1316 lines
42 KiB
GDScript
1316 lines
42 KiB
GDScript
extends Node3D
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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 is_player_moving: bool = false
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var _verify_timer: float = 0.0
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@export var cell_size: Vector3 = Vector3(2, 2, 2)
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@export var cell_offset: Vector3 = Vector3(0, 0, 0)
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@export var goals: Array[int] = [0,0,0,0,0,0,0,0,0]
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@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]
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var has_performed_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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var target_rotation: float = 0.0
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var rotation_speed: float = 10.0
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@export var movement_range: int = 1
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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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@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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rpc("display_message", "It's your turn!")
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@export var has_moved_this_turn = false
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var highlighted_cells = []
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func _ready():
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# Ensure name is set first
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name = str(get_multiplayer_authority())
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$Name.text = str(name)
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# Wait briefly to ensure proper scene setup
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await get_tree().create_timer(0.1).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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# Early setup for bots
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if is_bot == true or is_in_group("Bots"):
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# Initialize behavior tree for bots
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var behavior_tree = $BehaviorTree
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# Disable all input processing for bots immediately
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set_process_input(false)
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set_process_unhandled_input(false)
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set_process(false)
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set_physics_process(false)
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# Disable visual highlights for bots
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highlighted_cells.clear()
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if behavior_tree:
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behavior_tree.enabled = is_multiplayer_authority()
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behavior_tree.actor = self
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rpc("sync_bot_status", true)
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# Initialize bot-specific components
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if enhanced_gridmap:
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current_position = find_valid_starting_position()
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update_player_position(current_position)
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# Remove this line as goals are now managed by the host
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#append_random_goals()
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playerboard.resize(25)
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playerboard.fill(-1)
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return
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# Disable Beehave tree if this is not a bot
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if not is_bot and has_node("BehaviorTree"):
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$BehaviorTree.enabled = false
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# Rest of initialization (only for human players)
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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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current_position = find_valid_starting_position()
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update_player_position(current_position)
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#append_random_goals()
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playerboard.resize(25)
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playerboard.fill(-1)
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# Ensure proper initial positioning
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global_position = Vector3(
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current_position.x * cell_size.x + cell_size.x * 0.5,
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1.0,
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current_position.y * cell_size.z + cell_size.z * 0.5
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)
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if is_multiplayer_authority():
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rpc("sync_position", current_position)
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@rpc("any_peer", "call_local")
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func sync_bot_status(is_bot_status: bool):
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is_bot = is_bot_status
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if is_bot:
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add_to_group("Bots", true)
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set_process_input(false)
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set_process_unhandled_input(false)
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# Clear any existing highlights
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highlighted_cells.clear()
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#clear_highlights()
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#clear_playerboard_highlights()
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var behavior_tree = get_node_or_null("BehaviorTree")
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if behavior_tree:
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behavior_tree.enabled = is_multiplayer_authority()
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behavior_tree.actor = self
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if not is_multiplayer_authority():
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behavior_tree.set_physics_process(false)
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behavior_tree.set_process(false)
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func _process(delta):
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if is_multiplayer_authority():
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# Visual debugging - show connection status in name label
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$Name.text = str(name) + "\n(Auth: " + str(get_multiplayer_authority()) + ")"
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# Periodically verify our existence to others
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_verify_timer += delta
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if _verify_timer >= 3.0:
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_verify_timer = 0.0
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rpc("ping_existence")
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@rpc("any_peer", "call_local")
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func ping_existence():
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# This just lets other clients know this player exists
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# They can check if they have this node
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pass
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func _physics_process(_delta):
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if is_multiplayer_authority():
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rpc("remote_set_position", global_position)
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func _unhandled_input(event):
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# Early return if not authorized human player
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if not is_multiplayer_authority() or is_bot or is_in_group("Bots"):
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set_process_unhandled_input(false)
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return
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# Use get_node_or_null for safer node access
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var main = get_tree().get_root().get_node_or_null("Main")
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if not main:
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return
