922 lines
29 KiB
GDScript
922 lines
29 KiB
GDScript
extends Node3D
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@export var enhanced_gridmap_path: NodePath = "/root/Main/EnhancedGridMap"
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var enhanced_gridmap: EnhancedGridMap
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@export var current_position: Vector2i
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var is_player_moving: bool = false
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@export var cell_size: Vector3 = Vector3(2, 2, 2)
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@export var cell_offset: Vector3 = Vector3(0, 0, 0)
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@export var goals: Array[int] = [0,0,0,0,0,0,0,0,0]
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@export var playerboard: Array[int] = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
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var has_performed_action: bool = false
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var selected_gridmap_position = Vector2i(-1, -1)
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var selected_playerboard_slot = -1
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var targeted_playerboard_slot = -1
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var action_points: int = 2
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var target_rotation: float = 0.0
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var rotation_speed: float = 10.0
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@export var movement_range: int = 1
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@export var use_diagonal_movement: bool = false:
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set(value):
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use_diagonal_movement = value
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if enhanced_gridmap:
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enhanced_gridmap.set_diagonal_movement(value)
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@export var is_my_turn: bool = false:
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set(value):
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is_my_turn = value
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if is_my_turn and is_multiplayer_authority():
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rpc("display_message", "It's your turn!")
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@export var has_moved_this_turn = false
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@onready var main_scene = get_tree().current_scene
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var highlighted_cells = []
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func _ready():
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name = str(get_multiplayer_authority())
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$Name.text = str(name)
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enhanced_gridmap = get_node(enhanced_gridmap_path)
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if main_scene:
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enhanced_gridmap = main_scene.get_node("EnhancedGridMap")
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else:
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push_error("Main scene not found")
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if not enhanced_gridmap:
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push_error("EnhancedGridMap node not found")
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return
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enhanced_gridmap.initialize_astar()
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enhanced_gridmap.set_diagonal_movement(use_diagonal_movement)
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current_position = find_valid_starting_position()
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update_player_position(current_position)
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if not is_in_group("Bots"):
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set_process_unhandled_input(is_multiplayer_authority())
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append_random_goals()
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playerboard.resize(25)
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playerboard.fill(-1)
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func _physics_process(_delta):
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if is_multiplayer_authority():
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rpc("remote_set_position", global_position)
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func _unhandled_input(event):
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if is_in_group("Bots"):
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return
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var main = get_node("/root/Main")
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if not is_multiplayer_authority() or (main.turn_based_mode and (not is_my_turn or is_player_moving)):
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return
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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var camera = get_viewport().get_camera_3d()
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var from = camera.project_ray_origin(event.position)
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var to = from + camera.project_ray_normal(event.position) * 1000
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var click_position = raycast_to_grid(from, to)
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if click_position != Vector2i(-1, -1):
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handle_grid_click(click_position)
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func _on_slot_gui_input(event, slot_index, slot_ui) -> int:
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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var main = get_node("/root/Main")
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if main.current_action_state == main.ActionState.ARRANGING:
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if selected_playerboard_slot == -1:
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select_playerboard_slot(slot_index)
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return slot_index
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else:
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if selected_playerboard_slot == slot_index:
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deselect_playerboard_slot()
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return slot_index
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elif can_move_to_target_playerboard_slot():
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target_playerboard_slot(slot_index)
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main.emit_signal("can_move_item", true)
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return slot_index
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else:
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return -1
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return -1
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func handle_grid_click(grid_position: Vector2i):
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var main = get_node("/root/Main")
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if not main:
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return
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match main.current_action_state:
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main.ActionState.MOVING:
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if grid_position in highlighted_cells:
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move_player_to_clicked_position(grid_position)
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main.ActionState.GRABBING:
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if grid_position in highlighted_cells or grid_position == current_position:
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grab_item(grid_position)
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main.ActionState.PUTTING:
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if grid_position in highlighted_cells and selected_playerboard_slot != -1:
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put_item(grid_position)
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main.ActionState.RANDOMIZING:
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if grid_position in highlighted_cells:
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main.randomize_item_at_position(grid_position)
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func is_position_occupied(pos: Vector2i) -> bool:
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for player in get_tree().get_nodes_in_group("Players"):
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if player != self and player.current_position == pos:
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return true
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return false
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func find_valid_starting_position() -> Vector2i:
