586 lines
19 KiB
GDScript
586 lines
19 KiB
GDScript
extends Node
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# PortalModeManager - Handles "Tekton Doors" mode logic
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# Manages room partitioning, portal connections, and mode-specific timers.
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var main: Node
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var gridmap: Node
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# Room layout config
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const ROOM_COUNT = 4
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const GRID_SIZE = 14
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const ROOM_DIM = 7
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# State
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var connections = {} # room_id -> {door_id -> {target_room, target_door}}
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var doors = [] # List of PortalDoor nodes
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var swap_timer: Timer
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var tile_refresh_timer: Timer
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var finish_spawned: bool = false
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var arena_setup_done: bool = false
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var player_portal_cooldowns: Dictionary = {}
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var hud_layer: CanvasLayer
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var mission_label: Label
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var _has_notified_mission_complete: bool = false
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func initialize(p_main: Node, p_gridmap: Node):
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main = p_main
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gridmap = p_gridmap
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if gridmap:
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# Ensure walls (4) are strictly treated as non-walkable for all internal checks
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# Use explicit type to avoid Array vs Array[int] mismatch error
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var non_walkable: Array[int] = [4]
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gridmap.non_walkable_items = non_walkable
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# Create Stands container if it doesn't exist
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print("[PortalModeManager] Initialized")
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# Connection Swap Timer (15s)
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swap_timer = Timer.new()
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swap_timer.name = "PortalSwapTimer"
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# Initial wait time; gets reset when started based on game mode settings
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swap_timer.wait_time = 15.0
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swap_timer.timeout.connect(_on_swap_timer_timeout)
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add_child(swap_timer)
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# Tile Refresh Timer (25s)
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tile_refresh_timer = Timer.new()
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tile_refresh_timer.name = "TileRefreshTimer"
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# Initial wait time; gets reset when started based on game mode settings
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tile_refresh_timer.wait_time = 25.0
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tile_refresh_timer.timeout.connect(_on_tile_refresh_timer_timeout)
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add_child(tile_refresh_timer)
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# Connect to mission tracking
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var gcm = main.get_node_or_null("GoalsCycleManager")
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if gcm:
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gcm.global_timer_updated.connect(_on_global_timer_updated)
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gcm.goal_count_updated.connect(_on_goal_count_updated)
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_setup_hud()
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func _on_global_timer_updated(time_remaining: float):
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if not multiplayer.is_server(): return
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# Last 30 seconds: Reveal Finish Room
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if time_remaining <= 30.0 and not finish_spawned:
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_spawn_finish_room()
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func start_game_mode():
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if not multiplayer.is_server(): return
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if arena_setup_done and not doors.is_empty():
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print("[PortalModeManager] Arena already setup, starting timers and refresh only.")
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else:
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print("[PortalModeManager] Starting Portal Game Mode with full setup...")
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setup_arena_locally()
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_randomize_connections()
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# Configure dynamic timings from LobbyManager before starting
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swap_timer.wait_time = float(LobbyManager.doors_swap_time)
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tile_refresh_timer.wait_time = float(LobbyManager.doors_refresh_time)
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# Start Timers
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if swap_timer.is_stopped():
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swap_timer.start()
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if tile_refresh_timer.is_stopped():
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tile_refresh_timer.start()
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# Initial Tile Spawn
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_refresh_tiles()
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# Show HUD
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_activate_hud()
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func _activate_hud():
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if hud_layer:
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hud_layer.visible = true
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_update_hud_visuals()
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func activate_client_side():
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"""Called on clients to show HUD and prepare local state."""
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print("[PortalModeManager] Activating client-side HUD")
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_activate_hud()
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# Initial update to catch any missed goal counts
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_update_hud_visuals()
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func setup_arena_locally():
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"""Sets up GridMap size and walls. Called on host and clients."""
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if arena_setup_done:
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print("[PortalModeManager] Arena already setup locally, skipping.")
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return
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print("[PortalModeManager] Setting up arena locally...")
