feat: Introduce PlayerActionManager for action point and grid highlighting, SpecialTilesManager for special tile effects, and a tile_freeze mesh resource.
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@@ -1,7 +1,6 @@
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[gd_resource type="BoxMesh" format=3 uid="uid://b5cc3prem52r6"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_e3p1j"]
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transparency = 1
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albedo_color = Color(0.38039216, 1, 0.9607843, 0.5)
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[resource]
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@@ -4,7 +4,8 @@ extends Node
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var player: Node3D
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var enhanced_gridmap: Node
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var highlighted_cells = []
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var highlighted_cells = [] # List of positions
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# highlight_restore_items no longer needed for Layer 2
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func initialize(p_player: Node3D, p_gridmap: Node):
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player = p_player
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@@ -76,7 +77,7 @@ func highlight_cells_if_authorized(cells_to_highlight: Array, item_id: int = -1)
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for cell in cells_to_highlight:
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highlighted_cells.append(cell)
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# Use Layer 2 for overlay highlights
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# Use Layer 2 for overlay highlights (prevents overwriting Execution on Layer 0)
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enhanced_gridmap.set_cell_item(
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Vector3i(cell.x, 2, cell.y),
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highlight_item
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@@ -96,6 +97,7 @@ func highlight_empty_adjacent_cells():
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var current_cell = Vector3i(player.current_position.x, 1, player.current_position.y)
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if enhanced_gridmap.get_cell_item(current_cell) == -1:
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highlighted_cells.append(player.current_position)
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# Set on Layer 2 (Overlay)
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enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 2, player.current_position.y),
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enhanced_gridmap.hover_item)
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print("Highlighted current position: ", player.current_position)
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@@ -108,6 +110,7 @@ func highlight_empty_adjacent_cells():
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var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
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if enhanced_gridmap.get_cell_item(cell) == -1: # Check if cell is empty
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highlighted_cells.append(cell_pos)
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# Set on Layer 2 (Overlay)
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enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 2, cell_pos.y),
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enhanced_gridmap.hover_item)
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print("Highlighted adjacent cell: ", cell_pos)
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@@ -123,6 +126,7 @@ func highlight_random_valid_cells():
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var current_item = enhanced_gridmap.get_cell_item(current_cell)
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if current_item != -1:
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highlighted_cells.append(player.current_position)
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# Set on Layer 2 (Overlay)
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enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 2, player.current_position.y),
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enhanced_gridmap.hover_item)
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@@ -134,6 +138,7 @@ func highlight_random_valid_cells():
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var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
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if enhanced_gridmap.get_cell_item(cell) != -1: # Only highlight cells with items
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highlighted_cells.append(cell_pos)
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# Set on Layer 2 (Overlay)
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enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 2, cell_pos.y),
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enhanced_gridmap.hover_item)
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@@ -400,34 +400,41 @@ func _execute_area_freeze(target_pos: Vector2i = Vector2i(-9999, -9999)):
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else:
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NotificationManager.send_message(player, "Hit %d Players!" % hit_count, NotificationManager.MessageType.GOAL)
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# Visual Feedback (Layer 2 - Overlay Level)
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# Visual Feedback (Layer 0 - Ground Level, matching Wall logic)
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if player.is_multiplayer_authority():
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var main_node = get_node_or_null("/root/Main")
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if main_node and main_node.has_method("sync_grid_items_batch"):
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var batch_data = []
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var restoration_data = [] # Stores {pos, item} to restore later
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for rx in range(-radius, radius + 1):
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for rz in range(-radius, radius + 1):
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var cell_x = center_pos.x + rx
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var cell_z = center_pos.y + rz
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# Put back on Layer 2 (Overlay) as requested
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batch_data.append({"x": cell_x, "y": 2, "z": cell_z, "item": 5})
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var cx = center_pos.x + rx
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var cz = center_pos.y + rz
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var pos = Vector3i(cx, 0, cz)
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# Get original ground item to restore later
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var original_ground = enhanced_gridmap.get_cell_item(pos)
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# Ignore if it is an immutable tile (Safe Zone 2, Wall 4, etc)
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if original_ground in [1, 2, 3, 4, 15, 16]: continue
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restoration_data.append({"pos": pos, "item": original_ground})
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batch_data.append({"x": cx, "y": 0, "z": cz, "item": 5})
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if not batch_data.is_empty():
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main_node.rpc("sync_grid_items_batch", batch_data)
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# Removal timer
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# Removal timer with accurate restoration
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get_tree().create_timer(FREEZE_SLOW_DURATION).timeout.connect(func():
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var cl_node = get_node_or_null("/root/Main")
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if not cl_node: return
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var clear_batch = []
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for rx in range(-radius, radius + 1):
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for rz in range(-radius, radius + 1):
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var cx = center_pos.x + rx
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var cz = center_pos.y + rz
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# Check if it is STILL Freeze Overlay on Layer 2
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if enhanced_gridmap.get_cell_item(Vector3i(cx, 2, cz)) == 5:
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# Remove Item (back to -1)
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clear_batch.append({"x": cx, "y": 2, "z": cz, "item": -1})
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for entry in restoration_data:
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var p = entry.pos
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# Only restore if it is STILL our Freeze tile
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if enhanced_gridmap.get_cell_item(p) == 5:
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clear_batch.append({"x": p.x, "y": 0, "z": p.z, "item": entry.item})
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if not clear_batch.is_empty():
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cl_node.rpc("sync_grid_items_batch", clear_batch)
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)
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