture = ExtResource("1_fck33")
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"aabb": AABB(-0.282176, -0.000324821, -0.282176, 0.564351, 0.050792, 0.564351),
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"primitive": 3,
"uv_scale": Vector4(0, 0, 0, 0),
"vertex_count": 8,
"vertex_data": PackedByteArray("AAD/////AAAAAP7/AAAAAP///////wAA///+/wAAAAD//wAA//8AAP//AAAAAAAAAAAAAP//AAAAAAAAAAAAAA==")
}]
blend_shape_mode = 0
[resource]
resource_name = "tile_diamond"
_surfaces = [{
@@ -39,4 +25,3 @@ _surfaces = [{
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blend_shape_mode = 0
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cell_size = Vector3(1, 1, 1)
data = {
"cells": PackedInt32Array(9, 0, 0, 9, 1, 0, 9, 2, 0, 9, 3, 0, 9, 4, 0, 9, 5, 0, 9, 8, 0, 9, 9, 0, 9, 7, 0, 9, 6, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 3, 0, 0, 4, 0, 0, 5, 0, 0, 6, 0, 0, 7, 0, 0, 8, 0, 0, 9, 0, 1, 0, 0, 1, 1, 0, 1, 2, 0, 1, 3, 0, 1, 4, 0, 1, 5, 0, 1, 6, 0, 1, 7, 0, 1, 8, 0, 1, 9, 0, 2, 0, 0, 2, 1, 0, 2, 2, 0, 2, 3, 0, 2, 4, 0, 2, 5, 0, 2, 6, 0, 2, 7, 0, 2, 8, 0, 2, 9, 0, 3, 0, 0, 3, 1, 0, 3, 2, 0, 3, 3, 0, 3, 4, 0, 3, 5, 0, 3, 6, 0, 3, 7, 0, 3, 8, 0, 3, 9, 0, 4, 0, 0, 4, 1, 0, 4, 2, 0, 4, 3, 0, 4, 4, 0, 4, 5, 0, 4, 6, 0, 4, 7, 0, 4, 8, 0, 4, 9, 0, 5, 0, 0, 5, 1, 0, 5, 2, 0, 5, 3, 0, 5, 4, 0, 5, 5, 0, 5, 6, 0, 5, 7, 0, 5, 8, 0, 5, 9, 0, 6, 0, 0, 6, 1, 0, 6, 2, 0, 6, 3, 0, 6, 4, 0, 6, 5, 0, 6, 6, 0, 6, 7, 0, 6, 8, 0, 6, 9, 0, 7, 0, 0, 7, 1, 0, 7, 2, 0, 7, 3, 0, 7, 4, 0, 7, 5, 0, 7, 6, 0, 7, 7, 0, 7, 8, 0, 7, 9, 0, 8, 0, 0, 8, 1, 0, 8, 2, 0, 8, 3, 0, 8, 4, 0, 8, 5, 0, 8, 6, 0, 8, 7, 0, 8, 8, 0, 8, 9, 0, 65536, 0, 7, 65536, 1, 10, 65536, 2, 9, 65536, 3, 9, 65536, 4, 8, 65536, 5, 7, 65536, 6, 9, 65536, 7, 9, 65536, 8, 10, 65536, 9, 8, 65537, 0, 9, 65537, 1, 8, 65537, 2, 10, 65537, 3, 9, 65537, 4, 7, 65537, 5, 10, 65537, 6, 9, 65537, 7, 9, 65537, 8, 10, 65537, 9, 10, 65538, 0, 7, 65538, 1, 10, 65538, 2, 9, 65538, 3, 8, 65538, 4, 9, 65538, 5, 10, 65538, 6, 9, 65538, 7, 8, 65538, 8, 9, 65538, 9, 10, 65539, 0, 9, 65539, 1, 10, 65539, 2, 9, 65539, 3, 10, 65539, 4, 9, 65539, 5, 9, 65539, 6, 10, 65539, 7, 10, 65539, 8, 9, 65539, 9, 9, 65540, 0, 7, 65540, 1, 7, 65540, 2, 7, 65540, 3, 10, 65540, 4, 9, 65540, 5, 7, 65540, 6, 9, 65540, 7, 9, 65540, 8, 7, 65540, 9, 8, 65541, 0, 8, 65541, 1, 7, 65541, 2, 7, 65541, 3, 10, 65541, 4, 10, 65541, 5, 8, 65541, 6, 7, 65541, 7, 7, 65541, 8, 8, 65541, 9, 9, 65542, 0, 10, 65542, 1, 10, 65542, 2, 9, 65542, 3, 7, 65542, 4, 8, 65542, 5, 9, 65542, 6, 10, 65542, 7, 9, 65542, 8, 10, 65542, 9, 9, 65543, 0, 7, 65543, 1, 8, 65543, 2, 10, 65543, 3, 8, 65543, 4, 7, 65543, 5, 10, 65543, 6, 10, 65543, 7, 7, 65543, 8, 10, 65543, 9, 8, 65544, 0, 9, 65544, 1, 9, 65544, 2, 8, 65544, 3, 8, 65544, 4, 8, 65544, 5, 7, 65544, 6, 8, 65544, 7, 9, 65544, 8, 10, 65544, 9, 10, 65545, 0, 10, 65545, 1, 8, 65545, 2, 10, 65545, 3, 8, 65545, 4, 8, 65545, 5, 7, 65545, 6, 9, 65545, 7, 9, 65545, 8, 9, 65545, 9, 9)
}
script = ExtResource("2_hbe1v")
floors = 2
non_walkable_items = Array[int]([4, 5])
metadata/_editor_floor_ = Vector3(0, 1, 0)
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.422618, 0.906308, 0, -0.906308, 0.422618, 5, 15, 12.36)
environment = ExtResource("4_ky38j")
fov = 35.5
[node name="Camera3D200" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 5, 30, 5)
visible = false
environment = ExtResource("4_ky38j")
fov = 35.5
[node name="Panel" type="Panel" parent="."]
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -77.0
offset_top = 6.0
offset_right = 77.0
offset_bottom = 59.0
grow_horizontal = 2
theme_override_styles/panel = ExtResource("5_dvx6y")
[node name="PlayerboardUI" type="GridContainer" parent="."]
custom_minimum_size = Vector2(200, 200)
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 30.0
offset_top = -230.0
offset_right = 230.0
offset_bottom = -30.0
grow_vertical = 0
columns = 5
[node name="ActionMenu" type="Control" parent="."]
layout_mode = 3
anchors_preset = 3
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -145.0
offset_top = -218.0
grow_horizontal = 0
grow_vertical = 0
[node name="ActionButtonContainer" type="VBoxContainer" parent="ActionMenu"]
layout_mode = 0
offset_right = 40.0
offset_bottom = 40.0
[node name="MoveButton" type="Button" parent="ActionMenu/ActionButtonContainer"]
layout_mode = 2
text = "Move"
[node name="GrabButton" type="Button" parent="ActionMenu/ActionButtonContainer"]
layout_mode = 2
text = "Grab"
[node name="PutButton" type="Button" parent="ActionMenu/ActionButtonContainer"]
layout_mode = 2
text = "Put"
[node name="RandomizeButton" type="Button" parent="ActionMenu/ActionButtonContainer"]
layout_mode = 2
text = "Randomize"
[node name="ArrangeButton" type="Button" parent="ActionMenu/ActionButtonContainer"]
layout_mode = 2
text = "Arrange"
[node name="NetworkInfo" type="VBoxContainer" parent="."]
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -58.0
offset_top = 7.0
offset_right = 58.0
offset_bottom = 57.0
grow_horizontal = 2
[node name="NetworkSideDisplay" type="Label" parent="NetworkInfo"]
layout_mode = 2
text = "Network Side"
horizontal_alignment = 1
[node name="UniquePeerID" type="Label" parent="NetworkInfo"]
layout_mode = 2
text = "Unique Peer ID"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Menu" type="VBoxContainer" parent="."]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -85.0
offset_top = -33.0
offset_right = 85.0
offset_bottom = 33.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 20
[node name="Host" type="Button" parent="Menu"]
layout_mode = 2
theme_override_styles/focus = ExtResource("5_dvx6y")
theme_override_styles/disabled_mirrored = ExtResource("5_dvx6y")
theme_override_styles/disabled = ExtResource("5_dvx6y")
theme_override_styles/hover_pressed_mirrored = ExtResource("5_dvx6y")
theme_override_styles/hover_pressed = ExtResource("5_dvx6y")
theme_override_styles/hover_mirrored = ExtResource("5_dvx6y")
theme_override_styles/hover = ExtResource("5_dvx6y")
theme_override_styles/pressed_mirrored = ExtResource("5_dvx6y")
theme_override_styles/pressed = ExtResource("5_dvx6y")
theme_override_styles/normal_mirrored = ExtResource("5_dvx6y")
theme_override_styles/normal = ExtResource("5_dvx6y")
text = "Host"
[node name="Join" type="Button" parent="Menu"]
layout_mode = 2
theme_override_styles/focus = ExtResource("5_dvx6y")
theme_override_styles/disabled_mirrored = ExtResource("5_dvx6y")
theme_override_styles/disabled = ExtResource("5_dvx6y")
theme_override_styles/hover_pressed_mirrored = ExtResource("5_dvx6y")
theme_override_styles/hover_pressed = ExtResource("5_dvx6y")
theme_override_styles/hover_mirrored = ExtResource("5_dvx6y")
theme_override_styles/hover = ExtResource("5_dvx6y")
theme_override_styles/pressed_mirrored = ExtResource("5_dvx6y")
theme_override_styles/pressed = ExtResource("5_dvx6y")
theme_override_styles/normal_mirrored = ExtResource("5_dvx6y")
theme_override_styles/normal = ExtResource("5_dvx6y")
text = "Join"
[node name="MessageInput" type="LineEdit" parent="."]
