fix bot issues : Prevent bot creation when enable_bots is false

This commit is contained in:
2025-04-22 10:34:08 +08:00
parent d397ef0931
commit f8521a78ff
2 changed files with 68 additions and 27 deletions
+55 -15
View File
@@ -184,6 +184,8 @@ func _ready():
if is_multiplayer_authority():
rpc("sync_position", current_position)
# Add function to check if position is at finish line
func is_at_finish_line() -> bool:
return current_position in finish_locations
@@ -246,12 +248,6 @@ func finish_race():
var message = "Finish 2nd lap on " + get_ordinal_string(race_position)
if is_multiplayer_authority():
rpc("display_message", message)
# Notify game completion
var main = get_tree().get_root().get_node_or_null("Main")
if main and is_multiplayer_authority():
main.player_finished_race(self)
# Add function to check 3x3 pattern matching anywhere in 5x5 playerboard
func check_pattern_match() -> bool:
@@ -319,7 +315,7 @@ func start_new_lap():
goals = second_lap_goals.duplicate()
# Reset playerboard
playerboard.fill(-1)
#playerboard.fill(-1)
# Reset can_finish flag
can_finish = false
@@ -446,9 +442,13 @@ func ping_existence():
# They can check if they have this node
pass
func _physics_process(_delta):
func _physics_process(delta):
if is_multiplayer_authority():
rpc("remote_set_position", global_position)
# Add continuous finish line check
if current_position in finish_locations and can_finish and not is_player_moving:
start_new_lap()
func _unhandled_input(event):
# Early return if not authorized human player
@@ -686,6 +686,13 @@ func move_player_to_clicked_position(grid_position: Vector2i):
if not is_multiplayer_authority() or is_player_moving or action_points <= 0:
return
# Check if trying to move to finish line
if grid_position in finish_locations:
if not can_finish:
can_finish = check_pattern_match()
if not can_finish:
return # Cannot move to finish line if pattern doesn't match
var is_valid_finish = false
# Make scenario for match checking laps, for handle lap count
if current_lap == 0: # first lap
@@ -693,15 +700,11 @@ func move_player_to_clicked_position(grid_position: Vector2i):
else: # second lap
is_valid_finish = grid_position in spawn_locations
if is_valid_finish:
if not can_finish:
can_finish = check_pattern_match()
if not can_finish:
return
if not is_within_movement_range(grid_position):
return
var main = get_tree().get_root().get_node_or_null("Main")
if not main or main.current_action_state != main.ActionState.MOVING or not grid_position in highlighted_cells:
return
@@ -732,7 +735,7 @@ func move_player_to_clicked_position(grid_position: Vector2i):
# Clear highlights after moving
if not (is_bot or is_in_group("Bots")):
clear_highlights()
# Handle finish line crossing
if is_valid_finish and can_finish:
rpc("finish_race")
@@ -751,6 +754,10 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
current_position = Vector2i(path[-1].x, path[-1].y)
is_player_moving = false
# Check if we've reached the finish line
if current_position in finish_locations and can_finish:
finish_race()
var main = get_tree().get_root().get_node_or_null("Main")
# Only clear visuals if this is a human player
@@ -773,6 +780,39 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
_after_action_completed()
)
#func trigger_finish_line():
#if not is_multiplayer_authority():
#return
#
#if current_lap == 0: # First lap
#lap1_finishers += 1
#race_position = lap1_finishers
#
## Display first lap completion message
#var message = "Finish 1st lap on " + get_ordinal_string(race_position)
#rpc("display_message", message)
#print("DEBUG: Triggered first lap finish. Position: ", race_position)
#
## Start second lap
#current_lap += 1
#rpc("start_new_lap")
#
#elif current_lap == 1: # Second lap
#lap2_finishers += 1
#race_position = lap2_finishers
#
## Display second lap completion message
#var message = "Finish 2nd lap on " + get_ordinal_string(race_position)
#rpc("display_message", message)
#print("DEBUG: Triggered second lap finish. Position: ", race_position)
#
##func debug_finish_state():
##print("DEBUG: Current Position: ", current_position)
##print("DEBUG: Can Finish: ", can_finish)
##print("DEBUG: Current Lap: ", current_lap)
##print("DEBUG: Pattern Match: ", check_pattern_match())
##print("DEBUG: Is at finish: ", current_position in finish_locations)
func update_player_position(grid_position: Vector2i):
position = grid_to_world(grid_position)