feat: Add initial player character, movement, network synchronization, bot AI, and game managers.
This commit is contained in:
@@ -15,6 +15,13 @@ func _init(p_actor: Node3D, p_gridmap: Node):
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actor = p_actor
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enhanced_gridmap = p_gridmap
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func _normalize_tile(tile: int) -> int:
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"""Normal tiles 7-10 are goals. 11-14 are powerups and not goals."""
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# If it's a holo tile, treat it as its normal counterpart for goal matching
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if tile >= 11 and tile <= 14:
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return tile - 4 # 11->7, 12->8, etc.
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return tile
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# =============================================================================
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# Goal Analysis
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# =============================================================================
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@@ -40,7 +47,7 @@ func calculate_goal_progress() -> float:
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total_required += 1
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var board_idx = (i + 1) * 5 + (j + 1) # Center 3x3 in 5x5 board
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if board_idx < actor.playerboard.size() and actor.playerboard[board_idx] == goal_value:
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if board_idx < actor.playerboard.size() and _normalize_tile(actor.playerboard[board_idx]) == goal_value:
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matches += 1
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if total_required == 0:
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@@ -53,6 +60,7 @@ func get_tiles_needed() -> Array:
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var needed = []
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if not actor or actor.goals.size() == 0:
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# print("[BotStrategicPlanner] %s - No goals assigned yet." % actor.name)
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return needed
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for i in range(3):
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@@ -66,10 +74,11 @@ func get_tiles_needed() -> Array:
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continue
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var board_idx = (i + 1) * 5 + (j + 1)
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if board_idx >= actor.playerboard.size() or actor.playerboard[board_idx] != goal_value:
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if board_idx >= actor.playerboard.size() or _normalize_tile(actor.playerboard[board_idx]) != goal_value:
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if not goal_value in needed:
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needed.append(goal_value)
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# print("[BotStrategicPlanner] %s goals: %s. Needed: %s" % [actor.name, actor.goals, needed])
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return needed
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func find_best_slot_for_tile(tile_type: int) -> int:
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@@ -238,20 +247,17 @@ func find_nearest_tile_of_type(tile_types: Array) -> Vector2i:
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# Check center first
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var center_cell = Vector3i(current_pos.x, 1, current_pos.y)
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if enhanced_gridmap.get_cell_item(center_cell) in tile_types:
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var center_item = enhanced_gridmap.get_cell_item(center_cell)
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if _normalize_tile(center_item) in tile_types:
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return current_pos
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for r in range(1, max_radius + 1):
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# Spiral perimeter:
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# Top row: (x-r, y-r) to (x+r, y-r)
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# Bottom row: (x-r, y+r) to (x+r, y+r)
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# Left col: (x-r, y-r+1) to (x-r, y+r-1)
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# Right col: (x+r, y-r+1) to (x+r, y+r-1)
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var found_in_layer = []
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# We'll check the ring. Note: Manhattan distance might be better metric for "nearest"
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# but layer-by-layer is efficient for finding "close enough" quickly.
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# In Stop n Go, prefer tiles "ahead" (higher X)
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var is_stop_n_go = LobbyManager.game_mode == "Stop n Go"
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# Check the ring
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for x_off in range(-r, r + 1):
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_check_spiral_cell(current_pos.x + x_off, current_pos.y - r, tile_types, found_in_layer) # Top
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_check_spiral_cell(current_pos.x + x_off, current_pos.y + r, tile_types, found_in_layer) # Bottom
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@@ -266,6 +272,22 @@ func find_nearest_tile_of_type(tile_types: Array) -> Vector2i:
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var min_dist = 999999
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for pos in found_in_layer:
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var dist = abs(pos.x - current_pos.x) + abs(pos.y - current_pos.y)
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# DIRECTIONAL BIAS: In Stop n Go, penalize tiles that are "behind" us
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if is_stop_n_go:
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if current_pos.x <= 10:
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# EARLY GAME: Extremely focused on moving right
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if pos.x < current_pos.x:
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dist += 10 # Heavier penalty for backtracking
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elif pos.x > current_pos.x:
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dist -= 4 # Heavier bonus for moving forward
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else:
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# LATE GAME: Normal bias
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if pos.x < current_pos.x:
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dist += 5
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elif pos.x > current_pos.x:
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dist -= 2
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if dist < min_dist:
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min_dist = dist
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nearest_in_layer = pos
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@@ -279,7 +301,7 @@ func _check_spiral_cell(x: int, z: int, tile_types: Array, result_array: Array):
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var cell = Vector3i(x, 1, z)
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var item = enhanced_gridmap.get_cell_item(cell)
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if item in tile_types:
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if _normalize_tile(item) in tile_types:
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result_array.append(Vector2i(x, z))
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# =============================================================================
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@@ -288,62 +310,184 @@ func _check_spiral_cell(x: int, z: int, tile_types: Array, result_array: Array):
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func find_optimal_move_target() -> Vector2i:
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"""Calculate the best position to move towards."""
