Minor Update
- Refactor the Player.gd - Attempt to fix joining the available room, via Room ID
This commit is contained in:
+10
-4
@@ -86,8 +86,11 @@ func _process(delta):
|
||||
func _on_host_pressed():
|
||||
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Server (Creating Match...)"
|
||||
$Menu.visible = false
|
||||
NakamaManager.connect_to_nakama_async()
|
||||
await NakamaManager.connected_to_nakama
|
||||
var success = await NakamaManager.connect_to_nakama_async()
|
||||
if not success:
|
||||
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Connection Failed"
|
||||
$Menu.visible = true
|
||||
return
|
||||
NakamaManager.host_game()
|
||||
|
||||
func _on_join_pressed():
|
||||
@@ -98,8 +101,11 @@ func _on_join_pressed():
|
||||
|
||||
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Client (Joining...)"
|
||||
$Menu.visible = false
|
||||
NakamaManager.connect_to_nakama_async()
|
||||
await NakamaManager.connected_to_nakama
|
||||
var success = await NakamaManager.connect_to_nakama_async()
|
||||
if not success:
|
||||
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Connection Failed"
|
||||
$Menu.visible = true
|
||||
return
|
||||
NakamaManager.join_game(match_id)
|
||||
|
||||
func _on_match_joined(match_id: String):
|
||||
|
||||
+57
-792
@@ -43,12 +43,12 @@ var action_points: int = 2
|
||||
var rotation_speed: float = 10.0
|
||||
|
||||
var spawn_locations = [
|
||||
Vector2i(0, 0), # (0,1,0)
|
||||
Vector2i(0, 1), # (0,1,1)
|
||||
Vector2i(0, 2), # (0,1,2)
|
||||
Vector2i(0, 3), # (0,1,3)
|
||||
Vector2i(0, 4), # (0,1,4)
|
||||
Vector2i(0, 5), # (0,1,5)
|
||||
Vector2i(0, 0), # (0,1,0)
|
||||
Vector2i(0, 1), # (0,1,1)
|
||||
Vector2i(0, 2), # (0,1,2)
|
||||
Vector2i(0, 3), # (0,1,3)
|
||||
Vector2i(0, 4), # (0,1,4)
|
||||
Vector2i(0, 5), # (0,1,5)
|
||||
Vector2i(0, 6),
|
||||
Vector2i(0, 7),
|
||||
Vector2i(0, 8),
|
||||
@@ -67,9 +67,7 @@ var spawn_point_selected = false
|
||||
|
||||
# Action for hilighter
|
||||
var highlighted_spawn_points = []
|
||||
var highlighted_cells = []
|
||||
var _is_processing_action = false
|
||||
var _is_highlighting = false
|
||||
|
||||
|
||||
@export var movement_range: int = 1:
|
||||
set(value):
|
||||
@@ -126,7 +124,7 @@ func _ready():
|
||||
set_physics_process(false)
|
||||
|
||||
# Disable visual highlights for bots
|
||||
highlighted_cells.clear()
|
||||
action_manager.highlighted_cells.clear()
|
||||
|
||||
if behavior_tree:
|
||||
behavior_tree.enabled = is_multiplayer_authority()
|
||||
@@ -315,7 +313,7 @@ func sync_bot_status(is_bot_status: bool):
|
||||
set_process_unhandled_input(false)
|
||||
|
||||
# Clear any existing highlights
|
||||
highlighted_cells.clear()
|
||||
action_manager.highlighted_cells.clear()
|
||||
#clear_highlights()
|
||||
#clear_playerboard_highlights()
|
||||
|
||||
@@ -329,7 +327,6 @@ func sync_bot_status(is_bot_status: bool):
|
||||
|
||||
func _process(delta):
|
||||
if is_multiplayer_authority():
|
||||
|
||||
# Visual debugging - show connection status in name label
|
||||
$Name.text = str(name) + "\n(Auth: " + str(get_multiplayer_authority()) + ")"
|
||||
|
||||
@@ -415,7 +412,7 @@ func highlight_available_spawn_points():
|
||||
func get_occupied_positions() -> Array:
|
||||
var occupied = []
|
||||
for player in get_tree().get_nodes_in_group("Players"):
|
||||
if player.spawn_point_selected: # Only count players who have selected a spawn point
|
||||
if player.spawn_point_selected: # Only count players who have selected a spawn point
|
||||
occupied.append(player.current_position)
|
||||
return occupied
|
||||
|
||||
@@ -482,9 +479,9 @@ func find_random_valid_position_in_range() -> Vector2i:
|
||||
|
||||
var valid_positions = []
|
||||
|
||||
for x in range(max(0, current_position.x - movement_range),
|
||||
for x in range(max(0, current_position.x - movement_range),
|
||||
min(enhanced_gridmap.columns, current_position.x + movement_range + 1)):
|
||||
for z in range(max(0, current_position.y - movement_range),
|
||||
for z in range(max(0, current_position.y - movement_range),
|
||||
min(enhanced_gridmap.rows, current_position.y + movement_range + 1)):
|
||||
var pos = Vector2i(x, z)
|
||||
if pos != current_position and is_within_movement_range(pos):
|
||||
@@ -656,12 +653,12 @@ func display_message(message):
|
||||
$Bubble.hide()
|
||||
$Bubble/Message.hide()
|
||||
|
||||
func initialize_random_goals(_size:int, min_value:int, max_value:int, null_count:float) -> Array[int]:
|
||||
func initialize_random_goals(_size: int, min_value: int, max_value: int, null_count: float) -> Array[int]:
|
||||
goals.clear()
|
||||
var rng = RandomNumberGenerator.new()
|
||||
rng.randomize()
|
||||
|
||||
var result : Array[int] = []
|
||||
var result: Array[int] = []
|
||||
var null_val = 0
|
||||
var max_nulls = 3
|
||||
|
||||
@@ -685,42 +682,7 @@ func append_random_goals():
|
||||
rpc("sync_goals", goals)
|
||||
|
||||
func bot_try_grab_item() -> bool:
|
||||
if not enhanced_gridmap or action_points <= 0:
|
||||
return false
|
||||
|
||||
# First check current position
|
||||
var current_cell = Vector3i(current_position.x, 1, current_position.y)
|
||||
var item = enhanced_gridmap.get_cell_item(current_cell)
|
||||
|
||||
if item != -1:
|
||||
var empty_slot = playerboard.find(-1)
|
||||
if empty_slot != -1:
|
||||
if is_multiplayer_authority():
|
||||
playerboard[empty_slot] = item
|
||||
rpc("sync_grid_item", current_cell.x, current_cell.y, current_cell.z, -1)
|
||||
rpc("sync_playerboard", playerboard)
|
||||
has_performed_action = true
|
||||
action_points -= 1
|
||||
return true
|
||||
|
||||
# Check adjacent cells if nothing at current position
|
||||
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
|
||||
for neighbor in neighbors:
|
||||
if neighbor.is_walkable:
|
||||
var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
|
||||
item = enhanced_gridmap.get_cell_item(cell)
|
||||
if item != -1:
|
||||
var empty_slot = playerboard.find(-1)
|
||||
if empty_slot != -1:
|
||||
if is_multiplayer_authority():
|
||||
playerboard[empty_slot] = item
|
||||
rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
|
||||
rpc("sync_playerboard", playerboard)
|
||||
has_performed_action = true
|
||||
action_points -= 1
|
||||
return true
|
||||
|
||||
return false
|
||||
return playerboard_manager.bot_try_grab_item()
|
||||
|
||||
# -----------------------------------------------------------------
|
||||
# OLD GRAB Func
|
||||
@@ -819,107 +781,15 @@ func bot_try_grab_item() -> bool:
|
||||
#
|
||||
#return true
|
||||
# -----------------------------------------------------------------
|
||||
func grab_item(grid_position: Vector2i = current_position) -> bool:
|
||||
if not enhanced_gridmap or action_points <= 0:
|
||||
return false
|
||||
|
||||
var cell = Vector3i(grid_position.x, 1, grid_position.y)
|
||||
var item = enhanced_gridmap.get_cell_item(cell)
|
||||
|
||||
# Validate adjacency (unless it's current position)
|
||||
if grid_position != current_position:
|
||||
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
|
||||
var is_adjacent = false
|
||||
for neighbor in neighbors:
|
||||
if neighbor.position == grid_position:
|
||||
is_adjacent = true
|
||||
break
|
||||
if not is_adjacent:
|
||||
return false
|
||||
|
||||
if item == -1:
|
||||
return false
|
||||
|
||||
# === AUTO-ARRANGE LOGIC (Client-side pre-check) ===
|
||||
var target_slot = find_best_goal_slot_for_item(item)
|
||||
if target_slot == -1:
|
||||
print("Player: No valid slot found for item.")