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if not is_multiplayer_authority() or (main.turn_based_mode and (not is_my_turn or is_player_moving)):
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return
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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if is_bot == true or is_in_group("Bots"):
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set_process_unhandled_input(false)
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set_process_input(false)
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return
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var camera = get_viewport().get_camera_3d()
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var from = camera.project_ray_origin(event.position)
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var to = from + camera.project_ray_normal(event.position) * 1000
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var click_position = raycast_to_grid(from, to)
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if click_position != Vector2i(-1, -1):
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handle_grid_click(click_position)
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func _on_slot_gui_input(event, slot_index, slot_ui) -> int:
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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var main = get_tree().get_root().get_node_or_null("Main")
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if main.current_action_state == main.ActionState.ARRANGING:
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if selected_playerboard_slot == -1:
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select_playerboard_slot(slot_index)
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return slot_index
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else:
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if selected_playerboard_slot == slot_index:
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deselect_playerboard_slot()
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return slot_index
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elif can_move_to_target_playerboard_slot():
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target_playerboard_slot(slot_index)
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main.emit_signal("can_move_item", true)
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return slot_index
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else:
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return -1
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return -1
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func handle_grid_click(grid_position: Vector2i):
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if is_bot == true or is_in_group("Bots"):
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return
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var main = get_tree().get_root().get_node_or_null("Main")
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if not main:
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push_error("Main node not found")
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return
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match main.current_action_state:
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main.ActionState.MOVING:
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if grid_position in highlighted_cells:
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move_player_to_clicked_position(grid_position)
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main.ActionState.GRABBING:
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if grid_position in highlighted_cells or grid_position == current_position:
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grab_item(grid_position)
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main.ActionState.PUTTING:
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if grid_position in highlighted_cells and selected_playerboard_slot != -1:
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put_item(grid_position)
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main.ActionState.RANDOMIZING:
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if grid_position in highlighted_cells:
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main.randomize_item_at_position(grid_position)
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main.ActionState.PLACING_OBSTACLE:
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if grid_position in highlighted_cells:
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main.place_obstacle(grid_position)
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func is_position_occupied(pos: Vector2i) -> bool:
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for player in get_tree().get_nodes_in_group("Players"):
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if player != self and player.current_position == pos:
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return true
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return false
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func find_valid_starting_position() -> Vector2i:
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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var max_attempts = 100
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var attempts = 0
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while attempts < max_attempts:
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var x = rng.randi_range(0, enhanced_gridmap.columns - 1)
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var y = rng.randi_range(0, enhanced_gridmap.rows - 1)
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var pos = Vector2i(x, y)
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if not is_position_occupied(pos):
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return pos
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attempts += 1
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return Vector2i.ZERO
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func find_random_valid_position_in_range() -> Vector2i:
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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var valid_positions = []
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for x in range(max(0, current_position.x - movement_range),
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min(enhanced_gridmap.columns, current_position.x + movement_range + 1)):
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for z in range(max(0, current_position.y - movement_range),
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min(enhanced_gridmap.rows, current_position.y + movement_range + 1)):
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var pos = Vector2i(x, z)
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if pos != current_position and is_within_movement_range(pos):
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items) and not is_position_occupied(pos):
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valid_positions.append(pos)
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if valid_positions.size() > 0:
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return valid_positions[rng.randi() % valid_positions.size()]
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return current_position
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func raycast_to_grid(from: Vector3, to: Vector3) -> Vector2i:
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var plane = Plane(Vector3.UP, cell_offset.y)
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var intersection = plane.intersects_ray(from, to - from)
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if intersection:
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var adjusted_intersection = intersection - cell_offset
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var grid_position = Vector2i(
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floor(adjusted_intersection.x / cell_size.x),
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floor(adjusted_intersection.z / cell_size.z)
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)
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if grid_position.x >= 0 and grid_position.x < enhanced_gridmap.columns and \
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grid_position.y >= 0 and grid_position.y < enhanced_gridmap.rows:
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return grid_position
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return Vector2i(-1, -1)
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func is_within_movement_range(target_position: Vector2i) -> bool:
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var distance: int
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if use_diagonal_movement:
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distance = max(abs(target_position.x - current_position.x), abs(target_position.y - current_position.y))
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else:
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distance = abs(target_position.x - current_position.x) + abs(target_position.y - current_position.y)
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return distance <= movement_range
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#func move_player_to_clicked_position(grid_position: Vector2i):
