Fix Power Up Inventory
feat: Add player input handling for movement, actions, and skill targeting, and implement special tile effect management.
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+4
-2
@@ -1139,8 +1139,10 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
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has_moved_this_turn = path.size() <= movement_range
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if main:
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if not (is_bot or is_in_group("Bots")):
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if not (is_bot or is_in_group("Bots")):
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# Only reset to NONE if we were in MOVING state (voluntary movement).
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# If we were TARGETING/GRABBING and got pushed, preserve that state.
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if main.ui_manager.current_action_state == main.ui_manager.ActionState.MOVING:
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main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
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if TurnManager.turn_based_mode:
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@@ -46,7 +46,42 @@ func _process(delta):
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if target_position != player.current_position:
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movement_manager.simple_move_to(target_position)
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# Targeting Inputs (1, 2, 3, 4)
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# === KEYBOARD SHORTCUTS (User Request) ===
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# Numpad 1: Speed (Enum 0)
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if Input.is_key_pressed(KEY_KP_1):
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player.attempt_target_action(0) # FASTER_SPEED
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# Numpad 2: Wall (Enum 2)
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elif Input.is_key_pressed(KEY_KP_2):
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player.attempt_target_action(2) # BLOCK_FLOOR
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# Numpad 3: Freeze (Enum 1)
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elif Input.is_key_pressed(KEY_KP_3):
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player.attempt_target_action(1) # AREA_FREEZE
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# Numpad 4: Ghost (Enum 3)
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elif Input.is_key_pressed(KEY_KP_4):
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player.attempt_target_action(3) # INVISIBLE_MODE
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# C: Special Attack (Attack Mode) - Boost
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elif Input.is_key_pressed(KEY_C):
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if player.powerup_manager:
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player.powerup_manager.use_special_effect()
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# V: Spawn Boost Item
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elif Input.is_key_pressed(KEY_V):
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if player.powerup_manager:
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# Verify the method exists first (it was added recently/confirmed available)
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if player.powerup_manager.has_method("spawn_boost_reward"):
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player.powerup_manager.spawn_boost_reward()
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else:
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# Fallback if method missing
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player.powerup_manager.use_special_effect()
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# Original 1-4 keys (Succession order 0-3) - Keeping as fallback?
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# User didn't ask to remove them, but new Numpad bindings are specific.
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# We can leave them for now unless they conflict.
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if Input.is_key_pressed(KEY_1):
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player.attempt_target_action(0)
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elif Input.is_key_pressed(KEY_2):
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@@ -82,7 +117,7 @@ func _process(delta):
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player.highlight_cells_if_authorized(area, highlight_id)
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func handle_unhandled_input(event):
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# Early return if not authorized human player
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# Early return if not authorized human playersa
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if not player.is_multiplayer_authority() or player.is_bot or player.is_in_group("Bots"):
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player.set_process_unhandled_input(false)
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return
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@@ -81,10 +81,11 @@ func execute_targeted_effect(effect: int, target_pos: Vector2i):
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# Animation / Shake
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if player.is_multiplayer_authority():
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player.rpc("trigger_screen_shake", "light")
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# Also reset action loop?
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main and main.ui_manager:
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main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
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# Also reset action loop? (ONLY for human players)
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if not (player.is_bot or player.is_in_group("Bots")):
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main and main.ui_manager:
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main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
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# Random shape patterns for 3x3 area (relative offsets from center)
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@@ -221,18 +222,19 @@ func activate_effect(effect: int, target_player: Node3D = null):
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SpecialEffect.FASTER_SPEED:
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_execute_faster_speed()
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SpecialEffect.AREA_FREEZE, SpecialEffect.BLOCK_FLOOR:
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# Enter Targeting Mode instead of executing immediately
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main and main.ui_manager:
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main.ui_manager.current_action_state = main.ui_manager.ActionState.TARGETING
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main.ui_manager.pending_skill_id = effect
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NotificationManager.send_message(player, "Select a target area...", NotificationManager.MessageType.NORMAL)
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# Do NOT set cooldown yet. Cooldown sets on execution.
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# Revert the cooldown set above (hacky but handles the split flow)
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powerup_cooldowns[effect] = 0.0
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emit_signal("cooldown_updated", effect, 0.0, 0.0)
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print("[SpecialTiles] Entered Targeting Mode for %s" % SpecialEffect.keys()[effect])
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return # Exit, wait for input
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# Enter Targeting Mode instead of executing immediately (ONLY for human players)
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if not (player.is_bot or player.is_in_group("Bots")):
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main and main.ui_manager:
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main.ui_manager.current_action_state = main.ui_manager.ActionState.TARGETING
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main.ui_manager.pending_skill_id = effect
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NotificationManager.send_message(player, "Select a target area...", NotificationManager.MessageType.NORMAL)
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# Do NOT set cooldown yet. Cooldown sets on execution.
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# Revert the cooldown set above (hacky but handles the split flow)
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powerup_cooldowns[effect] = 0.0
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emit_signal("cooldown_updated", effect, 0.0, 0.0)
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print("[SpecialTiles] Entered Targeting Mode for %s" % SpecialEffect.keys()[effect])
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return # Exit, wait for input
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SpecialEffect.INVISIBLE_MODE:
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_execute_invisible_mode(player)
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