2710 lines
92 KiB
GDScript
2710 lines
92 KiB
GDScript
extends CharacterBody3D
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# Managers
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var movement_manager
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var race_manager
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var input_manager
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var playerboard_manager
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var action_manager
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var special_tiles_manager
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var powerup_manager
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# Score tracking
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var score: int = 0
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signal position_changed
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signal tekton_carried_changed(is_carrying)
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# Display name (synced across network)
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var _display_name: String = ""
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var display_name: String:
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set(value):
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_display_name = value
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# Update label if it exists
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var name_label = get_node_or_null("Name")
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if name_label:
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name_label.text = _display_name
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# Sync to other peers if we are authority and connected
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if is_multiplayer_authority() and is_inside_tree() and can_rpc():
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rpc("sync_display_name", _display_name)
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get:
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return _display_name
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# Helper to check network status
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func can_rpc() -> bool:
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if not multiplayer.has_multiplayer_peer(): return false
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if multiplayer.multiplayer_peer.get_class() == "OfflineMultiplayerPeer": return false
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return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
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# Special effect states
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var is_frozen: bool = false:
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set(value):
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if is_frozen == value: return
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is_frozen = value
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_refresh_player_visuals()
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var is_stop_frozen: bool = false: # Special freeze for Stop n Go phase
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set(value):
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if is_stop_frozen == value: return
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is_stop_frozen = value
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_refresh_player_visuals()
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var is_invisible: bool = false:
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set(value):
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if is_invisible == value: return
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is_invisible = value
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_refresh_player_visuals()
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var is_slowed: bool = false:
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set(value):
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if is_slowed == value: return
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is_slowed = value
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_refresh_player_visuals()
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var original_movement_range: int = 1
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# Tekton Interaction
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var carried_tekton: Node3D = null
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var is_carrying_tekton: bool = false:
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set(value):
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if is_carrying_tekton == value: return
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is_carrying_tekton = value
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_refresh_player_visuals()
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emit_signal("tekton_carried_changed", value)
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# Visual/Logic side effects if any
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var is_charged_strike: bool = false:
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set(value):
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if is_charged_strike == value:
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return
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is_charged_strike = value
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if is_charged_strike:
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charged_strike_timer = MAX_CHARGED_STRIKE_TIME
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_refresh_player_visuals()
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# Sync to others if we are the authority
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if is_multiplayer_authority() and can_rpc():
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rpc("sync_charged_strike", is_charged_strike)
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@rpc("any_peer", "call_local", "reliable")
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func sync_charged_strike(state: bool):
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is_charged_strike = state
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@export var is_bot: bool = false
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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 target_position: Vector2i = Vector2i(-1, -1) # For collision prediction
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var is_player_moving: bool = false:
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get: return movement_manager.is_moving if movement_manager else false
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set(value): if movement_manager: movement_manager.is_moving = value
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var _verify_timer: float = 0.0
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var _movement_tween: Tween = null
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var can_finish: bool:
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get: return race_manager.can_finish if race_manager else false
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set(value): if race_manager: race_manager.can_finish = value
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@export var cell_size: Vector3 = Vector3(1, 0.05, 1)
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@export var cell_offset: Vector3 = Vector3(0, 0, 0)
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@export var goals: Array[int]:
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get: return race_manager.goals if race_manager else Array([], TYPE_INT, "", null) as Array[int]
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set(value): if race_manager: race_manager.goals = value
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@export var playerboard: Array[int]:
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get: return race_manager.playerboard if race_manager else Array([], TYPE_INT, "", null) as Array[int]
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set(value): if race_manager: race_manager.playerboard = value
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# Modifier for Turn based
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var has_performed_action: bool = false
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var _is_processing_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 has_performed_action: bool = false
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# Modifier for player models
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var rotation_speed: float = 10.0
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var spawn_locations = [
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Vector2i(0, 0), # (0,1,0)
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Vector2i(0, 1), # (0,1,1)
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Vector2i(0, 2), # (0,1,2)
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Vector2i(0, 3), # (0,1,3)
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Vector2i(0, 4), # (0,1,4)
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Vector2i(0, 5), # (0,1,5)
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Vector2i(0, 6),
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Vector2i(0, 7),
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Vector2i(0, 8),
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Vector2i(0, 9),
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Vector2i(0, 10),
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Vector2i(0, 11),
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Vector2i(0, 12),
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Vector2i(0, 13)
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]
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# Add these as class variables at the top of the file
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var finish_locations: Array:
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get: return race_manager.finish_locations if race_manager else []
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var target_visual_position: Vector3 = Vector3.ZERO # For client-side smoothing
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var snapshot_buffer: Array = [] # Array of {time: int, pos: Vector3}
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const INTERPOLATION_OFFSET: int = 150 # Increased to 150ms for better jitter buffering
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var _last_received_timestamp: int = 0
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var _last_movement_finish_time: int = 0
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var spawn_point_selected = false
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# Action for hilighter
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var highlighted_spawn_points = []
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var _is_highlighting: bool = false
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# Character selection and animation
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@onready var anim_player: AnimationPlayer = $AnimationPlayer
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@onready var character_bob: Node3D = $Bob
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@onready var character_masbro: Node3D = $Masbro
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@onready var character_gatot: Node3D = $Gatot
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@onready var character_oldpop: Node3D = $Oldpop
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# Skill initiator VFX
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@onready var vfx_skill_freeze: AnimatedSprite3D = $skill_freeze
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@onready var vfx_skill_ghost: AnimatedSprite3D = $skill_ghost
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@onready var vfx_skill_speed: AnimatedSprite3D = $skill_speed
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@onready var vfx_skill_wall: AnimatedSprite3D = $skill_wall
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# Knock / receiver VFX
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@onready var vfx_attack_top: AnimatedSprite3D = $attack_mode_top
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@onready var vfx_attack_bot: AnimatedSprite3D = $attack_mode_bot
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@onready var vfx_stunned: AnimatedSprite3D = $receiver_skill_stunned
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var _selected_character: String = "Masbro"
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var _player_loadout: Dictionary = {} ## Synced from the owning client via sync_loadout RPC
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var selected_character: String:
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get: return _selected_character
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set(value):
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if _selected_character == value:
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return
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_selected_character = value
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if is_inside_tree():
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set_character(value)
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const AVAILABLE_CHARACTERS: Array[String] = ["Bob", "Masbro", "Gatot", "Oldpop"]
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@export var movement_range: int = 1:
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set(value):
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movement_range = value
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if movement_manager: movement_manager.movement_range = value
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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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if movement_manager: movement_manager.use_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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NotificationManager.send_message(self , NotificationManager.MESSAGES.TURN_START, NotificationManager.MessageType.NORMAL)
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@export var has_moved_this_turn = false
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# Track, Lap, Position
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# Delegated to RaceManager
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func _ready():
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# Ensure name is set first (node name = authority ID for multiplayer identification)
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# 3. SET PHYSICS MODE TO FLOATING
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# This prevents "grounding" friction and gravity from fighting our Tweens
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motion_mode = CharacterBody3D.MOTION_MODE_FLOATING
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print("[Player] initialized: ", name, " Authority: ", get_multiplayer_authority())
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# name = str(get_multiplayer_authority()) # CRITICAL FIX: Do NOT overwrite name. Bots have authority 1 but unique names (IDs).
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# Look up player's display name from LobbyManager
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var my_id = get_multiplayer_authority()
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print("[Player] _ready for %s (Auth: %s). Current display_name: '%s'" % [name, my_id, display_name])
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if is_bot or is_in_group("Bots"):
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# Bots get a unique name based on their Node Name (Bot ID)
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var bot_id = name.to_int()
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var bot_names = ["Bot", "Alpha", "Beta", "Delta"]
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var name_idx = (bot_id - 1) % bot_names.size()
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display_name = "%s %d" % [bot_names[name_idx], bot_id]
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else:
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# Humans get name from Lobby
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for player_data in LobbyManager.get_players():
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if player_data.get("id") == my_id:
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display_name = player_data.get("name", "Player")
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break
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if display_name.is_empty():
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display_name = "Player %d" % my_id
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$Name.text = display_name
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# Character Pointer Visibility
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# Visible to all human players. Green for local player, Red for others.
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var pointer = get_node_or_null("CharacterPointer")
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# === Dynamically load new Dasher animations ===
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_load_dasher_animations()
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if pointer:
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pointer.visible = true
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var pointer_shader = load("res://assets/shaders/character_pointer.gdshader")
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var mat = ShaderMaterial.new()
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mat.shader = pointer_shader
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if name == str(multiplayer.get_unique_id()):
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mat.set_shader_parameter("pointer_color", Color(0.0, 1.0, 0.0, 1.0)) # Green
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if has_node("Name"):
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$Name.modulate = Color(0.2, 0.8, 0.2, 1.0) # Pleasant Green for Name
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else:
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mat.set_shader_parameter("pointer_color", Color(1.0, 0.0, 0.0, 1.0)) # Red
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if has_node("Name"):
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$Name.modulate = Color.WHITE # White for others
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if pointer is MeshInstance3D:
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pointer.material_override = mat
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# Sync name to other peers if this is our local player or a bot we own
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if is_multiplayer_authority() and can_rpc():
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rpc("sync_display_name", display_name)
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# Wait briefly to ensure proper scene setup and server recognition
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await get_tree().create_timer(0.5).timeout
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# More robust way to get the main scene
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var main_scene = get_tree().get_root().get_node_or_null("Main")
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if not main_scene:
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push_error("Main scene not found")
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return
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# Ensure proper initialization order
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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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_init_managers()
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# Initialize character selection from LobbyManager
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_setup_character()
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# Initialize playerboard for everyone
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playerboard.resize(25)
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playerboard.fill(-1)
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# =========================================================================
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# BOT-SPECIFIC SETUP - BotController handles bot AI, we just disable input
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# =========================================================================
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if is_bot == true or is_in_group("Bots"):
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# Disable input processing for bots
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set_process_input(false)
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set_process_unhandled_input(false)
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# Set initial position for bots (Only if NOT randomized/Stop N Go by server)
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if enhanced_gridmap:
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if is_multiplayer_authority() and not LobbyManager.get_randomize_spawn() and LobbyManager.game_mode != "Stop n Go":
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current_position = _find_random_spawn_position()
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update_player_position(current_position)
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spawn_point_selected = true
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if can_rpc():
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rpc("set_spawn_position", current_position)
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rpc("notify_spawn_selected", current_position)
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# Assign bot character (deterministic based on ID to match lobby preview)
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var bot_id_val = name.to_int()
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var bot_characters = ["Bob", "Gatot", "Masbro", "Oldpop"]
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var char_index = (bot_id_val - 1) % bot_characters.size()
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var bot_char_name = bot_characters[char_index]
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set_character(bot_char_name)
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if is_multiplayer_authority() and can_rpc():
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rpc("sync_character", bot_char_name)
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# Sync bot status to network
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if is_multiplayer_authority() and can_rpc():
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rpc("sync_bot_status", true)
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# Continue to manager initialization...
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# =========================================================================
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# HUMAN PLAYER SETUP
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# =========================================================================
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if enhanced_gridmap:
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enhanced_gridmap.initialize_astar()
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enhanced_gridmap.set_diagonal_movement(use_diagonal_movement)
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# Only set position if not using random spawn (host will assign via RPC)
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if not LobbyManager.get_randomize_spawn() and LobbyManager.game_mode != "Stop n Go" and not spawn_point_selected:
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current_position = find_valid_starting_position()
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update_player_position(current_position)
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# Ensure proper initial positioning
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if not LobbyManager.get_randomize_spawn() and LobbyManager.game_mode != "Stop n Go" and not spawn_point_selected:
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global_position = Vector3(
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current_position.x * 1 + 1 * 0.5,
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1.0,
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current_position.y * 1 + 1 * 0.5
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)
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target_visual_position = global_position
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if is_multiplayer_authority() and can_rpc():
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rpc("sync_position", current_position)
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else:
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target_visual_position = global_position
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# If random spawn is enabled, do NOT broadcast (0,0). Wait for set_spawn_position.
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# Prevent visual "jump" by hiding until spawn position is confirmed
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if LobbyManager.get_randomize_spawn() and not spawn_point_selected:
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visible = false
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_init_floor_spawn_anchor()
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var floor_spawn_anchor: Node3D
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func _init_floor_spawn_anchor():
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floor_spawn_anchor = Node3D.new()
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floor_spawn_anchor.name = "FloorSpawnAnchor"
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floor_spawn_anchor.top_level = true
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add_child(floor_spawn_anchor)
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if floor_spawn_bot:
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floor_spawn_bot.reparent(floor_spawn_anchor, false)
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if floor_spawn_top:
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floor_spawn_top.reparent(floor_spawn_anchor, false)
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func _load_dasher_animations():
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"""Dynamically loads dasher animations from GLB files and adds them to the AnimationPlayer."""
