Files
tekton/scenes/player.gd
T
adtpdn cd22925449 Refactor item grabbing logic and remove TileGrabber
Moved item grabbing and auto-arrange logic from the separate TileGrabber node into the player.gd script, consolidating server/client authority checks and RPC handling for multiplayer. Removed obsolete tile_grabber.gd and its UID file. Updated main.tscn to clean up unused UI nodes and adjust visibility settings for player boards.
2025-11-04 10:43:34 +08:00

2182 lines
68 KiB
GDScript

extends Node3D
@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
var _verify_timer: float = 0.0
var can_finish
@export var cell_size: Vector3 = Vector3(2, 2, 2)
@export var cell_offset: Vector3 = Vector3(0, 0, 0)
@export var goals: Array[int] = [0,0,0,0,0,0,0,0,0]
@export var playerboard: Array[int] = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
# Modifier for Turn based
var has_performed_action: bool = false
var selected_gridmap_position = Vector2i(-1, -1)
var selected_playerboard_slot = -1
var targeted_playerboard_slot = -1
var action_points: int = 2
# Modifier for player models
var target_rotation: float = 0.0
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 = [
Vector2i(13, 0), # (13,0,0)
Vector2i(13, 1), # (13,0,1)
Vector2i(13, 2), # (13,0,2)
Vector2i(13, 3), # (13,0,3)
Vector2i(13, 4), # (13,0,4)
Vector2i(13, 5), # (13,0,5)
Vector2i(13, 6),
Vector2i(13, 7),
Vector2i(13, 8),
Vector2i(13, 9),
Vector2i(13, 10),
Vector2i(13, 11),
Vector2i(13, 12),
Vector2i(13, 13)
]
var spawn_point_selected = false
# Action for hilighter
var highlighted_spawn_points = []
var highlighted_cells = []
var _is_processing_action = false
var _is_highlighting = false
@export var movement_range: int = 1
@export var use_diagonal_movement: bool = false:
set(value):
use_diagonal_movement = value
if enhanced_gridmap:
enhanced_gridmap.set_diagonal_movement(value)
@export var is_my_turn: bool = false:
set(value):
is_my_turn = value
if is_my_turn and is_multiplayer_authority():
rpc("display_message", "It's your turn!")
@export var has_moved_this_turn = false
# Track, Lap, Position
var current_lap: int = 0
var first_lap_goals: Array[int] = [] # Current goals (partial 3x3)
var second_lap_goals: Array[int] = [] # Full 3x3 goals
var race_position: int = 0 # Track finish position
static var lap1_finishers: int = 0 # Static to track across all players
static var lap2_finishers: int = 0
# Function to get ordinal string (1st, 2nd, 3rd, 4th)
func get_ordinal_string(number: int) -> String:
match number:
1: return "1st"
2: return "2nd"
3: return "3rd"
4: return "4th"
_: return str(number) + "th"
func _ready():
# Ensure name is set first
name = str(get_multiplayer_authority())
$Name.text = str(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
# Modifier to handle the lap
if is_multiplayer_authority():
# Generate the first_lap_goals
first_lap_goals = goals.duplicate()
# Generate the second_lap_goals
generate_second_lap_goals()
# Ensure proper initialization order
enhanced_gridmap = get_node(enhanced_gridmap_path)
if main_scene:
enhanced_gridmap = main_scene.get_node("EnhancedGridMap")
# Early setup for bots
if is_bot == true or is_in_group("Bots"):
# Initialize behavior tree for bots
var behavior_tree = $BehaviorTree
# Disable all input processing for bots immediately
set_process_input(false)
set_process_unhandled_input(false)
set_process(false)
set_physics_process(false)
# Disable visual highlights for bots
highlighted_cells.clear()
if behavior_tree:
behavior_tree.enabled = is_multiplayer_authority()
behavior_tree.actor = self
rpc("sync_bot_status", true)
## Initialize bot-specific components
#if enhanced_gridmap:
#current_position = find_valid_starting_position()
#update_player_position(current_position)
# Spawn point handler
if enhanced_gridmap:
current_position = _find_random_spawn_position()
update_player_position(current_position)
spawn_point_selected = true
# Notify others about bot spawn position
rpc("notify_spawn_selected", current_position)
else:
# Human player initialization
if enhanced_gridmap:
enhanced_gridmap.initialize_astar()
enhanced_gridmap.set_diagonal_movement(use_diagonal_movement)
# Request current spawn positions before highlighting
request_spawn_positions_update()
highlight_available_spawn_points()
# Remove this line as goals are now managed by the host
#append_random_goals()
playerboard.resize(25)
playerboard.fill(-1)
return
# Disable Beehave tree if this is not a bot
if not is_bot and has_node("BehaviorTree"):
$BehaviorTree.enabled = false
# Rest of initialization (only for human players)
if enhanced_gridmap:
enhanced_gridmap.initialize_astar()
enhanced_gridmap.set_diagonal_movement(use_diagonal_movement)
current_position = find_valid_starting_position()
update_player_position(current_position)
#append_random_goals()
playerboard.resize(25)
playerboard.fill(-1)
# Ensure proper initial 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)
# Add function to check if position is at finish line
func is_at_finish_line() -> bool:
return current_position in finish_locations
# Helper function to check if a 3x3 section matches the goals pattern
func check_3x3_section(board: Array, goals: Array, start_row: int, start_col: int) -> bool:
# First check if any required positions are empty (-1)
for i in range(3):
for j in range(3):
if goals[i][j] != -1: # Only check positions that are required by the goals
var board_value = board[start_row + i][start_col + j]
if board_value == -1: # If required position is empty
return false
# Then check if the pattern matches
for i in range(3):
for j in range(3):
if goals[i][j] != -1: # Only check positions that are required by the goals
if board[start_row + i][start_col + j] != goals[i][j]:
return false
return true
# Generate full 3x3 goals for second lap
func generate_second_lap_goals():
second_lap_goals.clear()
# Generate a complete 3x3 pattern (no empty spaces)
for i in range(9):
var val = (randi() % 4) + 7 # Values between 7 and 10
second_lap_goals.append(val)
if is_multiplayer_authority():
rpc("sync_second_lap_goals", second_lap_goals)
@rpc("any_peer", "reliable")
func sync_second_lap_goals(new_goals: Array):
second_lap_goals = new_goals
