mekton boss npc uses static tekton mesh w/ emission color cycling; updated bot ghost check
This commit is contained in:
@@ -1,77 +1,16 @@
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[gd_scene format=3 uid="uid://ddy2r7xto80gq"]
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[gd_scene load_steps=3 format=3 uid="uid://ddy2r7xto80gq"]
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[ext_resource type="Script" uid="uid://du7cne5070ia0" path="res://scripts/controllers/candy_survival_npc_controller.gd" id="1_canon"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_base"]
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albedo_color = Color(0.15, 0.15, 0.2, 1)
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metallic = 0.8
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roughness = 0.2
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[sub_resource type="CylinderMesh" id="CylinderMesh_base"]
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material = SubResource("StandardMaterial3D_base")
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top_radius = 0.8
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bottom_radius = 1.2
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height = 0.5
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_tank"]
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albedo_color = Color(1, 0.4, 0.8, 1)
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metallic = 0.2
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roughness = 0.1
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emission_enabled = true
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emission = Color(1, 0.4, 0.8, 1)
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emission_energy_multiplier = 2.0
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[sub_resource type="SphereMesh" id="SphereMesh_tank"]
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material = SubResource("StandardMaterial3D_tank")
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radius = 0.9
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height = 1.8
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pipe"]
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albedo_color = Color(0.7, 0.7, 0.8, 1)
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metallic = 1.0
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roughness = 0.2
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[sub_resource type="CylinderMesh" id="CylinderMesh_pipe"]
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material = SubResource("StandardMaterial3D_pipe")
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top_radius = 0.25
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bottom_radius = 0.4
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height = 1.5
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[sub_resource type="TorusMesh" id="TorusMesh_ring"]
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material = SubResource("StandardMaterial3D_pipe")
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inner_radius = 0.95
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outer_radius = 1.15
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rings = 32
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[ext_resource type="PackedScene" uid="uid://df7h7y7y7y7y7" path="res://scenes/static_tekton_mesh.tscn" id="2_tekton"]
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[node name="CandySurvivalNPC" type="Node3D" unique_id=1515964905]
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script = ExtResource("1_canon")
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[node name="Base" type="MeshInstance3D" parent="." unique_id=867716100]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.25, 0)
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mesh = SubResource("CylinderMesh_base")
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[node name="Tank" type="MeshInstance3D" parent="." unique_id=2051786234]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.4, 0)
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mesh = SubResource("SphereMesh_tank")
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[node name="Pipe" type="MeshInstance3D" parent="." unique_id=491265631]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.7, 0)
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mesh = SubResource("CylinderMesh_pipe")
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[node name="Ring1" type="MeshInstance3D" parent="." unique_id=1607309179]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.4, 0)
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mesh = SubResource("TorusMesh_ring")
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[node name="Ring2" type="MeshInstance3D" parent="." unique_id=850923213]
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transform = Transform3D(0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 0, 0, 1, 0, 1.4, 0)
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mesh = SubResource("TorusMesh_ring")
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[node name="Ring3" type="MeshInstance3D" parent="." unique_id=677024967]
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transform = Transform3D(0.707107, -0.707107, 0, 0.707107, 0.707107, 0, 0, 0, 1, 0, 1.4, 0)
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mesh = SubResource("TorusMesh_ring")
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[node name="MektonMesh" parent="." unique_id=1698719440 instance=ExtResource("2_tekton")]
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transform = Transform3D(-0.5, 0, -4.37114e-08, 0, 0.5, 0, 4.37114e-08, 0, -0.5, 0, 0, 0)
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[node name="OmniLight3D" type="OmniLight3D" parent="." unique_id=1751121483]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.8, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3.0, 0)
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light_color = Color(1, 0.4, 0.8, 1)
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light_energy = 3.0
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omni_range = 8.0
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omni_range = 8.0
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@@ -215,6 +215,21 @@ func _run_ai_tick():
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print("[BotController] Action Taken: Ghost (trapped)")
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return
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# Priority 0.7: Candy Survival — Deliver candies to Mekton NPC
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if strategic_planner and strategic_planner.is_candy_survival_mode():
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var gm = strategic_planner._get_candy_survival_manager()
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if gm and gm.is_active:
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var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
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var held_color = gm.player_candy_color.get(pid, -1)
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if held_color != -1 and gm.player_candies.get(pid, 0) > 0:
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if held_color == gm.current_face:
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# Face matches! Run to the NPC Center!