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -210.0
offset_top = -46.0
offset_right = 210.0
offset_bottom = -15.0
grow_horizontal = 2
grow_vertical = 0
theme_override_styles/focus = SubResource("StyleBoxFlat_1cewu")
theme_override_styles/normal = ExtResource("5_dvx6y")
placeholder_text = "Chat"
alignment = 1
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = ExtResource("4_ky38j")
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[connection signal="pressed" from="Menu/Host" to="." method="_on_host_pressed"]
[connection signal="pressed" from="Menu/Join" to="." method="_on_join_pressed"]
[connection signal="text_submitted" from="MessageInput" to="." method="_on_message_input_text_submitted"]
+246 -167
View File
@@ -10,18 +10,15 @@ var player_scene = preload("res://scenes/player.tscn")
var current_turn_index = 0
@export var players = []
var game_started = false
var max_message_input_char = 51
var max_players = 4
var bots = []
@export var turn_based_mode: bool = true # Toggle between turn-based and realtime modes
var bot_move_timer: float = 0.0 # Timer for bot movement in realtime mode
const BOT_MOVE_INTERVAL: float = 2.0 # Time between bot movements in realtime mode
@export var turn_based_mode: bool = true
var bot_move_timer: float = 0.0
const BOT_MOVE_INTERVAL: float = 2.0
# Bot movement state tracking
var moving_bots = {} # Dictionary to track which bots are currently moving
var moving_bots = {}
# Action State Management
enum ActionState {
NONE,
MOVING,
@@ -33,7 +30,6 @@ enum ActionState {
var current_action_state = ActionState.NONE
# UI References
@onready var action_menu = $ActionMenu
@onready var move_button = $ActionMenu/ActionButtonContainer/MoveButton
@onready var grab_button = $ActionMenu/ActionButtonContainer/GrabButton
@@ -42,6 +38,14 @@ var current_action_state = ActionState.NONE
@onready var arrange_button = $ActionMenu/ActionButtonContainer/ArrangeButton
@onready var playerboard_ui = $PlayerboardUI
const item_tex = [
preload("res://assets/textures/player_board_and_blue_print/tile_null.tres"),
preload("res://assets/textures/player_board_and_blue_print/tile_heart.tres"),
preload("res://assets/textures/player_board_and_blue_print/tile_diamond.tres"),
preload("res://assets/textures/player_board_and_blue_print/tile_star.tres"),
preload("res://assets/textures/player_board_and_blue_print/tile_coin.tres")
]
func _ready():
multiplayer_peer.peer_connected.connect(_on_peer_connected)
multiplayer_peer.peer_disconnected.connect(_on_peer_disconnected)
@@ -49,87 +53,132 @@ func _ready():
setup_playerboard_ui()
func _process(delta):
if multiplayer.is_server():
if game_started:
if turn_based_mode:
rpc("sync_turn_index", current_turn_index)
else:
# Handle realtime bot movement
bot_move_timer += delta
if bot_move_timer >= BOT_MOVE_INTERVAL:
bot_move_timer = 0.0
for bot_id in bots:
if not moving_bots.get(bot_id, false): # Only move if bot isn't already moving
move_bot(bot_id)
if multiplayer.is_server() and game_started:
if turn_based_mode:
rpc("sync_turn_index", current_turn_index)
else:
bot_move_timer += delta
if bot_move_timer >= BOT_MOVE_INTERVAL:
bot_move_timer = 0.0
var current_bots = bots.duplicate()
for bot_id in current_bots:
if not moving_bots.get(bot_id, false):
move_bot(bot_id)
func setup_action_buttons():
move_button.pressed.connect(func(): set_action_state(ActionState.MOVING))
grab_button.pressed.connect(func(): set_action_state(ActionState.GRABBING))
put_button.pressed.connect(func(): set_action_state(ActionState.PUTTING))
put_button.pressed.connect(func():
if local_player_character:
local_player_character.handle_put_action()
set_action_state(ActionState.PUTTING)
)
randomize_button.pressed.connect(func(): set_action_state(ActionState.RANDOMIZING))
arrange_button.pressed.connect(func(): set_action_state(ActionState.ARRANGING))
arrange_button.pressed.connect(func():
if local_player_character and local_player_character.action_points >= 2:
set_action_state(ActionState.ARRANGING)
)
func setup_playerboard_ui():
# Clear existing children
for child in playerboard_ui.get_children():
child.queue_free()
# Setup grid
playerboard_ui.columns = 5
# Create slots
for i in range(25):
var slot = TextureRect.new()
slot.custom_minimum_size = Vector2(40, 40)
var highlight_rect = TextureRect.new()
var hr_tex = load("res://assets/models/pboard/HighlightRect.tres")
var select_rect = TextureRect.new()
var sr_tex = load("res://assets/models/pboard/SelectRect.tres")
var adjacent_rect = TextureRect.new()
var ar_tex = load("res://assets/models/pboard/AdjacentRect.tres")
slot.custom_minimum_size = Vector2(36, 36)
slot.gui_input.connect(func(event): _on_playerboard_slot_clicked(event, i))
# Add a colored rectangle as background
var style = StyleBoxFlat.new()
style.bg_color = Color(0.2, 0.2, 0.2, 1.0)
style.border_color = Color(0.4, 0.4, 0.4, 1.0)
slot.add_theme_stylebox_override("panel", style)
playerboard_ui.add_child(slot)
slot.texture = item_tex[0]
playerboard_ui.add_child(slot, true)
highlight_rect.texture = hr_tex
highlight_rect.size = Vector2(36, 36)
select_rect.texture = sr_tex
select_rect.size = Vector2(36, 36)
adjacent_rect.texture = ar_tex
adjacent_rect.size = Vector2(36, 36)
slot.add_child(highlight_rect)
slot.add_child(select_rect)
slot.add_child(adjacent_rect)
slot.get_child(0).hide()
slot.get_child(1).hide()
slot.get_child(2).hide()
func set_action_state(new_state):
if not local_player_character:
if not local_player_character or not local_player_character.is_multiplayer_authority() or current_action_state == new_state or local_player_character.action_points <= 0:
return
current_action_state = new_state
# Clear previous highlights
local_player_character.clear_highlights()
local_player_character.clear_playerboard_highlights()
match new_state:
ActionState.MOVING:
local_player_character.highlight_movement_range()
ActionState.GRABBING:
local_player_character.highlight_adjacent_cells()
if local_player_character.has_item_at_current_position():
local_player_character.highlighted_cells.append(local_player_character.current_position)
local_player_character.enhanced_gridmap.set_cell_item(
Vector3i(local_player_character.current_position.x, 0, local_player_character.current_position.y),
local_player_character.enhanced_gridmap.hover_item
)
ActionState.PUTTING:
local_player_character.highlight_empty_adjacent_cells()
local_player_character.highlight_occupied_playerboard_slots()
ActionState.RANDOMIZING:
local_player_character.highlight_random_valid_cells()
ActionState.ARRANGING:
show_arrangement_ui()
local_player_character.highlight_occupied_playerboard_slots()
func update_button_states():
if not local_player_character:
if not local_player_character or local_player_character.is_in_group("Bots"):
move_button.visible = false
grab_button.visible = false
put_button.visible = false
randomize_button.visible = false
arrange_button.visible = false
return
var can_move = not local_player_character.is_player_moving and not local_player_character.has_performed_action
var can_grab = local_player_character.has_item_at_current_position()
var can_put = local_player_character.has_items_in_playerboard() and not local_player_character.has_item_at_current_position()
var can_randomize = not local_player_character.has_performed_action
var can_arrange = local_player_character.has_items_in_playerboard()
move_button.visible = true
grab_button.visible = true
put_button.visible = true
randomize_button.visible = true
arrange_button.visible = true
move_button.disabled = local_player_character.is_player_moving or local_player_character.has_performed_action
grab_button.disabled = not local_player_character.has_item_at_current_position()
put_button.disabled = not (local_player_character.has_items_in_playerboard() and not local_player_character.has_item_at_current_position())
randomize_button.disabled = local_player_character.has_performed_action
arrange_button.disabled = not local_player_character.has_items_in_playerboard()
move_button.disabled = not can_move
grab_button.disabled = not can_grab
put_button.disabled = not can_put
randomize_button.disabled = not can_randomize
arrange_button.disabled = not can_arrange
func _on_playerboard_slot_clicked(event, slot_index):
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
if current_action_state == ActionState.ARRANGING and local_player_character:
local_player_character.arrange_playerboard_item(slot_index)
if not local_player_character:
return
match current_action_state:
ActionState.ARRANGING:
local_player_character.arrange_playerboard_item(slot_index)
ActionState.GRABBING:
local_player_character.handle_playerboard_slot_selected(slot_index)
ActionState.PUTTING:
local_player_character.handle_put_slot_selected(slot_index)
func update_playerboard_ui():
if not local_player_character:
@@ -138,14 +187,20 @@ func update_playerboard_ui():
for i in range(25):
var slot = playerboard_ui.get_child(i)
var item = local_player_character.playerboard[i]
if item != -1:
# Update slot appearance based on item
slot.modulate = Color(1, 1, 1, 1)
# You can set different colors or textures based on item type
slot.self_modulate = Color(0.5 + (item * 0.1), 0.7, 0.3, 1.0)
else:
slot.modulate = Color(0.5, 0.5, 0.5, 0.5)
slot.self_modulate = Color(1, 1, 1, 1)
slot.texture = item_tex[0]
match item:
7: slot.texture = item_tex[1]
8: slot.texture = item_tex[2]
9: slot.texture = item_tex[3]
10: slot.texture = item_tex[4]
func update_playerboard_highlights(highlighted_slots: Array):
for i in range(playerboard_ui.get_child_count()):
var slot = playerboard_ui.get_child(i)
if slot.get_child_count() > 1:
slot.get_child(1).visible = highlighted_slots.has(i)
func show_arrangement_ui():
if playerboard_ui:
@@ -162,7 +217,6 @@ func _on_host_pressed():
add_player_character(1)
players.append(1)
# Add bots to fill remaining slots
for i in range(2, max_players + 1):
add_bot(i)
@@ -194,8 +248,15 @@ func add_player_character(peer_id):
connected_peer_ids.append(peer_id)
var player_character = player_scene.instantiate()
player_character.set_multiplayer_authority(peer_id)
if multiplayer.is_server() and bots.size() > 0:
var bot_to_replace = get_node_or_null(str(bots[0]))
if bot_to_replace:
player_character.current_position = bot_to_replace.current_position
add_child(player_character)
player_character.add_to_group("Players", true)
if peer_id == multiplayer.get_unique_id():
local_player_character = player_character
