perfected collision with pots n stuff
This commit is contained in:
@@ -43,8 +43,8 @@ var lift_speed = 10.0 # Speed of smooth movement
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var put_down_start_pos = Vector2.ZERO
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var put_down_target_pos = Vector2.ZERO
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@export var lift_progress = 0.0
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var re_enable_collision_after_time = 0.0
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var re_enable_time = 0.17
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@export var re_enable_collision_after_time = 0.0
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var re_enable_time = 0.08
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var previousFrameVel = Vector2.ZERO
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var hasShownSmokePuffs = false
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var grab_follow_speed = 15.0 # Speed at which pot follows holder when grabbed
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@@ -52,6 +52,7 @@ var previous_holder_position = Vector2.ZERO # Track previous holder position to
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var previous_client_position = Vector2.ZERO # Track previous position on client for movement detection
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var push_lead_factor = 1.1 # When pushing, pot moves slightly ahead (110% of player movement)
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var min_push_distance = 12.0 # Minimum distance pot should maintain from player when pushing to avoid blocking
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var _throw_collision_initialized = false # Track if collision state has been initialized for throw on client
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@export var holder_peer_id: int = 0:
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set(value):
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@@ -90,13 +91,14 @@ func _physics_process(delta: float) -> void:
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holder = player
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elif holder_peer_id == 0:
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# No holder - clear everything
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# BUT: Don't clear velocity if pot is being thrown (it needs velocity to fly)
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if holder != null:
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holder = null
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if is_being_grabbed:
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if is_being_grabbed and not is_being_thrown:
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is_being_grabbed = false
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if is_being_lifted:
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if is_being_lifted and not is_being_thrown:
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is_being_lifted = false
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if velocity != Vector2.ZERO:
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if velocity != Vector2.ZERO and not is_being_thrown:
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velocity = Vector2.ZERO
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# Handle lifted pot position on ALL clients for smooth following
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@@ -107,7 +109,8 @@ func _physics_process(delta: float) -> void:
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lift_progress = min(lift_progress, 1.0)
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# Smoothly interpolate from current position to above holder during lifting
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var target_pos = holder.global_position + Vector2(0, -8)
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# Use the same calculation on both server and client to ensure consistent Y position
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var target_pos = holder.global_position + Vector2(0, 0)
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if lift_progress < 1.0:
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global_position = global_position.lerp(target_pos, lift_progress)
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positionZ = lift_height * lift_progress
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@@ -115,6 +118,7 @@ func _physics_process(delta: float) -> void:
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# When fully lifted, maintain exact position above holder
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global_position = target_pos
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positionZ = lift_height
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update_sprite_scale() # Ensure sprite scale/offset is updated consistently
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else:
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# Debug: Check why pot is not following
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if is_being_lifted and !holder:
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@@ -129,7 +133,8 @@ func _physics_process(delta: float) -> void:
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if multiplayer.is_server():
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# CRITICAL: If holder_peer_id is 0, ALWAYS clear grab state immediately
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# This must happen before ANY logic runs to prevent movement after release
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if holder_peer_id == 0:
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# BUT: Don't clear velocity if pot is being thrown (it needs velocity to fly)
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if holder_peer_id == 0 and not is_being_thrown:
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is_being_grabbed = false
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if holder != null:
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holder = null
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@@ -141,14 +146,14 @@ func _physics_process(delta: float) -> void:
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$SfxDrag2.stop()
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# Skip all grab logic if holder_peer_id is 0
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pass
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elif is_being_thrown:
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if is_being_thrown:
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re_enable_collision_after_time -= delta
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if re_enable_collision_after_time <= 0.0:
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# enable collisions again
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# enable collisions with players again after the delay
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self.set_collision_layer_value(8, true)
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self.set_collision_mask_value(9, true)
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self.set_collision_mask_value(10, true)
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self.set_collision_mask_value(8, true)
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# Collision layer is already enabled, just re-enable collision mask with players
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self.set_collision_mask_value(9, true) # Re-enable collision with players
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self.set_collision_mask_value(10, true) # Re-enable collision with players (if using both)
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re_enable_collision_after_time = 0
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# Apply gravity to vertical movement
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@@ -172,10 +177,13 @@ func _physics_process(delta: float) -> void:
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thrown_by = null
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# Move horizontally
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var collision = move_and_collide(velocity * delta)
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if collision:
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if positionZ == 0:
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is_being_thrown = false
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if self.get_collision_layer_value(8) == false:
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move_and_slide()
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else:
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var collision = move_and_collide(velocity * delta)
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if collision:
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if positionZ == 0:
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is_being_thrown = false
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update_sprite_scale()
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elif is_being_put_down:
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lift_progress -= delta * lift_speed
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@@ -204,7 +212,8 @@ func _physics_process(delta: float) -> void:
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# Check holder_peer_id FIRST before is_being_grabbed to ensure we never follow when released
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# ONLY run this on server (pot has authority 1 = server)
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# DOUBLE CHECK: holder_peer_id must be non-zero AND holder must exist AND match
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if holder_peer_id != 0 and is_being_grabbed and holder != null:
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# BUT: Don't run grab logic if pot is being thrown (throw logic handles movement)
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if holder_peer_id != 0 and is_being_grabbed and holder != null and not is_being_thrown:
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# Only follow if holder's authority matches holder_peer_id
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if holder.get_multiplayer_authority() == holder_peer_id:
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# Calculate how much the player has moved since last frame
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@@ -276,7 +285,8 @@ func _physics_process(delta: float) -> void:
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# CRITICAL FINAL CHECK: If holder_peer_id is 0, STOP ALL MOVEMENT immediately
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# This must run AFTER all grab logic to catch any cases where holder_peer_id was set to 0
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# but the pot is still trying to move
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if holder_peer_id == 0:
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# BUT: Don't clear velocity if pot is being thrown (it needs velocity to fly)
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if holder_peer_id == 0 and not is_being_thrown:
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if is_being_grabbed:
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is_being_grabbed = false
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if holder != null:
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@@ -289,7 +299,8 @@ func _physics_process(delta: float) -> void:
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$SfxDrag2.stop()
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# Only handle free-falling if we're not being held (holder_peer_id == 0 is the source of truth)
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if holder_peer_id == 0 and !is_being_lifted: # it just spawned or is free-falling:
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# BUT: Don't run free-falling logic if pot is being thrown (throw logic handles movement)
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if holder_peer_id == 0 and !is_being_lifted and !is_being_thrown: # it just spawned or is free-falling:
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# Apply gravity to vertical movement
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velocityZ += accelerationZ * delta
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positionZ += velocityZ * delta
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@@ -333,12 +344,66 @@ func _physics_process(delta: float) -> void:
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if is_being_thrown:
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if $SfxDrag2.playing:
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$SfxDrag2.stop()
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# Timer is synced from server via sync_throw_timer RPC
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# If not initialized yet, wait for RPC (fallback initialization)
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if not _throw_collision_initialized:
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# Fallback: initialize if RPC hasn't arrived yet
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self.set_collision_layer_value(8, false)
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self.set_collision_mask_value(7, true)
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self.set_collision_mask_value(9, false)
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self.set_collision_mask_value(10, false)
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# CRITICAL: Set timer to a positive value to prevent immediate expiration
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re_enable_collision_after_time = re_enable_time
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_throw_collision_initialized = true
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# Apply the same throw movement logic on client for smooth movement
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# Handle collision re-enable timer (same as server)
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# CRITICAL: Only decrement and check timer if it's been initialized AND is positive
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if _throw_collision_initialized and re_enable_collision_after_time > 0.0:
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re_enable_collision_after_time -= delta
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if re_enable_collision_after_time <= 0.0:
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# enable collisions with players again after the delay
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self.set_collision_layer_value(8, true)
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# Collision layer is already enabled, just re-enable collision mask with players
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self.set_collision_mask_value(9, true) # Re-enable collision with players
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self.set_collision_mask_value(10, true) # Re-enable collision with players (if using both)
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re_enable_collision_after_time = 0
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# Apply gravity to vertical movement
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velocityZ += accelerationZ * delta
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positionZ += velocityZ * delta
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if positionZ <= 0:
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# Pot has hit the ground
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positionZ = 0
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if !$SfxLand.playing:
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$SfxLand.play()
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$GPUParticles2D.emitting = true
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$GPUParticles2D/TimerSmokeParticles.start()
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elif is_being_put_down:
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if abs(velocityZ) > minBounceVelocity:
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velocityZ = - velocityZ * bounceRestitution
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else:
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velocityZ = 0
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is_being_thrown = false
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velocity = velocity.lerp(Vector2.ZERO, 0.5)
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if velocity.x == 0 and velocity.y == 0:
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thrown_by = null
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# Move horizontally using the same logic as server
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if self.get_collision_layer_value(8) == false:
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move_and_slide()
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else:
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var collision = move_and_collide(velocity * delta)
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if collision:
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if positionZ == 0:
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is_being_thrown = false
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update_sprite_scale()
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else:
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# Pot is no longer being thrown - reset initialization flag
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if _throw_collision_initialized:
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_throw_collision_initialized = false
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if is_being_put_down:
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if $SfxDrag2.playing:
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$SfxDrag2.stop()
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if !$SfxLand.playing:
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@@ -351,7 +416,7 @@ func _physics_process(delta: float) -> void:
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$GPUParticles2D.emitting = false
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# Update position on client to follow holder
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if holder:
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target_position = holder.global_position + Vector2(0, -8)
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target_position = holder.global_position + Vector2(0, 0)
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if lift_progress < 1.0:
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lift_progress += delta * lift_speed
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lift_progress = min(lift_progress, 1.0)
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@@ -418,6 +483,14 @@ func _physics_process(delta: float) -> void:
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if is_destroyed and !destroy_initiated:
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destroy_initiated = true
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show_destroy_effect()
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# Update debug label
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if has_node("LabelPotStateNDirectionNSpeed"):
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var collision_layer_8 = self.get_collision_layer_value(8)
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var collision_str = "Col 8: %s" % ("TRUE" if collision_layer_8 else "FALSE")
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collision_str += "\nthrown? %s" % ("TRUE" if is_being_thrown else "FALSE")
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$LabelPotStateNDirectionNSpeed.text = collision_str
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pass
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pass
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@@ -443,13 +516,20 @@ func update_sprite_scale() -> void:
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#$Sprite2DShadow.modulate.