|
||||
return false # no space
|
||||
|
||||
if not is_multiplayer_authority():
|
||||
return false
|
||||
|
||||
# === Branching Logic: Host vs Client ===
|
||||
if multiplayer.is_server():
|
||||
# HOST/SERVER: Call the logic directly
|
||||
_execute_grab(grid_position, cell, item)
|
||||
else:
|
||||
# CLIENT: Send RPC request to server (peer 1)
|
||||
rpc_id(1, "request_server_grab", grid_position, cell.x, cell.y, cell.z, item)
|
||||
|
||||
return true # Request was sent or processed
|
||||
func grab_item(grid_position: Vector2i = current_position) -> bool:
|
||||
return playerboard_manager.grab_item(grid_position)
|
||||
|
||||
# -----------------------------------------------------------------
|
||||
# Execute Grab
|
||||
# -----------------------------------------------------------------
|
||||
|
||||
func _execute_grab(grid_pos: Vector2i, cell: Vector3i, item_id: int):
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if not main:
|
||||
push_error("Server: Main node not found.")
|
||||
return false
|
||||
|
||||
var server_gridmap = main.get_node("EnhancedGridMap")
|
||||
if not server_gridmap:
|
||||
push_error("Server: EnhancedGridMap not found.")
|
||||
return false
|
||||
|
||||
# 1. Server-side Validation
|
||||
var server_item = server_gridmap.get_cell_item(cell)
|
||||
|
||||
# Check if item is still there
|
||||
if server_item != item_id:
|
||||
print("Server: Item mismatch or already taken. Server has ", server_item)
|
||||
return false
|
||||
|
||||
# Check action points
|
||||
if action_points <= 0:
|
||||
print("Server: Player has no action points.")
|
||||
return false
|
||||
|
||||
# Check adjacency
|
||||
if grid_pos != current_position:
|
||||
var neighbors = server_gridmap.get_neighbors(current_position, 0)
|
||||
if not neighbors.any(func(n): return n.position == grid_pos):
|
||||
print("Server: Player is not adjacent to item.")
|
||||
return false
|
||||
|
||||
# 2. Server-side Auto-Arrange
|
||||
var target_slot = find_best_goal_slot_for_item(item_id)
|
||||
if target_slot == -1:
|
||||
print("Server: Player has no valid slot for item.")
|
||||
return false
|
||||
|
||||
# 3. Server Executes the Action
|
||||
|
||||
# 3a. Update gridmap (using Main's RPC, which has authority)
|
||||
main.rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
|
||||
|
||||
# 3b. Update playerboard state (on this server-side instance)
|
||||
playerboard[target_slot] = item_id
|
||||
|
||||
# 3c. Broadcast the new playerboard state to all clients
|
||||
rpc("sync_playerboard", playerboard)
|
||||
|
||||
# 3d. Consume action points
|
||||
has_performed_action = true
|
||||
consume_action_points(1)
|
||||
|
||||
# 3e. Reset the UI for the player who acted
|
||||
# This will RPC to the client, or run locally for the host
|
||||
rpc("force_action_state_none")
|
||||
|
||||
return true
|
||||
return playerboard_manager._execute_grab(grid_pos, cell, item_id)
|
||||
|
||||
# -----------------------------------------------------------------
|
||||
# This function runs on the server when requested by a client
|
||||
@@ -927,111 +797,27 @@ func _execute_grab(grid_pos: Vector2i, cell: Vector3i, item_id: int):
|
||||
@rpc("any_peer", "reliable")
|
||||
func request_server_grab(grid_pos: Vector2i, x: int, y: int, z: int, item_id: int):
|
||||
# 1. Only the server (peer 1) should process this
|
||||
if not multiplayer.is_server():
|
||||
if not multiplayer.is_server():
|
||||
return
|
||||
|
||||
# 2. Security check: Did this request come from the actual owner of this node?
|
||||
if multiplayer.get_remote_sender_id() != get_multiplayer_authority():
|
||||
if multiplayer.get_remote_sender_id() != get_multiplayer_authority():
|
||||
push_error("Security: Non-authority tried to grab item!")
|
||||
return
|
||||
|
||||
# 3. Call the execution logic
|
||||
_execute_grab(grid_pos, Vector3i(x, y, z), item_id)
|
||||
playerboard_manager._execute_grab(grid_pos, Vector3i(x, y, z), item_id)
|
||||
|
||||
# -----------------------------------------------------------------
|
||||
# Auto-put: no manual selection needed
|
||||
# Automatically puts a goal-matching tile into an adjacent (or current) empty grid cell
|
||||
# -----------------------------------------------------------------
|
||||
# -----------------------------------------------------------------
|
||||
# Auto-put: no manual selection needed
|
||||
# Automatically puts a goal-matching tile into an adjacent (or current) empty grid cell
|
||||
# -----------------------------------------------------------------
|
||||
func auto_put_item() -> bool:
|
||||
if not enhanced_gridmap or action_points <= 0 or is_bot or is_in_group("Bots"):
|
||||
return false
|
||||
|
||||
# Step 1: Find empty adjacent (or current) grid cells
|
||||
var valid_put_positions = []
|
||||
var current_cell_3d = Vector3i(current_position.x, 1, current_position.y)
|
||||
if enhanced_gridmap.get_cell_item(current_cell_3d) == -1:
|
||||
valid_put_positions.append(current_position)
|
||||
|
||||
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
|
||||
for neighbor in neighbors:
|
||||
if neighbor.is_walkable:
|
||||
var pos = neighbor.position
|
||||
var cell_3d = Vector3i(pos.x, 1, pos.y)
|
||||
if enhanced_gridmap.get_cell_item(cell_3d) == -1 and not is_position_occupied(pos):
|
||||
valid_put_positions.append(pos)
|
||||
|
||||
if valid_put_positions.is_empty():
|
||||
return false
|
||||
|
||||
# Step 2: Find a tile that should NOT be on the board
|
||||
var put_slot = -1
|
||||
|
||||
# Count how many times each goal item appears in central 3x3
|
||||
var goal_counts = {}
|
||||
for i in range(3):
|
||||
for j in range(3):
|
||||
var g = goals[i * 3 + j]
|
||||
if g != -1:
|
||||
goal_counts[g] = goal_counts.get(g, 0) + 1
|
||||
|
||||
# Now scan playerboard
|
||||
for i in range(playerboard.size()):
|
||||
var item = playerboard[i]
|
||||
if item == -1:
|
||||
continue
|
||||
|
||||
# Case 1: Item is not in goals at all → definitely junk
|
||||
if not item in goals:
|
||||
put_slot = i
|
||||
break
|
||||
|
||||
# Case 2: Item is in goals, but we already have enough in correct spots
|
||||
var current_count = 0
|
||||
for r in range(1, 4): # central rows 1-3 (5x5 board)
|
||||
for c in range(1, 4): # central cols 1-3
|
||||
var idx = r * 5 + c
|
||||
if playerboard[idx] == item:
|
||||
current_count += 1
|
||||
|
||||
# If we already have all needed copies in central area, this is extra
|
||||
if current_count >= goal_counts.get(item, 0):
|
||||
put_slot = i
|
||||
break
|
||||
|
||||
# If no junk found, fall back to any non-goal-matching tile outside center
|
||||
if put_slot == -1:
|
||||
for i in range(playerboard.size()):
|
||||
var item = playerboard[i]
|
||||
if item == -1:
|
||||
continue
|
||||
var row = i / 5
|
||||
var col = i % 5
|
||||
# If it's outside the central 3x3, it shouldn't be there
|
