289 lines
8.8 KiB
GDScript
289 lines
8.8 KiB
GDScript
extends Node3D
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# Tekton - Roaming NPC
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# Moves around the grid and spawns tiles when attacked.
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signal movement_finished
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@export var current_position: Vector2i = Vector2i(0, 0)
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@export var health: int = 3
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@export var movement_speed: float = 0.4 # Seconds per step
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var enhanced_gridmap: Node
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var is_moving: bool = false
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var is_carried: bool = false
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var carrier: Node3D = null
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var tween: Tween
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const SIDE_OFFSET = 0.35 # Distance from center
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func initialize(start_pos: Vector2i, p_gridmap: Node):
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current_position = start_pos
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enhanced_gridmap = p_gridmap
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# Grounded and Side-positioned
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# We use a consistent side offset (e.g. North-West corner of the tile)
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update_visual_position()
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@rpc("any_peer", "call_local", "reliable")
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func sync_position(pos: Vector2i):
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current_position = pos
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update_visual_position()
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func update_visual_position():
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if is_carried: return
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# Align with floor height (matching player's typical grounded height)
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var floor_y = 0.05
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if enhanced_gridmap and "cell_size" in enhanced_gridmap:
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floor_y = enhanced_gridmap.cell_size.y
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# Side offset: place it near the edge
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# Using NW corner (+0.2, +0.2) instead of center (+0.5, +0.5)
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position = Vector3(current_position.x + 0.2, floor_y, current_position.y + 0.2)
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func move_to(target_pos: Vector2i):
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if is_moving or is_carried: return
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# Validate
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if not enhanced_gridmap.is_position_valid(target_pos):
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return
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is_moving = true
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var floor_y = 0.05
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if enhanced_gridmap and "cell_size" in enhanced_gridmap:
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floor_y = enhanced_gridmap.cell_size.y
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var target_world_pos = Vector3(target_pos.x + 0.2, floor_y, target_pos.y + 0.2)
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# Rotation
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var dir = target_world_pos - position
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if dir.length_squared() > 0.01:
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var target_rot = atan2(dir.x, dir.z)
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rotation.y = target_rot
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tween = create_tween()
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tween.tween_property(self , "position", target_world_pos, movement_speed).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
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tween.tween_callback(func():
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current_position = target_pos
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is_moving = false
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emit_signal("movement_finished")
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)
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if is_multiplayer_authority():
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rpc("sync_movement", target_pos)
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@rpc("any_peer", "call_remote", "reliable")
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func sync_movement(target_pos: Vector2i):
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# Clients execute the move visually
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move_to(target_pos)
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# --- COMBAT / INTERACTION ---
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func on_hit(attacker: Node = null, intensity: float = 1.0):
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"""Called when hit by a player attack or knock.
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Intensity: 0.5 for throw, 1.0+ for knock."""
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print("[Tekton] Hit by %s! Intensity: %.1f" % [attacker.name if attacker else "Unknown", intensity])
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# Visual Reaction (Flash red)
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_flash_damage()
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# Spawn Tiles
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if is_multiplayer_authority():
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var tile_count = int(8 * intensity) # Base 8 tiles for 1.0 intensity
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spawn_tiles_around(tile_count)
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@rpc("any_peer", "call_local")
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func set_carried(state: bool, p_carrier: Node3D = null):
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is_carried = state
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carrier = p_carrier
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is_moving = false
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if tween: tween.kill()
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# Disable/Enable controller
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var controller = get_node_or_null("TektonController")
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if controller:
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controller.set_physics_process(not state)
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if controller.get("timer"):
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if state:
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controller.timer.stop()
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else:
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controller.call("_start_timer")
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if not state:
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update_visual_position()
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func _process(delta):
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if is_carried and is_instance_valid(carrier):
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# Carry on head: offset Y by approx carrier height (e.g. 1.25)
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global_position = carrier.global_position + Vector3(0, 1.5, 0)
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rotation = carrier.rotation
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var mesh_cache: Array[MeshInstance3D] = []
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var original_scales: Array[Vector3] = []
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func _ready():
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# Cache meshes and their initial scales
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# We wait a frame to ensure all children are ready and transforms applied
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await get_tree().process_frame
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var meshes = find_children("*", "MeshInstance3D", true)
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for mesh in meshes:
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mesh_cache.append(mesh)
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original_scales.append(mesh.scale)
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func _flash_damage():
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# If cache empty (e.g. called before ready), try to populate or just skip custom scaling
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if mesh_cache.is_empty():
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return
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for i in range(mesh_cache.size()):
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var mesh = mesh_cache[i]
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if is_instance_valid(mesh):
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var base_scale = original_scales[i]
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var t = create_tween()
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t.tween_property(mesh, "scale", base_scale * 1.2, 0.1)
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t.tween_property(mesh, "scale", base_scale, 0.1)
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var is_recovering: bool = false # True when shrunk/waiting
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@rpc("any_peer", "call_local", "reliable")
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func on_thrown_landing(attacker: Node = null):
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"""Called when Tekton lands after being thrown."""
