feat: Introduce core player movement manager with grid-based movement, player pushing mechanics, and initial bot control and strategic planning.
This commit is contained in:
+2
-2
@@ -1642,9 +1642,9 @@ func randomize_game_grid():
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var enhanced_gridmap = $EnhancedGridMap
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if enhanced_gridmap:
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# Custom spawn ratio for Free Mode: 60% common tiles, 40% empty tiles (start of game)
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# Custom spawn ratio for Free Mode: 80% common tiles, 20% empty tiles (start of game)
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var density_callable = func():
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if randf() <= 0.6:
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if randf() <= 0.8:
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return ScarcityModel.STANDARD_TILES.pick_random()
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else:
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return -1 # Empty
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+12
-5
@@ -1271,13 +1271,18 @@ func _find_random_spawn_position() -> Vector2i:
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var available_positions = []
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# Scan the grid for valid walkable floor tiles that are not occupied
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for x in range(enhanced_gridmap.columns):
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for z in range(enhanced_gridmap.rows):
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var cols = enhanced_gridmap.columns if "columns" in enhanced_gridmap else 14
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var rs = enhanced_gridmap.rows if "rows" in enhanced_gridmap else 14
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for x in range(cols):
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for z in range(rs):
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var pos = Vector2i(x, z)
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# Check Floor 0 for walkable ground (Item 0)
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# Check Floor 0 for walkable ground (Not a wall/obstacle)
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var ground_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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if ground_item == 0: # Assuming 0 is walkable ground
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var is_walkable = ground_item != -1 and not ground_item in enhanced_gridmap.non_walkable_items
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if is_walkable:
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# Check if position is occupied by another player
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if not is_position_occupied(pos):
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available_positions.append(pos)
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@@ -1287,7 +1292,9 @@ func _find_random_spawn_position() -> Vector2i:
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rng.randomize()
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return available_positions[rng.randi() % available_positions.size()]
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return Vector2i.ZERO
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# Better fallback center instead of 0,0 which is often a wall/border
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print("[Player] Warning: No available spawn positions found! Using fallback.")
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return Vector2i(cols / 2, rs / 2)
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func find_random_valid_position_in_range() -> Vector2i:
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var rng = RandomNumberGenerator.new()
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+132
-17
@@ -18,6 +18,10 @@ var _tick_counter: int = 0
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var _is_processing_action: bool = false
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var _current_action: String = "idle"
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var _stuck_timer: float = 0.0
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var _tekton_spawn_cooldown: float = 0.0 # Prevent spamming spawn actions
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var _tekton_held_timer: float = 0.0 # Force drop/action after 8s
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var _idle_stuck_timer: float = 0.0 # Emergency unstuck if sitting still too long
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var _last_idle_pos: Vector2i = Vector2i(-1, -1)
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var rng = RandomNumberGenerator.new()
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# Tile constants
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@@ -108,8 +112,29 @@ func _physics_process(delta):
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actor.is_player_moving = false
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_stuck_timer = 0.0
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return
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# Update Tekton held timer
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if actor.get("is_carrying_tekton"):
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_tekton_held_timer += delta
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if _tekton_held_timer >= 4.0:
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print("[BotController] %s held Tekton for 4s! Forcing action." % actor.name)
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_force_tekton_release()
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_tekton_held_timer = 0.0
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else:
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_stuck_timer = 0.0
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_tekton_held_timer = 0.0
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# IDLE STUCK PREVENTION (If sitting in same spot doing NOTHING)
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if not actor.is_player_moving and not _is_processing_action:
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if actor.current_position == _last_idle_pos:
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_idle_stuck_timer += delta
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if _idle_stuck_timer >= 4.0:
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print("[BotController] %s stuck at %s for 4s! Forcing unstuck." % [actor.name, actor.current_position])
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_try_unstuck_move()
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_idle_stuck_timer = 0.0
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else:
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_last_idle_pos = actor.current_position
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_idle_stuck_timer = 0.0
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else:
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_idle_stuck_timer = 0.0
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# Rate limiting (with difficulty scaling for Stop n Go)
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var current_tick_rate = tick_rate
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@@ -138,6 +163,13 @@ func _run_ai_tick():
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if actor.is_player_moving:
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return
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if TurnManager.turn_based_mode:
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_tick_counter = tick_rate # Force immediate evaluation in turn-based
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# Update cooldowns
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if _tekton_spawn_cooldown > 0:
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_tekton_spawn_cooldown -= get_process_delta_time()
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# STOP N GO: Don't process if already at finish line
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if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO) and actor.current_position.x >= 21:
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return
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@@ -173,29 +205,33 @@ func _run_ai_tick():
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print("[BotController] Action Taken: Attack Pursuit")
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return
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# Priority 1: Use power-up sabotage if conditions are met (Aggression threshold handled in planner)
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# Priority 1: Tekton Management (Grab Tekton if full boost, or spawn if carrying)
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# Spawning while carrying is high priority; Hunting is medium priority.
