feat: add battlepass slider and quest list tabs to lobby HUD

This commit is contained in:
2026-07-09 18:25:07 +08:00
parent 114748a54f
commit 933119ca56
99 changed files with 3861 additions and 417 deletions
+25 -32
View File
@@ -204,9 +204,7 @@ func get_unneeded_tile_slot() -> int:
"""Find a slot containing a tile that is not needed for the goal."""
if not actor or actor.playerboard.size() == 0:
return -1
var needed_tiles = get_tiles_needed()
# Check center 3x3 for misplaced tiles
for i in range(3):
for j in range(3):
@@ -252,7 +250,6 @@ func get_unneeded_tile_slot() -> int:
var center_indices = [6, 7, 8, 11, 12, 13, 16, 17, 18]
for i in range(actor.playerboard.size()):
if not i in center_indices and actor.playerboard[i] != -1:
var item = actor.playerboard[i]
# Only keep if we strictly need it and can't find it easily?
# Actually, generally dump outer ring tiles to keep board clean
# unless we are about to move it to a valid spot.
@@ -263,8 +260,6 @@ func get_unneeded_tile_slot() -> int:
return -1
return -1
func get_unneeded_tile_slot_panic() -> int:
"""Aggressively find ANY tile that doesn't match a goal perfectly."""
if not actor or actor.playerboard.size() == 0:
@@ -439,33 +434,31 @@ func find_optimal_move_target() -> Vector2i:
var time_left = gc_manager.get_global_time_remaining() if gc_manager else 999.0
var is_match_running = gc_manager.is_match_running() if gc_manager else false
var is_late_game = is_sng and is_match_running and time_left > 0.0 and time_left <= 30.0
# 1. STOP N GO: Reach the finish line if goals are complete
if is_sng and main:
var sng_manager = main.get_node_or_null("StopNGoManager")
if sng_manager and sng_manager.is_mission_complete(actor.name.to_int()):
# MISSION COMPLETE: We CAN finish, but should we?
if not is_late_game:
# CHAOS MODE: Allow falling through to target holo tiles, but we'll limit the target X later
# print("[BotStrategicPlanner] %s mission complete (Chaos Phase %.1fs). Roaming field." % [actor.name, time_left])
pass
else:
# Late game: go to finish
var finish_target = Vector2i(21, actor.current_position.y)
# Ensure finish_target is walkable
if not _is_valid_move_target(finish_target):
for dy in [1, -1, 2, -2]:
var alt = Vector2i(21, actor.current_position.y + dy)
if _is_valid_move_target(alt):
finish_target = alt
break
print("[BotStrategicPlanner] %s mission complete (Late Game %.1fs)! Heading to finish: %s" % [actor.name, time_left, finish_target])
return finish_target
var sng_manager = main.get_node_or_null("StopNGoManager") if main else null
# 1. STOP N GO: Reach the finish line if goals are complete
if is_sng and sng_manager and sng_manager.is_mission_complete(actor.name.to_int()):
# MISSION COMPLETE: We CAN finish, but should we?
if not is_late_game:
# CHAOS MODE: Allow falling through to target holo tiles, but we'll limit the target X later
# print("[BotStrategicPlanner] %s mission complete (Chaos Phase %.1fs). Roaming field." % [actor.name, time_left])
pass
else:
# Late game: go to finish
var finish_target = Vector2i(21, actor.current_position.y)
# Ensure finish_target is walkable
if not _is_valid_move_target(finish_target):
for dy in [1, -1, 2, -2]:
var alt = Vector2i(21, actor.current_position.y + dy)
if _is_valid_move_target(alt):
finish_target = alt
break
print("[BotStrategicPlanner] %s mission complete (Late Game %.1fs)! Heading to finish: %s" % [actor.name, time_left, finish_target])
return finish_target
var is_mission_complete = sng_manager.is_mission_complete(actor.name.to_int()) if sng_manager else false
var needed_tiles = get_tiles_needed()