1800 lines
61 KiB
GDScript
1800 lines
61 KiB
GDScript
extends Node3D
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# Managers
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var movement_manager
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var race_manager
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var input_manager
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var playerboard_manager
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var action_manager
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var special_tiles_manager
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var powerup_manager
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# Score tracking
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var score: int = 0
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# Display name (synced across network)
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var _display_name: String = ""
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var display_name: String:
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set(value):
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_display_name = value
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# Update label if it exists
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var name_label = get_node_or_null("Name")
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if name_label:
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name_label.text = _display_name
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# Sync to other peers if we are authority
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if is_multiplayer_authority() and is_inside_tree():
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rpc("sync_display_name", _display_name)
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get:
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return _display_name
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# Special effect states
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var is_frozen: bool = false
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var is_invisible: bool = false
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var original_movement_range: int = 1
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var is_attack_mode: bool = false:
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set(value):
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if is_attack_mode == value:
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return # Prevent infinite recursion / redundant updates
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is_attack_mode = value
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# Visual feedback for attack mode (Red Tint)
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if is_attack_mode:
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_apply_tint_recursive(self, Color(1.0, 0.5, 0.5))
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else:
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_apply_tint_recursive(self, Color.WHITE)
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# Sync to others if we are the authority
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if is_multiplayer_authority():
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rpc("sync_attack_mode", is_attack_mode)
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@rpc("any_peer", "call_local", "reliable")
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func sync_attack_mode(state: bool):
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# We WANT to trigger the setter to apply visuals on clients
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# Using self.var triggers setter in GDScript
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self.is_attack_mode = state
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@export var is_bot: bool = false
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@export var enhanced_gridmap_path: NodePath = "/root/Main/EnhancedGridMap"
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var enhanced_gridmap: EnhancedGridMap
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@export var current_position: Vector2i
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var target_position: Vector2i = Vector2i(-1, -1) # For collision prediction
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var is_player_moving: bool = false:
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get: return movement_manager.is_moving if movement_manager else false
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set(value): if movement_manager: movement_manager.is_moving = value
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var _verify_timer: float = 0.0
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var can_finish: bool:
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get: return race_manager.can_finish if race_manager else false
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set(value): if race_manager: race_manager.can_finish = value
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@export var cell_size: Vector3 = Vector3(1, 0.05, 1)
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@export var cell_offset: Vector3 = Vector3(0, 0, 0)
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@export var goals: Array[int]:
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get: return race_manager.goals if race_manager else Array([], TYPE_INT, "", null) as Array[int]
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set(value): if race_manager: race_manager.goals = value
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@export var playerboard: Array[int]:
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get: return race_manager.playerboard if race_manager else Array([], TYPE_INT, "", null) as Array[int]
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set(value): if race_manager: race_manager.playerboard = value
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# Modifier for Turn based
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var has_performed_action: bool = false
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var _is_processing_action: bool = false
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var selected_gridmap_position = Vector2i(-1, -1)
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var selected_playerboard_slot = -1
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var targeted_playerboard_slot = -1
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var action_points: int = 2
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# Modifier for player models
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var rotation_speed: float = 10.0
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var spawn_locations = [
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Vector2i(0, 0), # (0,1,0)
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Vector2i(0, 1), # (0,1,1)
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Vector2i(0, 2), # (0,1,2)
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Vector2i(0, 3), # (0,1,3)
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Vector2i(0, 4), # (0,1,4)
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Vector2i(0, 5), # (0,1,5)
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Vector2i(0, 6),
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Vector2i(0, 7),
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Vector2i(0, 8),
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Vector2i(0, 9),
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Vector2i(0, 10),
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Vector2i(0, 11),
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Vector2i(0, 12),
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Vector2i(0, 13)
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]
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# Add these as class variables at the top of the file
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var finish_locations: Array:
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get: return race_manager.finish_locations if race_manager else []
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var target_visual_position: Vector3 = Vector3.ZERO # For client-side smoothing
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var spawn_point_selected = false
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# Action for hilighter
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var highlighted_spawn_points = []
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var _is_highlighting: bool = false
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# Character selection and animation
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@onready var anim_player: AnimationPlayer = $AnimationPlayer
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@onready var character_bob: Node3D = $Bob
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@onready var character_masbro: Node3D = $Masbro
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@onready var character_gatot: Node3D = $Gatot
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@onready var character_oldpop: Node3D = $Oldpop
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var selected_character: String = "Masbro" # Default character (matches tscn default visibility)
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const AVAILABLE_CHARACTERS: Array[String] = ["Bob", "Masbro", "Gatot", "Oldpop"]
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@export var movement_range: int = 1:
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set(value):
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movement_range = value
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if movement_manager: movement_manager.movement_range = value
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@export var use_diagonal_movement: bool = false:
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set(value):
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use_diagonal_movement = value
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if enhanced_gridmap:
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enhanced_gridmap.set_diagonal_movement(value)
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if movement_manager: movement_manager.use_diagonal_movement = value
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@export var is_my_turn: bool = false:
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set(value):
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is_my_turn = value
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if is_my_turn and is_multiplayer_authority():
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NotificationManager.send_message(self, NotificationManager.MESSAGES.TURN_START, NotificationManager.MessageType.NORMAL)
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@export var has_moved_this_turn = false
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# Track, Lap, Position
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# Delegated to RaceManager
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func _ready():
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# Ensure name is set first (node name = authority ID for multiplayer identification)
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# name = str(get_multiplayer_authority()) # CRITICAL FIX: Do NOT overwrite name. Bots have authority 1 but unique names (IDs).
