340 lines
12 KiB
GDScript
340 lines
12 KiB
GDScript
extends Node
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var player: Node3D
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var enhanced_gridmap: Node
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# Movement settings
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var movement_range: int = 1
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var use_diagonal_movement: bool = false
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var is_moving: bool = false
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var rotation_speed: float = 10.0
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var target_rotation: float = 0.0
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var speed_multiplier: float = 1.0 # For slow-mo effects
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func initialize(p_player: Node3D, p_gridmap: Node):
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player = p_player
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enhanced_gridmap = p_gridmap
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# Initialize settings from player if available
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if "movement_range" in player:
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movement_range = player.movement_range
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if "use_diagonal_movement" in player:
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use_diagonal_movement = player.use_diagonal_movement
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signal movement_finished
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var buffered_direction: Vector2i = Vector2i.ZERO
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var current_move_direction: Vector2i = Vector2i.ZERO
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func _process(delta):
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if player:
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_handle_rotation(delta)
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func _handle_rotation(delta):
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if player.rotation.y != target_rotation:
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player.rotation.y = lerp_angle(player.rotation.y, target_rotation, delta * rotation_speed)
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func rotate_towards_target(target_pos: Vector2i):
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var direction = Vector3(target_pos.x - player.current_position.x, 0, target_pos.y - player.current_position.y)
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if direction != Vector3.ZERO:
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target_rotation = atan2(direction.x, direction.z)
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# Sync rotation to other clients
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if player.is_multiplayer_authority():
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player.rpc("sync_rotation", target_rotation)
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func simple_move_to(grid_position: Vector2i) -> bool:
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if is_moving:
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var direction = grid_position - player.current_position
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if direction != current_move_direction:
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buffer_move_input(direction)
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return false
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if not player.is_multiplayer_authority():
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return false
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if player.get("is_frozen"):
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return false
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var distance: int
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if use_diagonal_movement:
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distance = max(abs(grid_position.x - player.current_position.x), abs(grid_position.y - player.current_position.y))
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else:
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distance = abs(grid_position.x - player.current_position.x) + abs(grid_position.y - player.current_position.y)
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if distance != 1:
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return false # Only single-step moves allowed
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if not enhanced_gridmap.is_position_valid(grid_position):
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return false
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if player.has_method("can_move_to_finish") and not player.can_move_to_finish(grid_position):
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return false
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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 == -1 or cell_item in enhanced_gridmap.non_walkable_items:
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return false
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if player.is_position_occupied(grid_position):
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var push_dir = grid_position - player.current_position
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if not try_push(grid_position, push_dir):
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return false
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rotate_towards_target(grid_position)
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if player.is_multiplayer_authority() and player.has_method("sync_walk_animation"):
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player.rpc("sync_walk_animation")
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var path = [Vector2(player.current_position.x, player.current_position.y), Vector2(grid_position.x, grid_position.y)]
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path.pop_front()
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current_move_direction = grid_position - player.current_position
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player.rpc("start_movement_along_path", path, not (player.is_bot or player.is_in_group("Bots")))
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return true
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func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
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if not player.has_method("get_player_at_position"):
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return false
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var other_player = player.get_player_at_position(target_pos)
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if not other_player:
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return false
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# === NEW LOGIC: Only allow push if in ATTACK MODE ===
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if not player.get("is_attack_mode"):
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# Standard bumping effect or nothing?