# Modify finish_race to handle lap completion
@rpc("any_peer", "reliable")
func finish_race():
if current_lap == 0: # Finishing 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)
if is_multiplayer_authority():
rpc("display_message", message)
# Start second lap
current_lap += 1
rpc("start_new_lap")
elif current_lap == 1: # Finishing 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)
if is_multiplayer_authority():
rpc("display_message", message)
# Add function to check 3x3 pattern matching anywhere in 5x5 playerboard
func check_pattern_match() -> bool:
# Early return if playerboard or goals are not properly sized
if playerboard.size() != 25 or goals.size() != 9:
return false
var current_goals = goals
# Convert 1D arrays to 2D for easier pattern matching
var board_2d = []
var goals_2d = []
# Convert playerboard to 2D (5x5)
for i in range(5):
var row = []
for j in range(5):
row.append(playerboard[i * 5 + j])
board_2d.append(row)
# Convert goals to 2D (3x3)
for i in range(3):
var row = []
for j in range(3):
row.append(goals[i * 3 + j])
goals_2d.append(row)
# Check each possible 3x3 section in the 5x5 board
for start_row in range(3): # 5-3+1 possible starting rows
for start_col in range(3): # 5-3+1 possible starting columns
if check_3x3_section(board_2d, goals_2d, start_row, start_col):
return true
return false
## 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():
if current_lap == 1: # Moving to second lap
# Start from first lap finish line
var valid_finish_pos = find_valid_position_in_finish_line()
if valid_finish_pos != Vector2i(-1, -1):
current_position = valid_finish_pos
update_player_position(current_position)
# Set new goals (full 3x3)
goals = second_lap_goals.duplicate()
# Reset playerboard
#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)
rpc("sync_goals", goals)
# Function to find valid position in finish line
func find_valid_position_in_finish_line() -> Vector2i:
for pos in finish_locations:
if not is_position_occupied(pos):
return pos
return Vector2i(-1, -1)
# Add function to check if player can reach finish
func update_finish_availability():
can_finish = check_pattern_match()
# Update visual feedback if needed
if is_multiplayer_authority():
if can_finish:
highlight_finish_line()
else:
unhighlight_finish_line()
func unhighlight_finish_line():
if not is_multiplayer_authority() or is_bot:
return
for finish_pos in finish_locations:
if enhanced_gridmap:
enhanced_gridmap.set_cell_item(
Vector3i(finish_pos.x, 0, finish_pos.y),
enhanced_gridmap.normal_items[0]
)
# Add functions to handle finish line visualization
func highlight_finish_line():
if not is_multiplayer_authority() or is_bot:
return
for finish_pos in finish_locations:
if enhanced_gridmap:
enhanced_gridmap.set_cell_item(
Vector3i(finish_pos.x, 0, finish_pos.y),
enhanced_gridmap.hover_item
)
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")
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
highlighted_cells.clear()
#clear_highlights()
#clear_playerboard_highlights()
var behavior_tree = get_node_or_null("BehaviorTree")
if behavior_tree:
behavior_tree.enabled = is_multiplayer_authority()
behavior_tree.actor = self
if not is_multiplayer_authority():
behavior_tree.set_physics_process(false)
behavior_tree.set_process(false)
func _process(delta):
if is_multiplayer_authority():
# Visual debugging - show connection status in name label
$Name.text = str(name) + "\n(Auth: " + str(get_multiplayer_authority()) + ")"
# Periodically verify our existence to others
_verify_timer += delta
if _verify_timer >= 3.0:
_verify_timer = 0.0
rpc("ping_existence")
@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
func _physics_process(delta):
if is_multiplayer_authority():
rpc("remote_set_position", global_position)
# Add continuous finish line check
if current_position in finish_locations and can_finish and not is_player_moving:
start_new_lap()
func _unhandled_input(event):
# Early return if not authorized human player
if not is_multiplayer_authority() or is_bot or is_in_group("Bots"):
set_process_unhandled_input(false)
return
# Handle spawn point selection if not yet selected
if not spawn_point_selected and highlighted_spawn_points.size() > 0:
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 in highlighted_spawn_points:
if select_spawn_point(click_position):
return # Spawn point selected successfully
# Use get_node_or_null for safer node access
var main = get_tree().get_root().get_node_or_null("Main")
if not main:
return
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:
if is_bot == true or is_in_group("Bots"):
set_process_unhandled_input(false)
set_process_input(false)
return
var camera = get_viewport().get_camera_3d()
var from = camera.project_ray_origin(event.position)
var to = from + camera.project_ray_normal(event.position) * 1000
var click_position = raycast_to_grid(from, to)
if click_position != Vector2i(-1, -1):
handle_grid_click(click_position)
func _on_slot_gui_input(event, slot_index, slot_ui) -> int:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
var main = get_tree().get_root().get_node_or_null("Main")
if main.current_action_state == main.ActionState.ARRANGING:
if selected_playerboard_slot == -1:
select_playerboard_slot(slot_index)
return slot_index
else:
if selected_playerboard_slot == slot_index:
deselect_playerboard_slot()
return slot_index
elif can_move_to_target_playerboard_slot():
target_playerboard_slot(slot_index)
main.emit_signal("can_move_item", true)
return slot_index
else:
return -1
return -1
func handle_grid_click(grid_position: Vector2i):
if is_bot == true or is_in_group("Bots"):
return
var main = get_tree().get_root().get_node_or_null("Main")
if not main:
push_error("Main node not found")
return
match main.current_action_state:
main.ActionState.MOVING:
if grid_position in highlighted_cells:
move_player_to_clicked_position(grid_position)
main.ActionState.GRABBING:
if grid_position in highlighted_cells or grid_position == current_position:
grab_item(grid_position)
#main.ActionState.PUTTING:
#if grid_position in highlighted_cells and selected_playerboard_slot != -1:
#put_item(grid_position)
main.ActionState.RANDOMIZING:
if grid_position in highlighted_cells:
main.randomize_item_at_position(grid_position)
main.ActionState.PLACING_OBSTACLE:
if grid_position in highlighted_cells:
main.place_obstacle(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:
var distance: int
if use_diagonal_movement:
distance = max(abs(target_position.x - current_position.x), abs(target_position.y - current_position.y))
else:
distance = abs(target_position.x - current_position.x) + abs(target_position.y - current_position.y)
return distance <= movement_range
func move_player_to_clicked_position(grid_position: Vector2i):
if not is_multiplayer_authority() or is_player_moving or action_points <= 0:
return
# Check if trying to move to finish line
if grid_position in finish_locations:
if not can_finish:
can_finish = check_pattern_match()
if not can_finish:
return # Cannot move to finish line if pattern doesn't match
var is_valid_finish = false
# Make scenario for match checking laps, for handle lap count
if current_lap == 0: # first lap
is_valid_finish = grid_position in finish_locations
else: # second lap
is_valid_finish = grid_position in spawn_locations
if not is_within_movement_range(grid_position):
return
var main = get_tree().get_root().get_node_or_null("Main")
if not main or main.current_action_state != main.ActionState.MOVING or not grid_position in highlighted_cells:
return
if not is_within_movement_range(grid_position):
return
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
if cell_item in enhanced_gridmap.non_walkable_items or is_position_occupied(grid_position):
return
# Check if direct movement is blocked by an obstacle
if enhanced_gridmap.is_blocked_by_obstacle(current_position, grid_position, 3):
# Do not allow movement if blocked (this should not happen if highlight logic is correct)
print("Movement blocked by obstacle")
return
rotate_towards_target(grid_position)
# Create a direct path rather than using A* for obstacle avoidance
# This ensures the player can only move to directly accessible positions
var path = [Vector2(current_position.x, current_position.y), Vector2(grid_position.x, grid_position.y)]
path.pop_front()
rpc("start_movement_along_path", path, not (is_bot or is_in_group("Bots")))
action_points -= 1
# Clear highlights after moving
if not (is_bot or is_in_group("Bots")):
clear_highlights()
# Handle finish line crossing
if is_valid_finish and can_finish:
rpc("finish_race")
@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)), 0.5)
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
if current_position in finish_locations 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.current_action_state == main.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.set_action_state(main.ActionState.NONE)
if main and main.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():
current_lap = 0
race_position = 0
can_finish = false
goals = first_lap_goals.duplicate()
playerboard.fill(-1)
if is_multiplayer_authority():
rpc("sync_goals", goals)
rpc("sync_playerboard", playerboard)
# Add a static reset for new games
static func reset_race_stats():
lap1_finishers = 0
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):
$Bubble.show()
$Bubble/Message.show()
$Bubble/Message.text = str(message)
await get_tree().create_timer(3).timeout
$Bubble.hide()
$Bubble/Message.hide()
func initialize_random_goals(_size:int, min_value:int, max_value:int, null_count:float) -> Array[int]:
goals.clear()
var rng = RandomNumberGenerator.new()
rng.randomize()
var result : Array[int] = []
var null_val = 0
var max_nulls = 3
const SPECIAL_VALUES = {1: 7, 2: 8, 3: 9, 4: 10}
for i in range(_size):
if null_val < max_nulls and rng.randf() < null_count:
result.append(-1)
null_val += 1
else:
var val = rng.randi_range(min_value, max_value)
result.append(val if not val in SPECIAL_VALUES else SPECIAL_VALUES[val])
return result
# 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:
if not enhanced_gridmap or action_points <= 0:
return false
# First check current position
var current_cell = Vector3i(current_position.x, 1, current_position.y)
var item = enhanced_gridmap.get_cell_item(current_cell)
if item != -1:
var empty_slot = playerboard.find(-1)
if empty_slot != -1:
if is_multiplayer_authority():
playerboard[empty_slot] = item
rpc("sync_grid_item", current_cell.x, current_cell.y, current_cell.z, -1)
rpc("sync_playerboard", playerboard)
has_performed_action = true
action_points -= 1
return true
# Check adjacent cells if nothing at current position
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
for neighbor in neighbors:
if neighbor.is_walkable:
var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
item = enhanced_gridmap.get_cell_item(cell)
if item != -1:
var empty_slot = playerboard.find(-1)
if empty_slot != -1:
if is_multiplayer_authority():
playerboard[empty_slot] = item
rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
rpc("sync_playerboard", playerboard)
has_performed_action = true
action_points -= 1
return true
return false
# -----------------------------------------------------------------
# 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:
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 (Client-side pre-check) ===
var target_slot = find_best_goal_slot_for_item(item)
if target_slot == -1:
print("Player: No valid slot found for item.")
return false # no space
if not is_multiplayer_authority():
return false
# === Branching Logic: Host vs Client ===
if multiplayer.is_server():
# HOST/SERVER: Call the logic directly
_execute_grab(grid_position, cell, item)
else:
# CLIENT: Send RPC request to server (peer 1)
rpc_id(1, "request_server_grab", grid_position, cell.x, cell.y, cell.z, item)
return true # Request was sent or processed
# -----------------------------------------------------------------
# Execute Grab
# -----------------------------------------------------------------
func _execute_grab(grid_pos: Vector2i, cell: Vector3i, item_id: int):
var main = get_tree().get_root().get_node_or_null("Main")
if not main:
push_error("Server: Main node not found.")
return false
var server_gridmap = main.get_node("EnhancedGridMap")
if not server_gridmap:
push_error("Server: EnhancedGridMap not found.")