||||
if row < 1 or row > 3 or col < 1 or col > 3:
|
||||
if not item in goals or playerboard[i] != goals[(row - 1) * 3 + (col - 1)]:
|
||||
put_slot = i
|
||||
break
|
||||
|
||||
if put_slot == -1:
|
||||
return false # Nothing suitable to put
|
||||
|
||||
# Step 3: Perform the put
|
||||
var target_pos = valid_put_positions[0]
|
||||
var item = playerboard[put_slot]
|
||||
var cell = Vector3i(target_pos.x, 1, target_pos.y)
|
||||
|
||||
if is_multiplayer_authority():
|
||||
rpc("sync_grid_item", cell.x, cell.y, cell.z, item)
|
||||
playerboard[put_slot] = -1
|
||||
rpc("sync_playerboard", playerboard)
|
||||
has_performed_action = true
|
||||
consume_action_points(1)
|
||||
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if main:
|
||||
main.set_action_state(main.ActionState.NONE)
|
||||
|
||||
return true
|
||||
return playerboard_manager.auto_put_item()
|
||||
|
||||
# -----------------------------------------------------------------
|
||||
# Force ActionState : None
|
||||
@@ -1042,9 +828,9 @@ func force_action_state_none():
|
||||
# This is called by the server on the client to reset the UI
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if main:
|
||||
main.set_action_state(main.ActionState.NONE)
|
||||
clear_highlights()
|
||||
clear_playerboard_highlights()
|
||||
main.set_action_state(main.ActionState.NONE)
|
||||
action_manager.clear_highlights()
|
||||
action_manager.clear_playerboard_highlights()
|
||||
|
||||
# -----------------------------------------------------------------
|
||||
|
||||
@@ -1062,7 +848,7 @@ func request_server_put(grid_position: Vector2i, slot_index: int, x: int, y: int
|
||||
# Server-side validation
|
||||
var cell = Vector3i(x, y, z)
|
||||
if enhanced_gridmap.get_cell_item(cell) != -1:
|
||||
return # Cell not empty
|
||||
return # Cell not empty
|
||||
|
||||
# Check if position is adjacent or current position
|
||||
if grid_position != current_position:
|
||||
@@ -1073,7 +859,7 @@ func request_server_put(grid_position: Vector2i, slot_index: int, x: int, y: int
|
||||
is_adjacent = true
|
||||
break
|
||||
if not is_adjacent:
|
||||
return # Not adjacent
|
||||
return # Not adjacent
|
||||
|
||||
# Verify player has the item
|
||||
if playerboard[slot_index] != item:
|
||||
@@ -1126,267 +912,21 @@ func notify_spawn_selected(spawn_pos: Vector2i):
|
||||
#highlighted_cells.append(i)
|
||||
|
||||
func handle_playerboard_slot_selected(slot_index: int):
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if not main:
|
||||
return
|
||||
|
||||
if main.ui_manager.current_action_state == main.ui_manager.ActionState.PUTTING:
|
||||
if playerboard[slot_index] != -1: # If slot has an item
|
||||
selected_playerboard_slot = slot_index
|
||||
clear_highlights()
|
||||
highlight_empty_adjacent_cells() # Highlight valid put locations
|
||||
elif main.ui_manager.current_action_state == main.ui_manager.ActionState.GRABBING:
|
||||
if slot_index in highlighted_cells and playerboard[slot_index] == -1:
|
||||
var cell = Vector3i(selected_gridmap_position.x, 1, selected_gridmap_position.y)
|
||||
var item = enhanced_gridmap.get_cell_item(cell)
|
||||
|
||||
if item != -1:
|
||||
if is_multiplayer_authority():
|
||||
playerboard[slot_index] = item
|
||||
rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
|
||||
rpc("sync_playerboard", playerboard)
|
||||
|
||||
has_performed_action = true
|
||||
consume_action_points(1)
|
||||
if not is_bot == true:
|
||||
clear_highlights()
|
||||
clear_playerboard_highlights()
|
||||
selected_gridmap_position = Vector2i(-1, -1)
|
||||
main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
|
||||
_after_action_completed()
|
||||
playerboard_manager.handle_playerboard_slot_selected(slot_index)
|
||||
|
||||
# We also need to add handle_put_slot_selected:
|
||||
func handle_put_slot_selected(slot_index: int):
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if not main or main.ui_manager.current_action_state != main.ui_manager.ActionState.PUTTING:
|
||||
return
|
||||
|
||||
print("PUT slot selected: ", slot_index, ", item: ", playerboard[slot_index])
|
||||
|
||||
if slot_index in highlighted_cells and playerboard[slot_index] in goals:
|
||||
selected_playerboard_slot = slot_index
|
||||
clear_highlights()
|
||||
if not is_bot == true:
|
||||
highlight_empty_adjacent_cells()
|
||||
|
||||
if playerboard[slot_index] != -1: # If slot has an item
|
||||
selected_playerboard_slot = slot_index
|
||||
|
||||
# Visual feedback of selection
|
||||
clear_highlights()
|
||||
|
||||
# Highlight valid put locations
|
||||
highlight_empty_adjacent_cells()
|
||||
|
||||
# Print debug info
|
||||
print("Selected slot ", slot_index, " for PUT with item ", playerboard[slot_index])
|
||||
print("Highlighted cells: ", highlighted_cells)
|
||||
playerboard_manager.handle_put_slot_selected(slot_index)
|
||||
|
||||
|
||||
func arrange_playerboard_item(slot_index: int):
|
||||
if action_points < 2 or playerboard[slot_index] == -1:
|
||||
return
|
||||
|
||||
var selected_item = playerboard[slot_index]
|
||||
var adjacent_slots = get_adjacent_playerboard_slots(slot_index)
|
||||
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if not main or not main.ui_manager.playerboard_ui:
|
||||
return
|
||||
|
||||
# Store the selected slot
|
||||
selected_playerboard_slot = slot_index
|
||||
|
||||
# Highlight selected slot
|
||||
var selected_slot_ui = main.ui_manager.playerboard_ui.get_child(slot_index)
|
||||
if selected_slot_ui.get_child_count() > 1:
|
||||
selected_slot_ui.get_child(1).show()
|
||||
|
||||
# Highlight valid adjacent slots
|
||||
for adj_slot in adjacent_slots:
|
||||
if playerboard[adj_slot] == -1: # Only highlight empty adjacent slots
|
||||
var adj_slot_ui = main.ui_manager.playerboard_ui.get_child(adj_slot)
|
||||
if adj_slot_ui.get_child_count() > 2:
|
||||
adj_slot_ui.get_child(2).show()
|
||||
highlighted_cells.append(adj_slot)
|
||||
|
||||
# Connect to slot click signals
|
||||
for i in range(playerboard.size()):
|
||||
var slot = main.ui_manager.playerboard_ui.get_child(i)
|
||||
if not slot.gui_input.is_connected(_on_slot_clicked):
|
||||
slot.gui_input.connect(_on_slot_clicked.bind(i))
|
||||
playerboard_manager.arrange_playerboard_item(slot_index)
|
||||
|
||||
func _on_slot_clicked(event: InputEvent, slot_index: int):
|
||||
if not event is InputEventMouseButton or is_bot == true or not event.pressed or event.button_index != MOUSE_BUTTON_LEFT:
|
||||
return
|
||||
playerboard_manager.handle_slot_clicked(slot_index)
|
||||
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if not main or main.ui_manager.current_action_state != main.ui_manager.ActionState.ARRANGING:
|
||||
return
|
||||
|
||||
if selected_playerboard_slot == -1 or slot_index == selected_playerboard_slot:
|
||||
return
|
||||
|
||||