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#if not is_multiplayer_authority() or is_player_moving or action_points <= 0:
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#return
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#
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#var main = get_tree().get_root().get_node_or_null("Main")
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#if not main or main.current_action_state != main.ActionState.MOVING or not grid_position in highlighted_cells:
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#return
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#
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#if not is_within_movement_range(grid_position):
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#return
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#
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#var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
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#if cell_item in enhanced_gridmap.non_walkable_items or is_position_occupied(grid_position):
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#return
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#
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#rotate_towards_target(grid_position)
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#
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#var path = enhanced_gridmap.find_path(Vector2(current_position), Vector2(grid_position))
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#if path.size() <= 1:
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#return
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#
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#var valid_path = true
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#for point in path.slice(1):
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#if is_position_occupied(Vector2i(point.x, point.y)):
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#valid_path = false
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#break
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#
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#if valid_path:
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#path.pop_front()
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## Pass clear_visual=false for bots to preserve player highlights
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#rpc("start_movement_along_path", path, not (is_bot or is_in_group("Bots")))
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#action_points -= 1
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#
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## Only clear highlights if not a bot
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#if not (is_bot or is_in_group("Bots")):
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#clear_highlights()
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#else:
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#print("Path is blocked by other players")
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func move_player_to_clicked_position(grid_position: Vector2i):
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if not is_multiplayer_authority() or is_player_moving or action_points <= 0:
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return
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var main = get_tree().get_root().get_node_or_null("Main")
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if not main or main.current_action_state != main.ActionState.MOVING or not grid_position in highlighted_cells:
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return
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if not is_within_movement_range(grid_position):
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return
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
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if cell_item in enhanced_gridmap.non_walkable_items or is_position_occupied(grid_position):
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return
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# Check if direct movement is blocked by an obstacle
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if enhanced_gridmap.is_blocked_by_obstacle(current_position, grid_position, 3):
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# Do not allow movement if blocked (this should not happen if highlight logic is correct)
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print("Movement blocked by obstacle")
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return
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rotate_towards_target(grid_position)
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# Create a direct path rather than using A* for obstacle avoidance
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# This ensures the player can only move to directly accessible positions
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var path = [Vector2(current_position.x, current_position.y), Vector2(grid_position.x, grid_position.y)]
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path.pop_front()
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rpc("start_movement_along_path", path, not (is_bot or is_in_group("Bots")))
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action_points -= 1
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# Clear highlights after moving
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if not (is_bot or is_in_group("Bots")):
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clear_highlights()
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@rpc("any_peer", "call_local")
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func start_movement_along_path(path: Array, clear_visual: bool = true):
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is_player_moving = true
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var tween = create_tween()
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tween.set_trans(Tween.TRANS_CUBIC)
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tween.set_ease(Tween.EASE_IN_OUT)
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for point in path:
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tween.tween_property(self, "position", grid_to_world(Vector2i(point.x, point.y)), 0.5)
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tween.tween_callback(func():
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current_position = Vector2i(path[-1].x, path[-1].y)
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is_player_moving = false
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var main = get_tree().get_root().get_node_or_null("Main")
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# Only clear visuals if this is a human player
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if not (is_bot or is_in_group("Bots")):
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if clear_visual:
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enhanced_gridmap.clear_path_visualization()
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# Restore movement range highlights if it was the player's turn
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if main and main.current_action_state == main.ActionState.MOVING and is_my_turn:
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highlight_movement_range()
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has_moved_this_turn = path.size() <= movement_range
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if main:
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if not (is_bot or is_in_group("Bots")):
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main.set_action_state(main.ActionState.NONE)
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if main and main.turn_based_mode:
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end_turn()
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_after_action_completed()
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)
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func update_player_position(grid_position: Vector2i):
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position = grid_to_world(grid_position)
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func grid_to_world(grid_position: Vector2i) -> Vector3:
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var world_position = Vector3(
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grid_position.x * cell_size.x + cell_size.x * 0.5,
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cell_size.y,
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grid_position.y * cell_size.z + cell_size.z * 0.5
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) + cell_offset
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return world_position
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func start_turn():
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action_points = 2
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has_moved_this_turn = false
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has_performed_action = false
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is_my_turn = true
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if is_multiplayer_authority():
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rpc("display_message", "It's your turn!")