return false
# 1. Server-side Validation
var server_item = server_gridmap.get_cell_item(cell)
# Check if item is still there
if server_item != item_id:
print("Server: Item mismatch or already taken. Server has ", server_item)
return false
# Check action points
if action_points <= 0:
print("Server: Player has no action points.")
return false
# Check adjacency
if grid_pos != current_position:
var neighbors = server_gridmap.get_neighbors(current_position, 0)
if not neighbors.any(func(n): return n.position == grid_pos):
print("Server: Player is not adjacent to item.")
return false
# 2. Server-side Auto-Arrange
var target_slot = find_best_goal_slot_for_item(item_id)
if target_slot == -1:
print("Server: Player has no valid slot for item.")
return false
# 3. Server Executes the Action
# 3a. Update gridmap (using Main's RPC, which has authority)
main.rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
# 3b. Update playerboard state (on this server-side instance)
playerboard[target_slot] = item_id
# 3c. Broadcast the new playerboard state to all clients
rpc("sync_playerboard", playerboard)
# 3d. Consume action points
has_performed_action = true
consume_action_points(1)
# 3e. Reset the UI for the player who acted
# This will RPC to the client, or run locally for the host
rpc("force_action_state_none")
return true
# -----------------------------------------------------------------
# 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
_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
# -----------------------------------------------------------------
func auto_put_item() -> bool:
if not enhanced_gridmap or action_points <= 0 or is_bot or is_in_group("Bots"):
return false
# Step 1: Find empty adjacent (or current) grid cells
var valid_put_positions = []
var current_cell_3d = Vector3i(current_position.x, 1, current_position.y)
if enhanced_gridmap.get_cell_item(current_cell_3d) == -1:
valid_put_positions.append(current_position)
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
for neighbor in neighbors:
if neighbor.is_walkable:
var pos = neighbor.position
var cell_3d = Vector3i(pos.x, 1, pos.y)
if enhanced_gridmap.get_cell_item(cell_3d) == -1 and not is_position_occupied(pos):
valid_put_positions.append(pos)
if valid_put_positions.is_empty():
return false
# Step 2: Find a tile that should NOT be on the board
var put_slot = -1
# Count how many times each goal item appears in central 3x3
var goal_counts = {}
for i in range(3):
for j in range(3):
var g = goals[i * 3 + j]
if g != -1:
goal_counts[g] = goal_counts.get(g, 0) + 1
# Now scan playerboard
for i in range(playerboard.size()):
var item = playerboard[i]
if item == -1:
continue
# Case 1: Item is not in goals at all → definitely junk
if not item in goals:
put_slot = i
break
# Case 2: Item is in goals, but we already have enough in correct spots
var current_count = 0
for r in range(1, 4): # central rows 1-3 (5x5 board)
for c in range(1, 4): # central cols 1-3
var idx = r * 5 + c
if playerboard[idx] == item:
current_count += 1
# If we already have all needed copies in central area, this is extra
if current_count >= goal_counts.get(item, 0):
put_slot = i
break
# If no junk found, fall back to any non-goal-matching tile outside center
if put_slot == -1:
for i in range(playerboard.size()):
var item = playerboard[i]
if item == -1:
continue
var row = i / 5
var col = i % 5
# If it's outside the central 3x3, it shouldn't be there
if row < 1 or row > 3 or col < 1 or col > 3:
if not item in goals or playerboard[i] != goals[(row - 1) * 3 + (col - 1)]:
put_slot = i
break
if put_slot == -1:
return false # Nothing suitable to put
# Step 3: Perform the put
var target_pos = valid_put_positions[0]
var item = playerboard[put_slot]
var cell = Vector3i(target_pos.x, 1, target_pos.y)
if is_multiplayer_authority():
rpc("sync_grid_item", cell.x, cell.y, cell.z, item)
playerboard[put_slot] = -1
rpc("sync_playerboard", playerboard)
has_performed_action = true
consume_action_points(1)
var main = get_tree().get_root().get_node_or_null("Main")
if main:
main.set_action_state(main.ActionState.NONE)
return true
# -----------------------------------------------------------------
# Force ActionState : None
# -----------------------------------------------------------------
@rpc("authority", "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:
main.set_action_state(main.ActionState.NONE)
clear_highlights()
clear_playerboard_highlights()
# -----------------------------------------------------------------
@rpc("any_peer", "reliable")
func request_server_put(grid_position: Vector2i, slot_index: int, x: int, y: int, z: int, item: int):
# This RPC should only be processed by the server
if not multiplayer.is_server():
return
# Verify that this request came from the authority of this player
if multiplayer.get_remote_sender_id() != get_multiplayer_authority():
push_error("Security: Non-authority tried to put item!")
