Files
tekton/scenes/player.gd
T
2026-01-03 03:40:20 +08:00

1337 lines
44 KiB
GDScript

extends Node3D
# Managers
var movement_manager
var race_manager
var input_manager
var playerboard_manager
var action_manager
var special_tiles_manager
var powerup_manager
# Score tracking
var score: int = 0
# Display name (synced across network)
var display_name: String = ""
# Special effect states
var is_frozen: bool = false
var is_invisible: bool = false
var original_movement_range: int = 1
@export var is_bot: bool = false
@export var enhanced_gridmap_path: NodePath = "/root/Main/EnhancedGridMap"
var enhanced_gridmap: EnhancedGridMap
@export var current_position: Vector2i
var is_player_moving: bool = false:
get: return movement_manager.is_moving if movement_manager else false
set(value): if movement_manager: movement_manager.is_moving = value
var _verify_timer: float = 0.0
var can_finish: bool:
get: return race_manager.can_finish if race_manager else false
set(value): if race_manager: race_manager.can_finish = value
@export var cell_size: Vector3 = Vector3(2, 2, 2)
@export var cell_offset: Vector3 = Vector3(0, 0, 0)
@export var goals: Array[int]:
get: return race_manager.goals if race_manager else Array([], TYPE_INT, "", null) as Array[int]
set(value): if race_manager: race_manager.goals = value
@export var playerboard: Array[int]:
get: return race_manager.playerboard if race_manager else Array([], TYPE_INT, "", null) as Array[int]
set(value): if race_manager: race_manager.playerboard = value
# Modifier for Turn based
var has_performed_action: bool = false
var _is_processing_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
# Modifier for player models
var rotation_speed: float = 10.0
var spawn_locations = [
Vector2i(0, 0), # (0,1,0)
Vector2i(0, 1), # (0,1,1)
Vector2i(0, 2), # (0,1,2)
Vector2i(0, 3), # (0,1,3)
Vector2i(0, 4), # (0,1,4)
Vector2i(0, 5), # (0,1,5)
Vector2i(0, 6),
Vector2i(0, 7),
Vector2i(0, 8),
Vector2i(0, 9),
Vector2i(0, 10),
Vector2i(0, 11),
Vector2i(0, 12),
Vector2i(0, 13)
]
# Add these as class variables at the top of the file
var finish_locations: Array:
get: return race_manager.finish_locations if race_manager else []
var spawn_point_selected = false
# Action for hilighter
var highlighted_spawn_points = []
var _is_highlighting: bool = false
# Character selection and animation
@onready var anim_player: AnimationPlayer = $AnimationPlayer
@onready var character_bob: Node3D = $Bob
@onready var character_masbro: Node3D = $Masbro
@onready var character_gatot: Node3D = $Gatot
@onready var character_oldpop: Node3D = $Oldpop
var selected_character: String = "Masbro" # Default character (matches tscn default visibility)
const AVAILABLE_CHARACTERS: Array[String] = ["Bob", "Masbro", "Gatot", "Oldpop"]
@export var movement_range: int = 1:
set(value):
movement_range = value
if movement_manager: movement_manager.movement_range = value
@export var use_diagonal_movement: bool = false:
set(value):
use_diagonal_movement = value
if enhanced_gridmap:
enhanced_gridmap.set_diagonal_movement(value)
if movement_manager: movement_manager.use_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
# Track, Lap, Position
# Delegated to RaceManager
func _ready():
# Ensure name is set first (node name = authority ID for multiplayer identification)
# name = str(get_multiplayer_authority()) # CRITICAL FIX: Do NOT overwrite name. Bots have authority 1 but unique names (IDs).