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if await _try_tekton_action():
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print("[BotController] Action Taken: Tekton")
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return
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# Priority 2: Move toward needed tiles
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if await _try_move():
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print("[BotController] Action Taken: Move")
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return
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# Priority 3: Use power-up sabotage if conditions are met
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if await _try_use_powerup():
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print("[BotController] Action Taken: PowerUp")
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return
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# Priority 2: Arrange playerboard (Finish what we have FIRST)
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# Priority 4: Arrange playerboard (Finish what we have FIRST)
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if await _try_arrange():
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print("[BotController] Action Taken: Arrange")
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return
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# Priority 3: Grab tiles (goal tiles or holo tiles)
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# ONLY if not in critical full mode (unless it's a critical needed tile?)
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# Refined: If > 80% full, disable grabbing completely unless strict conditions met inner function
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# Priority 5: Grab tiles (goal tiles or holo tiles)
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if await _try_grab():
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print("[BotController] Action Taken: Grab")
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return
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# Priority 4: Move toward needed tiles
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if await _try_move():
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print("[BotController] Action Taken: Move")
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return
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# Priority 5: Put tiles back on grid (Standard priority)
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# Priority 6: Put tiles back on grid (Standard priority)
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if not full_board_priority_mode:
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if await _try_put():
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print("[BotController] Action Taken: Put")
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@@ -226,12 +262,94 @@ func _run_ai_tick():
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# Power-Up / Sabotage
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# =============================================================================
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func _try_tekton_action() -> bool:
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"""Handle Tekton-specific actions (Grab or Spawn)."""
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var powerup_manager = actor.get_node_or_null("PowerUpManager")
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if not powerup_manager: return false
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# CASE 1: Already carrying a Tekton - SPAWN TILES
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if actor.get("is_carrying_tekton"):
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# Only spawn if NOT on cooldown and we actually need tiles
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if _tekton_spawn_cooldown <= 0 and powerup_manager.can_use_special():
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var board_fullness = _get_board_fullness_ratio()
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var needs_tiles = strategic_planner.get_tiles_needed().size() > 0
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# Don't spawn if board is too full (> 80% now) or if we don't need any more tiles
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if board_fullness < 0.8 and needs_tiles:
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_is_processing_action = true
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_current_action = "spawning"
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print("[BotController] %s is carrying Tekton. Spawning tiles!" % actor.name)
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if powerup_manager.has_method("spawn_boost_reward"):
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var success = powerup_manager.spawn_boost_reward()
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_tekton_spawn_cooldown = 8.0 # Reduced cooldown
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await _wait_with_variance(action_delay * 2.0)
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_is_processing_action = false
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return success
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return false
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# CASE 2: Not carrying, but full boost - GO GRAB TEKTON (With 60% chance)
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if powerup_manager.get_bars() >= 2 and rng.randf() < 0.6:
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var tekton = strategic_planner.find_nearest_roaming_tekton()
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if tekton:
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var tekton_pos = tekton.get("current_position")
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if not tekton_pos: return false
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var dist = abs(tekton_pos.x - actor.current_position.x) + abs(tekton_pos.y - actor.current_position.y)
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if dist <= 1:
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# Adjacent! Grab it
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print("[BotController] %s is adjacent to Tekton. Grabbing!" % actor.name)
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actor.grab_tekton()
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await _wait_with_variance(action_delay)
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return true
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else:
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# Move towards it
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var path = enhanced_gridmap.find_path(
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Vector2(actor.current_position),
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Vector2(tekton_pos),
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0, false, false
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)
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if path.size() >= 2:
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var next_step = Vector2i(path[1].x, path[1].y)
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print("[BotController] %s moving towards Tekton at %s" % [actor.name, next_step])
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if actor.movement_manager.simple_move_to(next_step):
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_is_processing_action = true
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_current_action = "moving_to_tekton"
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# Wait for move
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while is_instance_valid(actor) and actor.is_player_moving:
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await get_tree().process_frame
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_is_processing_action = false
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return true
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return false
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func _force_tekton_release():
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"""Force the bot to either spawn tiles or drop the Tekton if stuck holding it."""
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var powerup_manager = actor.get_node_or_null("PowerUpManager")
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# Try to spawn tiles first if possible (even if board is a bit full, we are 'forcing' it)
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if powerup_manager and powerup_manager.can_use_special():
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if powerup_manager.has_method("spawn_boost_reward"):
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print("[BotController] %s forcing spawn instead of drop." % actor.name)
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powerup_manager.spawn_boost_reward()
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_tekton_spawn_cooldown = 8.0
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return
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# If can't spawn (no power), just throw it away (drop)
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if actor.has_method("throw_tekton"):
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print("[BotController] %s forcing drop/throw." % actor.name)
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actor.throw_tekton()
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func _try_use_powerup() -> bool:
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"""Check and execute power-up sabotage."""
