diff --git a/addons/enhanced_gridmap/enhanced_gridmap.gd b/addons/enhanced_gridmap/enhanced_gridmap.gd
index b273821..b68efa3 100644
--- a/addons/enhanced_gridmap/enhanced_gridmap.gd
+++ b/addons/enhanced_gridmap/enhanced_gridmap.gd
@@ -55,8 +55,7 @@ func _ready():
# Safety check: Don't auto-randomize if game mode manages its own arena
if not (ResourceLoader.exists("res://scripts/managers/lobby_manager.gd") \
and get_node_or_null("/root/LobbyManager") \
- and (get_node("/root/LobbyManager").game_mode == "Stop n Go" \
- or get_node("/root/LobbyManager").game_mode == "Tekton Doors")):
+ and (get_node("/root/LobbyManager").game_mode == "Stop n Go")):
randomize_grid()
validate_item_indices()
diff --git a/docs/STEAMWORKS_SETUP.md b/docs/STEAMWORKS_SETUP.md
index 4d2cfc7..6d1cc85 100644
--- a/docs/STEAMWORKS_SETUP.md
+++ b/docs/STEAMWORKS_SETUP.md
@@ -1,422 +1,205 @@
# Steamworks Setup Guide for Tekton Armageddon
-This guide explains how to set up Steamworks for Windows, Mac, and Linux builds while using Nakama for mobile platforms (Android/iOS) for leaderboards, achievements, and shop functionality.
+> **Current status: Steam builds are not active.** All platforms (Windows, Linux, macOS, Android) use Nakama as their sole backend. GodotSteam GDExtension exists in `addons/godotsteam/` but is **not enabled** in the project. This doc explains the current Nakama-only architecture and how to re-enable Steam if needed in the future.
-## Overview
+---
-- **Desktop (Windows/Mac/Linux)**: Single build that detects Steam at runtime
- - If launched through Steam: Steam login available for Nakama registration; all features use Nakama
- - If launched standalone: Uses Nakama for all features
-- **Mobile (Android/iOS)**: Uses Nakama for all backend services
-- **Unified Backend**: All platforms use Nakama for achievements, leaderboards, and shop
-- **Steam Integration**: Steam is only used for authentication (auth session ticket for Nakama login)
+## Current Architecture (Nakama-Only)
-## Prerequisites
-
-### Steamworks Setup
-
-1. **Steam Partner Account**
- - You need a Steam Partner account to access Steamworks
- - Apply at: https://partner.steamgames.com/
-
-2. **Steam App ID**
- - Create a new app in Steamworks
- - Note your App ID (e.g., 480)
- - Update `steam_app_id` in `scripts/services/steamworks_manager.gd`
-
-3. **Steamworks SDK**
- - Download the Steamworks SDK from Steamworks
- - The GodotSteam plugin includes the SDK, but you may need it for reference
-
-## Installation Steps
-
-### 1. Install GodotSteam GDExtension
-
-**Option A: Via Godot Asset Library (Recommended)**
-1. Open Godot Editor
-2. Go to `Project > Asset Library`
-3. Search for "GodotSteam GDExtension 4.4+"
-4. Download and install the plugin
-5. Restart Godot Editor
-
-**Option B: Manual Installation**
-1. Download from: https://codeberg.org/godotsteam/godotsteam/releases
-2. Download version 4.18.1 (compatible with Godot 4.6.2)
-3. Extract to `addons/godotsteam/` in your project
-4. Enable the plugin in `Project > Project Settings > Plugins`
-
-### 2. Configure Steamworks in Project
-
-1. **Enable the Plugin**
- - Go to `Project > Project Settings > Plugins`
- - Enable "GodotSteam"
-
-2. **Set Steam App ID**
- - Edit `scripts/services/steamworks_manager.gd`
- - Change `steam_app_id` to your Steam App ID:
- ```gdscript
- var steam_app_id: int = YOUR_APP_ID_HERE
- ```
-
-3. **Add BackendService as Autoload**
- - Go to `Project > Project Settings > Autoload`
- - Add `BackendService` with path: `res://scripts/services/backend_service.gd`
- - Enable it as a singleton
-
-### 3. Configure Steamworks Features
-
-#### Achievements
-
-1. **Define Achievements in Steamworks**
- - Go to Steamworks > Your App > Achievements
- - Create achievements with API names (e.g., "first_win", "level_10")
- - Set display names, descriptions, and icons
-
-2. **Use in Code**
- ```gdscript
- # Unlock an achievement
- BackendService.unlock_achievement("first_win")
-
- # Set progress (for progress-based achievements)
- BackendService.set_achievement_progress("kill_100_enemies", current_kills, 100)