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func throw(direction: Vector2, initial_velocity: float = 200):
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self.set_collision_mask_value(7, true)
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# When thrown, enable collision layer so pot can use move_and_collide
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# But disable collision mask with players temporarily (re-enabled after re_enable_collision_after_time)
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# Enable collision with walls so pot can bounce off walls
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self.set_collision_layer_value(8, false) # Enable pot's collision layer (needed for move_and_collide to work)
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self.set_collision_mask_value(7, true) # Enable collision with walls
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self.set_collision_mask_value(9, false) # Disable collision with players initially
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self.set_collision_mask_value(10, false) # Disable collision with players initially (if using both)
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$Area2DCollision.set_deferred("monitoring", true)
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$SfxThrow.play()
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is_being_lifted = false
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is_being_thrown = true
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is_being_put_down = false
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is_being_grabbed = false # Clear grab state
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thrown_by = holder
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holder = null
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holder_peer_id = 0 # Clear the network holder reference
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@@ -458,6 +538,22 @@ func throw(direction: Vector2, initial_velocity: float = 200):
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positionZ = lift_height
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current_height = 0
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re_enable_collision_after_time = re_enable_time
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# Sync timer to clients so they know when to re-enable collisions
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sync_throw_timer.rpc(re_enable_time)
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@rpc("any_peer", "reliable")
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func sync_throw_timer(timer_value: float):
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# Client receives timer value from server
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if not multiplayer.is_server():
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# CRITICAL: Always set collision layer to false FIRST when receiving timer sync
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# This ensures it's false even if something else tried to set it to true
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self.set_collision_layer_value(8, false)
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self.set_collision_mask_value(7, true) # Enable collision with walls
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self.set_collision_mask_value(9, false) # Disable collision with players initially
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self.set_collision_mask_value(10, false) # Disable collision with players initially
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# Set timer value from server (ensures it's positive)
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re_enable_collision_after_time = timer_value
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_throw_collision_initialized = true
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@rpc("any_peer", "reliable")
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func throw_rpc(direction: Vector2, initial_velocity: float = 200):
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@@ -485,6 +581,19 @@ func grab(new_holder: CharacterBody2D) -> bool:
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func release():
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# Clear all grab-related state
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# CRITICAL: Don't re-enable collision layer if pot is being thrown (throw logic handles it)
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if is_being_thrown:
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# Pot is being thrown - don't change collision layer, throw logic will handle it
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holder = null
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holder_peer_id = 0
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is_being_grabbed = false
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hasShownSmokePuffs = false
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#velocity = Vector2.ZERO
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indicate(true)
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if $SfxDrag2.playing:
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$SfxDrag2.stop()
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return
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# CRITICAL: If we're not the server, we need to notify the server to release
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# The pot has authority 1 (server), so the server must be the one to clear holder_peer_id
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if not multiplayer.is_server():
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@@ -496,9 +605,9 @@ func release():
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holder_peer_id = 0
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is_being_grabbed = false
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hasShownSmokePuffs = false
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velocity = Vector2.ZERO
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#velocity = Vector2.ZERO
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# Re-enable pot's collision layer when released
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self.set_collision_layer_value(8, true) # Re-enable pot's collision layer
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#self.set_collision_layer_value(8, true) # Re-enable pot's collision layer
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indicate(true)
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if $SfxDrag2.playing:
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$SfxDrag2.stop()
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@@ -508,9 +617,9 @@ func release():
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holder_peer_id = 0
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is_being_grabbed = false
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hasShownSmokePuffs = false
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velocity = Vector2.ZERO
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#velocity = Vector2.ZERO
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# Re-enable pot's collision layer when released
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self.set_collision_layer_value(8, true) # Re-enable pot's collision layer
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#self.set_collision_layer_value(8, true) # Re-enable pot's collision layer
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indicate(true)
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if $SfxDrag2.playing:
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$SfxDrag2.stop()
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@@ -544,12 +653,12 @@ func lift(new_holder: CharacterBody2D):
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thrown_by = null
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holder = new_holder
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holder_peer_id = new_holder.get_multiplayer_authority()
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# disable collisions
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self.set_collision_layer_value(8, false)
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self.set_collision_mask_value(7, false)
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self.set_collision_mask_value(8, false)
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self.set_collision_mask_value(9, false)
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self.set_collision_mask_value(10, false)
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# disable collisions with walls and players when lifted
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self.set_collision_layer_value(8, false) # Disable pot's collision layer (so players can't collide with it)
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self.set_collision_mask_value(7, false) # Disable collision with walls
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self.set_collision_mask_value(8, false) # Disable collision with other pots
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self.set_collision_mask_value(9, false) # Disable collision with players
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self.set_collision_mask_value(10, false) # Disable collision with players (if using both)
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is_being_lifted = true
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is_being_grabbed = false
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is_being_thrown = false
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Reference in New Issue
Block a user