change ruleset
This commit is contained in:
+15
-151
@@ -56,15 +56,6 @@ func _process(delta):
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if multiplayer.is_server() and game_started:
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if turn_based_mode:
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rpc("sync_turn_index", current_turn_index)
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else:
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pass
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#bot_move_timer += delta
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#if bot_move_timer >= BOT_MOVE_INTERVAL:
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#bot_move_timer = 0.0
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#var current_bots = bots.duplicate()
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#for bot_id in current_bots:
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#if not moving_bots.get(bot_id, false):
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#move_bot(bot_id)
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func setup_action_buttons():
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move_button.pressed.connect(func(): set_action_state(ActionState.MOVING))
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@@ -123,14 +114,17 @@ func set_action_state(new_state):
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return
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current_action_state = new_state
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local_player_character.clear_highlights()
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local_player_character.clear_playerboard_highlights()
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if not local_player_character.is_bot:
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local_player_character.clear_highlights()
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local_player_character.clear_playerboard_highlights()
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match new_state:
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ActionState.MOVING:
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local_player_character.highlight_movement_range()
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if not local_player_character.is_bot:
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local_player_character.highlight_movement_range()
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ActionState.GRABBING:
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local_player_character.highlight_adjacent_cells()
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if not local_player_character.is_bot:
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local_player_character.highlight_adjacent_cells()
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if local_player_character.has_item_at_current_position():
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local_player_character.highlighted_cells.append(local_player_character.current_position)
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local_player_character.enhanced_gridmap.set_cell_item(
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@@ -138,12 +132,15 @@ func set_action_state(new_state):
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local_player_character.enhanced_gridmap.hover_item
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)
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ActionState.PUTTING:
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local_player_character.highlight_occupied_playerboard_slots()
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if not local_player_character.is_bot:
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local_player_character.highlight_occupied_playerboard_slots()
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ActionState.RANDOMIZING:
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local_player_character.highlight_random_valid_cells()
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if not local_player_character.is_bot:
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local_player_character.highlight_random_valid_cells()
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ActionState.ARRANGING:
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show_arrangement_ui()
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local_player_character.highlight_occupied_playerboard_slots()
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if not local_player_character.is_bot:
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local_player_character.highlight_occupied_playerboard_slots()
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func update_button_states():
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if not local_player_character or local_player_character.is_in_group("Bots"):
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@@ -166,8 +163,6 @@ func update_button_states():
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randomize_button.disabled = local_player_character.has_performed_action
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arrange_button.disabled = not local_player_character.has_items_in_playerboard()
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func _on_playerboard_slot_clicked(event, slot_index):
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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if not local_player_character:
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@@ -273,9 +268,8 @@ func add_player_character(peer_id):
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update_playerboard_ui()
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func add_bot(bot_id):
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if multiplayer.is_server():
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rpc("create_bot", bot_id)
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#moving_bots[bot_id] = false
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rpc("create_bot", bot_id)
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@rpc("call_local")
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func create_bot(bot_id):
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@@ -376,8 +370,6 @@ func next_turn():
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if multiplayer.is_server() and turn_based_mode:
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current_turn_index = (current_turn_index + 1) % players.size()
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rpc("set_current_turn", players[current_turn_index])
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#if players[current_turn_index] in bots:
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#move_bot(players[current_turn_index])
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func request_next_turn():
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if multiplayer.is_server():
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@@ -409,131 +401,3 @@ func end_current_turn():
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if multiplayer.is_server():
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next_turn()
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rpc("sync_turn_index", current_turn_index)
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#func move_bot(bot_id):
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#if not multiplayer.is_server() or moving_bots.get(bot_id, false):
