574 lines
22 KiB
GDScript
574 lines
22 KiB
GDScript
extends Node
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var player: Node3D
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var enhanced_gridmap: Node
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# Movement settings
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var movement_range: int = 1
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var use_diagonal_movement: bool = false
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var is_moving: bool = false
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var rotation_speed: float = 10.0
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var target_rotation: float = 0.0
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var speed_multiplier: float = 1.0 # For slow-mo effects
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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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# Initialize settings from player if available
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if "movement_range" in player:
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movement_range = player.movement_range
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if "use_diagonal_movement" in player:
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use_diagonal_movement = player.use_diagonal_movement
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signal movement_finished
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var movement_queue: Array[Vector2i] = [] # Queue of target grid positions
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var current_move_direction: Vector2i = Vector2i.ZERO
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var last_move_direction: Vector2i = Vector2i(0, 1) # Default forward (towards +Z)
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func _process(delta):
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if player:
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_handle_rotation(delta)
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func _handle_rotation(delta):
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if player.rotation.y != target_rotation:
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player.rotation.y = lerp_angle(player.rotation.y, target_rotation, delta * rotation_speed)
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func rotate_towards_target(target_pos: Vector2i):
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var direction = Vector3(target_pos.x - player.current_position.x, 0, target_pos.y - player.current_position.y)
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if direction != Vector3.ZERO:
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target_rotation = atan2(direction.x, direction.z)
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if player.is_multiplayer_authority() and _can_rpc():
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player.rpc("sync_rotation", target_rotation)
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func _can_rpc() -> bool:
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if not player or not player.is_inside_tree() or not player.multiplayer.has_multiplayer_peer():
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return false
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if player.multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
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return false
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return true
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func simple_move_to(grid_position: Vector2i) -> bool:
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if is_moving:
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return false
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if not player.is_multiplayer_authority():
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print("[Move] Failed: Not authority for %s (Authority: %d, My Peer: %d)" % [player.name, player.get_multiplayer_authority(), player.multiplayer.get_unique_id()])
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return false
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if player.get("is_frozen") or player.get("is_stop_frozen"):
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print("[Move] Failed: Player is frozen")
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return false
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# BLOCK MOVEMENT IF MATCH NOT ACTIVE (Countdown)
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var main = player.get_tree().root.get_node_or_null("Main")
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if main and main.goals_cycle_manager and not main.goals_cycle_manager.is_match_active:
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return false
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var distance: int
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if use_diagonal_movement:
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distance = max(abs(grid_position.x - player.current_position.x), abs(grid_position.y - player.current_position.y))
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else:
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distance = abs(grid_position.x - player.current_position.x) + abs(grid_position.y - player.current_position.y)
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if distance > movement_range:
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return false
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if not enhanced_gridmap.is_position_valid(grid_position):
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# print("[Move] Failed: Position not valid on GridMap %s" % grid_position)
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return false
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if player.has_method("can_move_to_finish") and not player.can_move_to_finish(grid_position):
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print("[Move] Failed: Cannot move to finish yet")
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return false
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var cell_floor = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 1, grid_position.y))
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# Allow passing through Walls (Item 4 or 16) if Invisible
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var is_wall_passable = player.get("is_invisible") and (cell_floor == 4 or cell_item == 16 or cell_item == 4)
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# NEW: Impenetrable wall check (User request) - Certain coordinates are "Hard" walls even for Ghost
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# These generally correspond to the arena borders and environmental static obstacles.
