feat: Add initial main game scene with grid map, player board UI, and manager scripts for game logic and input.

This commit is contained in:
Yogi Wiguna
2026-02-02 16:31:07 +08:00
parent 66d34d0d29
commit 614d678b84
5 changed files with 53 additions and 3 deletions
+30
View File
@@ -119,11 +119,13 @@ func _execute_grab(grid_pos: Vector2i, cell: Vector3i, item_id: int):
# Check if item is still there
if server_item != item_id:
print("Server: Item mismatch or already taken. Server has ", server_item)
_force_sync_to_client(cell, server_item)
return false
# Check action points
if player.action_points <= 0:
print("Server: Player has no action points.")
_force_sync_to_client(cell, server_item)
return false
# Check adjacency
@@ -131,12 +133,14 @@ func _execute_grab(grid_pos: Vector2i, cell: Vector3i, item_id: int):
var neighbors = server_gridmap.get_neighbors(player.current_position, 0)
if not neighbors.any(func(n): return n.position == grid_pos):
print("Server: Player is not adjacent to item.")
_force_sync_to_client(cell, server_item)
return false
# 2. Server-side Auto-Arrange
var target_slot = find_best_goal_slot_for_item(item_id)
if target_slot == -1:
print("Server: Player has no valid slot for item.")
_force_sync_to_client(cell, server_item)
return false
# 3. Server Executes the Action
@@ -197,6 +201,32 @@ func _check_and_refill_grid_if_needed(server_gridmap: Node):
var item = server_gridmap.get_cell_item(Vector3i(x, 1, z))
main.rpc("sync_grid_item", x, 1, z, item)
func _force_sync_to_client(cell: Vector3i, server_item: int):
"""Force a sync of the specific cell and playerboard to the client who initiated the failed action."""
# Only meaningful if we are server
if not multiplayer.is_server():
return
var main = player.get_tree().get_root().get_node_or_null("Main")
if not main: return
# Determine client peer ID from player name (standard convention)
# Note: Bots are ID 1, so we don't need to sync special for them (local function calls)
# But for Clients...
var peer_id = player.name.to_int()
if peer_id == 1: # Server/Bot
return
# Sync the Grid Item (which they thought they took)
main.rpc_id(peer_id, "sync_grid_item", cell.x, cell.y, cell.z, server_item)
# Sync their Playerboard (which they thought they updated)
main.rpc_id(peer_id, "sync_playerboard", peer_id, player.playerboard)
print("Server: Forced sync to client %d due to action failure." % peer_id)
func bot_try_grab_item() -> bool:
if not enhanced_gridmap or player.action_points <= 0:
return false