var adjacent_slots = get_adjacent_playerboard_slots(selected_playerboard_slot)
|
||||
if slot_index in adjacent_slots and playerboard[slot_index] == -1:
|
||||
# Move item to empty target slot
|
||||
var selected_item = playerboard[selected_playerboard_slot]
|
||||
playerboard[slot_index] = selected_item
|
||||
playerboard[selected_playerboard_slot] = -1
|
||||
|
||||
if is_multiplayer_authority():
|
||||
rpc("sync_playerboard", playerboard)
|
||||
consume_action_points(2)
|
||||
has_performed_action = true
|
||||
|
||||
# Clear highlights
|
||||
clear_highlights()
|
||||
clear_playerboard_highlights()
|
||||
|
||||
# Reset selection
|
||||
selected_playerboard_slot = -1
|
||||
|
||||
# Update the visual representation
|
||||
main.ui_manager.update_playerboard_ui()
|
||||
main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
|
||||
|
||||
func is_valid_arrangement_slot(from_slot: int, to_slot: int) -> bool:
|
||||
var from_row = from_slot / 5
|
||||
var from_col = from_slot % 5
|
||||
var to_row = to_slot / 5
|
||||
var to_col = to_slot % 5
|
||||
|
||||
var row_diff = abs(from_row - to_row)
|
||||
var col_diff = abs(from_col - to_col)
|
||||
|
||||
return (row_diff == 1 and col_diff == 0) or (row_diff == 0 and col_diff == 1)
|
||||
|
||||
# Returns { slot_index: int, grid_position: Vector2i } or null if no valid put
|
||||
func find_best_put_candidate() -> Dictionary:
|
||||
# Convert goals to 2D (3x3)
|
||||
var goals_2d = []
|
||||
for i in range(3):
|
||||
var row = []
|
||||
for j in range(3):
|
||||
row.append(goals[i * 3 + j])
|
||||
goals_2d.append(row)
|
||||
|
||||
# Convert playerboard to 2D (5x5)
|
||||
var board_2d = []
|
||||
for i in range(5):
|
||||
var row = []
|
||||
for j in range(5):
|
||||
row.append(playerboard[i * 5 + j])
|
||||
board_2d.append(row)
|
||||
|
||||
# Step 1: Find misplaced or extra goal-matching items
|
||||
var candidate_items = []
|
||||
for board_i in range(5):
|
||||
for board_j in range(5):
|
||||
var item = board_2d[board_i][board_j]
|
||||
if item == -1:
|
||||
continue
|
||||
var board_idx = board_i * 5 + board_j
|
||||
|
||||
# Is this item part of the goals?
|
||||
if item not in goals:
|
||||
continue
|
||||
|
||||
# Is it already in the correct central position?
|
||||
var is_in_correct_central_spot = false
|
||||
if board_i in [1,2,3] and board_j in [1,2,3]:
|
||||
var goal_i = board_i - 1
|
||||
var goal_j = board_j - 1
|
||||
if goals_2d[goal_i][goal_j] == item:
|
||||
is_in_correct_central_spot = true
|
||||
|
||||
if not is_in_correct_central_spot:
|
||||
candidate_items.append({
|
||||
"slot": board_idx,
|
||||
"item": item
|
||||
})
|
||||
|
||||
# Step 2: Find valid adjacent empty grid cells
|
||||
var valid_cells = []
|
||||
# Check current position
|
||||
var current_cell_3d = Vector3i(current_position.x, 1, current_position.y)
|
||||
if enhanced_gridmap.get_cell_item(current_cell_3d) == -1:
|
||||
valid_cells.append(current_position)
|
||||
# Check neighbors
|
||||
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
|
||||
for neighbor in neighbors:
|
||||
if neighbor.is_walkable:
|
||||
var pos = neighbor.position
|
||||
var cell_3d = Vector3i(pos.x, 1, pos.y)
|
||||
if enhanced_gridmap.get_cell_item(cell_3d) == -1 and not is_position_occupied(pos):
|
||||
valid_cells.append(pos)
|
||||
|
||||
if valid_cells.is_empty() or candidate_items.is_empty():
|
||||
return {}
|
||||
|
||||
# Step 3: Prefer to put an item that *completes* a missing goal
|
||||
for goal_i in range(3):
|
||||
for goal_j in range(3):
|
||||
var needed_item = goals_2d[goal_i][goal_j]
|
||||
if needed_item == -1:
|
||||
continue
|
||||
# Check if central spot is empty
|
||||
var board_i = goal_i + 1
|
||||
var board_j = goal_j + 1
|
||||
var central_slot = board_i * 5 + board_j
|
||||
if playerboard[central_slot] == -1:
|
||||
# Look for this item in candidate_items
|
||||
for cand in candidate_items:
|
||||
if cand.item == needed_item:
|
||||
if not valid_cells.is_empty():
|
||||
return {
|
||||
"slot_index": cand.slot,
|
||||
"grid_position": valid_cells[0] # pick first valid cell
|
||||
}
|
||||
|
||||
# Fallback: just put any candidate item
|
||||
return {
|
||||
"slot_index": candidate_items[0].slot,
|
||||
"grid_position": valid_cells[0]
|
||||
}
|
||||
|
||||
# Finds the best slot in the playerboard for a given item based on goals
|
||||
func find_best_goal_slot_for_item(item: int) -> int:
|
||||
if item == -1:
|
||||
return -1
|
||||
|
||||
# Convert goals to 2D (3x3)
|
||||
var goals_2d = []
|
||||
for i in range(3):
|
||||
var row = []
|
||||
for j in range(3):
|
||||
row.append(goals[i * 3 + j])
|
||||
goals_2d.append(row)
|
||||
|
||||
# Search for where this item should go in the central 3x3 (mapped to 5x5 board)
|
||||
for i in range(3):
|
||||
for j in range(3):
|
||||
if goals_2d[i][j] == item:
|
||||
var board_row = i + 1 # offset to center in 5x5
|
||||
var board_col = j + 1
|
||||
var slot_index = board_row * 5 + board_col
|
||||
if playerboard[slot_index] == -1: # only if empty
|
||||
return slot_index
|
||||
|
||||
# No ideal slot? Return any empty slot
|
||||
return playerboard.find(-1)
|
||||
|
||||
func get_adjacent_playerboard_slots(slot_index) -> Array:
|
||||
var adjacent = []
|
||||
var row = slot_index / 5
|
||||
var col = slot_index % 5
|
||||
|
||||
if row > 0: adjacent.append(slot_index - 5)
|
||||
if row < 4: adjacent.append(slot_index + 5)
|
||||
if col > 0: adjacent.append(slot_index - 1)
|
||||
if col < 4: adjacent.append(slot_index + 1)
|
||||
|
||||
return adjacent
|
||||
|
||||
func has_item_at_current_position() -> bool:
|
||||
var current_cell = Vector3i(current_position.x, 1, current_position.y)
|
||||
@@ -1399,16 +939,7 @@ func playerboard_is_full() -> bool:
|
||||
return playerboard.find(-1) == -1
|
||||
|
||||
func highlight_cells_if_authorized(cells_to_highlight: Array):
|
||||
if not is_multiplayer_authority() or is_bot or is_in_group("Bots"):
|
||||
return
|
||||
|
||||
clear_highlights()
|
||||
for cell in cells_to_highlight:
|
||||
highlighted_cells.append(cell)
|
||||
enhanced_gridmap.set_cell_item(
|
||||
Vector3i(cell.x, 0, cell.y),
|
||||
enhanced_gridmap.hover_item
|
||||
)
|
||||
action_manager.highlight_cells_if_authorized(cells_to_highlight)
|
||||
|
||||
# Update highlight_movement_range to respect the expanded obstacle blocking
|
||||
func highlight_movement_range():
|
||||
@@ -1424,201 +955,48 @@ func highlight_adjacent_cells():
|
||||
movement_manager.highlight_adjacent_cells()
|
||||
|
||||
func highlight_empty_adjacent_cells():
|
||||
if is_bot == true or is_in_group("Bots"):
|
||||
return
|
||||
|
||||
# Debug print
|
||||
print("Highlighting empty adjacent cells. Current position: ", current_position)
|
||||
|
||||
# Clear previous highlights
|
||||
clear_highlights()
|
||||
|
||||
# Highlight current position if empty
|