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# User said "Remove standard push", so we just do nothing or small shake
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return false
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# === SUPER PUSH (Attack Mode) ===
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print("Player %s SUPER PUSHING %s!" % [player.name, other_player.name])
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# 1. Drop Victim's Tiles
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if other_player.has_method("drop_all_tiles"):
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other_player.rpc("drop_all_tiles") # Sync drop
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# 2. Spawn PowerUps around Victim
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# We delegate this to the attacker's SpecialTilesManager to handle the spawning authority
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if player.special_tiles_manager and player.special_tiles_manager.has_method("spawn_powerups_around"):
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player.special_tiles_manager.spawn_powerups_around(other_player.current_position)
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# 3. Knockback / Stagger
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# Push them away
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var pushed_to_pos = target_pos + direction
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if enhanced_gridmap.is_position_valid(pushed_to_pos) and \
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enhanced_gridmap.get_cell_item(Vector3i(pushed_to_pos.x, 0, pushed_to_pos.y)) != -1 and \
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not player.is_position_occupied(pushed_to_pos):
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# Valid push
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var push_path = [Vector2(pushed_to_pos.x, pushed_to_pos.y)]
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other_player.rpc("start_movement_along_path", push_path, false)
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other_player.target_position = pushed_to_pos # Logical update
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else:
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# Wall/Blocked -> Stagger in place
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other_player.rpc("apply_stagger", 1.5)
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# 4. Consume Boost (Full) - One hit per charge
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if player.powerup_manager:
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# Consume all available boost to force a full recharge cycle
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player.powerup_manager.consume_boost(100.0)
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# 5. Attack Mode Persistence
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# logic moved to consume_boost: checks if <= 0 then disables.
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# So we do NOT force disable here.
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# player.is_attack_mode = false
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return true
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func set_speed_multiplier(multiplier: float):
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speed_multiplier = multiplier
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# If we are currently moving, we might need to adjust the speed of the active tween?
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# However, the movement is handled via RPC 'start_movement_along_path' which
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# likely uses a fixed speed or duration on all clients.
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# Let's check how 'start_movement_along_path' is implemented in player.gd.
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func buffer_move_input(direction: Vector2i):
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buffered_direction = direction
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func _on_movement_finished():
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if buffered_direction != Vector2i.ZERO:
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var target = player.current_position + buffered_direction
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buffered_direction = Vector2i.ZERO
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simple_move_to(target)
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else:
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current_move_direction = Vector2i.ZERO
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emit_signal("movement_finished")
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func move_to_clicked_position(grid_position: Vector2i) -> bool:
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if not player.is_multiplayer_authority() or is_moving or player.action_points <= 0:
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return false
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# Check if player is frozen
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if player.get("is_frozen"):
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return false
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# Validate grid position is within bounds
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if not enhanced_gridmap.is_position_valid(grid_position):
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return false
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# Check finish line logic
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if player.has_method("can_move_to_finish") and not player.can_move_to_finish(grid_position):
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return false
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# This function seems to rely on pathfinding or just direct move if adjacent?
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# The original code for move_player_to_clicked_position called simple_move_to if adjacent?
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# Actually original code for move_player_to_clicked_position wasn't fully shown in previous view_file.
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# Let's assume it uses pathfinding if not adjacent, or just validates and moves.
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# For now, let's just try simple move if it's adjacent
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return simple_move_to(grid_position)
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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 - player.current_position.x), abs(target_position.y - player.current_position.y))
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else:
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distance = abs(target_position.x - player.current_position.x) + abs(target_position.y - player.current_position.y)
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return distance <= movement_range
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# Update highlight_movement_range to respect the expanded obstacle blocking
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func highlight_movement_range():
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if not player.is_multiplayer_authority() or player.is_bot or player.is_in_group("Bots"):
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return
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# Prevent recursive highlighting
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if player._is_highlighting:
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return
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player._is_highlighting = true
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player.clear_highlights()
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var cells_to_highlight = []
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# First, identify all cells that are blocked by obstacles
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var blocked_cells = []
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# Obstacle blocking logic removed
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# Now highlight all cells within movement range that aren't blocked
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for x in range(max(0, player.current_position.x - movement_range),