return
# Server-side validation
var cell = Vector3i(x, y, z)
if enhanced_gridmap.get_cell_item(cell) != -1:
return # Cell not empty
# Check if position is adjacent or current position
if grid_position != current_position:
var is_adjacent = false
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
for neighbor in neighbors:
if neighbor.position == grid_position:
is_adjacent = true
break
if not is_adjacent:
return # Not adjacent
# Verify player has the item
if playerboard[slot_index] != item:
push_error("Item mismatch! Player doesn't have claimed item")
return
# Perform the put operation as the server
rpc("sync_grid_item", x, y, z, item)
playerboard[slot_index] = -1
rpc("sync_playerboard", playerboard)
# Update player state
has_performed_action = true
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):
var main = get_tree().get_root().get_node_or_null("Main")
if not main:
return
if main.current_action_state == main.ActionState.PUTTING:
if playerboard[slot_index] != -1: # If slot has an item
selected_playerboard_slot = slot_index
clear_highlights()
highlight_empty_adjacent_cells() # Highlight valid put locations
elif main.current_action_state == main.ActionState.GRABBING:
if slot_index in highlighted_cells and playerboard[slot_index] == -1:
var cell = Vector3i(selected_gridmap_position.x, 1, selected_gridmap_position.y)
var item = enhanced_gridmap.get_cell_item(cell)
if item != -1:
if is_multiplayer_authority():
playerboard[slot_index] = item
rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
rpc("sync_playerboard", playerboard)
has_performed_action = true
consume_action_points(1)
if not is_bot == true:
clear_highlights()
clear_playerboard_highlights()
selected_gridmap_position = Vector2i(-1, -1)
main.set_action_state(main.ActionState.NONE)
_after_action_completed()
# We also need to add handle_put_slot_selected:
func handle_put_slot_selected(slot_index: int):
var main = get_tree().get_root().get_node_or_null("Main")
if not main or main.current_action_state != main.ActionState.PUTTING:
return
print("PUT slot selected: ", slot_index, ", item: ", playerboard[slot_index])
if slot_index in highlighted_cells and playerboard[slot_index] in goals:
selected_playerboard_slot = slot_index
clear_highlights()
if not is_bot == true:
highlight_empty_adjacent_cells()
if playerboard[slot_index] != -1: # If slot has an item
selected_playerboard_slot = slot_index
# Visual feedback of selection
clear_highlights()
# Highlight valid put locations
highlight_empty_adjacent_cells()
# Print debug info
print("Selected slot ", slot_index, " for PUT with item ", playerboard[slot_index])
print("Highlighted cells: ", highlighted_cells)
func arrange_playerboard_item(slot_index: int):
if action_points < 2 or playerboard[slot_index] == -1:
return
var selected_item = playerboard[slot_index]
var adjacent_slots = get_adjacent_playerboard_slots(slot_index)
var main = get_tree().get_root().get_node_or_null("Main")
if not main or not main.playerboard_ui:
return
# Store the selected slot
selected_playerboard_slot = slot_index
# Highlight selected slot
var selected_slot_ui = main.playerboard_ui.get_child(slot_index)
if selected_slot_ui.get_child_count() > 1:
selected_slot_ui.get_child(1).show()
# Highlight valid adjacent slots
for adj_slot in adjacent_slots:
if playerboard[adj_slot] == -1: # Only highlight empty adjacent slots
var adj_slot_ui = main.playerboard_ui.get_child(adj_slot)
if adj_slot_ui.get_child_count() > 2:
adj_slot_ui.get_child(2).show()
highlighted_cells.append(adj_slot)
# Connect to slot click signals
for i in range(playerboard.size()):
var slot = main.playerboard_ui.get_child(i)
if not slot.gui_input.is_connected(_on_slot_clicked):
slot.gui_input.connect(_on_slot_clicked.bind(i))
func _on_slot_clicked(event: InputEvent, slot_index: int):
if not event is InputEventMouseButton or is_bot == true or not event.pressed or event.button_index != MOUSE_BUTTON_LEFT:
return
var main = get_tree().get_root().get_node_or_null("Main")
if not main or main.current_action_state != main.ActionState.ARRANGING:
return
if selected_playerboard_slot == -1 or slot_index == selected_playerboard_slot:
return
var adjacent_slots = get_adjacent_playerboard_slots(selected_playerboard_slot)
if slot_index in adjacent_slots and playerboard[slot_index] == -1:
# Move item to empty target slot
var selected_item = playerboard[selected_playerboard_slot]
playerboard[slot_index] = selected_item
playerboard[selected_playerboard_slot] = -1
if is_multiplayer_authority():
rpc("sync_playerboard", playerboard)
consume_action_points(2)
has_performed_action = true
# Clear highlights
clear_highlights()
clear_playerboard_highlights()
# Reset selection
selected_playerboard_slot = -1
# Update the visual representation
main.update_playerboard_ui()
main.set_action_state(main.ActionState.NONE)
func is_valid_arrangement_slot(from_slot: int, to_slot: int) -> bool:
var from_row = from_slot / 5
var from_col = from_slot % 5
var to_row = to_slot / 5
var to_col = to_slot % 5
var row_diff = abs(from_row - to_row)
var col_diff = abs(from_col - to_col)
return (row_diff == 1 and col_diff == 0) or (row_diff == 0 and col_diff == 1)
# Returns { slot_index: int, grid_position: Vector2i } or null if no valid put
func find_best_put_candidate() -> Dictionary:
# Convert goals to 2D (3x3)
var goals_2d = []
for i in range(3):
var row = []
for j in range(3):
row.append(goals[i * 3 + j])
goals_2d.append(row)
# Convert playerboard to 2D (5x5)
var board_2d = []
for i in range(5):
var row = []
for j in range(5):
row.append(playerboard[i * 5 + j])
board_2d.append(row)
# Step 1: Find misplaced or extra goal-matching items
var candidate_items = []
for board_i in range(5):
for board_j in range(5):
var item = board_2d[board_i][board_j]
if item == -1:
continue
var board_idx = board_i * 5 + board_j
# Is this item part of the goals?
if item not in goals:
continue
# Is it already in the correct central position?
var is_in_correct_central_spot = false
if board_i in [1,2,3] and board_j in [1,2,3]:
var goal_i = board_i - 1
var goal_j = board_j - 1
if goals_2d[goal_i][goal_j] == item:
is_in_correct_central_spot = true
if not is_in_correct_central_spot:
candidate_items.append({
"slot": board_idx,
"item": item
})
# Step 2: Find valid adjacent empty grid cells
var valid_cells = []
# Check current position
var current_cell_3d = Vector3i(current_position.x, 1, current_position.y)
if enhanced_gridmap.get_cell_item(current_cell_3d) == -1:
valid_cells.append(current_position)
# Check neighbors
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
for neighbor in neighbors:
if neighbor.is_walkable:
var pos = neighbor.position
var cell_3d = Vector3i(pos.x, 1, pos.y)
if enhanced_gridmap.get_cell_item(cell_3d) == -1 and not is_position_occupied(pos):
valid_cells.append(pos)
if valid_cells.is_empty() or candidate_items.is_empty():
return {}
# Step 3: Prefer to put an item that *completes* a missing goal
for goal_i in range(3):
for goal_j in range(3):
var needed_item = goals_2d[goal_i][goal_j]
if needed_item == -1:
continue
# Check if central spot is empty
var board_i = goal_i + 1
var board_j = goal_j + 1
var central_slot = board_i * 5 + board_j
if playerboard[central_slot] == -1:
# Look for this item in candidate_items
for cand in candidate_items:
if cand.item == needed_item:
if not valid_cells.is_empty():
return {
"slot_index": cand.slot,
"grid_position": valid_cells[0] # pick first valid cell
}
# Fallback: just put any candidate item
return {
"slot_index": candidate_items[0].slot,
"grid_position": valid_cells[0]
}
# Finds the best slot in the playerboard for a given item based on goals
func find_best_goal_slot_for_item(item: int) -> int:
if item == -1:
return -1
# Convert goals to 2D (3x3)
var goals_2d = []
for i in range(3):
var row = []
for j in range(3):
row.append(goals[i * 3 + j])
goals_2d.append(row)
# Search for where this item should go in the central 3x3 (mapped to 5x5 board)
for i in range(3):
for j in range(3):
if goals_2d[i][j] == item:
var board_row = i + 1 # offset to center in 5x5
var board_col = j + 1
var slot_index = board_row * 5 + board_col
if playerboard[slot_index] == -1: # only if empty
return slot_index
# No ideal slot? Return any empty slot
return playerboard.find(-1)
func get_adjacent_playerboard_slots(slot_index) -> Array:
var adjacent = []
var row = slot_index / 5
var col = slot_index % 5
if row > 0: adjacent.append(slot_index - 5)
if row < 4: adjacent.append(slot_index + 5)
if col > 0: adjacent.append(slot_index - 1)
if col < 4: adjacent.append(slot_index + 1)
return adjacent
func 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):
if not is_multiplayer_authority() or is_bot or is_in_group("Bots"):
return
clear_highlights()
for cell in cells_to_highlight:
highlighted_cells.append(cell)
enhanced_gridmap.set_cell_item(
Vector3i(cell.x, 0, cell.y),
enhanced_gridmap.hover_item
)
# Update highlight_movement_range to respect the expanded obstacle blocking
func highlight_movement_range():
if not is_multiplayer_authority() or is_bot or is_in_group("Bots"):
return
# Prevent recursive highlighting
if _is_highlighting:
return
_is_highlighting = true
clear_highlights()
var cells_to_highlight = []
# First, identify all cells that are blocked by obstacles
var blocked_cells = []
# Check all cells for obstacles and get their blocked cells
for x in range(enhanced_gridmap.columns):
for z in range(enhanced_gridmap.rows):
var cell_pos = Vector2i(x, z)
var cell_pos3d = Vector3i(x, 3, z)
if enhanced_gridmap.has_obstacle_at(cell_pos3d):
var orientation = enhanced_gridmap.get_obstacle_orientation(cell_pos3d)
blocked_cells.append_array(enhanced_gridmap.get_cells_blocked_by_obstacle(cell_pos, orientation, 3))
# Now highlight all cells within movement range that aren't blocked
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 test_pos = Vector2i(x, z)
# Skip current position
if test_pos == current_position:
continue
# Check if within movement range
if is_within_movement_range(test_pos):
# Skip if blocked by obstacle
if test_pos in blocked_cells:
continue
# Check basic walkability
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items or is_position_occupied(test_pos):
continue
# Check if there's a valid path to this cell
if can_reach_cell(test_pos, blocked_cells):
cells_to_highlight.append(test_pos)
# At the end of the function:
highlight_cells_if_authorized(cells_to_highlight)
_is_highlighting = false
# Helper function to check if a cell can be reached given the blocked cells
func can_reach_cell(target_pos: Vector2i, blocked_cells: Array) -> bool:
# Simple BFS to find if there's a path
var queue = [current_position]
var visited = {current_position: true}
var steps = {current_position: 0}
while not queue.is_empty():
var current = queue.pop_front()
# If we've found the target, check if it's within movement range
if current == target_pos:
return steps[current] <= movement_range
# If we've used all movement, don't explore further
if steps[current] >= movement_range:
continue
# Try all adjacent cells
var directions = [
Vector2i(0, -1), # North
Vector2i(1, 0), # East
Vector2i(0, 1), # South
Vector2i(-1, 0), # West
]
# Add diagonal directions if enabled
if enhanced_gridmap.diagonal_movement:
directions.append(Vector2i(-1, -1)) # Northwest
directions.append(Vector2i(1, -1)) # Northeast
directions.append(Vector2i(-1, 1)) # Southwest
directions.append(Vector2i(1, 1)) # Southeast
for dir in directions:
var next_pos = current + dir
# Skip if already visited, blocked, or not valid
if visited.has(next_pos) or next_pos in blocked_cells:
continue
if not enhanced_gridmap.is_position_valid(next_pos) or not enhanced_gridmap.is_cell_walkable(next_pos, 0):
continue
if is_position_occupied(next_pos) and next_pos != target_pos:
continue
# Check if movement between cells is blocked by an obstacle
if not is_diagonal_direction(dir) and enhanced_gridmap.is_movement_blocked(current, next_pos, 3):
continue
# For diagonal movement, check if both orthogonal paths are blocked
if is_diagonal_direction(dir):
var mid1 = Vector2i(next_pos.x, current.y)