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if not anim_player: return
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var anim_library = anim_player.get_animation_library("animation-pack")
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if not anim_library:
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anim_library = AnimationLibrary.new()
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anim_player.add_animation_library("animation-pack", anim_library)
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var dasher_files = [
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{"path": "res://assets/characters/dashers/dasher_getting_hit.glb", "name": "dasher_getting_hit"},
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{"path": "res://assets/characters/dashers/dasher_hit.glb", "name": "dasher_hit"},
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{"path": "res://assets/characters/dashers/dasher_hold.glb", "name": "dasher_hold"},
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{"path": "res://assets/characters/dashers/dasher_put.glb", "name": "dasher_put"},
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{"path": "res://assets/characters/dashers/dasher_stun.glb", "name": "dasher_stun"},
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{"path": "res://assets/characters/dashers/dasher_take.glb", "name": "dasher_take"}
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]
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for file_data in dasher_files:
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var gltf_doc = GLTFDocument.new()
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var gltf_state = GLTFState.new()
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var error = gltf_doc.append_from_file(file_data.path, gltf_state)
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if error == OK:
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var anim_player_node = gltf_state.get_animation_player(0)
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# Godot's GLTF importer creates an AnimationPlayer inside the scene
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var scene = gltf_doc.generate_scene(gltf_state)
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if scene:
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var scene_anim_player = scene.find_child("AnimationPlayer", true, false)
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if scene_anim_player:
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var libs = scene_anim_player.get_animation_library_list()
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for lib_name in libs:
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var temp_lib = scene_anim_player.get_animation_library(lib_name)
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for anim_name in temp_lib.get_animation_list():
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var anim = temp_lib.get_animation(anim_name)
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if not anim_library.has_animation(file_data.name):
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anim_library.add_animation(file_data.name, anim)
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scene.queue_free()
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print("[Player] Dasher animations loaded into 'animation-pack'.")
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@onready var floor_spawn_bot: AnimatedSprite3D = $floor_spawn_bot
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@onready var floor_spawn_top: AnimatedSprite3D = $floor_spawn_top
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@onready var vfx_scatter_knock: AnimatedSprite3D = $scatter_knock
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#func _input(event: InputEvent) -> void:
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#if event.is_action_pressed("grab_item"):
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#play_floor_spawn()
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func play_floor_spawn():
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if not floor_spawn_anchor:
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return
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# Anchor detaches the visual effect from player's movement
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if is_instance_valid(carried_tekton):
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floor_spawn_anchor.global_position = Vector3(carried_tekton.global_position.x, global_position.y, carried_tekton.global_position.z)
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else:
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floor_spawn_anchor.global_position = global_position
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floor_spawn_bot.visible = true
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floor_spawn_top.visible = true
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floor_spawn_bot.play("floor_spawn_bot")
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floor_spawn_top.play("floor_spawn_top")
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# Wait for animation to finish then hide.
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# We assume both animations have roughly similar lengths.
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await floor_spawn_bot.animation_finished
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floor_spawn_bot.visible = false
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floor_spawn_top.visible = false
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@rpc("any_peer", "call_local")
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func play_scatter_knock():
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if vfx_scatter_knock:
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vfx_scatter_knock.visible = true
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vfx_scatter_knock.play("scatter_knock")
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await vfx_scatter_knock.animation_finished
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vfx_scatter_knock.visible = false
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func _init_managers():
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movement_manager = load("res://scripts/managers/player_movement_manager.gd").new()
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movement_manager.name = "MovementManager"
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add_child(movement_manager)
|
|
movement_manager.initialize(self , enhanced_gridmap)
|
|
|
|
race_manager = load("res://scripts/managers/player_race_manager.gd").new()
|
|
race_manager.name = "RaceManager"
|
|
add_child(race_manager)
|
|
race_manager.initialize(self , enhanced_gridmap)
|
|
|
|
# Skip InputManager for bots
|
|
if not (is_bot or is_in_group("Bots")):
|
|
input_manager = load("res://scripts/managers/player_input_manager.gd").new()
|
|
input_manager.name = "InputManager"
|
|
add_child(input_manager)
|
|
input_manager.initialize(self , movement_manager, race_manager)
|
|
|
|
playerboard_manager = load("res://scripts/managers/playerboard_manager.gd").new()
|
|
playerboard_manager.name = "PlayerboardManager"
|
|
add_child(playerboard_manager)
|
|
playerboard_manager.initialize(self , enhanced_gridmap)
|
|
|
|
action_manager = load("res://scripts/managers/player_action_manager.gd").new()
|
|
action_manager.name = "ActionManager"
|
|
add_child(action_manager)
|
|
action_manager.initialize(self , enhanced_gridmap)
|
|
|
|
special_tiles_manager = load("res://scripts/managers/special_tiles_manager.gd").new()
|
|
special_tiles_manager.name = "SpecialTilesManager"
|
|
add_child(special_tiles_manager)
|
|
special_tiles_manager.initialize(self , enhanced_gridmap)
|
|
|
|
powerup_manager = load("res://scripts/managers/powerup_manager.gd").new()
|
|
powerup_manager.name = "PowerUpManager"
|
|
add_child(powerup_manager)
|
|
powerup_manager.initialize(self , enhanced_gridmap)
|
|
|
|
# =============================================================================
|
|
# Character Selection
|
|
# =============================================================================
|
|
|
|
func set_character(character_name: String) -> void:
|
|
"""Show only the selected character model and hide others. Updates AnimationPlayer root."""
|
|
# Map Lobby names to Model names
|
|
match character_name:
|
|
"Copper": character_name = "Oldpop"
|
|
"Dabro": character_name = "Masbro"
|
|
"Pip": character_name = "Bob"
|
|
# "Gatot" matches "Gatot"
|
|
|
|
if character_name not in AVAILABLE_CHARACTERS:
|
|
push_warning("Invalid character name: %s" % character_name)
|
|
return
|
|
|
|
_selected_character = character_name
|
|
|
|
# Hide all character models
|
|
if character_bob: character_bob.visible = false
|
|
if character_masbro: character_masbro.visible = false
|
|
if character_gatot: character_gatot.visible = false
|
|
if character_oldpop: character_oldpop.visible = false
|
|
|
|
# Show selected character and update AnimationPlayer root
|
|
var active_character: Node3D = null
|
|
match character_name:
|
|
"Bob":
|
|
if character_bob:
|
|
character_bob.visible = true
|
|
active_character = character_bob
|
|
"Masbro":
|
|
if character_masbro:
|
|
character_masbro.visible = true
|
|
active_character = character_masbro
|
|
"Gatot":
|
|
if character_gatot:
|
|
character_gatot.visible = true
|
|
active_character = character_gatot
|
|
"Oldpop":
|
|
if character_oldpop:
|
|
character_oldpop.visible = true
|
|
active_character = character_oldpop
|
|
|
|
# Update AnimationPlayer's root node to point to active character
|
|
if anim_player and active_character:
|
|
anim_player.root_node = anim_player.get_path_to(active_character)
|
|
# Start with idle animation
|
|
play_idle_animation()
|
|
|
|
# Apply outline shader to the active character
|
|
if active_character:
|
|
_apply_outline_recursive(active_character)
|
|
|
|
# Apply cosmetic loadout to active model.
|
|
# Uses _player_loadout (synced by owning client) so ALL peers see the correct skin.
|
|
if active_character:
|
|
apply_loadout(active_character)
|
|
|
|
func _apply_outline_recursive(node: Node):
|
|
if node is MeshInstance3D and node.mesh:
|
|
for i in range(node.mesh.get_surface_count()):
|
|
var mat = node.get_active_material(i)
|
|
if mat:
|
|
# Only apply if it doesn't already have a next pass
|
|
if not mat.next_pass:
|
|
var unique_mat = mat.duplicate()
|
|
var outline_mat = ShaderMaterial.new()
|
|
outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
|
|
unique_mat.next_pass = outline_mat
|
|
node.set_surface_override_material(i, unique_mat)
|
|
|
|
for child in node.get_children():
|
|
_apply_outline_recursive(child)
|
|
|
|
const COSMETIC_MAPPING = {
|
|
"head_hat1": {
|
|
"hide": ["helm_default", "helm1", "helm2", "helm3"],
|
|
"show": ["head_hat1"],
|
|
"materials": {}
|
|
},
|
|
"head_crown": {
|
|
"hide": ["helm_default", "helm1", "helm2", "helm3"],
|
|
"show": ["head_crown"],
|
|
"materials": {}
|
|
},
|
|
"costume_red": {
|
|
"hide": [],
|
|
"show": [],
|
|
"materials": {
|
|
"body": "res://assets/materials/body_red.tres",
|
|
"arm": "res://assets/materials/body_red.tres"
|
|
}
|
|
},
|
|
"costume_gold": {
|
|
"hide": [],
|
|
"show": [],
|
|
"materials": {
|
|
"body": "res://assets/materials/body_gold.tres",
|
|
"arm": "res://assets/materials/body_gold.tres"
|
|
}
|
|
},
|
|
"glove_leather": {
|
|
"hide": ["hands", "glove_default"],
|
|
"show": ["glove_leather"],
|
|
"materials": {}
|
|
},
|
|
"acc_glasses": {
|
|
"hide": [],
|
|
"show": ["acc_glasses"],
|
|
"materials": {}
|
|
}
|
|
}
|
|
|
|
func apply_loadout(character_node: Node3D) -> void:
|
|
"""Apply equipped cosmetics via SkinManager — the single source of truth.
|
|
Uses _player_loadout (synced from the owning client via sync_loadout RPC)
|
|
so all peers render the same skin regardless of their own loadout."""
|
|
# Fall back to UserProfileManager for the local player before network sync arrives
|
|
var loadout: Dictionary = {}
|
|
if not is_bot and not is_in_group("Bots"):
|
|
loadout = _player_loadout if not _player_loadout.is_empty() else UserProfileManager.loadout
|
|
# Pass 'self' (the player CharacterBody3D) as character_root because SkinManager
|
|
# looks for a CHILD node named e.g. "Oldpop" inside character_root.
|
|
# self.$Oldpop, self.$Bob etc. are direct children, matching SKIN_CATALOG "character" keys.
|
|
SkinManager.apply_loadout(self, loadout)
|
|
|
|
|
|
func _get_all_mesh_instances(node: Node) -> Array:
|
|
var result = []
|
|
if node is MeshInstance3D or node.get_class() == "SkinnedMeshInstance3D":
|
|
result.append(node)
|
|
for child in node.get_children():
|
|
result.append_array(_get_all_mesh_instances(child))
|
|
return result
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_character(character_name: String) -> void:
|
|
"""Sync character selection across all clients."""
|
|
set_character(character_name)
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_loadout(loadout_data: Dictionary) -> void:
|
|
"""Sync the player's skin loadout to all peers so everyone sees the correct skin."""
|
|
_player_loadout = loadout_data
|
|
# Pass 'self' as character_root — SkinManager will find $Oldpop/$Bob/etc. by name
|
|
SkinManager.apply_loadout(self, _player_loadout)
|
|
|
|
# Re-apply outline shader to ensure it's present after skin changes
|
|
var active_character: Node3D = null
|
|
match _selected_character:
|
|
"Bob": active_character = character_bob
|
|
"Masbro": active_character = character_masbro
|
|
"Gatot": active_character = character_gatot
|
|
"Oldpop": active_character = character_oldpop
|
|
if active_character:
|
|
_apply_outline_recursive(active_character)
|
|
|
|
func _setup_character() -> void:
|
|
"""Initialize character based on LobbyManager selection or defaults."""
|
|
# Bots self-assign characters based on ID in _ready()
|
|
# Skipping this for bots prevents race conditions or defaults overriding deterministic bot logic
|
|
if is_bot or is_in_group("Bots"):
|
|
return
|
|
|
|
var character_name = "Masbro" # Default
|
|
var player_authority_id = get_multiplayer_authority()
|
|
|
|
# Look up character from LobbyManager for this player (works for all players)
|
|
if LobbyManager:
|
|
var players = LobbyManager.get_players()
|
|
for player_data in players:
|
|
if player_data.get("id") == player_authority_id:
|
|
character_name = player_data.get("character", "Masbro")
|
|
break
|
|
|
|
set_character(character_name)
|
|
|
|
# If this is our local player, sync character AND loadout to all peers
|
|
if is_multiplayer_authority() and can_rpc():
|
|
# Populate _player_loadout from UserProfileManager and broadcast
|
|
_player_loadout = UserProfileManager.loadout.duplicate()
|
|
rpc("sync_character", character_name)
|
|
rpc("sync_loadout", _player_loadout)
|
|
|
|
# =============================================================================
|
|
# Animation Functions
|
|
# =============================================================================
|
|
|
|
# Animation speed multiplier for fast-paced gameplay
|
|
const ANIMATION_SPEED: float = 2.0
|
|
|
|
func play_walk_animation() -> void:
|
|
"""Play walking animation at increased speed."""
|
|
if anim_player and anim_player.has_animation("animation-pack/walk_forward"):
|
|
anim_player.play("animation-pack/walk_forward", -1, ANIMATION_SPEED)
|
|
|
|
func play_pickup_animation() -> void:
|
|
"""Play pickup/grab tile animation at increased speed."""
|
|
if anim_player and anim_player.has_animation("animation-pack/take_tile_1"):
|
|
anim_player.play("animation-pack/take_tile_1", -1, ANIMATION_SPEED)
|
|
|
|
func play_put_animation() -> void:
|
|
"""Play put/drop tile animation at increased speed."""
|
|
if anim_player and anim_player.has_animation("animation-pack/drop_tile_1"):
|
|
anim_player.play("animation-pack/drop_tile_1", -1, ANIMATION_SPEED)
|
|
|
|
func play_special_animation() -> void:
|
|
"""Play special ability animation (backflip) at increased speed."""
|
|
if anim_player and anim_player.has_animation("animation-pack/backflip_1"):
|
|
anim_player.play("animation-pack/backflip_1", -1, ANIMATION_SPEED * 1.5)
|
|
|
|
func play_idle_animation() -> void:
|
|
"""Play idle animation at normal speed."""
|
|
if anim_player and anim_player.has_animation("animation-pack/idle"):
|
|
anim_player.play("animation-pack/idle")
|
|
|
|
# =============================================================================
|
|
# Network-Synced Animation Functions
|
|
# =============================================================================
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_walk_animation() -> void:
|
|
"""Sync walk animation across network."""
|
|
play_walk_animation()
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_pickup_animation(item_id: int = -1) -> void:
|
|
"""Sync pickup/grab animation across network and play sound."""
