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extends Node3D # This script is attached to a Node3D
# Export variables for inspector configuration
@export var enhanced_gridmap_path: NodePath = "/root/Main/EnhancedGridMap" # Path to the EnhancedGridMap node
var enhanced_gridmap: EnhancedGridMap # References to the EnhancedGridMap node
@export var current_position: Vector2i # Current grid position of the player
var is_player_moving: bool = false # Flag to prevent movement while already moving
# Customizable cell size and offset
@export var cell_size: Vector3 = Vector3(2, 2, 2) # Size of each grid cell
@export var cell_offset: Vector3 = Vector3(0, 0, 0) # Offset for the grid
# Center offset flags
@export var center_x: bool = false # Center the player on X axis
@export var center_y: bool = false # Center the player on Y axis
@export var center_z: bool = false # Center the player on Z axis
# Diagonal movement flag
@export var use_diagonal_movement: bool = false: # Allow diagonal movement
set(value):
use_diagonal_movement = value
if enhanced_gridmap:
enhanced_gridmap.set_diagonal_movement(value)
# Turn management variables
@export var is_my_turn: bool = false: # Flag to indicate if it's this player's turn
set(value):
is_my_turn = value
if is_my_turn and is_multiplayer_authority():
rpc("display_message", "It's your turn!") # RPC call to display turn message
@export var has_moved_this_turn = false # Flag to track if player has moved this turn
@onready var main_scene = get_tree().current_scene # Reference to the main scene
func _ready(): # Called when the node enters the scene tree
name = str(get_multiplayer_authority()) # Set the node name to the multiplayer authority ID
$Name.text = str(name) # Set the displayed name
enhanced_gridmap = get_node(enhanced_gridmap_path) # Get the EnhancedGridMap node
if main_scene:
enhanced_gridmap = main_scene.get_node("EnhancedGridMap") # Get EnhancedGridMap from main scene
else:
push_error("Main scene not found") # Error if main scene not found
if not enhanced_gridmap:
push_error("EnhancedGridMap node not found. Please set the correct path in the inspector.")
return
enhanced_gridmap.initialize_astar() # Initialize A* pathfinding
enhanced_gridmap.set_diagonal_movement(use_diagonal_movement) # Set diagonal movement option
current_position = find_valid_starting_position() # Find a valid starting position
update_player_position(current_position) # Update player's position
set_process_unhandled_input(is_multiplayer_authority()) # Only process input for the authority
func find_valid_starting_position() -> Vector2i: # Find a valid starting position
var rng = RandomNumberGenerator.new()
rng.randomize()
var max_attempts = 100
var attempts = 0
while attempts < max_attempts:
current_position = Vector2i(0, rng.randi_range(0, 9)) # Generate random position
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(current_position.x, 0, current_position.y))
if cell_item not in enhanced_gridmap.non_walkable_items:
return current_position # Return valid position
attempts += 1
return Vector2i(0, 0) # Default position if no valid position found
func _physics_process(_delta): # Called every physics frame
if is_multiplayer_authority():
rpc("remote_set_position", global_position) # RPC call to sync position
func _unhandled_input(event): # Handle input events
if not is_multiplayer_authority() or not is_my_turn or is_player_moving:
return
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
var camera = get_viewport().get_camera_3d()
var from = camera.project_ray_origin(event.position)
var to = from + camera.project_ray_normal(event.position) * 1000
var click_position = raycast_to_grid(from, to)
if click_position != Vector2i(-1, -1):
move_player_to_clicked_position(click_position)
func raycast_to_grid(from: Vector3, to: Vector3) -> Vector2i: # Convert 3D raycast to grid position
var plane = Plane(Vector3.UP, cell_offset.y)
var intersection = plane.intersects_ray(from, to - from)
if intersection:
var adjusted_intersection = intersection - cell_offset
var grid_position = Vector2i(
floor(adjusted_intersection.x / cell_size.x),
floor(adjusted_intersection.z / cell_size.z)
)
if grid_position.x >= 0 and grid_position.x < enhanced_gridmap.columns and \
grid_position.y >= 0 and grid_position.y < enhanced_gridmap.rows:
return grid_position
return Vector2i(-1, -1) # Invalid position
func move_player_to_clicked_position(grid_position: Vector2i): # Move player to clicked position
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
if cell_item in enhanced_gridmap.non_walkable_items:
print("Cannot move to non-walkable cell")
return
var path = enhanced_gridmap.find_path(Vector2(current_position), Vector2(grid_position))
if path.size() > 1:
path.pop_front()
move_player_along_path(path)
else:
print("No valid path found")
func move_player_along_path(path: Array): # Move player along calculated path
is_player_moving = true
var tween = create_tween()
tween.set_trans(Tween.TRANS_CUBIC)
tween.set_ease(Tween.EASE_IN_OUT)
for point in path:
var target_position = grid_to_world(Vector2i(point.x, point.y))
tween.tween_property(self, "position", target_position, 0.5)
tween.tween_callback(func():
current_position = Vector2i(path[-1].x, path[-1].y)
is_player_moving = false
enhanced_gridmap.clear_path_visualization()
has_moved_this_turn = true
end_turn()
)
func update_player_position(grid_position: Vector2i): # Update player's position
position = grid_to_world(grid_position)
func grid_to_world(grid_position: Vector2i) -> Vector3: # Convert grid position to world position
var world_position = Vector3(
grid_position.x * cell_size.x,
cell_size.y,
grid_position.y * cell_size.z
)
world_position.x += cell_size.x * 0.5
world_position.z += cell_size.z * 0.5
if center_x:
world_position.x += cell_size.x * 0.5
if center_y:
world_position.y += cell_size.y * 0.5
if center_z:
world_position.z += cell_size.z * 0.5
return world_position + cell_offset
func start_turn(): # Start player's turn
has_moved_this_turn = false
is_my_turn = true
if is_multiplayer_authority():
rpc("display_message", "It's your turn!") # RPC call to display turn message
func end_turn(): # End player's turn
is_my_turn = false
has_moved_this_turn = false
if is_multiplayer_authority():
get_node("/root/Main").request_next_turn() # Request next turn from main scene
@rpc("any_peer", "call_local", "unreliable")
func remote_set_position(authority_position): # RPC function to sync position
global_position = authority_position
@rpc("any_peer", "call_local")
func display_message(message): # RPC function to display messages
$Bubble.show()
$Bubble/Message.show()
$Bubble/Message.text = str(message)
await get_tree().create_timer(3).timeout
$Bubble.hide()
$Bubble/Message.hide()