feat: Introduce an EnhancedGridMap with advanced generation, randomization, pathfinding, and data serialization, along with new player, powerup, and portal managers.

This commit is contained in:
Yogi Wiguna
2026-03-04 17:40:10 +08:00
parent 8f03cc15c5
commit cd7881bc3f
12 changed files with 128 additions and 107 deletions
+26 -14
View File
@@ -377,20 +377,21 @@ func _execute_block_floor(target_pos: Vector2i = Vector2i.ZERO):
if _is_position_blocked_by_stand(pos): continue
var block_pos = Vector3i(pos.x, 0, pos.y)
var current_item = enhanced_gridmap.get_cell_item(block_pos)
var original_item = enhanced_gridmap.get_cell_item(block_pos)
# PROTECTED FLOOR CHECK: avoid overwriting Start (1), Safe (2), Finish (3), or Wall (4)
var is_immutable = false
if "immutable_items" in enhanced_gridmap:
if current_item in enhanced_gridmap.immutable_items:
if original_item in enhanced_gridmap.immutable_items:
is_immutable = true
if current_item == 4 or is_immutable: continue
if original_item in [1, 2, 3, 4] or is_immutable: continue
batch_data.append({"x": block_pos.x, "y": 0, "z": block_pos.z, "item": 4})
# Record for restoration
blocked_tiles.append({
"position": block_pos,
"original_item": current_item,
"original_item": original_item,
"timer": BLOCK_DURATION
})
@@ -415,7 +416,7 @@ func _execute_invisible_mode(target: Node3D):
# Helper: Spawn Powerups (For Super Push)
# =============================================================================
func spawn_powerups_around(center: Vector2i, force_powerups: bool = true):
func spawn_powerups_around(center: Vector2i, force_powerups: bool = true, only_common: bool = false, full_density: bool = false):
# "spawn / replace your nearby tiles into power up ( special tiles )"
# New PowerUp Tiles are 11, 12, 13, 14
var radius = 2
@@ -428,20 +429,31 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true):
if enhanced_gridmap.is_position_valid(pos):
# Random chance to spawn ANYTHING at this spot (keep density reasonable)
if rng.randf() > 0.5: continue
if not full_density and rng.randf() > 0.5: continue
# PROTECTED FLOOR CHECK: Don't spawn on existing walls or void
var f0 = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
var f1 = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 1, pos.y))
if f0 in [4, -1] or f1 == 4 or f1 == 13:
continue
var item_id: int
# 70% Chance for Normal Tile (7-10)
if rng.randf() < 0.7:
var mode = LobbyManager.get_game_mode()
if only_common or LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO):
# Spawn ONLY goals (7-10) for Stop n Go or if forced
item_id = rng.randi_range(7, 10)
else:
# 30% Chance for PowerUp (Speed 11, Freeze 12, Ghost 14 - Exclude Wall 13 in restricted modes)
var mode = LobbyManager.get_game_mode()
var is_restricted = GameMode.is_restricted(mode)
if is_restricted:
item_id = [11, 14].pick_random()
# Free mode: 60% Chance for Normal Tile (7-10), 40% for PowerUp
if rng.randf() < 0.6:
item_id = rng.randi_range(7, 10)
else:
item_id = rng.randi_range(11, 14)
# 30% Chance for PowerUp (Speed 11, Freeze 12, Ghost 14 - Exclude Wall 13 in restricted modes)
var is_restricted = GameMode.is_restricted(mode)
if is_restricted:
item_id = [11, 14].pick_random()
else:
item_id = rng.randi_range(11, 14)
var cell = Vector3i(pos.x, 1, pos.y)