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_setup_arena_size()
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_setup_room_partitions()
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_spawn_portal_doors()
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# PRE-FILL TILES: Ensure all floor tiles have items before the countdown starts
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if multiplayer.is_server():
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_refresh_tiles()
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arena_setup_done = true
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func _setup_arena_size():
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if not gridmap: return
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gridmap.columns = GRID_SIZE
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gridmap.rows = GRID_SIZE
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gridmap.clear()
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# Explicitly clear Floor 1 to prevent legacy tiles from previous rounds
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if gridmap.has_method("clear_grid"):
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gridmap.clear_grid(1)
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# Fill Floor 0 with standard floor (Item ID 0)
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for x in range(GRID_SIZE):
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for z in range(GRID_SIZE):
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gridmap.set_cell_item(Vector3i(x, 0, z), 0)
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func get_spawn_points() -> Array[Vector2i]:
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# One point per quadrant
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return [
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Vector2i(3, 3), # Room 0
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Vector2i(10, 3), # Room 1
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Vector2i(3, 10), # Room 2
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Vector2i(10, 10) # Room 3
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]
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func _setup_hud():
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hud_layer = CanvasLayer.new()
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hud_layer.layer = 5
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hud_layer.visible = false
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add_child(hud_layer)
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var bottom_container = CenterContainer.new()
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bottom_container.set_anchors_preset(Control.PRESET_CENTER_BOTTOM)
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bottom_container.grow_horizontal = Control.GROW_DIRECTION_BOTH
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bottom_container.grow_vertical = Control.GROW_DIRECTION_BEGIN
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bottom_container.offset_bottom = -50
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hud_layer.add_child(bottom_container)
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mission_label = Label.new()
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mission_label.text = "GOALS (0/8)"
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mission_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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var custom_font = load("res://assets/fonts/Nougat-ExtraBlack.ttf")
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if custom_font: mission_label.add_theme_font_override("font", custom_font)
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mission_label.add_theme_font_size_override("font_size", 28)
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mission_label.add_theme_color_override("font_outline_color", Color.BLACK)
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mission_label.add_theme_constant_override("outline_size", 8)
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bottom_container.add_child(mission_label)
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# Initial update
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_update_hud_visuals()
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func _update_hud_visuals():
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if not mission_label: return
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var my_id = multiplayer.get_unique_id()
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var gcm = main.get_node_or_null("GoalsCycleManager")
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var completed_count = gcm.player_goal_counts.get(my_id, 0) if gcm else 0
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mission_label.text = "GOALS (%d/%d)" % [completed_count, LobbyManager.doors_required_goals]
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if completed_count >= LobbyManager.doors_required_goals:
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mission_label.text = "ALL GOALS COMPLETE!\nFIND THE FINISH ROOM!"
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mission_label.add_theme_color_override("font_color", Color.GOLD)
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if not _has_notified_mission_complete:
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_has_notified_mission_complete = true
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var player_node = main.get_node_or_null(str(my_id))
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if player_node:
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NotificationManager.send_message(player_node, "ALL GOALS COMPLETE!", NotificationManager.MessageType.GOAL)
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else:
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mission_label.add_theme_color_override("font_color", Color.WHITE)
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_has_notified_mission_complete = false
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func is_mission_complete(peer_id: int) -> bool:
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var gcm = main.get_node_or_null("GoalsCycleManager")
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if not gcm: return false
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return gcm.player_goal_counts.get(peer_id, 0) >= LobbyManager.doors_required_goals
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func check_win_condition(player_id: int, pos: Vector2i) -> bool:
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# 1. Check if on finish tile
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var tile = gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
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if tile != 3: return false
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# 2. Check missions
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return is_mission_complete(player_id)
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func _setup_room_partitions():
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for i in range(GRID_SIZE):
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# Vertical wall (middle columns)
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gridmap.set_cell_item(Vector3i(6, 0, i), 4) # Wall item
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gridmap.set_cell_item(Vector3i(7, 0, i), 4)
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# Horizontal wall (middle rows)
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gridmap.set_cell_item(Vector3i(i, 0, 6), 4)
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gridmap.set_cell_item(Vector3i(i, 0, 7), 4)
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var _pending_sync_data = null
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func _spawn_portal_doors():
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# 1. Use synced configs if they exist (passed via main.rpc("sync_portal_configs"))
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var door_configs = get_meta("door_configs") if has_meta("door_configs") else []
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# 2. If no synced configs (e.g. Server start), generate base + extras
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if door_configs.is_empty():
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if not multiplayer.is_server():
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print("[PortalModeManager] Client waiting for portal configs sync...")
