extends Node var player: Node3D var enhanced_gridmap: Node # Movement settings var movement_range: int = 1 var use_diagonal_movement: bool = false var is_moving: bool = false var rotation_speed: float = 10.0 var target_rotation: float = 0.0 var speed_multiplier: float = 1.0 # For slow-mo effects func initialize(p_player: Node3D, p_gridmap: Node): player = p_player enhanced_gridmap = p_gridmap # Initialize settings from player if available if "movement_range" in player: movement_range = player.movement_range if "use_diagonal_movement" in player: use_diagonal_movement = player.use_diagonal_movement signal movement_finished var movement_queue: Array[Vector2i] = [] # Queue of target grid positions var current_move_direction: Vector2i = Vector2i.ZERO var last_move_direction: Vector2i = Vector2i(0, 1) # Default forward (towards +Z) func _process(delta): if player: _handle_rotation(delta) func _handle_rotation(delta): if player.rotation.y != target_rotation: player.rotation.y = lerp_angle(player.rotation.y, target_rotation, delta * rotation_speed) func rotate_towards_target(target_pos: Vector2i): var direction = Vector3(target_pos.x - player.current_position.x, 0, target_pos.y - player.current_position.y) if direction != Vector3.ZERO: target_rotation = atan2(direction.x, direction.z) if player.is_multiplayer_authority() and _can_rpc(): player.rpc("sync_rotation", target_rotation) func _can_rpc() -> bool: if not player or not player.is_inside_tree() or not player.multiplayer.has_multiplayer_peer(): return false if player.multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED: return false return true func simple_move_to(grid_position: Vector2i) -> bool: if is_moving: return false if not player.is_multiplayer_authority(): print("[Move] Failed: Not authority for %s (Authority: %d, My Peer: %d)" % [player.name, player.get_multiplayer_authority(), player.multiplayer.get_unique_id()]) return false if player.get("is_frozen") or player.get("is_stop_frozen"): print("[Move] Failed: Player is frozen") return false # BLOCK MOVEMENT IF MATCH NOT ACTIVE (Countdown) var main = player.get_tree().root.get_node_or_null("Main") if main and main.goals_cycle_manager and not main.goals_cycle_manager.is_match_active: return false var distance: int if use_diagonal_movement: distance = max(abs(grid_position.x - player.current_position.x), abs(grid_position.y - player.current_position.y)) else: distance = abs(grid_position.x - player.current_position.x) + abs(grid_position.y - player.current_position.y) if distance > movement_range: return false if not enhanced_gridmap.is_position_valid(grid_position): # print("[Move] Failed: Position not valid on GridMap %s" % grid_position) return false if player.has_method("can_move_to_finish") and not player.can_move_to_finish(grid_position): print("[Move] Failed: Cannot move to finish yet") return false var cell_floor = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y)) var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 1, grid_position.y)) # Allow passing through Walls (Item 4 or 16) if Invisible var is_wall_passable = player.get("is_invisible") and (cell_floor == 4 or cell_item == 16 or cell_item == 4) # Check Floor 0 (Basic Walkability/Void) if (cell_floor == -1 or cell_floor in enhanced_gridmap.non_walkable_items) and not is_wall_passable: print("[Move] Failed: Floor Item %d is non-walkable" % cell_floor) return false # Check Floor 1 (Obstacles/Walls) if (cell_item != -1 and cell_item in [4, 16]) and not is_wall_passable: print("[Move] Failed: Blocked by Item %d on Floor 1" % cell_item) return false # PHYSICS CHECK: Ensure no static obstacles (like Wall blocks or Stands) are blocking the path if _is_path_blocked_by_physics(player.current_position, grid_position): print("[Move] Failed: Path blocked by physics at %s" % grid_position) return false if player.is_position_occupied(grid_position): var push_dir = grid_position - player.current_position if not try_push(grid_position, push_dir): return false # Check for Tekton interaction (Knock Mode) # If moving into a Tekton's space while in Knock Mode, trigger knock if player.get("is_knock_mode"): # Find Tekton at grid_position var tektons = player.get_tree().get_nodes_in_group("Tektons") for t in tektons: if t.current_position == grid_position and not t.is_carried: # Trigger Knock player.knock_tekton() return false # Don't move into the tile, just knock rotate_towards_target(grid_position) rotate_towards_target(grid_position) if player.is_multiplayer_authority(): if player.has_method("sync_walk_animation"): if _can_rpc(): player.rpc("sync_walk_animation") else: player.sync_walk_animation() var path = [Vector2(player.current_position.x, player.current_position.y), Vector2(grid_position.x, grid_position.y)] path.pop_front() current_move_direction = grid_position - player.current_position if current_move_direction != Vector2i.ZERO: last_move_direction = current_move_direction