895 lines
30 KiB
GDScript
895 lines
30 KiB
GDScript
# -------------------------------------------------------------------------------------
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# Tekton Dash - Multiplayer Board Game - 2024
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# -------------------------------------------------------------------------------------
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extends Node3D
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# Manager references
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var ui_manager
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var obstacle_manager
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var goals_cycle_manager
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# Minimal local state
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var _connection_check_timer: float = 0.0
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func _ready():
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# Initialize scene managers
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_init_managers()
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# Connect to multiplayer signals
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multiplayer.peer_connected.connect(_on_peer_connected)
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multiplayer.peer_disconnected.connect(_on_peer_disconnected)
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# Connect to Nakama signals
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NakamaManager.match_joined.connect(_on_match_joined)
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# Setup UI
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ui_manager.setup_action_buttons(_set_action_state_callback)
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ui_manager.setup_playerboard_ui()
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ui_manager.setup_timer_labels(self)
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ui_manager.setup_leaderboard_ui(self)
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ui_manager.setup_powerup_bar_ui(self)
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_setup_obstacle_ui()
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# Auto-start game if coming from lobby (already connected to match)
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if NakamaManager.is_connected_to_nakama() and multiplayer.get_unique_id() != 0:
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print("Coming from lobby - auto-starting game...")
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await get_tree().process_frame
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_auto_start_from_lobby()
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func _init_managers():
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# Create and attach scene managers
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ui_manager = load("res://scripts/managers/ui_manager.gd").new()
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ui_manager.name = "UIManager"
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add_child(ui_manager)
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ui_manager.initialize(self)
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obstacle_manager = load("res://scripts/managers/obstacle_manager.gd").new()
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obstacle_manager.name = "ObstacleManager"
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add_child(obstacle_manager)
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obstacle_manager.initialize($EnhancedGridMap)
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# Goals cycle manager for 60-second timer and scoring
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goals_cycle_manager = load("res://scripts/managers/goals_cycle_manager.gd").new()
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goals_cycle_manager.name = "GoalsCycleManager"
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add_child(goals_cycle_manager)
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goals_cycle_manager.initialize(self)
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# Connect signals for UI updates
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goals_cycle_manager.timer_updated.connect(_on_timer_updated)
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goals_cycle_manager.score_updated.connect(_on_score_updated)
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goals_cycle_manager.leaderboard_updated.connect(_on_leaderboard_updated)
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# Message Bar Configuration
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const MAX_MESSAGES := 5
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const MESSAGE_DURATION := 3.0
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@onready var message_bar: PanelContainer = $MessageBar
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@onready var message_container: VBoxContainer = $MessageBar/MarginContainer/MessageContainer
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func add_message_to_bar(player_name: String, message: String):
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if not message_container:
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return
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# Create message label
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var label = Label.new()
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label.text = "[%s] %s" % [player_name, message]
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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label.add_theme_color_override("font_color", Color.WHITE)
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label.add_theme_font_size_override("font_size", 14)
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# Add to container
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message_container.add_child(label)
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# Show the message bar
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message_bar.visible = true
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# Remove oldest messages if over limit
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while message_container.get_child_count() > MAX_MESSAGES:
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var oldest = message_container.get_child(0)
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oldest.queue_free()
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# Auto-remove after duration
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await get_tree().create_timer(MESSAGE_DURATION).timeout
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if is_instance_valid(label):
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label.queue_free()
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# Hide bar when empty
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await get_tree().process_frame
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if message_container.get_child_count() == 0:
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message_bar.visible = false
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@rpc("any_peer", "call_local")
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func broadcast_message(player_name: String, message: String):
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add_message_to_bar(player_name, message)
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func _setup_obstacle_ui():
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var obstacle_button = Button.new()
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obstacle_button.text = "Place Obstacle"
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obstacle_button.pressed.connect(func(): _set_action_state(ui_manager.ActionState.PLACING_OBSTACLE))
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$ActionMenu/ActionButtonContainer.add_child(obstacle_button)
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var orientation_button = Button.new()
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orientation_button.text = "Direction: North"
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orientation_button.pressed.connect(func():
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orientation_button.text = obstacle_manager.cycle_obstacle_orientation()
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)
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$ActionMenu/ActionButtonContainer.add_child(orientation_button)
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var type_button = Button.new()
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type_button.text = "Type: 1"
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type_button.pressed.connect(func():
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type_button.text = obstacle_manager.cycle_obstacle_type()
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)
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$ActionMenu/ActionButtonContainer.add_child(type_button)