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return
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door_configs = [
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# BASE DOORS (2 per room)
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{"room": 0, "pos": Vector2i(6, 2), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East
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{"room": 0, "pos": Vector2i(2, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South
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{"room": 1, "pos": Vector2i(7, 2), "rot": PI / 2, "offset": Vector2i(1, 0)}, # West
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{"room": 1, "pos": Vector2i(11, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South
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{"room": 2, "pos": Vector2i(2, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North
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{"room": 2, "pos": Vector2i(6, 11), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East
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{"room": 3, "pos": Vector2i(11, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North
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{"room": 3, "pos": Vector2i(7, 11), "rot": PI / 2, "offset": Vector2i(1, 0)} # West
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]
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# Server adds extras
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var extra_options = [
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{"room": 0, "pos": Vector2i(6, 5), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East (Gap from 6,2)
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{"room": 1, "pos": Vector2i(7, 5), "rot": PI / 2, "offset": Vector2i(1, 0)}, # West (Gap from 7,2)
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{"room": 2, "pos": Vector2i(6, 8), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East (Gap from 6,11)
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{"room": 3, "pos": Vector2i(7, 8), "rot": PI / 2, "offset": Vector2i(1, 0)} # West (Gap from 7,11)
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]
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extra_options.shuffle()
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door_configs.append(extra_options[0])
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door_configs.append(extra_options[1])
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# Broadcast to clients
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main.rpc("sync_portal_configs", door_configs)
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# 3. Spawn the doors
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if not doors.is_empty(): return # Guard against double spawn
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print("[PortalModeManager] Spawning %d doors. Peer: %d" % [door_configs.size(), multiplayer.get_unique_id()])
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var portal_scene = load("res://scenes/portal_door.tscn")
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var stands_container = main.get_node_or_null("Stands")
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if not stands_container:
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stands_container = Node3D.new()
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stands_container.name = "Stands"
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main.add_child(stands_container)
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for i in range(door_configs.size()):
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var cfg = door_configs[i]
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if not portal_scene:
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print("[PortalModeManager] Error: Failed to load portal_door.tscn")
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break
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var door = portal_scene.instantiate()
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door.name = "Portal_%d" % i
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door.room_id = cfg["room"]
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door.door_id = i
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door.set_meta("spawn_offset", cfg["offset"]) # Store offset for teleport
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# Position
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var world_pos = gridmap.map_to_local(Vector3i(cfg["pos"].x, 0, cfg["pos"].y))
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door.transform.origin = world_pos
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door.rotation.y = cfg["rot"]
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stands_container.add_child(door, true)
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doors.append(door)
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# Server-only interaction logic
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if multiplayer.is_server():
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door.player_entered_portal.connect(handle_portal_interaction)
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gridmap.set_cell_item(Vector3i(cfg["pos"].x, 0, cfg["pos"].y), 0) # Normal floor
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print("[PortalModeManager] Finished spawning %d doors" % doors.size())
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# Apply pending sync if it arrived early
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if _pending_sync_data:
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print("[PortalModeManager] Applying pending sync data...")
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sync_portal_data(_pending_sync_data)
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_pending_sync_data = null
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const PORTAL_COLORS = [
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Color(0, 1, 1), # Cyan
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Color(1, 0, 1), # Magenta
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Color(1, 0, 0), # Red
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Color(0, 1, 0), # Green
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Color(1, 0.5, 0) # Orange
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]
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func _randomize_connections():
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if not multiplayer.is_server(): return
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print("[PortalModeManager] Swapping portal connections...")
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connections.clear()
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var door_indices = []
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for i in range(doors.size()):
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door_indices.append(i)
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# Shuffle and Validate: ensure no pairs are in the same room
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var valid_pairing = false
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var attempts = 0
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while not valid_pairing and attempts < 100:
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attempts += 1
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door_indices.shuffle()
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valid_pairing = true
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for i in range(0, door_indices.size(), 2):
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var a = door_indices[i]
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var b = door_indices[i + 1]
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if doors[a].room_id == doors[b].room_id:
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valid_pairing = false
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break
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# Prepare sync data
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var sync_data = [] # [[door_a_id, door_b_id, color], ...]
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# Pair them up and assign colors
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for i in range(0, door_indices.size(), 2):
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var a = door_indices[i]
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var b = door_indices[i + 1]
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connections[a] = b
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connections[b] = a
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var color = PORTAL_COLORS[int(i / 2.0) % PORTAL_COLORS.size()]
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sync_data.append([a, b, color])
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doors[a].target_door_id = b
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doors[a].portal_color = color
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doors[b].target_door_id = a
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doors[b].portal_color = color
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# Sync to all clients
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rpc("sync_portal_data", sync_data)
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main.rpc("display_message", "PORTALS SWITCHED!")
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func sync_to_client(peer_id: int):
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"""Syncs current portal connections to a specific client."""