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#return
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#
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#var bot = get_node_or_null(str(bot_id))
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#if not is_instance_valid(bot) or bot.is_player_moving:
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#moving_bots.erase(bot_id)
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#return
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#
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#if bot.action_points <= 0:
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#if turn_based_mode:
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#moving_bots[bot_id] = false
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#end_current_turn()
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#else:
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#bot.action_points = 2
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#bot.has_moved_this_turn = false
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#bot.has_performed_action = false
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#moving_bots[bot_id] = false
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#await get_tree().create_timer(0.5).timeout
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#move_bot(bot_id)
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#return
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#
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#moving_bots[bot_id] = true
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#await get_tree().create_timer(0.5).timeout
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#
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#if not is_instance_valid(bot):
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#moving_bots.erase(bot_id)
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#return
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#
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#var best_move = evaluate_bot_move(bot)
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#execute_bot_move(bot, bot_id, best_move)
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#func execute_bot_move(bot, bot_id, move):
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#match move.action:
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#"arrange":
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#if bot.action_points >= 2:
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#bot.arrange_playerboard_item(bot.find_best_arrangement_slot())
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#bot.action_points -= 2
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#moving_bots[bot_id] = false
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#if bot.action_points > 0 or not turn_based_mode:
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#move_bot(bot_id)
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#elif turn_based_mode:
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#end_current_turn()
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#
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#"grab", "put":
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#var success = bot.grab_item(move.position) if move.action == "grab" else bot.put_item(move.position)
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#if success:
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#bot.action_points -= 1
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#moving_bots[bot_id] = false
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#if bot.action_points > 0 or not turn_based_mode:
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#move_bot(bot_id)
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#elif turn_based_mode:
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#end_current_turn()
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#
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#"move":
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#if is_instance_valid(bot) and bot.action_points >= 1:
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#var path = bot.enhanced_gridmap.find_path(Vector2(bot.current_position), Vector2(move.position))
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#if path.size() > 1:
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#path.pop_front()
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#var trimmed_path = path.slice(0, bot.movement_range)
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#bot.rotate_towards_target(move.position)
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#bot.move_bot_along_path(trimmed_path, bot_id)
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#bot.action_points -= 1
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#else:
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#moving_bots[bot_id] = false
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#if bot.action_points > 0 or not turn_based_mode:
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#move_bot(bot_id)
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#elif turn_based_mode:
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#end_current_turn()
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#else:
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#moving_bots[bot_id] = false
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#if bot.action_points > 0 or not turn_based_mode:
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#move_bot(bot_id)
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#elif turn_based_mode:
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#end_current_turn()
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#
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#_:
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#moving_bots[bot_id] = false
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#if turn_based_mode:
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#end_current_turn()
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#else:
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#move_bot(bot_id)
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#func evaluate_bot_move(bot: Node) -> Dictionary:
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#if not is_instance_valid(bot) or bot.action_points <= 0:
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#return { "action": "none", "position": Vector2i.ZERO, "value": -1 }
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#
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#var moves = []
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#
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#if bot.action_points >= 2 and bot.check_playerboard_arrangement(bot):
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#moves.append({ "action": "arrange", "position": bot.current_position, "value": 20 })
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#
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#if bot.action_points >= 1:
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#var put_position = bot.find_best_put_position(bot)
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#if put_position != Vector2i(-1, -1):
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#moves.append({ "action": "put", "position": put_position, "value": 18 })
