435 lines
13 KiB
GDScript
435 lines
13 KiB
GDScript
extends Node3D
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var multiplayer_peer = ENetMultiplayerPeer.new()
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const PORT = 9999
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const ADDRESS = "127.0.0.1"
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var connected_peer_ids = []
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var local_player_character : CharacterBody3D
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var player_scene = preload("res://scenes/player.tscn")
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var current_turn_index = 0
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@export var players = []
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var game_started = false
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var max_message_input_char = 51
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var max_players = 4
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var bots = []
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@export var turn_based_mode: bool = true # Toggle between turn-based and realtime modes
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var bot_move_timer: float = 0.0 # Timer for bot movement in realtime mode
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const BOT_MOVE_INTERVAL: float = 2.0 # Time between bot movements in realtime mode
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# Bot movement state tracking
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var moving_bots = {} # Dictionary to track which bots are currently moving
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# Action State Management
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enum ActionState {
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NONE,
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MOVING,
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GRABBING,
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PUTTING,
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RANDOMIZING,
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ARRANGING
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}
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var current_action_state = ActionState.NONE
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# UI References
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@onready var action_menu = $ActionMenu
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@onready var move_button = $ActionMenu/ActionButtonContainer/MoveButton
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@onready var grab_button = $ActionMenu/ActionButtonContainer/GrabButton
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@onready var put_button = $ActionMenu/ActionButtonContainer/PutButton
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@onready var randomize_button = $ActionMenu/ActionButtonContainer/RandomizeButton
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@onready var arrange_button = $ActionMenu/ActionButtonContainer/ArrangeButton
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@onready var playerboard_ui = $PlayerboardUI
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func _ready():
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multiplayer_peer.peer_connected.connect(_on_peer_connected)
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multiplayer_peer.peer_disconnected.connect(_on_peer_disconnected)
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setup_action_buttons()
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setup_playerboard_ui()
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func _process(delta):
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if multiplayer.is_server():
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if game_started:
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if turn_based_mode:
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rpc("sync_turn_index", current_turn_index)
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else:
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# Handle realtime bot movement
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bot_move_timer += delta
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if bot_move_timer >= BOT_MOVE_INTERVAL:
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bot_move_timer = 0.0
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for bot_id in bots:
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if not moving_bots.get(bot_id, false): # Only move if bot isn't already moving
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move_bot(bot_id)
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func setup_action_buttons():
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move_button.pressed.connect(func(): set_action_state(ActionState.MOVING))
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grab_button.pressed.connect(func(): set_action_state(ActionState.GRABBING))
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put_button.pressed.connect(func(): set_action_state(ActionState.PUTTING))
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randomize_button.pressed.connect(func(): set_action_state(ActionState.RANDOMIZING))
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arrange_button.pressed.connect(func(): set_action_state(ActionState.ARRANGING))
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func setup_playerboard_ui():
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# Clear existing children
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for child in playerboard_ui.get_children():
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child.queue_free()
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# Setup grid
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playerboard_ui.columns = 5
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# Create slots
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for i in range(25):
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var slot = TextureRect.new()
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slot.custom_minimum_size = Vector2(40, 40)
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slot.gui_input.connect(func(event): _on_playerboard_slot_clicked(event, i))
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# Add a colored rectangle as background
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var style = StyleBoxFlat.new()
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style.bg_color = Color(0.2, 0.2, 0.2, 1.0)
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style.border_color = Color(0.4, 0.4, 0.4, 1.0)
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slot.add_theme_stylebox_override("panel", style)
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playerboard_ui.add_child(slot)
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func set_action_state(new_state):
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if not local_player_character:
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return
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current_action_state = new_state
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# Clear previous highlights
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local_player_character.clear_highlights()
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match new_state:
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ActionState.MOVING:
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local_player_character.highlight_movement_range()
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ActionState.GRABBING:
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local_player_character.highlight_adjacent_cells()
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ActionState.PUTTING:
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local_player_character.highlight_empty_adjacent_cells()
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ActionState.RANDOMIZING:
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local_player_character.highlight_random_valid_cells()
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ActionState.ARRANGING:
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show_arrangement_ui()
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func update_button_states():
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if not local_player_character:
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return
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var can_move = not local_player_character.is_player_moving and not local_player_character.has_performed_action
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var can_grab = local_player_character.has_item_at_current_position()
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var can_put = local_player_character.has_items_in_playerboard() and not local_player_character.has_item_at_current_position()
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var can_randomize = not local_player_character.has_performed_action
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var can_arrange = local_player_character.has_items_in_playerboard()
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move_button.disabled = not can_move
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grab_button.disabled = not can_grab
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put_button.disabled = not can_put
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randomize_button.disabled = not can_randomize
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arrange_button.disabled = not can_arrange
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func _on_playerboard_slot_clicked(event, slot_index):
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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if current_action_state == ActionState.ARRANGING and local_player_character:
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local_player_character.arrange_playerboard_item(slot_index)
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func update_playerboard_ui():
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if not local_player_character:
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return
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for i in range(25):
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var slot = playerboard_ui.get_child(i)
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var item = local_player_character.playerboard[i]
