feat: Introduce an enhanced gridmap addon with procedural generation, pathfinding, and initial core game scripts and assets.

This commit is contained in:
Yogi Wiguna
2026-02-23 12:31:42 +08:00
parent f72f641332
commit 92fd76f4b8
7 changed files with 67 additions and 39 deletions
+20 -12
View File
@@ -52,7 +52,11 @@ func _ready():
if auto_generate:
generate_grid()
if auto_randomize:
randomize_grid()
# Safety check: Don't auto-randomize if game mode manages its own arena
if not (ResourceLoader.exists("res://scripts/managers/lobby_manager.gd") \
and get_node_or_null("/root/LobbyManager") \
and get_node("/root/LobbyManager").game_mode == "Stop n Go"):
randomize_grid()
validate_item_indices()
# Core grid management functions
@@ -276,9 +280,9 @@ func randomize_floor(floor_index: int, custom_rng_callable: Callable = Callable(
if current_item_on_floor in immutable_items:
continue
# IMPORTANT: Only place items if Floor 0 has a walkable tile
# IMPORTANT: Only place items if Floor 0 has a valid ground tile (Walkable, Safe Zone, etc)
var floor_0_item = get_cell_item(Vector3i(x, 0, z))
var is_ground = (floor_0_item == normal_items[0]) # Assuming 0 is ground
var is_ground = (floor_0_item != -1) # All tiles on Layer 0 are valid ground
if not is_ground:
set_cell_item(Vector3i(x, floor_index, z), -1) # Clear item if no ground
@@ -564,25 +568,29 @@ func find_path(start: Vector2, end: Vector2, floor_index: int = 0, clear_path_vi
path = astar.get_point_path(start_point, end_point)
# TEMPORARY PATH VISUALIZATION - Moved to Layer 2 (Overlay) to protect Floor 0 and Floor 1
if visualize:
if clear_path_visual:
clear_path_visualization(floor_index)
clear_path_visualization()
set_cell_item(Vector3i(start.x, floor_index, start.y), start_item)
set_cell_item(Vector3i(end.x, floor_index, end.y), end_item)
# Always use Layer 2 for these temporary markers
set_cell_item(Vector3i(start.x, 2, start.y), start_item)
set_cell_item(Vector3i(end.x, 2, end.y), end_item)
for point in path:
if point != start and point != end:
set_cell_item(Vector3i(point.x, floor_index, point.y), hover_item)
if Vector2(point.x, point.y) != start and Vector2(point.x, point.y) != end:
set_cell_item(Vector3i(point.x, 2, point.y), hover_item)
return path
# Path visualization
func clear_path_visualization(floor_index: int = 0):
# Path visualization - Standardized to Layer 2
func clear_path_visualization(unused_floor_idx: int = 0):
# We strictly clear Layer 2 (Overlay) and reset to -1 (Empty)
# This ensures we never overwrite Layer 0 (Floor) or Layer 1 (Items)
for x in range(columns):
for z in range(rows):
var cell_item = get_cell_item(Vector3i(x, floor_index, z))
var cell_item = get_cell_item(Vector3i(x, 2, z))
if cell_item == hover_item or cell_item == start_item or cell_item == end_item:
set_cell_item(Vector3i(x, floor_index, z), normal_items[0])
set_cell_item(Vector3i(x, 2, z), -1)
# Cost calculation and updates
func get_cell_cost(x: int, z: int, floor_index: int = 0) -> float:
Binary file not shown.
+1 -1
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@@ -3,5 +3,5 @@
[resource]
resource_name = "tile_a1"
cull_mode = 2
albedo_color = Color(0.380392, 0.372549, 0.333333, 1)
albedo_color = Color(0.38039216, 1, 0.33333334, 1)
roughness = 0.5
+15 -1
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@@ -444,7 +444,11 @@ func _setup_client_game():
print("Client setup - my peer ID: ", my_id)
# INITIALIZE ARENA SIZE for Stop n Go locally to prevent out-of-bounds before sync arrives
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
if LobbyManager.game_mode == "Stop n Go":
if not stop_n_go_manager:
stop_n_go_manager = load("res://scripts/managers/stop_n_go_manager.gd").new()
stop_n_go_manager.name = "StopNGoManager"
add_child(stop_n_go_manager)
stop_n_go_manager._apply_arena_setup()
# Pre-spawn ALL players known from LobbyManager (including Host ID 1)
@@ -1503,9 +1507,19 @@ func sync_full_grid_data(data: PackedInt32Array):
if not enhanced_gridmap:
print("[Main] Error: EnhancedGridMap not found!")
return
# Reapply deterministic Floor 0 before syncing Floor 1 items
if LobbyManager.game_mode == "Stop n Go":
if not stop_n_go_manager:
stop_n_go_manager = load("res://scripts/managers/stop_n_go_manager.gd").new()
stop_n_go_manager.name = "StopNGoManager"
add_child(stop_n_go_manager)
stop_n_go_manager._apply_arena_setup()
# Apply the synced data to Floor 1
enhanced_gridmap.set_floor_data(1, data)
enhanced_gridmap.update_grid_data()
enhanced_gridmap.initialize_astar()
print("[Main] Grid sync complete.")