update_button_states()
@@ -209,7 +270,7 @@ func add_bot(bot_id):
@rpc("call_local")
func create_bot(bot_id):
var bot_character = player_scene.instantiate()
bot_character.set_multiplayer_authority(1) # Set server as authority for bots
bot_character.set_multiplayer_authority(1)
bot_character.name = str(bot_id)
add_child(bot_character)
bot_character.add_to_group("Players", true)
@@ -224,17 +285,17 @@ func replace_bot_with_player(player_id):
var bot_id = bots.pop_front()
players.erase(bot_id)
players.append(player_id)
moving_bots.erase(bot_id) # Remove bot from moving tracking
moving_bots.erase(bot_id)
rpc("remove_bot", bot_id)
rpc("sync_players", players)
@rpc("call_local")
func remove_bot(bot_id):
var bot_node = get_node(str(bot_id))
var bot_node = get_node_or_null(str(bot_id))
if bot_node:
bot_node.queue_free()
func get_next_available_bot_id():
func get_next_available_bot_id() -> int:
for i in range(2, max_players + 1):
if not i in players:
return i
@@ -256,7 +317,6 @@ func sync_game_state(current_players, current_bots, is_game_started, is_turn_bas
game_started = is_game_started
turn_based_mode = is_turn_based
# Create bot characters for existing bots
for bot_id in bots:
if not has_node(str(bot_id)):
create_bot(bot_id)
@@ -288,9 +348,7 @@ func sync_players(new_players):
func next_turn():
if multiplayer.is_server() and turn_based_mode:
current_turn_index += 1
if current_turn_index >= players.size():
current_turn_index = 0
current_turn_index = (current_turn_index + 1) % players.size()
rpc("set_current_turn", players[current_turn_index])
if players[current_turn_index] in bots:
move_bot(players[current_turn_index])
@@ -311,124 +369,145 @@ func set_current_turn(player_id):
if not turn_based_mode:
return
var players = get_tree().get_nodes_in_group("Players")
for player in players:
player.is_my_turn = (player.name == str(player_id))
if player.is_my_turn:
for player in get_tree().get_nodes_in_group("Players"):
if player.name == str(player_id):
player.is_my_turn = true
player.action_points = 2
player.has_moved_this_turn = false
player.has_performed_action = false
player.start_turn()
else:
player.is_my_turn = false
func end_current_turn():
if multiplayer.is_server():
next_turn()
rpc("sync_turn_index", current_turn_index)
func _on_message_input_text_submitted(new_text):
if new_text.length() > max_message_input_char:
new_text = new_text.substr(0, max_message_input_char) + " ... "
local_player_character.rpc("display_message", new_text)
$MessageInput.text = ""
$MessageInput.release_focus()
func move_bot(bot_id):
if multiplayer.is_server():
if moving_bots.get(bot_id, false):
return
if not multiplayer.is_server() or moving_bots.get(bot_id, false):
return
var bot = get_node(str(bot_id))
if bot and (turn_based_mode or not bot.is_player_moving):
moving_bots[bot_id] = true
var bot = get_node_or_null(str(bot_id))
if not is_instance_valid(bot) or bot.is_player_moving:
moving_bots.erase(bot_id)
return
var best_move = evaluate_bot_move(bot)
if bot.action_points <= 0:
if turn_based_mode:
moving_bots[bot_id] = false
end_current_turn()
else:
bot.action_points = 2
bot.has_moved_this_turn = false
bot.has_performed_action = false
moving_bots[bot_id] = false
await get_tree().create_timer(0.5).timeout
move_bot(bot_id)
return
match best_move.action:
"grab":
if bot.grab_item():
bot.has_performed_action = true
moving_bots[bot_id] = true
await get_tree().create_timer(0.5).timeout
if not is_instance_valid(bot):
moving_bots.erase(bot_id)
return
var best_move = evaluate_bot_move(bot)
execute_bot_move(bot, bot_id, best_move)
func execute_bot_move(bot, bot_id, move):
match move.action:
"arrange":
if bot.action_points >= 2:
bot.arrange_playerboard_item(bot.find_best_arrangement_slot())
bot.action_points -= 2
moving_bots[bot_id] = false
if bot.action_points > 0 or not turn_based_mode:
move_bot(bot_id)
elif turn_based_mode:
end_current_turn()
"grab", "put":
var success = bot.grab_item(move.position) if move.action == "grab" else bot.put_item(move.position)
if success:
bot.action_points -= 1
moving_bots[bot_id] = false
if bot.action_points > 0 or not turn_based_mode:
move_bot(bot_id)
elif turn_based_mode:
end_current_turn()
"move":
if is_instance_valid(bot) and bot.action_points >= 1:
var path = bot.enhanced_gridmap.find_path(Vector2(bot.current_position), Vector2(move.position))
if path.size() > 1:
path.pop_front()
var trimmed_path = path.slice(0, bot.movement_range)
bot.rotate_towards_target(move.position)
bot.move_bot_along_path(trimmed_path, bot_id)
bot.action_points -= 1
else:
moving_bots[bot_id] = false
# Don't end turn, allow movement after grab
move_bot(bot_id) # Try to move after grabbing
"put":
if bot.put_item():
bot.has_performed_action = true
moving_bots[bot_id] = false
# Don't end turn, allow movement after put
move_bot(bot_id) # Try to move after putting
"move":
if bot.has_performed_action:
var path = bot.enhanced_gridmap.find_path(Vector2(bot.current_position), Vector2(best_move.position))
if path.size() > 1:
path.pop_front()
var trimmed_path = path.slice(0, bot.movement_range)
bot.rotate_towards_target(best_move.position)
bot.move_bot_along_path(trimmed_path, bot_id)
else:
moving_bots[bot_id] = false
if turn_based_mode:
end_current_turn()
else:
moving_bots[bot_id] = false
if turn_based_mode:
end_current_turn()
_:
moving_bots[bot_id] = false
if turn_based_mode:
if bot.action_points > 0 or not turn_based_mode:
move_bot(bot_id)
elif turn_based_mode:
end_current_turn()
else:
moving_bots[bot_id] = false
if bot.action_points > 0 or not turn_based_mode:
move_bot(bot_id)
elif turn_based_mode:
end_current_turn()
func bot_movement_completed(bot_id):
if multiplayer.is_server():
moving_bots[bot_id] = false
_:
moving_bots[bot_id] = false
if turn_based_mode:
end_current_turn()
else:
move_bot(bot_id)
func evaluate_bot_move(bot: Node) -> Dictionary:
var best_move = {
"action": "none",
"position": bot.current_position,
"value": -1
}
if not is_instance_valid(bot) or bot.action_points <= 0:
return { "action": "none", "position": Vector2i.ZERO, "value": -1 }
# If no action performed yet, prioritize grab/put
if not bot.has_performed_action:
# Check current position for grabbing
var current_cell = Vector3i(bot.current_position.x, 1, bot.current_position.y)
var current_item = bot.enhanced_gridmap.get_cell_item(current_cell)
var moves = []
# Evaluate grabbing current item if it matches goals
if current_item != -1 and current_item in bot.goals and bot.playerboard.find(-1) != -1:
return {
"action": "grab",
"position": bot.current_position,
"value": 10
}
if bot.action_points >= 2 and bot.check_playerboard_arrangement(bot):
moves.append({ "action": "arrange", "position": bot.current_position, "value": 20 })
# Evaluate putting item from playerboard
for goal in bot.goals:
var item_index = bot.playerboard.find(goal)
if item_index != -1 and current_item == -1:
return {
"action": "put",
"position": bot.current_position,
"value": 15
}
if bot.action_points >= 1:
var put_position = bot.find_best_put_position(bot)
if put_position != Vector2i(-1, -1):
moves.append({ "action": "put", "position": put_position, "value": 18 })
if bot.action_points >= 1 and not bot.playerboard_is_full():
var grab_position = bot.find_best_grab_position()
if grab_position != Vector2i(-1, -1):
moves.append({ "action": "grab", "position": grab_position, "value": 15 })
if bot.action_points >= 1 and not bot.has_moved_this_turn:
var random_pos = bot.find_random_valid_position_in_range()
if random_pos != bot.current_position:
moves.append({ "action": "move", "position": random_pos, "value": 5 })
moves.sort_custom(func(a, b): return a.value > b.value)
return moves[0] if moves.size() > 0 else { "action": "none", "position": bot.current_position, "value": 0 }
func bot_movement_completed(bot_id):
if not multiplayer.is_server():
return
moving_bots[bot_id] = false
var bot = get_node_or_null(str(bot_id))
if not is_instance_valid(bot):
moving_bots.erase(bot_id)
return
if bot.action_points > 0 or not turn_based_mode:
await get_tree().create_timer(0.5).timeout
if is_instance_valid(bot):
move_bot(bot_id)
else:
# Bot has performed action, look for movement
var neighbors = bot.enhanced_gridmap.get_neighbors(bot.current_position, 1)
for neighbor in neighbors:
if not neighbor.is_walkable:
continue
if not bot.is_within_movement_range(neighbor.position):
continue
var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
var item = bot.enhanced_gridmap.get_cell_item(cell)
# Evaluate position for next turn
if item in bot.goals or item == -1:
var value = 8
if value > best_move.value:
best_move = {
"action": "move",
"position": neighbor.position,
"value": value
}
return best_move
end_current_turn()
+869 -9
View File
@@ -1,29 +1,38 @@
[gd_scene load_steps=7 format=3 uid="uid://dxn87yj8qnfpp"]
[gd_scene load_steps=14 format=3 uid="uid://dxn87yj8qnfpp"]
[ext_resource type="MeshLibrary" uid="uid://54tpx8cmksfc" path="res://addons/enhanced_gridmap/meshlibrary/default.tres" id="1_110wo"]
[ext_resource type="Script" path="res://scenes/main.gd" id="1_xcpe3"]
[ext_resource type="Script" path="res://addons/enhanced_gridmap/enhanced_gridmap.gd" id="2_hbe1v"]
[ext_resource type="Environment" uid="uid://jbptgqvstei3" path="res://assets/main-environment.tres" id="4_ky38j"]
[ext_resource type="StyleBox" uid="uid://dlw1ogamn741n" path="res://assets/styles/box_flat.tres" id="5_dvx6y"]
[ext_resource type="Texture2D" uid="uid://2yrc6rl4dmd8" path="res://assets/textures/player_board_and_blue_print/tile_null.tres" id="6_2vy7d"]
[ext_resource type="Texture2D" uid="uid://cwxgdi7b4ps40" path="res://assets/textures/Hilight.png" id="7_2nq2l"]
[ext_resource type="Texture2D" uid="uid://c2bj21abtgda1" path="res://assets/models/pboard/HighlightRect.tres" id="7_vv0nt"]
[ext_resource type="Texture2D" uid="uid://0wjk16jlgfq" path="res://assets/models/pboard/SelectRect.tres" id="8_8meci"]
[ext_resource type="Texture2D" uid="uid://dojnv8o6we4ey" path="res://assets/textures/Selected.png" id="8_b18m4"]
[ext_resource type="Texture2D" uid="uid://68x88jj25yxg" path="res://assets/textures/Adjacent.png" id="9_6gcb6"]
[ext_resource type="Texture2D" uid="uid://dasaeaytvhll0" path="res://assets/models/pboard/AdjacentRect.tres" id="9_aspsw"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_1cewu"]
[node name="Main" type="Node3D"]
script = ExtResource("1_xcpe3")
turn_based_mode = false
[node name="EnhancedGridMap" type="GridMap" parent="."]
