Gauntlet UI fixes and cleanser improvements
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@@ -111,11 +111,22 @@ func simple_move_to(grid_position: Vector2i) -> bool:
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is_wall_passable = false
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print("[MovementManager] Hard block at %s. Ghost pass denied." % grid_position)
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var gm = null
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var main_gauntlet = player.get_tree().root.get_node_or_null("Main")
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if main_gauntlet and main_gauntlet.get("gauntlet_manager"):
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gm = main_gauntlet.gauntlet_manager
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# Check Floor 0 (Basic Walkability/Void)
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if (cell_floor == -1 or cell_floor in enhanced_gridmap.non_walkable_items) and not is_wall_passable:
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print("[Move] Failed: Floor Item %d is non-walkable" % cell_floor)
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return false
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# Gauntlet Mode explicit wall overrides (since we visually removed the wall blocks)
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if gm and gm.is_active:
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if gm._is_npc_zone(grid_position):
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print("[Move] Failed: Blocked by Gauntlet NPC center at %s" % grid_position)
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return false
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# Check Floor 1 (Obstacles/Walls)
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if (cell_item != -1 and cell_item in [4, 16]) and not is_wall_passable:
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print("[Move] Failed: Blocked by Item %d on Floor 1" % cell_item)
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@@ -130,11 +141,6 @@ func simple_move_to(grid_position: Vector2i) -> bool:
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var push_dir = grid_position - player.current_position
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if not try_push(grid_position, push_dir):
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return false
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var gm = null
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var main_gauntlet = player.get_tree().root.get_node_or_null("Main")
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if main_gauntlet and main_gauntlet.get("gauntlet_manager"):
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gm = main_gauntlet.gauntlet_manager
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# Sticky no longer hard-traps — players are slowed instead and can move freely.
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