|
|
play_pickup_animation()
|
|
|
|
if item_id >= 11 and item_id <= 14:
|
|
SfxManager.play("pick_up_power_tile")
|
|
elif item_id >= 7 and item_id <= 10:
|
|
SfxManager.play("pick_up_tiles")
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_put_animation() -> void:
|
|
"""Sync put/drop animation across network."""
|
|
play_put_animation()
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_special_animation() -> void:
|
|
"""Sync special ability animation across network."""
|
|
play_special_animation()
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_floor_spawn_animation() -> void:
|
|
"""Sync floor spawn animation across network."""
|
|
play_floor_spawn()
|
|
|
|
# =============================================================================
|
|
# Skill VFX
|
|
# =============================================================================
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func play_skill_vfx(node_name: String) -> void:
|
|
"""Show, play, and auto-hide a skill AnimatedSprite3D by node name.
|
|
Called on all peers so everyone sees the initiator's VFX."""
|
|
var vfx: AnimatedSprite3D = get_node_or_null(node_name)
|
|
if not vfx:
|
|
return
|
|
vfx.visible = true
|
|
vfx.play()
|
|
await vfx.animation_finished
|
|
vfx.visible = false
|
|
|
|
# =============================================================================
|
|
# Screen Shake
|
|
# =============================================================================
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func trigger_screen_shake(_shake_type: String) -> void:
|
|
# Shake disabled by user request. Camera movement now handled by CameraContextManager.
|
|
pass
|
|
|
|
# Add function to check if position is at finish line
|
|
func is_at_finish_line() -> bool:
|
|
return race_manager.is_at_finish_line()
|
|
|
|
# Helper function to check if a 3x3 section matches the goals pattern
|
|
# Delegated to RaceManager
|
|
|
|
# Generate full 3x3 goals for second lap
|
|
# Delegated to RaceManager
|
|
|
|
# Modify finish_race to handle lap completion
|
|
@rpc("any_peer", "reliable")
|
|
func finish_race():
|
|
race_manager.finish_race()
|
|
|
|
# Add function to check 3x3 pattern matching anywhere in 5x5 playerboard
|
|
func check_pattern_match() -> bool:
|
|
return race_manager.check_pattern_match()
|
|
|
|
## Add function to handle new lap
|
|
#@rpc("any_peer", "reliable")
|
|
#func start_new_lap():
|
|
## Reset position to start
|
|
#current_position = find_valid_starting_position()
|
|
#update_player_position(current_position)
|
|
#
|
|
## Reset playerboard but keep the goals
|
|
#playerboard.fill(-1)
|
|
#
|
|
## Reset can_finish flag
|
|
#can_finish = false
|
|
#
|
|
## Sync with other clients
|
|
#if is_multiplayer_authority():
|
|
#rpc("sync_position", current_position)
|
|
#rpc("sync_playerboard", playerboard)
|
|
|
|
# Modify start_new_lap to handle different lap goals and starting positions
|
|
@rpc("any_peer", "reliable")
|
|
func start_new_lap():
|
|
race_manager.start_new_lap()
|
|
|
|
# Function to find valid position in finish line
|
|
# Delegated to RaceManager
|
|
|
|
# Add function to check if player can reach finish
|
|
func update_finish_availability():
|
|
race_manager.update_finish_availability()
|
|
|
|
func unhighlight_finish_line():
|
|
race_manager.unhighlight_finish_line()
|
|
|
|
# Add functions to handle finish line visualization
|
|
func highlight_finish_line():
|
|
race_manager.highlight_finish_line()
|
|
|
|
func request_spawn_positions_update():
|
|
if multiplayer.is_server():
|
|
# Server can directly highlight available positions
|
|
highlight_available_spawn_points()
|
|
else:
|
|
# Clients request an update from the server
|
|
rpc_id(1, "server_update_spawn_positions")
|
|
|
|
# Add server-side spawn position update handler
|
|
@rpc("any_peer", "reliable")
|
|
func server_update_spawn_positions():
|
|
if not multiplayer.is_server():
|
|
return
|
|
|
|
var sender_id = multiplayer.get_remote_sender_id()
|
|
var occupied = get_occupied_positions()
|
|
|
|
# Send the occupied positions back to the requesting client
|
|
rpc_id(sender_id, "receive_spawn_positions_update", occupied)
|
|
|
|
# Add client-side spawn position update receiver
|
|
@rpc("authority", "reliable")
|
|
func receive_spawn_positions_update(occupied_positions: Array):
|
|
# Update local highlight state based on received occupied positions
|
|
for pos in highlighted_spawn_points:
|
|
if pos in occupied_positions:
|
|
highlighted_spawn_points.erase(pos)
|
|
if enhanced_gridmap:
|
|
# Clear the highlight from Layer 2 (Overlay) instead of overwriting Floor 0
|
|
# PROTECTION: Never clear if it's a Safe Zone (ID 2)
|
|
var current_l2 = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 2, pos.y))
|
|
if current_l2 != 2:
|
|
enhanced_gridmap.set_cell_item(
|
|
Vector3i(pos.x, 2, pos.y),
|
|
-1
|
|
)
|
|
|
|
# Now highlight available positions
|
|
highlight_available_spawn_points()
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_playerboard(new_playerboard: Array):
|
|
"""Sync playerboard data. Called by BotController or ActionManager."""
|
|
playerboard = new_playerboard.duplicate()
|
|
|
|
# Only update UI if this is the LOCAL HUMAN PLAYER
|
|
# Bots managed by server (ID 1) might sync here, but we must NOT update UI for them
|
|
var is_local = name == str(multiplayer.get_unique_id())
|
|
var is_bot_check = is_bot or is_in_group("Bots")
|
|
|
|
# DEBUG: Trace why UI updates might be happening
|
|
# print("[sync_playerboard] Player: %s (ID: %s), LocalID: %s, IsLocal: %s, IsBot: %s" % [name, get_multiplayer_authority(), multiplayer.get_unique_id(), is_local, is_bot_check])
|
|
|
|
if is_local and not is_bot_check:
|
|
var main = get_tree().get_root().get_node_or_null("Main")
|
|
if main and main.ui_manager:
|
|
main.ui_manager.update_playerboard_ui()
|
|
elif is_local and is_bot_check:
|
|
# This is a Bot running on the server (which is also the host)
|
|
# We must NOT update the Host's UI with the Bot's data
|
|
pass
|
|
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func sync_bot_status(is_bot_status: bool):
|
|
is_bot = is_bot_status
|
|
if is_bot:
|
|
add_to_group("Bots", true)
|
|
set_process_input(false)
|
|
set_process_unhandled_input(false)
|
|
|
|
# Clear any existing highlights (if action_manager is initialized)
|
|
if action_manager:
|
|
action_manager.highlighted_cells.clear()
|
|
|
|
# BotController already exists in scene and manages itself
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_display_name(new_name: String) -> void:
|
|
"""Sync display name across network."""
|
|
_display_name = new_name
|
|
if has_node("Name"):
|
|
$Name.text = _display_name
|
|
|
|
func _refresh_player_visuals():
|
|
var color_to_apply = Color.WHITE
|
|
var alpha_to_apply = 1.0
|
|
|
|
if is_frozen:
|
|
color_to_apply = Color.BLUE # Frozen (Staggered)
|
|
elif is_stop_frozen:
|
|
color_to_apply = Color.CYAN # Stop n Go Freeze
|
|
elif is_slowed:
|
|
color_to_apply = Color(0.6, 0.8, 1.0) # Slowed / Icy Blue
|
|
elif is_charged_strike:
|
|
color_to_apply = Color(1.0, 0.5, 0.5) # Charged Strike (Red Tint)
|
|
elif is_carrying_tekton:
|
|
color_to_apply = Color(1.0, 1.0, 0.0) # Carrying (Yellow)
|
|
alpha_to_apply = 0.5 # 50% opacity when carrying Tekton
|
|
elif immunity_timer > 0:
|
|
color_to_apply = Color(0.5, 1.0, 0.5) # Immunity (Light Green)
|
|
elif is_invisible:
|
|
color_to_apply = Color.WHITE
|
|
alpha_to_apply = 0.5 # Invisible (Semi-transparent)
|
|
|
|
# Apply the determined color and alpha
|
|
_apply_tint_recursive(self, color_to_apply, alpha_to_apply)
|
|
|
|
# If returning to normal, _apply_tint_recursive wiped all material_overlays.
|
|
# We must re-apply the cosmetics so "overlay" model skins (e.g. pants) return.
|
|
if color_to_apply == Color.WHITE and alpha_to_apply == 1.0:
|
|
var active_character: Node3D = null
|
|
match _selected_character:
|
|
"Bob": active_character = character_bob
|
|
"Masbro": active_character = character_masbro
|
|
"Gatot": active_character = character_gatot
|
|
"Oldpop": active_character = character_oldpop
|
|
if active_character:
|
|
apply_loadout(active_character)
|
|
|
|
func update_rank_visuals(rank: int):
|
|
var pos_label = get_node_or_null("Position")
|
|
if not pos_label:
|
|
return
|
|
|
|
if rank <= 4:
|
|
pos_label.visible = true
|
|
if race_manager:
|
|
pos_label.text = race_manager.get_ordinal_string(rank)
|
|
else:
|
|
pos_label.text = str(rank)
|
|
|
|
match rank:
|
|
1: pos_label.modulate = Color(1.0, 0.84, 0.0) # Gold
|
|
2: pos_label.modulate = Color(0.75, 0.75, 0.75) # Silver
|
|
3: pos_label.modulate = Color(0.8, 0.5, 0.2) # Bronze
|
|
4: pos_label.modulate = Color(0.5, 0.5, 0.5) # Grey
|
|
else:
|
|
pos_label.visible = false
|
|
|
|
func _apply_tint_recursive(node: Node, color: Color, alpha: float = 1.0):
|
|
if node is MeshInstance3D:
|
|
var mat = StandardMaterial3D.new()
|
|
mat.albedo_color = Color(color.r, color.g, color.b, alpha)
|
|
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
|
mat.blend_mode = BaseMaterial3D.BLEND_MODE_MIX
|
|
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
|
|
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
|
|
|
if color == Color.WHITE and alpha == 1.0:
|
|
node.material_overlay = null
|
|
else:
|
|
node.material_overlay = mat
|
|
|
|
for child in node.get_children():
|
|
_apply_tint_recursive(child, color, alpha)
|
|
|
|
var immunity_timer: float = 0.0
|
|
var slow_timer: float = 0.0
|
|
var tekton_carry_timer: float = 0.0
|
|
const MAX_TEKTON_CARRY_TIME: float = 3.0
|
|
|
|
var charged_strike_timer: float = 0.0
|
|
const MAX_CHARGED_STRIKE_TIME: float = 5.0
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func apply_stagger(duration: float = 1.5):
|
|
if is_carrying_tekton:
|
|
return # Cannot be staggered while carrying a Tekton
|
|
|
|
if immunity_timer > 0:
|
|
return # Immune!
|
|
|
|
if is_frozen:
|
|
return # Already staggered
|
|
|
|
is_frozen = true
|
|
|
|
# Play knock VFX sequence on the receiver
|
|
_play_knock_vfx()
|
|
|
|
# Set immunity (3 seconds as requested)
|
|
immunity_timer = 3.0
|
|
|
|
print("Player %s staggered for %.1f seconds" % [name, duration])
|
|
|
|
if is_multiplayer_authority():
|
|
NotificationManager.send_message(self , NotificationManager.MESSAGES.CRUSHED, NotificationManager.MessageType.WARNING)
|
|
|
|
# Grant "Smashed" Bonus (1 bar, max 2)
|
|
if powerup_manager:
|
|
powerup_manager.acquire_smash_bonus()
|
|
|
|
await get_tree().create_timer(duration).timeout
|
|
|
|
is_frozen = false
|
|
_refresh_player_visuals()
|
|
|
|
func _play_knock_vfx() -> void:
|
|
"""Plays the three knock receiver VFX concurrently.
|
|
Each hides itself once its animation finishes."""
|
|
play_skill_vfx("attack_mode_top")
|
|
play_skill_vfx("attack_mode_bot")
|
|
play_skill_vfx("receiver_skill_stunned")
|
|
|
|
func set_stop_frozen(enabled: bool):
|
|
self.is_stop_frozen = enabled
|
|
|
|
if enabled:
|
|
print("[STOP n GO] Player %s FROZEN until GO phase" % name)
|
|
else:
|
|
print("[STOP n GO] Player %s UNFROZEN" % name)
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_stop_freeze(enabled: bool):
|
|
# Security: Only allow server (peer 1) or local calls (peer 0)
|
|
var sender = multiplayer.get_remote_sender_id()
|
|
if sender != 1 and sender != 0:
|
|
return
|
|
|
|
set_stop_frozen(enabled)
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func apply_slow_effect(duration: float = 3.0):
|
|
# Update the timer (extend if already slowed)
|
|
slow_timer = max(slow_timer, duration)
|
|
self.is_slowed = true
|
|
|
|
# Logic: Slow Movement speed
|
|
if movement_manager:
|
|
# Use 0.2 multipliers to match "slowed" request (20% speed)
|
|
movement_manager.set_speed_multiplier(0.2)
|
|
|
|
print("Player %s is slowed for %.1f seconds" % [name, duration])
|
|
|
|
func playerboard_is_empty() -> bool:
|
|
for item in playerboard:
|
|
if item != -1:
|
|
return false
|
|
return true
|
|
|
|
func drop_random_item():
|
|
if playerboard_is_empty():
|
|
return
|
|
|
|
# Find occupied slots
|
|
var occupied_indices = []
|
|
for i in range(playerboard.size()):
|
|
if playerboard[i] != -1:
|
|
occupied_indices.append(i)
|
|
|
|
if occupied_indices.size() == 0:
|
|
return
|
|
|
|
# Pick random slot
|
|
var slot_index = occupied_indices.pick_random()
|
|
var item_id = playerboard[slot_index]
|
|
|
|
# Try to find empty spot on grid near player
|
|
var drop_pos = _find_valid_drop_position()
|
|
|
|
if drop_pos != Vector2i(-1, -1):
|
|
# Drop it
|
|
playerboard[slot_index] = -1
|
|
rpc("sync_playerboard", playerboard)
|
|
SfxManager.play("tile_scatter")
|
|
|
|
# Sync grid item
|
|
var cell = Vector3i(drop_pos.x, 1, drop_pos.y)
|
|
rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
|
|
|
|
NotificationManager.send_message(self , NotificationManager.MESSAGES.DROPPED_ITEM, NotificationManager.MessageType.WARNING)
|
|
print("Player %s dropped item %d at %s" % [name, item_id, drop_pos])
|
|
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func drop_all_tiles():
|
|
"""Drops all tiles from playerboard. Used by Super Push."""
