Add the ActionState. Random
This commit is contained in:
+65
-64
@@ -223,7 +223,7 @@ func update_button_states():
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arrange_button.visible = true
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# Only keep randomize button's disable condition
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randomize_button.disabled = local_player_character.has_performed_action
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#randomize_button.disabled = local_player_character.has_performed_action
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# Remove disabled conditions for other buttons:
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move_button.disabled = false
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@@ -244,27 +244,6 @@ func _on_playerboard_slot_clicked(event, slot_index):
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ActionState.PUTTING:
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local_player_character.handle_put_slot_selected(slot_index)
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#func update_goals_ui():
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#if not local_player_character:
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#return
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#
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#for i in range(9): # 9 slots in the goals UI
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#var slot = $PlayergoalsUI.get_child(i)
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#var goal_value = local_player_character.goals[i]
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#
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## Hide all tile textures first
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#slot.get_node("TileHeart").hide()
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#slot.get_node("TileDiamond").hide()
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#slot.get_node("TileStar").hide()
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#slot.get_node("TileCoin").hide()
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#
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## Show the appropriate texture based on goal value
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#match goal_value:
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#7: slot.get_node("TileHeart").show()
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#8: slot.get_node("TileDiamond").show()
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#9: slot.get_node("TileStar").show()
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#10: slot.get_node("TileCoin").show()
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func update_playerboard_ui():
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if not local_player_character:
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return
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@@ -349,48 +328,6 @@ func _on_join_pressed():
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await get_tree().create_timer(2.0).timeout
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rpc_id(1, "request_full_player_sync", multiplayer.get_unique_id())
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#func _on_peer_connected(new_peer_id):
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#if multiplayer.is_server():
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## Increase delay to ensure scene is ready
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#await get_tree().create_timer(1.5).timeout
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#
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## First sync game state
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#rpc_id(new_peer_id, "sync_game_state", players, bots, game_started, turn_based_mode)
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#rpc_id(new_peer_id, "sync_preset_goals", preset_goals)
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#
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## Wait a bit for the client to process state
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#await get_tree().create_timer(0.5).timeout
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#
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## Then sync all existing players in order
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#var sorted_players = players.duplicate()
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#sorted_players.sort()
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#for peer_id in sorted_players:
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#if peer_id != new_peer_id:
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## First ensure player exists
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#var player = get_node_or_null(str(peer_id))
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#if player:
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## Sync player's full state
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#var player_data = {
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#"position": player.current_position,
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#"goals": player.goals,
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#"playerboard": player.playerboard
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#}
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#rpc_id(new_peer_id, "sync_existing_player", peer_id, player_data)
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#await get_tree().create_timer(0.1).timeout # Small delay between players
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#
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## Finally add the new player
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#await get_tree().create_timer(0.5).timeout
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#add_player_character(new_peer_id)
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#rpc("add_newly_connected_player_character", new_peer_id)
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#
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## Replace bot if needed
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#if bots.size() > 0:
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#replace_bot_with_player(new_peer_id)
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#
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## Final sync of all goals
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#await get_tree().create_timer(0.5).timeout
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#rpc("force_update_all_goals")
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func _on_peer_connected(new_peer_id):
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if multiplayer.is_server():
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# Create a more robust state sync process
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@@ -1118,3 +1055,67 @@ func initialize_random_goals(_size:int, min_value:int, max_value:int, null_count
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goals.append(val if not val in SPECIAL_VALUES else SPECIAL_VALUES[val])
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return goals
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func randomize_item_at_position(grid_position: Vector2i):
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if not multiplayer.is_server() and multiplayer.get_unique_id() == multiplayer.get_remote_sender_id():
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# Request server to randomize item
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rpc_id(1, "request_randomize_item", grid_position)
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return
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var enhanced_gridmap = $EnhancedGridMap
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if enhanced_gridmap:
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var cell = Vector3i(grid_position.x, 1, grid_position.y)
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var current_item = enhanced_gridmap.get_cell_item(cell)
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# Only randomize if there's already an item
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if current_item != -1:
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# Generate a random item value (7-10 based on the game's item system)
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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var new_item = rng.randi_range(7, 10)
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# Make sure it's different from the current item
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while new_item == current_item:
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new_item = rng.randi_range(7, 10)
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# Update the item and sync to all clients
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sync_grid_item(cell.x, cell.y, cell.z, new_item)
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rpc("sync_grid_item", cell.x, cell.y, cell.z, new_item)
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# Consume action points for the player who performed the action
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var player
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if multiplayer.get_remote_sender_id() != 0:
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player = get_node_or_null(str(multiplayer.get_remote_sender_id()))
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else:
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player = get_node_or_null(str(multiplayer.get_unique_id()))
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if player and player.has_method("consume_action_points"):
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player.has_performed_action = true
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player.consume_action_points(1)
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player.clear_highlights()
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set_action_state(ActionState.NONE)
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return true
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return false
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@rpc("any_peer")
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func request_randomize_item(grid_position: Vector2i):
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if multiplayer.is_server():
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# Verify request came from a valid authority
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var sender_id = multiplayer.get_remote_sender_id()
