Gauntlet UI fixes and cleanser improvements

This commit is contained in:
2026-06-28 18:50:49 +08:00
parent f0ba6c2b54
commit 8b9efa1165
16 changed files with 585 additions and 105 deletions
+11 -5
View File
@@ -111,11 +111,22 @@ func simple_move_to(grid_position: Vector2i) -> bool:
is_wall_passable = false
print("[MovementManager] Hard block at %s. Ghost pass denied." % grid_position)
var gm = null
var main_gauntlet = player.get_tree().root.get_node_or_null("Main")
if main_gauntlet and main_gauntlet.get("gauntlet_manager"):
gm = main_gauntlet.gauntlet_manager
# Check Floor 0 (Basic Walkability/Void)
if (cell_floor == -1 or cell_floor in enhanced_gridmap.non_walkable_items) and not is_wall_passable:
print("[Move] Failed: Floor Item %d is non-walkable" % cell_floor)
return false
# Gauntlet Mode explicit wall overrides (since we visually removed the wall blocks)
if gm and gm.is_active:
if gm._is_npc_zone(grid_position):
print("[Move] Failed: Blocked by Gauntlet NPC center at %s" % grid_position)
return false
# Check Floor 1 (Obstacles/Walls)
if (cell_item != -1 and cell_item in [4, 16]) and not is_wall_passable:
print("[Move] Failed: Blocked by Item %d on Floor 1" % cell_item)
@@ -130,11 +141,6 @@ func simple_move_to(grid_position: Vector2i) -> bool:
var push_dir = grid_position - player.current_position
if not try_push(grid_position, push_dir):
return false
var gm = null
var main_gauntlet = player.get_tree().root.get_node_or_null("Main")
if main_gauntlet and main_gauntlet.get("gauntlet_manager"):
gm = main_gauntlet.gauntlet_manager
# Sticky no longer hard-traps — players are slowed instead and can move freely.