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func _process(delta):
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if multiplayer.is_server() and GameStateManager.is_game_started():
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if TurnManager.turn_based_mode:
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rpc("sync_turn_index", TurnManager.current_turn_index)
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update_all_players_goals()
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_connection_check_timer += delta
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if _connection_check_timer >= 5.0:
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_connection_check_timer = 0.0
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verify_all_connections()
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# =============================================================================
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# Network Callbacks
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# =============================================================================
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func _on_match_joined(match_id: String):
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$NetworkPanel/NetworkInfo/UniquePeerID.text = str(multiplayer.get_unique_id())
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if multiplayer.is_server():
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$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Server (Match: %s)" % match_id
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_setup_host_game()
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else:
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$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Client"
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_setup_client_game()
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# =============================================================================
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# Game Setup
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# =============================================================================
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func _setup_host_game():
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# Generate goals
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GoalManager.generate_preset_goals(GameStateManager.max_players)
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# Add host player
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var player_id = 1
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var player_character = PlayerManager.add_player_character(player_id)
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add_child(player_character)
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player_character.add_to_group("Players", true)
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GameStateManager.add_player(player_id)
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GameStateManager.local_player_character = player_character
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ui_manager.set_local_player(player_character)
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# Wait for player to be fully ready (player.gd has 0.1s await in _ready before managers init)
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await get_tree().create_timer(0.2).timeout
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# Set host goals - get goals directly from GoalManager
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var host_goals = GoalManager.get_goals_for_player(0)
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player_character.goals = host_goals
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rpc("sync_player_goals", player_id, host_goals)
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rpc("sync_preset_goals", GoalManager.preset_goals)
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# Update the goals UI immediately for the host
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var panel = $AllPlayerGoals.get_child(0)
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panel.visible = true
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_update_player_goals_ui(0, host_goals)
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ui_manager.update_playerboard_ui()
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# Spawn client players that joined via lobby
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var lobby_players = LobbyManager.get_players()
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for lobby_player in lobby_players:
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var peer_id = lobby_player.get("id", 0)
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if peer_id != 1 and peer_id != 0: # Skip host (1) and invalid (0)
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print("Spawning lobby player: ", peer_id)
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await get_tree().create_timer(0.3).timeout
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_spawn_lobby_client(peer_id)
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# Add bots (only if no lobby players connected)
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if GameStateManager.enable_bots and lobby_players.size() <= 1:
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for i in range(2, GameStateManager.max_players + 1):
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_add_bot(i)
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_start_game()
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func _spawn_lobby_client(peer_id: int):
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"""Spawn a client player that was in the lobby."""
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if has_node(str(peer_id)):
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return
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var player_character = PlayerManager.add_player_character(peer_id)
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add_child(player_character)
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player_character.add_to_group("Players", true)
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GameStateManager.add_player(peer_id)
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# Tell all clients to create this player
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rpc("add_newly_connected_player_character", peer_id)
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# Wait for player to be ready then assign goals
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await get_tree().create_timer(0.3).timeout
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var player_index = GameStateManager.players.find(peer_id)
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if player_index >= 0 and player_index < GoalManager.preset_goals.size():
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var player_goals = GoalManager.preset_goals[player_index].duplicate()
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player_character.goals = player_goals
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call_deferred("_deferred_set_player_goals", peer_id, player_goals)
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func _setup_client_game():
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"""Setup client when transitioning from lobby."""
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var my_id = multiplayer.get_unique_id()
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print("Client setup - my peer ID: ", my_id)
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# Create local player immediately
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if not has_node(str(my_id)):
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var player_character = PlayerManager.add_player_character(my_id)
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add_child(player_character)
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player_character.add_to_group("Players", true)
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GameStateManager.add_player(my_id)
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GameStateManager.local_player_character = player_character
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ui_manager.set_local_player(player_character)
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ui_manager.update_button_states()
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print("Created local player for client: ", my_id)
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# Wait for host to be ready, then request full sync
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await get_tree().create_timer(2.0).timeout
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rpc_id(1, "request_full_player_sync", my_id)
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func _auto_start_from_lobby():
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"""Called when main.tscn is loaded from lobby - game is already connected."""
