421 lines
12 KiB
GDScript
421 lines
12 KiB
GDScript
extends Node3D
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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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@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 center_x: bool = false
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@export var center_y: bool = false
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@export var center_z: bool = false
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# Goals & Playerboard Data
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@export var goals: Array[int] = [0,0,0,0,0,0,0,0,0] # 9 length array for goals
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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] # 25 length array for holding items
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var has_performed_action: bool = false # Track if grab/put action has been done
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# Player Rotation Config
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# Add these variables for rotation
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var target_rotation: float = 0.0
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var rotation_speed: float = 10.0 # Adjust this to control rotation speed
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@export var movement_range: int = 1 # How many blocks can be moved at once
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@export var use_diagonal_movement: bool = false: # Allow diagonal movement
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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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@onready var main_scene = get_tree().current_scene
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func _ready():
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name = str(get_multiplayer_authority())
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$Name.text = str(name)
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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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else:
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push_error("Main scene not found")
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if not enhanced_gridmap:
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push_error("EnhancedGridMap node not found. Please set the correct path in the inspector.")
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return
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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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set_process_unhandled_input(is_multiplayer_authority())
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# Initialize random goals
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initialize_random_goals()
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# Initialize playerboard with -1 (empty slots)
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playerboard.resize(25)
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playerboard.fill(-1)
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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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current_position = Vector2i(0, rng.randi_range(0, 9))
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(current_position.x, 0, current_position.y))
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if cell_item not in enhanced_gridmap.non_walkable_items:
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return current_position
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attempts += 1
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return Vector2i(0, 0)
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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 max_attempts = 100
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var attempts = 0
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while attempts < max_attempts:
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var range_x = min(enhanced_gridmap.columns - 1, movement_range)
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var range_y = min(enhanced_gridmap.rows - 1, movement_range)
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# Generate position within movement range of current position
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var offset_x = rng.randi_range(-range_x, range_x)
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var offset_y = rng.randi_range(-range_y, range_y)
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var random_position = Vector2i(
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clamp(current_position.x + offset_x, 0, enhanced_gridmap.columns - 1),
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clamp(current_position.y + offset_y, 0, enhanced_gridmap.rows - 1)
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)
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# Check if the position is within movement range
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if not is_within_movement_range(random_position):
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attempts += 1
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continue
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(random_position.x, 0, random_position.y))
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if cell_item not in enhanced_gridmap.non_walkable_items and random_position != current_position:
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return random_position
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attempts += 1
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return current_position
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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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# Add this to your _process function if you don't have one
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func _process(delta):
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if is_multiplayer_authority():
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if Input.is_action_just_pressed("grab_item"): # Define this input in project settings
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if grab_item():
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rpc("display_message", "Item grabbed!")
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elif Input.is_action_just_pressed("put_item"): # Define this input in project settings
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if put_item():
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rpc("display_message", "Item placed!")
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func _unhandled_input(event):
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var main = get_node("/root/Main")
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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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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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move_player_to_clicked_position(click_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 = 0
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if use_diagonal_movement:
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# For diagonal movement, use max of x and y differences
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distance = max(abs(target_position.x - current_position.x),
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abs(target_position.y - current_position.y))
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else:
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# For orthogonal movement, use Manhattan distance
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distance = abs(target_position.x - current_position.x) + \
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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():
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#return
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#
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#if is_player_moving:
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#return
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#
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## Check if the movement is within range
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#if not is_within_movement_range(grid_position):
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#print("Movement out of range")
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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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#
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#if cell_item in enhanced_gridmap.non_walkable_items:
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#print("Cannot move to non-walkable cell")
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#return
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#
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#var path = enhanced_gridmap.find_path(Vector2(current_position), Vector2(grid_position))
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#
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#if path.size() > 1:
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#path.pop_front()
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#rpc("start_movement_along_path", path)
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#else:
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#print("No valid path found")
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func move_player_to_clicked_position(grid_position: Vector2i):
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if not is_multiplayer_authority():
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return
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if is_player_moving:
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return
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# Check if player has performed grab/put action
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if not has_performed_action and current_position != grid_position:
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rpc("display_message", "Must grab or place item before moving!")
