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 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() and player.has_method("can_rpc") and player.can_rpc(): 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 # Stop n Go Mode Violation Check var main = player.get_tree().root.get_node_or_null("Main") if main: var manager = main.get_node_or_null("StopNGoManager") if manager and manager.has_method("check_movement_violation"): if manager.check_movement_violation(player.name.to_int(), player.current_position, grid_position): 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)) # 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: return false # PHYSICS CHECK: Ensure no static obstacles (like Stands) are blocking the path if _is_position_blocked_by_physics(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() and player.has_method("can_rpc") and player.can_rpc(): if 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 if player.is_multiplayer_authority() and player.has_method("can_rpc") and player.can_rpc(): 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 # === NEW LOGIC: Only allow push if in ATTACK MODE === if not player.get("is_attack_mode"): # Standard bumping effect or nothing? # User said "Remove standard push", so we just do nothing or small shake return false # === SUPER PUSH (Attack Mode) === print("Player %s SUPER PUSHING %s!" % [player.name, other_player.name]) # SAFE ZONE PROTECTION # Columns 6, 7, 8 and 14, 15, 16 are Safe Zones var safe_columns = [6, 7, 8, 14, 15, 16] if target_pos.x in safe_columns: print(" - Attack BLOCKED by Safe Zone!") NotificationManager.send_message(player, "Cannot Attack in Safe Zone!", NotificationManager.MessageType.WARNING) return false # 1. Drop Victim's Tiles if other_player.has_method("drop_all_tiles"): if player.has_method("can_rpc") and player.can_rpc(): other_player.rpc("drop_all_tiles") # Sync drop # 2. Spawn PowerUps around Victim # We delegate this to the attacker's SpecialTilesManager to handle the spawning authority if player.special_tiles_manager and player.special_tiles_manager.has_method("spawn_powerups_around"): player.special_tiles_manager.spawn_powerups_around(other_player.current_position) # 3. Knockback / Stagger # Push them away var pushed_to_pos = target_pos + direction if not _is_position_in_static_stand_area(pushed_to_pos) and \ enhanced_gridmap.is_position_valid(pushed_to_pos) and \ enhanced_gridmap.get_cell_item(Vector3i(pushed_to_pos.x, 0, pushed_to_pos.y)) != -1 and \ not player.is_position_occupied(pushed_to_pos) and \ not _is_position_blocked_by_physics(pushed_to_pos): # Valid push var push_path = [Vector2(pushed_to_pos.x, pushed_to_pos.y)] if player.has_method("can_rpc") and player.can_rpc(): other_player.rpc("start_movement_along_path", push_path, false) other_player.target_position = pushed_to_pos # Logical update # Apply stun/freeze effect as requested (same as wall stagger) if player.has_method("can_rpc") and player.can_rpc(): other_player.rpc("apply_stagger", 1.5) else: # Wall/Blocked -> Stagger in place if player.has_method("can_rpc") and player.can_rpc(): other_player.rpc("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 if player.is_multiplayer_authority(): 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) # 5. Attack Mode Persistence # logic moved to consume_boost: checks if <= 0 then disables. # So we do NOT force disable here. # player.is_attack_mode = false return true 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 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)) # 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 _is_position_blocked_by_physics(target_pos: Vector2i) -> bool: if not player.is_inside_tree(): return false var space_state = player.get_world_3d().direct_space_state var center_x = target_pos.x + 0.5 var center_z = target_pos.y + 0.5 var from = Vector3(center_x, 1.0, center_z) var to = Vector3(center_x, 0.1, center_z) var query = PhysicsRayQueryParameters3D.create(from, to) query.collide_with_areas = false query.collide_with_bodies = true var result = space_state.intersect_ray(query) if result: if result.collider != player: # print("Movement Blocked by Physics Body: ", result.collider.name) return true return false