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_after_action_completed()
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func end_turn():
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is_my_turn = false
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has_moved_this_turn = false
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if is_multiplayer_authority():
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get_tree().get_root().get_node_or_null("Main").request_next_turn()
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@rpc("any_peer", "call_local", "unreliable")
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func remote_set_position(authority_position):
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global_position = authority_position
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@rpc("any_peer", "call_local")
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func display_message(message):
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$Bubble.show()
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$Bubble/Message.show()
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$Bubble/Message.text = str(message)
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await get_tree().create_timer(3).timeout
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$Bubble.hide()
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$Bubble/Message.hide()
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func initialize_random_goals(_size:int, min_value:int, max_value:int, null_count:float) -> Array[int]:
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goals.clear()
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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var result : Array[int] = []
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var null_val = 0
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var max_nulls = 3
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const SPECIAL_VALUES = {1: 7, 2: 8, 3: 9, 4: 10}
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for i in range(_size):
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if null_val < max_nulls and rng.randf() < null_count:
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result.append(-1)
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null_val += 1
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else:
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var val = rng.randi_range(min_value, max_value)
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result.append(val if not val in SPECIAL_VALUES else SPECIAL_VALUES[val])
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return result
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# Remove this since goals are now set by main.gd
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func append_random_goals():
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goals.append_array(initialize_random_goals(9, 7, 10, 1.0))
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if is_multiplayer_authority():
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rpc("sync_goals", goals)
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func bot_try_grab_item() -> bool:
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if not enhanced_gridmap or action_points <= 0:
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return false
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# First check current position
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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
|
|
|
|
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 put_item(grid_position: Vector2i = current_position) -> bool:
|
|
if not enhanced_gridmap or action_points <= 0 or selected_playerboard_slot == -1:
|
|
return false
|
|
|
|
var cell = Vector3i(grid_position.x, 1, grid_position.y)
|
|
if enhanced_gridmap.get_cell_item(cell) != -1:
|
|
return false
|
|
|
|
# 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 false
|
|
|
|
# Get the item to place first
|
|
var item = playerboard[selected_playerboard_slot]
|
|
|
|
# For clients, we need to RPC to the server first, then let the server RPC back
|
|
if is_multiplayer_authority() and not multiplayer.is_server():
|
|
# Client requests server to perform the put operation
|
|
rpc_id(1, "request_server_put", grid_position, selected_playerboard_slot, cell.x, cell.y, cell.z, item)
|
|
|
|
# We'll return true and let the server handle the actual operation
|
|
# The server will RPC back to update our state if successful
|
|
return true
|
|
elif is_multiplayer_authority() and multiplayer.is_server():
|
|
# Server directly implements the change
|
|
rpc("sync_grid_item", cell.x, cell.y, cell.z, item)
|
|
playerboard[selected_playerboard_slot] = -1
|
|
rpc("sync_playerboard", playerboard)
|
|
|
|
has_performed_action = true
|
|
consume_action_points(1)
|
|
if not is_bot == true:
|
|
clear_highlights()
|
|
clear_playerboard_highlights()
|
|
selected_playerboard_slot = -1
|
|
|
|
var main = get_tree().get_root().get_node_or_null("Main")
|
|
if main:
|
|
main.set_action_state(main.ActionState.NONE)
|
|
_after_action_completed()
|
|
return true
|
|
|
|
return false
|
|
|
|
@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()
|
|
|
|
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)
|
|
|
|
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
|
|
)
|
|
|
|
# Modify highlight functions to use the new authorized highlight method
|
|
func highlight_movement_range():
|
|
if not is_multiplayer_authority() or is_bot or is_in_group("Bots"):
|
|
return
|
|
|
|
var cells_to_highlight = []
|
|
|
|
# For each position within movement range
|
|
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 the current position
|
|
if test_pos == current_position:
|
|
continue
|
|
|
|
# Check if within movement range
|
|
if is_within_movement_range(test_pos):
|
|
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
|
|
|
|
# Basic walkability check
|
|
if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items) and not is_position_occupied(test_pos):
|
|
# Check if there's a direct path without obstacles
|
|
var path_blocked = false
|
|
|
|
# For orthogonal movement
|
|
if test_pos.x == current_position.x or test_pos.y == current_position.y:
|
|
path_blocked = enhanced_gridmap.is_blocked_by_obstacle(current_position, test_pos, 3)
|
|
else:
|
|
# For diagonal movement, check if both orthogonal paths are blocked
|
|
var mid1 = Vector2i(test_pos.x, current_position.y)
|
|
var mid2 = Vector2i(current_position.x, test_pos.y)
|
|
|
|
var path1_blocked = enhanced_gridmap.is_blocked_by_obstacle(current_position, mid1, 3)
|
|
var path2_blocked = enhanced_gridmap.is_blocked_by_obstacle(current_position, mid2, 3)
|
|
|
|
# Only completely block if both paths are blocked
|
|
path_blocked = path1_blocked and path2_blocked
|
|
|
|
if not path_blocked:
|
|
cells_to_highlight.append(test_pos)
|
|
|
|
highlight_cells_if_authorized(cells_to_highlight)
|
|
|
|
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
|
|
#
|
|
#var valid_cells = []
|
|
#for x in range(enhanced_gridmap.columns):
|
|
#for z in range(enhanced_gridmap.rows):
|
|
#var cell_pos = Vector2i(x, z)
|
|
#var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
|
|
#if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items):
|
|
#valid_cells.append(cell_pos)
|
|
#
|
|
#var rng = RandomNumberGenerator.new()
|
|
#rng.randomize()
|
|
#for _i in range(min(5, valid_cells.size())):
|
|
#var index = rng.randi() % valid_cells.size()
|
|
#var cell = valid_cells[index]
|
|
#highlighted_cells.append(cell)
|
|
#enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.hover_item)
|
|
#valid_cells.remove_at(index)
|
|
|
|
func 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():
|
|
|
|
# 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)
|
|
|
|
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_end_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)
|