|
|
var dropped_count = 0
|
|
|
|
for i in range(playerboard.size()):
|
|
if playerboard[i] != -1:
|
|
var item_id = playerboard[i]
|
|
playerboard[i] = -1
|
|
|
|
# Find a spot to drop? Or just destroy?
|
|
# User: "drop all tiles on playerboard" -> usually implies they scatter on floor
|
|
# But scattering 25 tiles is chaotic.
|
|
# Let's drop a few random ones and destroy rest?
|
|
# Or per user "spawn nearby tiles into power up" -> Maybe the dropped tiles BECOME powerups?
|
|
# User request: "victim drops all tiles... and spawn / replace your nearby tiles into power up"
|
|
# I will just clear the board here. Spawning is handled by spawn_powerups_around.
|
|
dropped_count += 1
|
|
|
|
if dropped_count > 0:
|
|
rpc("sync_playerboard", playerboard)
|
|
rpc("trigger_screen_shake", "targeted")
|
|
SfxManager.play("tile_scatter")
|
|
NotificationManager.send_message(self , NotificationManager.MESSAGES.CRITICALLY_HIT, NotificationManager.MessageType.WARNING)
|
|
print("Player %s dropped %d tiles due to Super Push" % [name, dropped_count])
|
|
|
|
func _find_valid_drop_position() -> Vector2i:
|
|
# Try random adjacent cells
|
|
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
|
|
neighbors.shuffle()
|
|
|
|
for neighbor in neighbors:
|
|
var pos = neighbor.position
|
|
# Check item layer
|
|
var item_cell = Vector3i(pos.x, 1, pos.y)
|
|
if enhanced_gridmap.get_cell_item(item_cell) == -1:
|
|
if not is_position_occupied(pos):
|
|
return pos
|
|
|
|
return Vector2i(-1, -1)
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func on_stop_phase_violation():
|
|
"""Moving during STOP phase makes you lose and scatter tiles."""
|
|
if not multiplayer.is_server(): return
|
|
if is_stop_frozen: return # Already penalized for this phase
|
|
|
|
print("[STOP n GO] Violation by player %s! Scattering tiles." % name)
|
|
|
|
# New Indefinite Freeze until phase ends
|
|
rpc("sync_stop_freeze", true)
|
|
|
|
# Scatter only 3 random items (User request)
|
|
var occupied_indices = []
|
|
for i in range(playerboard.size()):
|
|
if playerboard[i] != -1:
|
|
occupied_indices.append(i)
|
|
|
|
if occupied_indices.is_empty(): return
|
|
|
|
occupied_indices.shuffle()
|
|
var scatter_count = min(occupied_indices.size(), 3)
|
|
var items_to_scatter = []
|
|
|
|
for i in range(scatter_count):
|
|
var idx = occupied_indices[i]
|
|
items_to_scatter.append(playerboard[idx])
|
|
playerboard[idx] = -1
|
|
|
|
rpc("sync_playerboard", playerboard)
|
|
|
|
# Find multiple valid drop positions around the player
|
|
var drop_positions = _find_multiple_drop_positions(items_to_scatter.size())
|
|
|
|
for i in range(items_to_scatter.size()):
|
|
var item_id = items_to_scatter[i]
|
|
var pos = drop_positions[i] if i < drop_positions.size() else _find_valid_drop_position()
|
|
|
|
if pos != Vector2i(-1, -1):
|
|
var cell = Vector3i(pos.x, 1, pos.y)
|
|
# MUST call sync_grid_item on Main, not Player!
|
|
var main = get_tree().get_root().get_node_or_null("Main")
|
|
if main:
|
|
main.rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
|
|
|
|
SfxManager.rpc("play_rpc", "tile_scatter")
|
|
NotificationManager.send_message(self , "STOP VIOLATION! Tiles scattered!", NotificationManager.MessageType.WARNING)
|
|
|
|
func _find_multiple_drop_positions(count: int) -> Array:
|
|
var positions = []
|
|
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
|
|
neighbors.shuffle()
|
|
|
|
# Also consider neighbors of neighbors (radius 2) for more scattering
|
|
var candidates = []
|
|
for n in neighbors:
|
|
candidates.append(n.position)
|
|
var n2 = enhanced_gridmap.get_neighbors(n.position, 0)
|
|
for nn in n2:
|
|
if not nn.position in candidates:
|
|
candidates.append(nn.position)
|
|
|
|
candidates.shuffle()
|
|
|
|
for pos in candidates:
|
|
if positions.size() >= count: break
|
|
|
|
var item_cell = Vector3i(pos.x, 1, pos.y)
|
|
if enhanced_gridmap.get_cell_item(item_cell) == -1:
|
|
if not is_position_occupied(pos):
|
|
positions.append(pos)
|
|
|
|
return positions
|
|
|
|
# =============================================================================
|
|
# Targeting Action
|
|
# =============================================================================
|
|
|
|
func attempt_target_action(target_index: int):
|
|
# 1. Get Selected Effect from UI
|
|
var main = get_tree().get_root().get_node_or_null("Main")
|
|
if not main or not main.ui_manager:
|
|
return
|
|
|
|
# Quick check if UI exists and has a selection
|
|
# We need to access the script variable 'selected_effect' from the dynamically created/loaded UI.
|
|
# Let's assume ui_manager has a reference or we find it.
|
|
# Based on previous step, we haven't integrated PowerUpInventoryUI into UIManager yet.
|
|
# So we might fail here if not wired up.
|
|
# For now, let's look for "PowerUpInventoryUI" in CanvasLayer.
|
|
|
|
var inventory_ui = main.ui_manager.get_node_or_null("PowerUpInventoryUI")
|
|
# Or check if ui_manager tracks it.
|
|
# Note: We haven't instantiated it yet in UIManager. We will need to do that.
|
|
|
|
if not inventory_ui or inventory_ui.selected_effect == -1:
|
|
return # No effect selected using mouse/touch first
|
|
|
|
var effect = inventory_ui.selected_effect
|
|
|
|
# 2. Find Target Player
|
|
var player_manager = main.get_node_or_null("PlayerManager")
|
|
if not player_manager:
|
|
return
|
|
|
|
if target_index < 0 or target_index >= player_manager.connected_peer_ids.size():
|
|
return
|
|
|
|
var target_id = player_manager.connected_peer_ids[target_index]
|
|
var target_player = main.get_node_or_null(str(target_id))
|
|
|
|
if not target_player:
|
|
return
|
|
|
|
if target_player == self and effect != 4: # 4 = INVISIBLE (Self)
|
|
# Trying to target self with harmful effect?
|
|
NotificationManager.send_message(self , NotificationManager.MESSAGES.CANT_TARGET_SELF, NotificationManager.MessageType.WARNING)
|
|
return
|
|
|
|
# 3. Activate Effect
|
|
var st_manager = get_node_or_null("SpecialTilesManager")
|
|
if st_manager:
|
|
st_manager.activate_effect(effect, target_player)
|
|
inventory_ui.deselect()
|
|
|
|
func activate_powerup(effect_id: int):
|
|
if is_carrying_tekton or is_charged_strike:
|
|
NotificationManager.send_message(self, "Cannot use Power-Up right now!", NotificationManager.MessageType.WARNING)
|
|
return
|
|
|
|
var main = get_tree().get_root().get_node_or_null("Main")
|
|
if not main or not main.ui_manager:
|
|
return
|
|
|
|
# Try to find the UI button directly if possible, or simulate the click
|
|
# The goal is to Select it (if it requires targeting) OR Activate it (if instant)
|
|
|
|
# Since PowerUpInventoryUI manages selection state, we should route through it if possible
|
|
# or directly tell SpecialTilesManager to prepare?
|
|
|
|
# Let's try to mimic the button press
|
|
var inventory_ui = main.ui_manager.get_node_or_null("PowerUpInventoryUI") # Or wherever it lives
|
|
if not inventory_ui:
|
|
# Fallback: Find it in scene
|
|
inventory_ui = main.get_node_or_null("PowerUpInventoryUI")
|
|
|
|
if inventory_ui:
|
|
# Inventory UI handles: "activate_effect(effect_id)" on click
|
|
# Which then calls SpecialTilesManager.activate_effect
|
|
# This handles both "Instant" effects (Speed) and "Targeting" effects (Wall)
|
|
inventory_ui._on_btn_pressed(effect_id)
|
|
else:
|
|
# Fallback if UI not found
|
|
var st_manager = get_node_or_null("SpecialTilesManager")
|
|
if st_manager:
|
|
st_manager.activate_effect(effect_id)
|
|
|
|
func activate_held_powerup():
|
|
"""Finds whichever powerup is currently held and activates it."""
|
|
if is_carrying_tekton or is_charged_strike:
|
|
NotificationManager.send_message(self, "Cannot use Power-Up right now!", NotificationManager.MessageType.WARNING)
|
|
return
|
|
|
|
var active_effect = -1
|
|
if special_tiles_manager:
|
|
for effect_key in special_tiles_manager.inventory:
|
|
if special_tiles_manager.inventory[effect_key]:
|
|
active_effect = effect_key
|
|
break
|
|
|
|
if active_effect != -1:
|
|
activate_powerup(active_effect)
|
|
else:
|
|
print("[Player] No powerup currently held to activate.")
|
|
|
|
|
|
func _process(delta):
|
|
# Failsafe: Ensure player is visible if spawn point is selected and random spawn is active
|
|
# This handles race conditions where set_spawn_position might be called before _ready finishes hiding
|
|
if LobbyManager.get_randomize_spawn() and spawn_point_selected and not visible:
|
|
visible = true
|
|
|
|
if not multiplayer.has_multiplayer_peer():
|
|
return
|
|
|
|
if is_multiplayer_authority():
|
|
# Visual debugging - show display name with connection status
|
|
$Name.text = display_name if not display_name.is_empty() else str(name)
|
|
|
|
# Periodically verify our existence to others
|
|
_verify_timer += delta
|
|
if _verify_timer >= 3.0:
|
|
_verify_timer = 0.0
|
|
if can_rpc():
|
|
rpc("ping_existence")
|
|
else:
|
|
# Client-side visual smoothing with snapshot interpolation
|
|
# Only interpolate if NOT running a movement tween
|
|
if not is_player_moving:
|
|
_process_remote_interpolation(delta)
|
|
|
|
# Delegate rotation to movement manager
|
|
if movement_manager:
|
|
movement_manager._process(delta)
|
|
|
|
# Charged Strike Expiration Timer
|
|
if is_multiplayer_authority() and is_charged_strike:
|
|
if charged_strike_timer > 0:
|
|
charged_strike_timer -= delta
|
|
if charged_strike_timer <= 0:
|
|
charged_strike_timer = 0.0
|
|
is_charged_strike = false
|
|
NotificationManager.send_message(self, "Charged Strike Expired!", NotificationManager.MessageType.WARNING)
|
|
if powerup_manager:
|
|
powerup_manager.reset_boost()
|
|
|
|
# Immunity Timer Logic
|
|
if immunity_timer > 0:
|
|
immunity_timer -= delta
|
|
if immunity_timer <= 0:
|
|
immunity_timer = 0
|
|
_refresh_player_visuals()
|
|
|
|
# Slow Timer Logic
|
|
if slow_timer > 0:
|
|
slow_timer -= delta
|
|
if slow_timer <= 0:
|
|
slow_timer = 0.0
|
|
self.is_slowed = false
|
|
if movement_manager:
|
|
movement_manager.set_speed_multiplier(1.0)
|
|
|
|
func _process_remote_interpolation(_delta):
|
|
if snapshot_buffer.size() < 2:
|
|
# Fallback to simple lerp if not enough snapshots
|
|
# Keep this very soft to smooth out transitions between tween and interpolation
|
|
if global_position.distance_squared_to(target_visual_position) > 0.001:
|
|
global_position = global_position.lerp(target_visual_position, _delta * 10.0)
|
|
return
|
|
|
|
var render_time = Time.get_ticks_msec() - INTERPOLATION_OFFSET
|
|
|
|
# Find the two snapshots to interpolate between
|
|
var older = snapshot_buffer[0]
|
|
var newer = null
|
|
|
|
for i in range(1, snapshot_buffer.size()):
|
|
if snapshot_buffer[i].time > render_time:
|
|
newer = snapshot_buffer[i]
|
|
older = snapshot_buffer[i - 1]
|
|
break
|
|
|
|
if newer:
|
|
# Interpolate
|
|
var total_time = newer.time - older.time
|
|
var elapsed_time = render_time - older.time
|
|
var t = float(elapsed_time) / float(total_time)
|
|
|
|
var target_pos = older.pos.lerp(newer.pos, t)
|
|
|
|
# If drift is massive (teleport), snap
|
|
var dist_sq = global_position.distance_squared_to(target_pos)
|
|
if dist_sq > 16.0:
|
|
global_position = target_pos
|
|
elif dist_sq > 0.0001:
|
|
# Use a lower lerp weight for much softer tracking
|
|
global_position = global_position.lerp(target_pos, _delta * 30.0)
|
|
else:
|
|
# Extrapolate or just stay at latest if render_time is ahead of buffer
|
|
var latest = snapshot_buffer[-1]
|
|
if global_position.distance_squared_to(latest.pos) > 0.001:
|
|
global_position = global_position.lerp(latest.pos, _delta * 20.0) # Slower catchup to latest
|
|
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func ping_existence():
|
|
# This just lets other clients know this player exists
|
|
# They can check if they have this node
|
|
pass
|
|
|
|
var last_sent_position: Vector3
|
|
|
|
func _physics_process(delta):
|
|
# Sync position periodically (Heartbeat / Smoothing)
|
|
if not multiplayer.has_multiplayer_peer():
|
|
return
|
|
|
|
if is_multiplayer_authority():