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$NetworkPanel/NetworkInfo/UniquePeerID.text = str(multiplayer.get_unique_id())
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# Get match ID from LobbyManager
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var match_id = LobbyManager.current_room.get("match_id", "")
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var short_id = match_id.substr(0, 8) if match_id.length() > 8 else match_id
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if multiplayer.is_server():
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print("Auto-starting as HOST - Match: ", short_id)
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$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Host (Match: %s)" % short_id
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_setup_host_game()
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else:
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print("Auto-starting as CLIENT - Match: ", short_id)
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$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Client (Match: %s)" % short_id
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_setup_client_game()
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func _start_game():
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if multiplayer.is_server():
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GameStateManager.start_game()
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rpc("sync_game_start", GameStateManager.players, TurnManager.turn_based_mode)
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if TurnManager.turn_based_mode:
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TurnManager.reset_turn()
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var next_player = TurnManager.next_turn(GameStateManager.players)
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rpc("set_current_turn", next_player)
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# Start the goals cycle timer
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if goals_cycle_manager:
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goals_cycle_manager.start_cycle()
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# Initialize leaderboard with all players
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if ui_manager:
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var all_players = get_tree().get_nodes_in_group("Players")
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ui_manager.initialize_leaderboard_with_players(all_players)
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# =============================================================================
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# Player Management
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# =============================================================================
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func _add_bot(bot_id: int):
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rpc("create_bot", bot_id)
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@rpc("call_local")
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func create_bot(bot_id: int):
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if not GameStateManager.enable_bots:
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return
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if has_node(str(bot_id)):
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return
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var bot_character = PlayerManager.create_bot(bot_id)
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call_deferred("add_child", bot_character)
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bot_character.add_to_group("Players", true)
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bot_character.add_to_group("Bots", true)
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if multiplayer.is_server():
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GameStateManager.add_bot(bot_id)
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var goal_index = bot_id - 1
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if goal_index < GoalManager.preset_goals.size():
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# Wait for bot managers to be ready
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await get_tree().create_timer(0.2).timeout
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bot_character.goals = GoalManager.preset_goals[goal_index].duplicate()
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# Use deferred goals sync to avoid timing issues
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call_deferred("_deferred_set_player_goals", bot_id, bot_character.goals)
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@rpc("any_peer", "call_local")
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func add_player_character(peer_id: int):
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if has_node(str(peer_id)):
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return
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var player_character = PlayerManager.add_player_character(peer_id)
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add_child(player_character)
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player_character.add_to_group("Players", true)
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GameStateManager.add_player(peer_id)
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if peer_id == multiplayer.get_unique_id():
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GameStateManager.local_player_character = player_character
