Files
tekton/scenes/player.gd
T
Yogi Wiguna efdd8f4969 Add SFX
2026-03-17 17:38:30 +08:00

2364 lines
81 KiB
GDScript

extends CharacterBody3D
# Managers
var movement_manager
var race_manager
var input_manager
var playerboard_manager
var action_manager
var special_tiles_manager
var powerup_manager
# Score tracking
var score: int = 0
signal position_changed
signal tekton_carried_changed(is_carrying)
# Display name (synced across network)
var _display_name: String = ""
var display_name: String:
set(value):
_display_name = value
# Update label if it exists
var name_label = get_node_or_null("Name")
if name_label:
name_label.text = _display_name
# Sync to other peers if we are authority and connected
if is_multiplayer_authority() and is_inside_tree() and can_rpc():
rpc("sync_display_name", _display_name)
get:
return _display_name
# Helper to check network status
func can_rpc() -> bool:
if not multiplayer.has_multiplayer_peer(): return false
if multiplayer.multiplayer_peer.get_class() == "OfflineMultiplayerPeer": return false
return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
# Special effect states
var is_frozen: bool = false
var is_stop_frozen: bool = false # Special freeze for Stop n Go phase
var is_invisible: bool = false
var original_movement_range: int = 1
# Tekton Interaction
var carried_tekton: Node3D = null
var is_carrying_tekton: bool:
get: return is_carried_tekton
set(value):
is_carried_tekton = value
emit_signal("tekton_carried_changed", value)
# Visual/Logic side effects if any
var is_carried_tekton: bool = false
var is_attack_mode: bool = false:
set(value):
if is_attack_mode == value:
return # Prevent infinite recursion / redundant updates
is_attack_mode = value
# Visual feedback for attack mode (Red Tint)
if is_attack_mode:
_apply_tint_recursive(self , Color(1.0, 0.5, 0.5))
else:
_apply_tint_recursive(self , Color.WHITE)
# Sync to others if we are the authority
if is_multiplayer_authority() and can_rpc():
rpc("sync_attack_mode", is_attack_mode)
@rpc("any_peer", "call_local", "reliable")
func sync_attack_mode(state: bool):
# We WANT to trigger the setter to apply visuals on clients
# Using self.var triggers setter in GDScript
self.is_attack_mode = state
@export var is_bot: bool = false
@export var enhanced_gridmap_path: NodePath = "/root/Main/EnhancedGridMap"
var enhanced_gridmap: EnhancedGridMap
@export var current_position: Vector2i
var target_position: Vector2i = Vector2i(-1, -1) # For collision prediction
var is_player_moving: bool = false:
get: return movement_manager.is_moving if movement_manager else false
set(value): if movement_manager: movement_manager.is_moving = value
var _verify_timer: float = 0.0
var _movement_tween: Tween = null
var can_finish: bool:
get: return race_manager.can_finish if race_manager else false
set(value): if race_manager: race_manager.can_finish = value
@export var cell_size: Vector3 = Vector3(1, 0.05, 1)
@export var cell_offset: Vector3 = Vector3(0, 0, 0)
@export var goals: Array[int]:
get: return race_manager.goals if race_manager else Array([], TYPE_INT, "", null) as Array[int]
set(value): if race_manager: race_manager.goals = value
@export var playerboard: Array[int]:
get: return race_manager.playerboard if race_manager else Array([], TYPE_INT, "", null) as Array[int]
set(value): if race_manager: race_manager.playerboard = value
# Modifier for Turn based
var has_performed_action: bool = false
var _is_processing_action: bool = false
var selected_gridmap_position = Vector2i(-1, -1)
var selected_playerboard_slot = -1
var targeted_playerboard_slot = -1
var action_points: int = 2
# Modifier for player models
var rotation_speed: float = 10.0
var spawn_locations = [
Vector2i(0, 0), # (0,1,0)
Vector2i(0, 1), # (0,1,1)
Vector2i(0, 2), # (0,1,2)
Vector2i(0, 3), # (0,1,3)
Vector2i(0, 4), # (0,1,4)
Vector2i(0, 5), # (0,1,5)
Vector2i(0, 6),
Vector2i(0, 7),
Vector2i(0, 8),
Vector2i(0, 9),
Vector2i(0, 10),
Vector2i(0, 11),
Vector2i(0, 12),
Vector2i(0, 13)
]
# Add these as class variables at the top of the file
var finish_locations: Array:
get: return race_manager.finish_locations if race_manager else []
var target_visual_position: Vector3 = Vector3.ZERO # For client-side smoothing
var snapshot_buffer: Array = [] # Array of {time: int, pos: Vector3}
const INTERPOLATION_OFFSET: int = 150 # Increased to 150ms for better jitter buffering
var _last_received_timestamp: int = 0
var _last_movement_finish_time: int = 0
var spawn_point_selected = false
# Action for hilighter
var highlighted_spawn_points = []
var _is_highlighting: bool = false
# Character selection and animation
@onready var anim_player: AnimationPlayer = $AnimationPlayer
@onready var character_bob: Node3D = $Bob
@onready var character_masbro: Node3D = $Masbro
@onready var character_gatot: Node3D = $Gatot
@onready var character_oldpop: Node3D = $Oldpop
var _selected_character: String = "Masbro"
var selected_character: String:
get: return _selected_character
set(value):
if _selected_character == value:
return
_selected_character = value
if is_inside_tree():
set_character(value)
const AVAILABLE_CHARACTERS: Array[String] = ["Bob", "Masbro", "Gatot", "Oldpop"]
@export var movement_range: int = 1:
set(value):
movement_range = value
if movement_manager: movement_manager.movement_range = value
@export var use_diagonal_movement: bool = false:
set(value):
use_diagonal_movement = value
if enhanced_gridmap:
enhanced_gridmap.set_diagonal_movement(value)
if movement_manager: movement_manager.use_diagonal_movement = value
@export var is_my_turn: bool = false:
set(value):
is_my_turn = value
if is_my_turn and is_multiplayer_authority():
NotificationManager.send_message(self , NotificationManager.MESSAGES.TURN_START, NotificationManager.MessageType.NORMAL)
@export var has_moved_this_turn = false
# Track, Lap, Position
# Delegated to RaceManager
func _ready():
# Ensure name is set first (node name = authority ID for multiplayer identification)
# 3. SET PHYSICS MODE TO FLOATING
# This prevents "grounding" friction and gravity from fighting our Tweens
motion_mode = CharacterBody3D.MOTION_MODE_FLOATING
print("[Player] initialized: ", name, " Authority: ", get_multiplayer_authority())
# name = str(get_multiplayer_authority()) # CRITICAL FIX: Do NOT overwrite name. Bots have authority 1 but unique names (IDs).
# Look up player's display name from LobbyManager
var my_id = get_multiplayer_authority()
print("[Player] _ready for %s (Auth: %s). Current display_name: '%s'" % [name, my_id, display_name])
if is_bot or is_in_group("Bots"):
# Bots get a unique name based on their Node Name (Bot ID)
var bot_id = name.to_int()
var bot_names = ["Bot", "Alpha", "Beta", "Gamma", "Delta"]
var name_idx = (bot_id - 1) % bot_names.size()
display_name = "%s %d" % [bot_names[name_idx], bot_id]
else:
# Humans get name from Lobby
for player_data in LobbyManager.get_players():
if player_data.get("id") == my_id:
display_name = player_data.get("name", "Player")
break
if display_name.is_empty():
display_name = "Player %d" % my_id
$Name.text = display_name
# Character Pointer Visibility
# Visible to all human players. Green for local player, Red for others.
var pointer = get_node_or_null("CharacterPointer")
if pointer:
pointer.visible = true
var pointer_shader = load("res://assets/shaders/character_pointer.gdshader")
var mat = ShaderMaterial.new()
mat.shader = pointer_shader
if name == str(multiplayer.get_unique_id()):
mat.set_shader_parameter("pointer_color", Color(0.0, 1.0, 0.0, 1.0)) # Green
else:
mat.set_shader_parameter("pointer_color", Color(1.0, 0.0, 0.0, 1.0)) # Red
if pointer is MeshInstance3D:
pointer.material_override = mat
# Sync name to other peers if this is our local player or a bot we own
if is_multiplayer_authority() and can_rpc():
rpc("sync_display_name", display_name)
# Wait briefly to ensure proper scene setup and server recognition
await get_tree().create_timer(0.5).timeout
# More robust way to get the main scene
var main_scene = get_tree().get_root().get_node_or_null("Main")
if not main_scene:
push_error("Main scene not found")
return
# Ensure proper initialization order
enhanced_gridmap = get_node(enhanced_gridmap_path)
if main_scene:
enhanced_gridmap = main_scene.get_node("EnhancedGridMap")
_init_managers()
# Initialize character selection from LobbyManager
_setup_character()
# Initialize playerboard for everyone
playerboard.resize(25)
playerboard.fill(-1)
# =========================================================================
# BOT-SPECIFIC SETUP - BotController handles bot AI, we just disable input
# =========================================================================
if is_bot == true or is_in_group("Bots"):
# Disable input processing for bots
set_process_input(false)
set_process_unhandled_input(false)
# Set initial position for bots (Only if NOT randomized/Stop N Go by server)
if enhanced_gridmap:
if is_multiplayer_authority() and not LobbyManager.get_randomize_spawn() and LobbyManager.game_mode != "Stop n Go":
current_position = _find_random_spawn_position()
update_player_position(current_position)
spawn_point_selected = true
if can_rpc():
rpc("set_spawn_position", current_position)
rpc("notify_spawn_selected", current_position)
# Assign bot character (deterministic based on ID to match lobby preview)
var bot_id_val = name.to_int()
var bot_characters = ["Bob", "Gatot", "Masbro", "Oldpop"]
var char_index = (bot_id_val - 1) % bot_characters.size()
var bot_char_name = bot_characters[char_index]
set_character(bot_char_name)
if is_multiplayer_authority() and can_rpc():
rpc("sync_character", bot_char_name)
# Sync bot status to network
if is_multiplayer_authority() and can_rpc():
rpc("sync_bot_status", true)
