overhaul bot
This commit is contained in:
+82
-78
@@ -119,19 +119,28 @@ const AVAILABLE_CHARACTERS: Array[String] = ["Bob", "Masbro", "Gatot", "Oldpop"]
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func _ready():
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# Ensure name is set first (node name = authority ID for multiplayer identification)
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name = str(get_multiplayer_authority())
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# name = str(get_multiplayer_authority()) # CRITICAL FIX: Do NOT overwrite name. Bots have authority 1 but unique names (IDs).
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# Look up player's display name from LobbyManager
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var my_id = get_multiplayer_authority()
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for player_data in LobbyManager.get_players():
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if player_data.get("id") == my_id:
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display_name = player_data.get("name", "Player")
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break
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if is_bot or is_in_group("Bots"):
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# Bots get a unique name based on their Node Name (Bot ID)
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var bot_id = name.to_int()
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var bot_names = ["Bot", "Alpha", "Beta", "Gamma", "Delta"]
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var name_idx = (bot_id - 1) % bot_names.size()
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display_name = "%s %d" % ["Bot", bot_id]
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else:
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# Humans get name from Lobby
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for player_data in LobbyManager.get_players():
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if player_data.get("id") == my_id:
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display_name = player_data.get("name", "Player")
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break
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if display_name.is_empty():
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display_name = "Player %d" % my_id
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$Name.text = display_name
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# Sync name to other peers if this is our local player
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# Sync name to other peers if this is our local player or a bot we own
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if is_multiplayer_authority():
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rpc("sync_display_name", display_name)
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@@ -154,77 +163,58 @@ func _ready():
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# Initialize character selection from LobbyManager
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_setup_character()
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# Early setup for bots
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# Initialize playerboard for everyone
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playerboard.resize(25)
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playerboard.fill(-1)
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# =========================================================================
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# BOT-SPECIFIC SETUP - BotController handles bot AI, we just disable input
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# =========================================================================
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if is_bot == true or is_in_group("Bots"):
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# Initialize behavior tree for bots
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var behavior_tree = $BehaviorTree
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# Disable all input processing for bots immediately
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# Disable input processing for bots
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set_process_input(false)
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set_process_unhandled_input(false)
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set_process(false)
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set_physics_process(false)
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# Disable visual highlights for bots
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action_manager.highlighted_cells.clear()
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if behavior_tree:
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behavior_tree.enabled = is_multiplayer_authority()
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behavior_tree.actor = self
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rpc("sync_bot_status", true)
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## Initialize bot-specific components
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#if enhanced_gridmap:
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#current_position = find_valid_starting_position()
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#update_player_position(current_position)
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# Spawn point handler
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# Set initial position for bots
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if enhanced_gridmap:
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current_position = _find_random_spawn_position()
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update_player_position(current_position)
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spawn_point_selected = true
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# Notify others about bot spawn position
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rpc("notify_spawn_selected", current_position)
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if is_multiplayer_authority():
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rpc("notify_spawn_selected", current_position)
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else:
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# Human player initialization
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if enhanced_gridmap:
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enhanced_gridmap.initialize_astar()
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enhanced_gridmap.set_diagonal_movement(use_diagonal_movement)
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# Skip manual spawn selection if random spawn is enabled
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# Host will assign positions via RPC
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if not LobbyManager.get_randomize_spawn():
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# Request current spawn positions before highlighting
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request_spawn_positions_update()
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highlight_available_spawn_points()
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# Remove this line as goals are now managed by the host
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#append_random_goals()
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playerboard.resize(25)
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playerboard.fill(-1)
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return
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# Assign bot character (deterministic based on ID to match lobby preview)
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# Bot IDs start from 2 (host is 1)
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# Lobby slots are 0-indexed in UI loop, but bots fill empty slots.
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# Use name.to_int() because all bots have authority 1 (Server)
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var bot_id_val = name.to_int()
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var bot_characters = ["Bob", "Gatot", "Masbro", "Oldpop"]
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# Map bot ID to character index. Bot 2 -> Index 1. Bot 3 -> Index 2.