-
- # Check achievement status
- var progress = BackendService.get_achievement_progress("first_win")
- ```
-
-#### Leaderboards
-
-1. **Define Leaderboards in Steamworks**
- - Go to Steamworks > Your App > Leaderboards
- - Create leaderboards with API names (e.g., "high_score", "fastest_time")
- - Set sort order (ascending/descending) and display type
-
-2. **Use in Code**
- ```gdscript
- # Submit a score
- BackendService.submit_leaderboard_score("high_score", 1000)
-
- # Get leaderboard entries
- BackendService.leaderboard_entries_loaded.connect(_on_leaderboard_loaded)
- BackendService.get_leaderboard_entries("high_score", 1, 10)
-
- func _on_leaderboard_loaded(leaderboard_id: String, entries: Array):
- for entry in entries:
- print("Player: %s, Score: %d" % [entry.player_name, entry.score])
- ```
-
-#### Shop (Steam Inventory)
-
-**Note**: Steam shop functionality requires additional setup with Steam Inventory Service or Steam Microtransactions. This is a complex feature that requires:
-
-1. **Steam Inventory Service Setup**
- - Define items in Steamworks > Your App > Inventory
- - Set item types, prices, and properties
- - Implement purchase callbacks in `steamworks_manager.gd`
-
-2. **Alternative**: Use external payment processor for desktop and sync with Nakama
-
-### 4. Export Presets
-
-The project includes export presets for all platforms:
-
-#### Desktop Builds (single build for Steam and standalone)
-- **Windows Desktop** (preset.0) → `build/tekton_armageddon_v2.1.7.exe`
-- **macOS** (preset.2) → `build/tekton_armageddon_v2.1.7.zip`
-- **Linux/X11** (preset.3) → `build/tekton_armageddon_v2.1.7.x86_64`
-
-#### Mobile Builds
-- **Android** (preset.1) → `build/tekton-dash-armageddon-v.2.1.5.apk`
-
-**Note**: Desktop builds are universal - the same executable works on both Steam and standalone. The game detects whether it's running through Steam at runtime and switches backends accordingly.
-
-#### Configure macOS Export
-
-1. **Code Signing** (for distribution)
- - Get an Apple Developer certificate
- - Update `codesign/identity` in export preset
- - Set `codesign/enable` to `true`
-
-2. **Architecture**
- - Currently set to "universal" (Intel + Apple Silicon)
- - Can be changed to "x86_64" or "arm64" if needed
-
-#### Configure Linux Export
-
-1. **Architecture**
- - Currently set to "x86_64"
- - Add ARM64 preset if needed for Linux ARM devices
-
-### 5. Platform Detection
-
-The `BackendService` automatically detects the platform and backend:
-
-```gdscript
-# Detection logic in BackendService
-if OS.has_feature("android") or OS.has_feature("ios"):
- # Mobile → Nakama
-elif OS.has_feature("steam"):
- # Desktop → Steamworks
-else:
- # Desktop → Local storage (non-Steam builds)
+```
+┌──────────────────────────────────────────────────┐
+│ Game Client │
+│ ┌──────────────────────────────────────────┐ │
+│ │ BackendService (autoload) │ │
+│ │ ┌─────────────┐ ┌──────────────────┐ │ │
+│ │ │ NakamaManager│ │steamworks_manager│ │ │
+│ │ │ (active) │ │ (dormant) │ │ │
+│ │ └─────────────┘ └──────────────────┘ │ │
+│ └──────────────────────────────────────────┘ │
+└──────────────────────┬───────────────────────────┘
+ │
+ ┌────────▼────────┐
+ │ Nakama Server │
+ │ (RPC backend) │
+ │ achievements │
+ │ leaderboards │
+ │ shop/economy │
+ │ auth │
+ │ multiplayer │
+ └─────────────────┘
```
-You can check the current platform:
+- **All backends use Nakama** — achievements, leaderboards, shop, authentication, multiplayer.
+- **Platform detection** (`BackendService._detect_platform()`) distinguishes:
+ - `MOBILE_NAKAMA` — Android/iOS (`OS.has_feature("android")` or `OS.has_feature("ios")`)
+ - `DESKTOP_NAKAMA` — Windows/Linux/macOS (default when GodotSteam not loaded)
+ - `DESKTOP_STEAM` — only activated if `ClassDB.class_exists("Steam")` at runtime
+- **GodotSteam GDExtension** is present in `addons/godotsteam/` but **not enabled** in Project Settings > Plugins. It is shipped in the CI export (Windows only, `|| true` on copy failure) but does not execute.