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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var max_attempts = 100
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var attempts = 0
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while attempts < max_attempts:
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var x = rng.randi_range(0, enhanced_gridmap.columns - 1)
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var y = rng.randi_range(0, enhanced_gridmap.rows - 1)
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var pos = Vector2i(x, y)
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if not is_position_occupied(pos):
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return pos
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attempts += 1
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return Vector2i.ZERO
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func find_random_valid_position_in_range() -> Vector2i:
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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var valid_positions = []
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for x in range(max(0, current_position.x - movement_range),
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min(enhanced_gridmap.columns, current_position.x + movement_range + 1)):
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for z in range(max(0, current_position.y - movement_range),
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min(enhanced_gridmap.rows, current_position.y + movement_range + 1)):
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var pos = Vector2i(x, z)
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if pos != current_position and is_within_movement_range(pos):
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items) and not is_position_occupied(pos):
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valid_positions.append(pos)
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if valid_positions.size() > 0:
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return valid_positions[rng.randi() % valid_positions.size()]
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return current_position
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func raycast_to_grid(from: Vector3, to: Vector3) -> Vector2i:
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var plane = Plane(Vector3.UP, cell_offset.y)
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var intersection = plane.intersects_ray(from, to - from)
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if intersection:
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var adjusted_intersection = intersection - cell_offset
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var grid_position = Vector2i(
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floor(adjusted_intersection.x / cell_size.x),
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floor(adjusted_intersection.z / cell_size.z)
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)
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if grid_position.x >= 0 and grid_position.x < enhanced_gridmap.columns and \
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grid_position.y >= 0 and grid_position.y < enhanced_gridmap.rows:
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return grid_position
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return Vector2i(-1, -1)
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func is_within_movement_range(target_position: Vector2i) -> bool:
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var distance: int
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if use_diagonal_movement:
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distance = max(abs(target_position.x - current_position.x), abs(target_position.y - current_position.y))
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else:
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distance = abs(target_position.x - current_position.x) + abs(target_position.y - current_position.y)
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return distance <= movement_range
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func move_player_to_clicked_position(grid_position: Vector2i):
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if not is_multiplayer_authority() or is_player_moving or action_points <= 0:
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return
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var main = get_node("/root/Main")
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if not main or main.current_action_state != main.ActionState.MOVING or not grid_position in highlighted_cells:
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return
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if not is_within_movement_range(grid_position):
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return
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
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if cell_item in enhanced_gridmap.non_walkable_items or is_position_occupied(grid_position):
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return
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rotate_towards_target(grid_position)
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var path = enhanced_gridmap.find_path(Vector2(current_position), Vector2(grid_position))
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if path.size() <= 1:
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return
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var valid_path = true
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for point in path.slice(1):
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if is_position_occupied(Vector2i(point.x, point.y)):
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valid_path = false
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break
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if valid_path:
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path.pop_front()
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rpc("start_movement_along_path", path)
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action_points -= 1
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clear_highlights()
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else:
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print("Path is blocked by other players")
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@rpc("any_peer", "call_local")
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func start_movement_along_path(path: Array):
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is_player_moving = true
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var tween = create_tween()
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tween.set_trans(Tween.TRANS_CUBIC)
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tween.set_ease(Tween.EASE_IN_OUT)
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for point in path:
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tween.tween_property(self, "position", grid_to_world(Vector2i(point.x, point.y)), 0.5)
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tween.tween_callback(func():
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current_position = Vector2i(path[-1].x, path[-1].y)
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is_player_moving = false
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enhanced_gridmap.clear_path_visualization()
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has_moved_this_turn = path.size() <= movement_range
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var main = get_node("/root/Main")
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main.set_action_state(main.ActionState.NONE)
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if main.turn_based_mode:
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end_turn()
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_after_action_completed()
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)
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func update_player_position(grid_position: Vector2i):
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position = grid_to_world(grid_position)
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func grid_to_world(grid_position: Vector2i) -> Vector3:
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var world_position = Vector3(
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grid_position.x * cell_size.x + cell_size.x * 0.5,
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cell_size.y,
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grid_position.y * cell_size.z + cell_size.z * 0.5
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) + cell_offset
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return world_position
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func start_turn():
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action_points = 2
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has_moved_this_turn = false
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has_performed_action = false
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is_my_turn = true
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if is_multiplayer_authority():
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rpc("display_message", "It's your turn!")
