Files
tekton/scenes/player.gd
T
2024-10-25 13:18:37 +08:00

621 lines
18 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 center_x: bool = false
@export var center_y: bool = false
@export var center_z: bool = false
# Goals & Playerboard Data
@export var goals: Array[int] = [0,0,0,0,0,0,0,0,0] # 9 length array for goals
@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] # 25 length array for holding items
var has_performed_action: bool = false # Track if grab/put action has been done
# Player Rotation Config
var target_rotation: float = 0.0
var rotation_speed: float = 10.0 # Adjust this to control rotation speed
@export var movement_range: int = 1 # How many blocks can be moved at once
@export var use_diagonal_movement: bool = false: # Allow diagonal movement
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. Please set the correct path in the inspector.")
return
enhanced_gridmap.initialize_astar()
enhanced_gridmap.set_diagonal_movement(use_diagonal_movement)
current_position = find_valid_starting_position()
update_player_position(current_position)
# Only set up input processing if this is not a bot
if not is_in_group("Bots"):
set_process_unhandled_input(is_multiplayer_authority())
# Initialize random goals
initialize_random_goals()
# Initialize playerboard with -1 (empty slots)
playerboard.resize(25)
playerboard.fill(-1)
func _physics_process(_delta):
if is_multiplayer_authority():
rpc("remote_set_position", global_position)
func _process(_delta):
# Skip processing for bots
if is_in_group("Bots"):
return
if is_multiplayer_authority():
if Input.is_action_just_pressed("grab_item"):
if grab_item():
rpc("display_message", "Item grabbed!")
elif Input.is_action_just_pressed("put_item"):
if put_item():
rpc("display_message", "Item placed!")
func _unhandled_input(event):
# First check if this is a bot
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 handle_grid_click(grid_position: Vector2i):
var main = get_node("/root/Main")
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:
grab_item_at_position(grid_position)
main.ActionState.PUTTING:
if grid_position in highlighted_cells:
put_item_at_position(grid_position)
main.ActionState.RANDOMIZING:
if grid_position in highlighted_cells:
randomize_item_at_position(grid_position)
func find_valid_starting_position() -> Vector2i:
var rng = RandomNumberGenerator.new()
rng.randomize()
var max_attempts = 100
var attempts = 0
while attempts < max_attempts:
current_position = Vector2i(0, rng.randi_range(0, 9))
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(current_position.x, 0, current_position.y))
if cell_item not in enhanced_gridmap.non_walkable_items:
return current_position
attempts += 1
return Vector2i(0, 0)
func find_random_valid_position_in_range() -> Vector2i:
var rng = RandomNumberGenerator.new()
rng.randomize()
var max_attempts = 100
var attempts = 0
while attempts < max_attempts:
var range_x = min(enhanced_gridmap.columns - 1, movement_range)
var range_y = min(enhanced_gridmap.rows - 1, movement_range)
var offset_x = rng.randi_range(-range_x, range_x)
var offset_y = rng.randi_range(-range_y, range_y)
var random_position = Vector2i(
clamp(current_position.x + offset_x, 0, enhanced_gridmap.columns - 1),
clamp(current_position.y + offset_y, 0, enhanced_gridmap.rows - 1)
)
if not is_within_movement_range(random_position):
attempts += 1
continue
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(random_position.x, 0, random_position.y))
if cell_item not in enhanced_gridmap.non_walkable_items and random_position != current_position:
return random_position
attempts += 1
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 = 0
if use_diagonal_movement:
# For diagonal movement, use max of x and y differences
distance = max(abs(target_position.x - current_position.x),
abs(target_position.y - current_position.y))
else:
# For orthogonal movement, use Manhattan distance
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():
return
if is_player_moving:
return
var main = get_node("/root/Main")
# Check if we're in the correct action state
if main.current_action_state != main.ActionState.MOVING:
return
# Validate the clicked position is highlighted
if not grid_position in highlighted_cells:
return
# Check if movement is valid
if not is_within_movement_range(grid_position):
print("Movement out of range")
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:
print("Cannot move to non-walkable cell")
return
rotate_towards_target(grid_position)
var path = enhanced_gridmap.find_path(Vector2(current_position), Vector2(grid_position))
if path.size() > 1:
path.pop_front()
rpc("start_movement_along_path", path)
clear_highlights() # Clear highlights after movement starts
else:
print("No valid path found")
@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:
var target_position = grid_to_world(Vector2i(point.x, point.y))
tween.tween_property(self, "position", target_position, 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 = true
var main = get_node("/root/Main")
# Reset the action state
main.set_action_state(main.ActionState.NONE)
if main.turn_based_mode:
end_turn()
_after_action_completed()
)
func move_bot_along_path(path: Array, bot_id: int):
if not is_multiplayer_authority():
return
rpc("start_bot_movement_along_path", path, bot_id)
@rpc("any_peer", "call_local")
func start_bot_movement_along_path(path: Array, bot_id: int):
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:
var target_position = grid_to_world(Vector2i(point.x, point.y))
tween.tween_property(self, "position", target_position, 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 = true
var main = get_node("/root/Main")
if main.turn_based_mode:
end_turn()
# Notify main that bot movement is complete
if multiplayer.is_server():
main.bot_movement_completed(bot_id)
)
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.y,
grid_position.y * cell_size.z
)
world_position.x += cell_size.x * 0.5
world_position.z += cell_size.z * 0.5
if center_x:
world_position.x += cell_size.x * 0.5
if center_y:
world_position.y += cell_size.y * 0.5