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ui_manager.set_local_player(player_character)
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ui_manager.update_button_states()
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ui_manager.update_playerboard_ui()
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func _on_peer_connected(new_peer_id: int):
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if multiplayer.is_server():
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await get_tree().create_timer(1.5).timeout
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add_player_character(new_peer_id)
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rpc("add_newly_connected_player_character", new_peer_id)
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# Wait for player to be ready then assign goals
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await get_tree().create_timer(0.3).timeout
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var player = get_node_or_null(str(new_peer_id))
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if player:
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# Get the next available goal set for this player
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var player_index = GameStateManager.players.find(new_peer_id)
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if player_index >= 0 and player_index < GoalManager.preset_goals.size():
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var player_goals = GoalManager.preset_goals[player_index].duplicate()
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player.goals = player_goals
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# Update goals UI for all clients
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call_deferred("_deferred_set_player_goals", new_peer_id, player_goals)
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@rpc
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func add_newly_connected_player_character(new_peer_id: int):
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add_player_character(new_peer_id)
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func _on_peer_disconnected(peer_id: int):
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if multiplayer.is_server():
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GameStateManager.remove_player(peer_id)
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if GameStateManager.enable_bots:
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var next_id = PlayerManager.get_next_available_bot_id(GameStateManager.max_players, GameStateManager.players)
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if next_id != -1:
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_add_bot(next_id)
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# =============================================================================
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# Turn Management (RPC Handlers)
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# =============================================================================
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@rpc("reliable")
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func sync_turn_index(index: int):
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TurnManager.current_turn_index = index
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@rpc("any_peer", "call_local")
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func set_current_turn(player_id: int):
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if not TurnManager.turn_based_mode:
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return
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for player in get_tree().get_nodes_in_group("Players"):
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var is_current_turn = player.name == str(player_id)
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player.is_my_turn = is_current_turn
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if is_current_turn and not (player.is_bot or player.is_in_group("Bots")):
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player.action_points = 2
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player.has_moved_this_turn = false
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player.has_performed_action = false
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player.start_turn()
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player.clear_highlights()
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player.clear_playerboard_highlights()
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else:
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player.is_my_turn = false
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@rpc("call_local")
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func sync_game_start(player_list: Array, is_turn_based: bool):
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GameStateManager.players = player_list
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TurnManager.turn_based_mode = is_turn_based
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GameStateManager.start_game()
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# Initialize leaderboard for all peers (after a delay to ensure players loaded)
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call_deferred("_deferred_init_leaderboard")
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# =============================================================================
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# UI / Action State Management
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# =============================================================================