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print("[Tekton] Landed! Shrinking and waiting...")
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is_recovering = true
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# Disable movement/interaction logic temporarily
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var controller = get_node_or_null("TektonController")
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if controller and controller.get("timer"):
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controller.timer.stop()
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# Visual Shrink
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# Use cached meshes if available, else find them (but can't restore accurately if not cached)
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if mesh_cache.is_empty():
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# Fallback if _ready hasn't run or failed
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# We'll just define the user's specific vector as fallback target for the sphere
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# But better to rely on cache.
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pass
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for i in range(mesh_cache.size()):
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var mesh = mesh_cache[i]
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if is_instance_valid(mesh):
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var base_scale = original_scales[i]
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var t = create_tween()
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t.tween_property(mesh, "scale", base_scale * 0.5, 0.2).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK)
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# Wait 3 seconds
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await get_tree().create_timer(3.0).timeout
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# Grow back
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for i in range(mesh_cache.size()):
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var mesh = mesh_cache[i]
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if is_instance_valid(mesh):
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var base_scale = original_scales[i]
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var t = create_tween()
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t.tween_property(mesh, "scale", base_scale, 0.2).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK)
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is_recovering = false
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# Resume AI
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if controller and controller.has_method("_start_timer"):
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if is_multiplayer_authority() and not is_carried:
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controller._start_timer()
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# Spawn tiles (as requested "tekton will spawn a tiles around that floor also")
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if is_multiplayer_authority():
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spawn_tiles_around(8) # Standard amount
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# Floor Freeze (Visual/Instant - Run on all clients locally)
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temporarily_change_floor(current_position, 1, 6, 3.0)
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# Stun nearby players handled by Thrower (Player.gd) or here?
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# Player.gd handles the stun call because it knows the impact zone context better?
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# Actually, Player.gd calls this function. Player.gd *also* iterates players to stun them.
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# That is fine.
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func temporarily_change_floor(center: Vector2i, radius: int, new_id: int, duration: float):
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if not enhanced_gridmap: return
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# Run locally on all clients to ensure instant feedback without network delay
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var changed_cells = {} # pos: original_id
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for x in range(-radius, radius + 1):
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for y in range(-radius, radius + 1):
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var pos = center + Vector2i(x, y)
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if enhanced_gridmap.is_position_valid(pos):
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var cell_3d = Vector3i(pos.x, 0, pos.y)
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var original = enhanced_gridmap.get_cell_item(cell_3d)
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# Only change if not already the new ID (avoid redundant updates or overriding existing freeze)
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if original != new_id:
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changed_cells[pos] = original
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# Set locally immediately
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enhanced_gridmap.set_cell_item(cell_3d, new_id)
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await get_tree().create_timer(duration).timeout
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# Restore locally
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for pos in changed_cells:
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var original = changed_cells[pos]
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var current_cell = Vector3i(pos.x, 0, pos.y)
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var current = enhanced_gridmap.get_cell_item(current_cell)
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# Only restore if it hasn't been changed to something else in meantime
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if current == new_id:
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enhanced_gridmap.set_cell_item(current_cell, original)
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# Stun nearby players handled by Thrower (Player.gd) or here?
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# Player.gd handles the stun call because it knows the impact zone context better?
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# Actually, Player.gd calls this function. Player.gd *also* iterates players to stun them.
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# That is fine.
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func spawn_tiles_around(count: int = 4):
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"""Spawns a mix of normal and special tiles in a radius."""
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if not enhanced_gridmap: return
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var radius = 2
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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print("[Tekton] Spawning %d tiles around %s" % [count, current_position])
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var spawned = 0
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var attempts = 0
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while spawned < count and attempts < 25:
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attempts += 1
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var x = rng.randi_range(-radius, radius)
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var y = rng.randi_range(-radius, radius)
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var pos = current_position + Vector2i(x, y)
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# Don't overwrite the Tekton's own cell? Or do?
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# Maybe avoid center.
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if x == 0 and y == 0: continue
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if enhanced_gridmap.is_position_valid(pos):
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# 50% chance to spawn something
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if rng.randf() > 0.5: continue
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# Determine Type
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var item_id: int
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var roll = rng.randf()
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if roll < 0.6:
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# 60% Normal Tile (7-10)
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item_id = rng.randi_range(7, 10)
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elif roll < 0.9:
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# 30% PowerUp (11-14)
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item_id = rng.randi_range(11, 14)
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else:
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# 10% Obstacle/Trap (optional)
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item_id = -1 # Clear?
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if item_id != -1:
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var main = get_tree().get_root().get_node_or_null("Main")
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if main:
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main.rpc("sync_grid_item", pos.x, 1, pos.y, item_id)
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spawned += 1
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