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var main = actor.get_tree().get_root().get_node_or_null("Main")
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var is_sng = LobbyManager.game_mode == "Stop n Go"
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var gc_manager = main.get_node_or_null("GoalsCycleManager") if main else null
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var time_left = gc_manager.get_global_time_remaining() if gc_manager else 999.0
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var is_match_running = gc_manager.is_match_running() if gc_manager else false
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var is_late_game = is_sng and is_match_running and time_left > 0.0 and time_left <= 30.0
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# 1. STOP N GO: Reach the finish line if goals are complete
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if is_sng and main:
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var sng_manager = main.get_node_or_null("StopNGoManager")
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if sng_manager and sng_manager.is_mission_complete(actor.name.to_int()):
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# MISSION COMPLETE: We CAN finish, but should we?
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if not is_late_game:
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# CHAOS MODE: Allow falling through to target holo tiles, but we'll limit the target X later
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# print("[BotStrategicPlanner] %s mission complete (Chaos Phase %.1fs). Roaming field." % [actor.name, time_left])
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pass
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else:
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# Late game: go to finish
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var finish_target = Vector2i(21, actor.current_position.y)
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# Ensure finish_target is walkable
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if not _is_valid_move_target(finish_target):
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for dy in [1, -1, 2, -2]:
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var alt = Vector2i(21, actor.current_position.y + dy)
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if _is_valid_move_target(alt):
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finish_target = alt
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break
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print("[BotStrategicPlanner] %s mission complete (Late Game %.1fs)! Heading to finish: %s" % [actor.name, time_left, finish_target])
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return finish_target
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var sng_manager = main.get_node_or_null("StopNGoManager") if main else null
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var is_mission_complete = sng_manager.is_mission_complete(actor.name.to_int()) if sng_manager else false
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var needed_tiles = get_tiles_needed()
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# First: move toward tiles we need
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if needed_tiles.size() > 0:
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var target = find_nearest_tile_of_type(needed_tiles)
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if target != Vector2i(-1, -1):
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return _get_adjacent_position(target)
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# Priority targets: needed tiles > holo tiles > any goal tile
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var targets_to_try = []
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# Second: move toward holo tiles if we need power-ups
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var powerup_manager = actor.get_node_or_null("PowerUpManager")
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if powerup_manager and powerup_manager.current_points < powerup_manager.MAX_POINTS:
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var target = find_nearest_tile_of_type(HOLO_TILES)
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if target != Vector2i(-1, -1):
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return _get_adjacent_position(target)
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# If mission is complete, we don't need goal tiles or specific board tiles
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if not is_mission_complete:
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if needed_tiles.size() > 0:
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targets_to_try.append(needed_tiles)
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# Third: move toward any goal tile that might be useful
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var target = find_nearest_tile_of_type(GOAL_TILES)
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if target != Vector2i(-1, -1):
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return _get_adjacent_position(target)
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var pu_manager = actor.get_node_or_null("PowerUpManager")
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if pu_manager and pu_manager.current_points < pu_manager.MAX_POINTS:
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targets_to_try.append(HOLO_TILES)
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if not is_mission_complete:
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targets_to_try.append(GOAL_TILES)
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# CONSTRAINT: In Stop n Go, NEVER target X >= 21 unless it's late game (last 30s)
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var max_x = 22 # No limit by default
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if is_sng and not is_late_game:
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max_x = 20
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for tile_set in targets_to_try:
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var target = find_nearest_tile_of_type(tile_set)
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if target != Vector2i(-1, -1) and target.x <= max_x:
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# Just return the target directly if it's a valid tile position.
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# The BotController will use A* to find the path.
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# We only need _get_adjacent_position if the target itself is an obstacle (e.g. Tekton Stand).
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if _is_valid_move_target(target, true):
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return target
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else:
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# If we can't stand ON it (e.g. it's on a stand), find a spot NEXT to it.
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var final = _get_adjacent_position(target)
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if final != actor.current_position and final.x <= max_x:
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return final
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# Fallback: move Right in Stop n Go mode even if idle
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if is_sng:
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# Only force forward if we haven't finished our mission OR time is almost up
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# DRIFT PREVENTION: Only step right if incomplete AND not already late in the track
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# If they reach column 16 without goals, they should stay there and wait for items.
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if (not is_mission_complete and actor.current_position.x < 16) or is_late_game:
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var right_step = actor.current_position + Vector2i(1, 0)
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if _is_valid_move_target(right_step):
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return right_step
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# Fallback: random valid position
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return _get_random_valid_position()
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var rnd = _get_random_valid_position()
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# Apply X constraint to random move
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if is_sng and rnd.x > max_x:
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rnd.x = max_x # Clamp to safe zone
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if not _is_valid_move_target(rnd):
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# Try to find any other valid y at this x
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for dy in [1, -1, 2, -2]:
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var alt = Vector2i(rnd.x, rnd.y + dy)
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if _is_valid_move_target(alt):
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rnd = alt
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break
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if rnd.x > max_x: return actor.current_position # Last resort
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return rnd
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func _get_adjacent_position(target: Vector2i) -> Vector2i:
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"""Get a valid position adjacent to or at the target."""