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func _set_action_state_callback(new_state):
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_set_action_state(new_state)
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func _set_action_state(new_state):
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var local_player = GameStateManager.local_player_character
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if not local_player or not local_player.is_multiplayer_authority():
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return
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if local_player.is_bot or local_player.is_in_group("Bots"):
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ui_manager.current_action_state = new_state
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return
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if ui_manager.current_action_state == new_state or local_player.action_points <= 0:
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return
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ui_manager.current_action_state = new_state
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local_player.clear_highlights()
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local_player.clear_playerboard_highlights()
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match new_state:
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ui_manager.ActionState.MOVING:
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local_player.highlight_movement_range()
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ui_manager.ActionState.GRABBING:
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local_player.highlight_adjacent_cells()
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ui_manager.ActionState.PUTTING:
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local_player.highlight_occupied_playerboard_slots()
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ui_manager.ActionState.RANDOMIZING:
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local_player.highlight_random_valid_cells()
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ui_manager.ActionState.ARRANGING:
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_show_arrangement_ui()
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local_player.highlight_occupied_playerboard_slots()
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ui_manager.ActionState.PLACING_OBSTACLE:
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local_player.highlight_valid_obstacle_cells()
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func _show_arrangement_ui():
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if ui_manager.playerboard_ui:
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ui_manager.playerboard_ui.visible = true
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ui_manager.update_playerboard_ui()
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func _on_playerboard_slot_clicked(event, slot_index):
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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var local_player = GameStateManager.local_player_character
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if not local_player:
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return
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match ui_manager.current_action_state:
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ui_manager.ActionState.ARRANGING:
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local_player.arrange_playerboard_item(slot_index)
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# =============================================================================
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# Obstacle Management
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# =============================================================================
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func place_obstacle(grid_position: Vector2i) -> bool:
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var local_player = GameStateManager.local_player_character
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var success = obstacle_manager.place_obstacle(grid_position, local_player)
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if success:
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local_player.clear_highlights()
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_set_action_state(ui_manager.ActionState.NONE)
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if is_multiplayer_authority():
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rpc("sync_place_obstacle", grid_position.x, grid_position.y, 3,
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obstacle_manager.current_obstacle_item, obstacle_manager.current_obstacle_orientation)
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return success
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@rpc("any_peer", "call_local")
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func sync_place_obstacle(x: int, y: int, floor_index: int, item_index: int, orientation: int):
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$EnhancedGridMap.place_obstacle(Vector3i(x, floor_index, y), item_index, orientation)
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# =============================================================================
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# Goal & Playerboard Sync
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# =============================================================================
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@rpc("reliable")