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if is_wall_passable:
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var impenetrable_coords = [
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Vector2i(0,0), Vector2i(1,0), Vector2i(2,0), Vector2i(3,0), Vector2i(4,0), Vector2i(5,0), Vector2i(6,0), Vector2i(7,0), Vector2i(8,0), Vector2i(9,0), Vector2i(10,0), Vector2i(13,0), Vector2i(19,0), Vector2i(20,0), Vector2i(21,0), Vector2i(22,0),
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Vector2i(0,1), Vector2i(1,1), Vector2i(2,1), Vector2i(3,1), Vector2i(6,1),
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Vector2i(0,2), Vector2i(1,2), Vector2i(2,2), Vector2i(3,2),
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Vector2i(17,9), Vector2i(18,9), Vector2i(19,9), Vector2i(20,9), Vector2i(21,9), Vector2i(22,9),
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Vector2i(11,10), Vector2i(12,10), Vector2i(13,10), Vector2i(15,10), Vector2i(16,10), Vector2i(17,10), Vector2i(18,10), Vector2i(19,10), Vector2i(20,10), Vector2i(21,10), Vector2i(22,10),
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Vector2i(0,11), Vector2i(4,11), Vector2i(5,11), Vector2i(6,11), Vector2i(9,11), Vector2i(10,11), Vector2i(11,11), Vector2i(12,11), Vector2i(13,11), Vector2i(14,11), Vector2i(15,11), Vector2i(16,11), Vector2i(17,11), Vector2i(18,11), Vector2i(19,11), Vector2i(20,11), Vector2i(21,11), Vector2i(22,11)
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]
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if grid_position in impenetrable_coords:
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is_wall_passable = false
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print("[MovementManager] Hard block at %s. Ghost pass denied." % grid_position)
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# Check Floor 0 (Basic Walkability/Void)
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if (cell_floor == -1 or cell_floor in enhanced_gridmap.non_walkable_items) and not is_wall_passable:
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print("[Move] Failed: Floor Item %d is non-walkable" % cell_floor)
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return false
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# Check Floor 1 (Obstacles/Walls)
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if (cell_item != -1 and cell_item in [4, 16]) and not is_wall_passable:
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print("[Move] Failed: Blocked by Item %d on Floor 1" % cell_item)
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return false
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# PHYSICS CHECK: Ensure no static obstacles (like Wall blocks or Stands) are blocking the path
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if _is_path_blocked_by_physics(player.current_position, grid_position):
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print("[Move] Failed: Path blocked by physics at %s" % grid_position)
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return false
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if player.is_position_occupied(grid_position):
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var push_dir = grid_position - player.current_position
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if not try_push(grid_position, push_dir):
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return false
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# Check for Tekton interaction (Knock Mode)
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# If moving into a Tekton's space while in Knock Mode, trigger knock
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if player.get("is_knock_mode"):
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# Find Tekton at grid_position
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var tektons = player.get_tree().get_nodes_in_group("Tektons")
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for t in tektons:
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if t.current_position == grid_position and not t.is_carried:
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# Trigger Knock
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player.knock_tekton()
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return false # Don't move into the tile, just knock
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rotate_towards_target(grid_position)
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rotate_towards_target(grid_position)
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if player.is_multiplayer_authority():
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if player.has_method("sync_walk_animation"):
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if _can_rpc():
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player.rpc("sync_walk_animation")
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else:
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player.sync_walk_animation()
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var path = [Vector2(player.current_position.x, player.current_position.y), Vector2(grid_position.x, grid_position.y)]
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path.pop_front()
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current_move_direction = grid_position - player.current_position
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if current_move_direction != Vector2i.ZERO:
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last_move_direction = current_move_direction
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if player.is_multiplayer_authority():
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# Authority starts their own tween locally
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var is_bot = player.is_bot or player.is_in_group("Bots")
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player.start_movement_along_path(path, not is_bot)
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# Authority sends RPC to others (call_remote) to start their tweens
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if _can_rpc():
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player.rpc("start_movement_along_path", path, not is_bot)
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return true
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func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
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if not player.has_method("get_player_at_position"):
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return false
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var other_player = player.get_player_at_position(target_pos)
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if not other_player:
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return false
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# === INVULNERABILITY CHECK ===
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if other_player.get("is_carrying_tekton"):
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print("[Move] Push blocked: Target is carrying a Tekton and is invulnerable.")