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# Look up player's display name from LobbyManager
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var my_id = get_multiplayer_authority()
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print("[Player] _ready for %s (Auth: %s). Current display_name: '%s'" % [name, my_id, display_name])
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if is_bot or is_in_group("Bots"):
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# Bots get a unique name based on their Node Name (Bot ID)
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var bot_id = name.to_int()
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var bot_names = ["Bot", "Alpha", "Beta", "Gamma", "Delta"]
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var name_idx = (bot_id - 1) % bot_names.size()
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display_name = "%s %d" % ["Bot", bot_id]
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else:
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# Humans get name from Lobby
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for player_data in LobbyManager.get_players():
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if player_data.get("id") == my_id:
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display_name = player_data.get("name", "Player")
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break
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if display_name.is_empty():
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display_name = "Player %d" % my_id
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$Name.text = display_name
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# Character Pointer Visibility
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# Show only for our local player (not bots, not other players)
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var pointer = get_node_or_null("CharacterPointer")
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if pointer:
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if is_bot or is_in_group("Bots"):
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pointer.visible = false
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else:
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pointer.visible = is_multiplayer_authority()
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# Sync name to other peers if this is our local player or a bot we own
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if is_multiplayer_authority():
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rpc("sync_display_name", display_name)
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# Wait briefly to ensure proper scene setup and server recognition
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await get_tree().create_timer(0.5).timeout
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# More robust way to get the main scene
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var main_scene = get_tree().get_root().get_node_or_null("Main")
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if not main_scene:
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push_error("Main scene not found")
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return
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# Ensure proper initialization order
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enhanced_gridmap = get_node(enhanced_gridmap_path)
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if main_scene:
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enhanced_gridmap = main_scene.get_node("EnhancedGridMap")
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_init_managers()
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# Initialize character selection from LobbyManager
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_setup_character()
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# Initialize playerboard for everyone
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playerboard.resize(25)
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playerboard.fill(-1)
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# =========================================================================
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# BOT-SPECIFIC SETUP - BotController handles bot AI, we just disable input
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# =========================================================================
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if is_bot == true or is_in_group("Bots"):
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# Disable input processing for bots
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set_process_input(false)
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set_process_unhandled_input(false)
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# Set initial position for bots
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if enhanced_gridmap:
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if is_multiplayer_authority():
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current_position = _find_random_spawn_position()
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update_player_position(current_position)
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spawn_point_selected = true
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rpc("set_spawn_position", current_position)
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rpc("notify_spawn_selected", current_position)
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# Assign bot character (deterministic based on ID to match lobby preview)
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# Bot IDs start from 2 (host is 1)
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# Lobby slots are 0-indexed in UI loop, but bots fill empty slots.
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# Use name.to_int() because all bots have authority 1 (Server)
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var bot_id_val = name.to_int()
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var bot_characters = ["Bob", "Gatot", "Masbro", "Oldpop"]
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# Map bot ID to character index. Bot 2 -> Index 1. Bot 3 -> Index 2.
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# Formula: (bot_id - 1) % size
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var char_index = (bot_id_val - 1) % bot_characters.size()
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var bot_char_name = bot_characters[char_index]
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set_character(bot_char_name)
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if is_multiplayer_authority():
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rpc("sync_character", bot_char_name)
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# Sync bot status to network
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if is_multiplayer_authority():
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rpc("sync_bot_status", true)
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# Continue to manager initialization...
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# =========================================================================
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# HUMAN PLAYER SETUP
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# =========================================================================
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if enhanced_gridmap:
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enhanced_gridmap.initialize_astar()
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enhanced_gridmap.set_diagonal_movement(use_diagonal_movement)
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# Only set position if not using random spawn (host will assign via RPC)
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if not LobbyManager.get_randomize_spawn() and not spawn_point_selected:
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current_position = find_valid_starting_position()
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update_player_position(current_position)
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# Ensure proper initial positioning
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if not LobbyManager.get_randomize_spawn() and not spawn_point_selected:
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global_position = Vector3(
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current_position.x * 1 + 1 * 0.5,
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1.0,
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current_position.y * 1 + 1 * 0.5
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)
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target_visual_position = global_position
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if is_multiplayer_authority():
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rpc("sync_position", current_position)
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else:
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target_visual_position = global_position
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# If random spawn is enabled, do NOT broadcast (0,0). Wait for set_spawn_position.