+9 -9
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@@ -559,9 +559,10 @@ func receive_spawn_positions_update(occupied_positions: Array):
if pos in occupied_positions:
highlighted_spawn_points.erase(pos)
if enhanced_gridmap:
# Clear the highlight from Layer 2 (Overlay) instead of overwriting Floor 0
enhanced_gridmap.set_cell_item(
Vector3i(pos.x, 0, pos.y),
enhanced_gridmap.normal_items[0]
Vector3i(pos.x, 2, pos.y),
-1
)
# Now highlight available positions
@@ -1141,11 +1142,10 @@ func clear_spawn_highlights():
# Clear the highlighted spawn points array
for spawn_pos in highlighted_spawn_points:
if enhanced_gridmap:
# Reset the cell to its original state
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(spawn_pos.x, 1, spawn_pos.y))
# Clear Layer 2 (Overlay Highlight) instead of potentially overwriting Layer 0
enhanced_gridmap.set_cell_item(
Vector3i(spawn_pos.x, 0, spawn_pos.y),
enhanced_gridmap.normal_items[0] if cell_item != -1 else -1
Vector3i(spawn_pos.x, 2, spawn_pos.y),
-1
)
# Clear the array
@@ -1662,11 +1662,11 @@ func notify_spawn_selected(spawn_pos: Vector2i):
if spawn_pos in highlighted_spawn_points:
highlighted_spawn_points.erase(spawn_pos)
# Clear highlight for the selected position
# Clear highlight for the selected position on Layer 2 (Overlay)
if enhanced_gridmap:
enhanced_gridmap.set_cell_item(
Vector3i(spawn_pos.x, 0, spawn_pos.y),
enhanced_gridmap.normal_items[0]
Vector3i(spawn_pos.x, 2, spawn_pos.y),
-1
)
# Disabled, auto put activated
+4 -10
View File
@@ -105,7 +105,7 @@ func highlight_empty_adjacent_cells():
var current_cell = Vector3i(player.current_position.x, 1, player.current_position.y)
if enhanced_gridmap.get_cell_item(current_cell) == -1:
highlighted_cells.append(player.current_position)
enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 0, player.current_position.y),
enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 2, player.current_position.y),
enhanced_gridmap.hover_item)
print("Highlighted current position: ", player.current_position)
@@ -117,7 +117,7 @@ func highlight_empty_adjacent_cells():
var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
if enhanced_gridmap.get_cell_item(cell) == -1: # Check if cell is empty
highlighted_cells.append(cell_pos)
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 2, cell_pos.y),
enhanced_gridmap.hover_item)
print("Highlighted adjacent cell: ", cell_pos)
@@ -132,7 +132,7 @@ func highlight_random_valid_cells():
var current_item = enhanced_gridmap.get_cell_item(current_cell)
if current_item != -1:
highlighted_cells.append(player.current_position)
enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 0, player.current_position.y),
enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 2, player.current_position.y),
enhanced_gridmap.hover_item)
# Then check all adjacent cells for items
@@ -143,7 +143,7 @@ func highlight_random_valid_cells():
var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
if enhanced_gridmap.get_cell_item(cell) != -1: # Only highlight cells with items
highlighted_cells.append(cell_pos)
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 2, cell_pos.y),
enhanced_gridmap.hover_item)
func highlight_occupied_playerboard_slots():
@@ -196,12 +196,6 @@ func clear_highlights():
# Safest is to check against hover_id or typical highlight IDs.
if l2_item != -1:
enhanced_gridmap.set_cell_item(l2_pos, -1)
# Check Layer 0 (Floor Highlight)
var l0_pos = Vector3i(cell.x, 0, cell.y)
var l0_item = enhanced_gridmap.get_cell_item(l0_pos)
if l0_item == hover_id:
enhanced_gridmap.set_cell_item(l0_pos, enhanced_gridmap.normal_items[0])
highlighted_cells.clear()
+18 -6
View File
@@ -21,6 +21,7 @@ var finish_line_x: int = 21 # Right side of the map for win condition
# Tile IDs
const TILE_WALKABLE = 0
const TILE_START = 2 # Start Line
const TILE_SAFE = 2 # Green Safe Zone
const TILE_OBSTACLE = 4 # Wall
@@ -162,7 +163,9 @@ func sync_phase(phase_name: String, duration: float):
phase_timer = duration
func _setup_arena():
var gridmap = get_node("/root/Main/EnhancedGridMap")
var gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if not gridmap: return
print("[StopNGo] Setting up 22x10 Arena with Randomized Obstacles...")
@@ -181,7 +184,10 @@ func sync_arena_setup():
func _apply_arena_setup():
# Shared logic for resizing and clearing
var gridmap = get_node("/root/Main/EnhancedGridMap")
var gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
# Fallback just in case
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if not gridmap: return
# Set Size for Stop n Go explicitly, bypassing setters that wipe the map
@@ -197,7 +203,9 @@ func _apply_arena_setup():
# Create bands based on X (Horizontal Progress)
for x in range(gridmap.columns):
var tile_id = TILE_WALKABLE
if x in safe_columns:
if x == 0:
tile_id = TILE_START
elif x in safe_columns:
tile_id = TILE_SAFE
for z in range(gridmap.rows):
@@ -251,7 +259,10 @@ func _apply_arena_setup():
# by sync_grid_item inside _spawn_mission_tiles.
func _spawn_mission_tiles():
var gridmap = get_node("/root/Main/EnhancedGridMap")
var gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if not gridmap: return
# Tile IDs for missions: Heart(7), Diamond(8), Star(9), Coin(10)
var mission_tiles = [7, 8, 9, 10]
@@ -297,8 +308,9 @@ func sync_missions(missions: Dictionary):
func check_movement_violation(player_id: int, from: Vector2i, to: Vector2i) -> bool:
"""Check if movement is illegal (during STOP phase and not in safe zone)."""
if current_phase == Phase.STOP:
var main = get_node("/root/Main")
var gridmap = main.get_node("EnhancedGridMap") if main else null
var gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if gridmap:
# Check FROM position. If you were safe, you can move?
# Rules: "If a player moves during this phase".