update obstacles
This commit is contained in:
+187
-28
@@ -844,50 +844,209 @@ func highlight_cells_if_authorized(cells_to_highlight: Array):
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enhanced_gridmap.hover_item
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)
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# Modify highlight functions to use the new authorized highlight method
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## Update highlight_movement_range to respect obstacle blocking
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#func highlight_movement_range():
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#if not is_multiplayer_authority() or is_bot or is_in_group("Bots"):
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#return
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#
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#clear_highlights()
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#var cells_to_highlight = []
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#
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## Get neighboring cells that are directly accessible (not blocked by obstacles)
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#var direct_neighbors = []
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#var directions = [
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#Vector2i(0, -1), # North
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#Vector2i(1, 0), # East
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#Vector2i(0, 1), # South
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#Vector2i(-1, 0), # West
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#]
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#
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## Add diagonal directions if enabled
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#if enhanced_gridmap.diagonal_movement:
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#directions.append(Vector2i(-1, -1)) # Northwest
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#directions.append(Vector2i(1, -1)) # Northeast
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#directions.append(Vector2i(-1, 1)) # Southwest
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#directions.append(Vector2i(1, 1)) # Southeast
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#
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## First, get direct neighbors that aren't blocked
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#for dir in directions:
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#var neighbor_pos = current_position + dir
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#
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## Check if position is valid and walkable
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#if enhanced_gridmap.is_position_valid(neighbor_pos) and \
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#enhanced_gridmap.is_cell_walkable(neighbor_pos, 0) and \
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#not is_position_occupied(neighbor_pos):
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#
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## Check if movement is blocked by obstacle
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#if not enhanced_gridmap.is_movement_blocked(current_position, neighbor_pos, 3):
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#direct_neighbors.append(neighbor_pos)
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#
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## Now, add all cells that are within movement range
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## and can be reached via the direct neighbors
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#for x in range(max(0, current_position.x - movement_range),
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#min(enhanced_gridmap.columns, current_position.x + movement_range + 1)):
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#for z in range(max(0, current_position.y - movement_range),
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#min(enhanced_gridmap.rows, current_position.y + movement_range + 1)):
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#var test_pos = Vector2i(x, z)
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#
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## Skip the current position
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#if test_pos == current_position:
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#continue
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#
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## Check if within movement range
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#if is_within_movement_range(test_pos):
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#var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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#
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## Basic walkability check
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#if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items) and \
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#not is_position_occupied(test_pos):
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#
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## Check if we can reach this position through one of our direct neighbors
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#var can_reach = false
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#
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## Direct neighbors are always reachable
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#if test_pos in direct_neighbors:
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#can_reach = true
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#else:
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## For other cells, check if there's a valid path through direct neighbors
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#for neighbor in direct_neighbors:
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## Check if we can move from the neighbor to the target position
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## without being blocked by an obstacle
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#if not enhanced_gridmap.is_blocked_by_obstacle(neighbor, test_pos, 3):
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#var manhattan_dist = abs(neighbor.x - test_pos.x) + abs(neighbor.y - test_pos.y)
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#var remaining_range = movement_range - 1 # -1 for the first step
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#
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## Check if the remaining distance is within our movement range
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#if manhattan_dist <= remaining_range:
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#can_reach = true
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#break
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#
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#if can_reach:
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#cells_to_highlight.append(test_pos)
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#
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#highlight_cells_if_authorized(cells_to_highlight)
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# Update highlight_movement_range to respect the expanded obstacle blocking
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func highlight_movement_range():
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if not is_multiplayer_authority() or is_bot or is_in_group("Bots"):
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return
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clear_highlights()
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var cells_to_highlight = []
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# For each position within movement range
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for x in range(max(0, current_position.x - movement_range), min(enhanced_gridmap.columns, current_position.x + movement_range + 1)):
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for z in range(max(0, current_position.y - movement_range), min(enhanced_gridmap.rows, current_position.y + movement_range + 1)):
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# First, identify all cells that are blocked by obstacles
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var blocked_cells = []
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# Check all cells for obstacles and get their blocked cells
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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 cell_pos = Vector2i(x, z)
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var cell_pos3d = Vector3i(x, 3, z)
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if enhanced_gridmap.has_obstacle_at(cell_pos3d):
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var orientation = enhanced_gridmap.get_obstacle_orientation(cell_pos3d)
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blocked_cells.append_array(enhanced_gridmap.get_cells_blocked_by_obstacle(cell_pos, orientation, 3))