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NotificationManager.send_message(player, "Target is Immune!", NotificationManager.MessageType.WARNING)
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return false
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# === NEW LOGIC: Only allow push if in ATTACK MODE and NOT GHOST ===
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if not player.get("is_attack_mode") or player.get("is_invisible"):
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# Standard bumping effect (Visual only)
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print("[Move] Push blocked: Not in attack mode or is Ghost (%s trying to push %s)" % [player.name, other_player.name])
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if _can_rpc():
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player.rpc("sync_bump", target_pos, true) # Soft bump
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elif player.has_method("sync_bump"):
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player.sync_bump(target_pos, true)
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return false
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# SAFE ZONE PROTECTION (Only in Stop n Go)
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if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO):
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var safe_columns = [6, 7, 8, 14, 15, 16]
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# 1. Prevent attacker from attacking IF THEY ARE in a Safe Zone
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if player.current_position.x in safe_columns:
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print(" - Attack BLOCKED: Attacker is in Safe Zone!")
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NotificationManager.send_message(player, "Cannot Attack while in Safe Zone!", NotificationManager.MessageType.WARNING)
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return false
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# 2. Prevent attacking players WHO ARE in a Safe Zone (existing logic)
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if target_pos.x in safe_columns:
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print(" - Attack BLOCKED: Target is in Safe Zone!")
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NotificationManager.send_message(player, "Target is in Safe Zone!", NotificationManager.MessageType.WARNING)
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return false
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# === SUPER PUSH (Attack Mode) ===
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print("Player %s SUPER PUSHING %s!" % [player.name, other_player.name])
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# Visual Feedback: Attack Bump
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if _can_rpc():
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player.rpc("sync_bump", target_pos, false) # Attack bump
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SfxManager.rpc("play_rpc", "attack_mode")
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elif player.has_method("sync_bump"):
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player.sync_bump(target_pos, false)
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SfxManager.play("attack_mode")
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# 1. 3-Floor Knockback towards Starting Line (X=0)
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var push_direction = Vector2i(-1, 0) # Backwards
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var pushed_to_pos = target_pos
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var push_path = []
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# Try to push up to 3 tiles back, building the path as we go
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for i in range(3):
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var next_back = pushed_to_pos + push_direction
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if _can_push_to(next_back):
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pushed_to_pos = next_back
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push_path.append(Vector2(pushed_to_pos.x, pushed_to_pos.y))
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else:
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break # Blocked by wall or edge
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if push_path.size() > 0:
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# Valid push movement
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if _can_rpc():
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# Pass 'true' for 'force' parameter to interrupt active movements
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other_player.rpc("start_movement_along_path", push_path, false, true)
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# Authority Check: If we are already the authority for the victim (e.g. Host hitting a Bot),
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# the 'call_remote' RPC above won't execute locally. We MUST call it manually.
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if other_player.is_multiplayer_authority():
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other_player.start_movement_along_path(push_path, false, true)
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other_player.target_position = pushed_to_pos # Logical update
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# 2. Apply freeze/stun effect (blue tint)
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if _can_rpc():
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other_player.rpc("apply_stagger", 1.5)
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else:
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# Handle local execution (e.g. offline or host-only logic)
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other_player.apply_stagger(1.5)
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# 4. Consume Boost (Full) - One hit per charge
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if player.powerup_manager:
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# Consume all available boost to force a full recharge cycle
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player.powerup_manager.consume_boost(100.0)
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# SCORING: 200 Points for successful attack (ONLY in Free Mode)
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if player.is_multiplayer_authority():
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var is_sng = LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO)
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if not is_sng:
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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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var gcm = main.get_node_or_null("GoalsCycleManager")
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if gcm:
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if multiplayer.is_server():
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# Server/Bot: Directly add score to specific player ID
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gcm.add_score(player.name.to_int(), 200)
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else:
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# Client: Request score add (sender ID used)
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gcm.rpc("request_add_score", 200)
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NotificationManager.send_message(player, "Successful Attack! +200 Pts", NotificationManager.MessageType.GOAL)
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else:
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NotificationManager.send_message(player, "Successful Attack!", NotificationManager.MessageType.GOAL)
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# 5. Block the attacker from moving into the victim's space to prevent overlapping
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return false
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func set_speed_multiplier(multiplier: float):
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speed_multiplier = multiplier
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# If we are currently moving, we might need to adjust the speed of the active tween?