|
|
# OPTIMIZATION: Only send smoothing updates if we ARE NOT currently mid-tween
|
|
# The start/end of paths are already synced via start_movement_along_path.
|
|
# Sending packets during a tween just adds noise/jitter for the client.
|
|
if not is_player_moving:
|
|
var current_world_pos = global_position
|
|
var last_sent_pos = get_meta("_last_sent_pos", Vector3.ZERO)
|
|
|
|
# Use a slightly larger threshold (0.05) to ignore micro-vibrations
|
|
if current_world_pos.distance_to(last_sent_pos) > 0.05:
|
|
set_meta("_last_sent_pos", current_world_pos)
|
|
if can_rpc():
|
|
rpc("remote_set_position", current_world_pos, Time.get_ticks_msec())
|
|
|
|
# Tekton Auto-Reward Timer (3s Rule)
|
|
if is_multiplayer_authority() and is_carrying_tekton:
|
|
tekton_carry_timer += delta
|
|
if tekton_carry_timer >= MAX_TEKTON_CARRY_TIME:
|
|
tekton_carry_timer = 0.0
|
|
print("[Player %s] 3-second rule: Auto-spawning reward tiles" % name)
|
|
if powerup_manager and powerup_manager.has_method("spawn_boost_reward"):
|
|
powerup_manager.spawn_boost_reward()
|
|
else:
|
|
drop_tekton()
|
|
elif not is_carrying_tekton:
|
|
tekton_carry_timer = 0.0
|
|
|
|
# NOTE: Finish line checking removed - game uses cycle-based goals system now
|
|
|
|
# --------------------------------------------------------------------
|
|
# Input
|
|
# --------------------------------------------------------------------
|
|
|
|
func _unhandled_input(event):
|
|
if input_manager:
|
|
input_manager.handle_unhandled_input(event)
|
|
|
|
func _on_slot_gui_input(event, slot_index, slot_ui) -> int:
|
|
if input_manager:
|
|
return input_manager.handle_slot_gui_input(event, slot_index, slot_ui)
|
|
return -1
|
|
|
|
func handle_grid_click(grid_position: Vector2i):
|
|
if is_frozen or is_stop_frozen:
|
|
return
|
|
if input_manager:
|
|
input_manager.handle_grid_click(grid_position)
|
|
|
|
# Modify is_position_occupied to check for selected spawn points
|
|
func is_position_occupied(pos: Vector2i) -> bool:
|
|
for p in get_tree().get_nodes_in_group("Players"):
|
|
if p == self:
|
|
continue
|
|
|
|
# Check if player has selected a spawn point OR is already visible (active in match)
|
|
if (p.spawn_point_selected or p.visible) and p.current_position == pos:
|
|
return true
|
|
|
|
# Check target position (where they are moving to)
|
|
if p.is_player_moving and p.target_position == pos:
|
|
return true
|
|
|
|
# Prevent overlap with Static Tekton Stands (Exactly the 3x3 area) using the actual spawned nodes
|
|
for stand in get_tree().get_nodes_in_group("StaticTektonStands"):
|
|
var local_pos = enhanced_gridmap.to_local(stand.global_position)
|
|
var stand_map_pos = enhanced_gridmap.local_to_map(local_pos)
|
|
if abs(pos.x - stand_map_pos.x) <= 1 and abs(pos.y - stand_map_pos.z) <= 1:
|
|
return true
|
|
|
|
return false
|
|
|
|
func find_valid_starting_position() -> Vector2i:
|
|
if is_bot:
|
|
return _find_random_spawn_position()
|
|
else:
|
|
# For Stop n Go, use Column 0
|
|
if LobbyManager.game_mode == "Stop n Go":
|
|
for spawn_pos in spawn_locations:
|
|
if not is_position_occupied(spawn_pos):
|
|
return spawn_pos
|
|
|
|
# For Freemode, try corners if random spawn is OFF, or just find any walkable
|
|
# But wait, host will assign most of the time. This is just for initial _ready.
|
|
return Vector2i(1, 1) # Default away from the very edge if possible
|
|
|
|
# highlight_available_spawn_points is no longer needed for manual selection in this mode
|
|
func highlight_available_spawn_points():
|
|
pass
|
|
|
|
# Add function to get all occupied positions
|
|
func get_occupied_positions() -> Array:
|
|
var occupied = []
|
|
for player in get_tree().get_nodes_in_group("Players"):
|
|
if player.spawn_point_selected: # Only count players who have selected a spawn point
|
|
occupied.append(player.current_position)
|
|
return occupied
|
|
|
|
# Helper to find which player is at a specific position
|
|
func get_player_at_position(pos: Vector2i) -> Node3D:
|
|
for player in get_tree().get_nodes_in_group("Players"):
|
|
if player == self:
|
|
continue
|
|
|
|
# Check current position
|
|
if player.current_position == pos:
|
|
return player
|
|
|
|
# Check target position if moving
|
|
if player.is_player_moving and player.target_position == pos:
|
|
return player
|
|
|
|
return null
|
|
|
|
|
|
# Modify the select_spawn_point function to notify other clients
|
|
func select_spawn_point(spawn_pos: Vector2i) -> bool:
|
|
if not is_multiplayer_authority() or is_bot or spawn_point_selected:
|
|
return false
|
|
|
|
if spawn_pos in highlighted_spawn_points and not is_position_occupied(spawn_pos):
|
|
current_position = spawn_pos
|
|
spawn_point_selected = true
|
|
|
|
# Update position in the world
|
|
position = grid_to_world(spawn_pos)
|
|
|
|
# Notify all clients about the spawn selection
|
|
rpc("notify_spawn_selected", spawn_pos)
|
|
|
|
# Clear highlights locally
|
|
clear_spawn_highlights()
|
|
|
|
# Sync position with other clients
|
|
if is_multiplayer_authority():
|
|
rpc("sync_position", current_position)
|
|
|
|
return true
|
|
return false
|
|
|
|
func clear_spawn_highlights():
|
|
# Clear the highlighted spawn points array
|
|
for spawn_pos in highlighted_spawn_points:
|
|
if enhanced_gridmap:
|
|
# Clear Layer 2 (Overlay Highlight) instead of potentially overwriting Layer 0
|
|
enhanced_gridmap.set_cell_item(
|
|
Vector3i(spawn_pos.x, 2, spawn_pos.y),
|
|
-1
|
|
)
|
|
|
|
# Clear the array
|
|
highlighted_spawn_points.clear()
|
|
|
|
# Force an update of the grid visualization
|
|
if enhanced_gridmap:
|
|
enhanced_gridmap._update_cell_option_buttons()
|
|
|
|
func _find_random_spawn_position() -> Vector2i:
|
|
if not enhanced_gridmap:
|
|
print("Warning: No gridmap for random spawn")
|
|
return Vector2i.ZERO
|
|
|
|
# Special handling for Stop n Go mode (22x10 Grid)
|
|
if LobbyManager.game_mode == "Stop n Go":
|
|
var available_positions = []
|
|
# Scan the 22x10 grid
|
|
for x in range(22):
|
|
for z in range(10):
|
|
var pos = Vector2i(x, z)
|
|
# Check if position is walkable (not a wall/obstacle)
|
|
# We check Floor 0 item. Assuming walls are identifiable.
|
|
# In setup_arena, walls are TILE_OBSTACLE (4).
|
|
# We should check if it is NOT TILE_OBSTACLE.
|
|
var item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
|
|
# Assuming 4 is obstacle, and -1 is void. 0 is walkable, 2 is safe zone.
|
|
if item != -1 and item != 4:
|
|
if not is_position_occupied(pos):
|
|
available_positions.append(pos)
|
|
|
|
if available_positions.size() > 0:
|
|
var rng = RandomNumberGenerator.new()
|
|
rng.randomize()
|
|
return available_positions[rng.randi() % available_positions.size()]
|
|
return Vector2i(10, 5) # Fallback center
|
|
|
|
|
|
var available_positions = []
|
|
|
|
# Scan the grid for valid walkable floor tiles that are not occupied
|
|
var cols = enhanced_gridmap.columns if "columns" in enhanced_gridmap else 14
|
|
var rs = enhanced_gridmap.rows if "rows" in enhanced_gridmap else 14
|
|
|
|
for x in range(cols):
|
|
for z in range(rs):
|
|
var pos = Vector2i(x, z)
|
|
|
|
# Check Floor 0 for walkable ground (Not a wall/obstacle)
|
|
var ground_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
|
|
var is_walkable = ground_item != -1 and not ground_item in enhanced_gridmap.non_walkable_items
|
|
|
|
if is_walkable:
|
|
# Check if position is occupied by another player
|
|
if not is_position_occupied(pos):
|
|
available_positions.append(pos)
|
|
|
|
if available_positions.size() > 0:
|
|
var rng = RandomNumberGenerator.new()
|
|
rng.randomize()
|
|
return available_positions[rng.randi() % available_positions.size()]
|
|
|
|
# Better fallback center instead of 0,0 which is often a wall/border
|
|
print("[Player] Warning: No available spawn positions found! Using fallback.")
|
|
return Vector2i(cols / 2, rs / 2)
|
|
|
|
func find_random_valid_position_in_range() -> Vector2i:
|
|
var rng = RandomNumberGenerator.new()
|
|
rng.randomize()
|
|
|
|
var valid_positions = []
|
|
|
|
for x in range(max(0, current_position.x - movement_range),
|
|
min(enhanced_gridmap.columns, current_position.x + movement_range + 1)):
|
|
for z in range(max(0, current_position.y - movement_range),
|
|
min(enhanced_gridmap.rows, current_position.y + movement_range + 1)):
|
|
var pos = Vector2i(x, z)
|
|
if pos != current_position and is_within_movement_range(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(pos):
|
|
valid_positions.append(pos)
|
|
|
|
if valid_positions.size() > 0:
|
|
return valid_positions[rng.randi() % valid_positions.size()]
|
|
return current_position
|
|
|
|
func raycast_to_grid(from: Vector3, to: Vector3) -> Vector2i:
|
|
var plane = Plane(Vector3.UP, cell_offset.y)
|
|
var intersection = plane.intersects_ray(from, to - from)
|
|
|
|
if intersection:
|
|
var adjusted_intersection = intersection - cell_offset
|
|
var grid_position = Vector2i(
|
|
floor(adjusted_intersection.x / cell_size.x),
|
|
floor(adjusted_intersection.z / cell_size.z)
|
|
)
|
|
|
|
if grid_position.x >= 0 and grid_position.x < enhanced_gridmap.columns and \
|
|
grid_position.y >= 0 and grid_position.y < enhanced_gridmap.rows:
|
|
return grid_position
|
|
|
|
return Vector2i(-1, -1)
|
|
|
|
func is_within_movement_range(target_position: Vector2i) -> bool:
|
|
return movement_manager.is_within_movement_range(target_position)
|
|
|
|
# -----------------------------------------------------------------
|
|
# Movement
|
|
# -----------------------------------------------------------------
|
|
|
|
func simple_move_to(grid_position: Vector2i):
|
|
movement_manager.simple_move_to(grid_position)
|
|
|
|
func move_player_to_clicked_position(grid_position: Vector2i):
|
|
movement_manager.move_to_clicked_position(grid_position)
|
|
|
|
@rpc("any_peer", "call_remote", "reliable")
|
|
func start_movement_along_path(path: Array, clear_visual: bool = true, force: bool = false):
|
|
if is_player_moving and not force:
|
|
return # ALREADY MOVING. Guard against redundant RPCs or interruptions unless forced.
