feat: Implement initial game structure with core logic, various managers, player scene, and project configuration.

This commit is contained in:
2025-12-12 02:16:06 +08:00
parent a04be19af5
commit 96f5754f99
12 changed files with 1161 additions and 138 deletions
+48 -125
View File
@@ -1,52 +1,26 @@
extends Node
# PlayerRaceManager - Refactored to remove lap-based racing
# Now only handles goals and playerboard state for the cycle-based system
var player: Node3D
var enhanced_gridmap: Node
# Race state
var current_lap: int = 0
var first_lap_goals: Array[int] = []
var second_lap_goals: Array[int] = []
var race_position: int = 0
var has_finished_race: bool = false
static var lap1_finishers: int = 0
static var lap2_finishers: int = 0
# Goals and Playerboard
# Goals and Playerboard (core functionality retained)
var goals: Array[int] = [0, 0, 0, 0, 0, 0, 0, 0, 0]
var playerboard: Array[int] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
var can_finish: bool = false
# Finish locations (right side for 1st lap)
var finish_locations = [
Vector2i(13, 0), Vector2i(13, 1), Vector2i(13, 2), Vector2i(13, 3),
Vector2i(13, 4), Vector2i(13, 5), Vector2i(13, 6), Vector2i(13, 7),
Vector2i(13, 8), Vector2i(13, 9), Vector2i(13, 10), Vector2i(13, 11),
Vector2i(13, 12), Vector2i(13, 13)
]
# Spawn locations (left side for 2nd lap finish)
var spawn_locations = [
Vector2i(0, 0), Vector2i(0, 1), Vector2i(0, 2), Vector2i(0, 3),
Vector2i(0, 4), Vector2i(0, 5), Vector2i(0, 6), Vector2i(0, 7),
Vector2i(0, 8), Vector2i(0, 9), Vector2i(0, 10), Vector2i(0, 11),
Vector2i(0, 12), Vector2i(0, 13)
]
# Helper function to get current finish locations based on lap
func get_current_finish_locations() -> Array:
if current_lap == 0:
return finish_locations # 1st lap: finish at right side
else:
return spawn_locations # 2nd lap: finish at left side (spawn locations)
# DEPRECATED: Lap system removed - keeping stubs for compatibility
var can_finish: bool = false # No longer used
var current_lap: int = 0 # No longer used
var race_position: int = 0 # No longer used
var has_finished_race: bool = false # No longer used
static var lap1_finishers: int = 0 # No longer used
static var lap2_finishers: int = 0 # No longer used
func initialize(p_player: Node3D, p_gridmap: Node):
player = p_player
enhanced_gridmap = p_gridmap
if player.is_multiplayer_authority():
first_lap_goals = goals.duplicate()
generate_second_lap_goals()
func get_ordinal_string(number: int) -> String:
match number:
@@ -56,14 +30,9 @@ func get_ordinal_string(number: int) -> String:
4: return "4th"
_: return str(number) + "th"
func generate_second_lap_goals():
second_lap_goals.clear()
for i in range(9):
var val = (randi() % 4) + 7
second_lap_goals.append(val)
if player.is_multiplayer_authority():
player.rpc("sync_second_lap_goals", second_lap_goals)
# =============================================================================
# Goal Pattern Matching (Core Functionality)
# =============================================================================
func check_3x3_section(board: Array, goals_pattern: Array, start_row: int, start_col: int) -> bool:
for i in range(3):
@@ -81,6 +50,7 @@ func check_3x3_section(board: Array, goals_pattern: Array, start_row: int, start
return true
func check_pattern_match() -> bool:
"""Check if playerboard matches goals pattern. Core function for goal completion."""
if playerboard.size() != 25 or goals.size() != 9:
return false
@@ -105,98 +75,51 @@ func check_pattern_match() -> bool:
return true
return false
# =============================================================================
# DEPRECATED STUBS - Left for backward compatibility, do nothing
# =============================================================================
var finish_locations = [] # No longer used
var spawn_locations = [] # No longer used
var first_lap_goals: Array[int] = []
var second_lap_goals: Array[int] = []
func get_current_finish_locations() -> Array:
# DEPRECATED: No finish line in cycle-based system
return []
func update_finish_availability():
can_finish = check_pattern_match()
if player.is_multiplayer_authority():
if can_finish:
highlight_finish_line()
else:
unhighlight_finish_line()
# DEPRECATED: No finish line checking needed
pass
func highlight_finish_line():
if not player.is_multiplayer_authority() or player.is_bot:
return
var current_finish = get_current_finish_locations()
for finish_pos in current_finish:
if enhanced_gridmap:
enhanced_gridmap.set_cell_item(
Vector3i(finish_pos.x, 0, finish_pos.y),
enhanced_gridmap.hover_item
)
# DEPRECATED: No finish line to highlight
pass
func unhighlight_finish_line():
if not player.is_multiplayer_authority() or player.is_bot:
return
var current_finish = get_current_finish_locations()
for finish_pos in current_finish:
if enhanced_gridmap:
enhanced_gridmap.set_cell_item(
Vector3i(finish_pos.x, 0, finish_pos.y),
enhanced_gridmap.normal_items[0]
)
# DEPRECATED: No finish line to unhighlight
pass
func is_at_finish_line() -> bool:
var current_finish = get_current_finish_locations()
return player.current_position in current_finish
# DEPRECATED: Always false, no finish line
return false
func finish_race():
if current_lap == 0:
lap1_finishers += 1
race_position = lap1_finishers
var message = "Finish 1st lap on " + get_ordinal_string(race_position)
if player.is_multiplayer_authority():
player.rpc("display_message", message)
current_lap += 1
start_new_lap()
elif current_lap == 1:
lap2_finishers += 1
race_position = lap2_finishers
var message = "RACE COMPLETE! Finished " + get_ordinal_string(race_position)
if player.is_multiplayer_authority():
player.rpc("display_message", message)
player.rpc("complete_race", race_position)
# DEPRECATED: No race finish in cycle-based system
pass
# Called when player finishes the entire race (2nd lap complete)
func on_race_completed(final_position: int):
has_finished_race = true
race_position = final_position
can_finish = false
# Disable all player input
player.set_process_input(false)
player.set_process_unhandled_input(false)
player.is_my_turn = false
player.action_points = 0
# Clear any highlights
if player.action_manager:
player.action_manager.clear_highlights()
player.action_manager.clear_playerboard_highlights()
# Unhighlight finish line
unhighlight_finish_line()
print("Player %s finished the race in position %d!" % [player.name, final_position])
func on_race_completed(_final_position: int):
# DEPRECATED: No race completion
pass
func start_new_lap():
if current_lap == 1:
# Update goals to 2nd lap goals
goals = second_lap_goals.duplicate()
can_finish = false
# Sync with all clients
if player.is_multiplayer_authority():
player.rpc("sync_position", player.current_position)
player.rpc("sync_playerboard", playerboard)
player.rpc("sync_goals", goals)
print("Started 2nd lap with new goals: ", goals)
# DEPRECATED: No laps in cycle-based system
pass
func find_valid_position_in_finish_line() -> Vector2i:
var current_finish = get_current_finish_locations()
for pos in current_finish:
if not player.is_position_occupied(pos):
return pos
# DEPRECATED: No finish line
return Vector2i(-1, -1)
func generate_second_lap_goals():
# DEPRECATED: No second lap goals needed
pass