test
This commit is contained in:
+263
-63
@@ -18,7 +18,6 @@ var is_player_moving: bool = false
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var has_performed_action: bool = false # Track if grab/put action has been done
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# Player Rotation Config
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# Add these variables for rotation
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var target_rotation: float = 0.0
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var rotation_speed: float = 10.0 # Adjust this to control rotation speed
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@@ -37,6 +36,8 @@ var rotation_speed: float = 10.0 # Adjust this to control rotation speed
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@export var has_moved_this_turn = false
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@onready var main_scene = get_tree().current_scene
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var highlighted_cells = []
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func _ready():
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name = str(get_multiplayer_authority())
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$Name.text = str(name)
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@@ -58,7 +59,9 @@ func _ready():
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current_position = find_valid_starting_position()
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update_player_position(current_position)
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set_process_unhandled_input(is_multiplayer_authority())
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# Only set up input processing if this is not a bot
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if not is_in_group("Bots"):
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set_process_unhandled_input(is_multiplayer_authority())
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# Initialize random goals
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initialize_random_goals()
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@@ -67,6 +70,57 @@ func _ready():
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playerboard.resize(25)
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playerboard.fill(-1)
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func _physics_process(_delta):
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if is_multiplayer_authority():
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rpc("remote_set_position", global_position)
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func _process(_delta):
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# Skip processing for bots
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if is_in_group("Bots"):
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return
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if is_multiplayer_authority():
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if Input.is_action_just_pressed("grab_item"):
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if grab_item():
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rpc("display_message", "Item grabbed!")
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elif Input.is_action_just_pressed("put_item"):
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if put_item():
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rpc("display_message", "Item placed!")
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func _unhandled_input(event):
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# First check if this is a bot
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if is_in_group("Bots"):
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return
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var main = get_node("/root/Main")
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if not is_multiplayer_authority() or (main.turn_based_mode and (not is_my_turn or is_player_moving)):
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return
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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var camera = get_viewport().get_camera_3d()
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var from = camera.project_ray_origin(event.position)
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var to = from + camera.project_ray_normal(event.position) * 1000
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var click_position = raycast_to_grid(from, to)
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if click_position != Vector2i(-1, -1):
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handle_grid_click(click_position)
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func handle_grid_click(grid_position: Vector2i):
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var main = get_node("/root/Main")
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match main.current_action_state:
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main.ActionState.MOVING:
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if grid_position in highlighted_cells:
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move_player_to_clicked_position(grid_position)
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main.ActionState.GRABBING:
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if grid_position in highlighted_cells:
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grab_item_at_position(grid_position)
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main.ActionState.PUTTING:
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if grid_position in highlighted_cells:
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put_item_at_position(grid_position)
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main.ActionState.RANDOMIZING:
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if grid_position in highlighted_cells:
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randomize_item_at_position(grid_position)
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func find_valid_starting_position() -> Vector2i:
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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@@ -96,7 +150,6 @@ func find_random_valid_position_in_range() -> Vector2i:
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var range_x = min(enhanced_gridmap.columns - 1, movement_range)
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var range_y = min(enhanced_gridmap.rows - 1, movement_range)
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# Generate position within movement range of current position
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var offset_x = rng.randi_range(-range_x, range_x)
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var offset_y = rng.randi_range(-range_y, range_y)
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@@ -105,7 +158,6 @@ func find_random_valid_position_in_range() -> Vector2i:
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clamp(current_position.y + offset_y, 0, enhanced_gridmap.rows - 1)
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)
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# Check if the position is within movement range
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if not is_within_movement_range(random_position):
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attempts += 1
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continue
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@@ -119,34 +171,6 @@ func find_random_valid_position_in_range() -> Vector2i:
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return current_position
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func _physics_process(_delta):
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if is_multiplayer_authority():
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rpc("remote_set_position", global_position)
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# Add this to your _process function if you don't have one
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func _process(delta):
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if is_multiplayer_authority():
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if Input.is_action_just_pressed("grab_item"): # Define this input in project settings
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if grab_item():
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rpc("display_message", "Item grabbed!")
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elif Input.is_action_just_pressed("put_item"): # Define this input in project settings
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if put_item():
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rpc("display_message", "Item placed!")