|
|
|
|
if force and movement_manager:
|
|
movement_manager.movement_queue.clear()
|
|
movement_manager.current_move_direction = Vector2i.ZERO
|
|
|
|
print("[Player] %s starting move along path: %s (Forced: %s)" % [name, path, force])
|
|
|
|
# SERVER-SIDE VIOLATION CHECK (for Stop n Go)
|
|
if multiplayer.is_server() and LobbyManager.game_mode == "Stop n Go":
|
|
var main = get_tree().root.get_node_or_null("Main")
|
|
if main:
|
|
var sng_manager = main.get_node_or_null("StopNGoManager")
|
|
if sng_manager and sng_manager.has_method("check_movement_violation"):
|
|
var target_pos = Vector2i(path[0].x, path[0].y) if path.size() > 0 else current_position
|
|
sng_manager.check_movement_violation(name.to_int(), current_position, target_pos)
|
|
|
|
is_player_moving = true
|
|
if path.size() > 0:
|
|
target_position = Vector2i(path[-1].x, path[-1].y)
|
|
|
|
# RELAXED SNAP START: Only snap if the visual node is far from where it should be (> 0.5 units)
|
|
# This prevents "twitching" when a move starts if the node was still lerping slowly to its final spot.
|
|
var start_world_pos = grid_to_world(current_position)
|
|
if global_position.distance_to(start_world_pos) > 0.5:
|
|
global_position = start_world_pos
|
|
|
|
if _movement_tween:
|
|
_movement_tween.kill()
|
|
_movement_tween = create_tween()
|
|
_movement_tween.set_trans(Tween.TRANS_LINEAR)
|
|
_movement_tween.set_ease(Tween.EASE_IN_OUT)
|
|
|
|
var step_duration = 0.25
|
|
if movement_manager:
|
|
step_duration = step_duration / movement_manager.speed_multiplier
|
|
|
|
for point in path:
|
|
# Use global_position for consistency
|
|
_movement_tween.tween_property(self , "global_position", grid_to_world(Vector2i(point.x, point.y)), step_duration)
|
|
|
|
_movement_tween.tween_callback(func():
|
|
var old_pos = current_position
|
|
current_position = Vector2i(path[-1].x, path[-1].y)
|
|
is_player_moving = false
|
|
_movement_tween = null
|
|
target_position = Vector2i(-1, -1)
|
|
_last_movement_finish_time = Time.get_ticks_msec()
|
|
print("[Player] %s finished move. %s -> %s" % [name, old_pos, current_position])
|
|
|
|
if is_carrying_tekton and is_instance_valid(carried_tekton):
|
|
carried_tekton.current_position = current_position
|
|
|
|
# Stop n Go Win Check
|
|
if LobbyManager.game_mode == "Stop n Go":
|
|
var sng_main = get_tree().root.get_node_or_null("Main")
|
|
if sng_main:
|
|
var sng_manager = sng_main.get_node_or_null("StopNGoManager")
|
|
if sng_manager and sng_manager.has_method("check_win_condition"):
|
|
if sng_manager.check_win_condition(name.to_int(), current_position):
|
|
sng_main.rpc("sync_game_end_stop_n_go", name.to_int())
|
|
|
|
# Tekton Doors Win Check
|
|
elif LobbyManager.game_mode == "Tekton Doors":
|
|
var main_node = get_tree().root.get_node_or_null("Main")
|
|
if main_node and main_node.portal_mode_manager:
|
|
if main_node.portal_mode_manager.check_win_condition(name.to_int(), current_position):
|
|
main_node.rpc("sync_game_end_portal_mode", name.to_int())
|
|
|
|
# FORCE SNAP: Update target visual position to the perfect grid center
|
|
# This ensures that when interpolation resumes (in _process), it pulls to the correct spot
|
|
target_visual_position = grid_to_world(current_position)
|
|
|
|
# Racing Win Check (Skipped in Stop n Go which uses its own block above)
|
|
if LobbyManager.game_mode != "Stop n Go":
|
|
var current_finish_locs = race_manager.get_current_finish_locations() if race_manager else finish_locations
|
|
if current_position in current_finish_locs and can_finish:
|
|
finish_race()
|
|
|
|
var main = get_tree().get_root().get_node_or_null("Main")
|
|
|
|
# Clear visuals for everyone including bots
|
|
if clear_visual:
|
|
if enhanced_gridmap:
|
|
enhanced_gridmap.clear_path_visualization()
|
|
|
|
# Reset interpolation buffer to prevent "jumping back" 150ms after tween ends
|
|
snapshot_buffer.clear()
|
|
target_visual_position = grid_to_world(current_position)
|
|
|
|
has_moved_this_turn = path.size() <= movement_range
|
|
|
|
if TurnManager.turn_based_mode:
|
|
end_turn()
|
|
_after_action_completed()
|
|
|
|
if movement_manager and movement_manager.has_method("_on_movement_finished"):
|
|
movement_manager.call_deferred("_on_movement_finished")
|
|
)
|
|
|
|
#func trigger_finish_line():
|
|
#if not is_multiplayer_authority():
|
|
#return
|
|
#
|
|
#if current_lap == 0: # First lap
|
|
#lap1_finishers += 1
|
|
#race_position = lap1_finishers
|
|
#
|
|
## Display first lap completion message
|
|
#var message = "Finish 1st lap on " + get_ordinal_string(race_position)
|
|
#rpc("display_message", message)
|
|
#print("DEBUG: Triggered first lap finish. Position: ", race_position)
|
|
#
|
|
## Start second lap
|
|
#current_lap += 1
|
|
#rpc("start_new_lap")
|
|
#
|
|
#elif current_lap == 1: # Second lap
|
|
#lap2_finishers += 1
|
|
#race_position = lap2_finishers
|
|
#
|
|
## Display second lap completion message
|
|
#var message = "Finish 2nd lap on " + get_ordinal_string(race_position)
|
|
#rpc("display_message", message)
|
|
#print("DEBUG: Triggered second lap finish. Position: ", race_position)
|
|
#
|
|
##func debug_finish_state():
|
|
##print("DEBUG: Current Position: ", current_position)
|
|
##print("DEBUG: Can Finish: ", can_finish)
|
|
##print("DEBUG: Current Lap: ", current_lap)
|
|
##print("DEBUG: Pattern Match: ", check_pattern_match())
|
|
##print("DEBUG: Is at finish: ", current_position in finish_locations)
|
|
|
|
func update_player_position(grid_position: Vector2i):
|
|
position = grid_to_world(grid_position)
|
|
emit_signal("position_changed")
|
|
|
|
func grid_to_world(grid_position: Vector2i) -> Vector3:
|
|
var world_position = Vector3(
|
|
grid_position.x * cell_size.x + cell_size.x * 0.5,
|
|
cell_size.y,
|
|
grid_position.y * cell_size.z + cell_size.z * 0.5
|
|
) + cell_offset
|
|
return world_position
|
|
|
|
func start_turn():
|
|
has_moved_this_turn = false
|
|
has_performed_action = false
|
|
is_my_turn = true
|
|
if is_multiplayer_authority():
|
|
# rpc("display_message", "It's your turn!") # Handled by setter
|
|
_after_action_completed()
|
|
|
|
func end_turn():
|
|
is_my_turn = false
|
|
has_moved_this_turn = false
|
|
if is_multiplayer_authority():
|
|
get_tree().get_root().get_node_or_null("Main").request_next_turn()
|
|
|
|
func reset_race():
|
|
if race_manager:
|
|
race_manager.current_lap = 0
|
|
race_manager.race_position = 0
|
|
race_manager.can_finish = false
|
|
race_manager.goals = race_manager.first_lap_goals.duplicate()
|
|
race_manager.playerboard.fill(-1)
|
|
if is_multiplayer_authority():
|
|
rpc("sync_goals", race_manager.goals)
|
|
rpc("sync_playerboard", race_manager.playerboard)
|
|
|
|
# Add a static reset for new games
|
|
static func reset_race_stats():
|
|
var race_mgr = load("res://scripts/managers/player_race_manager.gd")
|
|
if race_mgr:
|
|
race_mgr.lap1_finishers = 0
|
|
race_mgr.lap2_finishers = 0
|
|
|
|
@rpc("any_peer", "call_remote", "unreliable")
|
|
func remote_set_position(authority_position: Vector3, timestamp: int = -1):
|
|
if timestamp == -1:
|
|
timestamp = Time.get_ticks_msec()
|
|
|
|
# DISCARD STALE PACKETS:
|
|
# 1. If we've already seen a newer packet
|
|
if timestamp <= _last_received_timestamp:
|
|
return
|
|
|
|
# 2. If this packet was sent before we finished our last authoritative movement step
|
|
# (Preventing "past" packets from overriding the "present" destination)
|
|
if timestamp <= _last_movement_finish_time:
|
|
return
|
|
|
|
_last_received_timestamp = timestamp
|
|
|
|
# Add to snapshot buffer
|
|
snapshot_buffer.append({"time": timestamp, "pos": authority_position})
|
|
|
|
# Ensure chronological order (in case of network jitter/reordering)
|
|
snapshot_buffer.sort_custom(func(a, b): return a.time < b.time)
|
|
|
|
# Keep buffer size manageable
|
|
if snapshot_buffer.size() > 30:
|
|
snapshot_buffer.pop_front()
|
|
|
|
# Update target visual position as fallback for simpler lerping
|
|
target_visual_position = authority_position
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func display_message(message, type: int = 0):
|
|
# Send message to the main scene's message bar instead of player bubble
|
|
var main = get_tree().get_root().get_node_or_null("Main")
|
|
if main and main.has_method("add_message_to_bar"):
|
|
var player_name_str = display_name if not display_name.is_empty() else str(name)
|
|
main.add_message_to_bar(player_name_str, message, type)
|
|
|
|
func initialize_random_goals(_size: int, min_value: int, max_value: int, null_count: float) -> Array[int]:
|
|
goals.clear()
|
|
var rng = RandomNumberGenerator.new()
|
|
rng.randomize()
|
|
|
|
var result: Array[int] = []
|
|
var null_val = 0
|
|
var max_nulls = 3
|
|
|
|
const SPECIAL_VALUES = {1: 7, 2: 8, 3: 9, 4: 10}
|
|
|
|
for i in range(_size):
|
|
if null_val < max_nulls and rng.randf() < null_count:
|
|
result.append(-1)
|
|
null_val += 1
|
|
else:
|
|
var val = rng.randi_range(min_value, max_value)
|
|
result.append(val if not val in SPECIAL_VALUES else SPECIAL_VALUES[val])
|
|
|
|
return result
|
|
|
|
# Remove this since goals are now set by main.gd
|
|
func append_random_goals():
|
|
goals.append_array(initialize_random_goals(9, 7, 10, 1.0))
|
|
|
|
if is_multiplayer_authority():
|
|
rpc("sync_goals", goals)
|
|
|
|
func bot_try_grab_item() -> bool:
|
|
return playerboard_manager.bot_try_grab_item()
|
|
|
|
# -----------------------------------------------------------------
|
|
# OLD GRAB Func
|
|
# -----------------------------------------------------------------
|
|
#func grab_item(grid_position: Vector2i = current_position) -> bool:
|
|
#if is_bot:
|
|
#return bot_try_grab_item()
|
|
#
|
|
#if not enhanced_gridmap or action_points <= 0:
|
|
#return false
|
|
#
|
|
#var cell = Vector3i(grid_position.x, 1, grid_position.y)
|
|
#var item = enhanced_gridmap.get_cell_item(cell)
|
|
#
|
|
#if grid_position != current_position:
|
|
#var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
|
|
#var is_adjacent = false
|
|
#for neighbor in neighbors:
|
|
#if neighbor.position == grid_position:
|
|
#is_adjacent = true
|
|
#break
|
|
#if not is_adjacent:
|
|
#return false
|
|
#
|
|
#if item == -1:
|
|
#return false
|
|
#
|
|
## Bot-specific grab logic moved to bot_grab_item RPC
|
|
#if is_in_group("Bots") or is_bot:
|
|
#var empty_slot = playerboard.find(-1)
|
|
#if empty_slot == -1:
|
|
#return false
|
|
#
|
|
#if is_multiplayer_authority():
|
|
#rpc("bot_grab_item", grid_position, empty_slot, cell.x, cell.y, cell.z)
|
|
#return true
|
|
#
|
|
#var main = get_tree().get_root().get_node_or_null("Main")
|
|
#if main:
|
|
#selected_gridmap_position = grid_position
|
|
#clear_highlights()
|
|
#clear_playerboard_highlights()
|
|
#
|
|
#for i in range(playerboard.size()):
|
|
#if playerboard[i] == -1:
|
|
#var slot = main.playerboard_ui.get_child(i)
|
|
#if slot.get_child_count() > 0:
|
|
#slot.get_child(0).show()
|
|
#highlighted_cells.append(i)
|
|
#return true
|
|
#
|
|
#return false
|
|
# -----------------------------------------------------------------
|
|
#func grab_item(grid_position: Vector2i = current_position) -> bool:
|
|
#if not enhanced_gridmap or action_points <= 0:
|
|
#return false
|
|
#
|
|
#var cell = Vector3i(grid_position.x, 1, grid_position.y)
|
|
#var item = enhanced_gridmap.get_cell_item(cell)
|
|
#
|
|
## Validate adjacency (unless it's current position)
|
|
#if grid_position != current_position:
|
|
#var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
|
|
#var is_adjacent = false
|
|
#for neighbor in neighbors:
|
|
#if neighbor.position == grid_position:
|
|
#is_adjacent = true
|
|
#break
|
|
#if not is_adjacent:
|
|
#return false
|
|
#
|
|
#if item == -1:
|
|
#return false
|
|
#
|
|
## === AUTO-ARRANGE LOGIC ===
|
|
#var target_slot = find_best_goal_slot_for_item(item)
|
|
#if target_slot == -1:
|
|
#return false # no space
|
|
#
|
|
## Perform the grab and auto-place
|
|
#if is_multiplayer_authority():
|
|
## Update gridmap: remove item
|
|
#rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
|
|
## Update playerboard
|
|
#playerboard[target_slot] = item
|
|
#rpc("sync_playerboard", playerboard)
|
|
## Consume action
|
|
#has_performed_action = true
|
|
#consume_action_points(1)
|
|
#
|
|
## Optional: visual feedback
|
|
#var main = get_tree().get_root().get_node_or_null("Main")
|
|
#if main:
|
|
#main.update_playerboard_ui()
|
|
#main.set_action_state(main.ActionState.NONE)
|
|
#
|
|
#return true
|
|
# -----------------------------------------------------------------
|
|
func grab_item(grid_position: Vector2i = current_position) -> bool:
|
|
return playerboard_manager.grab_item(grid_position)
|
|
|
|
# -----------------------------------------------------------------
|
|
# Execute Grab
|
|
# -----------------------------------------------------------------
|
|
|
|
func _execute_grab(grid_pos: Vector2i, cell: Vector3i, item_id: int):
|
|
return playerboard_manager._execute_grab(grid_pos, cell, item_id)
|
|
|
|
# -----------------------------------------------------------------
|
|
# This function runs on the server when requested by a client
|
|
# -----------------------------------------------------------------
|
|
@rpc("any_peer", "reliable")
|
|
func request_server_grab(grid_pos: Vector2i, x: int, y: int, z: int, item_id: int, expected_slot: int = -1):
|
|
# 1. Only the server (peer 1) should process this
|
|
if not multiplayer.is_server():
|
|
return
|
|
|
|
# 2. Security check: Did this request come from the actual owner of this node?
|
|
if multiplayer.get_remote_sender_id() != get_multiplayer_authority():
|
|
push_error("Security: Non-authority tried to grab item!")