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#
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#if bot.action_points >= 1 and not bot.playerboard_is_full():
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#var grab_position = bot.find_best_grab_position()
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#if grab_position != Vector2i(-1, -1):
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#moves.append({ "action": "grab", "position": grab_position, "value": 15 })
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#
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#if bot.action_points >= 1 and not bot.has_moved_this_turn:
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#var random_pos = bot.find_random_valid_position_in_range()
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#if random_pos != bot.current_position:
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#moves.append({ "action": "move", "position": random_pos, "value": 5 })
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#
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#moves.sort_custom(func(a, b): return a.value > b.value)
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#return moves[0] if moves.size() > 0 else { "action": "none", "position": bot.current_position, "value": 0 }
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#func bot_movement_completed(bot_id):
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#if not multiplayer.is_server():
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#return
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#
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#moving_bots[bot_id] = false
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#var bot = get_node_or_null(str(bot_id))
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#
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#if not is_instance_valid(bot):
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#moving_bots.erase(bot_id)
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#return
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#
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#if bot.action_points > 0 or not turn_based_mode:
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#await get_tree().create_timer(0.5).timeout
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#if is_instance_valid(bot):
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#move_bot(bot_id)
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#else:
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#end_current_turn()
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+82
-138
@@ -57,35 +57,58 @@ func _ready():
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# Initialize behavior tree for bots
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var behavior_tree = $BehaviorTree
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if is_in_group("Bots") and behavior_tree:
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behavior_tree.enabled = true
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behavior_tree.actor = self
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# Early setup for bots
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if is_bot or is_in_group("Bots"):
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# Set Input process to false for bots immediately
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set_process_input(false)
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set_process_unhandled_input(false)
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# Disable visual highlights for bots
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highlighted_cells.clear()
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if behavior_tree:
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behavior_tree.enabled = is_multiplayer_authority()
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behavior_tree.actor = self
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rpc("sync_bot_status", true)
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# Rest of initialization
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# Initialize bot-specific components
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if enhanced_gridmap:
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current_position = find_valid_starting_position()
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update_player_position(current_position)
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append_random_goals()
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playerboard.resize(25)
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playerboard.fill(-1)
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return
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# Rest of initialization (only for human players)
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if enhanced_gridmap:
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enhanced_gridmap.initialize_astar()
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enhanced_gridmap.set_diagonal_movement(use_diagonal_movement)
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current_position = find_valid_starting_position()
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update_player_position(current_position)
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set_process_unhandled_input(not is_in_group("Bots") and is_multiplayer_authority())
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append_random_goals()
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playerboard.resize(25)
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playerboard.fill(-1)
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@rpc("any_peer", "call_local")
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func sync_bot_status(is_bot_status: bool):
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is_bot = is_bot_status
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if is_bot:
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add_to_group("Bots", true) # Persistent group addition
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add_to_group("Bots", true)
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set_process_input(false)
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set_process_unhandled_input(false)
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# Clear any existing highlights
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highlighted_cells.clear()
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#clear_highlights()
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#clear_playerboard_highlights()
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var behavior_tree = get_node_or_null("BehaviorTree")
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if behavior_tree:
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behavior_tree.enabled = true
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behavior_tree.enabled = is_multiplayer_authority()
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behavior_tree.actor = self
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if not is_multiplayer_authority():
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behavior_tree.set_physics_process(false)
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@@ -96,8 +119,10 @@ func _physics_process(_delta):
