feat: Add EnhancedGridMap for dynamic grid generation, pathfinding, and network synchronization, and introduce core game scripts for Tekton entities and managers.
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+36
-13
@@ -393,30 +393,22 @@ func _try_move() -> bool:
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# Extract immediate next step from path
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next_step = Vector2i(path[1].x, path[1].y)
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else:
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# Fallback: Pathfinding failed or target is too close?
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# Fallback: Pathfinding failed or target is too close?
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# Check if target is adjacent and we can move directly
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var dist = abs(final_target.x - actor.current_position.x) + abs(final_target.y - actor.current_position.y)
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if dist == 1:
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next_step = final_target
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else:
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return false
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# Redundant safety check (simple_move_to also checks this)
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# Removed to allow PUSHING mechanics (simple_move_to handles occupancy/pushing)
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# if actor.is_position_occupied(next_step):
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# return false
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# PATHFINDING FAILED! (Likely stuck on wall/stand)
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# Attempt UNSTUCK move to any adjacent valid tile
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print("[BotController] Pathfinding failed for %s. Attempting UNSTUCK move." % actor.name)
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return await _try_unstuck_move()
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# Execute SINGLE STEP movement using player manager
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if actor.movement_manager.simple_move_to(next_step):
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_is_processing_action = true
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_current_action = "moving"
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# Wait for movement to finish or timeout (safety)
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# Race: Signal vs Timeout
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# Since Godot 4 doesn't support 'await' racing easily without helper,
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# we'll just wait for the signal but ensure movement manager emits it.
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# safer approach: check if is_moving goes false
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# Safety timeout to prevent infinite loop
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var max_wait_time = 2.0
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var elapsed = 0.0
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@@ -435,6 +427,37 @@ func _try_move() -> bool:
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return false
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func _try_unstuck_move() -> bool:
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"""Randomly move to ANY adjacent valid tile to escape sticky situations."""
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var neighbors = enhanced_gridmap.get_neighbors(actor.current_position, 0)
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neighbors.shuffle() # Randomize to avoid oscillating
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for n in neighbors:
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if not n.is_walkable: continue
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var cell = Vector3i(n.position.x, 0, n.position.y) # Check Floor 0
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var item = enhanced_gridmap.get_cell_item(cell)
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# Ensure we don't walk into a wall (Item 4) or Void (-1)
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# Obstacles should be checked by is_walkable but let's be sure
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if item == 4 or item == -1: continue
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# Attempt move
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if actor.movement_manager.simple_move_to(n.position):
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_is_processing_action = true
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_current_action = "moving_unstuck"
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print("[BotController] Unstuck move to %s" % n.position)
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# Wait for move
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await _wait_with_variance(action_delay)
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if not is_instance_valid(self): return true
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_is_processing_action = false
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_current_action = "idle"
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return true
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print("[BotController] %s is TRULY stuck! No valid neighbors." % actor.name)
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return false
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# =============================================================================
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# Put Tiles Back
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# =============================================================================
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@@ -77,6 +77,27 @@ func simple_move_to(grid_position: Vector2i) -> bool:
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if (cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items) and not is_wall_passable:
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return false
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# PHYSICS CHECK: Ensure no static obstacles (like Stands) are blocking the path
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# GridMap logic handles cells, but Objects/Bodies might be placed on top (like StaticTektonStand)
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var space_state = player.get_world_3d().direct_space_state
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# RAYCAST HEIGHT: 0.3 (Center of the 0.6m tall stand)
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# Check from CENTER using +0.5
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var from = Vector3(player.current_position.x + 0.5, 0.3, player.current_position.y + 0.5)
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var to = Vector3(grid_position.x + 0.5, 0.3, grid_position.y + 0.5)
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# Check center of target tile
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var query = PhysicsRayQueryParameters3D.create(from, to)
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query.collide_with_areas = false
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query.collide_with_bodies = true
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# query.collision_mask = 1 # Default mask usually covers static bodies
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var result = space_state.intersect_ray(query)
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if result:
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# If we hit something static that isn't ourselves
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if result.collider != player:
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print("Movement Blocked by Physics Body: ", result.collider.name)
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return false
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if player.is_position_occupied(grid_position):
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var push_dir = grid_position - player.current_position
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if not try_push(grid_position, push_dir):
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@@ -20,38 +20,109 @@ func calculate_spawn_points(count: int, gridmap: Node) -> Array:
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"""
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if count <= 0 or not gridmap: return []
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print("[StaticTektonManager] Calculating %d static tekton positions..." % count)
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print("[StaticTektonManager] Calculating static tekton positions (Fixed 5-Zone + Center)...")