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var sync_data = []
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# connections is id -> id
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# We need to rebuild the pair-based data for the RPC
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var handled = []
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for a_id in connections:
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if a_id in handled: continue
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var b_id = connections[a_id]
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var color = doors[a_id].portal_color
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sync_data.append([a_id, b_id, color])
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handled.append(a_id)
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handled.append(b_id)
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rpc_id(peer_id, "sync_portal_data", sync_data)
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@rpc("authority", "call_local", "reliable")
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func sync_portal_data(data: Array):
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"""Syncs portal connections and colors to all clients."""
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print("[PortalModeManager] Received portal sync data. Peed ID: ", multiplayer.get_unique_id())
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# If doors array is empty on client, try to repopulate from Stands group
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if doors.is_empty():
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var stands = get_tree().get_nodes_in_group("PortalDoors")
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# Sort by name to ensure consistent indexing
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stands.sort_custom(func(a, b): return a.name < b.name)
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doors = stands
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# If still empty, defer sync until doors are spawned locally
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if doors.is_empty():
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print("[PortalModeManager] Doors not yet ready, deferring sync data...")
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_pending_sync_data = data
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return
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connections.clear()
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for pair in data:
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var a_id = pair[0]
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var b_id = pair[1]
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var color = pair[2]
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connections[a_id] = b_id
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connections[b_id] = a_id
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if a_id < doors.size() and b_id < doors.size():
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if is_instance_valid(doors[a_id]):
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doors[a_id].target_door_id = b_id
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doors[a_id].portal_color = color
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if is_instance_valid(doors[b_id]):
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doors[b_id].target_door_id = a_id
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doors[b_id].portal_color = color
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else:
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print("[PortalModeManager] Warning: Door index %d or %d out of range during sync" % [a_id, b_id])
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func _on_global_goal_count_updated(_peer_id: int, _count: int):
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# Mission requirement removed in favor of time-based finish reveal
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pass
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func _on_goal_count_updated(peer_id: int, _count: int):
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# Update HUD if relevant (always check if it's the local player whose count changed)
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if peer_id == multiplayer.get_unique_id():
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_update_hud_visuals()
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func _spawn_finish_room():
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print("[PortalModeManager] Time is running out! Revealing Finish Room...")
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finish_spawned = true
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# Choose a random room quadrant index (0 to 3)
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var room_idx = randi() % 4
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# Determine center for the selected room quadrant (7x7 rooms)
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var x_center = 3 if (room_idx == 0 or room_idx == 2) else 10
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var z_center = 3 if (room_idx == 0 or room_idx == 1) else 10
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# Determine 3x3 bounds around the center
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var x_start = x_center - 1
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var x_end = x_center + 2 # exclusive for range()
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var z_start = z_center - 1
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var z_end = z_center + 2 # exclusive for range()
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print("[PortalModeManager] Converting 3x3 area in Room %d (X:%d-%d, Z:%d-%d) to Finish Tiles" % [room_idx, x_start, x_end-1, z_start, z_end-1])
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# Iterate through the 3x3 area
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for x in range(x_start, x_end):
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for z in range(z_start, z_end):
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# Only convert walkable floor tiles (Item ID 0) on Floor 0
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var floor_0_item = gridmap.get_cell_item(Vector3i(x, 0, z))
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if floor_0_item == 0:
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# Change Floor 0 tile to Finish Tile (ID 3)
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main.rpc("sync_grid_item", x, 0, z, 3)
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# Clear any item on Floor 1 above this tile
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main.rpc("sync_grid_item", x, 1, z, -1)
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# Visual update for server
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if gridmap.has_method("update_grid_data"):
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gridmap.update_grid_data()
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main.rpc("display_message", "[ALARM] THE FINISH ROOM HAS APPEARED!")
|
|
main.rpc("broadcast_message", "SYSTEM", "A 3x3 Finish Zone has appeared in Room %d!" % room_idx, 4) # 4 = MessageType.WARNING
|
|
|
|
func _get_room_index(pos: Vector2i) -> int:
|
|
if pos.x < 7 and pos.y < 7: return 0
|
|
if pos.x >= 7 and pos.y < 7: return 1
|
|
if pos.x < 7 and pos.y >= 7: return 2
|
|
return 3
|
|
|
|
func _on_swap_timer_timeout():
|
|
_randomize_connections()
|
|
|
|
func _on_tile_refresh_timer_timeout():
|
|
_refresh_tiles()
|
|
main.rpc("display_message", "TILES REPLENISHED!")