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func _unhandled_input(event):
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var main = get_node("/root/Main")
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if not is_multiplayer_authority() or (main.turn_based_mode and (not is_my_turn or is_player_moving)):
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return
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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var camera = get_viewport().get_camera_3d()
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var from = camera.project_ray_origin(event.position)
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var to = from + camera.project_ray_normal(event.position) * 1000
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var click_position = raycast_to_grid(from, to)
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if click_position != Vector2i(-1, -1):
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move_player_to_clicked_position(click_position)
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func raycast_to_grid(from: Vector3, to: Vector3) -> Vector2i:
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var plane = Plane(Vector3.UP, cell_offset.y)
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var intersection = plane.intersects_ray(from, to - from)
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@@ -176,44 +200,24 @@ func is_within_movement_range(target_position: Vector2i) -> bool:
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abs(target_position.y - current_position.y)
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return distance <= movement_range
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#func move_player_to_clicked_position(grid_position: Vector2i):
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#if not is_multiplayer_authority():
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#return
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#
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#if is_player_moving:
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#return
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#
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## Check if the movement is within range
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#if not is_within_movement_range(grid_position):
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#print("Movement out of range")
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#return
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#
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#var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
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#
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#if cell_item in enhanced_gridmap.non_walkable_items:
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#print("Cannot move to non-walkable cell")
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#return
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#
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#var path = enhanced_gridmap.find_path(Vector2(current_position), Vector2(grid_position))
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#
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#if path.size() > 1:
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#path.pop_front()
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#rpc("start_movement_along_path", path)
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#else:
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#print("No valid path found")
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func move_player_to_clicked_position(grid_position: Vector2i):
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if not is_multiplayer_authority():
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return
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if is_player_moving:
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return
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var main = get_node("/root/Main")
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# Check if player has performed grab/put action
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if not has_performed_action and current_position != grid_position:
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rpc("display_message", "Must grab or place item before moving!")
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# Check if we're in the correct action state
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if main.current_action_state != main.ActionState.MOVING:
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return
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# Validate the clicked position is highlighted
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if not grid_position in highlighted_cells:
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return
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# Check if movement is valid
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if not is_within_movement_range(grid_position):
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print("Movement out of range")
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return
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@@ -231,6 +235,7 @@ func move_player_to_clicked_position(grid_position: Vector2i):
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if path.size() > 1:
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path.pop_front()
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rpc("start_movement_along_path", path)
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clear_highlights() # Clear highlights after movement starts
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else:
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print("No valid path found")
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@@ -248,15 +253,18 @@ func start_movement_along_path(path: Array):
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tween.tween_callback(func():
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current_position = Vector2i(path[-1].x, path[-1].y)
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is_player_moving = false
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has_performed_action = false # Reset the action flag after movement
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enhanced_gridmap.clear_path_visualization()
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has_moved_this_turn = true
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var main = get_node("/root/Main")
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# Reset the action state
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main.set_action_state(main.ActionState.NONE)
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if main.turn_based_mode:
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end_turn()
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_after_action_completed()
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)
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func move_bot_along_path(path: Array, bot_id: int):
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if not is_multiplayer_authority():
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return
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@@ -315,6 +323,7 @@ func start_turn():
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is_my_turn = true
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if is_multiplayer_authority():
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rpc("display_message", "It's your turn!")
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_after_action_completed()
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func end_turn():
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is_my_turn = false
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@@ -367,8 +376,37 @@ func grab_item() -> bool:
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rpc("sync_playerboard", playerboard)
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has_performed_action = true # Set action flag
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_after_action_completed()
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return true
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func grab_item_at_position(grid_position: Vector2i) -> bool:
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var main = get_node("/root/Main")
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if main.current_action_state != main.ActionState.GRABBING:
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return false
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var cell = Vector3i(grid_position.x, 1, grid_position.y)
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var item = enhanced_gridmap.get_cell_item(cell)
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if item == -1:
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return false
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var empty_slot = playerboard.find(-1)
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if empty_slot == -1:
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return false
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playerboard[empty_slot] = item
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enhanced_gridmap.set_cell_item(cell, -1)
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if is_multiplayer_authority():
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rpc("sync_playerboard", playerboard)
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has_performed_action = true
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clear_highlights()
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main.set_action_state(main.ActionState.MOVING) # Automatically switch to movement state
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_after_action_completed()
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return true
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func put_item() -> bool:
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if not enhanced_gridmap:
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return false
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@@ -397,6 +435,63 @@ func put_item() -> bool:
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rpc("sync_playerboard", playerboard)
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has_performed_action = true # Set action flag