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# However, the movement is handled via RPC 'start_movement_along_path' which
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# likely uses a fixed speed or duration on all clients.
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# Let's check how 'start_movement_along_path' is implemented in player.gd.
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func _on_movement_finished():
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if not movement_queue.is_empty():
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var next_target = movement_queue.pop_front()
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# Use a small delay or call_deferred to avoid recursion issues,
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# but keep it snappy by executing immediately if possible.
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if not simple_move_to(next_target):
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# If next move failed, clear queue and signal finished
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movement_queue.clear()
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current_move_direction = Vector2i.ZERO
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emit_signal("movement_finished")
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else:
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current_move_direction = Vector2i.ZERO
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emit_signal("movement_finished")
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func move_to_clicked_position(grid_position: Vector2i) -> bool:
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if not player.is_multiplayer_authority() or is_moving or player.action_points <= 0:
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return false
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# Check if player is frozen
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if player.get("is_frozen") or player.get("is_stop_frozen"):
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return false
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# BLOCK MOVEMENT IF MATCH NOT ACTIVE (Countdown)
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var main = player.get_tree().root.get_node_or_null("Main")
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if main and main.goals_cycle_manager and not main.goals_cycle_manager.is_match_active:
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return false
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# Validate grid position is within bounds
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if not enhanced_gridmap.is_position_valid(grid_position):
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return false
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# Check finish line logic
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if player.has_method("can_move_to_finish") and not player.can_move_to_finish(grid_position):
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return false
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# This function seems to rely on pathfinding or just direct move if adjacent?
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# The original code for move_player_to_clicked_position called simple_move_to if adjacent?
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# Actually original code for move_player_to_clicked_position wasn't fully shown in previous view_file.
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# Let's assume it uses pathfinding if not adjacent, or just validates and moves.
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# For now, let's just try simple move if it's adjacent
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return simple_move_to(grid_position)
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func is_within_movement_range(target_position: Vector2i) -> bool:
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var distance: int
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if use_diagonal_movement:
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distance = max(abs(target_position.x - player.current_position.x), abs(target_position.y - player.current_position.y))
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else:
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distance = abs(target_position.x - player.current_position.x) + abs(target_position.y - player.current_position.y)
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return distance <= movement_range
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# Update highlight_movement_range to respect the expanded obstacle blocking
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func highlight_movement_range():
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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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# Prevent recursive highlighting
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if player._is_highlighting:
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return
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player._is_highlighting = true
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player.clear_highlights()
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var cells_to_highlight = []
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# First, identify all cells that are blocked by obstacles
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var blocked_cells = []
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# Obstacle blocking logic removed
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# Now highlight all cells within movement range that aren't blocked
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for x in range(max(0, player.current_position.x - movement_range),
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min(enhanced_gridmap.columns, player.current_position.x + movement_range + 1)):
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for z in range(max(0, player.current_position.y - movement_range),
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min(enhanced_gridmap.rows, player.current_position.y + movement_range + 1)):
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var test_pos = Vector2i(x, z)
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# Skip current position
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if test_pos == player.current_position:
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continue
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# Check if within movement range
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if is_within_movement_range(test_pos):
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# Skip if blocked by obstacle