# Continue to manager initialization...
# =========================================================================
# HUMAN PLAYER SETUP
# =========================================================================
if enhanced_gridmap:
enhanced_gridmap.initialize_astar()
enhanced_gridmap.set_diagonal_movement(use_diagonal_movement)
# Only set position if not using random spawn (host will assign via RPC)
if not LobbyManager.get_randomize_spawn() and LobbyManager.game_mode != "Stop n Go" and not spawn_point_selected:
current_position = find_valid_starting_position()
update_player_position(current_position)
# Ensure proper initial positioning
if not LobbyManager.get_randomize_spawn() and LobbyManager.game_mode != "Stop n Go" and not spawn_point_selected:
global_position = Vector3(
current_position.x * 1 + 1 * 0.5,
1.0,
current_position.y * 1 + 1 * 0.5
)
target_visual_position = global_position
if is_multiplayer_authority() and can_rpc():
rpc("sync_position", current_position)
else:
target_visual_position = global_position
# If random spawn is enabled, do NOT broadcast (0,0). Wait for set_spawn_position.
# Prevent visual "jump" by hiding until spawn position is confirmed
if LobbyManager.get_randomize_spawn() and not spawn_point_selected:
visible = false
func _init_managers():
movement_manager = load("res://scripts/managers/player_movement_manager.gd").new()
movement_manager.name = "MovementManager"
add_child(movement_manager)
movement_manager.initialize(self , enhanced_gridmap)
race_manager = load("res://scripts/managers/player_race_manager.gd").new()
race_manager.name = "RaceManager"
add_child(race_manager)
race_manager.initialize(self , enhanced_gridmap)
# Skip InputManager for bots
if not (is_bot or is_in_group("Bots")):
input_manager = load("res://scripts/managers/player_input_manager.gd").new()
input_manager.name = "InputManager"
add_child(input_manager)
input_manager.initialize(self , movement_manager, race_manager)
playerboard_manager = load("res://scripts/managers/playerboard_manager.gd").new()
playerboard_manager.name = "PlayerboardManager"
add_child(playerboard_manager)
playerboard_manager.initialize(self , enhanced_gridmap)
action_manager = load("res://scripts/managers/player_action_manager.gd").new()
action_manager.name = "ActionManager"
add_child(action_manager)
action_manager.initialize(self , enhanced_gridmap)
special_tiles_manager = load("res://scripts/managers/special_tiles_manager.gd").new()
special_tiles_manager.name = "SpecialTilesManager"
add_child(special_tiles_manager)
special_tiles_manager.initialize(self , enhanced_gridmap)
powerup_manager = load("res://scripts/managers/powerup_manager.gd").new()
powerup_manager.name = "PowerUpManager"
add_child(powerup_manager)
powerup_manager.initialize(self , enhanced_gridmap)
# =============================================================================
# Character Selection
# =============================================================================
func set_character(character_name: String) -> void:
"""Show only the selected character model and hide others. Updates AnimationPlayer root."""
# Map Lobby names to Model names
match character_name:
"Copper": character_name = "Oldpop"
"Dabro": character_name = "Masbro"
"Pip": character_name = "Bob"
# "Gatot" matches "Gatot"
if character_name not in AVAILABLE_CHARACTERS:
push_warning("Invalid character name: %s" % character_name)
return
_selected_character = character_name
# Hide all character models
if character_bob: character_bob.visible = false
if character_masbro: character_masbro.visible = false
if character_gatot: character_gatot.visible = false
if character_oldpop: character_oldpop.visible = false
# Show selected character and update AnimationPlayer root
var active_character: Node3D = null
match character_name:
"Bob":
if character_bob:
character_bob.visible = true
active_character = character_bob
"Masbro":
if character_masbro:
character_masbro.visible = true
active_character = character_masbro
"Gatot":
if character_gatot:
character_gatot.visible = true
active_character = character_gatot
"Oldpop":
if character_oldpop:
character_oldpop.visible = true
active_character = character_oldpop
# Update AnimationPlayer's root node to point to active character
if anim_player and active_character:
anim_player.root_node = anim_player.get_path_to(active_character)
# Start with idle animation
play_idle_animation()
@rpc("any_peer", "call_local", "reliable")
func sync_character(character_name: String) -> void:
"""Sync character selection across all clients."""
set_character(character_name)
func _setup_character() -> void:
"""Initialize character based on LobbyManager selection or defaults."""
# Bots self-assign characters based on ID in _ready()
# Skipping this for bots prevents race conditions or defaults overriding deterministic bot logic
if is_bot or is_in_group("Bots"):
return
var character_name = "Masbro" # Default
var player_authority_id = get_multiplayer_authority()
# Look up character from LobbyManager for this player (works for all players)
if LobbyManager:
var players = LobbyManager.get_players()
for player_data in players:
if player_data.get("id") == player_authority_id:
character_name = player_data.get("character", "Masbro")
break
set_character(character_name)
# If this is our local player, also sync to other clients for late joiners
if is_multiplayer_authority() and can_rpc():
rpc("sync_character", character_name)
# =============================================================================
# Animation Functions
# =============================================================================
# Animation speed multiplier for fast-paced gameplay
const ANIMATION_SPEED: float = 2.0
func play_walk_animation() -> void:
"""Play walking animation at increased speed."""
if anim_player and anim_player.has_animation("animation-pack/walk_forward"):
anim_player.play("animation-pack/walk_forward", -1, ANIMATION_SPEED)
func play_pickup_animation() -> void:
"""Play pickup/grab tile animation at increased speed."""
if anim_player and anim_player.has_animation("animation-pack/take_tile_1"):
anim_player.play("animation-pack/take_tile_1", -1, ANIMATION_SPEED)
func play_put_animation() -> void:
"""Play put/drop tile animation at increased speed."""
if anim_player and anim_player.has_animation("animation-pack/drop_tile_1"):
anim_player.play("animation-pack/drop_tile_1", -1, ANIMATION_SPEED)
func play_special_animation() -> void:
"""Play special ability animation (backflip) at increased speed."""
if anim_player and anim_player.has_animation("animation-pack/backflip_1"):
anim_player.play("animation-pack/backflip_1", -1, ANIMATION_SPEED * 1.5)
func play_idle_animation() -> void:
"""Play idle animation at normal speed."""
if anim_player and anim_player.has_animation("animation-pack/idle"):
anim_player.play("animation-pack/idle")
# =============================================================================
# Network-Synced Animation Functions
# =============================================================================
@rpc("any_peer", "call_local", "reliable")
func sync_walk_animation() -> void:
"""Sync walk animation across network."""
play_walk_animation()
@rpc("any_peer", "call_local", "reliable")
func sync_pickup_animation() -> void:
"""Sync pickup/grab animation across network."""
play_pickup_animation()
@rpc("any_peer", "call_local", "reliable")
func sync_put_animation() -> void:
"""Sync put/drop animation across network."""
play_put_animation()
@rpc("any_peer", "call_local", "reliable")
func sync_special_animation() -> void:
"""Sync special ability animation across network."""
play_special_animation()
# =============================================================================
# Screen Shake
# =============================================================================
@rpc("any_peer", "call_local", "reliable")
func trigger_screen_shake(_shake_type: String) -> void:
# Shake disabled by user request. Camera movement now handled by CameraContextManager.
pass
# Add function to check if position is at finish line
func is_at_finish_line() -> bool:
return race_manager.is_at_finish_line()
# Helper function to check if a 3x3 section matches the goals pattern
# Delegated to RaceManager
# Generate full 3x3 goals for second lap
# Delegated to RaceManager
# Modify finish_race to handle lap completion
@rpc("any_peer", "reliable")
func finish_race():
race_manager.finish_race()
# Add function to check 3x3 pattern matching anywhere in 5x5 playerboard
func check_pattern_match() -> bool:
return race_manager.check_pattern_match()
## Add function to handle new lap
#@rpc("any_peer", "reliable")
#func start_new_lap():
## Reset position to start
#current_position = find_valid_starting_position()
#update_player_position(current_position)
#
## Reset playerboard but keep the goals
#playerboard.fill(-1)
#
## Reset can_finish flag
#can_finish = false
#
## Sync with other clients
#if is_multiplayer_authority():
#rpc("sync_position", current_position)
#rpc("sync_playerboard", playerboard)
# Modify start_new_lap to handle different lap goals and starting positions
@rpc("any_peer", "reliable")
func start_new_lap():
race_manager.start_new_lap()
# Function to find valid position in finish line
# Delegated to RaceManager
# Add function to check if player can reach finish
func update_finish_availability():
race_manager.update_finish_availability()
func unhighlight_finish_line():
race_manager.unhighlight_finish_line()
# Add functions to handle finish line visualization
func highlight_finish_line():
race_manager.highlight_finish_line()
func request_spawn_positions_update():
if multiplayer.is_server():
# Server can directly highlight available positions
highlight_available_spawn_points()
else:
# Clients request an update from the server
rpc_id(1, "server_update_spawn_positions")
# Add server-side spawn position update handler
@rpc("any_peer", "reliable")
func server_update_spawn_positions():
if not multiplayer.is_server():
return
var sender_id = multiplayer.get_remote_sender_id()
var occupied = get_occupied_positions()
# Send the occupied positions back to the requesting client
rpc_id(sender_id, "receive_spawn_positions_update", occupied)
# Add client-side spawn position update receiver
@rpc("authority", "reliable")
func receive_spawn_positions_update(occupied_positions: Array):
# Update local highlight state based on received occupied positions
for pos in highlighted_spawn_points:
if pos in occupied_positions:
highlighted_spawn_points.erase(pos)
if enhanced_gridmap:
# Clear the highlight from Layer 2 (Overlay) instead of overwriting Floor 0
enhanced_gridmap.set_cell_item(
Vector3i(pos.x, 2, pos.y),
-1
)
# Now highlight available positions
highlight_available_spawn_points()
@rpc("any_peer", "call_local", "reliable")
func sync_playerboard(new_playerboard: Array):
"""Sync playerboard data. Called by BotController or ActionManager."""