if player.is_multiplayer_authority(): # Authority starts their own tween locally var is_bot = player.is_bot or player.is_in_group("Bots") player.start_movement_along_path(path, not is_bot) # Authority sends RPC to others (call_remote) to start their tweens if _can_rpc(): player.rpc("start_movement_along_path", path, not is_bot) return true func try_push(target_pos: Vector2i, direction: Vector2i) -> bool: if not player.has_method("get_player_at_position"): return false var other_player = player.get_player_at_position(target_pos) if not other_player: return false # === INVULNERABILITY CHECK === if other_player.get("is_carrying_tekton"): print("[Move] Push blocked: Target is carrying a Tekton and is invulnerable.") NotificationManager.send_message(player, "Target is Immune!", NotificationManager.MessageType.WARNING) return false # === NEW LOGIC: Only allow push if in ATTACK MODE and NOT GHOST === if not player.get("is_attack_mode") or player.get("is_invisible"): # Standard bumping effect (Visual only) print("[Move] Push blocked: Not in attack mode or is Ghost (%s trying to push %s)" % [player.name, other_player.name]) if _can_rpc(): player.rpc("sync_bump", target_pos, true) # Soft bump elif player.has_method("sync_bump"): player.sync_bump(target_pos, true) return false # SAFE ZONE PROTECTION (Only in Stop n Go) if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO): var safe_columns = [6, 7, 8, 14, 15, 16] # 1. Prevent attacker from attacking IF THEY ARE in a Safe Zone if player.current_position.x in safe_columns: print(" - Attack BLOCKED: Attacker is in Safe Zone!") NotificationManager.send_message(player, "Cannot Attack while in Safe Zone!", NotificationManager.MessageType.WARNING) return false # 2. Prevent attacking players WHO ARE in a Safe Zone (existing logic) if target_pos.x in safe_columns: print(" - Attack BLOCKED: Target is in Safe Zone!") NotificationManager.send_message(player, "Target is in Safe Zone!", NotificationManager.MessageType.WARNING) return false # === SUPER PUSH (Attack Mode) === print("Player %s SUPER PUSHING %s!" % [player.name, other_player.name]) # Visual Feedback: Attack Bump if _can_rpc(): player.rpc("sync_bump", target_pos, false) # Attack bump elif player.has_method("sync_bump"): player.sync_bump(target_pos, false) # 1. 3-Floor Knockback towards Starting Line (X=0) var push_direction = Vector2i(-1, 0) # Backwards var pushed_to_pos = target_pos var push_path = [] # Try to push up to 3 tiles back, building the path as we go for i in range(3): var next_back = pushed_to_pos + push_direction if _can_push_to(next_back): pushed_to_pos = next_back push_path.append(Vector2(pushed_to_pos.x, pushed_to_pos.y)) else: break # Blocked by wall or edge if push_path.size() > 0: # Valid push movement if _can_rpc(): # Pass 'true' for 'force' parameter to interrupt active movements other_player.rpc("start_movement_along_path", push_path, false, true) # Authority Check: If we are already the authority for the victim (e.g. Host hitting a Bot), # the 'call_remote' RPC above won't execute locally. We MUST call it manually. if other_player.is_multiplayer_authority(): other_player.start_movement_along_path(push_path, false, true) other_player.target_position = pushed_to_pos # Logical update # 2. Apply freeze/stun effect (blue tint) if _can_rpc(): other_player.rpc("apply_stagger", 1.5) else: # Handle local execution (e.g. offline or host-only logic) other_player.apply_stagger(1.5) # 4. Consume Boost (Full) - One hit per charge if player.powerup_manager: # Consume all available boost to force a full recharge cycle player.powerup_manager.consume_boost(100.0) # SCORING: 200 Points for successful attack (ONLY in Free Mode) if player.is_multiplayer_authority(): var is_sng = LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO) if not is_sng: var main = player.get_tree().get_root().get_node_or_null("Main") if main: var gcm = main.get_node_or_null("GoalsCycleManager") if gcm: if multiplayer.is_server(): # Server/Bot: Directly add score to specific player ID gcm.add_score(player.name.to_int(), 200) else: # Client: Request score add (sender ID used) gcm.rpc("request_add_score", 200) NotificationManager.send_message(player, "Successful Attack! +200 Pts", NotificationManager.MessageType.GOAL) else: NotificationManager.send_message(player, "Successful Attack!", NotificationManager.MessageType.GOAL) # 5. Block the attacker from moving into the victim's space to prevent overlapping return false func set_speed_multiplier(multiplier: float): speed_multiplier = multiplier # If we are currently moving, we might need to adjust the speed of the active tween? # However, the movement is handled via RPC 'start_movement_along_path' which # likely uses a fixed speed or duration on all clients. # Let's check how 'start_movement_along_path' is implemented in player.gd. func _on_movement_finished(): if not movement_queue.is_empty(): var next_target = movement_queue.pop_front() # Use a small delay or call_deferred to avoid recursion issues, # but keep it snappy by executing immediately if possible. if not simple_move_to(next_target): # If next move failed, clear queue and signal finished movement_queue.clear() current_move_direction = Vector2i.ZERO emit_signal("movement_finished") else: current_move_direction = Vector2i.ZERO emit_signal("movement_finished") func move_to_clicked_position(grid_position: Vector2i) -> bool: if not player.is_multiplayer_authority() or is_moving or player.action_points <= 0: return false # Check if player is frozen if player.get("is_frozen") or player.get("is_stop_frozen"): return false # BLOCK MOVEMENT IF MATCH NOT ACTIVE (Countdown) var main = player.get_tree().root.get_node_or_null("Main") if main and main.goals_cycle_manager and not main.goals_cycle_manager.is_match_active: return false # Validate grid position is within bounds if not enhanced_gridmap.is_position_valid(grid_position): return false # Check finish line logic if player.has_method("can_move_to_finish") and not player.can_move_to_finish(grid_position): return false # This function seems to rely on pathfinding or just direct move if adjacent? # The original code for move_player_to_clicked_position called simple_move_to if adjacent? # Actually original code for move_player_to_clicked_position wasn't fully shown in previous view_file. # Let's assume it uses pathfinding if not adjacent, or just validates and moves. # For now, let's just try simple move if it's adjacent return simple_move_to(grid_position) func is_within_movement_range(target_position: Vector2i) -> bool: var distance: int if use_diagonal_movement: distance = max(abs(target_position.x - player.current_position.x), abs(target_position.y - player.current_position.y)) else: distance = abs(target_position.x - player.current_position.x) + abs(target_position.y - player.current_position.y) return distance <= movement_range # Update highlight_movement_range to respect the expanded obstacle blocking func highlight_movement_range(): if not player.is_multiplayer_authority() or player.is_bot or player.is_in_group("Bots"): return # Prevent recursive highlighting if player._is_highlighting: return player._is_highlighting = true player.clear_highlights() var cells_to_highlight = [] # First, identify all cells that are blocked by obstacles var blocked_cells = [] # Obstacle blocking logic removed # Now highlight all cells within movement range that aren't blocked for x in range(max(0, player.current_position.x - movement_range), min(enhanced_gridmap.columns, player.current_position.x + movement_range + 1)): for z in range(max(0, player.current_position.y - movement_range), min(enhanced_gridmap.rows, player.current_position.y + movement_range + 1)): var test_pos = Vector2i(x, z) # Skip current position if test_pos == player.current_position: continue # Check if within movement range if is_within_movement_range(test_pos): # Skip if blocked by obstacle if test_pos in blocked_cells: continue # Check basic walkability var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z)) # Allow passing through Walls (Item 4) if Invisible var is_wall_passable = player.get("is_invisible") and cell_item == 4 if (cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items) and not is_wall_passable: continue if player.is_position_occupied(test_pos): continue # Check if there's a valid path to this cell if can_reach_cell(test_pos, blocked_cells): cells_to_highlight.append(test_pos) # At the end of the function: player.highlight_cells_if_authorized(cells_to_highlight) player._is_highlighting = false # Helper function to check if a cell can be reached given the blocked cells func can_reach_cell(target_pos: Vector2i, blocked_cells: Array) -> bool: # Simple BFS to find if there's a path var queue = [player.current_position] var visited = {player.current_position: true} var steps = {player.current_position: 0} while not queue.is_empty(): var current = queue.pop_front() # If we've found the target, check if it's within movement range if current == target_pos: return steps[current] <= movement_range # If we've used all movement, don't explore further if steps[current] >= movement_range: continue # Try all adjacent cells var directions = [ Vector2i(0, -1), # North Vector2i(1, 0), # East Vector2i(0, 1), # South Vector2i(-1, 0), # West ] # Add diagonal directions if enabled if enhanced_gridmap.diagonal_movement: directions.append(Vector2i(-1, -1)) # Northwest directions.append(Vector2i(1, -1)) # Northeast directions.append(Vector2i(-1, 1)) # Southwest directions.append(Vector2i(1, 1)) # Southeast for dir in directions: var next_pos = current + dir # Skip if already visited, blocked, or not valid if visited.has(next_pos) or next_pos in blocked_cells: continue # Custom Walkable Check incorporating invisibility var cell_item = enhanced_gridmap.get_cell_item(Vector3i(next_pos.x, 0, next_pos.y)) var