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var path = strategic_planner.find_path(actor.current_position, Vector2i(8, 8))
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if path.size() > 0:
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_execute_move(path[0])
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print("[BotController] Action Taken: Delivering candies to Mekton!")
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return
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# Priority 1: Tekton Management (Grab Tekton if full boost, or spawn if carrying)
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# Spawning while carrying is high priority; Hunting is medium priority.
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if await _try_tekton_action():
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@@ -266,21 +281,24 @@ func _run_ai_tick():
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func _try_activate_ghost() -> bool:
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"""Activate Ghost powerup when the planner reports imminent danger.
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Uses the existing SpecialTilesManager to activate the held ghost powerup.
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Uses CandySurvivalManager to activate the native ghost charges.
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Returns true if activation was triggered."""
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if not strategic_planner or not strategic_planner.is_candy_survival_mode():
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return false
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if not strategic_planner.should_activate_ghost_now():
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return false
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var stm = actor.get_node_or_null("SpecialTilesManager")
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if not stm:
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var gm = strategic_planner._get_candy_survival_manager()
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if not gm or not gm.is_active:
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return false
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if stm.has_method("activate_effect"):
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stm.activate_effect(stm.SpecialEffect.INVISIBLE_MODE)
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print("[BotController] %s activated Ghost powerup (trapped)" % actor.name)
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return true
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return false
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var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
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if multiplayer.is_server():
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gm.try_activate_ghost(pid)
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else:
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gm.rpc_id(1, "try_activate_ghost", pid)
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return true
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func _on_step_onto_unsafe() -> bool:
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"""Refuse to step onto a sticky/telegraphed cell and re-plan. Returns true
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if the bot had to abort the planned move."""
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@@ -62,16 +62,16 @@ func _get_candy_survival_manager() -> Node:
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return null
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func _bot_has_ghost_powerup() -> bool:
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"""Check if the bot has a ghost powerup in its SpecialTilesManager inventory."""
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var stm = actor.get_node_or_null("SpecialTilesManager")
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if not stm:
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"""Check if the bot has native ghost charges in CandySurvivalManager."""
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var gm = _get_candy_survival_manager()
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if not gm:
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return false
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return stm.inventory.get(stm.SpecialEffect.INVISIBLE_MODE, false)
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var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
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return gm.player_ghosts.get(pid, 0) > 0
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func _is_bot_ghost_active() -> bool:
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"""Check if the bot is currently in ghost (invisible) mode."""
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return actor.get("is_invisible") == true
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func _is_overlay_unsafe(pos: Vector2i) -> bool:
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"""True if the cell carries a sticky or telegraphed overlay on layer 2."""
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if not enhanced_gridmap:
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@@ -1,139 +1,57 @@
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extends Node3D
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class_name CandySurvivalNPCController
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@export var is_static_turret: bool = true
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@onready var ring1 = $Ring1 if has_node("Ring1") else null
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@onready var ring2 = $Ring2 if has_node("Ring2") else null
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@onready var ring3 = $Ring3 if has_node("Ring3") else null
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@onready var tank = $Tank if has_node("Tank") else null
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@onready var mekton_mesh = $MektonMesh
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var face_material: StandardMaterial3D
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func _ready() -> void:
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_apply_outline_recursive(self)
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# Setup unique material for the body to change colors
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if mekton_mesh:
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var skeleton = mekton_mesh.get_node_or_null("Throwing Tiles/Skeleton3D")
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if skeleton:
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var body = skeleton.get_node_or_null("ted_body")
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if body and body is MeshInstance3D:
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var mat = body.get_surface_override_material(0)
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if not mat:
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if body.mesh:
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mat = body.mesh.surface_get_material(0)
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if mat:
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face_material = mat.duplicate()
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else:
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face_material = StandardMaterial3D.new()
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face_material.emission_enabled = true
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face_material.emission_energy_multiplier = 2.0
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body.set_surface_override_material(0, face_material)
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func _apply_outline_recursive(node: Node) -> void:
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if node is MeshInstance3D and node.mesh:
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# Some procedural meshes might not have get_surface_count or it might be 1.
