update
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@@ -97,94 +97,48 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
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var other_player = player.get_player_at_position(target_pos)
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if not other_player:
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return false # Should be occupied if we called this, but safety check
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return false
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# Calculate where they will be pushed to
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var pushed_to_pos = target_pos + direction
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# Check if pushed destination is valid
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if not enhanced_gridmap.is_position_valid(pushed_to_pos):
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# Blocked by world bounds -> Double Push!
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other_player.rpc("apply_stagger", 1.5)
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return false
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# Check walkability of pushed destination
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(pushed_to_pos.x, 0, pushed_to_pos.y))
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if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items:
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# Blocked by obstacle -> Double Push!
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other_player.rpc("apply_stagger", 1.5)
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return false
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# Check if pushed destination is ALREADY occupied (Double Push / Crush)
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if player.is_position_occupied(pushed_to_pos):
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# Blocked by another player -> Double Push!
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other_player.rpc("apply_stagger", 1.5)
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return false
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# Check if other player is currently moving (don't push moving players to avoid sync issues)
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if other_player.is_player_moving:
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# === NEW LOGIC: Only allow push if in ATTACK MODE ===
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if not player.get("is_attack_mode"):
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# Standard bumping effect or nothing?
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# User said "Remove standard push", so we just do nothing or small shake
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return false
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# EXECUTE PUSH
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print("Player %s PUSHING %s to %s" % [player.name, other_player.name, pushed_to_pos])
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# === SUPER PUSH (Attack Mode) ===
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print("Player %s SUPER PUSHING %s!" % [player.name, other_player.name])
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# Force move the other player
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# We use rpc to sync this change. Since we are authority, we can dictate pos.
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# 1. Drop Victim's Tiles
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if other_player.has_method("drop_all_tiles"):
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other_player.rpc("drop_all_tiles") # Sync drop
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# 1. Update their position variable immediately so our move check passes next frame?
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# actually simple_move_to continues immediately.
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# We need to forcefully animate/move them.
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# Let's use their own movement RPC if possible, or a special push RPC.
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# For simplicity, we'll assume they snap-move or use the standard path movement but faster?
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# Let's use the standard movement for now to ensure consistency.
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var path = [Vector2(target_pos.x, target_pos.y), Vector2(pushed_to_pos.x, pushed_to_pos.y)]
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# path.pop_front() # start_movement_along_path expects full path?
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# Actually start_movement_along_path usually takes [start, end] or [end]?
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# Looking at simple_move_to above:
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# path = [current, target]
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# path.pop_front() -> path is [target]
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# So it expects just the waypoints excluding start.
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var push_path = [Vector2(pushed_to_pos.x, pushed_to_pos.y)]
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# Call RPC on the OTHER player
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other_player.rpc("start_movement_along_path", push_path, false) # false = no cam checks?
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# Wait, the boolean arg is "is_local_human"?
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# In player.gd call: player.rpc("start_movement_along_path", path, not (player.is_bot...))
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# Update their current_position immediately so `is_position_occupied` returns false for us
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# (The RPC handles the visual tween, but we need logical update)
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# However, start_movement_along_path usually updates current_position at start or end?
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# If we don't update it now, our `player.is_position_occupied(grid_position)` check in subsequent frames might be ok,
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# but `simple_move_to` is synchronous-ish.
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# Crucial: We need to make sure `player.is_position_occupied` returns false for `grid_position`
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# RIGHT NOW so we can return true and move into it.
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# But `is_position_occupied` checks `current_position` and `target_position`.
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# So we need to update `other_player`'s state.
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other_player.target_position = pushed_to_pos
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other_player.is_player_moving = true # Mark them as moving so they occupy the NEW spot vs OLD spot?
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# Actually is_position_occupied checks BOTH current and target.
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# So if they are moving, they occupy BOTH until finished?
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# See player.gd:
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# if player.is_player_moving and player.target_position == pos: return true
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# if player.current_position == pos: return true
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# This implies a moving player blocks 2 tiles.
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# If we want to move into `target_pos`, `other_player` must NOT count as occupying it.
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# But they ARE at `target_pos`.
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# We physically can't be at the same spot.
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# So we essentially need them to VACATE `target_pos` logically.
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# Hack/Fix: We manually update their `current_position` to `pushed_to_pos` immediately?
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# No, that breaks visual interpolation.
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# Solution: The push logic implies simultaneity or high speed.
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# If we assume the push is instant-ish logic:
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# We update valid logical positions. Visuals catch up.
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# 2. Spawn PowerUps around Victim
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# We delegate this to the attacker's SpecialTilesManager to handle the spawning authority
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if player.special_tiles_manager and player.special_tiles_manager.has_method("spawn_powerups_around"):
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player.special_tiles_manager.spawn_powerups_around(other_player.current_position)
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# 3. Knockback / Stagger
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# Push them away
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var pushed_to_pos = target_pos + direction
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if enhanced_gridmap.is_position_valid(pushed_to_pos) and \
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enhanced_gridmap.get_cell_item(Vector3i(pushed_to_pos.x, 0, pushed_to_pos.y)) != -1 and \
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not player.is_position_occupied(pushed_to_pos):
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# Valid push
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var push_path = [Vector2(pushed_to_pos.x, pushed_to_pos.y)]
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other_player.rpc("start_movement_along_path", push_path, false)
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other_player.target_position = pushed_to_pos # Logical update
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else:
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# Wall/Blocked -> Stagger in place
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other_player.rpc("apply_stagger", 1.5)
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# 4. Consume Boost
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if player.powerup_manager:
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player.powerup_manager.reset_boost()
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# 5. Reset Attack Mode
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player.is_attack_mode = false
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return true
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