235 lines
8.4 KiB
GDScript
235 lines
8.4 KiB
GDScript
extends Node
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# PlayerActionManager - Handles action points, highlights, and visual feedback
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var player: Node3D
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var enhanced_gridmap: Node
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var highlighted_cells = []
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func initialize(p_player: Node3D, p_gridmap: Node):
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player = p_player
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enhanced_gridmap = p_gridmap
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# =============================================================================
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# Action Point Management
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# =============================================================================
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func consume_action_points(points: int):
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if not is_instance_valid(player) or not player.is_multiplayer_authority():
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return
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var main = player.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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# Non-turn-based mode: unlimited action points for real-time fast-paced gameplay
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if not TurnManager.turn_based_mode:
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after_action_completed()
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return
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# Turn-based mode: consume action points normally
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player.action_points -= points
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if player.action_points <= 0:
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main.request_next_turn()
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after_action_completed()
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func after_action_completed():
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# Guard against recursive calls
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if player._is_processing_action:
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return
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player._is_processing_action = true
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if player.is_multiplayer_authority():
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player.update_finish_availability()
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# Clear the highlights after placing the tiles. (Quickfix for Clientside)
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clear_highlights()
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# Only update UI if this is the LOCAL HUMAN PLAYER
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# Bots are owned by the host (authority match) but shouldn't trigger UI updates
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if multiplayer.get_unique_id() == player.get_multiplayer_authority():
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if not player.is_bot and not player.is_in_group("Bots"):
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main:
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main.ui_manager.update_button_states()
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main.ui_manager.update_playerboard_ui()
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# Add this line to sync all boards
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main.update_all_players_boards()
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# Sync playerboard (Bots DO need to sync their board logic, just not update local UI)
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if player.is_multiplayer_authority() and player.has_method("can_rpc") and player.can_rpc():
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main:
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main.rpc("sync_playerboard", player.name.to_int(), player.playerboard)
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player._is_processing_action = false
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# =============================================================================
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# Highlight Operations
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# =============================================================================
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func highlight_cells_if_authorized(cells_to_highlight: Array, item_id: int = -1):
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if not player.is_multiplayer_authority() or player.is_bot or player.is_in_group("Bots"):
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return
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# Start with fresh highlights if logical state changes?
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# But dragging mouse calls this every frame. We need to clear previous calls.
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# The simplistic clear_highlights() clears ALL highlights.
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# Which is fine for targeting mode as we only highlight the target area.
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clear_highlights()
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var highlight_item = item_id if item_id != -1 else enhanced_gridmap.hover_item
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for cell in cells_to_highlight:
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highlighted_cells.append(cell)
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# Use Layer 2 for overlay highlights (prevents overwriting walls on Layer 0)
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enhanced_gridmap.set_cell_item(
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Vector3i(cell.x, 2, cell.y),
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highlight_item
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)
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func highlight_empty_adjacent_cells():
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if player.is_bot == true or player.is_in_group("Bots"):
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return
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# Debug print
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print("Highlighting empty adjacent cells. Current position: ", player.current_position)
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# Clear previous highlights
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clear_highlights()
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# Highlight current position if empty
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var current_cell = Vector3i(player.current_position.x, 1, player.current_position.y)
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if enhanced_gridmap.get_cell_item(current_cell) == -1:
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highlighted_cells.append(player.current_position)
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enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 0, player.current_position.y),
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enhanced_gridmap.hover_item)
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print("Highlighted current position: ", player.current_position)
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# Highlight empty adjacent cells
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var neighbors = enhanced_gridmap.get_neighbors(player.current_position, 0)
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for neighbor in neighbors:
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if neighbor.is_walkable:
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var cell_pos = neighbor.position
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var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
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if enhanced_gridmap.get_cell_item(cell) == -1: # Check if cell is empty
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highlighted_cells.append(cell_pos)
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enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
