extends Node3D # Tekton - Roaming NPC # Moves around the grid and spawns tiles when attacked. signal movement_finished @export var current_position: Vector2i = Vector2i(0, 0) @export var health: int = 3 @export var movement_speed: float = 0.4 # Seconds per step var enhanced_gridmap: Node var is_moving: bool = false var is_carried: bool = false var carrier: Node3D = null var tween: Tween const SIDE_OFFSET = 0.35 # Distance from center func initialize(start_pos: Vector2i, p_gridmap: Node): current_position = start_pos enhanced_gridmap = p_gridmap # Grounded and Side-positioned # We use a consistent side offset (e.g. North-West corner of the tile) update_visual_position() @rpc("any_peer", "call_local", "reliable") func sync_position(pos: Vector2i): current_position = pos update_visual_position() func update_visual_position(): if is_carried: return # Align with floor height (matching player's typical grounded height) var floor_y = 0.05 if enhanced_gridmap and "cell_size" in enhanced_gridmap: floor_y = enhanced_gridmap.cell_size.y # Side offset: place it near the edge # Using NW corner (+0.2, +0.2) instead of center (+0.5, +0.5) position = Vector3(current_position.x + 0.2, floor_y, current_position.y + 0.2) func move_to(target_pos: Vector2i): if is_moving or is_carried: return # Validate if not enhanced_gridmap.is_position_valid(target_pos): return is_moving = true var floor_y = 0.05 if enhanced_gridmap and "cell_size" in enhanced_gridmap: floor_y = enhanced_gridmap.cell_size.y var target_world_pos = Vector3(target_pos.x + 0.2, floor_y, target_pos.y + 0.2) # Rotation var dir = target_world_pos - position if dir.length_squared() > 0.01: var target_rot = atan2(dir.x, dir.z) rotation.y = target_rot tween = create_tween() tween.tween_property(self , "position", target_world_pos, movement_speed).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT) tween.tween_callback(func(): current_position = target_pos is_moving = false emit_signal("movement_finished") ) if is_multiplayer_authority(): rpc("sync_movement", target_pos) @rpc("any_peer", "call_remote", "reliable") func sync_movement(target_pos: Vector2i): # Clients execute the move visually move_to(target_pos) # --- COMBAT / INTERACTION --- func on_hit(attacker: Node = null, intensity: float = 1.0): """Called when hit by a player attack or knock. Intensity: 0.5 for throw, 1.0+ for knock.""" print("[Tekton] Hit by %s! Intensity: %.1f" % [attacker.name if attacker else "Unknown", intensity]) # Visual Reaction (Flash red) _flash_damage() # Spawn Tiles if is_multiplayer_authority(): var tile_count = int(8 * intensity) # Base 8 tiles for 1.0 intensity spawn_tiles_around(tile_count) @rpc("any_peer", "call_local") func set_carried(state: bool, p_carrier: Node3D = null): is_carried = state carrier = p_carrier is_moving = false if tween: tween.kill() # Disable/Enable controller var controller = get_node_or_null("TektonController") if controller: controller.set_physics_process(not state) if state: controller.get_node("Timer").stop() else: controller.call("_start_timer") if not state: update_visual_position() func _process(delta): if is_carried and is_instance_valid(carrier): # Carry on head: offset Y by approx carrier height (e.g. 1.25) global_position = carrier.global_position + Vector3(0, 1.5, 0) rotation = carrier.rotation func _flash_damage(): var meshes = find_children("*", "MeshInstance3D", true) for mesh in meshes: var original_modulate = mesh.transparency # Quick flash hack or shader param? # If standard material, maybe just modulate visibility or scale var t = create_tween() t.tween_property(mesh, "scale", Vector3(1.2, 1.2, 1.2), 0.1) t.tween_property(mesh, "scale", Vector3(1.0, 1.0, 1.0), 0.1) func spawn_tiles_around(count: int = 4): """Spawns a mix of normal and special tiles in a radius.""" if not enhanced_gridmap: return var radius = 2 var rng = RandomNumberGenerator.new() rng.randomize() print("[Tekton] Spawning %d tiles around %s" % [count, current_position]) var spawned = 0 var attempts = 0 while spawned < count and attempts < 25: attempts += 1 var x = rng.randi_range(-radius, radius) var y = rng.randi_range(-radius, radius) var pos = current_position + Vector2i(x, y) # Don't overwrite the Tekton's own cell? Or do? # Maybe avoid center. if x == 0 and y == 0: continue if enhanced_gridmap.is_position_valid(pos): # 50% chance to spawn something if rng.randf() > 0.5: continue # Determine Type var item_id: int var roll = rng.randf() if roll < 0.6: # 60% Normal Tile (7-10) item_id = rng.randi_range(7, 10) elif roll < 0.9: # 30% PowerUp (11-14) item_id = rng.randi_range(11, 14) else: # 10% Obstacle/Trap (optional) item_id = -1 # Clear? if item_id != -1: var main = get_tree().get_root().get_node_or_null("Main") if main: main.rpc("sync_grid_item", pos.x, 1, pos.y, item_id) spawned += 1