|
|
|
|
func _refresh_tiles():
|
|
# GridMap Floor 0 has the walls (ID 4) and floors (ID 0)
|
|
# GridMap Floor 1 should have the items (Heart, Star, etc)
|
|
# Cache door positions to avoid spawning under them
|
|
var door_positions = []
|
|
for door in doors:
|
|
if is_instance_valid(door):
|
|
var local_pos = gridmap.local_to_map(gridmap.to_local(door.global_position))
|
|
door_positions.append(Vector2i(local_pos.x, local_pos.z))
|
|
|
|
for x in range(GRID_SIZE):
|
|
for z in range(GRID_SIZE):
|
|
# 1. Check if Floor 0 is a wall or void
|
|
var floor_0_item = gridmap.get_cell_item(Vector3i(x, 0, z))
|
|
if floor_0_item in [4, -1]:
|
|
continue
|
|
|
|
# 1.5. Prevent spawning directly under portal doors
|
|
if door_positions.has(Vector2i(x, z)):
|
|
continue
|
|
|
|
# 2. Check if Floor 1 is already occupied
|
|
if gridmap.get_cell_item(Vector3i(x, 1, z)) != -1:
|
|
continue
|
|
|
|
# 3. Spawn a tile (60% chance per valid floor cell)
|
|
if randf() < 0.6:
|
|
var weights = ScarcityModel.get_tile_weights()
|
|
var tile_id = _pick_weighted_tile(weights)
|
|
# Update GridMap Floor 1 via RPC for sync
|
|
main.rpc("sync_grid_item", x, 1, z, tile_id)
|
|
|
|
func _pick_weighted_tile(weights: Dictionary) -> int:
|
|
var total_weight = 0
|
|
for w in weights.values(): total_weight += w
|
|
|
|
var r = randi() % total_weight
|
|
var cumulative = 0
|
|
for tile in weights:
|
|
cumulative += weights[tile]
|
|
if r < cumulative:
|
|
return tile
|
|
return 7 # Default Heart
|
|
|
|
func handle_portal_interaction(player, door):
|
|
if not multiplayer.is_server(): return
|
|
|
|
var current_time = Time.get_ticks_msec()
|
|
if player_portal_cooldowns.has(player.name):
|
|
# Reduce cooldown to 200ms (more responsive than 1s, but enough to avoid jitter)
|
|
if current_time - player_portal_cooldowns[player.name] < 200:
|
|
return
|
|
player_portal_cooldowns[player.name] = current_time
|
|
|
|
var source_id = door.door_id
|
|
if not connections.has(source_id): return
|
|
|
|
var target_id = connections[source_id]
|
|
var target_door = doors[target_id]
|
|
|
|
# Use stored offset to avoid infinite loop (spawn inside the target room)
|
|
var offset = target_door.get_meta("spawn_offset") if target_door.has_meta("spawn_offset") else Vector2i(0, 0)
|
|
|
|
var target_world = target_door.global_position
|
|
var target_grid_3d = gridmap.local_to_map(target_world)
|
|
var target_grid = Vector2i(target_grid_3d.x, target_grid_3d.z) + offset
|
|
|
|
# Check for overlaps at the target_grid
|
|
var final_target = target_grid
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
var is_occupied = true
|
|
var search_radius = 0
|
|
var max_search_radius = 2
|
|
|
|
while is_occupied and search_radius <= max_search_radius:
|
|
is_occupied = false
|
|
for p in all_players:
|
|
if p != player and p.current_position == final_target:
|
|
is_occupied = true
|
|
break
|
|
|
|
if is_occupied:
|
|
# Try to find an adjacent cell
|
|
search_radius += 1
|
|
var found_empty = false
|
|
# Check immediate neighbors first
|
|
var offsets = [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1),
|
|
Vector2i(1, 1), Vector2i(-1, 1), Vector2i(1, -1), Vector2i(-1, -1)]
|
|
for offset_vec in offsets:
|
|
var test_pos = final_target + offset_vec
|
|
# Check if it's strictly a floor tile (ID 0) on Floor 0, not a wall
|
|
if gridmap.get_cell_item(Vector3i(test_pos.x, 0, test_pos.y)) == 0:
|
|
# Verify no player is on this test_pos
|
|
var test_occupied = false
|
|
for p in all_players:
|
|
if p != player and p.current_position == test_pos:
|
|
test_occupied = true
|
|
break
|
|
if not test_occupied:
|
|
final_target = test_pos
|
|
found_empty = true
|
|
break
|
|
|
|
if found_empty:
|
|
is_occupied = false
|
|
|
|
print("[Portal] Teleporting %s to Room %d, Pos %s (via Door %d)" % [player.name, target_door.room_id, final_target, target_id])
|
|
|
|
# Snap player
|
|
if player.has_method("set_spawn_position"):
|
|
player.rpc("set_spawn_position", final_target)
|