if center_z:
world_position.z += cell_size.z * 0.5
return world_position + cell_offset
func start_turn():
has_moved_this_turn = false
has_performed_action = false # Reset action flag at start of turn
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():
goals.clear()
var rng = RandomNumberGenerator.new()
rng.randomize()
for i in range(9):
goals.append(rng.randi_range(7, 10))
if is_multiplayer_authority():
rpc("sync_goals", goals)
func grab_item() -> bool:
if not enhanced_gridmap:
return false
var current_cell = Vector3i(current_position.x, 1, current_position.y)
var item = enhanced_gridmap.get_cell_item(current_cell)
if item == -1: # No item to grab
return false
var empty_slot = playerboard.find(-1)
if empty_slot == -1: # No empty slots
return false
playerboard[empty_slot] = item
enhanced_gridmap.set_cell_item(current_cell, -1)
if is_multiplayer_authority():
rpc("sync_playerboard", playerboard)
has_performed_action = true # Set action flag
_after_action_completed()
return true
func grab_item_at_position(grid_position: Vector2i) -> bool:
var main = get_node("/root/Main")
if main.current_action_state != main.ActionState.GRABBING:
return false
var cell = Vector3i(grid_position.x, 1, grid_position.y)
var item = enhanced_gridmap.get_cell_item(cell)
if item == -1:
return false
var empty_slot = playerboard.find(-1)
if empty_slot == -1:
return false
playerboard[empty_slot] = item
enhanced_gridmap.set_cell_item(cell, -1)
if is_multiplayer_authority():
rpc("sync_playerboard", playerboard)
has_performed_action = true
clear_highlights()
main.set_action_state(main.ActionState.MOVING) # Automatically switch to movement state
_after_action_completed()
return true
func put_item() -> bool:
if not enhanced_gridmap:
return false
var current_cell = Vector3i(current_position.x, 1, current_position.y)
if enhanced_gridmap.get_cell_item(current_cell) != -1:
return false # Cell is occupied
var item_to_put = -1
var item_index = -1
for goal in goals:
var index = playerboard.find(goal)
if index != -1:
item_to_put = goal
item_index = index
break
if item_to_put == -1:
return false
enhanced_gridmap.set_cell_item(current_cell, item_to_put)
playerboard[item_index] = -1
if is_multiplayer_authority():
rpc("sync_playerboard", playerboard)
has_performed_action = true # Set action flag
_after_action_completed()
return true
func put_item_at_position(grid_position: Vector2i) -> bool:
var main = get_node("/root/Main")
if main.current_action_state != main.ActionState.PUTTING:
return false
var cell = Vector3i(grid_position.x, 1, grid_position.y)
if enhanced_gridmap.get_cell_item(cell) != -1:
return false
var item_to_put = -1
var item_index = -1
for goal in goals:
var index = playerboard.find(goal)
if index != -1:
item_to_put = goal
item_index = index
break
if item_to_put == -1:
return false
enhanced_gridmap.set_cell_item(cell, item_to_put)
playerboard[item_index] = -1
if is_multiplayer_authority():
rpc("sync_playerboard", playerboard)
has_performed_action = true
clear_highlights()
main.set_action_state(main.ActionState.MOVING) # Automatically switch to movement state
_after_action_completed()
return true
func randomize_item_at_position(grid_position: Vector2i) -> bool:
var main = get_node("/root/Main")
if main.current_action_state != main.ActionState.RANDOMIZING:
return false
var cell = Vector3i(grid_position.x, 1, grid_position.y)
if enhanced_gridmap.get_cell_item(cell) != -1:
return false
var rng = RandomNumberGenerator.new()
rng.randomize()
# Assuming items are numbered 1-10
var random_item = rng.randi_range(7, 10)
enhanced_gridmap.set_cell_item(cell, random_item)
has_performed_action = true
clear_highlights()
main.set_action_state(main.ActionState.MOVING) # Automatically switch to movement state
_after_action_completed()
return true
@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 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)
# Create a tween for smooth rotation
var tween = create_tween()
tween.tween_property(self, "rotation:y", target_rotation, 0.2)
func _after_action_completed():
if multiplayer.get_unique_id() == get_multiplayer_authority():
var main = get_node("/root/Main")
main.update_button_states()
main.update_playerboard_ui()
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 highlight_movement_range():
var cells_to_highlight = []
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):
cells_to_highlight.append(test_pos)
for cell in cells_to_highlight:
highlighted_cells.append(cell)
# Store original item for restoration
var original_item = enhanced_gridmap.get_cell_item(Vector3i(cell.x, 0, cell.y))
enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.hover_item)
func highlight_adjacent_cells():
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():
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_random_valid_cells():
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)
# Highlight random subset of valid cells
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 clear_highlights():
for cell in highlighted_cells:
# Reset to normal item
enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.normal_items[0])
highlighted_cells.clear()
func arrange_playerboard_item(slot_index: int):
if playerboard[slot_index] == -1:
return
# Store the selected slot for arrangement
var temp_item = playerboard[slot_index]
playerboard[slot_index] = -1
# Wait for second click to complete arrangement
await get_tree().create_timer(0.1).timeout
var target_slot = await wait_for_playerboard_click()
if target_slot != -1:
var swap_item = playerboard[target_slot]
playerboard[target_slot] = temp_item
playerboard[slot_index] = swap_item
if multiplayer.is_server():
rpc("sync_playerboard", playerboard)
func wait_for_playerboard_click() -> int:
var main = get_node("/root/Main")
while true:
var event = await main.playerboard_ui.gui_input
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
var local_pos = main.playerboard_ui.get_local_mouse_position()
for i in range(25):
var slot = main.playerboard_ui.get_child(i)
if slot.get_global_rect().has_point(event.global_position):
return i
return -1