|
|
return
|
|
|
|
# 3. Call the execution logic (pass expected_slot for deterministic placement)
|
|
playerboard_manager._execute_grab(grid_pos, Vector3i(x, y, z), item_id, expected_slot)
|
|
|
|
|
|
# -----------------------------------------------------------------
|
|
# Auto-put: no manual selection needed
|
|
# Automatically puts a goal-matching tile into an adjacent (or current) empty grid cell
|
|
# -----------------------------------------------------------------
|
|
# -----------------------------------------------------------------
|
|
# Auto-put: no manual selection needed
|
|
# Automatically puts a goal-matching tile into an adjacent (or current) empty grid cell
|
|
# -----------------------------------------------------------------
|
|
func auto_put_item() -> bool:
|
|
return playerboard_manager.auto_put_item()
|
|
|
|
# -----------------------------------------------------------------
|
|
# Force ActionState : None
|
|
# -----------------------------------------------------------------
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func force_action_state_none():
|
|
# This is called by the server on the client to reset the UI
|
|
if is_bot or is_in_group("Bots"):
|
|
return
|
|
|
|
clear_highlights()
|
|
clear_playerboard_highlights()
|
|
|
|
# -----------------------------------------------------------------
|
|
|
|
@rpc("any_peer", "reliable")
|
|
func request_server_put(grid_position: Vector2i, slot_index: int, x: int, y: int, z: int, item: int):
|
|
# This RPC should only be processed by the server
|
|
if not multiplayer.is_server():
|
|
return
|
|
|
|
# Verify that this request came from the authority of this player
|
|
if multiplayer.get_remote_sender_id() != get_multiplayer_authority():
|
|
push_error("Security: Non-authority tried to put item!")
|
|
return
|
|
|
|
# Server-side validation
|
|
var cell = Vector3i(x, y, z)
|
|
if enhanced_gridmap.get_cell_item(cell) != -1:
|
|
return # Cell not empty
|
|
|
|
# Check if position is adjacent or current position
|
|
if grid_position != current_position:
|
|
var is_adjacent = false
|
|
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
|
|
for neighbor in neighbors:
|
|
if neighbor.position == grid_position:
|
|
is_adjacent = true
|
|
break
|
|
if not is_adjacent:
|
|
return # Not adjacent
|
|
|
|
# Verify player has the item
|
|
if playerboard[slot_index] != item:
|
|
push_error("Item mismatch! Player doesn't have claimed item")
|
|
return
|
|
|
|
# Perform the put operation as the server
|
|
rpc("sync_grid_item", x, y, z, item)
|
|
playerboard[slot_index] = -1
|
|
rpc("sync_playerboard", playerboard)
|
|
|
|
# Update player state
|
|
has_performed_action = true
|
|
selected_playerboard_slot = -1
|
|
|
|
# Notify about action completion
|
|
_after_action_completed()
|
|
|
|
# Add new RPC function to notify others about spawn selection
|
|
@rpc("any_peer", "reliable")
|
|
func notify_spawn_selected(spawn_pos: Vector2i):
|
|
# Mark as selected on all peers so occupancy checks work
|
|
spawn_point_selected = true
|
|
|
|
# Update local highlight state for all clients
|
|
if spawn_pos in highlighted_spawn_points:
|
|
highlighted_spawn_points.erase(spawn_pos)
|
|
|
|
# Clear highlight for the selected position on Layer 2 (Overlay)
|
|
if enhanced_gridmap:
|
|
enhanced_gridmap.set_cell_item(
|
|
Vector3i(spawn_pos.x, 2, spawn_pos.y),
|
|
-1
|
|
)
|
|
|
|
# Disabled, auto put activated
|
|
#func handle_put_action():
|
|
#var main = get_tree().get_root().get_node_or_null("Main")
|
|
#if not main or action_points < 1:
|
|
#return
|
|
#
|
|
#if not is_bot == true:
|
|
#clear_highlights()
|
|
#clear_playerboard_highlights()
|
|
#
|
|
## Highlight non-empty slots in playerboard
|
|
#for i in range(playerboard.size()):
|
|
#if playerboard[i] != -1: # Highlight occupied slots
|
|
#var slot = main.playerboard_ui.get_child(i)
|
|
#if slot.get_child_count() > 0:
|
|
#slot.get_child(0).show() # Show highlight for occupied slots
|
|
#highlighted_cells.append(i)
|
|
|
|
func handle_playerboard_slot_selected(slot_index: int):
|
|
playerboard_manager.handle_playerboard_slot_selected(slot_index)
|
|
|
|
# We also need to add handle_put_slot_selected:
|
|
func handle_put_slot_selected(slot_index: int):
|
|
playerboard_manager.handle_put_slot_selected(slot_index)
|
|
|
|
|
|
func arrange_playerboard_item(slot_index: int):
|
|
playerboard_manager.arrange_playerboard_item(slot_index)
|
|
|
|
func _on_slot_clicked(event: InputEvent, slot_index: int):
|
|
if not event is InputEventMouseButton or is_bot == true or not event.pressed or event.button_index != MOUSE_BUTTON_LEFT:
|
|
return
|
|
playerboard_manager.handle_slot_clicked(slot_index)
|
|
|
|
|
|
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_cells_if_authorized(cells_to_highlight: Array, item_id: int = -1):
|
|
action_manager.highlight_cells_if_authorized(cells_to_highlight, item_id)
|
|
|
|
# Update highlight_movement_range to respect the expanded obstacle blocking
|
|
func highlight_movement_range():
|
|
movement_manager.highlight_movement_range()
|
|
|
|
# Helper function to check if a cell can be reached given the blocked cells
|
|
|
|
|
|
# Helper function to check if a direction is diagonal
|
|
|
|
|
|
func highlight_adjacent_cells():
|
|
movement_manager.highlight_adjacent_cells()
|
|
|
|
func highlight_empty_adjacent_cells():
|
|
action_manager.highlight_empty_adjacent_cells()
|
|
|
|
|
|
func highlight_random_valid_cells():
|
|
action_manager.highlight_random_valid_cells()
|
|
|
|
func highlight_occupied_playerboard_slots():
|
|
action_manager.highlight_occupied_playerboard_slots()
|
|
|
|
func clear_highlights():
|
|
if action_manager:
|
|
action_manager.clear_highlights()
|
|
|
|
func clear_playerboard_highlights():
|
|
if action_manager:
|
|
action_manager.clear_playerboard_highlights()
|
|
|
|
func rotate_towards_target(target_pos: Vector2i):
|
|
movement_manager.rotate_towards_target(target_pos)
|
|
|
|
# We also need to add these supporting functions:
|
|
func select_playerboard_slot(slot_index: int):
|
|
playerboard_manager.select_playerboard_slot(slot_index)
|
|
|
|
func deselect_playerboard_slot():
|
|
playerboard_manager.deselect_playerboard_slot()
|
|
|
|
func target_playerboard_slot(slot_index: int):
|
|
playerboard_manager.target_playerboard_slot(slot_index)
|
|
|
|
func untarget_playerboard_slot():
|
|
playerboard_manager.untarget_playerboard_slot()
|
|
|
|
func can_move_to_target_playerboard_slot() -> bool:
|
|
return playerboard_manager.can_move_to_target_playerboard_slot()
|
|
|
|
func _update_playerboard_slot_visual(slot_index: int):
|
|
playerboard_manager._update_playerboard_slot_visual(slot_index)
|
|
|
|
func _highlight_adjacent_playerboard_slots():
|
|
playerboard_manager._highlight_adjacent_playerboard_slots()
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_rotation(new_rotation: float):
|
|
# Apply rotation if we are NOT the authority (syncing others)
|
|
# OR if the server (ID 1) is forcing a rotation (start of match)
|
|
var sender_id = multiplayer.get_remote_sender_id()
|
|
if not is_multiplayer_authority() or sender_id == 1:
|
|
rotation.y = new_rotation
|
|
if movement_manager:
|
|
movement_manager.target_rotation = new_rotation
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_grid_item(x: int, y: int, z: int, item: int):
|
|
if enhanced_gridmap:
|
|
var cell = Vector3i(x, y, z)
|
|
|
|
# Log the change for debugging
|
|
print("Setting grid item at ", cell, " to ", item, " (called by ", multiplayer.get_remote_sender_id(), ")")
|
|
|
|
# Make sure we set the cell reliably
|
|
enhanced_gridmap.set_cell_item(cell, item)
|
|
|
|
# Double-check the cell was set
|
|
var check_value = enhanced_gridmap.get_cell_item(cell)
|
|
if check_value != item:
|
|
push_warning("Cell item didn't update correctly! Expected " + str(item) + " but got " + str(check_value))
|
|
# Try once more
|
|
enhanced_gridmap.set_cell_item(cell, item)
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func sync_goals(new_goals: Array):
|
|
goals = new_goals.duplicate() # Make sure to duplicate the array
|
|
|
|
# Also update race_manager's goals directly
|
|
if race_manager:
|
|
race_manager.goals = new_goals.duplicate()
|
|
# Re-check finish availability with new goals
|
|
race_manager.update_finish_availability()
|
|
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func sync_second_lap_goals(new_goals: Array):
|
|
if race_manager:
|
|
race_manager.second_lap_goals = new_goals.duplicate()
|
|
|
|
|
|
func _after_action_completed():
|
|
action_manager.after_action_completed()
|
|
|
|
func is_finish_position(pos: Vector2i) -> bool:
|
|
var current_finish = race_manager.get_current_finish_locations() if race_manager else finish_locations
|
|
return pos in current_finish
|
|
|
|
func consume_action_points(points: int):
|
|
action_manager.consume_action_points(points)
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func bot_grab_item(pos: Vector2i, slot: int, x: int, y: int, z: int):
|
|
playerboard_manager.bot_grab_item(pos, slot, x, y, z)
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func bot_put_item(pos: Vector2i, slot: int, x: int, y: int, z: int):
|
|
playerboard_manager.bot_put_item(pos, slot, x, y, z)
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func bot_arrange_item(from_slot: int, to_slot: int):
|
|
playerboard_manager.bot_arrange_item(from_slot, to_slot)
|
|
|
|
func update_visual_position():
|
|
# Ensure proper grid-aligned positioning
|
|
var new_pos = Vector3(
|
|
current_position.x * cell_size.x + cell_size.x * 0.5,
|
|
1.0,
|
|
current_position.y * cell_size.z + cell_size.z * 0.5
|
|
)
|
|
global_position = new_pos
|
|
target_visual_position = new_pos # Snap target too
|
|
|
|
if is_multiplayer_authority():
|
|
rpc("sync_position", current_position)
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func sync_position(pos: Vector2i):
|
|
current_position = pos
|
|
|
|
# If random spawn is active, receiving a position sync essentially confirms a valid spawn
|
|
if LobbyManager.get_randomize_spawn():
|
|
spawn_point_selected = true
|
|
if not visible:
|
|
visible = true
|
|
|
|
# Always update the visual position after position sync
|
|
var new_pos = Vector3(
|
|
current_position.x * cell_size.x + cell_size.x * 0.5,
|
|
cell_size.y,
|
|
current_position.y * cell_size.z + cell_size.z * 0.5
|
|
) + cell_offset
|
|
|
|
# Only snap visual if not moving (moving players will tween to destination)
|
|
if not is_player_moving:
|
|
global_position = new_pos
|
|
target_visual_position = new_pos # Reset smoothing target to prevent fighting
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func set_spawn_position(pos: Vector2i):
|
|
"""Set spawn position - used by random spawn system."""
