Files
tekton/scenes/player.gd
T
2025-01-28 14:17:29 +08:00

922 lines
29 KiB
GDScript

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