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# If the mesh has material_override, apply outline to that
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if node.material_override and node.material_override is StandardMaterial3D:
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var mat = node.material_override
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if not mat.next_pass:
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var outline_mat = ShaderMaterial.new()
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outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
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mat.next_pass = outline_mat
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else:
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for i in range(node.mesh.get_surface_count()):
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var mat = node.get_active_material(i)
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if mat:
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if not mat.next_pass:
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var unique_mat = mat.duplicate()
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var outline_mat = ShaderMaterial.new()
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outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
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unique_mat.next_pass = outline_mat
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node.set_surface_override_material(i, unique_mat)
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if node is GPUParticles3D and node.draw_pass_1 and node.draw_pass_1.material:
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var mat = node.draw_pass_1.material
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if not mat.next_pass:
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var outline_mat = ShaderMaterial.new()
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outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
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mat.next_pass = outline_mat
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for child in node.get_children():
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_apply_outline_recursive(child)
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func _process(delta: float) -> void:
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if ring1: ring1.rotate_y(delta * 1.5)
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if ring2: ring2.rotate_x(delta * -1.0)
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if ring3: ring3.rotate_z(delta * 1.2)
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if tank and tank.mesh and tank.mesh.material:
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var mat = tank.mesh.material as StandardMaterial3D
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if mat:
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# Gentle pulse of the candy tank
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var pulse = (sin(Time.get_ticks_msec() / 300.0) + 1.0) * 0.5
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mat.emission_energy_multiplier = 1.0 + (pulse * 2.0)
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@rpc("authority", "call_local", "reliable")
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func set_face_color_rpc(color_index: int) -> void:
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if not face_material: return
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# enum CandyColor { HEART=0, DIAMOND=1, STAR=2, COIN=3 }
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var c = Color.WHITE
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match color_index:
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0: c = Color(1.0, 0.2, 0.2) # HEART (Red)
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1: c = Color(0.2, 0.4, 1.0) # DIAMOND (Blue)
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2: c = Color(1.0, 0.9, 0.2) # STAR (Yellow)
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3: c = Color(1.0, 0.6, 0.0) # COIN (Orange/Gold)
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face_material.albedo_color = c
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face_material.emission = c
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# Also tint the OmniLight if we have one
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var light = $OmniLight3D
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if light:
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light.light_color = c
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@rpc("authority", "call_local", "reliable")
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func play_animation_rpc(anim_name: String) -> void:
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# Stub for future model animations
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pass
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func spawn_projectile(target_world_pos: Vector3, duration: float) -> void:
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var projectile = MeshInstance3D.new()
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var sphere = SphereMesh.new()
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sphere.radius = 0.3
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sphere.height = 0.6
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projectile.mesh = sphere
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var mat = StandardMaterial3D.new()
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mat.albedo_color = Color(1.0, 0.4, 0.8) # Candy pink for Candy Survival
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mat.emission_enabled = true
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mat.emission = Color(1.0, 0.4, 0.8)
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mat.emission_energy_multiplier = 3.0
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projectile.material_override = mat
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projectile.top_level = true
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add_child(projectile)
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# Start projectile slightly above the cannon center
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projectile.global_position = global_position + Vector3(0, 3.0, 0)
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var tween = create_tween()
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if not tween:
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projectile.queue_free()
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return
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# VFX trail
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var particles = GPUParticles3D.new()
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var pmat = ParticleProcessMaterial.new()
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pmat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
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pmat.emission_sphere_radius = 0.3
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pmat.gravity = Vector3(0, 0, 0)
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pmat.scale_min = 0.1
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pmat.scale_max = 0.3
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particles.process_material = pmat