mesh_library = ExtResource("1_110wo")
cell_size = Vector3(1, 1, 1)
data = {
"cells": PackedInt32Array(9, 0, 0, 9, 1, 0, 9, 2, 0, 9, 3, 0, 9, 4, 0, 9, 5, 0, 9, 8, 0, 9, 9, 0, 9, 7, 0, 9, 6, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 3, 0, 0, 4, 0, 0, 5, 0, 0, 6, 0, 0, 7, 0, 0, 8, 0, 0, 9, 0, 1, 0, 0, 1, 1, 0, 1, 2, 0, 1, 3, 0, 1, 4, 0, 1, 5, 0, 1, 6, 0, 1, 7, 0, 1, 8, 0, 1, 9, 0, 2, 0, 0, 2, 1, 0, 2, 2, 0, 2, 3, 0, 2, 4, 0, 2, 5, 0, 2, 6, 0, 2, 7, 0, 2, 8, 0, 2, 9, 0, 3, 0, 0, 3, 1, 0, 3, 2, 0, 3, 3, 0, 3, 4, 0, 3, 5, 0, 3, 6, 0, 3, 7, 0, 3, 8, 0, 3, 9, 0, 4, 0, 0, 4, 1, 0, 4, 2, 0, 4, 3, 0, 4, 4, 0, 4, 5, 0, 4, 6, 0, 4, 7, 0, 4, 8, 0, 4, 9, 0, 5, 0, 0, 5, 1, 0, 5, 2, 0, 5, 3, 0, 5, 4, 0, 5, 5, 0, 5, 6, 0, 5, 7, 0, 5, 8, 0, 5, 9, 0, 6, 0, 0, 6, 1, 0, 6, 2, 0, 6, 3, 0, 6, 4, 0, 6, 5, 0, 6, 6, 0, 6, 7, 0, 6, 8, 0, 6, 9, 0, 7, 0, 0, 7, 1, 0, 7, 2, 0, 7, 3, 0, 7, 4, 0, 7, 5, 0, 7, 6, 0, 7, 7, 0, 7, 8, 0, 7, 9, 0, 8, 0, 0, 8, 1, 0, 8, 2, 0, 8, 3, 0, 8, 4, 0, 8, 5, 0, 8, 6, 0, 8, 7, 0, 8, 8, 0, 8, 9, 0, 65536, 0, 7, 65536, 1, 10, 65536, 2, 9, 65536, 3, 9, 65536, 4, 8, 65536, 5, 7, 65536, 6, 9, 65536, 7, 9, 65536, 8, 10, 65536, 9, 8, 65537, 0, 9, 65537, 1, 8, 65537, 2, 10, 65537, 3, 9, 65537, 4, 7, 65537, 5, 10, 65537, 6, 9, 65537, 7, 9, 65537, 8, 10, 65537, 9, 10, 65538, 0, 7, 65538, 1, 10, 65538, 2, 9, 65538, 3, 8, 65538, 4, 9, 65538, 5, 10, 65538, 6, 9, 65538, 7, 8, 65538, 8, 9, 65538, 9, 10, 65539, 0, 9, 65539, 1, 10, 65539, 2, 9, 65539, 3, 10, 65539, 4, 9, 65539, 5, 9, 65539, 6, 10, 65539, 7, 10, 65539, 8, 9, 65539, 9, 9, 65540, 0, 7, 65540, 1, 7, 65540, 2, 7, 65540, 3, 10, 65540, 4, 9, 65540, 5, 7, 65540, 6, 9, 65540, 7, 9, 65540, 8, 7, 65540, 9, 8, 65541, 0, 8, 65541, 1, 7, 65541, 2, 7, 65541, 3, 10, 65541, 4, 10, 65541, 5, 8, 65541, 6, 7, 65541, 7, 7, 65541, 8, 8, 65541, 9, 9, 65542, 0, 10, 65542, 1, 10, 65542, 2, 9, 65542, 3, 7, 65542, 4, 8, 65542, 5, 9, 65542, 6, 10, 65542, 7, 9, 65542, 8, 10, 65542, 9, 9, 65543, 0, 7, 65543, 1, 8, 65543, 2, 10, 65543, 3, 8, 65543, 4, 7, 65543, 5, 10, 65543, 6, 10, 65543, 7, 7, 65543, 8, 10, 65543, 9, 8, 65544, 0, 9, 65544, 1, 9, 65544, 2, 8, 65544, 3, 8, 65544, 4, 8, 65544, 5, 7, 65544, 6, 8, 65544, 7, 9, 65544, 8, 10, 65544, 9, 10, 65545, 0, 10, 65545, 1, 8, 65545, 2, 10, 65545, 3, 8, 65545, 4, 8, 65545, 5, 7, 65545, 6, 9, 65545, 7, 9, 65545, 8, 9, 65545, 9, 9)
"cells": PackedInt32Array(0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 3, 0, 0, 4, 0, 0, 5, 0, 0, 6, 0, 0, 7, 0, 0, 8, 0, 0, 9, 0, 0, 10, 0, 0, 11, 0, 1, 0, 0, 1, 1, 0, 1, 2, 0, 1, 3, 0, 1, 4, 0, 1, 5, 0, 1, 6, 0, 1, 7, 0, 1, 8, 0, 1, 9, 0, 1, 10, 0, 1, 11, 0, 2, 0, 0, 2, 1, 0, 2, 2, 0, 2, 3, 0, 2, 4, 0, 2, 5, 0, 2, 6, 0, 2, 7, 0, 2, 8, 0, 2, 9, 0, 2, 10, 0, 2, 11, 0, 3, 0, 0, 3, 1, 0, 3, 2, 0, 3, 3, 0, 3, 4, 0, 3, 5, 0, 3, 6, 0, 3, 7, 0, 3, 8, 0, 3, 9, 0, 3, 10, 0, 3, 11, 0, 4, 0, 0, 4, 1, 0, 4, 2, 0, 4, 3, 0, 4, 4, 0, 4, 5, 0, 4, 6, 0, 4, 7, 0, 4, 8, 0, 4, 9, 0, 4, 10, 0, 4, 11, 0, 5, 0, 0, 5, 1, 0, 5, 2, 0, 5, 3, 0, 5, 4, 0, 5, 5, 0, 5, 6, 0, 5, 7, 0, 5, 8, 0, 5, 9, 0, 5, 10, 0, 5, 11, 0, 6, 0, 0, 6, 1, 0, 6, 2, 0, 6, 3, 0, 6, 4, 0, 6, 5, 0, 6, 6, 0, 6, 7, 0, 6, 8, 0, 6, 9, 0, 6, 10, 0, 6, 11, 0, 7, 0, 0, 7, 1, 0, 7, 2, 0, 7, 3, 0, 7, 4, 0, 7, 5, 0, 7, 6, 0, 7, 7, 0, 7, 8, 0, 7, 9, 0, 7, 10, 0, 7, 11, 0, 8, 0, 0, 8, 1, 0, 8, 2, 0, 8, 3, 0, 8, 4, 0, 8, 5, 0, 8, 6, 0, 8, 7, 0, 8, 8, 0, 8, 9, 0, 8, 10, 0, 8, 11, 0, 9, 0, 0, 9, 1, 0, 9, 2, 0, 9, 3, 0, 9, 4, 0, 9, 5, 0, 9, 6, 0, 9, 7, 0, 9, 8, 0, 9, 9, 0, 9, 10, 0, 9, 11, 0, 10, 0, 0, 10, 1, 0, 10, 2, 0, 10, 3, 0, 10, 4, 0, 10, 5, 0, 10, 6, 0, 10, 7, 0, 10, 8, 0, 10, 9, 0, 10, 10, 0, 10, 11, 0, 11, 0, 0, 11, 1, 0, 11, 2, 0, 11, 3, 0, 11, 4, 0, 11, 5, 0, 11, 6, 0, 11, 7, 0, 11, 8, 0, 11, 9, 0, 11, 10, 0, 11, 11, 0, 12, 0, 0, 12, 1, 0, 12, 2, 0, 12, 3, 0, 12, 4, 0, 12, 5, 0, 12, 6, 0, 12, 7, 0, 12, 8, 0, 12, 9, 0, 12, 10, 0, 12, 11, 0, 13, 0, 0, 13, 1, 0, 13, 2, 0, 13, 3, 0, 13, 4, 0, 13, 5, 0, 13, 6, 0, 13, 7, 0, 13, 8, 0, 13, 9, 0, 13, 10, 0, 13, 11, 0, 65537, 1, 9, 65537, 2, 9, 65537, 3, 10, 65537, 4, 7, 65537, 5, 10, 65537, 6, 7, 65537, 7, 7, 65537, 8, 8, 65537, 9, 7, 65537, 10, 10, 65537, 11, 8, 65538, 1, 8, 65538, 2, 8, 65538, 3, 10, 65538, 4, 8, 65538, 5, 10, 65538, 6, 8, 65538, 7, 9, 65538, 8, 9, 65538, 9, 7, 65538, 10, 7, 65538, 11, 9, 65539, 0, 8, 65539, 1, 9, 65539, 2, 7, 65539, 3, 10, 65539, 4, 9, 65539, 5, 7, 65539, 6, 8, 65539, 7, 9, 65539, 8, 7, 65539, 9, 7, 65539, 10, 7, 65539, 11, 9, 65540, 0, 9, 65540, 1, 9, 65540, 2, 10, 65540, 3, 8, 65540, 4, 9, 65540, 5, 10, 65540, 6, 7, 65540, 7, 10, 65540, 8, 9, 65540, 9, 10, 65540, 10, 9, 65540, 11, 10, 65541, 0, 8, 65541, 1, 8, 65541, 2, 8, 65541, 3, 10, 65541, 4, 7, 65541, 5, 9, 65541, 6, 8, 65541, 7, 10, 65541, 8, 9, 65541, 9, 8, 65541, 10, 10, 65541, 11, 9, 65542, 0, 7, 65542, 1, 8, 65542, 2, 9, 65542, 3, 10, 65542, 4, 9, 65542, 5, 10, 65542, 6, 10, 65542, 7, 7, 65542, 8, 7, 65542, 9, 10, 65542, 10, 7, 65542, 11, 7, 65543, 0, 9, 65543, 1, 8, 65543, 2, 10, 65543, 3, 7, 65543, 4, 7, 65543, 5, 10, 65543, 6, 9, 65543, 7, 8, 65543, 8, 9, 65543, 9, 7, 65543, 10, 7, 65543, 11, 9, 65544, 0, 7, 65544, 1, 7, 65544, 2, 10, 65544, 3, 10, 65544, 4, 7, 65544, 5, 7, 65544, 6, 9, 65544, 7, 10, 65544, 8, 7, 65544, 9, 7, 65544, 10, 8, 65544, 11, 9, 65545, 0, 9, 65545, 1, 10, 65545, 2, 9, 65545, 3, 9, 65545, 4, 9, 65545, 5, 9, 65545, 6, 9, 65545, 7, 9, 65545, 8, 10, 65545, 9, 7, 65545, 10, 7, 65545, 11, 9, 65546, 0, 8, 65546, 1, 8, 65546, 2, 7, 65546, 3, 10, 65546, 4, 7, 65546, 5, 9, 65546, 6, 9, 65546, 7, 9, 65546, 8, 7, 65546, 9, 9, 65546, 10, 10, 65546, 11, 10, 65547, 0, 10, 65547, 1, 8, 65547, 2, 7, 65547, 3, 8, 65547, 4, 10, 65547, 5, 7, 65547, 6, 10, 65547, 7, 7, 65547, 8, 10, 65547, 9, 8, 65547, 10, 7, 65547, 11, 8, 65548, 0, 7, 65548, 1, 9, 65548, 2, 10, 65548, 3, 9, 65548, 4, 7, 65548, 5, 9, 65548, 6, 8, 65548, 7, 10, 65548, 8, 10, 65548, 9, 8, 65548, 10, 9, 65548, 11, 9, 65538, 0, 10, 65537, 0, 7)
}
script = ExtResource("2_hbe1v")
columns = 14
rows = 12
floors = 2
non_walkable_items = Array[int]([4, 5])
metadata/_editor_floor_ = Vector3(0, 1, 0)
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.422618, 0.906308, 0, -0.906308, 0.422618, 5, 15, 12.36)
transform = Transform3D(1, 0, 0, 0, 0.422618, 0.906308, 0, -0.906308, 0.422618, 6.75, 21, 16.5)
environment = ExtResource("4_ky38j")
fov = 35.5
@@ -45,17 +54,868 @@ grow_horizontal = 2
theme_override_styles/panel = ExtResource("5_dvx6y")
[node name="PlayerboardUI" type="GridContainer" parent="."]