playerboard = new_playerboard.duplicate()
# Only update UI if this is the LOCAL HUMAN PLAYER
# Bots managed by server (ID 1) might sync here, but we must NOT update UI for them
var is_local = name == str(multiplayer.get_unique_id())
var is_bot_check = is_bot or is_in_group("Bots")
# DEBUG: Trace why UI updates might be happening
# print("[sync_playerboard] Player: %s (ID: %s), LocalID: %s, IsLocal: %s, IsBot: %s" % [name, get_multiplayer_authority(), multiplayer.get_unique_id(), is_local, is_bot_check])
if is_local and not is_bot_check:
var main = get_tree().get_root().get_node_or_null("Main")
if main and main.ui_manager:
main.ui_manager.update_playerboard_ui()
elif is_local and is_bot_check:
# This is a Bot running on the server (which is also the host)
# We must NOT update the Host's UI with the Bot's data
pass
@rpc("any_peer", "call_local")
func sync_bot_status(is_bot_status: bool):
is_bot = is_bot_status
if is_bot:
add_to_group("Bots", true)
set_process_input(false)
set_process_unhandled_input(false)
# Clear any existing highlights (if action_manager is initialized)
if action_manager:
action_manager.highlighted_cells.clear()
# BotController already exists in scene and manages itself
@rpc("any_peer", "call_local", "reliable")
func sync_display_name(new_name: String) -> void:
"""Sync display name across network."""
_display_name = new_name
if has_node("Name"):
$Name.text = _display_name
@rpc("any_peer", "call_local", "reliable")
func sync_modulate(color: Color) -> void:
"""Sync visual modulation (e.g. freeze effect) across network."""
# Node3D doesn't have modulate. We must tint the active character meshes.
var active_char_node = null
match selected_character:
"Bob": active_char_node = character_bob
"Masbro": active_char_node = character_masbro
"Gatot": active_char_node = character_gatot
"Oldpop": active_char_node = character_oldpop
if active_char_node:
_apply_tint_recursive(active_char_node, color)
func update_rank_visuals(rank: int):
var pos_label = get_node_or_null("Position")
if not pos_label:
return
if rank <= 3:
pos_label.visible = true
if race_manager:
pos_label.text = race_manager.get_ordinal_string(rank)
else:
pos_label.text = str(rank)
match rank:
1: pos_label.modulate = Color(0.85, 0.0, 0.0) # Red
2: pos_label.modulate = Color(0.0, 0.0, 1.0) # Blue
3: pos_label.modulate = Color(1.0, 0.9, 0.0) # Yellow
else:
pos_label.visible = false
func _apply_tint_recursive(node: Node, color: Color):
if node is MeshInstance3D:
# Simple way to tint: use material_overlay with an unshaded material if possible,
# or transparency. But changing albedo on shared materials affects all instances!
# Using transparency/modulate equivalent in 3D is tricky without unique materials.
# A common trick is to use `instance_shader_parameter` if supported, or modifying visibility range? No.
# Best safe visual cue for "Help me create an ice effect" without shaders:
# Set `transparency` (alpha) if we want ghost, or `material_overlay`.
# For this quick fix, let's create a standard material overlay on the fly if needed
# or just rely on a debug geometry.
# Actually, geometry_instance_3d has `material_overlay`.
# Better approach for "Freeze": Just add a visible "Ice Block" mesh to the player
# instead of trying to tint the gltf model which might have complex materials.
# But user asked for "modulate". The closest 3D equivalent is material_overlay with a color.
var mat = StandardMaterial3D.new()
mat.albedo_color = color
mat.blend_mode = BaseMaterial3D.BLEND_MODE_MIX
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
# If color is WHITE (reset), clear the overlay
if color == Color.WHITE:
node.material_overlay = null
node.transparency = 0.0 # Reset
else:
# If color is Blue (frozen), make it semi-transparent overlay
mat.albedo_color = color
# Special Ghost Effect (Invisible Mode)
if color.a < 1.0:
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
node.transparency = 0.5 # Make base mesh transparent too if possible, depending on material
else:
# Frozen
mat.albedo_color.a = 0.5 # Semi-transparent overlay
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
node.material_overlay = mat
for child in node.get_children():
_apply_tint_recursive(child, color)
var immunity_timer: float = 0.0
@rpc("any_peer", "call_local")
func apply_stagger(duration: float = 1.5):
if is_carrying_tekton:
return # Cannot be staggered while carrying a Tekton
if immunity_timer > 0:
return # Immune!
if is_frozen:
return # Already staggered
is_frozen = true
_apply_tint_recursive(self , Color.BLUE) # Visual feedback
# Set immunity (3 seconds as requested)
immunity_timer = 3.0
print("Player %s staggered for %.1f seconds" % [name, duration])
if is_multiplayer_authority():
NotificationManager.send_message(self , NotificationManager.MESSAGES.CRUSHED, NotificationManager.MessageType.WARNING)
# Grant "Smashed" Bonus (1 bar, max 2)
if powerup_manager:
powerup_manager.acquire_smash_bonus()
await get_tree().create_timer(duration).timeout
is_frozen = false
# If still immune, show immunity tint (Green?), otherwise White
# UNLESS we are still stop-frozen (Cyan)
if is_stop_frozen:
_apply_tint_recursive(self , Color.CYAN)
elif immunity_timer > 0:
_apply_tint_recursive(self , Color(0.5, 1.0, 0.5)) # Light Green for immunity
else:
_apply_tint_recursive(self , Color.WHITE) # Remove tint
@rpc("any_peer", "call_local", "reliable")
func sync_stop_freeze(enabled: bool):
# Security: Only allow server (peer 1) or local calls (peer 0)
var sender = multiplayer.get_remote_sender_id()
if sender != 1 and sender != 0:
return
is_stop_frozen = enabled
if enabled:
_apply_tint_recursive(self , Color.CYAN)
print("[STOP n GO] Player %s FROZEN until GO phase" % name)
else:
# Restore appropriate tint
if is_frozen:
_apply_tint_recursive(self , Color.BLUE)
elif immunity_timer > 0:
_apply_tint_recursive(self , Color(0.5, 1.0, 0.5))
else:
_apply_tint_recursive(self , Color.WHITE)
print("[STOP n GO] Player %s UNFROZEN" % name)
@rpc("any_peer", "call_local")
func apply_slow_effect(duration: float = 3.0):
# "area with blue like wall... Player who cross on that area will got slowed and freeze effect"
# Visual: Blue Tint
_apply_tint_recursive(self , Color(0.6, 0.8, 1.0)) # Icy Blue
# Logic: Slow Movement speed
if movement_manager:
# Use 0.2 multipliers to match "slowed" request (20% speed)
movement_manager.set_speed_multiplier(0.2)
print("Player %s is slowed for %.1f seconds" % [name, duration])
# Restore after duration
# Note: If they stand in the zone, this will be re-applied constantly, resetting the visual
# A better way is managing a "slow_timer" but for now let's just reset if timer expires.
# The persistent zone logic reapplies every frame, so we want this timer to be short
# OR we rely on the zone logic.
# The RPC call says "apply_slow_effect(0.5)", so it expires quickly.
await get_tree().create_timer(duration).timeout
if movement_manager:
movement_manager.set_speed_multiplier(1.0)
if immunity_timer > 0:
_apply_tint_recursive(self , Color(0.5, 1.0, 0.5))
else:
_apply_tint_recursive(self , Color.WHITE)
func playerboard_is_empty() -> bool:
for item in playerboard:
if item != -1:
return false
return true
func drop_random_item():
if playerboard_is_empty():
return
# Find occupied slots
var occupied_indices = []
for i in range(playerboard.size()):
if playerboard[i] != -1:
occupied_indices.append(i)
if occupied_indices.size() == 0:
return
# Pick random slot
var slot_index = occupied_indices.pick_random()
var item_id = playerboard[slot_index]
# Try to find empty spot on grid near player
var drop_pos = _find_valid_drop_position()
if drop_pos != Vector2i(-1, -1):
# Drop it
playerboard[slot_index] = -1
rpc("sync_playerboard", playerboard)
# Sync grid item
var cell = Vector3i(drop_pos.x, 1, drop_pos.y)
rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
NotificationManager.send_message(self , NotificationManager.MESSAGES.DROPPED_ITEM, NotificationManager.MessageType.WARNING)
print("Player %s dropped item %d at %s" % [name, item_id, drop_pos])
@rpc("any_peer", "call_local")
func drop_all_tiles():
"""Drops all tiles from playerboard. Used by Super Push."""
var dropped_count = 0
for i in range(playerboard.size()):
if playerboard[i] != -1:
var item_id = playerboard[i]
playerboard[i] = -1
# Find a spot to drop? Or just destroy?
# User: "drop all tiles on playerboard" -> usually implies they scatter on floor
# But scattering 25 tiles is chaotic.
# Let's drop a few random ones and destroy rest?
# Or per user "spawn nearby tiles into power up" -> Maybe the dropped tiles BECOME powerups?
# User request: "victim drops all tiles... and spawn / replace your nearby tiles into power up"
# I will just clear the board here. Spawning is handled by spawn_powerups_around.
dropped_count += 1
if dropped_count > 0:
rpc("sync_playerboard", playerboard)
rpc("trigger_screen_shake", "targeted")
NotificationManager.send_message(self , NotificationManager.MESSAGES.CRITICALLY_HIT, NotificationManager.MessageType.WARNING)
print("Player %s dropped %d tiles due to Super Push" % [name, dropped_count])
func _find_valid_drop_position() -> Vector2i:
# Try random adjacent cells
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
neighbors.shuffle()
for neighbor in neighbors:
var pos = neighbor.position
# Check item layer
var item_cell = Vector3i(pos.x, 1, pos.y)
if enhanced_gridmap.get_cell_item(item_cell) == -1:
if not is_position_occupied(pos):
return pos
return Vector2i(-1, -1)
@rpc("any_peer", "call_local")
func on_stop_phase_violation():
"""Moving during STOP phase makes you lose and scatter tiles."""