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if item != -1:
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# Update slot appearance based on item
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slot.modulate = Color(1, 1, 1, 1)
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# You can set different colors or textures based on item type
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slot.self_modulate = Color(0.5 + (item * 0.1), 0.7, 0.3, 1.0)
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else:
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slot.modulate = Color(0.5, 0.5, 0.5, 0.5)
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slot.self_modulate = Color(1, 1, 1, 1)
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func show_arrangement_ui():
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if playerboard_ui:
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playerboard_ui.visible = true
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update_playerboard_ui()
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func _on_host_pressed():
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$NetworkInfo/NetworkSideDisplay.text = "Server"
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$Menu.visible = false
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multiplayer_peer.create_server(PORT)
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multiplayer.multiplayer_peer = multiplayer_peer
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$NetworkInfo/UniquePeerID.text = str(multiplayer.get_unique_id())
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add_player_character(1)
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players.append(1)
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# Add bots to fill remaining slots
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for i in range(2, max_players + 1):
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add_bot(i)
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start_game()
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func _on_join_pressed():
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$NetworkInfo/NetworkSideDisplay.text = "Client"
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$Menu.visible = false
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multiplayer_peer.create_client(ADDRESS, PORT)
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multiplayer.multiplayer_peer = multiplayer_peer
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$NetworkInfo/UniquePeerID.text = str(multiplayer.get_unique_id())
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func _on_peer_connected(new_peer_id):
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if multiplayer.is_server():
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await get_tree().create_timer(1).timeout
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rpc("add_newly_connected_player_character", new_peer_id)
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rpc_id(new_peer_id, "add_previously_connected_player_characters", connected_peer_ids)
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rpc_id(new_peer_id, "sync_game_state", players, bots, game_started, turn_based_mode)
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add_player_character(new_peer_id)
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replace_bot_with_player(new_peer_id)
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func _on_peer_disconnected(peer_id):
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if multiplayer.is_server():
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connected_peer_ids.erase(peer_id)
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players.erase(peer_id)
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add_bot(get_next_available_bot_id())
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func add_player_character(peer_id):
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connected_peer_ids.append(peer_id)
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var player_character = player_scene.instantiate()
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player_character.set_multiplayer_authority(peer_id)
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add_child(player_character)
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player_character.add_to_group("Players", true)
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if peer_id == multiplayer.get_unique_id():
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local_player_character = player_character
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update_button_states()
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update_playerboard_ui()
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func add_bot(bot_id):
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if multiplayer.is_server():
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rpc("create_bot", bot_id)
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moving_bots[bot_id] = false
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@rpc("call_local")
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func create_bot(bot_id):
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var bot_character = player_scene.instantiate()
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bot_character.set_multiplayer_authority(1) # Set server as authority for bots
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bot_character.name = str(bot_id)
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add_child(bot_character)
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bot_character.add_to_group("Players", true)
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bot_character.add_to_group("Bots", true)
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if multiplayer.is_server():
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bots.append(bot_id)
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players.append(bot_id)
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moving_bots[bot_id] = false
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func replace_bot_with_player(player_id):
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if multiplayer.is_server() and bots.size() > 0:
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var bot_id = bots.pop_front()
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players.erase(bot_id)
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players.append(player_id)
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moving_bots.erase(bot_id) # Remove bot from moving tracking
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rpc("remove_bot", bot_id)
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rpc("sync_players", players)
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@rpc("call_local")
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func remove_bot(bot_id):
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var bot_node = get_node(str(bot_id))
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if bot_node:
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bot_node.queue_free()
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func get_next_available_bot_id():
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for i in range(2, max_players + 1):
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if not i in players:
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return i
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return -1
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@rpc
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func add_newly_connected_player_character(new_peer_id):
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add_player_character(new_peer_id)
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@rpc
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func add_previously_connected_player_characters(peer_ids):
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for peer_id in peer_ids:
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add_player_character(peer_id)
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@rpc("call_local")
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func sync_game_state(current_players, current_bots, is_game_started, is_turn_based):
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players = current_players
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bots = current_bots
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game_started = is_game_started
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turn_based_mode = is_turn_based
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# Create bot characters for existing bots
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for bot_id in bots:
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if not has_node(str(bot_id)):
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create_bot(bot_id)
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func start_game():
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if multiplayer.is_server():
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game_started = true
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connected_peer_ids.sort()
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rpc("sync_game_start", connected_peer_ids, players, bots, turn_based_mode)
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if turn_based_mode:
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current_turn_index = -1
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next_turn()
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@rpc("call_local")
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func sync_game_start(peer_ids, current_players, current_bots, is_turn_based):
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connected_peer_ids = peer_ids
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players = current_players
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bots = current_bots
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turn_based_mode = is_turn_based
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game_started = true
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@rpc("reliable")
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func sync_turn_index(index):
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current_turn_index = index
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@rpc("reliable")
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func sync_players(new_players):