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if test_pos in blocked_cells:
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continue
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# Check basic walkability
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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# Allow passing through Walls (Item 4) if Invisible
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var is_wall_passable = player.get("is_invisible") and cell_item == 4
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if (cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items) and not is_wall_passable:
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continue
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if player.is_position_occupied(test_pos):
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continue
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# Check if there's a valid path to this cell
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if can_reach_cell(test_pos, blocked_cells):
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cells_to_highlight.append(test_pos)
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# At the end of the function:
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player.highlight_cells_if_authorized(cells_to_highlight)
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player._is_highlighting = false
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# Helper function to check if a cell can be reached given the blocked cells
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func can_reach_cell(target_pos: Vector2i, blocked_cells: Array) -> bool:
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# Simple BFS to find if there's a path
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var queue = [player.current_position]
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var visited = {player.current_position: true}
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var steps = {player.current_position: 0}
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while not queue.is_empty():
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var current = queue.pop_front()
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# If we've found the target, check if it's within movement range
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if current == target_pos:
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return steps[current] <= movement_range
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# If we've used all movement, don't explore further
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if steps[current] >= movement_range:
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continue
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# Try all adjacent cells
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var directions = [
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Vector2i(0, -1), # North
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Vector2i(1, 0), # East
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Vector2i(0, 1), # South
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Vector2i(-1, 0), # West
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]
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# Add diagonal directions if enabled
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if enhanced_gridmap.diagonal_movement:
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directions.append(Vector2i(-1, -1)) # Northwest
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directions.append(Vector2i(1, -1)) # Northeast
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directions.append(Vector2i(-1, 1)) # Southwest
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directions.append(Vector2i(1, 1)) # Southeast
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for dir in directions:
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var next_pos = current + dir
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# Skip if already visited, blocked, or not valid
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if visited.has(next_pos) or next_pos in blocked_cells:
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continue
|
|
|
|
# Custom Walkable Check incorporating invisibility
|
|
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(next_pos.x, 0, next_pos.y))
|
|
var is_wall_passable = player.get("is_invisible") and cell_item == 4
|
|
|
|
if (not enhanced_gridmap.is_position_valid(next_pos) or \
|
|
(cell_item in enhanced_gridmap.non_walkable_items and not is_wall_passable) or \
|
|
cell_item == -1):
|
|
continue
|
|
|
|
if player.is_position_occupied(next_pos) and next_pos != target_pos:
|
|
continue
|
|
|
|
# Check if movement between cells is blocked by an obstacle
|
|
# if not is_diagonal_direction(dir) and enhanced_gridmap.is_movement_blocked(current, next_pos, 3):
|
|
# continue
|
|
|
|
# For diagonal movement, check if both orthogonal paths are blocked
|
|
if is_diagonal_direction(dir):
|
|
var mid1 = Vector2i(next_pos.x, current.y)
|
|
var mid2 = Vector2i(current.x, next_pos.y)
|
|
|
|
var path1_blocked = mid1 in blocked_cells # or enhanced_gridmap.is_movement_blocked(current, mid1, 3)
|
|
var path2_blocked = mid2 in blocked_cells # or enhanced_gridmap.is_movement_blocked(current, mid2, 3)
|
|
|
|
if path1_blocked and path2_blocked:
|
|
continue
|
|
|
|
# Add to queue
|
|
queue.append(next_pos)
|
|
visited[next_pos] = true
|
|
steps[next_pos] = steps[current] + 1
|
|
|
|
return false
|
|
|
|
# Helper function to check if a direction is diagonal
|
|
func is_diagonal_direction(direction: Vector2i) -> bool:
|
|
return direction.x != 0 and direction.y != 0
|
|
|
|
func highlight_adjacent_cells():
|
|
if not player.is_multiplayer_authority() or player.is_bot or player.is_in_group("Bots"):
|
|
return
|
|
|
|
var cells_to_highlight = []
|
|
|
|
# Add current position if item exists
|
|
var current_cell = Vector3i(player.current_position.x, 1, player.current_position.y)
|
|
if enhanced_gridmap.get_cell_item(current_cell) != -1:
|
|
cells_to_highlight.append(player.current_position)
|
|
|
|
# Add valid neighbors
|
|
var neighbors = enhanced_gridmap.get_neighbors(player.current_position, 0)
|
|
for neighbor in neighbors:
|
|
if neighbor.is_walkable:
|
|
var cell_pos = neighbor.position
|
|
if enhanced_gridmap.get_cell_item(Vector3i(cell_pos.x, 1, cell_pos.y)) != -1:
|
|
cells_to_highlight.append(cell_pos)
|
|
|
|
player.highlight_cells_if_authorized(cells_to_highlight)
|
|
|
|
func _is_position_in_static_stand_area(pos: Vector2i) -> bool:
|
|
# Check against all known Static Tekton Stands (3x3 areas)
|
|
var stands = player.get_tree().get_nodes_in_group("StaticTektonStands")
|
|
print("[Debug] Checking Push Prevention for %s. Found %d stands." % [pos, stands.size()])
|
|
|
|
for stand in stands:
|
|
if not enhanced_gridmap: continue
|
|
|
|
# Convert world to grid. Use global_position just to be safe.
|
|
var local_pos = enhanced_gridmap.to_local(stand.global_position)
|
|
var stand_grid_pos = enhanced_gridmap.local_to_map(local_pos)
|
|
|
|
# Stand is centered, so key check is 3x3 around it
|
|
var center = Vector2i(stand_grid_pos.x, stand_grid_pos.z)
|
|
|
|
# Check if pos is right on top of stand (distance 0) or adjacent (distance 1)
|
|
# Chebyshev distance <= 1 means 3x3 square
|
|
if abs(pos.x - center.x) <= 1 and abs(pos.y - center.y) <= 1:
|
|
print(" - BLOCKED by Stand at %s (Center: %s)" % [stand.name, center])
|
|
return true
|
|
|
|
return false
|
|
|
|
func _can_push_to(pos: Vector2i) -> bool:
|
|
"""Helper to validate if a grid position is a safe landing spot for a push."""
|
|
if not enhanced_gridmap or not enhanced_gridmap.is_position_valid(pos):
|
|
return false
|
|
|
|
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
|
|
# Must be walkable and NOT in non_walkable_items (to prevent getting stuck on walls/blocks)
|
|
if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items:
|
|
return false
|
|
|
|
if player.is_position_occupied(pos):
|
|
return false
|
|
|
|
if _is_position_in_static_stand_area(pos):
|
|
return false
|
|
|
|
if _is_path_blocked_by_physics(player.current_position, pos):
|
|
return false
|
|
|
|
return true
|
|
|
|
func _is_path_blocked_by_physics(from_grid: Vector2i, to_grid: Vector2i) -> bool:
|
|
if not player.is_inside_tree(): return false
|
|
|
|
var space_state = player.get_world_3d().direct_space_state
|
|
|
|
# 1. Path check: Block movement if a wall exists between the current and target tile
|
|
var from_v3 = Vector3(from_grid.x + 0.5, 0.5, from_grid.y + 0.5)
|
|
var to_v3 = Vector3(to_grid.x + 0.5, 0.5, to_grid.y + 0.5)
|
|
|
|
var path_query = PhysicsRayQueryParameters3D.create(from_v3, to_v3)
|
|
path_query.collide_with_areas = false
|
|
path_query.collide_with_bodies = true
|
|
|
|
var path_result = space_state.intersect_ray(path_query)
|
|
if path_result:
|
|
if path_result.collider != player:
|
|
# Ghost mode can bypass physical thin walls like Safe Zone walls
|
|
if player.get("is_invisible") and (path_result.collider.is_in_group("SafeZoneWalls") or path_result.collider.name.begins_with("Wall")):
|
|
pass
|
|
else:
|
|
return true
|
|
|
|
# 2. Target tile occupancy check: Block if a static object is in the middle of the tile
|
|
var target_from = Vector3(to_grid.x + 0.5, 1.0, to_grid.y + 0.5)
|
|
var target_to = Vector3(to_grid.x + 0.5, 0.1, to_grid.y + 0.5)
|
|
|
|
var target_query = PhysicsRayQueryParameters3D.create(target_from, target_to)
|
|
target_query.collide_with_areas = false
|
|
target_query.collide_with_bodies = true
|
|
|
|
var target_result = space_state.intersect_ray(target_query)
|
|
if target_result:
|
|
if target_result.collider != player:
|
|
# This hits objects like Stands that sit in the center of the tile
|
|
return true
|
|
|
|
return false
|