feat: implement main game scene and player logic with modular manager architecture
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@@ -62,7 +62,6 @@ grab_item={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
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]
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}
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move_north={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
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+8
-1
@@ -832,6 +832,12 @@ func _assign_random_spawn_positions():
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var mid_x = enhanced_gridmap.columns / 2
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var mid_z = enhanced_gridmap.rows / 2
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# If static positions were not calculated yet, do it now to avoid players spawning in them
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if reserved_static_positions.is_empty() and LobbyManager.game_mode != "Stop n Go":
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if not static_tekton_manager:
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static_tekton_manager = preload("res://scripts/managers/static_tekton_manager.gd").new()
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reserved_static_positions = static_tekton_manager.calculate_spawn_points(3, enhanced_gridmap)
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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 ground = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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@@ -839,7 +845,8 @@ func _assign_random_spawn_positions():
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var pos = Vector2i(x, z)
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# SAFETY CHECK: Is this reserved for a Static Tekton Stand?
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# Stand clears 3x3, but we use a radius of 2 (5x5) for safety
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# Stand clears 3x3, we use a strictly >= 1 check (so abs <= 1 is EXACTLY the 3x3 stand)
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# Let's use a 3x3 check (1 radius) to avoid strictly the stand itself, plus 1 buffer = radius 2.
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var is_safe = true
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for reserved in reserved_static_positions:
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if abs(x - reserved.x) <= 2 and abs(z - reserved.y) <= 2:
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+3
-3
@@ -1317,18 +1317,18 @@ func is_position_occupied(pos: Vector2i) -> bool:
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if p.is_player_moving and p.target_position == pos:
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return true
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# Prevent overlap with Static Tekton Stands (3x3 area) using active nodes
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# Prevent overlap with Static Tekton Stands (3x3 area, with 1-tile buffer = 5x5 checked)
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if enhanced_gridmap:
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for stand in get_tree().get_nodes_in_group("StaticTektonStands"):
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var local_pos = enhanced_gridmap.to_local(stand.global_position)
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var stand_map_pos = enhanced_gridmap.local_to_map(local_pos)
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if abs(pos.x - stand_map_pos.x) <= 1 and abs(pos.y - stand_map_pos.z) <= 1:
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if abs(pos.x - stand_map_pos.x) <= 2 and abs(pos.y - stand_map_pos.z) <= 2:
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return true
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var main_node = get_tree().get_root().get_node_or_null("Main")
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if main_node and "reserved_static_positions" in main_node:
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for reserved in main_node.reserved_static_positions:
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if abs(pos.x - reserved.x) <= 1 and abs(pos.y - reserved.y) <= 1:
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if abs(pos.x - reserved.x) <= 2 and abs(pos.y - reserved.y) <= 2:
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return true
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return false
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