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rpc("remote_set_position", global_position)
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func _unhandled_input(event):
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#if is_in_group("Bots"):
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#return
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if is_bot or is_in_group("Bots"):
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set_process_unhandled_input(false)
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set_process_input(false)
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return
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# Use get_node_or_null for safer node access
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var main = get_tree().get_root().get_node_or_null("Main")
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@@ -108,6 +133,10 @@ func _unhandled_input(event):
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return
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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if is_bot or is_in_group("Bots"):
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set_process_unhandled_input(false)
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set_process_input(false)
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return
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var camera = get_viewport().get_camera_3d()
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var from = camera.project_ray_origin(event.position)
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var to = from + camera.project_ray_normal(event.position) * 1000
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@@ -137,6 +166,8 @@ func _on_slot_gui_input(event, slot_index, slot_ui) -> int:
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return -1
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func handle_grid_click(grid_position: Vector2i):
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if is_bot or is_in_group("Bots"):
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return
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var main = get_tree().get_root().get_node_or_null("Main")
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if not main:
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push_error("Main node not found")
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@@ -252,15 +283,18 @@ func move_player_to_clicked_position(grid_position: Vector2i):
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break
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if valid_path:
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path.pop_front()
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rpc("start_movement_along_path", path)
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action_points -= 1
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clear_highlights()
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if not is_bot:
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clear_highlights()
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else:
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print("Path is blocked by other players")
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@rpc("any_peer", "call_local")
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func start_movement_along_path(path: Array):
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func start_movement_along_path(path: Array, clear_visual: bool = true):
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is_player_moving = true
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var tween = create_tween()
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tween.set_trans(Tween.TRANS_CUBIC)
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@@ -272,7 +306,10 @@ func start_movement_along_path(path: Array):
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tween.tween_callback(func():
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current_position = Vector2i(path[-1].x, path[-1].y)
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is_player_moving = false
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enhanced_gridmap.clear_path_visualization()
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if clear_visual:
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enhanced_gridmap.clear_path_visualization()
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has_moved_this_turn = path.size() <= movement_range
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var main = get_tree().get_root().get_node_or_null("Main")
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@@ -369,7 +406,7 @@ func grab_item(grid_position: Vector2i = current_position) -> bool:
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if item == -1:
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return false
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if is_in_group("Bots"):
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if is_in_group("Bots") or is_bot:
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var empty_slot = playerboard.find(-1)
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if empty_slot == -1:
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return false
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@@ -428,8 +465,9 @@ func put_item(grid_position: Vector2i = current_position) -> bool:
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has_performed_action = true
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consume_action_points(1)
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clear_highlights()
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clear_playerboard_highlights()
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if not is_bot:
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clear_highlights()
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clear_playerboard_highlights()
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selected_playerboard_slot = -1
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var main = get_tree().get_root().get_node_or_null("Main")
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@@ -442,9 +480,10 @@ func handle_put_action():
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var main = get_tree().get_root().get_node_or_null("Main")
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if not main or action_points < 1:
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return
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clear_highlights()
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clear_playerboard_highlights()
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if not is_bot:
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clear_highlights()
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clear_playerboard_highlights()
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# Highlight non-empty slots in playerboard
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for i in range(playerboard.size()):
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@@ -477,8 +516,9 @@ func handle_playerboard_slot_selected(slot_index: int):
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has_performed_action = true
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consume_action_points(1)
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clear_highlights()
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clear_playerboard_highlights()