||||
var current_cell = Vector3i(current_position.x, 1, current_position.y)
|
||||
if enhanced_gridmap.get_cell_item(current_cell) == -1:
|
||||
highlighted_cells.append(current_position)
|
||||
enhanced_gridmap.set_cell_item(Vector3i(current_position.x, 0, current_position.y),
|
||||
enhanced_gridmap.hover_item)
|
||||
print("Highlighted current position: ", current_position)
|
||||
|
||||
# Highlight empty adjacent cells
|
||||
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
|
||||
for neighbor in neighbors:
|
||||
if neighbor.is_walkable:
|
||||
var cell_pos = neighbor.position
|
||||
var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
|
||||
if enhanced_gridmap.get_cell_item(cell) == -1: # Check if cell is empty
|
||||
highlighted_cells.append(cell_pos)
|
||||
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
|
||||
enhanced_gridmap.hover_item)
|
||||
print("Highlighted adjacent cell: ", cell_pos)
|
||||
action_manager.highlight_empty_adjacent_cells()
|
||||
|
||||
@rpc("any_peer", "call_local")
|
||||
func sync_action_points(points: int):
|
||||
action_points = points
|
||||
action_manager.sync_action_points(points)
|
||||
|
||||
func highlight_random_valid_cells():
|
||||
if is_bot == true or is_in_group("Bots") or not is_multiplayer_authority():
|
||||
return
|
||||
|
||||
clear_highlights()
|
||||
|
||||
# First check the current position
|
||||
var current_cell = Vector3i(current_position.x, 1, current_position.y)
|
||||
var current_item = enhanced_gridmap.get_cell_item(current_cell)
|
||||
if current_item != -1:
|
||||
highlighted_cells.append(current_position)
|
||||
enhanced_gridmap.set_cell_item(Vector3i(current_position.x, 0, current_position.y),
|
||||
enhanced_gridmap.hover_item)
|
||||
|
||||
# Then check all adjacent cells for items
|
||||
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
|
||||
for neighbor in neighbors:
|
||||
if neighbor.is_walkable:
|
||||
var cell_pos = neighbor.position
|
||||
var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
|
||||
if enhanced_gridmap.get_cell_item(cell) != -1: # Only highlight cells with items
|
||||
highlighted_cells.append(cell_pos)
|
||||
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
|
||||
enhanced_gridmap.hover_item)
|
||||
action_manager.highlight_random_valid_cells()
|
||||
|
||||
func highlight_occupied_playerboard_slots():
|
||||
if is_bot == true or is_in_group("Bots") or not is_multiplayer_authority():
|
||||
return
|
||||
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if not main or not main.ui_manager.playerboard_ui:
|
||||
return
|
||||
|
||||
# First reset all slots to normal
|
||||
for i in range(playerboard.size()):
|
||||
var slot = main.ui_manager.playerboard_ui.get_child(i)
|
||||
for child in slot.get_children():
|
||||
child.hide()
|
||||
|
||||
# Highlight occupied slots that match goals
|
||||
for i in range(playerboard.size()):
|
||||
if playerboard[i] in goals:
|
||||
var slot = main.ui_manager.playerboard_ui.get_child(i)
|
||||
if slot.get_child_count() > 0:
|
||||
slot.get_child(0).show() # Show highlight for matching items
|
||||
highlighted_cells.append(i) # Add to highlighted cells for tracking
|
||||
|
||||
# Update the UI to reflect changes
|
||||
main.ui_manager.update_playerboard_ui()
|
||||
action_manager.highlight_occupied_playerboard_slots()
|
||||
|
||||
func clear_highlights():
|
||||
# Never allow bots to clear highlights for human players
|
||||
if is_bot or is_in_group("Bots"):
|
||||
return
|
||||
|
||||
if not enhanced_gridmap or not is_multiplayer_authority():
|
||||
return
|
||||
|
||||
# Store the current action state before clearing
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
var current_state = main.ui_manager.current_action_state if main else null
|
||||
|
||||
for cell in highlighted_cells:
|
||||
if cell is Vector2i:
|
||||
enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.normal_items[0])
|
||||
|
||||
highlighted_cells.clear()
|
||||
|
||||
if main and main.ui_manager.playerboard_ui:
|
||||
for i in range(main.ui_manager.playerboard_ui.get_child_count()):
|
||||
var slot = main.ui_manager.playerboard_ui.get_child(i)
|
||||
for child in slot.get_children():
|
||||
child.hide()
|
||||
|
||||
# Restore highlights based on current action state
|
||||
if main and current_state == main.ui_manager.ActionState.MOVING and is_my_turn and current_state != main.ui_manager.ActionState.PLACING_OBSTACLE:
|
||||
highlight_movement_range()
|
||||
action_manager.clear_highlights()
|
||||
|
||||
func clear_playerboard_highlights():
|
||||
# Never allow bots to clear highlights for human players
|
||||
if is_bot or is_in_group("Bots"):
|
||||
return
|
||||
|
||||
if not is_multiplayer_authority():
|
||||
return
|
||||
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if main and main.ui_manager.playerboard_ui:
|
||||
for i in range(main.ui_manager.playerboard_ui.get_child_count()):
|
||||
var slot = main.ui_manager.playerboard_ui.get_child(i)
|
||||
if slot.get_child_count() > 0: slot.get_child(0).hide()
|
||||
if slot.get_child_count() > 1: slot.get_child(1).hide()
|
||||
if slot.get_child_count() > 2: slot.get_child(2).hide()
|
||||
|
||||
highlighted_cells.clear()
|
||||
action_manager.clear_playerboard_highlights()
|
||||
|
||||
func rotate_towards_target(target_pos: Vector2i):
|
||||
movement_manager.rotate_towards_target(target_pos)
|
||||
|
||||
# We also need to add these supporting functions:
|
||||
func select_playerboard_slot(slot_index: int):
|
||||
selected_playerboard_slot = slot_index
|
||||
_update_playerboard_slot_visual(slot_index)
|
||||
_highlight_adjacent_playerboard_slots()
|
||||
playerboard_manager.select_playerboard_slot(slot_index)
|
||||
|
||||
func deselect_playerboard_slot():
|
||||
var old_selected = selected_playerboard_slot
|
||||
selected_playerboard_slot = -1
|
||||
if old_selected != -1:
|
||||
_update_playerboard_slot_visual(old_selected)
|
||||
untarget_playerboard_slot()
|
||||
_highlight_adjacent_playerboard_slots()
|
||||
playerboard_manager.deselect_playerboard_slot()
|
||||
|
||||
func target_playerboard_slot(slot_index: int):
|
||||
if targeted_playerboard_slot != -1:
|
||||
untarget_playerboard_slot()
|
||||
targeted_playerboard_slot = slot_index
|
||||
_update_playerboard_slot_visual(slot_index)
|
||||
playerboard_manager.target_playerboard_slot(slot_index)
|
||||
|
||||
func untarget_playerboard_slot():
|
||||
if targeted_playerboard_slot != -1:
|
||||
var old_targeted = targeted_playerboard_slot
|
||||
targeted_playerboard_slot = -1
|
||||
_update_playerboard_slot_visual(old_targeted)
|
||||
playerboard_manager.untarget_playerboard_slot()
|
||||
|
||||
func can_move_to_target_playerboard_slot() -> bool:
|
||||
if selected_playerboard_slot == -1 or targeted_playerboard_slot == -1 or selected_playerboard_slot == targeted_playerboard_slot:
|
||||
return false
|
||||
|
||||
var adjacent_slots = get_adjacent_playerboard_slots(selected_playerboard_slot)
|
||||
return adjacent_slots.has(targeted_playerboard_slot)
|
||||
return playerboard_manager.can_move_to_target_playerboard_slot()
|
||||
|
||||
func _update_playerboard_slot_visual(slot_index: int):
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if not main or not main.playerboard_ui:
|
||||
return
|
||||
|
||||
var slot = main.playerboard_ui.get_child(slot_index)
|
||||
if slot:
|
||||
if slot.get_child_count() > 0:
|
||||
slot.get_child(0).visible = slot_index == selected_playerboard_slot
|
||||
if slot.get_child_count() > 1:
|
||||
slot.get_child(1).visible = slot_index == targeted_playerboard_slot
|
||||
if slot.get_child_count() > 2:
|
||||
slot.get_child(2).visible = selected_playerboard_slot != -1 and get_adjacent_playerboard_slots(selected_playerboard_slot).has(slot_index)
|
||||
playerboard_manager._update_playerboard_slot_visual(slot_index)
|
||||
|
||||
func _highlight_adjacent_playerboard_slots():
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if not main or not main.playerboard_ui:
|
||||
return
|
||||
|
||||
for i in range(25):
|
||||
var slot = main.playerboard_ui.get_child(i)
|
||||
if slot.get_child_count() > 2:
|
||||
slot.get_child(2).hide()
|
||||
|
||||
if selected_playerboard_slot != -1:
|
||||
var adjacent_slots = get_adjacent_playerboard_slots(selected_playerboard_slot)
|
||||
for adj_slot in adjacent_slots:
|
||||
var slot = main.playerboard_ui.get_child(adj_slot)
|
||||
if slot.get_child_count() > 2:
|
||||
slot.get_child(2).show()
|
||||
playerboard_manager._highlight_adjacent_playerboard_slots()
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func sync_rotation(new_rotation: float):
|
||||
@@ -1645,7 +1023,7 @@ func sync_grid_item(x: int, y: int, z: int, item: int):
|
||||
|
||||
@rpc("any_peer", "call_local")
|
||||
func sync_goals(new_goals: Array):
|
||||
goals = new_goals.duplicate() # Make sure to duplicate the array
|
||||
goals = new_goals.duplicate() # Make sure to duplicate the array
|
||||
|
||||
@rpc("any_peer", "call_local")
|
||||
func sync_second_lap_goals(new_goals: Array):
|
||||
@@ -1658,112 +1036,28 @@ func sync_playerboard(new_playerboard: Array):
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if main:
|
||||
main.rpc("sync_playerboard", get_multiplayer_authority(), playerboard)
|
||||
_after_action_completed()
|
||||
action_manager.after_action_completed()
|
||||
|
||||
func _after_action_completed():
|
||||
# Guard against recursive calls
|
||||
if _is_processing_action:
|
||||
return
|
||||
_is_processing_action = true
|
||||
|
||||
if is_multiplayer_authority():
|
||||
update_finish_availability()
|
||||
|
||||
# Clear the highlights after placing the tiles. (Quickfix for Clientside)
|
||||
clear_highlights()
|
||||
|
||||
if multiplayer.get_unique_id() == get_multiplayer_authority():
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if main:
|
||||
# Add this condition for bots
|
||||
if not TurnManager.turn_based_mode and (action_points <= 0 or is_bot):
|
||||
action_points = 20 # For bots in non-turn-based mode, this will keep refreshing
|
||||
has_performed_action = false
|
||||
has_moved_this_turn = false
|
||||
|
||||
main.ui_manager.update_button_states()
|
||||
main.ui_manager.update_playerboard_ui()
|
||||
|
||||
# Add this line to sync all boards
|
||||
main.update_all_players_boards()
|
||||
|
||||
# Add sync for playerboard
|
||||
if is_multiplayer_authority():
|
||||
main.rpc("sync_playerboard", get_multiplayer_authority(), playerboard)
|
||||
|
||||
_is_processing_action = false
|
||||
action_manager.after_action_completed()
|
||||
|
||||
func is_finish_position(pos: Vector2i) -> bool:
|
||||
return pos in finish_locations
|
||||
|
||||
func consume_action_points(points: int):
|
||||
if not is_instance_valid(self) or not is_multiplayer_authority():
|
||||
return
|
||||
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if not main:
|
||||
return
|
||||
|
||||
# Don't consume points for bots in non-turn-based mode
|
||||
if is_bot == true and not TurnManager.turn_based_mode:
|
||||
_after_action_completed()
|
||||
return
|
||||
|
||||
action_points -= points
|
||||
|
||||
if action_points <= 0:
|
||||
if TurnManager.turn_based_mode:
|
||||
main.request_next_turn()
|
||||
else:
|
||||
action_points = 2
|
||||
has_performed_action = false
|
||||
has_moved_this_turn = false
|
||||
rpc("display_message", "Action Points Reset!")
|
||||
|
||||
_after_action_completed()
|
||||
action_manager.consume_action_points(points)
|
||||
|
||||
@rpc("any_peer", "call_local")
|
||||
func bot_grab_item(pos: Vector2i, slot: int, x: int, y: int, z: int):
|
||||
if not (is_bot or is_in_group("Bots")):
|
||||
return
|
||||
|
||||
var cell = Vector3i(x, y, z)
|
||||
var item = enhanced_gridmap.get_cell_item(cell)
|
||||
|
||||
if item != -1:
|
||||
playerboard[slot] = item
|
||||
enhanced_gridmap.set_cell_item(cell, -1)
|
||||
has_performed_action = true
|
||||
action_points -= 1
|
||||
_after_action_completed()
|
||||
playerboard_manager.bot_grab_item(pos, slot, x, y, z)
|
||||
|
||||
@rpc("any_peer", "call_local")
|
||||
func bot_put_item(pos: Vector2i, slot: int, x: int, y: int, z: int):
|
||||
if not (is_bot or is_in_group("Bots")):
|
||||
return
|
||||
|
||||
var cell = Vector3i(x, y, z)
|
||||
var item = playerboard[slot]
|
||||
|
||||
if enhanced_gridmap.get_cell_item(cell) == -1:
|
||||
enhanced_gridmap.set_cell_item(cell, item)
|
||||
playerboard[slot] = -1
|
||||
has_performed_action = true
|
||||
action_points -= 1
|
||||
_after_action_completed()
|
||||
playerboard_manager.bot_put_item(pos, slot, x, y, z)
|
||||
|
||||
@rpc("any_peer", "call_local")
|
||||
func bot_arrange_item(from_slot: int, to_slot: int):
|
||||
if not (is_bot or is_in_group("Bots")) or action_points < 2:
|
||||
return
|
||||
|
||||
if playerboard[from_slot] != -1 and playerboard[to_slot] == -1:
|
||||
var temp = playerboard[from_slot]
|
||||
playerboard[from_slot] = -1
|
||||
playerboard[to_slot] = temp
|
||||
has_performed_action = true
|
||||
action_points -= 2
|
||||
_after_action_completed()
|
||||
playerboard_manager.bot_arrange_item(from_slot, to_slot)
|
||||
|
||||
func update_visual_position():
|
||||
# Ensure proper grid-aligned positioning
|
||||
@@ -1786,33 +1080,4 @@ func sync_position(pos: Vector2i):
|
||||
) + cell_offset
|
||||
|
||||
func highlight_valid_obstacle_cells():
|
||||
if not is_multiplayer_authority() or is_bot or is_in_group("Bots"):
|
||||
return
|
||||
|
||||
clear_highlights()
|
||||
|
||||
var cells_to_highlight = []
|
||||
|
||||
# Highlight all empty cells on the grid except those occupied by players or obstacles
|
||||
for x in range(enhanced_gridmap.columns):
|
||||
