extends Node var player: Node3D var movement_manager: Node var race_manager: Node func initialize(p_player: Node3D, p_movement_manager: Node, p_race_manager: Node): player = p_player movement_manager = p_movement_manager race_manager = p_race_manager func _process(delta): # Early return conditions if not is_instance_valid(player) or not player.is_multiplayer_authority() or player.is_bot or player.is_in_group("Bots") or player.is_frozen or player.is_stop_frozen: return if TurnManager.turn_based_mode: return # Continuous movement input var target_position = player.current_position if Input.is_action_pressed("move_north"): target_position += Vector2i(0, -1) elif Input.is_action_pressed("move_northeast"): target_position += Vector2i(1, -1) elif Input.is_action_pressed("move_east"): target_position += Vector2i(1, 0) elif Input.is_action_pressed("move_southeast"): target_position += Vector2i(1, 1) elif Input.is_action_pressed("move_south"): target_position += Vector2i(0, 1) elif Input.is_action_pressed("move_southwest"): target_position += Vector2i(-1, 1) elif Input.is_action_pressed("move_west"): target_position += Vector2i(-1, 0) elif Input.is_action_pressed("move_northwest"): target_position += Vector2i(-1, -1) # Action inputs (still momentary) if Input.is_action_just_pressed("action_grab"): player.grab_item(player.current_position) elif Input.is_action_just_pressed("action_put"): player.auto_put_item() if target_position != player.current_position: movement_manager.simple_move_to(target_position) # Targeting Mode Preview var main = player.get_node_or_null("/root/Main") if main and main.ui_manager and main.ui_manager.current_action_state == main.ui_manager.ActionState.TARGETING: # Use mouse position raycast to determine hover var viewport = player.get_viewport() var mouse_pos = viewport.get_mouse_position() var camera = viewport.get_camera_3d() var from = camera.project_ray_origin(mouse_pos) var to = from + camera.project_ray_normal(mouse_pos) * 1000 var hover_grid = player.raycast_to_grid(from, to) # print("Targeting Hover: %s, Skill: %d" % [hover_grid, main.ui_manager.pending_skill_id]) # Debug # Only update if valid position if hover_grid != Vector2i(-1, -1): var st_manager = player.get_node_or_null("SpecialTilesManager") if st_manager: var area = st_manager.get_skill_affected_area(main.ui_manager.pending_skill_id, hover_grid) # Choose highlight color/mesh based on skill # User Request: Use default hover item (1) var highlight_id = 1 player.highlight_cells_if_authorized(area, highlight_id) func handle_unhandled_input(event): # Early return if not authorized human playersa if not player.is_multiplayer_authority() or player.is_bot or player.is_in_group("Bots"): player.set_process_unhandled_input(false) return var main = player.get_node("/root/Main") if not main: return # Turn-based mouse input (handled in unhandled_input) if not player.is_multiplayer_authority() or player.is_frozen or player.is_stop_frozen or (TurnManager.turn_based_mode and (not player.is_my_turn or movement_manager.is_moving)): return # --- Keyboard Shortcuts (Event-based) --- if event is InputEventKey and event.pressed and not event.echo: match event.keycode: KEY_KP_1, KEY_1, KEY_KP_2, KEY_2, KEY_KP_3, KEY_3, KEY_KP_4, KEY_4: var mode = LobbyManager.get_game_mode() var is_restricted = GameMode.is_restricted(mode) match event.keycode: KEY_KP_1, KEY_1: player.activate_powerup(0) # FASTER_SPEED KEY_KP_2, KEY_2: if is_restricted: player.activate_powerup(1) # AREA_FREEZE (Restricted) else: player.activate_powerup(2) # BLOCK_FLOOR (Free) KEY_KP_3, KEY_3: if is_restricted: player.activate_powerup(3) # INVISIBLE_MODE (Restricted) else: player.activate_powerup(1) # AREA_FREEZE (Free) KEY_KP_4, KEY_4: if not is_restricted: player.activate_powerup(3) # INVISIBLE_MODE (Free) # KEY_R: # player.auto_put_item() KEY_Q: if player.powerup_manager: # Attack Mode (formerly Special) # Now we want "Straight to Attack Mode" style player.powerup_manager.use_special_effect() # Force