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var powerup_manager = actor.get_node_or_null("PowerUpManager")
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if not powerup_manager or not powerup_manager.can_use_special():
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return false
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# If we are carrying a Tekton, _try_tekton_action handles it
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if actor.get("is_carrying_tekton"):
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return false
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# PREVENT LOOP: If already in Attack Mode, do not try to use it again
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if actor.get("is_attack_mode"):
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return false
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@@ -245,9 +363,9 @@ func _try_use_powerup() -> bool:
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_is_processing_action = true
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_current_action = "sabotaging"
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# 50/50 Chance: Attack Mode vs Spawn Item
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# 50/50 Chance: Attack Mode vs Spawn Item (If not going for Tekton)
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var success = false
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if rng.randf() > 0.5:
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if rng.randf() > 0.4: # Slightly higher weight to Attack Mode if explicitly sabotaging
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# Attack Mode
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success = powerup_manager.use_special_effect()
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print("[BotController] %s chose ATTACK MODE." % actor.name)
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@@ -257,7 +375,6 @@ func _try_use_powerup() -> bool:
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success = powerup_manager.spawn_boost_reward()
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print("[BotController] %s chose SPAWN ITEM." % actor.name)
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else:
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# Fallback to attack mode if method missing
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success = powerup_manager.use_special_effect()
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if success:
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@@ -265,8 +382,6 @@ func _try_use_powerup() -> bool:
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NotificationManager.send_message(actor, NotificationManager.MESSAGES.USED_SPECIAL_POWER, NotificationManager.MessageType.POWERUP)
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await _wait_with_variance(action_delay)
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if not is_instance_valid(actor) or not is_instance_valid(self): return true # Early exit if deleted
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_is_processing_action = false
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_current_action = "idle"
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return success
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@@ -304,6 +304,24 @@ func _check_spiral_cell(x: int, z: int, tile_types: Array, result_array: Array):
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if _normalize_tile(item) in tile_types:
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result_array.append(Vector2i(x, z))
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func find_nearest_roaming_tekton() -> Node3D:
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"""Find the nearest Tekton that isn't carried and is on the grid."""
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var tektons = actor.get_tree().get_nodes_in_group("Tektons")
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var nearest_tekton = null
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var min_dist = 999999.0
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for tekton in tektons:
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if not is_instance_valid(tekton): continue
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if tekton.get("is_carried") or tekton.get("is_static_turret"): continue
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if tekton.get("is_recovering"): continue # Cannot target shrinking/recovering Tektons
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var dist = actor.global_position.distance_to(tekton.global_position)
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if dist < min_dist:
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min_dist = dist
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nearest_tekton = tekton
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return nearest_tekton
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# =============================================================================
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# Movement Strategy
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# =============================================================================
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@@ -40,15 +40,7 @@ func _process(delta):
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player.auto_put_item()
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if move_vec != Vector2i.ZERO:
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# Calculate target relative to intent (future position) to prevent zigzagging
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var reference_pos = player.current_position
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if movement_manager.is_moving:
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if not movement_manager.movement_queue.is_empty():
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reference_pos = movement_manager.movement_queue[-1]
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elif player.target_position != Vector2i(-1, -1):
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reference_pos = player.target_position
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var target_position = reference_pos + move_vec
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var target_position = player.current_position + move_vec
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movement_manager.simple_move_to(target_position)
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@@ -50,17 +50,7 @@ func _can_rpc() -> bool:
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func simple_move_to(grid_position: Vector2i) -> bool:
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if is_moving:
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# Check if we are already moving to this position or if it's already queued
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var current_target = player.target_position
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if movement_queue.is_empty():
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if current_target == grid_position:
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return false
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elif movement_queue[-1] == grid_position:
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return false
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if movement_queue.size() < 1: # Buffer at most 1 future move
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movement_queue.append(grid_position)
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return true
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return false
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if not player.is_multiplayer_authority():
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print("[Move] Failed: Not authority for %s (Authority: %d, My Peer: %d)" % [player.name, player.get_multiplayer_authority(), player.multiplayer.get_unique_id()])
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@@ -444,11 +444,11 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true, only_c
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# Spawn ONLY common tiles (7-10) for Stop n Go or if forced
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item_id = rng.randi_range(7, 10)
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else:
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# Free mode: 60% Chance for Common Tile (7-10), 40% for PowerUp
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if rng.randf() < 0.6:
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# Free mode: 80% Chance for Common Tile (7-10), 20% for PowerUp
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if rng.randf() < 0.8:
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item_id = rng.randi_range(7, 10)
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else:
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# 40% Chance for PowerUp
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# 20% Chance for PowerUp
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var is_restricted = GameMode.is_restricted(mode)
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if is_restricted:
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item_id = [11, 14].pick_random()
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