for z in range(enhanced_gridmap.rows):
|
||||
var pos = Vector2i(x, z)
|
||||
var cell = Vector3i(x, 3, z) # Check floor 3 for occupancy
|
||||
var occupied_by_player = false
|
||||
var occupied_by_obstacle = false
|
||||
|
||||
# Check if cell is occupied by any player
|
||||
for player in get_tree().get_nodes_in_group("Players"):
|
||||
if player.current_position == pos:
|
||||
occupied_by_player = true
|
||||
break
|
||||
|
||||
# Check if cell is occupied by an obstacle
|
||||
if enhanced_gridmap.get_cell_item(cell) in enhanced_gridmap.obstacle_items:
|
||||
occupied_by_obstacle = true
|
||||
|
||||
# Only add to highlights if not occupied by player or obstacle
|
||||
if not occupied_by_player and not occupied_by_obstacle:
|
||||
cells_to_highlight.append(pos)
|
||||
|
||||
highlight_cells_if_authorized(cells_to_highlight)
|
||||
action_manager.highlight_valid_obstacle_cells()
|
||||
|
||||
@@ -4,6 +4,7 @@ extends Node
|
||||
|
||||
var player: Node3D
|
||||
var enhanced_gridmap: Node
|
||||
var highlighted_cells = []
|
||||
|
||||
func initialize(p_player: Node3D, p_gridmap: Node):
|
||||
player = p_player
|
||||
@@ -56,7 +57,7 @@ func after_action_completed():
|
||||
if main:
|
||||
# Add this condition for bots
|
||||
if not TurnManager.turn_based_mode and (player.action_points <= 0 or player.is_bot):
|
||||
player.action_points = 20 # For bots in non-turn-based mode, this will keep refreshing
|
||||
player.action_points = 20 # For bots in non-turn-based mode, this will keep refreshing
|
||||
player.has_performed_action = false
|
||||
player.has_moved_this_turn = false
|
||||
|
||||
@@ -82,9 +83,9 @@ func highlight_cells_if_authorized(cells_to_highlight: Array):
|
||||
|
||||
clear_highlights()
|
||||
for cell in cells_to_highlight:
|
||||
player.highlighted_cells.append(cell)
|
||||
highlighted_cells.append(cell)
|
||||
enhanced_gridmap.set_cell_item(
|
||||
Vector3i(cell.x, 0, cell.y),
|
||||
Vector3i(cell.x, 0, cell.y),
|
||||
enhanced_gridmap.hover_item
|
||||
)
|
||||
|
||||
@@ -101,8 +102,8 @@ func highlight_empty_adjacent_cells():
|
||||
# Highlight current position if empty
|
||||
var current_cell = Vector3i(player.current_position.x, 1, player.current_position.y)
|
||||
if enhanced_gridmap.get_cell_item(current_cell) == -1:
|
||||
player.highlighted_cells.append(player.current_position)
|
||||
enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 0, player.current_position.y),
|
||||
highlighted_cells.append(player.current_position)
|
||||
enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 0, player.current_position.y),
|
||||
enhanced_gridmap.hover_item)
|
||||
print("Highlighted current position: ", player.current_position)
|
||||
|
||||
@@ -112,9 +113,9 @@ func highlight_empty_adjacent_cells():
|
||||
if neighbor.is_walkable:
|
||||
var cell_pos = neighbor.position
|
||||
var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
|
||||
if enhanced_gridmap.get_cell_item(cell) == -1: # Check if cell is empty
|
||||
player.highlighted_cells.append(cell_pos)
|
||||
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
|
||||
if enhanced_gridmap.get_cell_item(cell) == -1: # Check if cell is empty
|
||||
highlighted_cells.append(cell_pos)
|
||||
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
|
||||
enhanced_gridmap.hover_item)
|
||||
print("Highlighted adjacent cell: ", cell_pos)
|
||||
|
||||
@@ -128,8 +129,8 @@ func highlight_random_valid_cells():
|
||||
var current_cell = Vector3i(player.current_position.x, 1, player.current_position.y)
|
||||
var current_item = enhanced_gridmap.get_cell_item(current_cell)
|
||||
if current_item != -1:
|
||||
player.highlighted_cells.append(player.current_position)
|
||||
enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 0, player.current_position.y),
|
||||
highlighted_cells.append(player.current_position)
|
||||
enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 0, player.current_position.y),
|
||||
enhanced_gridmap.hover_item)
|
||||
|
||||
# Then check all adjacent cells for items
|
||||
@@ -138,9 +139,9 @@ func highlight_random_valid_cells():
|
||||
if neighbor.is_walkable:
|
||||
var cell_pos = neighbor.position
|
||||
var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
|
||||
if enhanced_gridmap.get_cell_item(cell) != -1: # Only highlight cells with items
|
||||
player.highlighted_cells.append(cell_pos)
|
||||
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
|
||||
if enhanced_gridmap.get_cell_item(cell) != -1: # Only highlight cells with items
|
||||
highlighted_cells.append(cell_pos)
|
||||
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
|
||||
enhanced_gridmap.hover_item)
|
||||
|
||||
func highlight_occupied_playerboard_slots():
|
||||
@@ -162,8 +163,8 @@ func highlight_occupied_playerboard_slots():
|
||||
if player.playerboard[i] in player.goals:
|
||||
var slot = main.ui_manager.playerboard_ui.get_child(i)
|
||||
if slot.get_child_count() > 0:
|
||||
slot.get_child(0).show() # Show highlight for matching items
|
||||
player.highlighted_cells.append(i) # Add to highlighted cells for tracking
|
||||
slot.get_child(0).show() # Show highlight for matching items
|
||||
highlighted_cells.append(i) # Add to highlighted cells for tracking
|
||||
|
||||
# Update the UI to reflect changes
|
||||
main.ui_manager.update_playerboard_ui()
|
||||
@@ -180,7 +181,7 @@ func highlight_valid_obstacle_cells():
|
||||
for x in range(enhanced_gridmap.columns):
|
||||
for z in range(enhanced_gridmap.rows):
|
||||
var pos = Vector2i(x, z)
|
||||
var cell = Vector3i(x, 3, z) # Check floor 3 for occupancy
|
||||
var cell = Vector3i(x, 3, z) # Check floor 3 for occupancy
|
||||
var occupied_by_player = false
|
||||
var occupied_by_obstacle = false
|
||||
|
||||
@@ -212,11 +213,11 @@ func clear_highlights():
|
||||
var main = player.get_tree().get_root().get_node_or_null("Main")
|
||||
var current_state = main.ui_manager.current_action_state if main else null
|
||||
|
||||
for cell in player.highlighted_cells:
|
||||
for cell in highlighted_cells:
|
||||
if cell is Vector2i:
|
||||
enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.normal_items[0])
|
||||
|
||||
player.highlighted_cells.clear()
|
||||
highlighted_cells.clear()
|
||||
|
||||
if main and main.ui_manager.playerboard_ui:
|
||||
for i in range(main.ui_manager.playerboard_ui.get_child_count()):
|
||||
@@ -244,4 +245,4 @@ func clear_playerboard_highlights():
|
||||
if slot.get_child_count() > 1: slot.get_child(1).hide()
|
||||
if slot.get_child_count() > 2: slot.get_child(2).hide()
|
||||
|
||||
player.highlighted_cells.clear()
|
||||
highlighted_cells.clear()
|
||||
|
||||
@@ -43,7 +43,7 @@ func grab_item(grid_position: Vector2i) -> bool:
|
||||
var target_slot = find_best_goal_slot_for_item(item)
|
||||
if target_slot == -1:
|
||||
print("Player: No valid slot found for item.")