visual update / mutual exclusivity manually if powerup manager doesn't do it yet if player.is_attack_mode and player.has_method("enter_attack_mode"): # Re-triggering enter_attack_mode might be redundant but safely ensures visuals/Knock=False player.enter_attack_mode() KEY_E: if player.powerup_manager: # Spawn Boost if player.powerup_manager.has_method("spawn_boost_reward"): player.powerup_manager.spawn_boost_reward() else: # Fallback if method missing player.powerup_manager.use_special_effect() KEY_G: if player.is_carrying_tekton: if player.powerup_manager and player.powerup_manager.can_use_special(): player.throw_tekton() player.powerup_manager.reset_boost() else: player.grab_tekton() KEY_B: if player.powerup_manager and player.powerup_manager.can_use_special(): if player.has_method("_find_nearby_tekton") and player._find_nearby_tekton(): player.knock_tekton() elif player.has_method("enter_knock_mode"): player.enter_knock_mode() # Handle spawn point selection if not yet selected # Handle spawn point selection if not yet selected if not player.spawn_point_selected and player.highlighted_spawn_points.size() > 0: if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT: var camera = player.get_viewport().get_camera_3d() var from = camera.project_ray_origin(event.position) var to = from + camera.project_ray_normal(event.position) * 1000 var click_position = player.raycast_to_grid(from, to) if click_position in player.highlighted_spawn_points: if player.select_spawn_point(click_position): return # Turn-based mouse input if not player.is_multiplayer_authority() or (TurnManager.turn_based_mode and (not player.is_my_turn or movement_manager.is_moving)): return if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT: if player.is_bot == true or player.is_in_group("Bots"): player.set_process_unhandled_input(false) player.set_process_input(false) return var camera = player.get_viewport().get_camera_3d() var from = camera.project_ray_origin(event.position) var to = from + camera.project_ray_normal(event.position) * 1000 var click_position = player.raycast_to_grid(from, to) if click_position != Vector2i(-1, -1): handle_grid_click(click_position) func handle_grid_click(grid_position: Vector2i): if player.is_frozen or player.is_stop_frozen or player.is_bot == true or player.is_in_group("Bots"): return var main = player.get_node("/root/Main") if not main: return match main.ui_manager.current_action_state: main.ui_manager.ActionState.MOVING: if grid_position in player.highlighted_cells: movement_manager.move_to_clicked_position(grid_position) main.ui_manager.ActionState.GRABBING: if grid_position in player.highlighted_cells or grid_position == player.current_position: player.grab_item(grid_position) main.ui_manager.ActionState.RANDOMIZING: if grid_position in player.highlighted_cells: main.randomize_item_at_position(grid_position) # Add TARGETING State main.ui_manager.ActionState.TARGETING: var skill_id = main.ui_manager.pending_skill_id if skill_id != -1: var st_manager = player.get_node_or_null("SpecialTilesManager") if st_manager: # Clear Highlights FIRST to avoid overwriting the newly placed tiles player.clear_highlights() st_manager.execute_targeted_effect(skill_id, grid_position) # Reset state main.ui_manager.pending_skill_id = -1 main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE func handle_slot_gui_input(event, slot_index, slot_ui) -> int: if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT: var main = player.get_tree().get_root().get_node_or_null("Main") if main.ui_manager.current_action_state == main.ui_manager.ActionState.ARRANGING: if player.selected_playerboard_slot == -1: player.select_playerboard_slot(slot_index) return slot_index else: if player.selected_playerboard_slot == slot_index: player.deselect_playerboard_slot() return slot_index elif player.can_move_to_target_playerboard_slot(): player.target_playerboard_slot(slot_index) main.emit_signal("can_move_item", true) return slot_index else: return -1 return -1