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var current_pos = actor.current_position
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# If we can reach the target directly, return it
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if _is_within_movement_range(target):
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# If we are already at the target, stay there
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if current_pos == target:
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return target
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# If the target is walkable and within range, return it
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if _is_valid_move_target(target) and _is_within_movement_range(target):
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return target
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# Otherwise, move one step closer
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# 1. ORTHOGONAL NEIGHBORS (Normal priority)
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var neighbors = [
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target + Vector2i(1, 0), target + Vector2i(-1, 0),
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target + Vector2i(0, 1), target + Vector2i(0, -1)
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]
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# Priority: Pick neighbors that are NOT our current position first
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var candidates = []
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for n_pos in neighbors:
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# Use ignore_players=true here because we want to see ALL potentially walkable paths
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# The movement manager will handle actual collisions/pushes
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if _is_valid_move_target(n_pos, true) and _is_within_movement_range(n_pos):
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candidates.append(n_pos)
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if candidates.size() > 0:
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# If we have candidates that aren't where we are, pick the closest one to target
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var non_current = candidates.filter(func(p): return p != current_pos)
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if non_current.size() > 0:
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non_current.sort_custom(func(a, b):
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return (a - current_pos).length_squared() < (b - current_pos).length_squared()
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)
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return non_current[0]
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else:
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# If only option is current pos, we are "at" the target neighbor
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return current_pos
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# 2. STEP CLOSER FALLBACK
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var dx = sign(target.x - current_pos.x)
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var dz = sign(target.y - current_pos.y)
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var positions_to_try = [
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var steps = [
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Vector2i(current_pos.x + dx, current_pos.y + dz),
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Vector2i(current_pos.x + dx, current_pos.y),
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Vector2i(current_pos.x, current_pos.y + dz)
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]
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for pos in positions_to_try:
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if _is_valid_move_target(pos):
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return pos
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for step in steps:
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if _is_valid_move_target(step, true): # Ignore players for step planning
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return step
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return Vector2i(-1, -1)
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func _is_within_movement_range(pos: Vector2i) -> bool:
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var current_pos = actor.current_position
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var dist = max(abs(pos.x - current_pos.x), abs(pos.y - current_pos.y))
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return dist <= actor.movement_range
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if actor.get("use_diagonal_movement"):
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return max(abs(pos.x - current_pos.x), abs(pos.y - current_pos.y)) <= actor.movement_range
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else:
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return (abs(pos.x - current_pos.x) + abs(pos.y - current_pos.y)) <= actor.movement_range
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func _is_valid_move_target(pos: Vector2i) -> bool:
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func _is_valid_move_target(pos: Vector2i, ignore_players: bool = false) -> bool:
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if not enhanced_gridmap or not enhanced_gridmap.is_position_valid(pos):
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return false
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if actor.is_position_occupied(pos):
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# Check Floor 0 (Ground/Walls)
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var floor_item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
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if floor_item == -1 or floor_item in enhanced_gridmap.non_walkable_items:
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return false
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# Check Floor 1 (Items/Obstacles)
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var item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 1, pos.y))
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if item != -1 and item in enhanced_gridmap.non_walkable_items:
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return false
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# Check Physics (Stands/Static Objects)
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if actor.movement_manager and actor.movement_manager.has_method("_is_position_blocked_by_physics"):
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if actor.movement_manager._is_position_blocked_by_physics(pos):
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return false
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if not ignore_players and actor.is_position_occupied(pos):
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return false
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return true
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@@ -376,6 +520,10 @@ func evaluate_sabotage_opportunity() -> Dictionary:
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if not powerup_manager or not powerup_manager.can_use_special():
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return result
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# 0. STOP N GO THRESHOLD: No sabotage until passing column 10
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if LobbyManager.game_mode == "Stop n Go" and actor.current_position.x <= 10:
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return result
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# Get opponents
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var opponents = _get_opponents()
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if opponents.size() == 0:
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@@ -391,9 +539,13 @@ func evaluate_sabotage_opportunity() -> Dictionary:
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return result
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# Condition 2: Opponent is close to completing their goal
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var progress_threshold = 0.7
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if LobbyManager.game_mode == "Stop n Go" and actor.current_position.x > 10:
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progress_threshold = 0.4 # More aggressive in late game!
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for opponent in opponents:
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var opponent_progress = _estimate_opponent_progress(opponent)
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if opponent_progress >= 0.7: # 70% complete
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if opponent_progress >= progress_threshold:
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result.should_sabotage = true
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result.reason = "opponent_close_to_winning"
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result.target = opponent
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@@ -409,6 +561,14 @@ func evaluate_sabotage_opportunity() -> Dictionary:
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result.reason = "behind_in_score"
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result.target = opponents[0] if opponents.size() > 0 else null
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return result
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# Condition 4: Random Aggression (Stop n Go Late Game)
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if LobbyManager.game_mode == "Stop n Go" and actor.current_position.x > 12:
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if randf() < 0.3: # 30% chance each tick to just be mean
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result.should_sabotage = true
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result.reason = "random_aggression"
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result.target = opponents[randi() % opponents.size()]
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return result
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return result
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