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func sync_preset_goals(goals_list: Array):
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GoalManager.preset_goals = goals_list
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@rpc("any_peer", "call_local")
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func sync_player_goals(player_id: int, goals: Array):
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var player = get_node_or_null(str(player_id))
|
|
if player:
|
|
# Defer the goal setting to ensure managers are ready
|
|
call_deferred("_deferred_set_player_goals", player_id, goals)
|
|
|
|
func _deferred_set_player_goals(player_id: int, goals: Array):
|
|
await get_tree().create_timer(0.25).timeout
|
|
var player = get_node_or_null(str(player_id))
|
|
if player and player.race_manager:
|
|
player.goals = goals.duplicate()
|
|
# Update the goals UI for all clients
|
|
_update_goals_ui_for_player(player_id, goals)
|
|
|
|
func _update_goals_ui_for_player(player_id: int, goals: Array):
|
|
# Find the player index among all players
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
all_players.sort_custom(func(a, b):
|
|
var a_id = int(String(a.name).get_slice("@", 0))
|
|
var b_id = int(String(b.name).get_slice("@", 0))
|
|
return a_id < b_id
|
|
)
|
|
|
|
var player_idx = -1
|
|
for i in range(all_players.size()):
|
|
if all_players[i].name == str(player_id):
|
|
player_idx = i
|
|
break
|
|
|
|
# Changed >= 0 to include index 0 (host player)
|
|
if player_idx != -1 and player_idx < $AllPlayerGoals.get_child_count():
|
|
$AllPlayerGoals.get_child(player_idx).visible = true
|
|
_update_player_goals_ui(player_idx, goals)
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func sync_playerboard(player_id: int, new_playerboard: Array):
|
|
if player_id == multiplayer.get_unique_id() and GameStateManager.local_player_character:
|
|
ui_manager.update_playerboard_ui()
|
|
update_all_players_boards()
|
|
|
|
# =============================================================================
|
|
# UI Update Functions
|
|
# =============================================================================
|
|
|
|
func update_all_players_goals():
|
|
if not GameStateManager.is_game_started():
|
|
return
|
|
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
all_players.sort_custom(func(a, b):
|
|
var a_id = int(String(a.name).get_slice("@", 0))
|
|
var b_id = int(String(b.name).get_slice("@", 0))
|
|
return a_id < b_id
|
|
)
|
|
|
|
for i in range($AllPlayerGoals.get_child_count()):
|
|
$AllPlayerGoals.get_child(i).visible = false
|
|
|
|
var max_panels = $AllPlayerGoals.get_child_count()
|
|
for i in range(min(all_players.size(), max_panels)):
|
|
var player = all_players[i]
|
|
if player and player.goals.size() > 0:
|
|
$AllPlayerGoals.get_child(i).visible = true
|
|
_update_player_goals_ui(i, player.goals)
|
|
|
|
func _update_player_goals_ui(player_idx: int, goals: Array):
|
|
if player_idx < 0 or player_idx >= $AllPlayerGoals.get_child_count():
|
|
return
|
|
|
|
var panel = $AllPlayerGoals.get_child(player_idx)
|
|
if not panel.has_node("MarginContainer/Playergoals"):
|
|
return
|
|
|
|
var goals_grid = panel.get_node("MarginContainer/Playergoals")
|
|
for slot_idx in range(9):
|
|
if slot_idx >= goals_grid.get_child_count():
|
|
break
|
|
|
|
var slot = goals_grid.get_child(slot_idx)
|
|
var goal_value = goals[slot_idx] if slot_idx < goals.size() else -1
|
|
|
|
for tile_name in ["TileHeart", "TileDiamond", "TileStar", "TileCoin"]:
|
|
if slot.has_node(tile_name):
|
|
slot.get_node(tile_name).hide()
|
|
|
|
match goal_value:
|
|
7:
|
|
if slot.has_node("TileHeart"):
|
|
slot.get_node("TileHeart").show()
|
|
8:
|
|
if slot.has_node("TileDiamond"):
|
|
slot.get_node("TileDiamond").show()
|
|
9:
|
|
if slot.has_node("TileStar"):
|
|
slot.get_node("TileStar").show()
|
|
10:
|
|
if slot.has_node("TileCoin"):
|
|
slot.get_node("TileCoin").show()
|
|
|
|
func update_all_players_boards():
|
|
if not GameStateManager.is_game_started():
|
|
return
|
|
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
var all_player_boards = $AllPlayerBoards
|
|
|
|
# Update boards (simplified version - full implementation would mirror original)
|
|
pass
|
|
|
|
# =============================================================================
|
|
# Connection Verification
|
|
# =============================================================================
|
|
|
|
func verify_all_connections():
|
|
if multiplayer.is_server():
|
|
for peer_id in GameStateManager.players:
|
|
if peer_id != 1:
|
|
rpc_id(peer_id, "connection_verify", GameStateManager.players)
|
|
|
|
@rpc
|
|
func connection_verify(expected_players: Array):
|
|
for peer_id in expected_players:
|
|
if peer_id != multiplayer.get_unique_id() and not has_node(str(peer_id)):
|
|
rpc_id(1, "request_specific_player_data", peer_id)
|
|
|
|
@rpc("any_peer")
|
|
func request_specific_player_data(requested_peer_id: int):
|
|
if multiplayer.is_server():
|
|
var player = get_node_or_null(str(requested_peer_id))
|
|
if player:
|
|
var player_data = {
|
|
"peer_id": requested_peer_id,
|
|
"position": player.current_position,
|
|
"goals": player.goals,
|
|
"playerboard": player.playerboard,
|
|
"is_bot": player.is_bot || player.is_in_group("Bots")
|
|
}
|
|
rpc_id(multiplayer.get_remote_sender_id(), "create_specific_player", player_data)
|
|
|
|
@rpc("any_peer")
|
|
func request_full_player_sync(requesting_peer_id: int):
|
|
if multiplayer.is_server():
|
|
for peer_id in GameStateManager.players:
|
|
var player = get_node_or_null(str(peer_id))
|
|
if player:
|
|
var player_data = {
|
|
"peer_id": peer_id,
|
|
"position": player.current_position,
|
|
"goals": player.goals,
|
|
"playerboard": player.playerboard,