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return
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if not is_within_movement_range(grid_position):
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print("Movement out of range")
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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:
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print("Cannot move to non-walkable cell")
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return
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rotate_towards_target(grid_position)
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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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path.pop_front()
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rpc("start_movement_along_path", path)
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else:
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print("No valid path found")
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@rpc("any_peer", "call_local")
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func start_movement_along_path(path: Array):
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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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var target_position = grid_to_world(Vector2i(point.x, point.y))
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tween.tween_property(self, "position", target_position, 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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has_performed_action = false # Reset the action flag after movement
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enhanced_gridmap.clear_path_visualization()
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has_moved_this_turn = true
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var main = get_node("/root/Main")
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if main.turn_based_mode:
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end_turn()
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)
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func move_bot_along_path(path: Array, bot_id: int):
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if not is_multiplayer_authority():
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return
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rpc("start_bot_movement_along_path", path, bot_id)
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@rpc("any_peer", "call_local")
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func start_bot_movement_along_path(path: Array, bot_id: int):
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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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var target_position = grid_to_world(Vector2i(point.x, point.y))
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tween.tween_property(self, "position", target_position, 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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enhanced_gridmap.clear_path_visualization()
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has_moved_this_turn = true
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var main = get_node("/root/Main")
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if main.turn_based_mode:
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end_turn()
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# Notify main that bot movement is complete
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if multiplayer.is_server():
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main.bot_movement_completed(bot_id)
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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,
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cell_size.y,
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grid_position.y * cell_size.z
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)
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world_position.x += cell_size.x * 0.5
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world_position.z += cell_size.z * 0.5
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if center_x:
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world_position.x += cell_size.x * 0.5
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if center_y:
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world_position.y += cell_size.y * 0.5
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if center_z:
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world_position.z += cell_size.z * 0.5
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return world_position + cell_offset
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func start_turn():
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has_moved_this_turn = false
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has_performed_action = false # Reset action flag at start of turn
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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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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_node("/root/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():
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goals.clear()
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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for i in range(9):
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goals.append(rng.randi_range(7, 10))
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if is_multiplayer_authority():
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rpc("sync_goals", goals)
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func grab_item() -> bool:
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if not enhanced_gridmap:
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return false
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var current_cell = Vector3i(current_position.x, 1, current_position.y)
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var item = enhanced_gridmap.get_cell_item(current_cell)
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if item == -1: # No item to grab
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return false
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var empty_slot = playerboard.find(-1)
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if empty_slot == -1: # No empty slots
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return false
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playerboard[empty_slot] = item
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enhanced_gridmap.set_cell_item(current_cell, -1)
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if is_multiplayer_authority():
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rpc("sync_playerboard", playerboard)
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has_performed_action = true # Set action flag
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return true
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func put_item() -> bool:
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if not enhanced_gridmap:
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return false
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var current_cell = Vector3i(current_position.x, 1, current_position.y)
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if enhanced_gridmap.get_cell_item(current_cell) != -1:
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return false # Cell is occupied
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var item_to_put = -1
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var item_index = -1
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for goal in goals:
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var index = playerboard.find(goal)
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if index != -1:
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item_to_put = goal
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item_index = index
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break
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if item_to_put == -1:
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return false
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enhanced_gridmap.set_cell_item(current_cell, item_to_put)
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playerboard[item_index] = -1
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if is_multiplayer_authority():
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rpc("sync_playerboard", playerboard)
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has_performed_action = true # Set action flag
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return true
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@rpc("any_peer", "call_local")
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func sync_goals(new_goals: Array):
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goals = new_goals
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@rpc("any_peer", "call_local")
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func sync_playerboard(new_playerboard: Array):
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playerboard = new_playerboard
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func rotate_towards_target(target_pos: Vector2i):
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var direction = Vector2(
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target_pos.x - current_position.x,
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target_pos.y - current_position.y
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).normalized()
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target_rotation = atan2(direction.x, direction.y)
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# Create a tween for smooth rotation
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var tween = create_tween()
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tween.tween_property(self, "rotation:y", target_rotation, 0.2)
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