custom_minimum_size = Vector2(200, 200)
clip_contents = true
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 30.0
offset_top = -230.0
offset_right = 230.0
offset_bottom = -30.0
offset_left = 40.0
offset_top = -232.0
offset_right = 236.0
offset_bottom = -36.0
grow_vertical = 0
size_flags_horizontal = 3
columns = 5
[node name="Slot1" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot1"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_vv0nt")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot1"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_8meci")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot1"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_aspsw")
[node name="Slot2" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot2"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot2"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot2"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot3" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot3"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot3"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot3"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot4" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot4"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot4"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot4"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot5" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot5"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot5"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot5"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot6" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot6"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot6"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot6"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot7" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot7"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot7"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot7"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot8" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot8"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot8"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot8"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot9" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot9"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot9"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot9"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot10" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot10"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot10"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot10"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot11" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot11"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot11"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot11"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot12" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot12"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot12"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot12"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot13" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot13"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot13"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot13"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot14" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot14"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot14"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot14"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot15" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot15"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot15"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot15"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot16" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot16"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot16"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot16"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot17" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot17"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot17"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot17"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot18" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot18"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot18"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot18"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot19" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot19"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot19"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot19"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot20" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot20"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot20"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot20"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot21" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot21"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot21"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot21"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot22" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot22"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot22"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot22"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot23" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot23"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot23"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot23"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot24" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot24"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot24"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot24"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="Slot25" type="TextureRect" parent="PlayerboardUI"]
layout_mode = 2
texture = ExtResource("6_2vy7d")
[node name="HighlightRect" type="TextureRect" parent="PlayerboardUI/Slot25"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("7_2nq2l")
[node name="SelectRect" type="TextureRect" parent="PlayerboardUI/Slot25"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("8_b18m4")
[node name="AdjacentRect" type="TextureRect" parent="PlayerboardUI/Slot25"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("9_6gcb6")
[node name="ActionMenu" type="Control" parent="."]
layout_mode = 3
anchors_preset = 3
+659 -358
View File
@@ -8,21 +8,20 @@ var is_player_moving: bool = false
@export var cell_size: Vector3 = Vector3(2, 2, 2)
@export var cell_offset: Vector3 = Vector3(0, 0, 0)
@export var center_x: bool = false
@export var center_y: bool = false
@export var center_z: bool = false
@export var goals: Array[int] = [0,0,0,0,0,0,0,0,0]
@export var playerboard: Array[int] = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
# Goals & Playerboard Data
@export var goals: Array[int] = [0,0,0,0,0,0,0,0,0] # 9 length array for goals
@export var playerboard: Array[int] = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0] # 25 length array for holding items
var has_performed_action: bool = false # Track if grab/put action has been done
var has_performed_action: bool = false
var selected_gridmap_position = Vector2i(-1, -1)
var selected_playerboard_slot = -1
var targeted_playerboard_slot = -1
var action_points: int = 2
# Player Rotation Config
var target_rotation: float = 0.0
var rotation_speed: float = 10.0 # Adjust this to control rotation speed
var rotation_speed: float = 10.0
@export var movement_range: int = 1 # How many blocks can be moved at once
@export var use_diagonal_movement: bool = false: # Allow diagonal movement
@export var movement_range: int = 1
@export var use_diagonal_movement: bool = false:
set(value):
use_diagonal_movement = value
if enhanced_gridmap:
@@ -33,6 +32,7 @@ var rotation_speed: float = 10.0 # Adjust this to control rotation speed
is_my_turn = value
if is_my_turn and is_multiplayer_authority():
rpc("display_message", "It's your turn!")
@export var has_moved_this_turn = false
@onready var main_scene = get_tree().current_scene
@@ -50,7 +50,7 @@ func _ready():
push_error("Main scene not found")
if not enhanced_gridmap:
push_error("EnhancedGridMap node not found. Please set the correct path in the inspector.")
push_error("EnhancedGridMap node not found")
return
enhanced_gridmap.initialize_astar()
@@ -59,14 +59,10 @@ func _ready():
current_position = find_valid_starting_position()
update_player_position(current_position)
# Only set up input processing if this is not a bot
if not is_in_group("Bots"):
set_process_unhandled_input(is_multiplayer_authority())
# Initialize random goals
initialize_random_goals()
# Initialize playerboard with -1 (empty slots)
append_random_goals()
playerboard.resize(25)
playerboard.fill(-1)
@@ -74,21 +70,7 @@ func _physics_process(_delta):
if is_multiplayer_authority():
rpc("remote_set_position", global_position)
func _process(_delta):
# Skip processing for bots
if is_in_group("Bots"):
return
if is_multiplayer_authority():
if Input.is_action_just_pressed("grab_item"):
if grab_item():
rpc("display_message", "Item grabbed!")
elif Input.is_action_just_pressed("put_item"):
if put_item():
rpc("display_message", "Item placed!")
func _unhandled_input(event):
# First check if this is a bot
if is_in_group("Bots"):
return
@@ -105,21 +87,49 @@ func _unhandled_input(event):
if click_position != Vector2i(-1, -1):
handle_grid_click(click_position)
func _on_slot_gui_input(event, slot_index, slot_ui) -> int:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
var main = get_node("/root/Main")
if main.current_action_state == main.ActionState.ARRANGING:
if selected_playerboard_slot == -1:
select_playerboard_slot(slot_index)
return slot_index
else:
if selected_playerboard_slot == slot_index:
deselect_playerboard_slot()
return slot_index
elif can_move_to_target_playerboard_slot():
target_playerboard_slot(slot_index)
main.emit_signal("can_move_item", true)
return slot_index
else:
return -1
return -1
func handle_grid_click(grid_position: Vector2i):
var main = get_node("/root/Main")
if not main:
return
match main.current_action_state:
main.ActionState.MOVING:
if grid_position in highlighted_cells:
move_player_to_clicked_position(grid_position)
main.ActionState.GRABBING:
if grid_position in highlighted_cells:
grab_item_at_position(grid_position)
if grid_position in highlighted_cells or grid_position == current_position:
grab_item(grid_position)
main.ActionState.PUTTING:
if grid_position in highlighted_cells:
put_item_at_position(grid_position)
if grid_position in highlighted_cells and selected_playerboard_slot != -1:
put_item(grid_position)
main.ActionState.RANDOMIZING:
if grid_position in highlighted_cells:
randomize_item_at_position(grid_position)
main.randomize_item_at_position(grid_position)
func is_position_occupied(pos: Vector2i) -> bool:
for player in get_tree().get_nodes_in_group("Players"):
if player != self and player.current_position == pos:
return true
return false
func find_valid_starting_position() -> Vector2i:
var rng = RandomNumberGenerator.new()
@@ -129,46 +139,33 @@ func find_valid_starting_position() -> Vector2i:
var attempts = 0
while attempts < max_attempts:
current_position = Vector2i(0, rng.randi_range(0, 9))
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(current_position.x, 0, current_position.y))
if cell_item not in enhanced_gridmap.non_walkable_items:
return current_position
var x = rng.randi_range(0, enhanced_gridmap.columns - 1)
var y = rng.randi_range(0, enhanced_gridmap.rows - 1)
var pos = Vector2i(x, y)
if not is_position_occupied(pos):
return pos
attempts += 1
return Vector2i(0, 0)
return Vector2i.ZERO
func find_random_valid_position_in_range() -> Vector2i:
var rng = RandomNumberGenerator.new()
rng.randomize()
var max_attempts = 100
var attempts = 0
var valid_positions = []
while attempts < max_attempts:
var range_x = min(enhanced_gridmap.columns - 1, movement_range)
var range_y = min(enhanced_gridmap.rows - 1, movement_range)
var offset_x = rng.randi_range(-range_x, range_x)
var offset_y = rng.randi_range(-range_y, range_y)
var random_position = Vector2i(
clamp(current_position.x + offset_x, 0, enhanced_gridmap.columns - 1),
clamp(current_position.y + offset_y, 0, enhanced_gridmap.rows - 1)
)
if not is_within_movement_range(random_position):
attempts += 1
continue
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(random_position.x, 0, random_position.y))
if cell_item not in enhanced_gridmap.non_walkable_items and random_position != current_position:
return random_position
attempts += 1
for x in range(max(0, current_position.x - movement_range),
min(enhanced_gridmap.columns, current_position.x + movement_range + 1)):
for z in range(max(0, current_position.y - movement_range),
min(enhanced_gridmap.rows, current_position.y + movement_range + 1)):
var pos = Vector2i(x, z)
if pos != current_position and is_within_movement_range(pos):
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items) and not is_position_occupied(pos):
valid_positions.append(pos)
if valid_positions.size() > 0:
return valid_positions[rng.randi() % valid_positions.size()]
return current_position
func raycast_to_grid(from: Vector3, to: Vector3) -> Vector2i:
@@ -189,55 +186,47 @@ func raycast_to_grid(from: Vector3, to: Vector3) -> Vector2i:
return Vector2i(-1, -1)
func is_within_movement_range(target_position: Vector2i) -> bool:
var distance = 0
var distance: int
if use_diagonal_movement:
# For diagonal movement, use max of x and y differences
distance = max(abs(target_position.x - current_position.x),
abs(target_position.y - current_position.y))
distance = max(abs(target_position.x - current_position.x), abs(target_position.y - current_position.y))
else:
# For orthogonal movement, use Manhattan distance
distance = abs(target_position.x - current_position.x) + \
abs(target_position.y - current_position.y)
distance = abs(target_position.x - current_position.x) + abs(target_position.y - current_position.y)
return distance <= movement_range
func move_player_to_clicked_position(grid_position: Vector2i):
if not is_multiplayer_authority():
return
if is_player_moving:
if not is_multiplayer_authority() or is_player_moving or action_points <= 0:
return
var main = get_node("/root/Main")
# Check if we're in the correct action state
if main.current_action_state != main.ActionState.MOVING:
if not main or main.current_action_state != main.ActionState.MOVING or not grid_position in highlighted_cells:
return
# Validate the clicked position is highlighted
if not grid_position in highlighted_cells:
return
# Check if movement is valid
if not is_within_movement_range(grid_position):
print("Movement out of range")
return
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
if cell_item in enhanced_gridmap.non_walkable_items:
print("Cannot move to non-walkable cell")
if cell_item in enhanced_gridmap.non_walkable_items or is_position_occupied(grid_position):
return
rotate_towards_target(grid_position)
var path = enhanced_gridmap.find_path(Vector2(current_position), Vector2(grid_position))
if path.size() <= 1:
return
if path.size() > 1:
var valid_path = true
for point in path.slice(1):
if is_position_occupied(Vector2i(point.x, point.y)):
valid_path = false
break
if valid_path:
path.pop_front()
rpc("start_movement_along_path", path)
clear_highlights() # Clear highlights after movement starts
action_points -= 1
clear_highlights()
else:
print("No valid path found")
print("Path is blocked by other players")
@rpc("any_peer", "call_local")
func start_movement_along_path(path: Array):
@@ -247,17 +236,15 @@ func start_movement_along_path(path: Array):
tween.set_ease(Tween.EASE_IN_OUT)
for point in path:
var target_position = grid_to_world(Vector2i(point.x, point.y))
tween.tween_property(self, "position", target_position, 0.5)
tween.tween_property(self, "position", grid_to_world(Vector2i(point.x, point.y)), 0.5)
tween.tween_callback(func():
current_position = Vector2i(path[-1].x, path[-1].y)
is_player_moving = false
enhanced_gridmap.clear_path_visualization()
has_moved_this_turn = true
var main = get_node("/root/Main")
has_moved_this_turn = path.size() <= movement_range
# Reset the action state
var main = get_node("/root/Main")
main.set_action_state(main.ActionState.NONE)
if main.turn_based_mode:
@@ -265,61 +252,21 @@ func start_movement_along_path(path: Array):
_after_action_completed()
)
func move_bot_along_path(path: Array, bot_id: int):
if not is_multiplayer_authority():
return
rpc("start_bot_movement_along_path", path, bot_id)
@rpc("any_peer", "call_local")
func start_bot_movement_along_path(path: Array, bot_id: int):
is_player_moving = true
var tween = create_tween()
tween.set_trans(Tween.TRANS_CUBIC)
tween.set_ease(Tween.EASE_IN_OUT)
for point in path:
var target_position = grid_to_world(Vector2i(point.x, point.y))
tween.tween_property(self, "position", target_position, 0.5)
tween.tween_callback(func():
current_position = Vector2i(path[-1].x, path[-1].y)
is_player_moving = false
enhanced_gridmap.clear_path_visualization()
has_moved_this_turn = true
var main = get_node("/root/Main")
if main.turn_based_mode:
end_turn()
# Notify main that bot movement is complete
if multiplayer.is_server():
main.bot_movement_completed(bot_id)
)
func update_player_position(grid_position: Vector2i):
position = grid_to_world(grid_position)
func grid_to_world(grid_position: Vector2i) -> Vector3:
var world_position = Vector3(
grid_position.x * cell_size.x,
grid_position.x * cell_size.x + cell_size.x * 0.5,
cell_size.y,
grid_position.y * cell_size.z
)
world_position.x += cell_size.x * 0.5
world_position.z += cell_size.z * 0.5
if center_x:
world_position.x += cell_size.x * 0.5
if center_y:
world_position.y += cell_size.y * 0.5
if center_z:
world_position.z += cell_size.z * 0.5
return world_position + cell_offset
grid_position.y * cell_size.z + cell_size.z * 0.5
) + cell_offset
return world_position
func start_turn():
action_points = 2
has_moved_this_turn = false
has_performed_action = false # Reset action flag at start of turn
has_performed_action = false
is_my_turn = true
if is_multiplayer_authority():
rpc("display_message", "It's your turn!")
@@ -344,155 +291,594 @@ func display_message(message):
$Bubble.hide()
$Bubble/Message.hide()
func initialize_random_goals():
func initialize_random_goals(_size:int, min_value:int, max_value:int, null_count:float) -> Array[int]:
goals.clear()
var rng = RandomNumberGenerator.new()
rng.randomize()
for i in range(9):
goals.append(rng.randi_range(7, 10))
var result : Array[int] = []
var null_val = 0
var max_nulls = 3
const SPECIAL_VALUES = {1: 7, 2: 8, 3: 9, 4: 10}
for i in range(_size):
if null_val < max_nulls and rng.randf() < null_count:
result.append(-1)
null_val += 1
else:
var val = rng.randi_range(min_value, max_value)
result.append(val if not val in SPECIAL_VALUES else SPECIAL_VALUES[val])
return result
func append_random_goals():
goals.append_array(initialize_random_goals(9, 7, 10, 1.0))
if is_multiplayer_authority():
rpc("sync_goals", goals)
func grab_item() -> bool:
if not enhanced_gridmap:
return false
var current_cell = Vector3i(current_position.x, 1, current_position.y)
var item = enhanced_gridmap.get_cell_item(current_cell)
if item == -1: # No item to grab
return false
var empty_slot = playerboard.find(-1)
if empty_slot == -1: # No empty slots
return false
playerboard[empty_slot] = item
enhanced_gridmap.set_cell_item(current_cell, -1)
if is_multiplayer_authority():
rpc("sync_playerboard", playerboard)
has_performed_action = true # Set action flag
_after_action_completed()
return true
func grab_item_at_position(grid_position: Vector2i) -> bool:
var main = get_node("/root/Main")
if main.current_action_state != main.ActionState.GRABBING:
func grab_item(grid_position: Vector2i = current_position) -> bool:
if not enhanced_gridmap or action_points <= 0:
return false
var cell = Vector3i(grid_position.x, 1, grid_position.y)
var item = enhanced_gridmap.get_cell_item(cell)
if grid_position != current_position:
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
var is_adjacent = false
for neighbor in neighbors:
if neighbor.position == grid_position:
is_adjacent = true
break
if not is_adjacent:
return false
if item == -1:
return false
var empty_slot = playerboard.find(-1)
if empty_slot == -1:
if is_in_group("Bots"):
var empty_slot = playerboard.find(-1)
if empty_slot == -1:
return false
if is_multiplayer_authority():
playerboard[empty_slot] = item
rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
rpc("sync_playerboard", playerboard)
has_performed_action = true
consume_action_points(1)
clear_playerboard_highlights()
_after_action_completed()
return true
else:
var main = get_node("/root/Main")
if main:
selected_gridmap_position = grid_position
clear_highlights()
clear_playerboard_highlights()
for i in range(playerboard.size()):
if playerboard[i] == -1:
var slot = main.playerboard_ui.get_child(i)
if slot.get_child_count() > 0:
slot.get_child(0).show()
highlighted_cells.append(i)
return true
return false
func put_item(grid_position: Vector2i = current_position) -> bool:
if not enhanced_gridmap or action_points <= 0 or selected_playerboard_slot == -1:
return false
playerboard[empty_slot] = item
enhanced_gridmap.set_cell_item(cell, -1)
var cell = Vector3i(grid_position.x, 1, grid_position.y)
if enhanced_gridmap.get_cell_item(cell) != -1:
return false
# Check if position is adjacent or current position
if grid_position != current_position:
var is_adjacent = false
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
for neighbor in neighbors:
if neighbor.position == grid_position:
is_adjacent = true
break
if not is_adjacent:
return false
var item = playerboard[selected_playerboard_slot]
if is_multiplayer_authority():
rpc("sync_grid_item", cell.x, cell.y, cell.z, item)
playerboard[selected_playerboard_slot] = -1
rpc("sync_playerboard", playerboard)