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_after_action_completed()
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func end_turn():
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is_my_turn = false
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has_moved_this_turn = false
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if is_multiplayer_authority():
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get_node("/root/Main").request_next_turn()
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@rpc("any_peer", "call_local", "unreliable")
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func remote_set_position(authority_position):
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global_position = authority_position
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@rpc("any_peer", "call_local")
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func display_message(message):
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$Bubble.show()
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$Bubble/Message.show()
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$Bubble/Message.text = str(message)
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await get_tree().create_timer(3).timeout
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$Bubble.hide()
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$Bubble/Message.hide()
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func initialize_random_goals(_size:int, min_value:int, max_value:int, null_count:float) -> Array[int]:
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goals.clear()
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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var result : Array[int] = []
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var null_val = 0
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var max_nulls = 3
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const SPECIAL_VALUES = {1: 7, 2: 8, 3: 9, 4: 10}
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for i in range(_size):
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if null_val < max_nulls and rng.randf() < null_count:
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result.append(-1)
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null_val += 1
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else:
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var val = rng.randi_range(min_value, max_value)
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result.append(val if not val in SPECIAL_VALUES else SPECIAL_VALUES[val])
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return result
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func append_random_goals():
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goals.append_array(initialize_random_goals(9, 7, 10, 1.0))
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if is_multiplayer_authority():
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rpc("sync_goals", goals)
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func grab_item(grid_position: Vector2i = current_position) -> bool:
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if not enhanced_gridmap or action_points <= 0:
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return false
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var cell = Vector3i(grid_position.x, 1, grid_position.y)
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var item = enhanced_gridmap.get_cell_item(cell)
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if grid_position != current_position:
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var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
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var is_adjacent = false
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for neighbor in neighbors:
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if neighbor.position == grid_position:
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is_adjacent = true
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break
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if not is_adjacent:
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return false
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if item == -1:
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return false
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if is_in_group("Bots"):
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var empty_slot = playerboard.find(-1)
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if empty_slot == -1:
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return false
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if is_multiplayer_authority():
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playerboard[empty_slot] = item
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rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
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rpc("sync_playerboard", playerboard)
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has_performed_action = true
