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 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 buffered_direction: Vector2i = Vector2i.ZERO var current_move_direction: Vector2i = Vector2i.ZERO 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) # Sync rotation to other clients if player.is_multiplayer_authority(): player.rpc("sync_rotation", target_rotation) func simple_move_to(grid_position: Vector2i) -> bool: if is_moving: var direction = grid_position - player.current_position if direction != current_move_direction: buffer_move_input(direction) return false if not player.is_multiplayer_authority(): return false if player.get("is_frozen"): 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 != 1: return false # Only single-step moves allowed if not enhanced_gridmap.is_position_valid(grid_position): return false if player.has_method("can_move_to_finish") and not player.can_move_to_finish(grid_position): return false var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y)) if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items: 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 rotate_towards_target(grid_position) if player.is_multiplayer_authority() and player.has_method("sync_walk_animation"): player.rpc("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 player.rpc("start_movement_along_path", path, not (player.is_bot or player.is_in_group("Bots"))) 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 # Should be occupied if we called this, but safety check # Calculate where they will be pushed to var pushed_to_pos = target_pos + direction # Check if pushed destination is valid if not enhanced_gridmap.is_position_valid(pushed_to_pos): # Blocked by world bounds -> Double Push! other_player.rpc("apply_stagger", 1.5) return false # Check walkability of pushed destination var cell_item = enhanced_gridmap.get_cell_item(Vector3i(pushed_to_pos.x, 0, pushed_to_pos.y)) if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items: # Blocked by obstacle -> Double Push! other_player.rpc("apply_stagger", 1.5) return false # Check if pushed destination is ALREADY occupied (Double Push / Crush) if player.is_position_occupied(pushed_to_pos): # Blocked by another player -> Double Push! other_player.rpc("apply_stagger", 1.5) return false # Check if other player is currently moving (don't push moving players to avoid sync issues) if other_player.is_player_moving: return false # EXECUTE PUSH print("Player %s PUSHING %s to %s" % [player.name, other_player.name, pushed_to_pos]) # Force move the other player # We use rpc to sync this change. Since we are authority, we can dictate pos. # 1. Update their position variable immediately so our move check passes next frame? # actually simple_move_to continues immediately. # We need to forcefully animate/move them. # Let's use their own movement RPC if possible, or a special push RPC. # For simplicity, we'll assume they snap-move or use the standard path movement but faster? # Let's use the standard movement for now to ensure consistency. var path = [Vector2(target_pos.x, target_pos.y), Vector2(pushed_to_pos.x, pushed_to_pos.y)] # path.pop_front() # start_movement_along_path expects full path? # Actually start_movement_along_path usually takes [start, end] or [end]? # Looking at simple_move_to above: # path = [current, target] # path.pop_front() -> path is [target] # So it expects just the waypoints excluding start. var push_path = [Vector2(pushed_to_pos.x, pushed_to_pos.y)] # Call RPC on the OTHER player other_player.rpc("start_movement_along_path", push_path, false) # false = no cam checks? # Wait, the boolean arg is "is_local_human"? # In player.gd call: player.rpc("start_movement_along_path", path, not (player.is_bot...)) # Update their current_position immediately so `is_position_occupied` returns false for us # (The RPC handles the visual tween, but we need logical update) # However, start_movement_along_path usually updates current_position at start or end? # If we don't update it now, our `player.is_position_occupied(grid_position)` check in subsequent frames might be ok, # but `simple_move_to` is synchronous-ish. # Crucial: We need to make sure `player.is_position_occupied` returns false for `grid_position` # RIGHT NOW so we can return true and move into it. # But `is_position_occupied` checks `current_position` and `target_position`. # So we need to update `other_player`'s state. other_player.target_position = pushed_to_pos other_player.is_player_moving = true # Mark them as moving so they occupy the NEW spot vs OLD spot? # Actually is_position_occupied checks BOTH current and target. # So if they are moving, they occupy BOTH until finished? # See player.gd: # if player.is_player_moving and player.target_position == pos: return true # if player.current_position == pos: return true # This implies a moving player blocks 2 tiles. # If we want to move into `target_pos`, `other_player` must NOT count as occupying it. # But they ARE at `target_pos`. # We physically can't be at the same spot. # So we essentially need them to VACATE `target_pos` logically. # Hack/Fix: We manually update their `current_position` to `pushed_to_pos` immediately? # No, that breaks visual interpolation. # Solution: The push logic implies simultaneity or high speed. # If we assume the push is instant-ish logic: # We update valid logical positions. Visuals catch up. return true func buffer_move_input(direction: Vector2i): buffered_direction = direction func _on_movement_finished(): if buffered_direction != Vector2i.ZERO: var target = player.current_position + buffered_direction buffered_direction = Vector2i.ZERO simple_move_to(target) 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"): 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)) if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items or 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 if not enhanced_gridmap.is_position_valid(next_pos) or not enhanced_gridmap.is_cell_walkable(next_pos, 0): 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)