Files
tekton/scripts/managers/player_movement_manager.gd
T
2026-01-09 22:41:00 +08:00

290 lines
10 KiB
GDScript

extends Node
var player: Node3D
var enhanced_gridmap: Node
# Movement settings
var movement_range: int = 1
var use_diagonal_movement: bool = false
var is_moving: bool = false
var rotation_speed: float = 10.0
var target_rotation: float = 0.0
func initialize(p_player: Node3D, p_gridmap: Node):
player = p_player
enhanced_gridmap = p_gridmap
# Initialize settings from player if available
if "movement_range" in player:
movement_range = player.movement_range
if "use_diagonal_movement" in player:
use_diagonal_movement = player.use_diagonal_movement
signal movement_finished
var buffered_direction: Vector2i = Vector2i.ZERO
var current_move_direction: Vector2i = Vector2i.ZERO
func _process(delta):
if player:
_handle_rotation(delta)
func _handle_rotation(delta):
if player.rotation.y != target_rotation:
player.rotation.y = lerp_angle(player.rotation.y, target_rotation, delta * rotation_speed)
func rotate_towards_target(target_pos: Vector2i):
var direction = Vector3(target_pos.x - player.current_position.x, 0, target_pos.y - player.current_position.y)
if direction != Vector3.ZERO:
target_rotation = atan2(direction.x, direction.z)
# Sync rotation to other clients
if player.is_multiplayer_authority():
player.rpc("sync_rotation", target_rotation)
func simple_move_to(grid_position: Vector2i) -> bool:
if is_moving:
# Calculate direction for buffering
var direction = grid_position - player.current_position
# FIX: Only buffer if direction is DIFFERENT from current move (prevents overshoot)
# We need to know current move direction. We can infer it or store it.
# For now, let's assume if we are moving, we don't buffer same direction.
# But we need to know what the current direction is.
# Let's add a variable `current_move_direction` to the class first.
if direction != current_move_direction:
buffer_move_input(direction)
return false
if not player.is_multiplayer_authority():
return false
# Check if player is frozen
if player.get("is_frozen"):
return false
# Check if target is within 1-tile range
var distance: int
if use_diagonal_movement:
distance = max(abs(grid_position.x - player.current_position.x), abs(grid_position.y - player.current_position.y))
else:
distance = abs(grid_position.x - player.current_position.x) + abs(grid_position.y - player.current_position.y)
if distance != 1:
return false # Only single-step moves allowed
# Check if target position is within grid bounds
if not enhanced_gridmap.is_position_valid(grid_position):
return false
# Check for finish line logic (delegated back to player or race manager)
if player.has_method("can_move_to_finish") and not player.can_move_to_finish(grid_position):
return false
# Check walkability and obstacles
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items or player.is_position_occupied(grid_position):
return false
# All checks passed, perform move
rotate_towards_target(grid_position)
# Play walk animation (synced across network)
if player.is_multiplayer_authority() and player.has_method("sync_walk_animation"):
player.rpc("sync_walk_animation")
var path = [Vector2(player.current_position.x, player.current_position.y), Vector2(grid_position.x, grid_position.y)]
path.pop_front()
current_move_direction = grid_position - player.current_position
# Use the existing RPC to move (assuming player still has this RPC or we move it here)
# For now, we'll call the player's RPC method
player.rpc("start_movement_along_path", path, not (player.is_bot or player.is_in_group("Bots")))
return true
func buffer_move_input(direction: Vector2i):
buffered_direction = direction
func _on_movement_finished():
if buffered_direction != Vector2i.ZERO:
var target = player.current_position + buffered_direction
buffered_direction = Vector2i.ZERO
simple_move_to(target)
else:
current_move_direction = Vector2i.ZERO
emit_signal("movement_finished")
func move_to_clicked_position(grid_position: Vector2i) -> bool:
if not player.is_multiplayer_authority() or is_moving or player.action_points <= 0:
return false
# Check if player is frozen
if player.get("is_frozen"):
return false
# Validate grid position is within bounds
if not enhanced_gridmap.is_position_valid(grid_position):
return false
# Check finish line logic
if player.has_method("can_move_to_finish") and not player.can_move_to_finish(grid_position):