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# Now highlight all cells within movement range that aren't blocked
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for x in range(max(0, current_position.x - movement_range),
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min(enhanced_gridmap.columns, current_position.x + movement_range + 1)):
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for z in range(max(0, current_position.y - movement_range),
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min(enhanced_gridmap.rows, current_position.y + movement_range + 1)):
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var test_pos = Vector2i(x, z)
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# Skip the current position
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# Skip current position
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if test_pos == current_position:
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continue
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# Check if within movement range
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if is_within_movement_range(test_pos):
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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# Skip if blocked by obstacle
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if test_pos in blocked_cells:
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continue
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# Basic walkability check
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if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items) and not is_position_occupied(test_pos):
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# Check if there's a direct path without obstacles
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var path_blocked = false
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# For orthogonal movement
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if test_pos.x == current_position.x or test_pos.y == current_position.y:
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path_blocked = enhanced_gridmap.is_blocked_by_obstacle(current_position, test_pos, 3)
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else:
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# For diagonal movement, check if both orthogonal paths are blocked
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var mid1 = Vector2i(test_pos.x, current_position.y)
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var mid2 = Vector2i(current_position.x, test_pos.y)
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var path1_blocked = enhanced_gridmap.is_blocked_by_obstacle(current_position, mid1, 3)
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var path2_blocked = enhanced_gridmap.is_blocked_by_obstacle(current_position, mid2, 3)
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# Only completely block if both paths are blocked
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path_blocked = path1_blocked and path2_blocked
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if not path_blocked:
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cells_to_highlight.append(test_pos)
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# Check basic walkability
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items or is_position_occupied(test_pos):
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continue
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# Check if there's a valid path to this cell
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if can_reach_cell(test_pos, blocked_cells):
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cells_to_highlight.append(test_pos)
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highlight_cells_if_authorized(cells_to_highlight)
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# Helper function to check if a cell can be reached given the blocked cells
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func can_reach_cell(target_pos: Vector2i, blocked_cells: Array) -> bool:
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# Simple BFS to find if there's a path
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var queue = [current_position]
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var visited = {current_position: true}
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var steps = {current_position: 0}
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while not queue.is_empty():
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var current = queue.pop_front()
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# If we've found the target, check if it's within movement range
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if current == target_pos:
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return steps[current] <= movement_range
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# If we've used all movement, don't explore further
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if steps[current] >= movement_range:
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continue
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# Try all adjacent cells
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var directions = [
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Vector2i(0, -1), # North
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Vector2i(1, 0), # East
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Vector2i(0, 1), # South
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Vector2i(-1, 0), # West
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]
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# Add diagonal directions if enabled
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if enhanced_gridmap.diagonal_movement:
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directions.append(Vector2i(-1, -1)) # Northwest
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directions.append(Vector2i(1, -1)) # Northeast
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directions.append(Vector2i(-1, 1)) # Southwest
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directions.append(Vector2i(1, 1)) # Southeast
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for dir in directions:
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var next_pos = current + dir
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# Skip if already visited, blocked, or not valid
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if visited.has(next_pos) or next_pos in blocked_cells:
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continue
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if not enhanced_gridmap.is_position_valid(next_pos) or not enhanced_gridmap.is_cell_walkable(next_pos, 0):
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continue
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if is_position_occupied(next_pos) and next_pos != target_pos:
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continue
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# Check if movement between cells is blocked by an obstacle
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if not is_diagonal_direction(dir) and enhanced_gridmap.is_movement_blocked(current, next_pos, 3):
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continue
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# For diagonal movement, check if both orthogonal paths are blocked
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if is_diagonal_direction(dir):
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var mid1 = Vector2i(next_pos.x, current.y)
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var mid2 = Vector2i(current.x, next_pos.y)
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var path1_blocked = mid1 in blocked_cells or enhanced_gridmap.is_movement_blocked(current, mid1, 3)
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var path2_blocked = mid2 in blocked_cells or enhanced_gridmap.is_movement_blocked(current, mid2, 3)
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if path1_blocked and path2_blocked:
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continue
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# Add to queue
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queue.append(next_pos)
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visited[next_pos] = true
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steps[next_pos] = steps[current] + 1
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return false
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# Helper function to check if a direction is diagonal
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func is_diagonal_direction(direction: Vector2i) -> bool:
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return direction.x != 0 and direction.y != 0
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func highlight_adjacent_cells():
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if not is_multiplayer_authority() or is_bot or is_in_group("Bots"):
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return
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