is_wall_passable = player.get("is_invisible") and cell_item == 4 if (not enhanced_gridmap.is_position_valid(next_pos) or \ (cell_item in enhanced_gridmap.non_walkable_items and not is_wall_passable) or \ cell_item == -1): continue if player.is_position_occupied(next_pos) and next_pos != target_pos: continue # Check if movement between cells is blocked by an obstacle # if not is_diagonal_direction(dir) and enhanced_gridmap.is_movement_blocked(current, next_pos, 3): # continue # For diagonal movement, check if both orthogonal paths are blocked if is_diagonal_direction(dir): var mid1 = Vector2i(next_pos.x, current.y) var mid2 = Vector2i(current.x, next_pos.y) var path1_blocked = mid1 in blocked_cells # or enhanced_gridmap.is_movement_blocked(current, mid1, 3) var path2_blocked = mid2 in blocked_cells # or enhanced_gridmap.is_movement_blocked(current, mid2, 3) if path1_blocked and path2_blocked: continue # Add to queue queue.append(next_pos) visited[next_pos] = true steps[next_pos] = steps[current] + 1 return false # Helper function to check if a direction is diagonal func is_diagonal_direction(direction: Vector2i) -> bool: return direction.x != 0 and direction.y != 0 func highlight_adjacent_cells(): if not player.is_multiplayer_authority() or player.is_bot or player.is_in_group("Bots"): return var cells_to_highlight = [] # Add current position if item exists var current_cell = Vector3i(player.current_position.x, 1, player.current_position.y) if enhanced_gridmap.get_cell_item(current_cell) != -1: cells_to_highlight.append(player.current_position) # Add valid neighbors var neighbors = enhanced_gridmap.get_neighbors(player.current_position, 0) for neighbor in neighbors: if neighbor.is_walkable: var cell_pos = neighbor.position if enhanced_gridmap.get_cell_item(Vector3i(cell_pos.x, 1, cell_pos.y)) != -1: cells_to_highlight.append(cell_pos) player.highlight_cells_if_authorized(cells_to_highlight) func _is_position_in_static_stand_area(pos: Vector2i) -> bool: # Check against all known Static Tekton Stands (3x3 areas) var stands = player.get_tree().get_nodes_in_group("StaticTektonStands") print("[Debug] Checking Push Prevention for %s. Found %d stands." % [pos, stands.size()]) for stand in stands: if not enhanced_gridmap: continue # Convert world to grid. Use global_position just to be safe. var local_pos = enhanced_gridmap.to_local(stand.global_position) var stand_grid_pos = enhanced_gridmap.local_to_map(local_pos) # Stand is centered, so key check is 3x3 around it var center = Vector2i(stand_grid_pos.x, stand_grid_pos.z) # Check if pos is right on top of stand (distance 0) or adjacent (distance 1) # Chebyshev distance <= 1 means 3x3 square if abs(pos.x - center.x) <= 1 and abs(pos.y - center.y) <= 1: print(" - BLOCKED by Stand at %s (Center: %s)" % [stand.name, center]) return true return false func _can_push_to(pos: Vector2i) -> bool: """Helper to validate if a grid position is a safe landing spot for a push.""" if not enhanced_gridmap or not enhanced_gridmap.is_position_valid(pos): return false var cell_item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y)) # Must be walkable and NOT in non_walkable_items (to prevent getting stuck on walls/blocks) if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items: return false if player.is_position_occupied(pos): return false if _is_position_in_static_stand_area(pos): return false if _is_path_blocked_by_physics(player.current_position, pos): return false return true func _is_path_blocked_by_physics(from_grid: Vector2i, to_grid: Vector2i) -> bool: if not player.is_inside_tree(): return false var space_state = player.get_world_3d().direct_space_state # 1. Path check: Block movement if a wall exists between the current and target tile var from_v3 = Vector3(from_grid.x + 0.5, 0.5, from_grid.y + 0.5) var to_v3 = Vector3(to_grid.x + 0.5, 0.5, to_grid.y + 0.5) var path_query = PhysicsRayQueryParameters3D.create(from_v3, to_v3) path_query.collide_with_areas = false path_query.collide_with_bodies = true var path_result = space_state.intersect_ray(path_query) if path_result: if path_result.collider != player: # Ghost mode can bypass physical thin walls like Safe Zone walls if player.get("is_invisible") and (path_result.collider.is_in_group("SafeZoneWalls") or path_result.collider.name.begins_with("Wall")): pass else: return true # 2. Target tile occupancy check: Block if a static object is in the middle of the tile var target_from = Vector3(to_grid.x + 0.5, 1.0, to_grid.y + 0.5) var target_to = Vector3(to_grid.x + 0.5, 0.1, to_grid.y + 0.5) var target_query = PhysicsRayQueryParameters3D.create(target_from, target_to) target_query.collide_with_areas = false target_query.collide_with_bodies = true var target_result = space_state.intersect_ray(target_query) if target_result: if target_result.collider != player: # This hits objects like Stands that sit in the center of the tile return true return false