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consume_action_points(1)
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clear_playerboard_highlights()
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_after_action_completed()
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return true
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else:
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var main = get_node("/root/Main")
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if main:
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selected_gridmap_position = grid_position
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clear_highlights()
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clear_playerboard_highlights()
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for i in range(playerboard.size()):
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if playerboard[i] == -1:
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var slot = main.playerboard_ui.get_child(i)
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if slot.get_child_count() > 0:
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slot.get_child(0).show()
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highlighted_cells.append(i)
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return true
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return false
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func put_item(grid_position: Vector2i = current_position) -> bool:
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if not enhanced_gridmap or action_points <= 0 or selected_playerboard_slot == -1:
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return false
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var cell = Vector3i(grid_position.x, 1, grid_position.y)
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if enhanced_gridmap.get_cell_item(cell) != -1:
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return false
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# Check if position is adjacent or current position
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if grid_position != current_position:
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var is_adjacent = false
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var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
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for neighbor in neighbors:
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if neighbor.position == grid_position:
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is_adjacent = true
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break
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if not is_adjacent:
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return false
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var item = playerboard[selected_playerboard_slot]
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if is_multiplayer_authority():
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rpc("sync_grid_item", cell.x, cell.y, cell.z, item)
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playerboard[selected_playerboard_slot] = -1
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rpc("sync_playerboard", playerboard)
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has_performed_action = true
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consume_action_points(1)
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clear_highlights()
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clear_playerboard_highlights()
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selected_playerboard_slot = -1
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var main = get_node("/root/Main")
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if main:
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main.set_action_state(main.ActionState.NONE)
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_after_action_completed()
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return true
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func handle_put_action():
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var main = get_node("/root/Main")
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if not main or action_points < 1:
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return
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clear_highlights()
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clear_playerboard_highlights()
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# Highlight non-empty slots in playerboard
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for i in range(playerboard.size()):
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if playerboard[i] != -1: # Highlight occupied slots
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var slot = main.playerboard_ui.get_child(i)
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if slot.get_child_count() > 0:
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slot.get_child(0).show() # Show highlight for occupied slots