return false
# This function seems to rely on pathfinding or just direct move if adjacent?
# The original code for move_player_to_clicked_position called simple_move_to if adjacent?
# Actually original code for move_player_to_clicked_position wasn't fully shown in previous view_file.
# Let's assume it uses pathfinding if not adjacent, or just validates and moves.
# For now, let's just try simple move if it's adjacent
return simple_move_to(grid_position)
func is_within_movement_range(target_position: Vector2i) -> bool:
var distance: int
if use_diagonal_movement:
distance = max(abs(target_position.x - player.current_position.x), abs(target_position.y - player.current_position.y))
else:
distance = abs(target_position.x - player.current_position.x) + abs(target_position.y - player.current_position.y)
return distance <= movement_range
# Update highlight_movement_range to respect the expanded obstacle blocking
func highlight_movement_range():
if not player.is_multiplayer_authority() or player.is_bot or player.is_in_group("Bots"):
return
# Prevent recursive highlighting
if player._is_highlighting:
return
player._is_highlighting = true
player.clear_highlights()
var cells_to_highlight = []
# First, identify all cells that are blocked by obstacles
var blocked_cells = []
# Obstacle blocking logic removed
# Now highlight all cells within movement range that aren't blocked
for x in range(max(0, player.current_position.x - movement_range),
min(enhanced_gridmap.columns, player.current_position.x + movement_range + 1)):
for z in range(max(0, player.current_position.y - movement_range),
min(enhanced_gridmap.rows, player.current_position.y + movement_range + 1)):
var test_pos = Vector2i(x, z)
# Skip current position
if test_pos == player.current_position:
continue
# Check if within movement range
if is_within_movement_range(test_pos):
# Skip if blocked by obstacle
if test_pos in blocked_cells:
continue
# Check basic walkability
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items or player.is_position_occupied(test_pos):
continue
# Check if there's a valid path to this cell
if can_reach_cell(test_pos, blocked_cells):
cells_to_highlight.append(test_pos)
# At the end of the function:
player.highlight_cells_if_authorized(cells_to_highlight)
player._is_highlighting = false
# Helper function to check if a cell can be reached given the blocked cells
func can_reach_cell(target_pos: Vector2i, blocked_cells: Array) -> bool:
# Simple BFS to find if there's a path
var queue = [player.current_position]
var visited = {player.current_position: true}
var steps = {player.current_position: 0}
while not queue.is_empty():
var current = queue.pop_front()
# If we've found the target, check if it's within movement range
if current == target_pos:
return steps[current] <= movement_range
# If we've used all movement, don't explore further
if steps[current] >= movement_range:
continue
# Try all adjacent cells
var directions = [
Vector2i(0, -1), # North
Vector2i(1, 0), # East
Vector2i(0, 1), # South
Vector2i(-1, 0), # West
]
# Add diagonal directions if enabled
if enhanced_gridmap.diagonal_movement:
directions.append(Vector2i(-1, -1)) # Northwest
directions.append(Vector2i(1, -1)) # Northeast
directions.append(Vector2i(-1, 1)) # Southwest
directions.append(Vector2i(1, 1)) # Southeast
for dir in directions:
var next_pos = current + dir
# Skip if already visited, blocked, or not valid
if visited.has(next_pos) or next_pos in blocked_cells:
continue
if not enhanced_gridmap.is_position_valid(next_pos) or not enhanced_gridmap.is_cell_walkable(next_pos, 0):
continue
if player.is_position_occupied(next_pos) and next_pos != target_pos:
continue
# Check if movement between cells is blocked by an obstacle
# if not is_diagonal_direction(dir) and enhanced_gridmap.is_movement_blocked(current, next_pos, 3):
# continue
# For diagonal movement, check if both orthogonal paths are blocked
if is_diagonal_direction(dir):
var mid1 = Vector2i(next_pos.x, current.y)
var mid2 = Vector2i(current.x, next_pos.y)
var path1_blocked = mid1 in blocked_cells # or enhanced_gridmap.is_movement_blocked(current, mid1, 3)
var path2_blocked = mid2 in blocked_cells # or enhanced_gridmap.is_movement_blocked(current, mid2, 3)
if path1_blocked and path2_blocked:
continue
# Add to queue
queue.append(next_pos)
visited[next_pos] = true
steps[next_pos] = steps[current] + 1
return false
# Helper function to check if a direction is diagonal
func is_diagonal_direction(direction: Vector2i) -> bool:
return direction.x != 0 and direction.y != 0
func highlight_adjacent_cells():
if not player.is_multiplayer_authority() or player.is_bot or player.is_in_group("Bots"):
return
var cells_to_highlight = []
# Add current position if item exists
var current_cell = Vector3i(player.current_position.x, 1, player.current_position.y)
if enhanced_gridmap.get_cell_item(current_cell) != -1:
cells_to_highlight.append(player.current_position)
# Add valid neighbors
var neighbors = enhanced_gridmap.get_neighbors(player.current_position, 0)
for neighbor in neighbors:
if neighbor.is_walkable:
var cell_pos = neighbor.position
if enhanced_gridmap.get_cell_item(Vector3i(cell_pos.x, 1, cell_pos.y)) != -1:
cells_to_highlight.append(cell_pos)
player.highlight_cells_if_authorized(cells_to_highlight)