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players = new_players
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func next_turn():
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if multiplayer.is_server() and turn_based_mode:
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current_turn_index += 1
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if current_turn_index >= players.size():
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current_turn_index = 0
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rpc("set_current_turn", players[current_turn_index])
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if players[current_turn_index] in bots:
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move_bot(players[current_turn_index])
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func request_next_turn():
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if multiplayer.is_server():
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end_current_turn()
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else:
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rpc_id(1, "server_end_current_turn")
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@rpc("any_peer")
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func server_end_current_turn():
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if multiplayer.is_server():
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end_current_turn()
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@rpc("any_peer", "call_local")
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func set_current_turn(player_id):
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if not turn_based_mode:
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return
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var players = get_tree().get_nodes_in_group("Players")
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for player in players:
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player.is_my_turn = (player.name == str(player_id))
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if player.is_my_turn:
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player.start_turn()
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func end_current_turn():
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if multiplayer.is_server():
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next_turn()
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rpc("sync_turn_index", current_turn_index)
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func _on_message_input_text_submitted(new_text):
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if new_text.length() > max_message_input_char:
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new_text = new_text.substr(0, max_message_input_char) + " ... "
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local_player_character.rpc("display_message", new_text)
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$MessageInput.text = ""
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$MessageInput.release_focus()
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func move_bot(bot_id):
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if multiplayer.is_server():
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if moving_bots.get(bot_id, false):
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return
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var bot = get_node(str(bot_id))
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if bot and (turn_based_mode or not bot.is_player_moving):
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moving_bots[bot_id] = true
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var best_move = evaluate_bot_move(bot)
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match best_move.action:
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"grab":
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if bot.grab_item():
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bot.has_performed_action = true
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moving_bots[bot_id] = false
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# Don't end turn, allow movement after grab
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move_bot(bot_id) # Try to move after grabbing
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"put":
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if bot.put_item():
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bot.has_performed_action = true
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moving_bots[bot_id] = false
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# Don't end turn, allow movement after put
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move_bot(bot_id) # Try to move after putting
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"move":
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if bot.has_performed_action:
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var path = bot.enhanced_gridmap.find_path(Vector2(bot.current_position), Vector2(best_move.position))
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if path.size() > 1:
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path.pop_front()
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var trimmed_path = path.slice(0, bot.movement_range)
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bot.rotate_towards_target(best_move.position)
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bot.move_bot_along_path(trimmed_path, bot_id)
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else:
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moving_bots[bot_id] = false
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if turn_based_mode:
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end_current_turn()
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else:
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moving_bots[bot_id] = false
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if turn_based_mode:
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end_current_turn()
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_:
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moving_bots[bot_id] = false
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if turn_based_mode:
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end_current_turn()
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func bot_movement_completed(bot_id):
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if multiplayer.is_server():
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moving_bots[bot_id] = false
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func evaluate_bot_move(bot: Node) -> Dictionary:
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var best_move = {
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"action": "none",
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"position": bot.current_position,
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"value": -1
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}
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# If no action performed yet, prioritize grab/put
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if not bot.has_performed_action:
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# Check current position for grabbing
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var current_cell = Vector3i(bot.current_position.x, 1, bot.current_position.y)
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var current_item = bot.enhanced_gridmap.get_cell_item(current_cell)
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# Evaluate grabbing current item if it matches goals
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if current_item != -1 and current_item in bot.goals and bot.playerboard.find(-1) != -1:
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return {
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"action": "grab",
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"position": bot.current_position,
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"value": 10
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}
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# Evaluate putting item from playerboard
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for goal in bot.goals:
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var item_index = bot.playerboard.find(goal)
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if item_index != -1 and current_item == -1:
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return {
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"action": "put",
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"position": bot.current_position,
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"value": 15
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}
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else:
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# Bot has performed action, look for movement
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var neighbors = bot.enhanced_gridmap.get_neighbors(bot.current_position, 1)
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for neighbor in neighbors:
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if not neighbor.is_walkable:
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continue
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if not bot.is_within_movement_range(neighbor.position):
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continue
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var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
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var item = bot.enhanced_gridmap.get_cell_item(cell)
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# Evaluate position for next turn
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if item in bot.goals or item == -1:
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var value = 8
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if value > best_move.value:
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best_move = {
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"action": "move",
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"position": neighbor.position,
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"value": value
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}
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return best_move
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