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highlighted_cells.append(i)
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func handle_playerboard_slot_selected(slot_index: int):
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var main = get_node("/root/Main")
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if not main:
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return
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if main.current_action_state == main.ActionState.PUTTING:
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if playerboard[slot_index] != -1: # If slot has an item
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selected_playerboard_slot = slot_index
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clear_highlights()
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highlight_empty_adjacent_cells() # Highlight valid put locations
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elif main.current_action_state == main.ActionState.GRABBING:
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if slot_index in highlighted_cells and playerboard[slot_index] == -1:
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var cell = Vector3i(selected_gridmap_position.x, 1, selected_gridmap_position.y)
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var item = enhanced_gridmap.get_cell_item(cell)
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if item != -1:
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if is_multiplayer_authority():
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playerboard[slot_index] = item
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rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
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rpc("sync_playerboard", playerboard)
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has_performed_action = true
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consume_action_points(1)
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clear_highlights()
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clear_playerboard_highlights()
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selected_gridmap_position = Vector2i(-1, -1)
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main.set_action_state(main.ActionState.NONE)
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_after_action_completed()
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# We also need to add handle_put_slot_selected:
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func handle_put_slot_selected(slot_index: int):
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var main = get_node("/root/Main")
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if not main or main.current_action_state != main.ActionState.PUTTING:
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return
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if slot_index in highlighted_cells and playerboard[slot_index] in goals:
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selected_playerboard_slot = slot_index
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clear_highlights()
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highlight_empty_adjacent_cells()
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#func arrange_playerboard_item(slot_index: int):
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#if action_points < 2 or playerboard[slot_index] == -1:
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#return
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#
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#var selected_item = playerboard[slot_index]
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#var adjacent_slots = get_adjacent_playerboard_slots(slot_index)
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#
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#var main = get_node("/root/Main")
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#if not main or not main.playerboard_ui:
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#return
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#
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#var selected_slot_ui = main.playerboard_ui.get_child(slot_index)
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#if selected_slot_ui.get_child_count() > 1:
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#selected_slot_ui.get_child(1).show()
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#
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#for adj_slot in adjacent_slots:
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#if playerboard[adj_slot] == -1 or is_valid_arrangement_slot(slot_index, adj_slot):
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#var adj_slot_ui = main.playerboard_ui.get_child(adj_slot)
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#if adj_slot_ui.get_child_count() > 2:
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#adj_slot_ui.get_child(2).show()
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#