# Look up player's display name from LobbyManager
var my_id = get_multiplayer_authority()
if is_bot or is_in_group("Bots"):
# Bots get a unique name based on their Node Name (Bot ID)
var bot_id = name.to_int()
var bot_names = ["Bot", "Alpha", "Beta", "Gamma", "Delta"]
var name_idx = (bot_id - 1) % bot_names.size()
display_name = "%s %d" % ["Bot", bot_id]
else:
# Humans get name from Lobby
for player_data in LobbyManager.get_players():
if player_data.get("id") == my_id:
display_name = player_data.get("name", "Player")
break
if display_name.is_empty():
display_name = "Player %d" % my_id
$Name.text = display_name
# Sync name to other peers if this is our local player or a bot we own
if is_multiplayer_authority():
rpc("sync_display_name", display_name)
# Wait briefly to ensure proper scene setup
await get_tree().create_timer(0.1).timeout
# More robust way to get the main scene
var main_scene = get_tree().get_root().get_node_or_null("Main")
if not main_scene:
push_error("Main scene not found")
return
# Ensure proper initialization order
enhanced_gridmap = get_node(enhanced_gridmap_path)
if main_scene:
enhanced_gridmap = main_scene.get_node("EnhancedGridMap")
_init_managers()
# Initialize character selection from LobbyManager
_setup_character()
# Initialize playerboard for everyone
playerboard.resize(25)
playerboard.fill(-1)
# =========================================================================
# BOT-SPECIFIC SETUP - BotController handles bot AI, we just disable input
# =========================================================================
if is_bot == true or is_in_group("Bots"):
# Disable input processing for bots
set_process_input(false)
set_process_unhandled_input(false)
# Set initial position for bots
if enhanced_gridmap:
current_position = _find_random_spawn_position()
update_player_position(current_position)
spawn_point_selected = true
if is_multiplayer_authority():
rpc("notify_spawn_selected", current_position)
# Assign bot character (deterministic based on ID to match lobby preview)
# Bot IDs start from 2 (host is 1)
# Lobby slots are 0-indexed in UI loop, but bots fill empty slots.
# Use name.to_int() because all bots have authority 1 (Server)
var bot_id_val = name.to_int()
var bot_characters = ["Bob", "Gatot", "Masbro", "Oldpop"]
# Map bot ID to character index. Bot 2 -> Index 1. Bot 3 -> Index 2.
# Formula: (bot_id - 1) % size
var char_index = (bot_id_val - 1) % bot_characters.size()
var bot_char_name = bot_characters[char_index]
set_character(bot_char_name)
if is_multiplayer_authority():
rpc("sync_character", bot_char_name)
# Sync bot status to network
if is_multiplayer_authority():
rpc("sync_bot_status", true)
return # Bot initialization complete - BotController handles AI
# =========================================================================
# HUMAN PLAYER SETUP
# =========================================================================
if enhanced_gridmap:
enhanced_gridmap.initialize_astar()
enhanced_gridmap.set_diagonal_movement(use_diagonal_movement)
# Only set position if not using random spawn (host will assign via RPC)
if not LobbyManager.get_randomize_spawn() and not spawn_point_selected:
current_position = find_valid_starting_position()
update_player_position(current_position)
# Ensure proper initial positioning
if not LobbyManager.get_randomize_spawn() and not spawn_point_selected:
global_position = 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
)
if is_multiplayer_authority():
rpc("sync_position", current_position)
func _init_managers():
movement_manager = load("res://scripts/managers/player_movement_manager.gd").new()
movement_manager.name = "MovementManager"
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)
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."""
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()
@rpc("any_peer", "call_local", "reliable")
func sync_character(character_name: String) -> void:
"""Sync character selection across all clients."""
set_character(character_name)
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, also sync to other clients for late joiners
if is_multiplayer_authority():
rpc("sync_character", character_name)
# =============================================================================
# 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() -> void:
"""Sync pickup/grab animation across network."""
play_pickup_animation()
@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()
# =============================================================================
# Screen Shake
# =============================================================================
@rpc("any_peer", "call_local", "reliable")
func trigger_screen_shake(shake_type: String) -> void:
"""Trigger screen shake effect. Called via RPC when targeted or completing goals."""