if not multiplayer.is_server(): return
if is_stop_frozen: return # Already penalized for this phase
print("[STOP n GO] Violation by player %s! Scattering tiles." % name)
# New Indefinite Freeze until phase ends
rpc("sync_stop_freeze", true)
# Scatter items
var items_to_scatter = []
for i in range(playerboard.size()):
if playerboard[i] != -1:
items_to_scatter.append(playerboard[i])
playerboard[i] = -1
rpc("sync_playerboard", playerboard)
# Find multiple valid drop positions around the player
var drop_positions = _find_multiple_drop_positions(items_to_scatter.size())
for i in range(items_to_scatter.size()):
var item_id = items_to_scatter[i]
var pos = drop_positions[i] if i < drop_positions.size() else _find_valid_drop_position()
if pos != Vector2i(-1, -1):
var cell = Vector3i(pos.x, 1, pos.y)
rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
NotificationManager.send_message(self , "STOP VIOLATION! Tiles scattered!", NotificationManager.MessageType.WARNING)
func _find_multiple_drop_positions(count: int) -> Array:
var positions = []
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
neighbors.shuffle()
# Also consider neighbors of neighbors (radius 2) for more scattering
var candidates = []
for n in neighbors:
candidates.append(n.position)
var n2 = enhanced_gridmap.get_neighbors(n.position, 0)
for nn in n2:
if not nn.position in candidates:
candidates.append(nn.position)
candidates.shuffle()
for pos in candidates:
if positions.size() >= count: break
var item_cell = Vector3i(pos.x, 1, pos.y)
if enhanced_gridmap.get_cell_item(item_cell) == -1:
if not is_position_occupied(pos):
positions.append(pos)
return positions
# =============================================================================
# Targeting Action
# =============================================================================
func attempt_target_action(target_index: int):
# 1. Get Selected Effect from UI
var main = get_tree().get_root().get_node_or_null("Main")
if not main or not main.ui_manager:
return
# Quick check if UI exists and has a selection
# We need to access the script variable 'selected_effect' from the dynamically created/loaded UI.
# Let's assume ui_manager has a reference or we find it.
# Based on previous step, we haven't integrated PowerUpInventoryUI into UIManager yet.
# So we might fail here if not wired up.
# For now, let's look for "PowerUpInventoryUI" in CanvasLayer.
var inventory_ui = main.ui_manager.get_node_or_null("PowerUpInventoryUI")
# Or check if ui_manager tracks it.
# Note: We haven't instantiated it yet in UIManager. We will need to do that.
if not inventory_ui or inventory_ui.selected_effect == -1:
return # No effect selected using mouse/touch first
var effect = inventory_ui.selected_effect
# 2. Find Target Player
var player_manager = main.get_node_or_null("PlayerManager")
if not player_manager:
return
if target_index < 0 or target_index >= player_manager.connected_peer_ids.size():
return
var target_id = player_manager.connected_peer_ids[target_index]
var target_player = main.get_node_or_null(str(target_id))
if not target_player:
return
if target_player == self and effect != 4: # 4 = INVISIBLE (Self)
# Trying to target self with harmful effect?
NotificationManager.send_message(self , NotificationManager.MESSAGES.CANT_TARGET_SELF, NotificationManager.MessageType.WARNING)
return
# 3. Activate Effect
var st_manager = get_node_or_null("SpecialTilesManager")
if st_manager:
st_manager.activate_effect(effect, target_player)
inventory_ui.deselect()
func activate_powerup(effect_id: int):
var main = get_tree().get_root().get_node_or_null("Main")
if not main or not main.ui_manager:
return
# Try to find the UI button directly if possible, or simulate the click
# The goal is to Select it (if it requires targeting) OR Activate it (if instant)
# Since PowerUpInventoryUI manages selection state, we should route through it if possible
# or directly tell SpecialTilesManager to prepare?
# Let's try to mimic the button press
var inventory_ui = main.ui_manager.get_node_or_null("PowerUpInventoryUI") # Or wherever it lives
if not inventory_ui:
# Fallback: Find it in scene
inventory_ui = main.get_node_or_null("PowerUpInventoryUI")
if inventory_ui:
# Inventory UI handles: "activate_effect(effect_id)" on click
# Which then calls SpecialTilesManager.activate_effect
# This handles both "Instant" effects (Speed) and "Targeting" effects (Wall)
inventory_ui._on_btn_pressed(effect_id)
else:
# Fallback if UI not found
var st_manager = get_node_or_null("SpecialTilesManager")
if st_manager:
st_manager.activate_effect(effect_id)
func activate_held_powerup():
"""Finds whichever powerup is currently held and activates it."""
var active_effect = -1
if special_tiles_manager:
for effect_key in special_tiles_manager.inventory:
if special_tiles_manager.inventory[effect_key]:
active_effect = effect_key
break
if active_effect != -1:
activate_powerup(active_effect)
else:
print("[Player] No powerup currently held to activate.")
func _process(delta):
# Failsafe: Ensure player is visible if spawn point is selected and random spawn is active
# This handles race conditions where set_spawn_position might be called before _ready finishes hiding
if LobbyManager.get_randomize_spawn() and spawn_point_selected and not visible:
visible = true
if is_multiplayer_authority():
# Visual debugging - show display name with connection status
$Name.text = display_name if not display_name.is_empty() else str(name)
# Periodically verify our existence to others
_verify_timer += delta
if _verify_timer >= 3.0:
_verify_timer = 0.0
if can_rpc():
rpc("ping_existence")
else:
# Client-side visual smoothing with snapshot interpolation
# Only interpolate if NOT running a movement tween
if not is_player_moving:
_process_remote_interpolation(delta)
# Delegate rotation to movement manager
if movement_manager:
movement_manager._process(delta)
# Immunity Timer Logic
if immunity_timer > 0:
immunity_timer -= delta
if immunity_timer <= 0:
immunity_timer = 0
_apply_tint_recursive(self , Color.WHITE) # Remove immunity tint
func _process_remote_interpolation(_delta):
if snapshot_buffer.size() < 2:
# Fallback to simple lerp if not enough snapshots
# Keep this very soft to smooth out transitions between tween and interpolation
if global_position.distance_squared_to(target_visual_position) > 0.001:
global_position = global_position.lerp(target_visual_position, _delta * 10.0)
return
var render_time = Time.get_ticks_msec() - INTERPOLATION_OFFSET
# Find the two snapshots to interpolate between
var older = snapshot_buffer[0]
var newer = null
for i in range(1, snapshot_buffer.size()):
if snapshot_buffer[i].time > render_time:
newer = snapshot_buffer[i]
older = snapshot_buffer[i - 1]
break
if newer:
# Interpolate
var total_time = newer.time - older.time
var elapsed_time = render_time - older.time
var t = float(elapsed_time) / float(total_time)
var target_pos = older.pos.lerp(newer.pos, t)
# If drift is massive (teleport), snap
var dist_sq = global_position.distance_squared_to(target_pos)
if dist_sq > 16.0:
global_position = target_pos
elif dist_sq > 0.0001:
# Use a lower lerp weight for much softer tracking
global_position = global_position.lerp(target_pos, _delta * 30.0)
else:
# Extrapolate or just stay at latest if render_time is ahead of buffer
var latest = snapshot_buffer[-1]
if global_position.distance_squared_to(latest.pos) > 0.001:
global_position = global_position.lerp(latest.pos, _delta * 20.0) # Slower catchup to latest
@rpc("any_peer", "call_local")
func ping_existence():
# This just lets other clients know this player exists
# They can check if they have this node
pass
var last_sent_position: Vector3
func _physics_process(delta):
# Sync position periodically (Heartbeat / Smoothing)
if is_multiplayer_authority():
# OPTIMIZATION: Only send smoothing updates if we ARE NOT currently mid-tween
# The start/end of paths are already synced via start_movement_along_path.
# Sending packets during a tween just adds noise/jitter for the client.
if not is_player_moving:
var current_world_pos = global_position
var last_sent_pos = get_meta("_last_sent_pos", Vector3.ZERO)
# Use a slightly larger threshold (0.05) to ignore micro-vibrations
if current_world_pos.distance_to(last_sent_pos) > 0.05:
set_meta("_last_sent_pos", current_world_pos)
if can_rpc():
rpc("remote_set_position", current_world_pos, Time.get_ticks_msec())
# NOTE: Finish line checking removed - game uses cycle-based goals system now
# --------------------------------------------------------------------
# Input
# --------------------------------------------------------------------
func _unhandled_input(event):
if input_manager:
input_manager.handle_unhandled_input(event)
func _on_slot_gui_input(event, slot_index, slot_ui) -> int:
if input_manager:
return input_manager.handle_slot_gui_input(event, slot_index, slot_ui)
return -1
func handle_grid_click(grid_position: Vector2i):
if is_frozen or is_stop_frozen:
return
if input_manager:
input_manager.handle_grid_click(grid_position)
# Modify is_position_occupied to check for selected spawn points
func is_position_occupied(pos: Vector2i) -> bool:
for p in get_tree().get_nodes_in_group("Players"):
if p == self:
continue
# Check if player has selected a spawn point OR is already visible (active in match)
if (p.spawn_point_selected or p.visible) and p.current_position == pos:
return true
# Check target position (where they are moving to)
if p.is_player_moving and p.target_position == pos:
return true
return false
func find_valid_starting_position() -> Vector2i:
if is_bot:
return _find_random_spawn_position()
else:
# For Stop n Go, use Column 0
if LobbyManager.game_mode == "Stop n Go":
for spawn_pos in spawn_locations:
if not is_position_occupied(spawn_pos):