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# Prevent visual "jump" by hiding until spawn position is confirmed
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if LobbyManager.get_randomize_spawn() and not spawn_point_selected:
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visible = false
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func _init_managers():
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movement_manager = load("res://scripts/managers/player_movement_manager.gd").new()
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movement_manager.name = "MovementManager"
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add_child(movement_manager)
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movement_manager.initialize(self, enhanced_gridmap)
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race_manager = load("res://scripts/managers/player_race_manager.gd").new()
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race_manager.name = "RaceManager"
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add_child(race_manager)
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race_manager.initialize(self, enhanced_gridmap)
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# Skip InputManager for bots
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if not (is_bot or is_in_group("Bots")):
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input_manager = load("res://scripts/managers/player_input_manager.gd").new()
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input_manager.name = "InputManager"
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add_child(input_manager)
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input_manager.initialize(self, movement_manager, race_manager)
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playerboard_manager = load("res://scripts/managers/playerboard_manager.gd").new()
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playerboard_manager.name = "PlayerboardManager"
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add_child(playerboard_manager)
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playerboard_manager.initialize(self, enhanced_gridmap)
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action_manager = load("res://scripts/managers/player_action_manager.gd").new()
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action_manager.name = "ActionManager"
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add_child(action_manager)
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action_manager.initialize(self, enhanced_gridmap)
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special_tiles_manager = load("res://scripts/managers/special_tiles_manager.gd").new()
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special_tiles_manager.name = "SpecialTilesManager"
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add_child(special_tiles_manager)
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special_tiles_manager.initialize(self, enhanced_gridmap)
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powerup_manager = load("res://scripts/managers/powerup_manager.gd").new()
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powerup_manager.name = "PowerUpManager"
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add_child(powerup_manager)
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powerup_manager.initialize(self, enhanced_gridmap)
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# =============================================================================
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# Character Selection
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# =============================================================================
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func set_character(character_name: String) -> void:
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"""Show only the selected character model and hide others. Updates AnimationPlayer root."""
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# Map Lobby names to Model names
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match character_name:
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"Copper": character_name = "Oldpop"
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"Dabro": character_name = "Masbro"
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"Pip": character_name = "Bob"
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# "Gatot" matches "Gatot"
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if character_name not in AVAILABLE_CHARACTERS:
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push_warning("Invalid character name: %s" % character_name)
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return
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selected_character = character_name
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# Hide all character models
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if character_bob: character_bob.visible = false
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if character_masbro: character_masbro.visible = false
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if character_gatot: character_gatot.visible = false
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if character_oldpop: character_oldpop.visible = false
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# Show selected character and update AnimationPlayer root
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var active_character: Node3D = null
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match character_name:
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"Bob":
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if character_bob:
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character_bob.visible = true
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active_character = character_bob
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"Masbro":
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if character_masbro:
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character_masbro.visible = true
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active_character = character_masbro
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"Gatot":
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if character_gatot:
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character_gatot.visible = true
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active_character = character_gatot
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"Oldpop":
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if character_oldpop:
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character_oldpop.visible = true
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active_character = character_oldpop
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# Update AnimationPlayer's root node to point to active character
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if anim_player and active_character:
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anim_player.root_node = anim_player.get_path_to(active_character)
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# Start with idle animation
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play_idle_animation()
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@rpc("any_peer", "call_local", "reliable")
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func sync_character(character_name: String) -> void:
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"""Sync character selection across all clients."""
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set_character(character_name)
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func _setup_character() -> void:
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"""Initialize character based on LobbyManager selection or defaults."""
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# Bots self-assign characters based on ID in _ready()
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# Skipping this for bots prevents race conditions or defaults overriding deterministic bot logic
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if is_bot or is_in_group("Bots"):
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return
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var character_name = "Masbro" # Default
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var player_authority_id = get_multiplayer_authority()
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# Look up character from LobbyManager for this player (works for all players)
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if LobbyManager:
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var players = LobbyManager.get_players()
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for player_data in players:
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if player_data.get("id") == player_authority_id:
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character_name = player_data.get("character", "Masbro")
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break
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set_character(character_name)
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# If this is our local player, also sync to other clients for late joiners
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if is_multiplayer_authority():
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rpc("sync_character", character_name)
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# =============================================================================
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# Animation Functions
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# =============================================================================
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# Animation speed multiplier for fast-paced gameplay
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const ANIMATION_SPEED: float = 2.0
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func play_walk_animation() -> void:
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"""Play walking animation at increased speed."""
