fix bot issues : Prevent bot creation when enable_bots is false
This commit is contained in:
+13
-12
@@ -385,10 +385,10 @@ func _on_host_pressed():
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# Sync goals to all clients after host is set up
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rpc("sync_preset_goals", preset_goals)
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# Only add bots if enable_bots is true
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# Only add bots if enable_bots is true and we need them
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if enable_bots:
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# Add bots with their own goals
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for i in range(2, max_players + 1):
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var needed_bots = max_players - 1 # -1 for the host
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for i in range(2, needed_bots + 2): # +2 because we start from ID 2
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add_bot(i)
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start_game()
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@@ -644,7 +644,9 @@ func _on_peer_disconnected(peer_id):
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if multiplayer.is_server():
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connected_peer_ids.erase(peer_id)
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players.erase(peer_id)
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add_bot(get_next_available_bot_id())
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# Only add replacement bot if bots are enabled
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if enable_bots:
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add_bot(get_next_available_bot_id())
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@rpc("any_peer", "call_local")
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func add_player_character(peer_id):
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@@ -735,6 +737,13 @@ func add_bot(bot_id):
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@rpc("call_local")
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func create_bot(bot_id):
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# First check if bots are enabled
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if not enable_bots:
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print("Attempted to create bot while bots are disabled")
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return
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# Ensure we're not duplicating bots
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if has_node(str(bot_id)):
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push_error("Bot already exists: " + str(bot_id))
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@@ -755,14 +764,6 @@ func create_bot(bot_id):
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bot_character.add_to_group("Players", true)
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bot_character.add_to_group("Bots", true)
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if not enable_bots:
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bot_character.set_process(false)
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bot_character.set_physics_process(false)
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# Disable Beehave tree if it exists
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var behavior_tree = bot_character.get_node_or_null("BehaviorTree")
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if behavior_tree:
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behavior_tree.enabled = false
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if multiplayer.is_server():
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bots.append(bot_id)
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players.append(bot_id)
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+55
-15
@@ -184,6 +184,8 @@ func _ready():
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if is_multiplayer_authority():
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rpc("sync_position", current_position)
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# Add function to check if position is at finish line
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func is_at_finish_line() -> bool:
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return current_position in finish_locations
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@@ -246,12 +248,6 @@ func finish_race():
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var message = "Finish 2nd lap on " + get_ordinal_string(race_position)
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if is_multiplayer_authority():
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rpc("display_message", message)
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# Notify game completion
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var main = get_tree().get_root().get_node_or_null("Main")
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if main and is_multiplayer_authority():
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main.player_finished_race(self)
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# Add function to check 3x3 pattern matching anywhere in 5x5 playerboard
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func check_pattern_match() -> bool:
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@@ -319,7 +315,7 @@ func start_new_lap():
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goals = second_lap_goals.duplicate()
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# Reset playerboard
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playerboard.fill(-1)
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#playerboard.fill(-1)
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# Reset can_finish flag
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can_finish = false
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@@ -446,9 +442,13 @@ func ping_existence():
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# They can check if they have this node
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pass
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func _physics_process(_delta):
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func _physics_process(delta):
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if is_multiplayer_authority():
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rpc("remote_set_position", global_position)
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# Add continuous finish line check
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if current_position in finish_locations and can_finish and not is_player_moving:
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start_new_lap()
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func _unhandled_input(event):
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# Early return if not authorized human player
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@@ -686,6 +686,13 @@ func move_player_to_clicked_position(grid_position: Vector2i):
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if not is_multiplayer_authority() or is_player_moving or action_points <= 0:
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return
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# Check if trying to move to finish line
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if grid_position in finish_locations:
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if not can_finish:
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can_finish = check_pattern_match()
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if not can_finish:
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return # Cannot move to finish line if pattern doesn't match
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var is_valid_finish = false
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# Make scenario for match checking laps, for handle lap count
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if current_lap == 0: # first lap
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@@ -693,15 +700,11 @@ func move_player_to_clicked_position(grid_position: Vector2i):
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else: # second lap
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is_valid_finish = grid_position in spawn_locations
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if is_valid_finish:
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if not can_finish:
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can_finish = check_pattern_match()
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if not can_finish:
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return
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if not is_within_movement_range(grid_position):
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return
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var main = get_tree().get_root().get_node_or_null("Main")
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if not main or main.current_action_state != main.ActionState.MOVING or not grid_position in highlighted_cells:
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return
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@@ -732,7 +735,7 @@ func move_player_to_clicked_position(grid_position: Vector2i):
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# Clear highlights after moving
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if not (is_bot or is_in_group("Bots")):
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clear_highlights()
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# Handle finish line crossing
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if is_valid_finish and can_finish:
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rpc("finish_race")
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@@ -751,6 +754,10 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
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current_position = Vector2i(path[-1].x, path[-1].y)
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is_player_moving = false
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# Check if we've reached the finish line
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if current_position in finish_locations and can_finish:
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finish_race()
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var main = get_tree().get_root().get_node_or_null("Main")
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# Only clear visuals if this is a human player
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@@ -773,6 +780,39 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
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_after_action_completed()
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)
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#func trigger_finish_line():
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#if not is_multiplayer_authority():
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#return
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#
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#if current_lap == 0: # First lap
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#lap1_finishers += 1
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#race_position = lap1_finishers
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#
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## Display first lap completion message
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#var message = "Finish 1st lap on " + get_ordinal_string(race_position)
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#rpc("display_message", message)
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#print("DEBUG: Triggered first lap finish. Position: ", race_position)
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#
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## Start second lap
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#current_lap += 1
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#rpc("start_new_lap")
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#
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#elif current_lap == 1: # Second lap
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#lap2_finishers += 1
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#race_position = lap2_finishers
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#
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## Display second lap completion message
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#var message = "Finish 2nd lap on " + get_ordinal_string(race_position)
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#rpc("display_message", message)
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#print("DEBUG: Triggered second lap finish. Position: ", race_position)
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#
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##func debug_finish_state():
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##print("DEBUG: Current Position: ", current_position)
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##print("DEBUG: Can Finish: ", can_finish)
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##print("DEBUG: Current Lap: ", current_lap)
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##print("DEBUG: Pattern Match: ", check_pattern_match())
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##print("DEBUG: Is at finish: ", current_position in finish_locations)
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func update_player_position(grid_position: Vector2i):
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position = grid_to_world(grid_position)
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