return spawn_pos
# For Freemode, try corners if random spawn is OFF, or just find any walkable
# But wait, host will assign most of the time. This is just for initial _ready.
return Vector2i(1, 1) # Default away from the very edge if possible
# highlight_available_spawn_points is no longer needed for manual selection in this mode
func highlight_available_spawn_points():
pass
# Add function to get all occupied positions
func get_occupied_positions() -> Array:
var occupied = []
for player in get_tree().get_nodes_in_group("Players"):
if player.spawn_point_selected: # Only count players who have selected a spawn point
occupied.append(player.current_position)
return occupied
# Helper to find which player is at a specific position
func get_player_at_position(pos: Vector2i) -> Node3D:
for player in get_tree().get_nodes_in_group("Players"):
if player == self:
continue
# Check current position
if player.current_position == pos:
return player
# Check target position if moving
if player.is_player_moving and player.target_position == pos:
return player
return null
# Modify the select_spawn_point function to notify other clients
func select_spawn_point(spawn_pos: Vector2i) -> bool:
if not is_multiplayer_authority() or is_bot or spawn_point_selected:
return false
if spawn_pos in highlighted_spawn_points and not is_position_occupied(spawn_pos):
current_position = spawn_pos
spawn_point_selected = true
# Update position in the world
position = grid_to_world(spawn_pos)
# Notify all clients about the spawn selection
rpc("notify_spawn_selected", spawn_pos)
# Clear highlights locally
clear_spawn_highlights()
# Sync position with other clients
if is_multiplayer_authority():
rpc("sync_position", current_position)
return true
return false
func clear_spawn_highlights():
# Clear the highlighted spawn points array
for spawn_pos in highlighted_spawn_points:
if enhanced_gridmap:
# Clear Layer 2 (Overlay Highlight) instead of potentially overwriting Layer 0
enhanced_gridmap.set_cell_item(
Vector3i(spawn_pos.x, 2, spawn_pos.y),
-1
)
# Clear the array
highlighted_spawn_points.clear()
# Force an update of the grid visualization
if enhanced_gridmap:
enhanced_gridmap._update_cell_option_buttons()
func _find_random_spawn_position() -> Vector2i:
if not enhanced_gridmap:
print("Warning: No gridmap for random spawn")
return Vector2i.ZERO
# Special handling for Stop n Go mode (22x10 Grid)
if LobbyManager.game_mode == "Stop n Go":
var available_positions = []
# Scan the 22x10 grid
for x in range(22):
for z in range(10):
var pos = Vector2i(x, z)
# Check if position is walkable (not a wall/obstacle)
# We check Floor 0 item. Assuming walls are identifiable.
# In setup_arena, walls are TILE_OBSTACLE (4).
# We should check if it is NOT TILE_OBSTACLE.
var item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
# Assuming 4 is obstacle, and -1 is void. 0 is walkable, 2 is safe zone.
if item != -1 and item != 4:
if not is_position_occupied(pos):
available_positions.append(pos)
if available_positions.size() > 0:
var rng = RandomNumberGenerator.new()
rng.randomize()
return available_positions[rng.randi() % available_positions.size()]
return Vector2i(10, 5) # Fallback center
var available_positions = []
# Scan the grid for valid walkable floor tiles that are not occupied
var cols = enhanced_gridmap.columns if "columns" in enhanced_gridmap else 14
var rs = enhanced_gridmap.rows if "rows" in enhanced_gridmap else 14
for x in range(cols):
for z in range(rs):
var pos = Vector2i(x, z)
# Check Floor 0 for walkable ground (Not a wall/obstacle)
var ground_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
var is_walkable = ground_item != -1 and not ground_item in enhanced_gridmap.non_walkable_items
if is_walkable:
# Check if position is occupied by another player
if not is_position_occupied(pos):
available_positions.append(pos)
if available_positions.size() > 0:
var rng = RandomNumberGenerator.new()
rng.randomize()
return available_positions[rng.randi() % available_positions.size()]
# Better fallback center instead of 0,0 which is often a wall/border
print("[Player] Warning: No available spawn positions found! Using fallback.")
return Vector2i(cols / 2, rs / 2)
func find_random_valid_position_in_range() -> Vector2i:
var rng = RandomNumberGenerator.new()
rng.randomize()
var valid_positions = []
for x in range(max(0, current_position.x - movement_range),
min(enhanced_gridmap.columns, current_position.x + movement_range + 1)):
for z in range(max(0, current_position.y - movement_range),
min(enhanced_gridmap.rows, current_position.y + movement_range + 1)):
var pos = Vector2i(x, z)
if pos != current_position and is_within_movement_range(pos):
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items) and not is_position_occupied(pos):
valid_positions.append(pos)
if valid_positions.size() > 0:
return valid_positions[rng.randi() % valid_positions.size()]
return current_position
func raycast_to_grid(from: Vector3, to: Vector3) -> Vector2i:
var plane = Plane(Vector3.UP, cell_offset.y)
var intersection = plane.intersects_ray(from, to - from)
if intersection:
var adjusted_intersection = intersection - cell_offset
var grid_position = Vector2i(
floor(adjusted_intersection.x / cell_size.x),
floor(adjusted_intersection.z / cell_size.z)
)
if grid_position.x >= 0 and grid_position.x < enhanced_gridmap.columns and \
grid_position.y >= 0 and grid_position.y < enhanced_gridmap.rows:
return grid_position
return Vector2i(-1, -1)
func is_within_movement_range(target_position: Vector2i) -> bool:
return movement_manager.is_within_movement_range(target_position)
# -----------------------------------------------------------------
# Movement
# -----------------------------------------------------------------
func simple_move_to(grid_position: Vector2i):
movement_manager.simple_move_to(grid_position)
func move_player_to_clicked_position(grid_position: Vector2i):
movement_manager.move_to_clicked_position(grid_position)
@rpc("any_peer", "call_remote", "reliable")
func start_movement_along_path(path: Array, clear_visual: bool = true, force: bool = false):
if is_player_moving and not force:
return # ALREADY MOVING. Guard against redundant RPCs or interruptions unless forced.
if force and movement_manager:
movement_manager.movement_queue.clear()
movement_manager.current_move_direction = Vector2i.ZERO
print("[Player] %s starting move along path: %s (Forced: %s)" % [name, path, force])
# SERVER-SIDE VIOLATION CHECK (for Stop n Go)
if multiplayer.is_server() and LobbyManager.game_mode == "Stop n Go":
var main = get_tree().root.get_node_or_null("Main")
if main:
var sng_manager = main.get_node_or_null("StopNGoManager")
if sng_manager and sng_manager.has_method("check_movement_violation"):
var target_pos = Vector2i(path[0].x, path[0].y) if path.size() > 0 else current_position
sng_manager.check_movement_violation(name.to_int(), current_position, target_pos)
is_player_moving = true
if path.size() > 0:
target_position = Vector2i(path[-1].x, path[-1].y)