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if anim_player and anim_player.has_animation("animation-pack/walk_forward"):
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anim_player.play("animation-pack/walk_forward", -1, ANIMATION_SPEED)
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func play_pickup_animation() -> void:
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"""Play pickup/grab tile animation at increased speed."""
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if anim_player and anim_player.has_animation("animation-pack/take_tile_1"):
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anim_player.play("animation-pack/take_tile_1", -1, ANIMATION_SPEED)
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func play_put_animation() -> void:
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"""Play put/drop tile animation at increased speed."""
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if anim_player and anim_player.has_animation("animation-pack/drop_tile_1"):
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anim_player.play("animation-pack/drop_tile_1", -1, ANIMATION_SPEED)
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func play_special_animation() -> void:
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"""Play special ability animation (backflip) at increased speed."""
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if anim_player and anim_player.has_animation("animation-pack/backflip_1"):
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anim_player.play("animation-pack/backflip_1", -1, ANIMATION_SPEED * 1.5)
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func play_idle_animation() -> void:
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"""Play idle animation at normal speed."""
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if anim_player and anim_player.has_animation("animation-pack/idle"):
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anim_player.play("animation-pack/idle")
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# =============================================================================
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# Network-Synced Animation Functions
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# =============================================================================
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@rpc("any_peer", "call_local", "reliable")
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func sync_walk_animation() -> void:
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"""Sync walk animation across network."""
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play_walk_animation()
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@rpc("any_peer", "call_local", "reliable")
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func sync_pickup_animation() -> void:
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"""Sync pickup/grab animation across network."""
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play_pickup_animation()
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@rpc("any_peer", "call_local", "reliable")
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func sync_put_animation() -> void:
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"""Sync put/drop animation across network."""
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play_put_animation()
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@rpc("any_peer", "call_local", "reliable")
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func sync_special_animation() -> void:
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"""Sync special ability animation across network."""
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play_special_animation()
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# =============================================================================
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# Screen Shake
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# =============================================================================
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@rpc("any_peer", "call_local", "reliable")
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func trigger_screen_shake(shake_type: String) -> void:
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# Shake disabled by user request. Camera movement now handled by CameraContextManager.
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pass
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# Add function to check if position is at finish line
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func is_at_finish_line() -> bool:
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return race_manager.is_at_finish_line()
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# Helper function to check if a 3x3 section matches the goals pattern
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# Delegated to RaceManager
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# Generate full 3x3 goals for second lap
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# Delegated to RaceManager
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# Modify finish_race to handle lap completion
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@rpc("any_peer", "reliable")
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func finish_race():
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race_manager.finish_race()
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# Add function to check 3x3 pattern matching anywhere in 5x5 playerboard
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func check_pattern_match() -> bool:
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return race_manager.check_pattern_match()
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|
## 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
|
|
if has_node("Name"):
|
|
$Name.text = _display_name
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_modulate(color: Color) -> void:
|
|
"""Sync visual modulation (e.g. freeze effect) across network."""
|
|
# Node3D doesn't have modulate. We must tint the active character meshes.
|
|
var active_char_node = null
|
|
|
|
match selected_character:
|
|
"Bob": active_char_node = character_bob
|
|
"Masbro": active_char_node = character_masbro
|
|
"Gatot": active_char_node = character_gatot
|
|
"Oldpop": active_char_node = character_oldpop
|
|
|
|
if active_char_node:
|
|
_apply_tint_recursive(active_char_node, color)
|
|
|
|
func update_rank_visuals(rank: int):
|
|
var pos_label = get_node_or_null("Position")
|
|
if not pos_label:
|
|
return
|
|
|
|
if rank <= 3:
|
|
pos_label.visible = true
|
|
if race_manager:
|
|
pos_label.text = race_manager.get_ordinal_string(rank)
|
|
else:
|
|
pos_label.text = str(rank)
|
|
|
|
match rank:
|
|
1: pos_label.modulate = Color(0.85, 0.0, 0.0) # Red
|
|
2: pos_label.modulate = Color(0.0, 0.0, 1.0) # Blue
|
|
3: pos_label.modulate = Color(1.0, 0.9, 0.0) # Yellow
|
|
else:
|
|
pos_label.visible = false
|
|
|
|
func _apply_tint_recursive(node: Node, color: Color):
|
|
if node is MeshInstance3D:
|
|
# Simple way to tint: use material_overlay with an unshaded material if possible,
|
|
# or transparency. But changing albedo on shared materials affects all instances!
|
|
# Using transparency/modulate equivalent in 3D is tricky without unique materials.
|
|
# A common trick is to use `instance_shader_parameter` if supported, or modifying visibility range? No.
|
|
# Best safe visual cue for "Help me create an ice effect" without shaders:
|
|
# Set `transparency` (alpha) if we want ghost, or `material_overlay`.
|
|
# For this quick fix, let's create a standard material overlay on the fly if needed
|
|
# or just rely on a debug geometry.
|
|
# Actually, geometry_instance_3d has `material_overlay`.
|
|
# Better approach for "Freeze": Just add a visible "Ice Block" mesh to the player
|
|
# instead of trying to tint the gltf model which might have complex materials.
|
|
# But user asked for "modulate". The closest 3D equivalent is material_overlay with a color.
|
|
var mat = StandardMaterial3D.new()
|
|
mat.albedo_color = color
|
|
mat.blend_mode = BaseMaterial3D.BLEND_MODE_MIX
|
|
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
|
|
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
|
|
|
# If color is WHITE (reset), clear the overlay
|
|
if color == Color.WHITE:
|
|
node.material_overlay = null
|
|
node.transparency = 0.0 # Reset
|
|
else:
|
|
# If color is Blue (frozen), make it semi-transparent overlay
|
|
mat.albedo_color = color
|
|
|
|
# Special Ghost Effect (Invisible Mode)
|
|
if color.a < 1.0:
|
|
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
|
node.transparency = 0.5 # Make base mesh transparent too if possible, depending on material
|
|
else:
|
|
# Frozen
|
|
mat.albedo_color.a = 0.5 # Semi-transparent overlay
|
|
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
|
|
|
node.material_overlay = mat
|
|
|
|
for child in node.get_children():
|
|
_apply_tint_recursive(child, color)
|
|
|
|
var immunity_timer: float = 0.0
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func apply_stagger(duration: float = 1.5):
|
|
if immunity_timer > 0:
|
|
return # Immune!
|
|
|
|
if is_frozen:
|
|
return # Already staggered
|
|
|
|
is_frozen = true
|
|
_apply_tint_recursive(self, Color.BLUE) # Visual feedback
|
|
|
|
# Set immunity (3 seconds as requested)
|
|
immunity_timer = 3.0
|
|
|
|
print("Player %s staggered for %.1f seconds" % [name, duration])
|
|
|
|
if is_multiplayer_authority():
|
|
NotificationManager.send_message(self, NotificationManager.MESSAGES.CRUSHED, NotificationManager.MessageType.WARNING)
|
|
drop_random_item()
|
|
|
|
# Grant "Smashed" Bonus (1 bar, max 2)
|
|
if powerup_manager:
|
|
powerup_manager.acquire_smash_bonus()
|
|
|
|
await get_tree().create_timer(duration).timeout
|
|
|
|
is_frozen = false
|
|
# If still immune, show immunity tint (Green?), otherwise White
|
|
if immunity_timer > 0:
|
|
_apply_tint_recursive(self, Color(0.5, 1.0, 0.5)) # Light Green for immunity
|
|
else:
|
|
_apply_tint_recursive(self, Color.WHITE) # Remove tint
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func apply_slow_effect(duration: float = 3.0):
|
|
# "area with blue like wall... Player who cross on that area will got slowed and freeze effect"
|
|
# Visual: Blue Tint
|
|
_apply_tint_recursive(self, Color(0.6, 0.8, 1.0)) # Icy Blue
|
|
|
|
# Logic: Slow Movement speed
|
|
if movement_manager:
|
|
# Use 0.2 multipliers to match "slowed" request (20% speed)
|
|
movement_manager.set_speed_multiplier(0.2)
|
|
|
|
print("Player %s is slowed for %.1f seconds" % [name, duration])