|
|
#main.update_playerboard_highlights(adjacent_slots)
|
|
#
|
|
#var target_slot = await _on_slot_gui_input(null, slot_index, selected_slot_ui)
|
|
#
|
|
#if selected_slot_ui.get_child_count() > 1:
|
|
#selected_slot_ui.get_child(1).hide()
|
|
#
|
|
#for adj_slot in adjacent_slots:
|
|
#var adj_slot_ui = main.playerboard_ui.get_child(adj_slot)
|
|
#if adj_slot_ui.get_child_count() > 2:
|
|
#adj_slot_ui.get_child(2).hide()
|
|
#
|
|
#if target_slot != -1 and (playerboard[target_slot] == -1 or is_valid_arrangement_slot(slot_index, target_slot)):
|
|
#var temp_item = playerboard[target_slot]
|
|
#playerboard[target_slot] = selected_item
|
|
#playerboard[slot_index] = temp_item
|
|
#
|
|
#if is_multiplayer_authority():
|
|
#rpc("sync_playerboard", playerboard)
|
|
#consume_action_points(2)
|
|
#has_performed_action = true
|
|
#_after_action_completed()
|
|
#main.update_playerboard_ui()
|
|
|
|
func arrange_playerboard_item(slot_index: int):
|
|
if action_points < 2 or playerboard[slot_index] == -1:
|
|
return
|
|
|
|
var selected_item = playerboard[slot_index]
|
|
var adjacent_slots = get_adjacent_playerboard_slots(slot_index)
|
|
|
|
var main = get_node("/root/Main")
|
|
if not main or not main.playerboard_ui:
|
|
return
|
|
|
|
# Store the selected slot
|
|
selected_playerboard_slot = slot_index
|
|
|
|
# Highlight selected slot
|
|
var selected_slot_ui = main.playerboard_ui.get_child(slot_index)
|
|
if selected_slot_ui.get_child_count() > 1:
|
|
selected_slot_ui.get_child(1).show()
|
|
|
|
# Highlight valid adjacent slots
|
|
for adj_slot in adjacent_slots:
|
|
if playerboard[adj_slot] == -1: # Only highlight empty adjacent slots
|
|
var adj_slot_ui = main.playerboard_ui.get_child(adj_slot)
|
|
if adj_slot_ui.get_child_count() > 2:
|
|
adj_slot_ui.get_child(2).show()
|
|
highlighted_cells.append(adj_slot)
|
|
|
|
# Connect to slot click signals
|
|
for i in range(playerboard.size()):
|
|
var slot = main.playerboard_ui.get_child(i)
|
|
if not slot.gui_input.is_connected(_on_slot_clicked):
|
|
slot.gui_input.connect(_on_slot_clicked.bind(i))
|
|
|
|
func _on_slot_clicked(event: InputEvent, slot_index: int):
|
|
if not event is InputEventMouseButton or not event.pressed or event.button_index != MOUSE_BUTTON_LEFT:
|
|
return
|
|
|
|
var main = get_node("/root/Main")
|
|
if not main or main.current_action_state != main.ActionState.ARRANGING:
|
|
return
|
|
|
|
if selected_playerboard_slot == -1 or slot_index == selected_playerboard_slot:
|
|
return
|
|
|
|
var adjacent_slots = get_adjacent_playerboard_slots(selected_playerboard_slot)
|
|
if slot_index in adjacent_slots and playerboard[slot_index] == -1:
|
|
# Move item to empty target slot
|
|
var selected_item = playerboard[selected_playerboard_slot]
|
|
playerboard[slot_index] = selected_item
|
|
playerboard[selected_playerboard_slot] = -1
|
|
|
|
if is_multiplayer_authority():
|
|
rpc("sync_playerboard", playerboard)
|
|
consume_action_points(2)
|
|
has_performed_action = true
|
|
|
|
# Clear highlights
|
|
clear_highlights()
|
|
clear_playerboard_highlights()
|
|
|
|
# Reset selection
|
|
selected_playerboard_slot = -1
|
|
|
|
# Update the visual representation
|
|
main.update_playerboard_ui()
|
|
main.set_action_state(main.ActionState.NONE)
|
|
|
|
|
|
func check_playerboard_arrangement(bot: Node) -> bool:
|
|
var goal_indices = [] # Store indices of non-empty goals
|
|
var goal_items = [] # Store the actual goal items
|
|
|
|
# Get all valid goals (non -1)
|
|
for i in range(goals.size()):
|
|
if goals[i] != -1:
|
|
goal_indices.append(i)
|
|
goal_items.append(goals[i])
|
|
|
|
# Check if current arrangement matches goals
|
|
var current_items = []
|
|
for i in range(playerboard.size()):
|
|
if playerboard[i] in goal_items:
|
|
current_items.append(playerboard[i])
|
|
|
|
# Compare current order with goal order
|
|
for i in range(min(current_items.size(), goal_items.size())):
|
|
if current_items[i] != goal_items[i]:
|
|
return true
|
|
|
|
return false
|
|
|
|
func is_valid_arrangement_slot(from_slot: int, to_slot: int) -> bool:
|
|
var from_row = from_slot / 5
|
|
var from_col = from_slot % 5
|
|
var to_row = to_slot / 5
|
|
var to_col = to_slot % 5
|
|
|
|
var row_diff = abs(from_row - to_row)
|
|
var col_diff = abs(from_col - to_col)
|
|
|
|
return (row_diff == 1 and col_diff == 0) or (row_diff == 0 and col_diff == 1)
|
|
|
|
func get_adjacent_playerboard_slots(slot_index) -> Array:
|
|
var adjacent = []
|
|
var row = slot_index / 5
|
|
var col = slot_index % 5
|
|
|
|
if row > 0: adjacent.append(slot_index - 5)
|
|
if row < 4: adjacent.append(slot_index + 5)
|
|
if col > 0: adjacent.append(slot_index - 1)
|
|
if col < 4: adjacent.append(slot_index + 1)
|
|
|
|
return adjacent
|
|
|
|
func find_best_arrangement_slot() -> int:
|
|
for i in range(playerboard.size()):
|
|
if playerboard[i] != -1:
|
|
var neighbors = get_adjacent_playerboard_slots(i)
|
|
for adj_slot in neighbors:
|
|
if playerboard[adj_slot] == -1 and playerboard[i] in goals:
|
|
return adj_slot
|
|
return playerboard.find(-1)
|
|
|
|
func find_best_put_position(bot: Node) -> Vector2i:
|
|