# RELAXED SNAP START: Only snap if the visual node is far from where it should be (> 0.5 units)
# This prevents "twitching" when a move starts if the node was still lerping slowly to its final spot.
var start_world_pos = grid_to_world(current_position)
if global_position.distance_to(start_world_pos) > 0.5:
global_position = start_world_pos
if _movement_tween:
_movement_tween.kill()
_movement_tween = create_tween()
_movement_tween.set_trans(Tween.TRANS_LINEAR)
_movement_tween.set_ease(Tween.EASE_IN_OUT)
var step_duration = 0.25
if movement_manager:
step_duration = step_duration / movement_manager.speed_multiplier
for point in path:
# Use global_position for consistency
_movement_tween.tween_property(self , "global_position", grid_to_world(Vector2i(point.x, point.y)), step_duration)
_movement_tween.tween_callback(func():
var old_pos = current_position
current_position = Vector2i(path[-1].x, path[-1].y)
is_player_moving = false
_movement_tween = null
target_position = Vector2i(-1, -1)
_last_movement_finish_time = Time.get_ticks_msec()
print("[Player] %s finished move. %s -> %s" % [name, old_pos, current_position])
if is_carrying_tekton and is_instance_valid(carried_tekton):
carried_tekton.current_position = current_position
# Stop n Go Win Check
if LobbyManager.game_mode == "Stop n Go":
var sng_main = get_tree().root.get_node_or_null("Main")
if sng_main:
var sng_manager = sng_main.get_node_or_null("StopNGoManager")
if sng_manager and sng_manager.has_method("check_win_condition"):
if sng_manager.check_win_condition(name.to_int(), current_position):
sng_main.rpc("sync_game_end_stop_n_go", name.to_int())
# Tekton Doors Win Check
elif LobbyManager.game_mode == "Tekton Doors":
var main_node = get_tree().root.get_node_or_null("Main")
if main_node and main_node.portal_mode_manager:
if main_node.portal_mode_manager.check_win_condition(name.to_int(), current_position):
main_node.rpc("sync_game_end_portal_mode", name.to_int())
# FORCE SNAP: Update target visual position to the perfect grid center
# This ensures that when interpolation resumes (in _process), it pulls to the correct spot
target_visual_position = grid_to_world(current_position)
# Racing Win Check (Skipped in Stop n Go which uses its own block above)
if LobbyManager.game_mode != "Stop n Go":
var current_finish_locs = race_manager.get_current_finish_locations() if race_manager else finish_locations
if current_position in current_finish_locs and can_finish:
finish_race()
var main = get_tree().get_root().get_node_or_null("Main")
# Clear visuals for everyone including bots
if clear_visual:
if enhanced_gridmap:
enhanced_gridmap.clear_path_visualization()
# Reset interpolation buffer to prevent "jumping back" 150ms after tween ends
snapshot_buffer.clear()
target_visual_position = grid_to_world(current_position)
has_moved_this_turn = path.size() <= movement_range
if TurnManager.turn_based_mode:
end_turn()
_after_action_completed()
)
#func trigger_finish_line():
#if not is_multiplayer_authority():
#return
#
#if current_lap == 0: # First lap
#lap1_finishers += 1
#race_position = lap1_finishers
#
## Display first lap completion message
#var message = "Finish 1st lap on " + get_ordinal_string(race_position)
#rpc("display_message", message)
#print("DEBUG: Triggered first lap finish. Position: ", race_position)
#
## Start second lap
#current_lap += 1
#rpc("start_new_lap")
#
#elif current_lap == 1: # Second lap
#lap2_finishers += 1
#race_position = lap2_finishers
#
## Display second lap completion message
#var message = "Finish 2nd lap on " + get_ordinal_string(race_position)
#rpc("display_message", message)
#print("DEBUG: Triggered second lap finish. Position: ", race_position)
#
##func debug_finish_state():
##print("DEBUG: Current Position: ", current_position)
##print("DEBUG: Can Finish: ", can_finish)
##print("DEBUG: Current Lap: ", current_lap)
##print("DEBUG: Pattern Match: ", check_pattern_match())
##print("DEBUG: Is at finish: ", current_position in finish_locations)
func update_player_position(grid_position: Vector2i):
position = grid_to_world(grid_position)
emit_signal("position_changed")
func grid_to_world(grid_position: Vector2i) -> Vector3:
var world_position = Vector3(
grid_position.x * cell_size.x + cell_size.x * 0.5,
cell_size.y,
grid_position.y * cell_size.z + cell_size.z * 0.5
) + cell_offset
return world_position
func start_turn():
action_points = 2
has_moved_this_turn = false
has_performed_action = false
is_my_turn = true
if is_multiplayer_authority():
# rpc("display_message", "It's your turn!") # Handled by setter
_after_action_completed()
func end_turn():
is_my_turn = false
has_moved_this_turn = false
if is_multiplayer_authority():
get_tree().get_root().get_node_or_null("Main").request_next_turn()
func reset_race():
if race_manager:
race_manager.current_lap = 0
race_manager.race_position = 0
race_manager.can_finish = false
race_manager.goals = race_manager.first_lap_goals.duplicate()
race_manager.playerboard.fill(-1)
if is_multiplayer_authority():
rpc("sync_goals", race_manager.goals)
rpc("sync_playerboard", race_manager.playerboard)
# Add a static reset for new games
static func reset_race_stats():
var race_mgr = load("res://scripts/managers/player_race_manager.gd")
if race_mgr:
race_mgr.lap1_finishers = 0
race_mgr.lap2_finishers = 0
@rpc("any_peer", "call_remote", "unreliable")
func remote_set_position(authority_position: Vector3, timestamp: int = -1):
if timestamp == -1:
timestamp = Time.get_ticks_msec()
# DISCARD STALE PACKETS:
# 1. If we've already seen a newer packet
if timestamp <= _last_received_timestamp:
return
# 2. If this packet was sent before we finished our last authoritative movement step
# (Preventing "past" packets from overriding the "present" destination)
if timestamp <= _last_movement_finish_time:
return
_last_received_timestamp = timestamp
# Add to snapshot buffer
snapshot_buffer.append({"time": timestamp, "pos": authority_position})
# Ensure chronological order (in case of network jitter/reordering)
snapshot_buffer.sort_custom(func(a, b): return a.time < b.time)
# Keep buffer size manageable
if snapshot_buffer.size() > 30:
snapshot_buffer.pop_front()
# Update target visual position as fallback for simpler lerping
target_visual_position = authority_position
@rpc("any_peer", "call_local")
func display_message(message, type: int = 0):
# Send message to the main scene's message bar instead of player bubble
var main = get_tree().get_root().get_node_or_null("Main")
if main and main.has_method("add_message_to_bar"):
var player_name_str = display_name if not display_name.is_empty() else str(name)
main.add_message_to_bar(player_name_str, message, type)
func initialize_random_goals(_size: int, min_value: int, max_value: int, null_count: float) -> Array[int]:
goals.clear()
var rng = RandomNumberGenerator.new()
rng.randomize()
var result: Array[int] = []
var null_val = 0
var max_nulls = 3
const SPECIAL_VALUES = {1: 7, 2: 8, 3: 9, 4: 10}
for i in range(_size):
if null_val < max_nulls and rng.randf() < null_count:
result.append(-1)
null_val += 1
else:
var val = rng.randi_range(min_value, max_value)
result.append(val if not val in SPECIAL_VALUES else SPECIAL_VALUES[val])
return result
# Remove this since goals are now set by main.gd
func append_random_goals():
goals.append_array(initialize_random_goals(9, 7, 10, 1.0))
if is_multiplayer_authority():
rpc("sync_goals", goals)
func bot_try_grab_item() -> bool:
return playerboard_manager.bot_try_grab_item()
# -----------------------------------------------------------------
# OLD GRAB Func
# -----------------------------------------------------------------
#func grab_item(grid_position: Vector2i = current_position) -> bool:
#if is_bot:
#return bot_try_grab_item()
#
#if not enhanced_gridmap or action_points <= 0:
#return false
#
#var cell = Vector3i(grid_position.x, 1, grid_position.y)
#var item = enhanced_gridmap.get_cell_item(cell)
#
#if grid_position != current_position:
#var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
#var is_adjacent = false
#for neighbor in neighbors:
#if neighbor.position == grid_position:
#is_adjacent = true
#break
#if not is_adjacent:
#return false
#
#if item == -1:
#return false
#
## Bot-specific grab logic moved to bot_grab_item RPC
#if is_in_group("Bots") or is_bot:
#var empty_slot = playerboard.find(-1)
#if empty_slot == -1:
#return false
#
#if is_multiplayer_authority():
#rpc("bot_grab_item", grid_position, empty_slot, cell.x, cell.y, cell.z)
#return true
#
#var main = get_tree().get_root().get_node_or_null("Main")
#if main:
#selected_gridmap_position = grid_position
#clear_highlights()
#clear_playerboard_highlights()
#
#for i in range(playerboard.size()):
#if playerboard[i] == -1:
#var slot = main.playerboard_ui.get_child(i)
#if slot.get_child_count() > 0:
#slot.get_child(0).show()
#highlighted_cells.append(i)
#return true
#
#return false
# -----------------------------------------------------------------
#func grab_item(grid_position: Vector2i = current_position) -> bool:
#if not enhanced_gridmap or action_points <= 0:
#return false
#
#var cell = Vector3i(grid_position.x, 1, grid_position.y)
#var item = enhanced_gridmap.get_cell_item(cell)
#
## Validate adjacency (unless it's current position)
#if grid_position != current_position:
#var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
#var is_adjacent = false
#for neighbor in neighbors:
#if neighbor.position == grid_position:
#is_adjacent = true
#break
#if not is_adjacent:
#return false
#
#if item == -1:
#return false
#
## === AUTO-ARRANGE LOGIC ===
#var target_slot = find_best_goal_slot_for_item(item)
#if target_slot == -1:
#return false # no space
#
## Perform the grab and auto-place
#if is_multiplayer_authority():
## Update gridmap: remove item
#rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
## Update playerboard
#playerboard[target_slot] = item
#rpc("sync_playerboard", playerboard)
## Consume action
#has_performed_action = true
#consume_action_points(1)
#
## Optional: visual feedback
#var main = get_tree().get_root().get_node_or_null("Main")
#if main:
#main.update_playerboard_ui()
#main.set_action_state(main.ActionState.NONE)
#
#return true
# -----------------------------------------------------------------
func grab_item(grid_position: Vector2i = current_position) -> bool:
return playerboard_manager.grab_item(grid_position)
# -----------------------------------------------------------------
# Execute Grab
# -----------------------------------------------------------------
func _execute_grab(grid_pos: Vector2i, cell: Vector3i, item_id: int):
return playerboard_manager._execute_grab(grid_pos, cell, item_id)
# -----------------------------------------------------------------
# This function runs on the server when requested by a client
# -----------------------------------------------------------------
@rpc("any_peer", "reliable")
func request_server_grab(grid_pos: Vector2i, x: int, y: int, z: int, item_id: int):
# 1. Only the server (peer 1) should process this
if not multiplayer.is_server():
return
# 2. Security check: Did this request come from the actual owner of this node?
if multiplayer.get_remote_sender_id() != get_multiplayer_authority():
push_error("Security: Non-authority tried to grab item!")
return
# 3. Call the execution logic
playerboard_manager._execute_grab(grid_pos, Vector3i(x, y, z), item_id)
# -----------------------------------------------------------------
# Auto-put: no manual selection needed
# Automatically puts a goal-matching tile into an adjacent (or current) empty grid cell
# -----------------------------------------------------------------
# -----------------------------------------------------------------
# Auto-put: no manual selection needed
# Automatically puts a goal-matching tile into an adjacent (or current) empty grid cell
# -----------------------------------------------------------------
func auto_put_item() -> bool:
return playerboard_manager.auto_put_item()
# -----------------------------------------------------------------
# Force ActionState : None
# -----------------------------------------------------------------
@rpc("any_peer", "call_local", "reliable")
func force_action_state_none():
# This is called by the server on the client to reset the UI
if is_bot or is_in_group("Bots"):
return
clear_highlights()
clear_playerboard_highlights()
# -----------------------------------------------------------------
@rpc("any_peer", "reliable")
func request_server_put(grid_position: Vector2i, slot_index: int, x: int, y: int, z: int, item: int):
# This RPC should only be processed by the server
if not multiplayer.is_server():
return
# Verify that this request came from the authority of this player
if multiplayer.get_remote_sender_id() != get_multiplayer_authority():
push_error("Security: Non-authority tried to put item!")