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enhanced_gridmap.hover_item)
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print("Highlighted adjacent cell: ", cell_pos)
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func highlight_random_valid_cells():
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if player.is_bot == true or player.is_in_group("Bots") or not player.is_multiplayer_authority():
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return
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clear_highlights()
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# First check the current position
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var current_cell = Vector3i(player.current_position.x, 1, player.current_position.y)
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var current_item = enhanced_gridmap.get_cell_item(current_cell)
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if current_item != -1:
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highlighted_cells.append(player.current_position)
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enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 0, player.current_position.y),
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enhanced_gridmap.hover_item)
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# Then check all adjacent cells for items
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var neighbors = enhanced_gridmap.get_neighbors(player.current_position, 0)
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for neighbor in neighbors:
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if neighbor.is_walkable:
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var cell_pos = neighbor.position
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var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
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if enhanced_gridmap.get_cell_item(cell) != -1: # Only highlight cells with items
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highlighted_cells.append(cell_pos)
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enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
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enhanced_gridmap.hover_item)
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func highlight_occupied_playerboard_slots():
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if player.is_bot == true or player.is_in_group("Bots") or not player.is_multiplayer_authority():
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return
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if not main or not main.ui_manager.playerboard_ui:
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return
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# First reset all slots to normal
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for i in range(player.playerboard.size()):
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var slot = main.ui_manager.playerboard_ui.get_child(i)
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for child in slot.get_children():
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child.hide()
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# Highlight occupied slots that match goals
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for i in range(player.playerboard.size()):
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if player.playerboard[i] in player.goals:
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var slot = main.ui_manager.playerboard_ui.get_child(i)
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if slot.get_child_count() > 0:
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slot.get_child(0).show() # Show highlight for matching items
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highlighted_cells.append(i) # Add to highlighted cells for tracking
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# Update the UI to reflect changes
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main.ui_manager.update_playerboard_ui()
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func clear_highlights():
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# Never allow bots to clear highlights for human players
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if player.is_bot or player.is_in_group("Bots"):
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return
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if not enhanced_gridmap or not player.is_multiplayer_authority():
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return
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# Store the current action state before clearing
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var main = player.get_tree().get_root().get_node_or_null("Main")
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var current_state = main.ui_manager.current_action_state if main else null
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var hover_id = enhanced_gridmap.hover_item
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for cell in highlighted_cells:
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if cell is Vector2i:
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# Check Layer 2 (Overlay Highlight)
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var l2_pos = Vector3i(cell.x, 2, cell.y)
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var l2_item = enhanced_gridmap.get_cell_item(l2_pos)
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# Only clear if it looks like a highlight (e.g. ID 1)
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# or generally just clear layer 2 if we assume we own it for highlights?
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# Safest is to check against hover_id or typical highlight IDs.
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if l2_item != -1:
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enhanced_gridmap.set_cell_item(l2_pos, -1)
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# Check Layer 0 (Floor Highlight)
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var l0_pos = Vector3i(cell.x, 0, cell.y)
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var l0_item = enhanced_gridmap.get_cell_item(l0_pos)
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if l0_item == hover_id:
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enhanced_gridmap.set_cell_item(l0_pos, enhanced_gridmap.normal_items[0])
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highlighted_cells.clear()
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if main and main.ui_manager.playerboard_ui:
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for i in range(main.ui_manager.playerboard_ui.get_child_count()):
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var slot = main.ui_manager.playerboard_ui.get_child(i)
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for child in slot.get_children():
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child.hide()
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# Restore highlights based on current action state
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if main and current_state == main.ui_manager.ActionState.MOVING and player.is_my_turn:
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player.highlight_movement_range()
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func clear_playerboard_highlights():
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# Never allow bots to clear highlights for human players
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if player.is_bot or player.is_in_group("Bots"):
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return
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if not player.is_multiplayer_authority():
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return
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main and main.ui_manager.playerboard_ui:
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for i in range(main.ui_manager.playerboard_ui.get_child_count()):
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var slot = main.ui_manager.playerboard_ui.get_child(i)
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if slot.get_child_count() > 0: slot.get_child(0).hide()
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if slot.get_child_count() > 1: slot.get_child(1).hide()
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if slot.get_child_count() > 2: slot.get_child(2).hide()
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highlighted_cells.clear()
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