|
|
"is_bot": player.is_bot || player.is_in_group("Bots")
|
|
}
|
|
rpc_id(requesting_peer_id, "create_specific_player", player_data)
|
|
await get_tree().create_timer(0.1).timeout
|
|
|
|
@rpc("reliable")
|
|
func create_specific_player(data: Dictionary):
|
|
var peer_id = data["peer_id"]
|
|
var player_character = null
|
|
var node_already_exists = has_node(str(peer_id))
|
|
|
|
if node_already_exists:
|
|
# Player already exists, just get the reference
|
|
player_character = get_node(str(peer_id))
|
|
else:
|
|
# Create new player
|
|
player_character = PlayerManager.add_player_character(peer_id)
|
|
player_character.current_position = data["position"]
|
|
add_child(player_character)
|
|
player_character.add_to_group("Players", true)
|
|
|
|
if data["is_bot"]:
|
|
player_character.add_to_group("Bots", true)
|
|
player_character.is_bot = true
|
|
|
|
# Check if this is the local player (client's own player)
|
|
var is_local_player = (peer_id == multiplayer.get_unique_id())
|
|
if is_local_player and GameStateManager.local_player_character == null:
|
|
GameStateManager.local_player_character = player_character
|
|
ui_manager.set_local_player(player_character)
|
|
ui_manager.update_button_states()
|
|
|
|
# Wait for player managers to initialize (player.gd has 0.1s await in _ready)
|
|
await get_tree().create_timer(0.2).timeout
|
|
|
|
# Now set goals and playerboard after managers are ready
|
|
var goals_to_set = data["goals"].duplicate() if data.has("goals") else []
|
|
if goals_to_set.size() > 0 and player_character.race_manager:
|
|
player_character.goals = goals_to_set
|
|
|
|
var playerboard_to_set = data["playerboard"].duplicate() if data.has("playerboard") else []
|
|
if playerboard_to_set.size() > 0 and player_character.race_manager:
|
|
player_character.playerboard = playerboard_to_set
|
|
|
|
# Always update position (including for existing nodes, so client sees host correctly)
|
|
player_character.current_position = data["position"]
|
|
player_character.global_position = Vector3(
|
|
data["position"].x * 2 + 1,
|
|
1.0,
|
|
data["position"].y * 2 + 1
|
|
)
|
|
|
|
# Update playerboard UI for local player
|
|
if is_local_player:
|
|
ui_manager.update_playerboard_ui()
|
|
|
|
# Update goals UI for this player - use direct panel update
|
|
if goals_to_set.size() > 0:
|
|
# Find the correct panel index for this player
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
all_players.sort_custom(func(a, b):
|
|
var a_id = int(String(a.name).get_slice("@", 0))
|
|
var b_id = int(String(b.name).get_slice("@", 0))
|
|
return a_id < b_id
|
|
)
|
|
|
|
var player_idx = -1
|
|
for i in range(all_players.size()):
|
|
var player_name_id = int(String(all_players[i].name).get_slice("@", 0))
|
|
if player_name_id == peer_id:
|
|
player_idx = i
|
|
break
|
|
|
|
if player_idx != -1 and player_idx < $AllPlayerGoals.get_child_count():
|
|
$AllPlayerGoals.get_child(player_idx).visible = true
|
|
_update_player_goals_ui(player_idx, goals_to_set)
|
|
|
|
# =============================================================================
|
|
# Grid Item Randomization
|
|
# =============================================================================
|
|
|
|
func randomize_item_at_position(grid_position: Vector2i):
|
|
if not multiplayer.is_server():
|
|
rpc_id(1, "request_randomize_item", grid_position)
|
|
return
|
|
|
|
var enhanced_gridmap = $EnhancedGridMap
|
|
if enhanced_gridmap:
|
|
var cell = Vector3i(grid_position.x, 1, grid_position.y)
|
|
var current_item = enhanced_gridmap.get_cell_item(cell)
|
|
|
|
if current_item != -1:
|
|
var rng = RandomNumberGenerator.new()
|
|
rng.randomize()
|
|
var new_item = rng.randi_range(7, 10)
|
|
|
|
while new_item == current_item:
|
|
new_item = rng.randi_range(7, 10)
|
|
|
|
sync_grid_item(cell.x, cell.y, cell.z, new_item)
|
|
rpc("sync_grid_item", cell.x, cell.y, cell.z, new_item)
|
|
|
|
@rpc("any_peer")
|
|
func request_randomize_item(grid_position: Vector2i):
|
|
if multiplayer.is_server():
|
|
randomize_item_at_position(grid_position)
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_grid_item(x: int, y: int, z: int, item: int):
|
|
var enhanced_gridmap = $EnhancedGridMap
|
|
if enhanced_gridmap:
|
|
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
|
|
|
|
# =============================================================================
|
|
# Goals Cycle & Leaderboard UI
|
|
# =============================================================================
|
|
|
|
func _on_timer_updated(time_remaining: float):
|
|
# Update standalone timer display
|
|
var time_text = str(int(time_remaining))
|
|
|
|
var timer_panel = get_node_or_null("GoalsTimer")
|
|
if timer_panel:
|
|
var timer_label = timer_panel.get_node_or_null("VBox/TimerLabel")
|
|
if timer_label:
|
|
timer_label.text = time_text
|
|
|
|
func _on_score_updated(peer_id: int, new_score: int):
|
|
# Update player's score display
|
|
var player = get_node_or_null(str(peer_id))
|
|
if player:
|
|
player.score = new_score
|
|
|
|
# Update leaderboard UI
|
|
_update_leaderboard_display()
|
|
|
|
func _on_leaderboard_updated(sorted_scores: Array):
|
|
# Update the leaderboard panel locally
|
|
_update_leaderboard_display()
|
|
|
|
# Server broadcasts updated leaderboard to all clients
|
|
if multiplayer.is_server():
|
|
var player_data = []
|
|
for p in get_tree().get_nodes_in_group("Players"):
|
|
player_data.append({
|
|
"peer_id": p.get_multiplayer_authority(),
|
|
"name": p.name,
|
|
"score": goals_cycle_manager.get_player_score(p.get_multiplayer_authority()) if goals_cycle_manager else 0
|
|
})
|
|
rpc("sync_leaderboard_data", player_data)
|
|
|
|
func _deferred_init_leaderboard():
|
|
"""Initialize leaderboard after a delay to ensure all players are loaded."""