var mid2 = Vector2i(current.x, next_pos.y)
var path1_blocked = mid1 in blocked_cells or enhanced_gridmap.is_movement_blocked(current, mid1, 3)
var path2_blocked = mid2 in blocked_cells or enhanced_gridmap.is_movement_blocked(current, mid2, 3)
if path1_blocked and path2_blocked:
continue
# Add to queue
queue.append(next_pos)
visited[next_pos] = true
steps[next_pos] = steps[current] + 1
return false
# Helper function to check if a direction is diagonal
func is_diagonal_direction(direction: Vector2i) -> bool:
return direction.x != 0 and direction.y != 0
func highlight_adjacent_cells():
if not is_multiplayer_authority() or is_bot or is_in_group("Bots"):
return
var cells_to_highlight = []
# Add current position if item exists
var current_cell = Vector3i(current_position.x, 1, current_position.y)
if enhanced_gridmap.get_cell_item(current_cell) != -1:
cells_to_highlight.append(current_position)
# Add valid neighbors
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:
cells_to_highlight.append(cell_pos)
highlight_cells_if_authorized(cells_to_highlight)
func highlight_empty_adjacent_cells():
if is_bot == true or is_in_group("Bots"):
return
# Debug print
print("Highlighting empty adjacent cells. Current position: ", current_position)
# Clear previous highlights
clear_highlights()
# Highlight current position if empty
var current_cell = Vector3i(current_position.x, 1, current_position.y)
if enhanced_gridmap.get_cell_item(current_cell) == -1:
highlighted_cells.append(current_position)
enhanced_gridmap.set_cell_item(Vector3i(current_position.x, 0, current_position.y),
enhanced_gridmap.hover_item)
print("Highlighted current position: ", current_position)
# Highlight empty adjacent cells
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
for neighbor in neighbors:
if neighbor.is_walkable:
var cell_pos = neighbor.position
var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
if enhanced_gridmap.get_cell_item(cell) == -1: # Check if cell is empty
highlighted_cells.append(cell_pos)
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
enhanced_gridmap.hover_item)
print("Highlighted adjacent cell: ", cell_pos)
@rpc("any_peer", "call_local")
func sync_action_points(points: int):
action_points = points
func highlight_random_valid_cells():
if is_bot == true or is_in_group("Bots") or not is_multiplayer_authority():
return
clear_highlights()
# First check the current position
var current_cell = Vector3i(current_position.x, 1, current_position.y)
var current_item = enhanced_gridmap.get_cell_item(current_cell)
if current_item != -1:
highlighted_cells.append(current_position)
enhanced_gridmap.set_cell_item(Vector3i(current_position.x, 0, current_position.y),
enhanced_gridmap.hover_item)
# Then check all adjacent cells for items
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
for neighbor in neighbors:
if neighbor.is_walkable:
var cell_pos = neighbor.position
var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
if enhanced_gridmap.get_cell_item(cell) != -1: # Only highlight cells with items
highlighted_cells.append(cell_pos)
enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
enhanced_gridmap.hover_item)
func highlight_occupied_playerboard_slots():
if is_bot == true or is_in_group("Bots") or not is_multiplayer_authority():
return
var main = get_tree().get_root().get_node_or_null("Main")
if not main or not main.playerboard_ui:
return
# First reset all slots to normal
for i in range(playerboard.size()):
var slot = main.playerboard_ui.get_child(i)
for child in slot.get_children():
child.hide()
# Highlight occupied slots that match goals
for i in range(playerboard.size()):
if playerboard[i] in goals:
var slot = main.playerboard_ui.get_child(i)
if slot.get_child_count() > 0:
slot.get_child(0).show() # Show highlight for matching items
highlighted_cells.append(i) # Add to highlighted cells for tracking
# Update the UI to reflect changes
main.update_playerboard_ui()
func clear_highlights():
# Never allow bots to clear highlights for human players
if is_bot or is_in_group("Bots"):
return
if not enhanced_gridmap or not is_multiplayer_authority():
return
# Store the current action state before clearing
var main = get_tree().get_root().get_node_or_null("Main")
var current_state = main.current_action_state if main else null
for cell in highlighted_cells:
if cell is Vector2i:
enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.normal_items[0])
highlighted_cells.clear()
if main and main.playerboard_ui:
for i in range(main.playerboard_ui.get_child_count()):
var slot = main.playerboard_ui.get_child(i)
for child in slot.get_children():
child.hide()
# Restore highlights based on current action state
if main and current_state == main.ActionState.MOVING and is_my_turn and current_state != main.ActionState.PLACING_OBSTACLE:
highlight_movement_range()
func clear_playerboard_highlights():
# Never allow bots to clear highlights for human players
if is_bot or is_in_group("Bots"):
return
if not is_multiplayer_authority():
return
var main = get_tree().get_root().get_node_or_null("Main")
if main and main.playerboard_ui:
for i in range(main.playerboard_ui.get_child_count()):
var slot = main.playerboard_ui.get_child(i)
if slot.get_child_count() > 0: slot.get_child(0).hide()
if slot.get_child_count() > 1: slot.get_child(1).hide()
if slot.get_child_count() > 2: slot.get_child(2).hide()
highlighted_cells.clear()
func rotate_towards_target(target_pos: Vector2i):
var direction = Vector2(target_pos.x - current_position.x, target_pos.y - current_position.y).normalized()
target_rotation = atan2(direction.x, direction.y)
if is_multiplayer_authority():
rpc("sync_rotation", target_rotation)
var tween = create_tween()
tween.tween_property(self, "rotation:y", target_rotation, 0.2)
# We also need to add these supporting functions:
func select_playerboard_slot(slot_index: int):
selected_playerboard_slot = slot_index
_update_playerboard_slot_visual(slot_index)
_highlight_adjacent_playerboard_slots()
func deselect_playerboard_slot():
var old_selected = selected_playerboard_slot
selected_playerboard_slot = -1
if old_selected != -1:
_update_playerboard_slot_visual(old_selected)
untarget_playerboard_slot()
_highlight_adjacent_playerboard_slots()