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_after_action_completed()
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return true
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func put_item_at_position(grid_position: Vector2i) -> bool:
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var main = get_node("/root/Main")
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if main.current_action_state != main.ActionState.PUTTING:
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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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var item_to_put = -1
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var item_index = -1
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for goal in goals:
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var index = playerboard.find(goal)
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if index != -1:
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item_to_put = goal
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item_index = index
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break
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if item_to_put == -1:
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return false
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enhanced_gridmap.set_cell_item(cell, item_to_put)
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playerboard[item_index] = -1
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if is_multiplayer_authority():
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rpc("sync_playerboard", playerboard)
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has_performed_action = true
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clear_highlights()
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main.set_action_state(main.ActionState.MOVING) # Automatically switch to movement state
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_after_action_completed()
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return true
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func randomize_item_at_position(grid_position: Vector2i) -> bool:
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var main = get_node("/root/Main")
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if main.current_action_state != main.ActionState.RANDOMIZING:
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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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var rng = RandomNumberGenerator.new()
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rng.randomize()
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# Assuming items are numbered 1-10
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var random_item = rng.randi_range(7, 10)
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enhanced_gridmap.set_cell_item(cell, random_item)
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has_performed_action = true
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clear_highlights()
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main.set_action_state(main.ActionState.MOVING) # Automatically switch to movement state
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_after_action_completed()
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return true
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@rpc("any_peer", "call_local")
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@@ -406,6 +501,7 @@ func sync_goals(new_goals: Array):
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@rpc("any_peer", "call_local")
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func sync_playerboard(new_playerboard: Array):
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playerboard = new_playerboard
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_after_action_completed()
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func rotate_towards_target(target_pos: Vector2i):
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var direction = Vector2(
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@@ -418,3 +514,107 @@ func rotate_towards_target(target_pos: Vector2i):
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# Create a tween for smooth rotation
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var tween = create_tween()
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tween.tween_property(self, "rotation:y", target_rotation, 0.2)
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func _after_action_completed():
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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var main = get_node("/root/Main")
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main.update_button_states()
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main.update_playerboard_ui()
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func has_item_at_current_position() -> bool:
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var current_cell = Vector3i(current_position.x, 1, current_position.y)
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return enhanced_gridmap.get_cell_item(current_cell) != -1
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func has_items_in_playerboard() -> bool:
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return playerboard.any(func(item): return item != -1)
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func highlight_movement_range():
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var cells_to_highlight = []
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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 test_pos = Vector2i(x, z)
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if is_within_movement_range(test_pos):
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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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cells_to_highlight.append(test_pos)
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for cell in cells_to_highlight:
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highlighted_cells.append(cell)
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# Store original item for restoration
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var original_item = enhanced_gridmap.get_cell_item(Vector3i(cell.x, 0, cell.y))
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enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.hover_item)
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func highlight_adjacent_cells():
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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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if enhanced_gridmap.get_cell_item(Vector3i(cell_pos.x, 1, cell_pos.y)) != -1:
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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), enhanced_gridmap.hover_item)
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func highlight_empty_adjacent_cells():
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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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if enhanced_gridmap.get_cell_item(Vector3i(cell_pos.x, 1, cell_pos.y)) == -1:
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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), enhanced_gridmap.hover_item)
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func highlight_random_valid_cells():
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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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# Highlight random subset of valid cells
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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 clear_highlights():
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for cell in highlighted_cells:
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# Reset to normal item
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enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.normal_items[0])
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highlighted_cells.clear()
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func arrange_playerboard_item(slot_index: int):
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if playerboard[slot_index] == -1:
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return
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# Store the selected slot for arrangement
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var temp_item = playerboard[slot_index]
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playerboard[slot_index] = -1
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# Wait for second click to complete arrangement
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await get_tree().create_timer(0.1).timeout
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var target_slot = await wait_for_playerboard_click()
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if target_slot != -1:
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var swap_item = playerboard[target_slot]
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playerboard[target_slot] = temp_item
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playerboard[slot_index] = swap_item
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if multiplayer.is_server():
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rpc("sync_playerboard", playerboard)
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func wait_for_playerboard_click() -> int:
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var main = get_node("/root/Main")
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while true:
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var event = await main.playerboard_ui.gui_input
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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var local_pos = main.playerboard_ui.get_local_mouse_position()
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for i in range(25):
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var slot = main.playerboard_ui.get_child(i)
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if slot.get_global_rect().has_point(event.global_position):
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return i
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return -1
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Reference in New Issue
Block a user