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# 1. Define Zones
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# 1. Define Zones (3x3 Grid)
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var width = gridmap.columns
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var depth = gridmap.rows
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# Simple 3x3 grid partition
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var zone_w = width / 3
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var zone_d = depth / 3
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var all_zones = []
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var zones = []
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for z in range(3):
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for x in range(3):
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# Create Rect2i for each zone (x, y, w, h)
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var zone_rect = Rect2i(x * zone_w, z * zone_d, zone_w, zone_d)
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all_zones.append(zone_rect)
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zones.append(Rect2i(x * zone_w, z * zone_d, zone_w, zone_d))
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# 2. Select Zones (Random Distinct)
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all_zones.shuffle()
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var selected_zones = all_zones.slice(0, count)
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# 2. Select Fixed Targets: TL(0), TR(2), Center(4), BL(6), BR(8)
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# This ensures they are never adjacent (always separated by a middle zone)
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var target_indices = [0, 2, 6, 8, 4]
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# If count < 5, we prioritize corners then center
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# If count > 5, we only return 5 because that's the max safe non-adjacent set in 3x3
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var spawn_points = []
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# 3. Pick Point in each Selected Zone
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for i in range(selected_zones.size()):
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var zone = selected_zones[i]
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var pos = _pick_spot_in_zone(zone, gridmap)
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var iterations = min(count, target_indices.size())
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for i in range(iterations):
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var zone_idx = target_indices[i]
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var zone = zones[zone_idx]
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# Determine Position Type for Bias
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# 0:TL, 1:TR, 2:BL, 3:BR, 4:Center
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var pos_type = -1
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match zone_idx:
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0: pos_type = 0 # TL
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2: pos_type = 1 # TR
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6: pos_type = 2 # BL
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8: pos_type = 3 # BR
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4: pos_type = 4 # Center
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var pos = _pick_spot_in_zone_biased(zone, gridmap, pos_type)
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if pos != Vector2i(-1, -1):
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spawn_points.append(pos)
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return spawn_points
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func _pick_spot_in_zone_biased(zone: Rect2i, gridmap: Node, type: int) -> Vector2i:
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# type: 0=TL, 1=TR, 2=BL, 3=BR, 4=Center
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# ideal target relative to map
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var target = Vector2i.ZERO
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match type:
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0: target = Vector2i(0, 0)
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1: target = Vector2i(gridmap.columns, 0)
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2: target = Vector2i(0, gridmap.rows)
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3: target = Vector2i(gridmap.columns, gridmap.rows)
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4: target = Vector2i(gridmap.columns / 2, gridmap.rows / 2)
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# Clamp target to be inside valid area (taking 3x3 margin into account)
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# Center of 3x3 must be at least 1 tile from edge
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var min_x = max(1, zone.position.x + 1)
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var max_x = min(gridmap.columns - 2, zone.position.x + zone.size.x - 2)
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var min_y = max(1, zone.position.y + 1)
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var max_y = min(gridmap.rows - 2, zone.position.y + zone.size.y - 2)
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if min_x > max_x or min_y > max_y:
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return Vector2i(-1, -1)
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var clamped_target = Vector2i(
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clamp(target.x, min_x, max_x),
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clamp(target.y, min_y, max_y)
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)
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# BFS to find nearest valid 3x3 spot to clamped_target
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var queue = [clamped_target]
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var visited = {clamped_target: true}
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# Limit search to avoid hanging
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var checks = 0
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while not queue.is_empty() and checks < 200:
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var current = queue.pop_front()
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checks += 1
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if _is_valid_3x3(current, gridmap):
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return current
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var neighbors = [
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Vector2i(0, 1), Vector2i(0, -1), Vector2i(1, 0), Vector2i(-1, 0)
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]
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for n in neighbors:
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var next = current + n
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if next.x >= min_x and next.x <= max_x and next.y >= min_y and next.y <= max_y:
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if not visited.has(next):
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visited[next] = true
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queue.append(next)
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return Vector2i(-1, -1)
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func _is_valid_3x3(center: Vector2i, gridmap: Node) -> bool:
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for dx in range(-1, 2):
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for dy in range(-1, 2):
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var check_pos = Vector3i(center.x + dx, 0, center.y + dy)
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if gridmap.get_cell_item(check_pos) == -1:
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return false
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return true
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func _pick_spot_in_zone(zone: Rect2i, gridmap: Node) -> Vector2i:
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# Find a valid 3x3 spot in the zone
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# The returned position is the CENTER of the 3x3 area
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@@ -0,0 +1,76 @@
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extends StaticBody3D
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@onready var mesh_instance: MeshInstance3D = $MeshInstance3D
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# Sync the chosen shape so all clients see the same one
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@export var shape_index: int = -1:
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set(value):
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shape_index = value
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if is_inside_tree():
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_update_mesh_from_index()
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func _ready():
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if multiplayer.is_server():
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# Only randomize if not already set (Main.gd sets it now)
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if shape_index == -1:
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shape_index = randi() % 4
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_update_mesh_from_index()
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else:
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# Client side:
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if shape_index != -1:
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_update_mesh_from_index()
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else:
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# If we spawned but data hasn't arrived (unlikely with spawn=true but possible),
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# we wait. The setter will trigger update when data arrives.