func target_playerboard_slot(slot_index: int):
if targeted_playerboard_slot != -1:
untarget_playerboard_slot()
targeted_playerboard_slot = slot_index
_update_playerboard_slot_visual(slot_index)
func untarget_playerboard_slot():
if targeted_playerboard_slot != -1:
var old_targeted = targeted_playerboard_slot
targeted_playerboard_slot = -1
_update_playerboard_slot_visual(old_targeted)
func can_move_to_target_playerboard_slot() -> bool:
if selected_playerboard_slot == -1 or targeted_playerboard_slot == -1 or selected_playerboard_slot == targeted_playerboard_slot:
return false
var adjacent_slots = get_adjacent_playerboard_slots(selected_playerboard_slot)
return adjacent_slots.has(targeted_playerboard_slot)
func _update_playerboard_slot_visual(slot_index: int):
var main = get_tree().get_root().get_node_or_null("Main")
if not main or not main.playerboard_ui:
return
var slot = main.playerboard_ui.get_child(slot_index)
if slot:
if slot.get_child_count() > 0:
slot.get_child(0).visible = slot_index == selected_playerboard_slot
if slot.get_child_count() > 1:
slot.get_child(1).visible = slot_index == targeted_playerboard_slot
if slot.get_child_count() > 2:
slot.get_child(2).visible = selected_playerboard_slot != -1 and get_adjacent_playerboard_slots(selected_playerboard_slot).has(slot_index)
func _highlight_adjacent_playerboard_slots():
var main = get_tree().get_root().get_node_or_null("Main")
if not main or not main.playerboard_ui:
return
for i in range(25):
var slot = main.playerboard_ui.get_child(i)
if slot.get_child_count() > 2:
slot.get_child(2).hide()
if selected_playerboard_slot != -1:
var adjacent_slots = get_adjacent_playerboard_slots(selected_playerboard_slot)
for adj_slot in adjacent_slots:
var slot = main.playerboard_ui.get_child(adj_slot)
if slot.get_child_count() > 2:
slot.get_child(2).show()
@rpc("any_peer", "call_local", "reliable")
func sync_rotation(new_rotation: float):
if not is_multiplayer_authority():
rotation.y = new_rotation
@rpc("any_peer", "call_local", "reliable")
func sync_grid_item(x: int, y: int, z: int, item: int):
if enhanced_gridmap:
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
@rpc("any_peer", "call_local")
func sync_playerboard(new_playerboard: Array):
playerboard = new_playerboard.duplicate()
var main = get_tree().get_root().get_node_or_null("Main")
if main:
main.rpc("sync_playerboard", get_multiplayer_authority(), playerboard)
_after_action_completed()
func _after_action_completed():
# Guard against recursive calls
if _is_processing_action:
return
_is_processing_action = true
if is_multiplayer_authority():
update_finish_availability()
# Clear the highlights after placing the tiles. (Quickfix for Clientside)
clear_highlights()
if multiplayer.get_unique_id() == get_multiplayer_authority():
var main = get_tree().get_root().get_node_or_null("Main")
if main:
# Add this condition for bots
if not main.turn_based_mode and (action_points <= 0 or is_bot):
action_points = 20 # For bots in non-turn-based mode, this will keep refreshing
has_performed_action = false
has_moved_this_turn = false
main.update_button_states()
main.update_playerboard_ui()
# Add this line to sync all boards
main.update_all_players_boards()
# Add sync for playerboard
if is_multiplayer_authority():
main.rpc("sync_playerboard", get_multiplayer_authority(), playerboard)
_is_processing_action = false
func is_finish_position(pos: Vector2i) -> bool:
return pos in finish_locations
func consume_action_points(points: int):
if not is_instance_valid(self) or not is_multiplayer_authority():
return
var main = get_tree().get_root().get_node_or_null("Main")
if not main:
return
# Don't consume points for bots in non-turn-based mode
if is_bot == true and not main.turn_based_mode:
_after_action_completed()
return
action_points -= points
if action_points <= 0:
if main.turn_based_mode:
main.request_next_turn()
else:
action_points = 2
has_performed_action = false
has_moved_this_turn = false
rpc("display_message", "Action Points Reset!")
_after_action_completed()
@rpc("any_peer", "call_local")
func bot_grab_item(pos: Vector2i, slot: int, x: int, y: int, z: int):
if not (is_bot or is_in_group("Bots")):
return
var cell = Vector3i(x, y, z)
var item = enhanced_gridmap.get_cell_item(cell)
if item != -1:
playerboard[slot] = item
enhanced_gridmap.set_cell_item(cell, -1)
has_performed_action = true
action_points -= 1
_after_action_completed()
@rpc("any_peer", "call_local")
func bot_put_item(pos: Vector2i, slot: int, x: int, y: int, z: int):
if not (is_bot or is_in_group("Bots")):
return
var cell = Vector3i(x, y, z)
var item = playerboard[slot]
if enhanced_gridmap.get_cell_item(cell) == -1:
enhanced_gridmap.set_cell_item(cell, item)
playerboard[slot] = -1
has_performed_action = true
action_points -= 1
_after_action_completed()
@rpc("any_peer", "call_local")
func bot_arrange_item(from_slot: int, to_slot: int):
if not (is_bot or is_in_group("Bots")) or action_points < 2:
return
if playerboard[from_slot] != -1 and playerboard[to_slot] == -1:
var temp = playerboard[from_slot]
playerboard[from_slot] = -1
playerboard[to_slot] = temp
has_performed_action = true
action_points -= 2
_after_action_completed()
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
func highlight_valid_obstacle_cells():
if not is_multiplayer_authority() or is_bot or is_in_group("Bots"):
return
clear_highlights()
var cells_to_highlight = []
# Highlight all empty cells on the grid except those occupied by players or obstacles
for x in range(enhanced_gridmap.columns):
for z in range(enhanced_gridmap.rows):
var pos = Vector2i(x, z)
var cell = Vector3i(x, 3, z) # Check floor 3 for occupancy
var occupied_by_player = false
var occupied_by_obstacle = false
# Check if cell is occupied by any player
for player in get_tree().get_nodes_in_group("Players"):
if player.current_position == pos:
occupied_by_player = true
break
# Check if cell is occupied by an obstacle
if enhanced_gridmap.get_cell_item(cell) in enhanced_gridmap.obstacle_items:
occupied_by_obstacle = true
# Only add to highlights if not occupied by player or obstacle
if not occupied_by_player and not occupied_by_obstacle:
cells_to_highlight.append(pos)
highlight_cells_if_authorized(cells_to_highlight)