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var pmesh = SphereMesh.new()
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pmesh.radius = 0.1
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pmesh.height = 0.2
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var spatial_mat = StandardMaterial3D.new()
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spatial_mat.albedo_color = Color(1.0, 0.6, 0.9)
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spatial_mat.emission_enabled = true
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spatial_mat.emission = Color(1.0, 0.6, 0.9)
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pmesh.material = spatial_mat
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particles.draw_pass_1 = pmesh
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particles.amount = 16
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particles.lifetime = 0.4
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projectile.add_child(particles)
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_apply_outline_recursive(projectile)
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tween.set_parallel(true)
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tween.tween_property(projectile, "global_position:x", target_world_pos.x, duration).set_trans(Tween.TRANS_LINEAR)
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tween.tween_property(projectile, "global_position:z", target_world_pos.z, duration).set_trans(Tween.TRANS_LINEAR)
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var mid_y = max(global_position.y, target_world_pos.y) + 4.0
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var tween_y = create_tween()
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# Important: Make sure both halves of the y-tween together equal `duration`
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tween_y.tween_property(projectile, "global_position:y", mid_y, duration / 2.0).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
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tween_y.tween_property(projectile, "global_position:y", target_world_pos.y, duration / 2.0).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
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# Add some spin to the projectile
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var spin_tween = create_tween()
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spin_tween.set_loops()
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spin_tween.tween_property(projectile, "rotation", Vector3(PI*2, PI*2, PI*2), 0.5).as_relative()
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# We need to wait for the X/Z tween to finish, but since it's parallel we can just use a separate timer or tween
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# to kill the projectile exactly when duration is reached, ensuring it doesn't get killed early by X/Z finishing 1 frame earlier than Y
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get_tree().create_timer(duration).timeout.connect(func():
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if is_instance_valid(spin_tween):
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spin_tween.kill()
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if is_instance_valid(projectile):
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projectile.queue_free()
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)
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if mekton_mesh:
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var anim = mekton_mesh.get_node_or_null("AnimationPlayer")
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if anim and anim.has_animation(anim_name):
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anim.play(anim_name)
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func can_rpc() -> bool:
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if not multiplayer.has_multiplayer_peer(): return false
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return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
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if not multiplayer.has_multiplayer_peer(): return false
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return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
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@@ -171,6 +171,11 @@ func _process(delta: float) -> void:
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if face_timer >= COLOR_CYCLE_TIME:
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face_timer = 0.0
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current_face = CandyColor.values()[(current_face + 1) % CandyColor.size()]
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# Sync color to the Mekton NPC
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if mekton_node and mekton_node.has_method("set_face_color_rpc"):
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mekton_node.rpc("set_face_color_rpc", current_face)
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# Sugar Rush timers
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var any_rush = false
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@@ -256,7 +261,11 @@ func get_multiplier(pid: int) -> float:
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# ── Mekton Delivery ──
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@rpc("any_peer", "call_local", "reliable")
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func try_deliver(pid: int) -> bool:
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if not multiplayer.is_server():
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return false
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var color = player_candy_color.get(pid, -1)
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if color == -1 or player_candies.get(pid, 0) == 0:
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return false
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@@ -384,6 +393,8 @@ func _spawn_mekton_npc(center: Vector2i) -> Node:
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var npc = load(path).instantiate()
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npc.position = Vector3(center.x + 1, 0, center.y + 1)
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add_child(npc)
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if npc.has_method("set_face_color_rpc"):
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npc.set_face_color_rpc(current_face)
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return npc
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return null
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@@ -164,6 +164,15 @@ func simple_move_to(grid_position: Vector2i) -> bool:
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else:
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print("[Move] Failed: Blocked by Candy Survival Sticky cell at %s" % grid_position)
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return false
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|
||||
if gm and gm.is_active and gm.has_method("try_deliver"):
|
||||
var dist = abs(grid_position.x - 8) + abs(grid_position.y - 8)
|
||||
if dist <= 2:
|
||||
var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
|
||||
if multiplayer.is_server():
|
||||
gm.try_deliver(pid)
|
||||
else:
|
||||
gm.rpc_id(1, "try_deliver", pid)
|
||||
|
||||
rotate_towards_target(grid_position)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user