|
|
|
|
# Restore after duration
|
|
# Note: If they stand in the zone, this will be re-applied constantly, resetting the visual
|
|
await get_tree().create_timer(duration).timeout
|
|
|
|
# Only restore if not re-applied recently (simple check: if still tinted?)
|
|
# A better way is managing a "slow_timer" but for now let's just reset if timer expires.
|
|
# The persistent zone logic reapplies every frame, so we want this timer to be short
|
|
# OR we rely on the zone logic.
|
|
# The RPC call says "apply_slow_effect(0.5)", so it expires quickly.
|
|
|
|
if movement_manager:
|
|
movement_manager.set_speed_multiplier(1.0)
|
|
|
|
if immunity_timer > 0:
|
|
_apply_tint_recursive(self, Color(0.5, 1.0, 0.5))
|
|
else:
|
|
_apply_tint_recursive(self, Color.WHITE)
|
|
|
|
func playerboard_is_empty() -> bool:
|
|
for item in playerboard:
|
|
if item != -1:
|
|
return false
|
|
return true
|
|
|
|
func drop_random_item():
|
|
if playerboard_is_empty():
|
|
return
|
|
|
|
# Find occupied slots
|
|
var occupied_indices = []
|
|
for i in range(playerboard.size()):
|
|
if playerboard[i] != -1:
|
|
occupied_indices.append(i)
|
|
|
|
if occupied_indices.size() == 0:
|
|
return
|
|
|
|
# Pick random slot
|
|
var slot_index = occupied_indices.pick_random()
|
|
var item_id = playerboard[slot_index]
|
|
|
|
# Try to find empty spot on grid near player
|
|
var drop_pos = _find_valid_drop_position()
|
|
|
|
if drop_pos != Vector2i(-1, -1):
|
|
# Drop it
|
|
playerboard[slot_index] = -1
|
|
rpc("sync_playerboard", playerboard)
|
|
|
|
# Sync grid item
|
|
var cell = Vector3i(drop_pos.x, 0, drop_pos.y)
|
|
rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
|
|
|
|
NotificationManager.send_message(self, NotificationManager.MESSAGES.DROPPED_ITEM, NotificationManager.MessageType.WARNING)
|
|
print("Player %s dropped item %d at %s" % [name, item_id, drop_pos])
|
|
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func drop_all_tiles():
|
|
"""Drops all tiles from playerboard. Used by Super Push."""
|
|
var dropped_count = 0
|
|
|
|
for i in range(playerboard.size()):
|
|
if playerboard[i] != -1:
|
|
var item_id = playerboard[i]
|
|
playerboard[i] = -1
|
|
|
|
# Find a spot to drop? Or just destroy?
|
|
# User: "drop all tiles on playerboard" -> usually implies they scatter on floor
|
|
# But scattering 25 tiles is chaotic.
|
|
# Let's drop a few random ones and destroy rest?
|
|
# Or per user "spawn nearby tiles into power up" -> Maybe the dropped tiles BECOME powerups?
|
|
# User request: "victim drops all tiles... and spawn / replace your nearby tiles into power up"
|
|
# I will just clear the board here. Spawning is handled by spawn_powerups_around.
|
|
dropped_count += 1
|
|
|
|
if dropped_count > 0:
|
|
rpc("sync_playerboard", playerboard)
|
|
rpc("trigger_screen_shake", "targeted")
|
|
NotificationManager.send_message(self, NotificationManager.MESSAGES.CRITICALLY_HIT, NotificationManager.MessageType.WARNING)
|
|
print("Player %s dropped %d tiles due to Super Push" % [name, dropped_count])
|
|
|
|
func _find_valid_drop_position() -> Vector2i:
|
|
# Try random adjacent cells
|
|
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
|
|
neighbors.shuffle()
|
|
|
|
for neighbor in neighbors:
|
|
var pos = neighbor.position
|
|
# Check item layer
|
|
var item_cell = Vector3i(pos.x, 1, pos.y)
|
|
if enhanced_gridmap.get_cell_item(item_cell) == -1:
|
|
if not is_position_occupied(pos):
|
|
return pos
|
|
|
|
return Vector2i(-1, -1)
|
|
|
|
# =============================================================================
|
|
# Targeting Action
|
|
# =============================================================================
|
|
|
|
func attempt_target_action(target_index: int):
|
|
# 1. Get Selected Effect from UI
|
|
var main = get_tree().get_root().get_node_or_null("Main")
|
|
if not main or not main.ui_manager:
|
|
return
|
|
|
|
# Quick check if UI exists and has a selection
|
|
# We need to access the script variable 'selected_effect' from the dynamically created/loaded UI.
|
|
# Let's assume ui_manager has a reference or we find it.
|
|
# Based on previous step, we haven't integrated PowerUpInventoryUI into UIManager yet.
|
|
# So we might fail here if not wired up.
|
|
# For now, let's look for "PowerUpInventoryUI" in CanvasLayer.
|
|
|
|
var inventory_ui = main.ui_manager.get_node_or_null("PowerUpInventoryUI")
|
|
# Or check if ui_manager tracks it.
|
|
# Note: We haven't instantiated it yet in UIManager. We will need to do that.
|
|
|
|
if not inventory_ui or inventory_ui.selected_effect == -1:
|
|
return # No effect selected using mouse/touch first
|
|
|
|
var effect = inventory_ui.selected_effect
|
|
|
|
# 2. Find Target Player
|
|
var player_manager = main.get_node_or_null("PlayerManager")
|
|
if not player_manager:
|
|
return
|
|
|
|
if target_index < 0 or target_index >= player_manager.connected_peer_ids.size():
|
|
return
|
|
|
|
var target_id = player_manager.connected_peer_ids[target_index]
|
|
var target_player = main.get_node_or_null(str(target_id))
|
|
|
|
if not target_player:
|
|
return
|
|
|
|
if target_player == self and effect != 4: # 4 = INVISIBLE (Self)