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# But just in case, we can try to request it or use a default
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pass
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func _update_mesh_from_index():
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if not mesh_instance: return
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var shapes = [
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_create_cylinder(),
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_create_box(),
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_create_prism(),
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_create_sphere()
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]
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var idx = shape_index % shapes.size()
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var selected_mesh = shapes[idx]
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# Apply Material
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var mat = StandardMaterial3D.new()
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mat.albedo_color = Color(0.2, 0.2, 0.25)
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mat.metallic = 0.5
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mat.roughness = 0.5
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selected_mesh.material = mat
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mesh_instance.mesh = selected_mesh
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# Deprecated: _randomize_shape (Logic moved to server init and sync)
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# func _randomize_shape(): ...
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func _create_cylinder() -> CylinderMesh:
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var mesh = CylinderMesh.new()
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mesh.top_radius = 1.4
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mesh.bottom_radius = 1.4
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mesh.height = 0.6
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return mesh
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func _create_box() -> BoxMesh:
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var mesh = BoxMesh.new()
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mesh.size = Vector3(3.2, 0.6, 3.2)
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return mesh
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func _create_prism() -> PrismMesh:
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var mesh = PrismMesh.new()
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mesh.size = Vector3(3.2, 0.6, 3.2)
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return mesh
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func _create_sphere() -> SphereMesh:
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# A flattened sphere acting like a dome stand
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var mesh = SphereMesh.new()
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mesh.radius = 1.4
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mesh.height = 1.0 # Flattened
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mesh.is_hemisphere = true
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return mesh
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@@ -0,0 +1 @@
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uid://dny2mjwk1vo0u
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@@ -48,8 +48,33 @@ func move_to(target_pos: Vector2i):
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if is_moving or is_carried or is_thrown: return
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# Validate
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# Validate Grid
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if not enhanced_gridmap.is_position_valid(target_pos):
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return
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# Validate Physics (Block on Stands)
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var space_state = get_world_3d().direct_space_state
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# Tekton is slightly offset, so query center of its current and target tiles
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# Just checking TARGET center is usually enough to stop entering a blocked tile
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# RAY HEIGHT: 0.3 to hit the 0.6m tall stand
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var from = Vector3(target_pos.x + 0.5, 0.3, target_pos.y + 0.5) + Vector3.UP * 5.0
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var to = Vector3(target_pos.x + 0.5, 0.3, target_pos.y + 0.5) + Vector3.DOWN * 5.0
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# Raycast VERTICALLY at target to see if it's occupied by a Stand
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# Actually, vertical ray from high up is fine IF it goes low enough.
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# But let's check intersection at body height to be sure.
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from = Vector3(target_pos.x + 0.5, 5.0, target_pos.y + 0.5)
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to = Vector3(target_pos.x + 0.5, 0.1, target_pos.y + 0.5) # Go almost to floor
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var query = PhysicsRayQueryParameters3D.create(from, to)
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query.collide_with_areas = false
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query.collide_with_bodies = true
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var result = space_state.intersect_ray(query)
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if result:
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# If we hit a StaticTektonStand (or any other static blocking body)
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if result.collider != self:
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# print("Tekton movement blocked by: ", result.collider.name)
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return
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is_moving = true
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