+- **No Steam App ID configured.** The `steam_app_id` in `steamworks_manager.gd` defaults to `480` (generic test ID) via `ProjectSettings.get_setting("steam/initialization/app_id", 480)`.
+- **No Steam Partner account, no Steamworks app, no Steam build pipelines** are active.
+
+---
+
+## Export Presets
+
+The project has 4 export presets in `export_presets.cfg`:
+
+| Preset | Name | Platform | Export Path |
+|--------|------|----------|-------------|
+| preset.0 | Windows Desktop | Windows | `build/windows/tekton_armageddon_v2.4.3.exe` |
+| preset.1 | Android | Android | `build/tekton-dash-armageddon-v.2.4.3.apk` |
+| preset.2 | macOS | macOS | `build/tekton_armageddon_v2.4.3.zip` |
+| preset.3 | Linux/X11 | Linux | `build/linux/tekton_armageddon_v2.4.3.x86_64` |
+
+No separate Steam vs. Non-Steam presets. All presets produce the same Nakama-only build.
+
+### CI Export Flow (`.gitea/workflows/ci.yml`)
+
+On tag push (`v*`), the CI pipeline:
+
+1. **Checkout** code at tag
+2. **Setup Godot 4.7** (cached)
+3. **Export Windows** → `build/windows/tekton_armageddon_windows.exe` (copies `libgodotsteam*` DLLs if present, failure ignored with `|| true`)
+4. **Export Linux** → `build/linux/tekton_armageddon_linux.x86_64`
+5. **Export macOS** → `build/macos/tekton_armageddon_macos.zip`
+6. **Extract changelog** from `CHANGELOG_DRAFT.md`
+7. **Create Gitea release** and upload all 3 platform zips
+8. **Publish** release (draft → published)
+
+The CI does **not** upload to Steam. All builds are distributed via Gitea releases (https://git.klud.top/danchie/tekton/releases).
+
+---
+
+## Platform Detection
+
+The `BackendService` autoload (`scripts/services/backend_service.gd`) detects platform at startup:
+
+```gdscript
+func _detect_platform() -> void:
+ if OS.has_feature("android") or OS.has_feature("ios"):
+ current_platform = Platform.MOBILE_NAKAMA
+ else:
+ if ClassDB.class_exists("Steam"):
+ current_platform = Platform.DESKTOP_STEAM
+ else:
+ current_platform = Platform.DESKTOP_NAKAMA
+```
+
+Since GodotSteam is not enabled, desktop builds always hit `DESKTOP_NAKAMA`. The `steamworks_manager.gd` is only loaded when `DESKTOP_STEAM` is selected.
+
+Check current platform at runtime:
```gdscript
print("Platform: %s" % BackendService.get_platform_name())
print("Initialized: %s" % BackendService.is_initialized())
```
-#### Platform Types
+### Platform Types
-- **DESKTOP_STEAM**: Running through Steam client (Steam login available, all features use Nakama)
-- **DESKTOP_NAKAMA**: Desktop build not running through Steam (uses Nakama)
-- **MOBILE_NAKAMA**: Android/iOS (uses Nakama)
+| Value | Trigger | Backend |
+|-------|---------|---------|
+| `DESKTOP_NAKAMA` | Desktop build, GodotSteam not loaded | Nakama only |
+| `DESKTOP_STEAM` | Desktop build, GodotSteam loaded + Steam running | Nakama + Steam auth |
+| `MOBILE_NAKAMA` | Android/iOS feature detected | Nakama only |
-#### Runtime Detection
+---
-The game automatically detects the launch method:
-- If `OS.has_feature("steam")` is true → Steam login available, all features use Nakama
-- Otherwise → All features use Nakama
+## Local Testing
-This means the same desktop build can be:
-- Uploaded to Steam (Steam login enabled, all data stored in Nakama)
-- Distributed standalone (all data stored in Nakama)
+### Nakama Backend (All Platforms)
-### Steam Login for Nakama
+1. Ensure Nakama server is running locally (see `server/docker-compose.yaml`)
+2. Launch the game from Godot Editor (press F5)
+3. Log in with email/password or device ID
+4. Test achievements, leaderboards, shop via game UI
+5. Check console for `"BackendService: Initialized Nakama backend"`
-When running through Steam, players can use their Steam account to register or log in to Nakama. This is the **only** Steam integration - all game features (achievements, leaderboards, shop) use Nakama.