|
|
# Trying to target self with harmful effect?
|
|
NotificationManager.send_message(self, NotificationManager.MESSAGES.CANT_TARGET_SELF, NotificationManager.MessageType.WARNING)
|
|
return
|
|
|
|
# 3. Activate Effect
|
|
var st_manager = get_node_or_null("SpecialTilesManager")
|
|
if st_manager:
|
|
st_manager.activate_effect(effect, target_player)
|
|
inventory_ui.deselect()
|
|
|
|
func activate_powerup(effect_id: int):
|
|
var main = get_tree().get_root().get_node_or_null("Main")
|
|
if not main or not main.ui_manager:
|
|
return
|
|
|
|
# Try to find the UI button directly if possible, or simulate the click
|
|
# The goal is to Select it (if it requires targeting) OR Activate it (if instant)
|
|
|
|
# Since PowerUpInventoryUI manages selection state, we should route through it if possible
|
|
# or directly tell SpecialTilesManager to prepare?
|
|
|
|
# Let's try to mimic the button press
|
|
var inventory_ui = main.ui_manager.get_node_or_null("PowerUpInventoryUI") # Or wherever it lives
|
|
if not inventory_ui:
|
|
# Fallback: Find it in scene
|
|
inventory_ui = main.get_node_or_null("PowerUpInventoryUI")
|
|
|
|
if inventory_ui:
|
|
# Inventory UI handles: "activate_effect(effect_id)" on click
|
|
# Which then calls SpecialTilesManager.activate_effect
|
|
# This handles both "Instant" effects (Speed) and "Targeting" effects (Wall)
|
|
inventory_ui._on_btn_pressed(effect_id)
|
|
else:
|
|
# Fallback if UI not found
|
|
var st_manager = get_node_or_null("SpecialTilesManager")
|
|
if st_manager:
|
|
st_manager.activate_effect(effect_id)
|
|
|
|
|
|
func _process(delta):
|
|
# Failsafe: Ensure player is visible if spawn point is selected and random spawn is active
|
|
# This handles race conditions where set_spawn_position might be called before _ready finishes hiding
|
|
if LobbyManager.get_randomize_spawn() and spawn_point_selected and not visible:
|
|
visible = true
|
|
|
|
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")
|
|
else:
|
|
# Client-side visual smoothing
|
|
# Only interpolate if NOT running a movement tween, OR if the drift is large (teleport/snap)
|
|
if not is_player_moving:
|
|
var dist_sq = global_position.distance_squared_to(target_visual_position)
|
|
|
|
if dist_sq > 4.0: # If distance > 2.0 units (teleport/spawn), snap immediately
|
|
global_position = target_visual_position
|
|
elif dist_sq < 0.001: # Prevent micro-jitter
|
|
global_position = target_visual_position
|
|
else:
|
|
# Interpolate towards the target position received from authority
|
|
global_position = global_position.lerp(target_visual_position, delta * 15.0)
|
|
|
|
# Delegate rotation to movement manager
|
|
if movement_manager:
|
|
movement_manager._process(delta)
|
|
|
|
# Immunity Timer Logic
|
|
if immunity_timer > 0:
|
|
immunity_timer -= delta
|
|
if immunity_timer <= 0:
|
|
immunity_timer = 0
|
|
_apply_tint_recursive(self, Color.WHITE) # Remove immunity tint
|
|
|
|
@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:
|
|
continue
|
|
|
|
if player.spawn_point_selected and player.current_position == pos:
|
|
return true
|
|
|
|
# Check target position (where they are moving to)
|
|
if player.is_player_moving and player.target_position == pos:
|
|
return true
|
|
|
|
return false
|
|
|
|
func find_valid_starting_position() -> Vector2i:
|
|
if is_bot:
|
|
return _find_random_spawn_position()
|
|
else:
|
|
# Auto-assign the first available spawn point for fixed spawning
|
|
for spawn_pos in spawn_locations:
|
|
if not is_position_occupied(spawn_pos):
|
|
return spawn_pos
|
|
|
|
# Fallback (should typically not be reached if spawn_locations > max_players)
|
|
return Vector2i(0, 0)
|
|
|
|
# highlight_available_spawn_points is no longer needed for manual selection in this mode
|
|
func highlight_available_spawn_points():
|
|
pass
|
|
|
|
# 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
|
|
|
|
# Helper to find which player is at a specific position
|
|
func get_player_at_position(pos: Vector2i) -> Node3D:
|
|
for player in get_tree().get_nodes_in_group("Players"):
|
|
if player == self:
|
|
continue
|
|
|
|
# Check current position
|
|
if player.current_position == pos:
|
|
return player
|
|
|
|
# Check target position if moving
|
|
if player.is_player_moving and player.target_position == pos:
|
|
return player
|
|
|
|
return null
|
|
|
|
|
|
# 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:
|
|
if not enhanced_gridmap:
|
|
print("Warning: No gridmap for random spawn")
|
|
return Vector2i.ZERO
|
|
|
|
var available_positions = []
|
|
|
|
# Scan the grid for valid walkable floor tiles that are not occupied
|
|
for x in range(enhanced_gridmap.columns):
|
|
for z in range(enhanced_gridmap.rows):
|
|
var pos = Vector2i(x, z)
|