return
# Server-side validation
var cell = Vector3i(x, y, z)
if enhanced_gridmap.get_cell_item(cell) != -1:
return # Cell not empty
# Check if position is adjacent or current position
if grid_position != current_position:
var is_adjacent = false
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
for neighbor in neighbors:
if neighbor.position == grid_position:
is_adjacent = true
break
if not is_adjacent:
return # Not adjacent
# Verify player has the item
if playerboard[slot_index] != item:
push_error("Item mismatch! Player doesn't have claimed item")
return
# Perform the put operation as the server
rpc("sync_grid_item", x, y, z, item)
playerboard[slot_index] = -1
rpc("sync_playerboard", playerboard)
# Update player state
has_performed_action = true
action_points -= 1
selected_playerboard_slot = -1
# Notify about action completion
_after_action_completed()
# Add new RPC function to notify others about spawn selection
@rpc("any_peer", "reliable")
func notify_spawn_selected(spawn_pos: Vector2i):
# Mark as selected on all peers so occupancy checks work
spawn_point_selected = true
# Update local highlight state for all clients
if spawn_pos in highlighted_spawn_points:
highlighted_spawn_points.erase(spawn_pos)
# Clear highlight for the selected position on Layer 2 (Overlay)
if enhanced_gridmap:
enhanced_gridmap.set_cell_item(
Vector3i(spawn_pos.x, 2, spawn_pos.y),
-1
)
# Disabled, auto put activated
#func handle_put_action():
#var main = get_tree().get_root().get_node_or_null("Main")
#if not main or action_points < 1:
#return
#
#if not is_bot == true:
#clear_highlights()
#clear_playerboard_highlights()
#
## Highlight non-empty slots in playerboard
#for i in range(playerboard.size()):
#if playerboard[i] != -1: # Highlight occupied slots
#var slot = main.playerboard_ui.get_child(i)
#if slot.get_child_count() > 0:
#slot.get_child(0).show() # Show highlight for occupied slots
#highlighted_cells.append(i)
func handle_playerboard_slot_selected(slot_index: int):
playerboard_manager.handle_playerboard_slot_selected(slot_index)
# We also need to add handle_put_slot_selected:
func handle_put_slot_selected(slot_index: int):
playerboard_manager.handle_put_slot_selected(slot_index)
func arrange_playerboard_item(slot_index: int):
playerboard_manager.arrange_playerboard_item(slot_index)
func _on_slot_clicked(event: InputEvent, slot_index: int):
if not event is InputEventMouseButton or is_bot == true or not event.pressed or event.button_index != MOUSE_BUTTON_LEFT:
return
playerboard_manager.handle_slot_clicked(slot_index)
func has_item_at_current_position() -> bool:
var current_cell = Vector3i(current_position.x, 1, current_position.y)
return enhanced_gridmap.get_cell_item(current_cell) != -1
func has_items_in_playerboard() -> bool:
return playerboard.any(func(item): return item != -1)
func playerboard_is_full() -> bool:
return playerboard.find(-1) == -1
func highlight_cells_if_authorized(cells_to_highlight: Array, item_id: int = -1):
action_manager.highlight_cells_if_authorized(cells_to_highlight, item_id)
# Update highlight_movement_range to respect the expanded obstacle blocking
func highlight_movement_range():
movement_manager.highlight_movement_range()
# Helper function to check if a cell can be reached given the blocked cells
# Helper function to check if a direction is diagonal
func highlight_adjacent_cells():
movement_manager.highlight_adjacent_cells()
func highlight_empty_adjacent_cells():
action_manager.highlight_empty_adjacent_cells()
@rpc("any_peer", "call_local")
func sync_action_points(points: int):
action_manager.sync_action_points(points)
func highlight_random_valid_cells():
action_manager.highlight_random_valid_cells()
func highlight_occupied_playerboard_slots():
action_manager.highlight_occupied_playerboard_slots()
func clear_highlights():
if action_manager:
action_manager.clear_highlights()
func clear_playerboard_highlights():
if action_manager:
action_manager.clear_playerboard_highlights()
func rotate_towards_target(target_pos: Vector2i):
movement_manager.rotate_towards_target(target_pos)
# We also need to add these supporting functions:
func select_playerboard_slot(slot_index: int):
playerboard_manager.select_playerboard_slot(slot_index)
func deselect_playerboard_slot():
playerboard_manager.deselect_playerboard_slot()
func target_playerboard_slot(slot_index: int):
playerboard_manager.target_playerboard_slot(slot_index)
func untarget_playerboard_slot():
playerboard_manager.untarget_playerboard_slot()
func can_move_to_target_playerboard_slot() -> bool:
return playerboard_manager.can_move_to_target_playerboard_slot()
func _update_playerboard_slot_visual(slot_index: int):
playerboard_manager._update_playerboard_slot_visual(slot_index)
func _highlight_adjacent_playerboard_slots():
playerboard_manager._highlight_adjacent_playerboard_slots()
@rpc("any_peer", "call_local", "reliable")
func sync_rotation(new_rotation: float):
if not is_multiplayer_authority():
rotation.y = new_rotation
if movement_manager:
movement_manager.target_rotation = new_rotation
@rpc("any_peer", "call_local", "reliable")
func sync_grid_item(x: int, y: int, z: int, item: int):
if enhanced_gridmap:
var cell = Vector3i(x, y, z)
# Log the change for debugging
print("Setting grid item at ", cell, " to ", item, " (called by ", multiplayer.get_remote_sender_id(), ")")
# Make sure we set the cell reliably
enhanced_gridmap.set_cell_item(cell, item)
# Double-check the cell was set
var check_value = enhanced_gridmap.get_cell_item(cell)
if check_value != item:
push_warning("Cell item didn't update correctly! Expected " + str(item) + " but got " + str(check_value))
# Try once more
enhanced_gridmap.set_cell_item(cell, item)
@rpc("any_peer", "call_local")
func sync_goals(new_goals: Array):
goals = new_goals.duplicate() # Make sure to duplicate the array
# Also update race_manager's goals directly
if race_manager:
race_manager.goals = new_goals.duplicate()
# Re-check finish availability with new goals
race_manager.update_finish_availability()
@rpc("any_peer", "call_local")
func sync_second_lap_goals(new_goals: Array):
if race_manager:
race_manager.second_lap_goals = new_goals.duplicate()
func _after_action_completed():
action_manager.after_action_completed()
func is_finish_position(pos: Vector2i) -> bool:
var current_finish = race_manager.get_current_finish_locations() if race_manager else finish_locations
return pos in current_finish
func consume_action_points(points: int):
action_manager.consume_action_points(points)
@rpc("any_peer", "call_local")
func bot_grab_item(pos: Vector2i, slot: int, x: int, y: int, z: int):
playerboard_manager.bot_grab_item(pos, slot, x, y, z)
@rpc("any_peer", "call_local")
func bot_put_item(pos: Vector2i, slot: int, x: int, y: int, z: int):
playerboard_manager.bot_put_item(pos, slot, x, y, z)
@rpc("any_peer", "call_local")
func bot_arrange_item(from_slot: int, to_slot: int):
playerboard_manager.bot_arrange_item(from_slot, to_slot)
func update_visual_position():
# Ensure proper grid-aligned positioning
var new_pos = Vector3(
current_position.x * cell_size.x + cell_size.x * 0.5,
1.0,
current_position.y * cell_size.z + cell_size.z * 0.5
)
global_position = new_pos
target_visual_position = new_pos # Snap target too
if is_multiplayer_authority():
rpc("sync_position", current_position)
@rpc("any_peer", "call_local")
func sync_position(pos: Vector2i):
current_position = pos
# If random spawn is active, receiving a position sync essentially confirms a valid spawn
if LobbyManager.get_randomize_spawn():
spawn_point_selected = true
if not visible:
visible = true
# Always update the visual position after position sync
var new_pos = Vector3(
current_position.x * cell_size.x + cell_size.x * 0.5,
cell_size.y,
current_position.y * cell_size.z + cell_size.z * 0.5
) + cell_offset
# Only snap visual if not moving (moving players will tween to destination)
if not is_player_moving:
global_position = new_pos
target_visual_position = new_pos # Reset smoothing target to prevent fighting
@rpc("any_peer", "call_local", "reliable")
func set_spawn_position(pos: Vector2i):
"""Set spawn position - used by random spawn system."""
current_position = pos
spawn_point_selected = true
# Clear any spawn highlights
clear_spawn_highlights()
# Update visual position
var new_pos = grid_to_world(pos)
print("[Player %s] set_spawn_position: Grid %s -> World %s (CellSize: %s)" % [name, pos, new_pos, cell_size])
if _movement_tween:
_movement_tween.kill()
_movement_tween = null
is_player_moving = false
global_position = new_pos
target_visual_position = new_pos
# Reveal character now that it's in the correct position
visible = true
# Notify systems that position changed (for Camera snap)
position_changed.emit()
emit_signal("position_changed")
@rpc("any_peer", "call_local", "reliable")
func complete_race(final_position: int):
if race_manager:
race_manager.on_race_completed(final_position)
# =============================================================================
# Tekton Interaction Logic
# =============================================================================
func grab_tekton():
if not is_multiplayer_authority() or is_carrying_tekton or is_frozen or is_stop_frozen:
return
# Find nearby Tekton
var tekton = _find_nearby_tekton()
if tekton:
if is_multiplayer_authority() and can_rpc():
rpc("sync_grab_tekton", tekton.get_path())
@rpc("any_peer", "call_local", "reliable")
func sync_grab_tekton(tekton_path: NodePath):
var tekton = get_node_or_null(tekton_path)
if tekton:
carried_tekton = tekton
is_carrying_tekton = true
tekton.set_carried(true, self )
# Disposed of AttackMode upon grab
if is_attack_mode:
is_attack_mode = false
SfxManager.play("pick_up_tekton_roaming")
print("[Player %s] Grabbed Tekton %s" % [name, tekton.name])
func throw_tekton():
if not is_multiplayer_authority() or not is_carrying_tekton or is_frozen or is_stop_frozen:
return
# Determine throw direction (where player is facing)
# NOTE: Movement manager uses atan2(x, z) which implies 0 rotation = +Z facing.
# So we must use +basis.z (Positive Z) as forward, not standard -basis.z.
var forward = global_transform.basis.z.normalized()
var throw_dir = Vector2i(round(forward.x), round(forward.z))
if throw_dir == Vector2i.ZERO: throw_dir = Vector2i(1, 0) # Fallback
# Calculate distance (5 to 7 tiles)
var rng = RandomNumberGenerator.new()
rng.randomize()
var distance = rng.randi_range(5, 7)
var target_pos = current_position + (throw_dir * distance)
# Clamp to grid bounds if possible, or just check validity
if enhanced_gridmap:
# Simple clamp assuming 0-based indexing and knowing size would be better,
# but if we don't have size, we can just raycast or check validity step by step?
# Let's just try the target. If invalid, maybe pull back?
# Or just let it land "off map" and handle it?
# Better: Clamp to grid dimensions if known.
# EnhancedGridMap usually has columns/rows.
if "columns" in enhanced_gridmap and "rows" in enhanced_gridmap:
target_pos.x = clamp(target_pos.x, 0, enhanced_gridmap.columns - 1)
target_pos.y = clamp(target_pos.y, 0, enhanced_gridmap.rows - 1)
if is_multiplayer_authority():
rpc("sync_throw_tekton", target_pos)
@rpc("any_peer", "call_local", "reliable")
func sync_throw_tekton(target_pos: Vector2i):
if carried_tekton:
var tekton = carried_tekton
carried_tekton = null
is_carrying_tekton = false
if tekton.has_method("set_thrown"):
tekton.set_thrown(true)
else:
tekton.set_carried(false)
# Visual Arc Tween
var start_pos = tekton.global_position
# Target world position
var end_world_pos = Vector3(
target_pos.x * cell_size.x + cell_size.x * 0.5,
cell_size.y, # Floor Y
target_pos.y * cell_size.z + cell_size.z * 0.5
) + cell_offset
var mid_pos = (start_pos + end_world_pos) / 2.0
mid_pos.y += 4.0 # Arc height
var tween = create_tween()
tween.set_parallel(true)
# Let's stick to a simple "Jump" tween:
# 1. Move X/Z linearly to target
tween.tween_property(tekton, "global_position:x", end_world_pos.x, 0.6).set_trans(Tween.TRANS_LINEAR)
tween.tween_property(tekton, "global_position:z", end_world_pos.z, 0.6).set_trans(Tween.TRANS_LINEAR)
# 2. Move Y up then down
var jump_tween = create_tween()
jump_tween.tween_property(tekton, "global_position:y", mid_pos.y, 0.3).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
jump_tween.tween_property(tekton, "global_position:y", end_world_pos.y, 0.3).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN).set_delay(0.3)
# Landing Callback
jump_tween.tween_callback(func():
tekton.current_position = target_pos
# Impact Effects!
# 1. Stun nearby players (Radius 2?)
# "if there's a player around that floor they will got stunned" -> "around that floor" implies radius
var impact_center = target_pos
var stun_radius = 1.5
var players = get_tree().get_nodes_in_group("Players")
print("[Throw] Checking stun impact at %s. Found %d players." % [impact_center, players.size()])
for p in players:
if p == self: continue
# Check distance
var dist = Vector2(p.current_position.x, p.current_position.y).distance_to(Vector2(impact_center.x, impact_center.y))
print("[Throw] Player %s at %s. Dist: %.2f (Radius: %.1f)" % [p.name, p.current_position, dist, stun_radius])
if dist <= stun_radius:
if p.has_method("apply_stagger"):
print("[Throw] Applying stagger to %s" % p.name)
p.apply_stagger(3.0)
NotificationManager.send_message(self , "Stunned " + p.name + "!", NotificationManager.MessageType.WARNING)
# 2. Tekton drops tiles (Spawn tiles around) AND shrinks
if tekton.has_method("on_thrown_landing"):
tekton.on_thrown_landing(self , 2.0)
else:
# Fallback
tekton.on_hit(self , 1.0)
print("[Player %s] Tekton landed at %s" % [name, target_pos])
).set_delay(0.6)
print("[Player %s] Threw Tekton to %s (Dist: %s)" % [name, target_pos, target_pos.distance_to(tekton.current_position)])
func drop_tekton():
"""Drops the Tekton at the current player position immediately."""
if not is_multiplayer_authority() or not is_carrying_tekton:
return
if is_multiplayer_authority() and can_rpc():
rpc("sync_drop_tekton")
@rpc("any_peer", "call_local", "reliable")
func sync_drop_tekton():
if carried_tekton:
var tekton = carried_tekton
carried_tekton = null
is_carrying_tekton = false
# Set its position to player's current position (but on ground)
var drop_pos = grid_to_world(current_position)
tekton.global_position = drop_pos
if tekton.has_method("set_carried"):
tekton.set_carried(false)
# Trigger landing effects (minimal scale)
if tekton.has_method("on_thrown_landing"):
tekton.on_thrown_landing(self , 1.0) # Minimal scale impact
print("[Player %s] Dropped Tekton at %s" % [name, current_position])
# is_attack_mode is already declared at top of file (or inherited?)
# Keeping is_knock_mode here for now or moving it up would be better, but let's just fix the error first.
var is_knock_mode: bool = false # Yellow mode for knocking Tekton
func enter_attack_mode():
if not is_multiplayer_authority(): return
if is_invisible:
NotificationManager.send_message(self , "Cannot enter Attack Mode while in Ghost mode!", NotificationManager.MessageType.WARNING)
return
is_attack_mode = true
is_knock_mode = false # Mutually exclusive
NotificationManager.send_message(self , "Attack Mode ACTIVATED (Red)", NotificationManager.MessageType.POWERUP)
update_active_player_indicator()
func enter_knock_mode():
if not is_multiplayer_authority(): return
if is_invisible:
NotificationManager.send_message(self , "Cannot enter Knock Mode while in Ghost mode!", NotificationManager.MessageType.WARNING)
return
is_knock_mode = true
is_attack_mode = false # Mutually exclusive
NotificationManager.send_message(self , "Knock Mode ACTIVATED (Yellow)", NotificationManager.MessageType.POWERUP)
update_active_player_indicator()
func update_active_player_indicator():
var color = Color.WHITE
if is_attack_mode:
color = Color.RED
elif is_knock_mode:
color = Color.YELLOW
# Apply visual tint to character model across network
if can_rpc():
rpc("sync_modulate", color)
else:
sync_modulate(color) # Apply locally if offline/not ready
@rpc("any_peer", "call_local", "unreliable")
func sync_bump(target_pos: Vector2i, is_soft: bool = false):
"""Visual attack 'bump' or collision animation."""
# Always return to LOGICAL position to prevent character drift!
var original_pos = grid_to_world(current_position)
var target_world = grid_to_world(target_pos)
# If it's a soft bump (non-attack), just a tiny nudge
var strength = 0.4 if not is_soft else 0.15
var duration = 0.1 if not is_soft else 0.08
var mid_pos = original_pos.lerp(target_world, strength)
var tween = create_tween()
# Ensure the character starts at logical pos if they were drifting
global_position = original_pos
tween.tween_property(self, "global_position", mid_pos, duration).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
tween.tween_property(self, "global_position", original_pos, duration).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
func knock_tekton():
if not is_multiplayer_authority() or is_frozen or is_stop_frozen or is_invisible:
return
# Requirement: Full Powerup Bar (or we are already in knock mode)
if not is_knock_mode and (not powerup_manager or not powerup_manager.can_use_special()):
NotificationManager.send_message(self , "Need Full Boost to Knock!", NotificationManager.MessageType.WARNING)
return
var tekton = _find_nearby_tekton()
if tekton:
# Consume Boost if we haven't already (or just consume it now if we are in mode)
if powerup_manager:
powerup_manager.consume_boost(100.0)
if is_multiplayer_authority():
rpc("sync_knock_tekton", tekton.get_path())
# Reset Knock Mode after successful hit
is_knock_mode = false
NotificationManager.send_message(self , "Knock Successful!", NotificationManager.MessageType.POWERUP)
update_active_player_indicator()
else:
# If we called knock_tekton but nothing was nearby, maybe we just enter the mode?
# But usually this is called by movement_manager which knows something is there.
pass
@rpc("any_peer", "call_local", "reliable")
func sync_knock_tekton(tekton_path: NodePath):
var tekton = get_node_or_null(tekton_path)
if tekton:
# Intensity 2.0 for knock (drops 200% tiles) + Shrink/Recover
# Use on_thrown_landing to trigger shrink animation and floor freeze
tekton.on_thrown_landing(self , 2.0)
SfxManager.play("attack_mode")
print("[Player %s] Knocked Tekton %s" % [name, tekton.name])
# Visual feedback (Juice)
if is_multiplayer_authority():
rpc("trigger_screen_shake", "heavy")
func _find_nearby_tekton() -> Node3D: # Find closest Tekton
var closest_tekton = null
var min_dist = 9999.0
var tektons = get_tree().get_nodes_in_group("Tektons")
for t in tektons:
if t.is_carried: continue
if t.get("is_recovering"): continue # Cannot grab recovering/shrunk Tekton
if t.get("is_static_turret"): continue # Cannot grab/knock static turret
# Check adjacency (or same tile)
# Assuming is_adjacent_or_same is a helper function that checks if two Vector2i are adjacent or the same.
# For example: (pos1 - pos2).length_squared() <= 2 (for adjacent or same tile)
var dist_grid = (t.current_position - current_position).length()
if dist_grid <= 1.5: # Adjacent (1.0 or 1.41) or same tile (0.0)
var dist = global_position.distance_to(t.global_position)
if dist < min_dist:
min_dist = dist
closest_tekton = t
return closest_tekton