# Find the first empty cell adjacent to a matching item in the playerboard
|
|
for i in range(playerboard.size()):
|
|
if playerboard[i] in goals:
|
|
var neighbors = enhanced_gridmap.get_neighbors(current_position, 1)
|
|
for neighbor in neighbors:
|
|
var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
|
|
if enhanced_gridmap.get_cell_item(cell) == -1:
|
|
return neighbor.position
|
|
return Vector2i(-1, -1)
|
|
|
|
func find_best_grab_position() -> Vector2i:
|
|
# Find the first matching item in the grid or adjacent cells
|
|
var current_cell = Vector3i(current_position.x, 1, current_position.y)
|
|
if enhanced_gridmap.get_cell_item(current_cell) in goals:
|
|
return current_position
|
|
|
|
var neighbors = enhanced_gridmap.get_neighbors(current_position, 1)
|
|
for neighbor in neighbors:
|
|
var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
|
|
if enhanced_gridmap.get_cell_item(cell) in goals:
|
|
return neighbor.position
|
|
|
|
return Vector2i(-1, -1)
|
|
|
|
func has_item_at_current_position() -> bool:
|
|
var current_cell = Vector3i(current_position.x, 1, current_position.y)
|
|
return enhanced_gridmap.get_cell_item(current_cell) != -1
|
|
|
|
func has_items_in_playerboard() -> bool:
|
|
return playerboard.any(func(item): return item != -1)
|
|
|
|
func playerboard_is_full() -> bool:
|
|
return playerboard.find(-1) == -1
|
|
|
|
func highlight_movement_range():
|
|
if is_in_group("Bots"):
|
|
return
|
|
|
|
for x in range(enhanced_gridmap.columns):
|
|
for z in range(enhanced_gridmap.rows):
|
|
var test_pos = Vector2i(x, z)
|
|
if is_within_movement_range(test_pos):
|
|
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
|
|
if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items) and not is_position_occupied(test_pos):
|
|
highlighted_cells.append(test_pos)
|
|
enhanced_gridmap.set_cell_item(Vector3i(x, 0, z), enhanced_gridmap.hover_item)
|
|
|
|
func highlight_adjacent_cells():
|
|
if is_in_group("Bots"):
|
|
return
|
|
|
|
var current_cell = Vector3i(current_position.x, 1, current_position.y)
|
|
if enhanced_gridmap.get_cell_item(current_cell) != -1:
|
|
highlighted_cells.append(current_position)
|
|
enhanced_gridmap.set_cell_item(Vector3i(current_position.x, 0, current_position.y), enhanced_gridmap.hover_item)
|
|
|
|
var neighbors = enhanced_gridmap.get_neighbors(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:
|
|
highlighted_cells.append(cell_pos)
|
|
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y), enhanced_gridmap.hover_item)
|
|
|
|
|
|
func highlight_empty_adjacent_cells():
|
|
if is_in_group("Bots"):
|
|
return
|
|
|
|
# Clear previous highlights
|
|
clear_highlights()
|
|
|
|
# Highlight current position if empty
|
|
var current_cell = Vector3i(current_position.x, 1, current_position.y)
|
|
if enhanced_gridmap.get_cell_item(current_cell) == -1:
|
|
highlighted_cells.append(current_position)
|
|
enhanced_gridmap.set_cell_item(Vector3i(current_position.x, 0, current_position.y),
|
|
enhanced_gridmap.hover_item)
|
|
|
|
# Highlight empty adjacent cells
|
|
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
|
|
for neighbor in neighbors:
|
|
if neighbor.is_walkable:
|
|
var cell_pos = neighbor.position
|
|
var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
|
|
if enhanced_gridmap.get_cell_item(cell) == -1: # Check if cell is empty
|
|
highlighted_cells.append(cell_pos)
|
|
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
|
|
enhanced_gridmap.hover_item)
|
|
|
|
func highlight_random_valid_cells():
|
|
if is_in_group("Bots"):
|
|
return
|
|
|
|
var valid_cells = []
|
|
for x in range(enhanced_gridmap.columns):
|
|
for z in range(enhanced_gridmap.rows):
|
|
var cell_pos = Vector2i(x, z)
|
|
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
|
|
if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items):
|
|
valid_cells.append(cell_pos)
|
|
|
|
var rng = RandomNumberGenerator.new()
|
|
rng.randomize()
|
|
for _i in range(min(5, valid_cells.size())):
|
|
var index = rng.randi() % valid_cells.size()
|
|
var cell = valid_cells[index]
|
|
highlighted_cells.append(cell)
|
|
enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.hover_item)
|
|
valid_cells.remove_at(index)
|
|
|
|
func highlight_occupied_playerboard_slots():
|
|
if is_in_group("Bots"):
|
|
return
|
|
|
|
var main = get_node("/root/Main")
|
|
if not main or not main.playerboard_ui:
|
|
return
|
|
|
|
# First reset all slots to normal
|
|
for i in range(playerboard.size()):
|
|
var slot = main.playerboard_ui.get_child(i)
|
|
for child in slot.get_children():
|
|
child.hide()
|
|
|
|
# Highlight occupied slots that match goals
|
|
for i in range(playerboard.size()):
|
|
if playerboard[i] in goals:
|
|
var slot = main.playerboard_ui.get_child(i)
|
|
if slot.get_child_count() > 0:
|
|
slot.get_child(0).show() # Show highlight for matching items
|
|
highlighted_cells.append(i) # Add to highlighted cells for tracking
|
|
|
|
# Update the UI to reflect changes
|
|
main.update_playerboard_ui()
|
|
|
|
func clear_highlights():
|
|
if not enhanced_gridmap:
|
|
return
|
|
|
|
for cell in highlighted_cells:
|
|
if cell is Vector2i:
|
|
enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.normal_items[0])
|
|
|
|
highlighted_cells.clear()
|
|
|
|
var main = get_node("/root/Main")
|
|
if main and main.playerboard_ui:
|
|
for i in range(main.playerboard_ui.get_child_count()):
|
|
var slot = main.playerboard_ui.get_child(i)
|
|
for child in slot.get_children():
|
|
child.hide()
|
|
|
|
func clear_playerboard_highlights():
|
|
var main = get_node("/root/Main")
|
|
if main and main.playerboard_ui:
|
|
for i in range(main.playerboard_ui.get_child_count()):
|
|
var slot = main.playerboard_ui.get_child(i)
|
|
if slot.get_child_count() > 0: slot.get_child(0).hide()
|
|
if slot.get_child_count() > 1: slot.get_child(1).hide()
|
|
if slot.get_child_count() > 2: slot.get_child(2).hide()
|
|
|
|
highlighted_cells.clear()
|
|
|
|
func rotate_towards_target(target_pos: Vector2i):
|
|
var direction = Vector2(target_pos.x - current_position.x, target_pos.y - current_position.y).normalized()
|
|
target_rotation = atan2(direction.x, direction.y)
|
|
|
|
if is_multiplayer_authority():
|
|
rpc("sync_rotation", target_rotation)
|
|
|
|
var tween = create_tween()
|
|
tween.tween_property(self, "rotation:y", target_rotation, 0.2)
|
|
|
|
# We also need to add these supporting functions:
|
|
func select_playerboard_slot(slot_index: int):
|
|
selected_playerboard_slot = slot_index
|
|
_update_playerboard_slot_visual(slot_index)
|
|
_highlight_adjacent_playerboard_slots()
|
|
|
|
func deselect_playerboard_slot():
|
|
var old_selected = selected_playerboard_slot
|
|
selected_playerboard_slot = -1
|
|
if old_selected != -1:
|
|
_update_playerboard_slot_visual(old_selected)
|
|
untarget_playerboard_slot()
|
|
_highlight_adjacent_playerboard_slots()
|
|
|
|
func target_playerboard_slot(slot_index: int):
|
|
if targeted_playerboard_slot != -1:
|
|
untarget_playerboard_slot()
|
|
targeted_playerboard_slot = slot_index
|
|
_update_playerboard_slot_visual(slot_index)
|
|
|
|
func untarget_playerboard_slot():
|
|
if targeted_playerboard_slot != -1:
|
|
var old_targeted = targeted_playerboard_slot
|
|
targeted_playerboard_slot = -1
|
|
_update_playerboard_slot_visual(old_targeted)
|
|
|
|
func can_move_to_target_playerboard_slot() -> bool:
|
|
if selected_playerboard_slot == -1 or targeted_playerboard_slot == -1 or selected_playerboard_slot == targeted_playerboard_slot:
|
|
return false
|
|
|
|
var adjacent_slots = get_adjacent_playerboard_slots(selected_playerboard_slot)
|
|
return adjacent_slots.has(targeted_playerboard_slot)
|
|
|
|
func _update_playerboard_slot_visual(slot_index: int):
|
|
var main = get_node("/root/Main")
|
|
if not main or not main.playerboard_ui:
|
|
return
|
|
|
|
var slot = main.playerboard_ui.get_child(slot_index)
|
|
if slot:
|
|
if slot.get_child_count() > 0:
|
|
slot.get_child(0).visible = slot_index == selected_playerboard_slot
|
|
if slot.get_child_count() > 1:
|
|
slot.get_child(1).visible = slot_index == targeted_playerboard_slot
|
|
if slot.get_child_count() > 2:
|
|
slot.get_child(2).visible = selected_playerboard_slot != -1 and get_adjacent_playerboard_slots(selected_playerboard_slot).has(slot_index)
|
|
|
|
func _highlight_adjacent_playerboard_slots():
|
|
var main = get_node("/root/Main")
|
|
if not main or not main.playerboard_ui:
|
|
return
|
|
|
|
for i in range(25):
|
|
var slot = main.playerboard_ui.get_child(i)
|
|
if slot.get_child_count() > 2:
|
|
slot.get_child(2).hide()
|
|
|
|
if selected_playerboard_slot != -1:
|
|
var adjacent_slots = get_adjacent_playerboard_slots(selected_playerboard_slot)
|
|
for adj_slot in adjacent_slots:
|
|
var slot = main.playerboard_ui.get_child(adj_slot)
|
|
if slot.get_child_count() > 2:
|
|
slot.get_child(2).show()
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_rotation(new_rotation: float):
|
|
if not is_multiplayer_authority():
|
|
rotation.y = new_rotation
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_grid_item(x: int, y: int, z: int, item: int):
|
|
if enhanced_gridmap:
|
|
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func sync_goals(new_goals: Array):
|
|
goals = new_goals
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func sync_playerboard(new_playerboard: Array):
|
|
playerboard = new_playerboard
|
|
_after_action_completed()
|
|
|
|
func _after_action_completed():
|
|
if multiplayer.get_unique_id() == get_multiplayer_authority():
|
|
var main = get_node("/root/Main")
|
|
if main:
|
|
if not main.turn_based_mode and action_points <= 0:
|
|
action_points = 2
|
|
has_performed_action = false
|
|
has_moved_this_turn = false
|
|
main.update_button_states()
|
|
main.update_playerboard_ui()
|
|
|
|
func consume_action_points(points: int):
|
|
if not is_instance_valid(self) or not is_multiplayer_authority():
|
|
return
|
|
|
|
action_points -= points
|
|
var main = get_node("/root/Main")
|
|
if not main:
|
|
return
|
|
|
|
if action_points <= 0:
|
|
if main.turn_based_mode:
|
|
main.request_end_turn()
|
|
else:
|
|
action_points = 2
|
|
has_performed_action = false
|
|
has_moved_this_turn = false
|
|
rpc("display_message", "Action Points Reset!")
|
|
|
|
_after_action_completed()
|