|
|
|
# Check Floor 0 for walkable ground (Item 0)
|
|
var ground_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
|
|
if ground_item == 0: # Assuming 0 is walkable ground
|
|
# Check if position is occupied by another player
|
|
if not is_position_occupied(pos):
|
|
available_positions.append(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
|
|
if path.size() > 0:
|
|
target_position = Vector2i(path[-1].x, path[-1].y)
|
|
|
|
# FORCE SNAP START: Ensure we start animating from our actual grid position
|
|
# This prevents "jumps" if the visual node drifted or was set via global_position vs position mismatch
|
|
var start_world_pos = grid_to_world(current_position)
|
|
if global_position.distance_squared_to(start_world_pos) > 0.001:
|
|
global_position = start_world_pos
|
|
|
|
var tween = create_tween()
|
|
tween.set_trans(Tween.TRANS_LINEAR)
|
|
tween.set_ease(Tween.EASE_IN_OUT)
|
|
|
|
var step_duration = 0.25
|
|
if movement_manager:
|
|
step_duration = step_duration / movement_manager.speed_multiplier
|
|
|
|
for point in path:
|
|
# Use global_position for consistency
|
|
tween.tween_property(self, "global_position", grid_to_world(Vector2i(point.x, point.y)), step_duration)
|
|
|
|
tween.tween_callback(func():
|
|
current_position = Vector2i(path[-1].x, path[-1].y)
|
|
is_player_moving = false
|
|
target_position = Vector2i(-1, -1)
|
|
|
|
# FORCE SNAP: Update target visual position to the perfect grid center
|
|
# This ensures that when interpolation resumes (in _process), it pulls to the correct spot
|
|
target_visual_position = grid_to_world(current_position)
|
|
|
|
# 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")
|
|
|
|
# Clear visuals for everyone including bots
|
|
if clear_visual:
|
|
if enhanced_gridmap:
|
|
enhanced_gridmap.clear_path_visualization()
|
|
|
|
# Check for buffered input
|
|
if movement_manager and movement_manager.has_method("_on_movement_finished"):
|
|
movement_manager._on_movement_finished()
|
|
|
|
# Only restore UI state if this is a human player
|
|
if not (is_bot or is_in_group("Bots")):
|
|
# 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 not (is_bot or is_in_group("Bots")):
|
|
# Only reset to NONE if we were in MOVING state (voluntary movement).
|
|
# If we were TARGETING/GRABBING and got pushed, preserve that state.
|
|
if main.ui_manager.current_action_state == main.ui_manager.ActionState.MOVING:
|
|
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!") # Handled by setter
|
|
_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):
|
|
# Don't snap directly, update target for interpolation
|
|
target_visual_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
|
|
if is_bot or is_in_group("Bots"):
|
|
return
|
|
|
|
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
|
|
if action_manager:
|
|
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, item_id: int = -1):
|
|
action_manager.highlight_cells_if_authorized(cells_to_highlight, item_id)
|
|
|
|
# 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():
|
|
if action_manager:
|
|
action_manager.clear_highlights()
|
|
|
|
func clear_playerboard_highlights():
|
|
if action_manager:
|
|
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
|
|
var new_pos = 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
|
|
)
|
|
global_position = new_pos
|
|
target_visual_position = new_pos # Snap target too
|
|
|
|
if is_multiplayer_authority():
|
|
rpc("sync_position", current_position)
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func sync_position(pos: Vector2i):
|
|
current_position = pos
|
|
|
|
# If random spawn is active, receiving a position sync essentially confirms a valid spawn
|
|
if LobbyManager.get_randomize_spawn():
|
|
spawn_point_selected = true
|
|
if not visible:
|
|
visible = true
|
|
|
|
# Always update the visual position after position sync
|
|
var new_pos = 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
|
|
|
|
# Only snap visual if not moving (moving players will tween to destination)
|
|
if not is_player_moving:
|
|
global_position = new_pos
|
|
target_visual_position = new_pos # Reset smoothing target to prevent fighting
|
|
|
|
@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
|
|
var new_pos = 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
|
|
|
|
print("[Player %s] set_spawn_position: Grid %s -> World %s (CellSize: %s)" % [name, pos, new_pos, cell_size])
|
|
|
|
global_position = new_pos
|
|
target_visual_position = new_pos
|
|
|
|
# Reveal character now that it's in the correct position
|
|
visible = true
|
|
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func complete_race(final_position: int):
|
|
if race_manager:
|
|
race_manager.on_race_completed(final_position)
|