edit special power up
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@@ -163,37 +163,6 @@ func highlight_occupied_playerboard_slots():
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# Update the UI to reflect changes
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main.ui_manager.update_playerboard_ui()
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func highlight_valid_obstacle_cells():
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if not player.is_multiplayer_authority() or player.is_bot or player.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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# Highlight all empty cells on the grid except those occupied by players or obstacles
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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 pos = Vector2i(x, z)
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var cell = Vector3i(x, 3, z) # Check floor 3 for occupancy
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var occupied_by_player = false
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var occupied_by_obstacle = false
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# Check if cell is occupied by any player
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for p in player.get_tree().get_nodes_in_group("Players"):
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if p.current_position == pos:
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occupied_by_player = true
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break
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# Check if cell is occupied by an obstacle
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if enhanced_gridmap.get_cell_item(cell) in enhanced_gridmap.obstacle_items:
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occupied_by_obstacle = true
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# Only add to highlights if not occupied by player or obstacle
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if not occupied_by_player and not occupied_by_obstacle:
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cells_to_highlight.append(pos)
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highlight_cells_if_authorized(cells_to_highlight)
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func clear_highlights():
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# Never allow bots to clear highlights for human players
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@@ -220,7 +189,7 @@ func clear_highlights():
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child.hide()
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# Restore highlights based on current action state
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if main and current_state == main.ui_manager.ActionState.MOVING and player.is_my_turn and current_state != main.ui_manager.ActionState.PLACING_OBSTACLE:
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if main and current_state == main.ui_manager.ActionState.MOVING and player.is_my_turn:
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player.highlight_movement_range()
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func clear_playerboard_highlights():
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