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if not is_bot:
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clear_highlights()
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clear_playerboard_highlights()
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selected_gridmap_position = Vector2i(-1, -1)
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main.set_action_state(main.ActionState.NONE)
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_after_action_completed()
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@@ -492,52 +532,9 @@ func handle_put_slot_selected(slot_index: int):
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if slot_index in highlighted_cells and playerboard[slot_index] in goals:
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selected_playerboard_slot = slot_index
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clear_highlights()
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highlight_empty_adjacent_cells()
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if not is_bot:
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highlight_empty_adjacent_cells()
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#func arrange_playerboard_item(slot_index: int):
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#if action_points < 2 or playerboard[slot_index] == -1:
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#return
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#
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#var selected_item = playerboard[slot_index]
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#var adjacent_slots = get_adjacent_playerboard_slots(slot_index)
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#
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#var main = get_tree().get_root().get_node_or_null("Main")
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#if not main or not main.playerboard_ui:
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#return
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#
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#var selected_slot_ui = main.playerboard_ui.get_child(slot_index)
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#if selected_slot_ui.get_child_count() > 1:
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#selected_slot_ui.get_child(1).show()
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#
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#for adj_slot in adjacent_slots:
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#if playerboard[adj_slot] == -1 or is_valid_arrangement_slot(slot_index, adj_slot):
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#var adj_slot_ui = main.playerboard_ui.get_child(adj_slot)
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#if adj_slot_ui.get_child_count() > 2:
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#adj_slot_ui.get_child(2).show()
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#
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#main.update_playerboard_highlights(adjacent_slots)
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#
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#var target_slot = await _on_slot_gui_input(null, slot_index, selected_slot_ui)
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#
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||||
#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:
|
||||
@@ -573,7 +570,7 @@ func arrange_playerboard_item(slot_index: int):
|
||||
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:
|
||||
if not event is InputEventMouseButton or is_bot or not event.pressed or event.button_index != MOUSE_BUTTON_LEFT:
|
||||
return
|
||||
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
@@ -596,8 +593,8 @@ func _on_slot_clicked(event: InputEvent, slot_index: int):
|
||||
has_performed_action = true
|
||||
|
||||
# Clear highlights
|
||||
clear_highlights()
|
||||
clear_playerboard_highlights()
|
||||
clear_highlights()
|
||||
clear_playerboard_highlights()
|
||||
|
||||
# Reset selection
|
||||
selected_playerboard_slot = -1
|
||||
@@ -606,30 +603,6 @@ func _on_slot_clicked(event: InputEvent, slot_index: int):
|
||||
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
|
||||
@@ -653,39 +626,6 @@ func get_adjacent_playerboard_slots(slot_index) -> Array:
|
||||
|
||||
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)
|
||||
@@ -698,8 +638,8 @@ func playerboard_is_full() -> bool:
|
||||
return playerboard.find(-1) == -1
|
||||
|
||||
func highlight_movement_range():
|
||||
#if is_in_group("Bots"):
|
||||
#return
|
||||
if is_bot or is_in_group("Bots") or not is_multiplayer_authority():
|
||||
return
|
||||
|
||||
for x in range(enhanced_gridmap.columns):
|
||||
for z in range(enhanced_gridmap.rows):
|
||||
@@ -711,8 +651,8 @@ func highlight_movement_range():
|
||||
enhanced_gridmap.set_cell_item(Vector3i(x, 0, z), enhanced_gridmap.hover_item)
|
||||
|
||||
func highlight_adjacent_cells():
|
||||
#if is_in_group("Bots"):
|
||||
#return
|
||||
if is_bot or is_in_group("Bots") or not is_multiplayer_authority():
|
||||
return
|
||||
|
||||
var current_cell = Vector3i(current_position.x, 1, current_position.y)
|
||||
if enhanced_gridmap.get_cell_item(current_cell) != -1:
|
||||
@@ -729,8 +669,8 @@ func highlight_adjacent_cells():
|
||||
|
||||
|
||||
func highlight_empty_adjacent_cells():
|
||||
#if is_in_group("Bots"):
|
||||
#return
|
||||
if is_bot or is_in_group("Bots") or not is_multiplayer_authority():
|
||||
return
|
||||
|
||||
# Clear previous highlights
|
||||
clear_highlights()
|
||||
@@ -754,8 +694,8 @@ func highlight_empty_adjacent_cells():
|
||||
enhanced_gridmap.hover_item)
|
||||
|
||||
func highlight_random_valid_cells():
|
||||
#if is_in_group("Bots"):
|
||||
#return
|
||||
if is_bot or is_in_group("Bots") or not is_multiplayer_authority():
|
||||
return
|
||||
|
||||
var valid_cells = []
|
||||
for x in range(enhanced_gridmap.columns):
|
||||
@@ -775,8 +715,8 @@ func highlight_random_valid_cells():
|
||||
valid_cells.remove_at(index)
|
||||
|
||||
func highlight_occupied_playerboard_slots():
|
||||
#if is_in_group("Bots"):
|
||||
#return
|
||||
if is_bot or is_in_group("Bots") or not is_multiplayer_authority():
|
||||
return
|
||||
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if not main or not main.playerboard_ui:
|
||||
@@ -800,6 +740,8 @@ func highlight_occupied_playerboard_slots():
|
||||
main.update_playerboard_ui()
|
||||
|
||||
func clear_highlights():
|
||||
if is_bot or is_in_group("Bots") or not is_multiplayer_authority():
|
||||
return
|
||||
if not enhanced_gridmap:
|
||||
return
|
||||
|
||||
@@ -817,6 +759,8 @@ func clear_highlights():
|
||||
child.hide()
|
||||
|
||||
func clear_playerboard_highlights():
|
||||
if is_bot or is_in_group("Bots") or not is_multiplayer_authority():
|
||||
return
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if main and main.playerboard_ui:
|
||||
for i in range(main.playerboard_ui.get_child_count()):
|
||||
|
||||
+1
-1
@@ -104,7 +104,7 @@ script = ExtResource("20_24ja6")
|
||||
|
||||
[node name="BehaviorTree" type="Node" parent="." node_paths=PackedStringArray("blackboard")]
|
||||
script = ExtResource("8_1o2fn")
|
||||
tick_rate = 60
|
||||
tick_rate = 90
|
||||
blackboard = NodePath("../Blackboard")
|
||||
|
||||
[node name="Selector" type="Node" parent="BehaviorTree"]
|
||||
|
||||
Reference in New Issue
Block a user