|
|
current_position = pos
|
|
spawn_point_selected = true
|
|
# Clear any spawn highlights
|
|
clear_spawn_highlights()
|
|
# Update visual position
|
|
var new_pos = grid_to_world(pos)
|
|
|
|
print("[Player %s] set_spawn_position: Grid %s -> World %s (CellSize: %s)" % [name, pos, new_pos, cell_size])
|
|
|
|
if _movement_tween:
|
|
_movement_tween.kill()
|
|
_movement_tween = null
|
|
is_player_moving = false
|
|
|
|
global_position = new_pos
|
|
target_visual_position = new_pos
|
|
|
|
# Reveal character now that it's in the correct position
|
|
visible = true
|
|
|
|
# Notify systems that position changed (for Camera snap)
|
|
position_changed.emit()
|
|
|
|
emit_signal("position_changed")
|
|
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func complete_race(final_position: int):
|
|
if race_manager:
|
|
race_manager.on_race_completed(final_position)
|
|
|
|
# =============================================================================
|
|
# Tekton Interaction Logic
|
|
# =============================================================================
|
|
|
|
func grab_tekton():
|
|
if not is_multiplayer_authority() or is_carrying_tekton or is_frozen or is_stop_frozen:
|
|
return
|
|
|
|
# 1. Check for nearby carrier to snatch from
|
|
var carrier = _find_nearby_carrier()
|
|
if carrier:
|
|
snatch_tekton(carrier)
|
|
return
|
|
|
|
# 2. Find nearby roaming Tekton
|
|
var tekton = _find_nearby_tekton()
|
|
if tekton:
|
|
if is_multiplayer_authority() and can_rpc():
|
|
rpc("sync_grab_tekton", tekton.get_path())
|
|
|
|
func snatch_tekton(target_carrier: Node3D):
|
|
if not is_multiplayer_authority() or not target_carrier.is_carrying_tekton:
|
|
return
|
|
|
|
var tekton = target_carrier.carried_tekton
|
|
if tekton:
|
|
if is_multiplayer_authority() and can_rpc():
|
|
rpc("sync_snatch_tekton", target_carrier.get_path(), tekton.get_path())
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_snatch_tekton(carrier_path: NodePath, tekton_path: NodePath):
|
|
var carrier = get_node_or_null(carrier_path)
|
|
var tekton = get_node_or_null(tekton_path)
|
|
if carrier and tekton:
|
|
# Security: ensure multiple people don't think they are carrying it
|
|
# Transfer logic
|
|
carrier.is_carrying_tekton = false
|
|
carrier.carried_tekton = null
|
|
|
|
self.is_carrying_tekton = true
|
|
self.carried_tekton = tekton
|
|
tekton.set_carried(true, self )
|
|
|
|
# Reset my carry timer (3s rule starts fresh)
|
|
tekton_carry_timer = 0.0
|
|
|
|
# Visual/Logic side effects
|
|
if is_charged_strike:
|
|
is_charged_strike = false
|
|
|
|
SfxManager.play("pick_up_tekton_roaming")
|
|
play_pickup_animation()
|
|
|
|
# Visual feedback for the victim
|
|
if carrier.has_method("sync_bump"):
|
|
# Bump away from the snatcher
|
|
carrier.sync_bump(current_position, true)
|
|
|
|
print("[Player %s] SNATCHED Tekton from %s" % [name, carrier.name])
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_grab_tekton(tekton_path: NodePath):
|
|
var tekton = get_node_or_null(tekton_path)
|
|
if tekton:
|
|
carried_tekton = tekton
|
|
self.is_carrying_tekton = true
|
|
tekton.set_carried(true, self )
|
|
|
|
# Disposed of Charged Strike upon grab
|
|
if is_charged_strike:
|
|
is_charged_strike = false
|
|
|
|
SfxManager.play("pick_up_tekton_roaming")
|
|
play_pickup_animation()
|
|
print("[Player %s] Grabbed Tekton %s" % [name, tekton.name])
|
|
|
|
func throw_tekton():
|
|
if not is_multiplayer_authority() or not is_carrying_tekton or is_frozen or is_stop_frozen:
|
|
return
|
|
|
|
# Determine throw direction (where player is facing)
|
|
# NOTE: Movement manager uses atan2(x, z) which implies 0 rotation = +Z facing.
|
|
# So we must use +basis.z (Positive Z) as forward, not standard -basis.z.
|
|
var forward = global_transform.basis.z.normalized()
|
|
var throw_dir = Vector2i(round(forward.x), round(forward.z))
|
|
if throw_dir == Vector2i.ZERO: throw_dir = Vector2i(1, 0) # Fallback
|
|
|
|
# Calculate distance (5 to 7 tiles)
|
|
var rng = RandomNumberGenerator.new()
|
|
rng.randomize()
|
|
var distance = rng.randi_range(5, 7)
|
|
|
|
var target_pos = current_position + (throw_dir * distance)
|
|
|
|
# Clamp to grid bounds if possible, or just check validity
|
|
if enhanced_gridmap:
|
|
# Simple clamp assuming 0-based indexing and knowing size would be better,
|
|
# but if we don't have size, we can just raycast or check validity step by step?
|
|
# Let's just try the target. If invalid, maybe pull back?
|
|
# Or just let it land "off map" and handle it?
|
|
# Better: Clamp to grid dimensions if known.
|
|
# EnhancedGridMap usually has columns/rows.
|
|
if "columns" in enhanced_gridmap and "rows" in enhanced_gridmap:
|
|
target_pos.x = clamp(target_pos.x, 0, enhanced_gridmap.columns - 1)
|
|
target_pos.y = clamp(target_pos.y, 0, enhanced_gridmap.rows - 1)
|
|
|
|
if is_multiplayer_authority():
|
|
rpc("sync_throw_tekton", target_pos)
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_throw_tekton(target_pos: Vector2i):
|
|
if carried_tekton:
|
|
var tekton = carried_tekton
|
|
carried_tekton = null
|
|
self.is_carrying_tekton = false
|
|
if tekton.has_method("set_thrown"):
|
|
tekton.set_thrown(true)
|
|
else:
|
|
tekton.set_carried(false)
|
|
|
|
# Visual Arc Tween
|
|
var start_pos = tekton.global_position
|
|
# Target world position
|
|
var end_world_pos = Vector3(
|
|
target_pos.x * cell_size.x + cell_size.x * 0.5,
|
|
cell_size.y, # Floor Y
|
|
target_pos.y * cell_size.z + cell_size.z * 0.5
|
|
) + cell_offset
|
|
|
|
var mid_pos = (start_pos + end_world_pos) / 2.0
|
|
mid_pos.y += 4.0 # Arc height
|
|
|
|
var tween = create_tween()
|
|
tween.set_parallel(true)
|
|
|
|
# Let's stick to a simple "Jump" tween:
|
|
# 1. Move X/Z linearly to target
|
|
tween.tween_property(tekton, "global_position:x", end_world_pos.x, 0.6).set_trans(Tween.TRANS_LINEAR)
|
|
tween.tween_property(tekton, "global_position:z", end_world_pos.z, 0.6).set_trans(Tween.TRANS_LINEAR)
|
|
|
|
# 2. Move Y up then down
|
|
var jump_tween = create_tween()
|
|
jump_tween.tween_property(tekton, "global_position:y", mid_pos.y, 0.3).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
|
|
jump_tween.tween_property(tekton, "global_position:y", end_world_pos.y, 0.3).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN).set_delay(0.3)
|
|
|
|
# Landing Callback
|
|
jump_tween.tween_callback(func():
|
|
tekton.current_position = target_pos
|
|
|
|
# Impact Effects!
|
|
|
|
# 1. Stun nearby players (Radius 2?)
|
|
# "if there's a player around that floor they will got stunned" -> "around that floor" implies radius
|
|
var impact_center = target_pos
|
|
var stun_radius = 1.5
|
|
|
|
var players = get_tree().get_nodes_in_group("Players")
|
|
print("[Throw] Checking stun impact at %s. Found %d players." % [impact_center, players.size()])
|
|
|
|
for p in players:
|
|
if p == self: continue
|
|
|
|
# Check distance
|
|
var dist = Vector2(p.current_position.x, p.current_position.y).distance_to(Vector2(impact_center.x, impact_center.y))
|
|
print("[Throw] Player %s at %s. Dist: %.2f (Radius: %.1f)" % [p.name, p.current_position, dist, stun_radius])
|
|
|
|
if dist <= stun_radius:
|
|
if p.has_method("apply_stagger"):
|
|
print("[Throw] Applying stagger to %s" % p.name)
|
|
p.apply_stagger(3.0)
|
|
NotificationManager.send_message(self , "Stunned " + p.name + "!", NotificationManager.MessageType.WARNING)
|
|
|
|
# 2. Tekton drops tiles (Spawn tiles around) AND shrinks
|
|
if tekton.has_method("on_thrown_landing"):
|
|
tekton.on_thrown_landing(self , 2.0)
|
|
else:
|
|
# Fallback
|
|
tekton.on_hit(self , 1.0)
|
|
|
|
print("[Player %s] Tekton landed at %s" % [name, target_pos])
|
|
).set_delay(0.6)
|
|
|
|
print("[Player %s] Threw Tekton to %s (Dist: %s)" % [name, target_pos, target_pos.distance_to(tekton.current_position)])
|
|
|
|
func drop_tekton():
|
|
"""Drops the Tekton at the current player position immediately."""
|
|
if not is_multiplayer_authority() or not is_carrying_tekton:
|
|
return
|
|
|
|
if is_multiplayer_authority() and can_rpc():
|
|
rpc("sync_drop_tekton")
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_drop_tekton():
|
|
if carried_tekton:
|
|
var tekton = carried_tekton
|
|
carried_tekton = null
|
|
self.is_carrying_tekton = false
|
|
|
|
# Set its position to player's current position (but on ground)
|
|
var drop_pos = grid_to_world(current_position)
|
|
tekton.global_position = drop_pos
|
|
|
|
if tekton.has_method("set_carried"):
|
|
tekton.set_carried(false)
|
|
|
|
# Trigger landing effects (minimal scale)
|
|
if tekton.has_method("on_thrown_landing"):
|
|
tekton.on_thrown_landing(self , 1.0) # Minimal scale impact
|
|
|
|
print("[Player %s] Dropped Tekton at %s" % [name, current_position])
|
|
|
|
|
|
|
|
func enter_charged_strike():
|
|
if not is_multiplayer_authority(): return
|
|
|
|
if is_invisible:
|
|
NotificationManager.send_message(self , "Cannot use Charged Strike while in Ghost mode!", NotificationManager.MessageType.WARNING)
|
|
return
|
|
|
|
is_charged_strike = true
|
|
NotificationManager.send_message(self , "Charged Strike ACTIVATED (Red)", NotificationManager.MessageType.POWERUP)
|
|
update_active_player_indicator()
|
|
|
|
func update_active_player_indicator():
|
|
_refresh_player_visuals()
|
|
|
|
@rpc("any_peer", "call_local", "unreliable")
|
|
func sync_bump(target_pos: Vector2i, is_soft: bool = false):
|
|
"""Visual attack 'bump' or collision animation."""
|
|
# Always return to LOGICAL position to prevent character drift!
|
|
var original_pos = grid_to_world(current_position)
|
|
var target_world = grid_to_world(target_pos)
|
|
|
|
# If it's a soft bump (non-attack), just a tiny nudge
|
|
var strength = 0.4 if not is_soft else 0.15
|
|
var duration = 0.1 if not is_soft else 0.08
|
|
|
|
var mid_pos = original_pos.lerp(target_world, strength)
|
|
|
|
var tween = create_tween()
|
|
# Ensure the character starts at logical pos if they were drifting
|
|
global_position = original_pos
|
|
|
|
tween.tween_property(self , "global_position", mid_pos, duration).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
|
|
tween.tween_property(self , "global_position", original_pos, duration).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
|
|
|
|
func knock_tekton():
|
|
if not is_multiplayer_authority() or is_frozen or is_stop_frozen or is_invisible:
|
|
return
|
|
|
|
# Requirement: Full Powerup Bar (or we are already charged)
|
|
if not is_charged_strike and (not powerup_manager or not powerup_manager.can_use_special()):
|
|
NotificationManager.send_message(self , "Need Full Boost to Knock!", NotificationManager.MessageType.WARNING)
|
|
return
|
|
|
|
var tekton = _find_nearby_tekton()
|
|
if tekton:
|
|
# Consume Boost if we haven't already (or just consume it now if we are in mode)
|
|
if powerup_manager:
|
|
powerup_manager.consume_boost(100.0)
|
|
|
|
if is_multiplayer_authority():
|
|
rpc("sync_knock_tekton", tekton.get_path())
|
|
|
|
# Reset Charged Strike Mode after successful hit
|
|
is_charged_strike = false
|
|
NotificationManager.send_message(self , "Knock Successful!", NotificationManager.MessageType.POWERUP)
|
|
update_active_player_indicator()
|
|
else:
|
|
# If we called knock_tekton but nothing was nearby, maybe we just enter the mode?
|
|
# But usually this is called by movement_manager which knows something is there.
|
|
pass
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_knock_tekton(tekton_path: NodePath):
|
|
var tekton = get_node_or_null(tekton_path)
|
|
if tekton:
|
|
# Intensity 2.0 for knock (drops 200% tiles) + Shrink/Recover
|
|
# Use on_thrown_landing to trigger shrink animation and floor freeze
|
|
tekton.on_thrown_landing(self , 2.0)
|
|
SfxManager.play("attack_mode")
|
|
print("[Player %s] Knocked Tekton %s" % [name, tekton.name])
|
|
|
|
# Visual feedback (Juice)
|
|
if is_multiplayer_authority():
|
|
rpc("trigger_screen_shake", "heavy")
|
|
|
|
func _find_nearby_tekton() -> Node3D: # Find closest Tekton
|
|
var closest_tekton = null
|
|
var min_dist = 9999.0
|
|
|
|
var tektons = get_tree().get_nodes_in_group("Tektons")
|
|
for t in tektons:
|
|
if t.is_carried: continue
|
|
if t.get("is_recovering"): continue # Cannot grab recovering/shrunk Tekton
|
|
if t.get("is_static_turret"): continue # Cannot grab/knock static turret
|
|
|
|
# For example: (pos1 - pos2).length_squared() <= 2 (for adjacent or same tile)
|
|
var dist_grid = (t.current_position - current_position).length()
|
|
if dist_grid <= 1.5: # Adjacent (1.0 or 1.41) or same tile (0.0)
|
|
var dist = global_position.distance_to(t.global_position)
|
|
if dist < min_dist:
|
|
min_dist = dist
|
|
closest_tekton = t
|
|
return closest_tekton
|
|
|
|
func _find_nearby_carrier() -> Node3D:
|
|
"""Find a nearby player who is carrying a Tekton."""
|
|
var players = get_tree().get_nodes_in_group("Players")
|
|
for p in players:
|
|
if p == self: continue
|
|
if p.is_carrying_tekton:
|
|
# Check adjacency or same tile
|
|
var dist = Vector2(p.current_position.x, p.current_position.y).distance_to(Vector2(current_position.x, current_position.y))
|
|
if dist <= 1.5:
|
|
return p
|
|
return null
|