-
-**How it works:**
-1. Player clicks "Sign in with Steam" button on login screen
-2. Game retrieves Steam auth session ticket via Steamworks
-3. Auth ticket is sent to Nakama for authentication
-4. Nakama validates the ticket with Steam backend
-5. If valid, player is logged in/registered to Nakama
-6. Player's Steam account is linked to their Nakama account
-
-**Benefits:**
-- No password needed for Steam users
-- Automatic account creation on first login
-- Seamless cross-platform progression (all data in Nakama)
-- Steam username is used as display name
-- Unified backend across all platforms
-
-**Requirements:**
-- Nakama server must be configured with Steam API key
-- Steamworks must be initialized (game launched through Steam)
-- GodotSteam plugin must support `getAuthSessionTicket()`
-
-**Configuration:**
-Set your Steam API key in Nakama server configuration:
-```yaml
-nakama:
- social:
- steam:
- api_key: "your_steam_api_key"
-```
-
-## Nakama Integration for Mobile
-
-### Current Setup
-
-Your project already has Nakama integrated via `addons/com.heroiclabs.nakama/` and `NakamaManager` autoload.
-
-### Connecting to BackendService
-
-The `BackendService` will automatically use Nakama on mobile. You need to implement Nakama-specific methods in `NakamaManager`:
+### Force-Specific Platform for Testing
+Temporarily override platform in `BackendService._detect_platform()`:
```gdscript
-# In NakamaManager.gd, add these signals:
-signal achievement_unlocked(achievement_id: String)
-signal leaderboard_score_submitted(leaderboard_id: String, score: int, success: bool)
-
-# Implement achievement methods
-func unlock_achievement(achievement_id: String):
- # Use Nakama's achievement system
- var achievement = await client.write_storage_object_async(
- session,
- NakamaWriteStorageObject.new(
- "achievements",
- achievement_id,
- {"unlocked": true, "timestamp": Time.get_unix_time_from_system()}
- )
- )
- achievement_unlocked.emit(achievement_id)
-
-# Implement leaderboard methods
-func submit_leaderboard_score(leaderboard_id: String, score: int):
- # Use Nakama's leaderboard system
- var result = await client.write_leaderboard_record_async(
- session,
- leaderboard_id,
- score
- )
- leaderboard_score_submitted.emit(leaderboard_id, score, result != null)
+func _detect_platform() -> void:
+ current_platform = Platform.DESKTOP_NAKAMA # Force desktop Nakama mode
+ # ... or ...
+ current_platform = Platform.MOBILE_NAKAMA # Force mobile mode
```
-## Testing
+### Export and Run Standalone
-### Testing Steam Builds
+```bash
+# Windows
+godot --headless --export-release "Windows Desktop" build/windows/standalone.exe
+./build/windows/standalone.exe
-1. **Export Steam Build**
- - Use the "Windows Desktop (Steam)" preset (preset.0)
- - Export to `build/steam/tekton_armageddon_v2.1.7.exe`
+# Linux
+godot --headless --export-release "Linux/X11" build/linux/standalone.x86_64
+./build/linux/standalone.x86_64
-2. **Upload to Steam**
- - Upload the exported build to Steamworks
- - Set as the default build for your app
+# macOS
+godot --headless --export-release "macOS" build/macos/standalone.zip
+```
-3. **Run through Steam**
- - Launch the game via Steam (not directly)
- - Steam must be running
- - Check console for "SteamworksManager: Steam initialized successfully"
+---
-4. **Test Achievements**
- - Call `BackendService.unlock_achievement("test_achievement")`
- - Check Steam overlay (Shift+Tab) to see achievement unlock
+## Activating Steam Support (Future)
-5. **Test Leaderboards**
- - Submit scores via `BackendService.submit_leaderboard_score()`
- - View in Steamworks backend or Steam overlay
+If Steam distribution is needed later, these are the steps:
-### Testing Non-Steam Builds
+1. **Get a Steam Partner account** at https://partner.steamgames.com/
+2. **Create Steam app** and get an App ID
+3. **Enable GodotSteam plugin** in Project > Project Settings > Plugins
+4. **Set App ID** in Project Settings > steam > initialization > app_id (or in `steamworks_manager.gd`)
+5. **Configure Nakama** to accept Steam auth tickets (set Steam API key in Nakama config)
+6. **Add a Steam-specific export preset** or modify existing presets to include Steam SDK redistributables
+7. **Update CI pipeline** to upload builds to Steamworks SDK pipelines
+8. **Test Steam auth flow**: launch through Steam, verify `"SteamworksManager: Steam initialized"`, verify Steam login → Nakama registration
-1. **Export Non-Steam Build**
- - Use the "Windows Desktop (Non-Steam)" preset (preset.1)
- - Export to `build/standalone/tekton_armageddon_v2.1.7.exe`
+### What the Dormant Steam Code Does
-2. **Run Directly**
- - Run the executable directly (not through Steam)
- - Check console for "BackendService: Initialized Nakama backend"
+The existing `steamworks_manager.gd` provides:
-3. **Test Leaderboards**
- - Ensure Nakama server is accessible
- - Open the leaderboard panel to fetch rankings
- - Submit scores via `UserProfileManager.submit_to_leaderboard()`
- - Leaderboards are global (same as mobile)
+- `get_auth_session_ticket()` — retrieves Steam auth session ticket for Nakama login
+- `get_steam_user_name()` — returns Steam persona name
+- `get_steam_user_id()` — returns Steam ID
-4. **Test Shop**
- - Ensure Nakama server is accessible
- - Open the shop panel to fetch catalog
- - Purchase items via `UserProfileManager.purchase_item()`
- - Shop functionality works the same as mobile
+All game features (achievements, leaderboards, shop) are already implemented purely via Nakama RPCs in `BackendService.api_rpc_async()`. Steam would only be used for **authentication** — the rest stays on Nakama.