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var player = get_node_or_null(str(sender_id))
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if player and player.is_multiplayer_authority() and player.action_points > 0:
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randomize_item_at_position(grid_position)
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@rpc("any_peer", "call_local", "reliable")
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func sync_grid_item(x: int, y: int, z: int, item: int):
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var enhanced_gridmap = $EnhancedGridMap
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if enhanced_gridmap:
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var cell = Vector3i(x, y, z)
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# Log the change for debugging
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print("Main: Setting grid item at ", cell, " to ", item, " (called by ", multiplayer.get_remote_sender_id(), ")")
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# Make sure we set the cell reliably
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enhanced_gridmap.set_cell_item(cell, item)
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+44
-55
@@ -523,44 +523,6 @@ func grab_item(grid_position: Vector2i = current_position) -> bool:
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return false
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# func put_item(grid_position: Vector2i = current_position) -> bool:
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# if not enhanced_gridmap or action_points <= 0 or selected_playerboard_slot == -1:
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# return false
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# var cell = Vector3i(grid_position.x, 1, grid_position.y)
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# if enhanced_gridmap.get_cell_item(cell) != -1:
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# return false
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# # Check if position is adjacent or current position
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# if grid_position != current_position:
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# var is_adjacent = false
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# var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
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# for neighbor in neighbors:
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# if neighbor.position == grid_position:
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# is_adjacent = true
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# break
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# if not is_adjacent:
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# return false
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# var item = playerboard[selected_playerboard_slot]
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# if is_multiplayer_authority():
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# rpc("sync_grid_item", cell.x, cell.y, cell.z, item)
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# playerboard[selected_playerboard_slot] = -1
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# rpc("sync_playerboard", playerboard)
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# has_performed_action = true
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# consume_action_points(1)
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# if not is_bot == true:
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# clear_highlights()
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# clear_playerboard_highlights()
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# selected_playerboard_slot = -1
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# var main = get_tree().get_root().get_node_or_null("Main")
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# if main:
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# main.set_action_state(main.ActionState.NONE)
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# _after_action_completed()
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# return true
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func put_item(grid_position: Vector2i = current_position) -> bool:
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if not enhanced_gridmap or action_points <= 0 or selected_playerboard_slot == -1:
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return false
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@@ -915,28 +877,51 @@ func highlight_empty_adjacent_cells():
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func sync_action_points(points: int):
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action_points = points
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#func highlight_random_valid_cells():
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#if is_bot == true or is_in_group("Bots") or not is_multiplayer_authority():
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#return
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#
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#var valid_cells = []
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#for x in range(enhanced_gridmap.columns):
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#for z in range(enhanced_gridmap.rows):
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#var cell_pos = Vector2i(x, z)
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#var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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#if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items):
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#valid_cells.append(cell_pos)
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#
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#var rng = RandomNumberGenerator.new()
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#rng.randomize()
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#for _i in range(min(5, valid_cells.size())):
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#var index = rng.randi() % valid_cells.size()
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#var cell = valid_cells[index]
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#highlighted_cells.append(cell)
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#enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.hover_item)
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#valid_cells.remove_at(index)
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func highlight_random_valid_cells():
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if is_bot == true or is_in_group("Bots") or not is_multiplayer_authority():
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return
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var valid_cells = []
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for x in range(enhanced_gridmap.columns):
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for z in range(enhanced_gridmap.rows):
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var cell_pos = Vector2i(x, z)
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items):
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valid_cells.append(cell_pos)
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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for _i in range(min(5, valid_cells.size())):
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var index = rng.randi() % valid_cells.size()
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var cell = valid_cells[index]
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highlighted_cells.append(cell)
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enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.hover_item)
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valid_cells.remove_at(index)
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clear_highlights()
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# First check the current position
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var current_cell = Vector3i(current_position.x, 1, current_position.y)
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var current_item = enhanced_gridmap.get_cell_item(current_cell)
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if current_item != -1:
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highlighted_cells.append(current_position)
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enhanced_gridmap.set_cell_item(Vector3i(current_position.x, 0, current_position.y),
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enhanced_gridmap.hover_item)
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# Then check all adjacent cells for items
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var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
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for neighbor in neighbors:
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if neighbor.is_walkable:
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var cell_pos = neighbor.position
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var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
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if enhanced_gridmap.get_cell_item(cell) != -1: # Only highlight cells with items
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highlighted_cells.append(cell_pos)
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enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
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enhanced_gridmap.hover_item)
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func highlight_occupied_playerboard_slots():
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if is_bot == true or is_in_group("Bots") or not is_multiplayer_authority():
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@@ -1119,6 +1104,10 @@ func sync_playerboard(new_playerboard: Array):
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_after_action_completed()
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func _after_action_completed():
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# Clear the highlights after placing the tiles. ( Quickfix for Clientside )
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clear_highlights()
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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var main = get_tree().get_root().get_node_or_null("Main")
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if main:
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