has_performed_action = true
consume_action_points(1)
clear_highlights()
main.set_action_state(main.ActionState.MOVING) # Automatically switch to movement state
clear_playerboard_highlights()
selected_playerboard_slot = -1
var main = get_node("/root/Main")
if main:
main.set_action_state(main.ActionState.NONE)
_after_action_completed()
return true
func handle_put_action():
var main = get_node("/root/Main")
if not main or action_points < 1:
return
func put_item() -> bool:
if not enhanced_gridmap:
return false
clear_highlights()
clear_playerboard_highlights()
# Highlight non-empty slots in playerboard
for i in range(playerboard.size()):
if playerboard[i] != -1: # Highlight occupied slots
var slot = main.playerboard_ui.get_child(i)
if slot.get_child_count() > 0:
slot.get_child(0).show() # Show highlight for occupied slots
highlighted_cells.append(i)
func handle_playerboard_slot_selected(slot_index: int):
var main = get_node("/root/Main")
if not main:
return
if main.current_action_state == main.ActionState.PUTTING:
if playerboard[slot_index] != -1: # If slot has an item
selected_playerboard_slot = slot_index
clear_highlights()
highlight_empty_adjacent_cells() # Highlight valid put locations
elif main.current_action_state == main.ActionState.GRABBING:
if slot_index in highlighted_cells and playerboard[slot_index] == -1:
var cell = Vector3i(selected_gridmap_position.x, 1, selected_gridmap_position.y)
var item = enhanced_gridmap.get_cell_item(cell)
if item != -1:
if is_multiplayer_authority():
playerboard[slot_index] = item
rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
rpc("sync_playerboard", playerboard)
has_performed_action = true
consume_action_points(1)
clear_highlights()
clear_playerboard_highlights()
selected_gridmap_position = Vector2i(-1, -1)
main.set_action_state(main.ActionState.NONE)
_after_action_completed()
# We also need to add handle_put_slot_selected:
func handle_put_slot_selected(slot_index: int):
var main = get_node("/root/Main")
if not main or main.current_action_state != main.ActionState.PUTTING:
return
if slot_index in highlighted_cells and playerboard[slot_index] in goals:
selected_playerboard_slot = slot_index
clear_highlights()
highlight_empty_adjacent_cells()
#func arrange_playerboard_item(slot_index: int):
#if action_points < 2 or playerboard[slot_index] == -1:
#return
#
#var selected_item = playerboard[slot_index]
#var adjacent_slots = get_adjacent_playerboard_slots(slot_index)
#
#var main = get_node("/root/Main")
#if not main or not main.playerboard_ui:
#return
#
#var selected_slot_ui = main.playerboard_ui.get_child(slot_index)
#if selected_slot_ui.get_child_count() > 1:
#selected_slot_ui.get_child(1).show()
#
#for adj_slot in adjacent_slots:
#if playerboard[adj_slot] == -1 or is_valid_arrangement_slot(slot_index, adj_slot):
#var adj_slot_ui = main.playerboard_ui.get_child(adj_slot)
#if adj_slot_ui.get_child_count() > 2:
#adj_slot_ui.get_child(2).show()
#
#main.update_playerboard_highlights(adjacent_slots)
#
#var target_slot = await _on_slot_gui_input(null, slot_index, selected_slot_ui)
#
#if selected_slot_ui.get_child_count() > 1:
#selected_slot_ui.get_child(1).hide()
#
#for adj_slot in adjacent_slots:
#var adj_slot_ui = main.playerboard_ui.get_child(adj_slot)
#if adj_slot_ui.get_child_count() > 2:
#adj_slot_ui.get_child(2).hide()
#
#if target_slot != -1 and (playerboard[target_slot] == -1 or is_valid_arrangement_slot(slot_index, target_slot)):
#var temp_item = playerboard[target_slot]
#playerboard[target_slot] = selected_item
#playerboard[slot_index] = temp_item
#
#if is_multiplayer_authority():
#rpc("sync_playerboard", playerboard)
#consume_action_points(2)
#has_performed_action = true
#_after_action_completed()
#main.update_playerboard_ui()
func arrange_playerboard_item(slot_index: int):
if action_points < 2 or playerboard[slot_index] == -1:
return
var selected_item = playerboard[slot_index]
var adjacent_slots = get_adjacent_playerboard_slots(slot_index)
var main = get_node("/root/Main")
if not main or not main.playerboard_ui:
return
# Store the selected slot
selected_playerboard_slot = slot_index
# Highlight selected slot
var selected_slot_ui = main.playerboard_ui.get_child(slot_index)
if selected_slot_ui.get_child_count() > 1:
selected_slot_ui.get_child(1).show()
# Highlight valid adjacent slots
for adj_slot in adjacent_slots:
if playerboard[adj_slot] == -1: # Only highlight empty adjacent slots
var adj_slot_ui = main.playerboard_ui.get_child(adj_slot)
if adj_slot_ui.get_child_count() > 2:
adj_slot_ui.get_child(2).show()
highlighted_cells.append(adj_slot)
# Connect to slot click signals
for i in range(playerboard.size()):
var slot = main.playerboard_ui.get_child(i)
if not slot.gui_input.is_connected(_on_slot_clicked):
slot.gui_input.connect(_on_slot_clicked.bind(i))
func _on_slot_clicked(event: InputEvent, slot_index: int):
if not event is InputEventMouseButton or not event.pressed or event.button_index != MOUSE_BUTTON_LEFT:
return
var main = get_node("/root/Main")
if not main or main.current_action_state != main.ActionState.ARRANGING:
return
if selected_playerboard_slot == -1 or slot_index == selected_playerboard_slot:
return
var adjacent_slots = get_adjacent_playerboard_slots(selected_playerboard_slot)
if slot_index in adjacent_slots and playerboard[slot_index] == -1:
# Move item to empty target slot
var selected_item = playerboard[selected_playerboard_slot]
playerboard[slot_index] = selected_item
playerboard[selected_playerboard_slot] = -1
if is_multiplayer_authority():
rpc("sync_playerboard", playerboard)
consume_action_points(2)
has_performed_action = true
# Clear highlights
clear_highlights()
clear_playerboard_highlights()
# Reset selection
selected_playerboard_slot = -1
# Update the visual representation
main.update_playerboard_ui()
main.set_action_state(main.ActionState.NONE)
func check_playerboard_arrangement(bot: Node) -> bool:
var goal_indices = [] # Store indices of non-empty goals
var goal_items = [] # Store the actual goal items
# Get all valid goals (non -1)
for i in range(goals.size()):
if goals[i] != -1:
goal_indices.append(i)
goal_items.append(goals[i])
# Check if current arrangement matches goals
var current_items = []
for i in range(playerboard.size()):
if playerboard[i] in goal_items:
current_items.append(playerboard[i])
# Compare current order with goal order
for i in range(min(current_items.size(), goal_items.size())):
if current_items[i] != goal_items[i]:
return true
return false
func is_valid_arrangement_slot(from_slot: int, to_slot: int) -> bool:
var from_row = from_slot / 5
var from_col = from_slot % 5
var to_row = to_slot / 5
var to_col = to_slot % 5
var row_diff = abs(from_row - to_row)
var col_diff = abs(from_col - to_col)
return (row_diff == 1 and col_diff == 0) or (row_diff == 0 and col_diff == 1)
func get_adjacent_playerboard_slots(slot_index) -> Array:
var adjacent = []
var row = slot_index / 5
var col = slot_index % 5
if row > 0: adjacent.append(slot_index - 5)
if row < 4: adjacent.append(slot_index + 5)
if col > 0: adjacent.append(slot_index - 1)
if col < 4: adjacent.append(slot_index + 1)
return adjacent
func find_best_arrangement_slot() -> int:
for i in range(playerboard.size()):
if playerboard[i] != -1:
var neighbors = get_adjacent_playerboard_slots(i)
for adj_slot in neighbors:
if playerboard[adj_slot] == -1 and playerboard[i] in goals:
return adj_slot
return playerboard.find(-1)
func find_best_put_position(bot: Node) -> Vector2i:
# Find the first empty cell adjacent to a matching item in the playerboard
for i in range(playerboard.size()):
if playerboard[i] in goals:
var neighbors = enhanced_gridmap.get_neighbors(current_position, 1)
for neighbor in neighbors:
var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
if enhanced_gridmap.get_cell_item(cell) == -1:
return neighbor.position
return Vector2i(-1, -1)
func find_best_grab_position() -> Vector2i:
# Find the first matching item in the grid or adjacent cells
var current_cell = Vector3i(current_position.x, 1, current_position.y)
if enhanced_gridmap.get_cell_item(current_cell) in goals:
return current_position
var neighbors = enhanced_gridmap.get_neighbors(current_position, 1)
for neighbor in neighbors:
var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
if enhanced_gridmap.get_cell_item(cell) in goals:
return neighbor.position
return Vector2i(-1, -1)
func has_item_at_current_position() -> bool:
var current_cell = Vector3i(current_position.x, 1, current_position.y)
return enhanced_gridmap.get_cell_item(current_cell) != -1
func has_items_in_playerboard() -> bool:
return playerboard.any(func(item): return item != -1)
func playerboard_is_full() -> bool:
return playerboard.find(-1) == -1
func highlight_movement_range():
if is_in_group("Bots"):
return
for x in range(enhanced_gridmap.columns):
for z in range(enhanced_gridmap.rows):
var test_pos = Vector2i(x, z)
if is_within_movement_range(test_pos):
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items) and not is_position_occupied(test_pos):
highlighted_cells.append(test_pos)
enhanced_gridmap.set_cell_item(Vector3i(x, 0, z), enhanced_gridmap.hover_item)
func highlight_adjacent_cells():
if is_in_group("Bots"):
return
var current_cell = Vector3i(current_position.x, 1, current_position.y)
if enhanced_gridmap.get_cell_item(current_cell) != -1:
return false # Cell is occupied
highlighted_cells.append(current_position)
enhanced_gridmap.set_cell_item(Vector3i(current_position.x, 0, current_position.y), enhanced_gridmap.hover_item)
var item_to_put = -1
var item_index = -1
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
for neighbor in neighbors:
if neighbor.is_walkable:
var cell_pos = neighbor.position
if enhanced_gridmap.get_cell_item(Vector3i(cell_pos.x, 1, cell_pos.y)) != -1:
highlighted_cells.append(cell_pos)
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y), enhanced_gridmap.hover_item)
for goal in goals:
var index = playerboard.find(goal)
if index != -1:
item_to_put = goal
item_index = index
break
if item_to_put == -1:
return false
func highlight_empty_adjacent_cells():
if is_in_group("Bots"):
return
enhanced_gridmap.set_cell_item(current_cell, item_to_put)
playerboard[item_index] = -1
if is_multiplayer_authority():
rpc("sync_playerboard", playerboard)
has_performed_action = true # Set action flag
_after_action_completed()
return true
func put_item_at_position(grid_position: Vector2i) -> bool:
var main = get_node("/root/Main")
if main.current_action_state != main.ActionState.PUTTING:
return false
var cell = Vector3i(grid_position.x, 1, grid_position.y)
if enhanced_gridmap.get_cell_item(cell) != -1:
return false
var item_to_put = -1
var item_index = -1
for goal in goals:
var index = playerboard.find(goal)
if index != -1:
item_to_put = goal
item_index = index
break
if item_to_put == -1:
return false
enhanced_gridmap.set_cell_item(cell, item_to_put)
playerboard[item_index] = -1
if is_multiplayer_authority():
rpc("sync_playerboard", playerboard)
has_performed_action = true
# Clear previous highlights
clear_highlights()