var main = get_tree().get_root().get_node_or_null("Main")
if main:
var screen_shake_manager = main.get_node_or_null("ScreenShakeManager")
if screen_shake_manager:
match shake_type:
"targeted":
screen_shake_manager.shake_targeted()
"goal":
screen_shake_manager.shake_goal_complete()
_:
screen_shake_manager.shake_light()
# 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:
enhanced_gridmap.set_cell_item(
Vector3i(pos.x, 0, pos.y),
enhanced_gridmap.normal_items[0]
)
# 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
$Name.text = display_name
func _process(delta):
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
rpc("ping_existence")
# Delegate rotation to movement manager
if movement_manager:
movement_manager._process(delta)
@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):
if is_multiplayer_authority():
if global_position.distance_squared_to(last_sent_position) > 0.001:
rpc("remote_set_position", global_position)
last_sent_position = global_position
# NOTE: Finish line checking removed - game uses cycle-based goals system now
# --------------------------------------------------------------------
# Input
# --------------------------------------------------------------------
func _unhandled_input(event):
# Handle power-up usage
if event.is_action_pressed("use_powerup") and is_multiplayer_authority():
if powerup_manager and powerup_manager.can_use_special():
powerup_manager.use_special_effect()
return
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 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 player in get_tree().get_nodes_in_group("Players"):
if player != self and player.spawn_point_selected and player.current_position == pos:
return true
return false
func find_valid_starting_position() -> Vector2i:
if is_bot:
return _find_random_spawn_position()
else:
highlight_available_spawn_points()
# Return temporary position, will be updated when player selects spawn point
return Vector2i(-1, -1)
func highlight_available_spawn_points():
if not is_multiplayer_authority() or is_bot or spawn_point_selected:
return
# Clear any existing highlights
clear_highlights()
highlighted_spawn_points.clear()
# Get all currently occupied positions
var occupied_positions = get_occupied_positions()
# Check each spawn location
for spawn_pos in spawn_locations:
if not is_position_occupied(spawn_pos):
highlighted_spawn_points.append(spawn_pos)
if enhanced_gridmap:
# Highlight the cell at y=0 (ground level)
enhanced_gridmap.set_cell_item(
Vector3i(spawn_pos.x, 0, spawn_pos.y),
enhanced_gridmap.hover_item
)
# 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
# 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:
# Reset the cell to its original state
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(spawn_pos.x, 1, spawn_pos.y))
enhanced_gridmap.set_cell_item(
Vector3i(spawn_pos.x, 0, spawn_pos.y),
enhanced_gridmap.normal_items[0] if cell_item != -1 else -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:
var available_positions = []
for spawn_pos in spawn_locations:
if not is_position_occupied(spawn_pos):
available_positions.append(spawn_pos)
if available_positions.size() > 0:
var rng = RandomNumberGenerator.new()
rng.randomize()
return available_positions[rng.randi() % available_positions.size()]
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:
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_local")
func start_movement_along_path(path: Array, clear_visual: bool = true):
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)), 0.25)
tween.tween_callback(func():
current_position = Vector2i(path[-1].x, path[-1].y)
is_player_moving = false
# Check if we've reached the finish line (uses lap-aware finish locations)
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")
# Only clear visuals if this is a human player
if not (is_bot or is_in_group("Bots")):
if clear_visual:
enhanced_gridmap.clear_path_visualization()
# Restore movement range highlights if it was the player's turn
if main and main.ui_manager.current_action_state == main.ui_manager.ActionState.MOVING and is_my_turn:
highlight_movement_range()
has_moved_this_turn = path.size() <= movement_range
if main:
if not (is_bot or is_in_group("Bots")):
main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
if TurnManager.turn_based_mode:
end_turn()
_after_action_completed()
)
#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)
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_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_local", "unreliable")
func remote_set_position(authority_position):
global_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):
# 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
playerboard_manager._execute_grab(grid_pos, Vector3i(x, y, z), item_id)
# -----------------------------------------------------------------
# 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
var main = get_tree().get_root().get_node_or_null("Main")
if main and main.ui_manager:
main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
action_manager.clear_highlights()
action_manager.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
action_points -= 1
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):
# 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
if enhanced_gridmap:
enhanced_gridmap.set_cell_item(
Vector3i(spawn_pos.x, 0, spawn_pos.y),
enhanced_gridmap.normal_items[0]
)
# 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):
action_manager.highlight_cells_if_authorized(cells_to_highlight)
# 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()
@rpc("any_peer", "call_local")
func sync_action_points(points: int):
action_manager.sync_action_points(points)
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():
action_manager.clear_highlights()
func clear_playerboard_highlights():
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):
if not is_multiplayer_authority():
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()
# Update the AllPlayerGoals UI
var main = get_tree().get_root().get_node_or_null("Main")
if main and main.has_method("_update_goals_ui_for_player"):
var player_id = get_multiplayer_authority()
main._update_goals_ui_for_player(player_id, new_goals)
@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
global_position = 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
)
if is_multiplayer_authority():
rpc("sync_position", current_position)
@rpc("any_peer", "call_local")
func sync_position(pos: Vector2i):
current_position = pos
# Always update the visual position after position sync
global_position = 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
@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
global_position = 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
func highlight_valid_obstacle_cells():
action_manager.highlight_valid_obstacle_cells()
@rpc("any_peer", "call_local", "reliable")
func complete_race(final_position: int):
if race_manager:
race_manager.on_race_completed(final_position)