This commit is contained in:
2025-01-28 14:17:29 +08:00
parent a43811fe77
commit 9640283964
22 changed files with 512 additions and 10 deletions
+26
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extends ActionLeaf
func tick(actor: Node, blackboard: Blackboard) -> int:
var source_slot = blackboard.get_value("source_slot")
var target_slot = blackboard.get_value("target_slot")
if source_slot == -1 or target_slot == -1:
return FAILURE
# Verify conditions are still valid
if actor.action_points < 2 or actor.playerboard[source_slot] == -1:
return FAILURE
if actor.playerboard[target_slot] != -1:
return FAILURE
# Do the arrangement
if actor.is_multiplayer_authority():
var item = actor.playerboard[source_slot]
actor.playerboard[target_slot] = item
actor.playerboard[source_slot] = -1
actor.rpc("sync_playerboard", actor.playerboard)
actor.has_performed_action = true
actor.action_points -= 2
return SUCCESS
+27
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extends ActionLeaf
func tick(actor: Node, blackboard: Blackboard) -> int:
var grab_position = blackboard.get_value("grab_position")
if not grab_position:
return FAILURE
# Find empty slot in playerboard
var empty_slot = actor.playerboard.find(-1)
if empty_slot == -1:
return FAILURE
# Get item at position
var cell = Vector3i(grab_position.x, 1, grab_position.y)
var item = actor.enhanced_gridmap.get_cell_item(cell)
if item == -1 or actor.action_points <= 0:
return FAILURE
# Grab the item
if actor.is_multiplayer_authority():
actor.playerboard[empty_slot] = item
actor.rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
actor.rpc("sync_playerboard", actor.playerboard)
actor.has_performed_action = true
actor.action_points -= 1
return SUCCESS
+44
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extends ActionLeaf
func tick(actor: Node, blackboard: Blackboard) -> int:
var target_pos = blackboard.get_value("move_target")
if not target_pos:
return FAILURE
if actor.action_points <= 0:
return FAILURE
# Verify target is still valid
if not actor.is_within_movement_range(target_pos):
return FAILURE
if actor.is_position_occupied(target_pos):
return FAILURE
var cell_item = actor.enhanced_gridmap.get_cell_item(Vector3i(target_pos.x, 0, target_pos.y))
if cell_item == -1 or cell_item in actor.enhanced_gridmap.non_walkable_items:
return FAILURE
# Move to position
actor.rotate_towards_target(target_pos)
var path = actor.enhanced_gridmap.find_path(Vector2(actor.current_position), Vector2(target_pos))
if path.size() <= 1:
return FAILURE
# Verify path is clear
var valid_path = true
for point in path.slice(1):
if actor.is_position_occupied(Vector2i(point.x, point.y)):
valid_path = false
break
if valid_path:
if actor.is_multiplayer_authority():
path.pop_front()
actor.rpc("start_movement_along_path", path)
actor.action_points -= 1
actor.clear_highlights()
return SUCCESS
return FAILURE
+28
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extends ActionLeaf
func tick(actor: Node, blackboard: Blackboard) -> int:
var put_position = blackboard.get_value("put_position")
var put_slot = blackboard.get_value("put_slot")
if not put_position or put_slot == -1:
return FAILURE
# Check if we still have the item and AP
if actor.action_points <= 0 or actor.playerboard[put_slot] == -1:
return FAILURE
# Check if target position is still empty
var cell = Vector3i(put_position.x, 1, put_position.y)
if actor.enhanced_gridmap.get_cell_item(cell) != -1:
return FAILURE
# Put the item
var item = actor.playerboard[put_slot]
if actor.is_multiplayer_authority():
actor.rpc("sync_grid_item", cell.x, cell.y, cell.z, item)
actor.playerboard[put_slot] = -1
actor.rpc("sync_playerboard", actor.playerboard)
actor.has_performed_action = true
actor.action_points -= 1
return SUCCESS
+11
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class_name GrabAction extends ActionLeaf
func tick(actor: Node, blackboard: Blackboard) -> int:
var grab_position = blackboard.get_value("grab_position")
if not grab_position:
return FAILURE
if actor.grab_item(grab_position):
return SUCCESS
return FAILURE