main.set_action_state(main.ActionState.MOVING) # Automatically switch to movement state
_after_action_completed()
return true
func randomize_item_at_position(grid_position: Vector2i) -> bool:
var main = get_node("/root/Main")
if main.current_action_state != main.ActionState.RANDOMIZING:
return false
# Highlight current position if empty
var current_cell = Vector3i(current_position.x, 1, current_position.y)
if enhanced_gridmap.get_cell_item(current_cell) == -1:
highlighted_cells.append(current_position)
enhanced_gridmap.set_cell_item(Vector3i(current_position.x, 0, current_position.y),
enhanced_gridmap.hover_item)
var cell = Vector3i(grid_position.x, 1, grid_position.y)
if enhanced_gridmap.get_cell_item(cell) != -1:
return false
# Highlight empty adjacent cells
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
for neighbor in neighbors:
if neighbor.is_walkable:
var cell_pos = neighbor.position
var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
if enhanced_gridmap.get_cell_item(cell) == -1: # Check if cell is empty
highlighted_cells.append(cell_pos)
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
enhanced_gridmap.hover_item)
func highlight_random_valid_cells():
if is_in_group("Bots"):
return
var valid_cells = []
for x in range(enhanced_gridmap.columns):
for z in range(enhanced_gridmap.rows):
var cell_pos = Vector2i(x, z)
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items):
valid_cells.append(cell_pos)
var rng = RandomNumberGenerator.new()
rng.randomize()
for _i in range(min(5, valid_cells.size())):
var index = rng.randi() % valid_cells.size()
var cell = valid_cells[index]
highlighted_cells.append(cell)
enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.hover_item)
valid_cells.remove_at(index)
# Assuming items are numbered 1-10
var random_item = rng.randi_range(7, 10)
enhanced_gridmap.set_cell_item(cell, random_item)
func highlight_occupied_playerboard_slots():
if is_in_group("Bots"):
return
has_performed_action = true
clear_highlights()
main.set_action_state(main.ActionState.MOVING) # Automatically switch to movement state
_after_action_completed()
return true
var main = get_node("/root/Main")
if not main or not main.playerboard_ui:
return
# First reset all slots to normal
for i in range(playerboard.size()):
var slot = main.playerboard_ui.get_child(i)
for child in slot.get_children():
child.hide()
# Highlight occupied slots that match goals
for i in range(playerboard.size()):
if playerboard[i] in goals:
var slot = main.playerboard_ui.get_child(i)
if slot.get_child_count() > 0:
slot.get_child(0).show() # Show highlight for matching items
highlighted_cells.append(i) # Add to highlighted cells for tracking
# Update the UI to reflect changes
main.update_playerboard_ui()
func clear_highlights():
if not enhanced_gridmap:
return
for cell in highlighted_cells:
if cell is Vector2i:
enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.normal_items[0])
highlighted_cells.clear()
var main = get_node("/root/Main")
if main and main.playerboard_ui:
for i in range(main.playerboard_ui.get_child_count()):
var slot = main.playerboard_ui.get_child(i)
for child in slot.get_children():
child.hide()
func clear_playerboard_highlights():
var main = get_node("/root/Main")
if main and main.playerboard_ui:
for i in range(main.playerboard_ui.get_child_count()):
var slot = main.playerboard_ui.get_child(i)
if slot.get_child_count() > 0: slot.get_child(0).hide()
if slot.get_child_count() > 1: slot.get_child(1).hide()
if slot.get_child_count() > 2: slot.get_child(2).hide()
highlighted_cells.clear()
func rotate_towards_target(target_pos: Vector2i):
var direction = Vector2(target_pos.x - current_position.x, target_pos.y - current_position.y).normalized()
target_rotation = atan2(direction.x, direction.y)
if is_multiplayer_authority():
rpc("sync_rotation", target_rotation)
var tween = create_tween()
tween.tween_property(self, "rotation:y", target_rotation, 0.2)
# We also need to add these supporting functions:
func select_playerboard_slot(slot_index: int):
selected_playerboard_slot = slot_index
_update_playerboard_slot_visual(slot_index)
_highlight_adjacent_playerboard_slots()
func deselect_playerboard_slot():
var old_selected = selected_playerboard_slot
selected_playerboard_slot = -1
if old_selected != -1:
_update_playerboard_slot_visual(old_selected)
untarget_playerboard_slot()
_highlight_adjacent_playerboard_slots()
func target_playerboard_slot(slot_index: int):
if targeted_playerboard_slot != -1:
untarget_playerboard_slot()
targeted_playerboard_slot = slot_index
_update_playerboard_slot_visual(slot_index)
func untarget_playerboard_slot():
if targeted_playerboard_slot != -1:
var old_targeted = targeted_playerboard_slot
targeted_playerboard_slot = -1
_update_playerboard_slot_visual(old_targeted)
func can_move_to_target_playerboard_slot() -> bool:
if selected_playerboard_slot == -1 or targeted_playerboard_slot == -1 or selected_playerboard_slot == targeted_playerboard_slot:
return false
var adjacent_slots = get_adjacent_playerboard_slots(selected_playerboard_slot)
return adjacent_slots.has(targeted_playerboard_slot)
func _update_playerboard_slot_visual(slot_index: int):
var main = get_node("/root/Main")
if not main or not main.playerboard_ui:
return
var slot = main.playerboard_ui.get_child(slot_index)
if slot:
if slot.get_child_count() > 0:
slot.get_child(0).visible = slot_index == selected_playerboard_slot
if slot.get_child_count() > 1:
slot.get_child(1).visible = slot_index == targeted_playerboard_slot
if slot.get_child_count() > 2:
slot.get_child(2).visible = selected_playerboard_slot != -1 and get_adjacent_playerboard_slots(selected_playerboard_slot).has(slot_index)
func _highlight_adjacent_playerboard_slots():
var main = get_node("/root/Main")
if not main or not main.playerboard_ui:
return
for i in range(25):
var slot = main.playerboard_ui.get_child(i)
if slot.get_child_count() > 2:
slot.get_child(2).hide()
if selected_playerboard_slot != -1:
var adjacent_slots = get_adjacent_playerboard_slots(selected_playerboard_slot)
for adj_slot in adjacent_slots:
var slot = main.playerboard_ui.get_child(adj_slot)
if slot.get_child_count() > 2:
slot.get_child(2).show()
@rpc("any_peer", "call_local", "reliable")
func sync_rotation(new_rotation: float):
if not is_multiplayer_authority():
rotation.y = new_rotation
@rpc("any_peer", "call_local", "reliable")
func sync_grid_item(x: int, y: int, z: int, item: int):
if enhanced_gridmap:
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
@rpc("any_peer", "call_local")
func sync_goals(new_goals: Array):
@@ -503,118 +889,33 @@ func sync_playerboard(new_playerboard: Array):
playerboard = new_playerboard
_after_action_completed()
func rotate_towards_target(target_pos: Vector2i):
var direction = Vector2(
target_pos.x - current_position.x,
target_pos.y - current_position.y
).normalized()
target_rotation = atan2(direction.x, direction.y)
# Create a tween for smooth rotation
var tween = create_tween()
tween.tween_property(self, "rotation:y", target_rotation, 0.2)
func _after_action_completed():
if multiplayer.get_unique_id() == get_multiplayer_authority():
var main = get_node("/root/Main")
main.update_button_states()
main.update_playerboard_ui()
if main:
if not main.turn_based_mode and action_points <= 0:
action_points = 2
has_performed_action = false
has_moved_this_turn = false
main.update_button_states()
main.update_playerboard_ui()
func has_item_at_current_position() -> bool:
var current_cell = Vector3i(current_position.x, 1, current_position.y)
return enhanced_gridmap.get_cell_item(current_cell) != -1
func has_items_in_playerboard() -> bool:
return playerboard.any(func(item): return item != -1)
func highlight_movement_range():
var cells_to_highlight = []
for x in range(enhanced_gridmap.columns):
for z in range(enhanced_gridmap.rows):
var test_pos = Vector2i(x, z)
if is_within_movement_range(test_pos):
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items):
cells_to_highlight.append(test_pos)
for cell in cells_to_highlight:
highlighted_cells.append(cell)
# Store original item for restoration
var original_item = enhanced_gridmap.get_cell_item(Vector3i(cell.x, 0, cell.y))
enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.hover_item)
func highlight_adjacent_cells():
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
for neighbor in neighbors:
if neighbor.is_walkable:
var cell_pos = neighbor.position
if enhanced_gridmap.get_cell_item(Vector3i(cell_pos.x, 1, cell_pos.y)) != -1:
highlighted_cells.append(cell_pos)
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y), enhanced_gridmap.hover_item)
func highlight_empty_adjacent_cells():
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
for neighbor in neighbors:
if neighbor.is_walkable:
var cell_pos = neighbor.position
if enhanced_gridmap.get_cell_item(Vector3i(cell_pos.x, 1, cell_pos.y)) == -1:
highlighted_cells.append(cell_pos)
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y), enhanced_gridmap.hover_item)
func highlight_random_valid_cells():
var valid_cells = []
for x in range(enhanced_gridmap.columns):
for z in range(enhanced_gridmap.rows):
var cell_pos = Vector2i(x, z)
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items):
valid_cells.append(cell_pos)
# Highlight random subset of valid cells
var rng = RandomNumberGenerator.new()
rng.randomize()
for _i in range(min(5, valid_cells.size())):
var index = rng.randi() % valid_cells.size()
var cell = valid_cells[index]
highlighted_cells.append(cell)
enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.hover_item)
valid_cells.remove_at(index)
func clear_highlights():
for cell in highlighted_cells:
# Reset to normal item
enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.normal_items[0])
highlighted_cells.clear()
func arrange_playerboard_item(slot_index: int):
if playerboard[slot_index] == -1:
func consume_action_points(points: int):
if not is_instance_valid(self) or not is_multiplayer_authority():
return
# Store the selected slot for arrangement
var temp_item = playerboard[slot_index]
playerboard[slot_index] = -1
# Wait for second click to complete arrangement
await get_tree().create_timer(0.1).timeout
var target_slot = await wait_for_playerboard_click()
if target_slot != -1:
var swap_item = playerboard[target_slot]
playerboard[target_slot] = temp_item
playerboard[slot_index] = swap_item
if multiplayer.is_server():
rpc("sync_playerboard", playerboard)
func wait_for_playerboard_click() -> int:
action_points -= points
var main = get_node("/root/Main")
while true:
var event = await main.playerboard_ui.gui_input
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
var local_pos = main.playerboard_ui.get_local_mouse_position()
for i in range(25):
var slot = main.playerboard_ui.get_child(i)
if slot.get_global_rect().has_point(event.global_position):
return i
return -1
if not main:
return
if action_points <= 0:
if main.turn_based_mode:
main.request_end_turn()
else:
action_points = 2
has_performed_action = false
has_moved_this_turn = false
rpc("display_message", "Action Points Reset!")
_after_action_completed()