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# Formula: (bot_id - 1) % size
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var char_index = (bot_id_val - 1) % bot_characters.size()
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var bot_char_name = bot_characters[char_index]
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set_character(bot_char_name)
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if is_multiplayer_authority():
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rpc("sync_character", bot_char_name)
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# Sync bot status to network
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if is_multiplayer_authority():
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rpc("sync_bot_status", true)
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return # Bot initialization complete - BotController handles AI
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# Disable Beehave tree if this is not a bot
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if not is_bot and has_node("BehaviorTree"):
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$BehaviorTree.enabled = false
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# Rest of initialization (only for human players)
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# =========================================================================
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# HUMAN PLAYER SETUP
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# =========================================================================
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if enhanced_gridmap:
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enhanced_gridmap.initialize_astar()
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enhanced_gridmap.set_diagonal_movement(use_diagonal_movement)
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# Only set position if not using random spawn (host will assign via RPC)
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# AND not already assigned
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if not LobbyManager.get_randomize_spawn() and not spawn_point_selected:
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current_position = find_valid_starting_position()
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update_player_position(current_position)
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#append_random_goals()
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playerboard.resize(25)
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playerboard.fill(-1)
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# Ensure proper initial positioning (only if NOT using random spawn and not already positioned)
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# When random spawn is enabled, the host assigns positions via set_spawn_position RPC
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# Ensure proper initial positioning
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if not LobbyManager.get_randomize_spawn() and not spawn_point_selected:
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global_position = Vector3(
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current_position.x * cell_size.x + cell_size.x * 0.5,
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@@ -321,6 +311,11 @@ func sync_character(character_name: String) -> void:
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func _setup_character() -> void:
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"""Initialize character based on LobbyManager selection or defaults."""
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# Bots self-assign characters based on ID in _ready()
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# Skipping this for bots prevents race conditions or defaults overriding deterministic bot logic
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if is_bot or is_in_group("Bots"):
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return
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var character_name = "Masbro" # Default
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var player_authority_id = get_multiplayer_authority()
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@@ -505,6 +500,29 @@ func receive_spawn_positions_update(occupied_positions: Array):
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# Now highlight available positions
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highlight_available_spawn_points()
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@rpc("any_peer", "call_local", "reliable")
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func sync_playerboard(new_playerboard: Array):
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"""Sync playerboard data. Called by BotController or ActionManager."""
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playerboard = new_playerboard.duplicate()
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# Only update UI if this is the LOCAL HUMAN PLAYER
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# Bots managed by server (ID 1) might sync here, but we must NOT update UI for them
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var is_local = name == str(multiplayer.get_unique_id())
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var is_bot_check = is_bot or is_in_group("Bots")
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# DEBUG: Trace why UI updates might be happening
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# print("[sync_playerboard] Player: %s (ID: %s), LocalID: %s, IsLocal: %s, IsBot: %s" % [name, get_multiplayer_authority(), multiplayer.get_unique_id(), is_local, is_bot_check])
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if is_local and not is_bot_check:
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var main = get_tree().get_root().get_node_or_null("Main")
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if main and main.ui_manager:
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main.ui_manager.update_playerboard_ui()
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elif is_local and is_bot_check:
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# This is a Bot running on the server (which is also the host)
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# We must NOT update the Host's UI with the Bot's data
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pass
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@rpc("any_peer", "call_local")
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func sync_bot_status(is_bot_status: bool):
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is_bot = is_bot_status
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@@ -513,18 +531,11 @@ func sync_bot_status(is_bot_status: bool):
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set_process_input(false)
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set_process_unhandled_input(false)
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# Clear any existing highlights
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action_manager.highlighted_cells.clear()
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#clear_highlights()
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#clear_playerboard_highlights()
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# Clear any existing highlights (if action_manager is initialized)
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if action_manager:
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action_manager.highlighted_cells.clear()
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var behavior_tree = get_node_or_null("BehaviorTree")
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if behavior_tree:
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behavior_tree.enabled = is_multiplayer_authority()
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behavior_tree.actor = self
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if not is_multiplayer_authority():
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behavior_tree.set_physics_process(false)
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behavior_tree.set_process(false)
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# BotController already exists in scene and manages itself
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@rpc("any_peer", "call_local", "reliable")
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func sync_display_name(new_name: String) -> void:
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@@ -1259,13 +1270,6 @@ func sync_second_lap_goals(new_goals: Array):
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if race_manager:
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race_manager.second_lap_goals = new_goals.duplicate()
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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.duplicate()
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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.rpc("sync_playerboard", get_multiplayer_authority(), playerboard)
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action_manager.after_action_completed()
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func _after_action_completed():
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action_manager.after_action_completed()
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