|
|
# Longer delay ensures players are synced
|
|
await get_tree().create_timer(1.5).timeout
|
|
|
|
# Request leaderboard sync from server for accurate data
|
|
if not multiplayer.is_server():
|
|
rpc_id(1, "request_leaderboard_sync")
|
|
else:
|
|
# Server can update directly
|
|
_update_leaderboard_display()
|
|
|
|
@rpc("any_peer")
|
|
func request_leaderboard_sync():
|
|
"""Client requests leaderboard data from server."""
|
|
if multiplayer.is_server():
|
|
var sender_id = multiplayer.get_remote_sender_id()
|
|
# Build player list with peer_ids and names
|
|
var player_data = []
|
|
for p in get_tree().get_nodes_in_group("Players"):
|
|
player_data.append({
|
|
"peer_id": p.get_multiplayer_authority(),
|
|
"name": p.name,
|
|
"score": goals_cycle_manager.get_player_score(p.get_multiplayer_authority()) if goals_cycle_manager else 0
|
|
})
|
|
rpc_id(sender_id, "sync_leaderboard_data", player_data)
|
|
|
|
@rpc("authority", "call_local", "reliable")
|
|
func sync_leaderboard_data(player_data: Array):
|
|
"""Receive leaderboard data from server and update UI."""
|
|
var leaderboard_panel = get_node_or_null("LeaderboardPanel")
|
|
if not leaderboard_panel:
|
|
return
|
|
|
|
var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
|
|
if not vbox:
|
|
return
|
|
|
|
# Sort by score descending
|
|
player_data.sort_custom(func(a, b): return a.score > b.score)
|
|
|
|
# Update entries
|
|
for i in range(4):
|
|
var entry = vbox.get_node_or_null("Entry" + str(i + 1))
|
|
if not entry:
|
|
continue
|
|
|
|
if i < player_data.size():
|
|
var data = player_data[i]
|
|
var rank_label = entry.get_node_or_null("RankLabel")
|
|
var name_label = entry.get_node_or_null("NameLabel")
|
|
var score_label = entry.get_node_or_null("ScoreLabel")
|
|
|
|
if rank_label:
|
|
rank_label.text = _get_ordinal(i + 1)
|
|
if name_label:
|
|
name_label.text = "Player " + str(data.name)
|
|
if score_label:
|
|
score_label.text = str(data.score)
|
|
|
|
entry.visible = true
|
|
else:
|
|
entry.visible = false
|
|
|
|
func _update_leaderboard_display():
|
|
var leaderboard_panel = get_node_or_null("LeaderboardPanel")
|
|
if not leaderboard_panel:
|
|
return
|
|
|
|
# Try both possible paths for vbox
|
|
var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
|
|
if not vbox:
|
|
vbox = leaderboard_panel.get_node_or_null("VBox")
|
|
if not vbox:
|
|
return
|
|
|
|
# Get all players in game
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
|
|
# Build scores array with all players
|
|
var player_data = []
|
|
for p in all_players:
|
|
var peer_id = p.get_multiplayer_authority()
|
|
var score = goals_cycle_manager.get_player_score(peer_id) if goals_cycle_manager else 0
|
|
player_data.append({"peer_id": peer_id, "name": p.name, "score": score})
|
|
|
|
# Sort by score descending
|
|
player_data.sort_custom(func(a, b): return a.score > b.score)
|
|
|
|
# Update entries
|
|
for i in range(4): # Max 4 entries
|
|
var entry = vbox.get_node_or_null("Entry" + str(i + 1))
|
|
if not entry:
|
|
continue
|
|
|
|
if i < player_data.size():
|
|
var data = player_data[i]
|
|
|
|
var rank_label = entry.get_node_or_null("RankLabel")
|
|
var name_label = entry.get_node_or_null("NameLabel")
|
|
var score_label = entry.get_node_or_null("ScoreLabel")
|
|
|
|
if rank_label:
|
|
rank_label.text = _get_ordinal(i + 1)
|
|
if name_label:
|
|
name_label.text = str(data.name)
|
|
if score_label:
|
|
score_label.text = str(data.score)
|
|
|
|
entry.visible = true
|
|
else:
|
|
entry.visible = false
|
|
|
|
func _get_ordinal(n: int) -> String:
|
|
match n:
|
|
1: return "1st"
|
|
2: return "2nd"
|
|
3: return "3rd"
|
|
4: return "4th"
|
|
_: return str(n) + "th"
|