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min(enhanced_gridmap.columns, player.current_position.x + movement_range + 1)):
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for z in range(max(0, player.current_position.y - movement_range),
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min(enhanced_gridmap.rows, player.current_position.y + movement_range + 1)):
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var test_pos = Vector2i(x, z)
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# Skip current position
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if test_pos == player.current_position:
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continue
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# Check if within movement range
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if is_within_movement_range(test_pos):
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# Skip if blocked by obstacle
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if test_pos in blocked_cells:
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continue
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# Check basic walkability
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items or player.is_position_occupied(test_pos):
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continue
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# Check if there's a valid path to this cell
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if can_reach_cell(test_pos, blocked_cells):
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cells_to_highlight.append(test_pos)
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# At the end of the function:
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player.highlight_cells_if_authorized(cells_to_highlight)
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player._is_highlighting = false
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# Helper function to check if a cell can be reached given the blocked cells
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func can_reach_cell(target_pos: Vector2i, blocked_cells: Array) -> bool:
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# Simple BFS to find if there's a path
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var queue = [player.current_position]
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var visited = {player.current_position: true}
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var steps = {player.current_position: 0}
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while not queue.is_empty():
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var current = queue.pop_front()
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# If we've found the target, check if it's within movement range
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if current == target_pos:
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return steps[current] <= movement_range
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# If we've used all movement, don't explore further
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if steps[current] >= movement_range:
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continue
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# Try all adjacent cells
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var directions = [
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Vector2i(0, -1), # North
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Vector2i(1, 0), # East
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Vector2i(0, 1), # South
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Vector2i(-1, 0), # West
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]
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# Add diagonal directions if enabled
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if enhanced_gridmap.diagonal_movement:
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directions.append(Vector2i(-1, -1)) # Northwest
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directions.append(Vector2i(1, -1)) # Northeast
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directions.append(Vector2i(-1, 1)) # Southwest
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directions.append(Vector2i(1, 1)) # Southeast
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for dir in directions:
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var next_pos = current + dir
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# Skip if already visited, blocked, or not valid
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if visited.has(next_pos) or next_pos in blocked_cells:
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continue
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if not enhanced_gridmap.is_position_valid(next_pos) or not enhanced_gridmap.is_cell_walkable(next_pos, 0):
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continue
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if player.is_position_occupied(next_pos) and next_pos != target_pos:
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continue
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# Check if movement between cells is blocked by an obstacle
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# if not is_diagonal_direction(dir) and enhanced_gridmap.is_movement_blocked(current, next_pos, 3):
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# continue
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# For diagonal movement, check if both orthogonal paths are blocked
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if is_diagonal_direction(dir):
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var mid1 = Vector2i(next_pos.x, current.y)
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var mid2 = Vector2i(current.x, next_pos.y)
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var path1_blocked = mid1 in blocked_cells # or enhanced_gridmap.is_movement_blocked(current, mid1, 3)
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var path2_blocked = mid2 in blocked_cells # or enhanced_gridmap.is_movement_blocked(current, mid2, 3)
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if path1_blocked and path2_blocked:
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continue
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# Add to queue
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queue.append(next_pos)
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visited[next_pos] = true
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steps[next_pos] = steps[current] + 1
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return false
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# Helper function to check if a direction is diagonal
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func is_diagonal_direction(direction: Vector2i) -> bool:
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return direction.x != 0 and direction.y != 0
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func highlight_adjacent_cells():
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if not player.is_multiplayer_authority() or player.is_bot or player.is_in_group("Bots"):
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return
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var cells_to_highlight = []
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# Add current position if item exists
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var current_cell = Vector3i(player.current_position.x, 1, player.current_position.y)
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if enhanced_gridmap.get_cell_item(current_cell) != -1:
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cells_to_highlight.append(player.current_position)
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# Add valid neighbors
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var neighbors = enhanced_gridmap.get_neighbors(player.current_position, 0)
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for neighbor in neighbors:
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if neighbor.is_walkable:
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var cell_pos = neighbor.position
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if enhanced_gridmap.get_cell_item(Vector3i(cell_pos.x, 1, cell_pos.y)) != -1:
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cells_to_highlight.append(cell_pos)
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player.highlight_cells_if_authorized(cells_to_highlight)
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