|
||||
return false # no space
|
||||
return false # no space
|
||||
|
||||
if not player.is_multiplayer_authority():
|
||||
return false
|
||||
@@ -191,44 +191,44 @@ func auto_put_item() -> bool:
|
||||
|
||||
# Now scan playerboard
|
||||
for i in range(player.playerboard.size()):
|
||||
var item = player.playerboard[i]
|
||||
if item == -1:
|
||||
var current_item = player.playerboard[i]
|
||||
if current_item == -1:
|
||||
continue
|
||||
|
||||
# Case 1: Item is not in goals at all → definitely junk
|
||||
if not item in player.goals:
|
||||
if not current_item in player.goals:
|
||||
put_slot = i
|
||||
break
|
||||
|
||||
# Case 2: Item is in goals, but we already have enough in correct spots
|
||||
var current_count = 0
|
||||
for r in range(1, 4): # central rows 1-3 (5x5 board)
|
||||
for c in range(1, 4): # central cols 1-3
|
||||
for r in range(1, 4): # central rows 1-3 (5x5 board)
|
||||
for c in range(1, 4): # central cols 1-3
|
||||
var idx = r * 5 + c
|
||||
if player.playerboard[idx] == item:
|
||||
if player.playerboard[idx] == current_item:
|
||||
current_count += 1
|
||||
|
||||
# If we already have all needed copies in central area, this is extra
|
||||
if current_count >= goal_counts.get(item, 0):
|
||||
if current_count >= goal_counts.get(current_item, 0):
|
||||
put_slot = i
|
||||
break
|
||||
|
||||
# If no junk found, fall back to any non-goal-matching tile outside center
|
||||
if put_slot == -1:
|
||||
for i in range(player.playerboard.size()):
|
||||
var item = player.playerboard[i]
|
||||
if item == -1:
|
||||
var board_item = player.playerboard[i]
|
||||
if board_item == -1:
|
||||
continue
|
||||
var row = i / 5
|
||||
var col = i % 5
|
||||
# If it's outside the central 3x3, it shouldn't be there
|
||||
if row < 1 or row > 3 or col < 1 or col > 3:
|
||||
if not item in player.goals or player.playerboard[i] != player.goals[(row - 1) * 3 + (col - 1)]:
|
||||
if not board_item in player.goals or player.playerboard[i] != player.goals[(row - 1) * 3 + (col - 1)]:
|
||||
put_slot = i
|
||||
break
|
||||
|
||||
if put_slot == -1:
|
||||
return false # Nothing suitable to put
|
||||
return false # Nothing suitable to put
|
||||
|
||||
# Step 3: Perform the put
|
||||
var target_pos = valid_put_positions[0]
|
||||
@@ -256,7 +256,7 @@ func arrange_playerboard_item(slot_index: int):
|
||||
if player.action_points < 2 or player.playerboard[slot_index] == -1:
|
||||
return
|
||||
|
||||
var selected_item = player.playerboard[slot_index]
|
||||
#var selected_item = player.playerboard[slot_index]
|
||||
var adjacent_slots = get_adjacent_playerboard_slots(slot_index)
|
||||
|
||||
var main = player.get_tree().get_root().get_node_or_null("Main")
|
||||
@@ -273,11 +273,11 @@ func arrange_playerboard_item(slot_index: int):
|
||||
|
||||
# Highlight valid adjacent slots
|
||||
for adj_slot in adjacent_slots:
|
||||
if player.playerboard[adj_slot] == -1: # Only highlight empty adjacent slots
|
||||
if player.playerboard[adj_slot] == -1: # Only highlight empty adjacent slots
|
||||
var adj_slot_ui = main.ui_manager.playerboard_ui.get_child(adj_slot)
|
||||
if adj_slot_ui.get_child_count() > 2:
|
||||
adj_slot_ui.get_child(2).show()
|
||||
player.highlighted_cells.append(adj_slot)
|
||||
player.action_manager.highlighted_cells.append(adj_slot)
|
||||
|
||||
# Connect to slot click signals
|
||||
for i in range(player.playerboard.size()):
|
||||
@@ -336,10 +336,10 @@ func find_best_goal_slot_for_item(item: int) -> int:
|
||||
for i in range(3):
|
||||
for j in range(3):
|
||||
if goals_2d[i][j] == item:
|
||||
var board_row = i + 1 # offset to center in 5x5
|
||||
var board_row = i + 1 # offset to center in 5x5
|
||||
var board_col = j + 1
|
||||
var slot_index = board_row * 5 + board_col
|
||||
if player.playerboard[slot_index] == -1: # only if empty
|
||||
if player.playerboard[slot_index] == -1: # only if empty
|
||||
return slot_index
|
||||
|
||||
# No ideal slot? Return any empty slot
|
||||
@@ -377,7 +377,7 @@ func find_best_put_candidate() -> Dictionary:
|
||||
|
||||
# Is it already in the correct central position?
|
||||
var is_in_correct_central_spot = false
|
||||
if board_i in [1,2,3] and board_j in [1,2,3]:
|
||||
if board_i in [1, 2, 3] and board_j in [1, 2, 3]:
|
||||
var goal_i = board_i - 1
|
||||
var goal_j = board_j - 1
|
||||
if goals_2d[goal_i][goal_j] == item:
|
||||
@@ -424,7 +424,7 @@ func find_best_put_candidate() -> Dictionary:
|
||||
if not valid_cells.is_empty():
|
||||
return {
|
||||
"slot_index": cand.slot,
|
||||
"grid_position": valid_cells[0] # pick first valid cell
|
||||
"grid_position": valid_cells[0] # pick first valid cell
|
||||
}
|
||||
|
||||
# Fallback: just put any candidate item
|
||||
@@ -446,9 +446,9 @@ func get_adjacent_playerboard_slots(slot_index) -> Array:
|
||||
return adjacent
|
||||
|
||||
func is_valid_arrangement_slot(from_slot: int, to_slot: int) -> bool:
|
||||
var from_row = from_slot / 5
|
||||
var from_row = int(from_slot / 5)
|
||||
var from_col = from_slot % 5
|
||||
var to_row = to_slot / 5
|
||||
var to_row = int(to_slot / 5)
|
||||
var to_col = to_slot % 5
|
||||
|
||||
var row_diff = abs(from_row - to_row)
|
||||
|
||||
@@ -33,12 +33,17 @@ func _process(_delta):
|
||||
if socket:
|
||||
pass
|
||||
|
||||
func connect_to_nakama_async(email: String = "", password: String = "") -> void:
|
||||
func connect_to_nakama_async(email: String = "", password: String = "") -> bool:
|
||||
if is_connected_to_nakama():
|
||||
print("Already connected to Nakama.")
|
||||
emit_signal("connected_to_nakama")
|
||||
return true
|
||||
|
||||
# 1. Authenticate
|
||||
if email == "":
|
||||
var device_id = OS.get_unique_id()
|
||||
# For testing, append a random number to device ID to simulate unique users on one machine
|
||||
# device_id = device_id + str(randi())
|
||||
device_id = device_id + str(randi())
|
||||
session = await client.authenticate_device_async(device_id)
|
||||
else:
|
||||
session = await client.authenticate_email_async(email, password)
|
||||
@@ -46,7 +51,7 @@ func connect_to_nakama_async(email: String = "", password: String = "") -> void:
|
||||
if session.is_exception():
|
||||
printerr("Auth Error: ", session.get_exception().message)
|
||||
emit_signal("connection_failed", session.get_exception().message)
|
||||
return
|
||||
return false
|
||||
|
||||
# 2. Connect Socket
|
||||
socket = Nakama.create_socket_from(client)
|
||||
@@ -55,7 +60,7 @@ func connect_to_nakama_async(email: String = "", password: String = "") -> void:
|
||||
if socket_result.is_exception():
|
||||
printerr("Socket Error: ", socket_result.get_exception().message)
|
||||
emit_signal("connection_failed", socket_result.get_exception().message)
|
||||
return
|
||||
return false
|
||||
|
||||
# 3. Initialize Multiplayer Bridge
|
||||
# This links Nakama's socket to Godot's High-Level Multiplayer API
|
||||
@@ -71,6 +76,7 @@ func connect_to_nakama_async(email: String = "", password: String = "") -> void:
|
||||
|
||||
print("Connected to Nakama and Bridge Initialized.")
|
||||
emit_signal("connected_to_nakama")
|
||||
return true
|
||||
|
||||
# --- Match Management ---
|
||||
|
||||
|
||||
Reference in New Issue
Block a user