-### Testing Nakama (Mobile)
-
-1. **Run on Mobile Device**
- - Export to Android/iOS using the Android preset (preset.2)
- - The game will automatically use Nakama backend
- - Check logs for "BackendService: Initialized Nakama backend"
-
-2. **Test in Editor**
- - To test Nakama in editor, temporarily modify `_detect_platform()`:
- ```gdscript
- func _detect_platform() -> void:
- current_platform = Platform.MOBILE_NAKAMA # Force Nakama
- ```
-
-## Troubleshooting
-
-### Steamworks Not Initializing
-
-**Problem**: "SteamworksManager: Failed to initialize Steam"
-
-**Solutions**:
-1. Ensure game is launched through Steam (not directly)
-2. Check Steam is running
-3. Verify `steam_app_id` is correct
-4. Check GodotSteam plugin is enabled in Project Settings
-5. Restart Godot Editor after installing plugin
-
-### Achievements Not Unlocking
-
-**Problem**: Achievements don't appear in Steam overlay
-
-**Solutions**:
-1. Ensure achievement API names match Steamworks configuration
-2. Check `steam.storeStats()` is called after setting achievements
-3. Verify achievement is published in Steamworks (not in draft)
-4. Test with Steam overlay open (Shift+Tab)
-
-### Leaderboards Not Working
-
-**Problem**: Leaderboard scores not submitting
-
-**Solutions**:
-1. Ensure leaderboard exists in Steamworks
-2. Check leaderboard API name matches
-3. Verify leaderboard is published
-4. Check console for error messages
-
-### Platform Detection Issues
-
-**Problem**: Wrong backend being used
-
-**Solutions**:
-1. Check OS features: `print(OS.get_supported_features())`
-2. Manually override platform in `_detect_platform()` for testing
-3. Ensure `BackendService` is added as autoload
+---
## File Structure
```
-scripts/services/
-├── backend_service.gd # Unified interface (autoload)
-└── steamworks_manager.gd # Steamworks implementation
+scripts/
+├── backend_service.gd # Unified interface (autoload) — Nakama-only default
+├── steamworks_manager.gd # Steamworks implementation (dormant, loads only if GodotSteam present)
+└── nakama_manager.gd # NakamaManager autoload (active)
-export_presets.cfg # Export presets for all platforms
+addons/godotsteam/ # GodotSteam GDExtension (installed but not enabled)
+addons/com.heroiclabs.nakama/ # Nakama GDSDK (active)
+
+export_presets.cfg # Export presets — all Nakama-only, no Steam presets
+.gitea/workflows/ci.yml # CI pipeline — exports Win/Linux/macOS to Gitea releases
docs/STEAMWORKS_SETUP.md # This documentation
```
+---
+
+## Key Differences from Previous State
+
+| Aspect | Before | Now |
+|--------|--------|-----|
+| Steam builds | Active, separate Steam/Non-Steam presets | Dormant, not shipped |
+| Backend | Nakama + Steam | Nakama only |
+| Export presets | 6+ (Steam + Non-Steam variants) | 4 (all Nakama-only) |
+| Desktop platform detection | Steam if `OS.has_feature("steam")` | Nakama unless GodotSteam loaded |
+| CI | Uploaded to Steamworks | Gitea releases only |
+| Steam App ID | Configured | Default 480 (test), not set |
+
+---
+
## Additional Resources
-- **GodotSteam Documentation**: https://godotsteam.com/
+- **Nakama Documentation**: https://heroiclabs.com/docs/nakama/
+- **GodotSteam Documentation**: https://godotsteam.com/ (for future reference)
- **GodotSteam GitHub**: https://codeberg.org/godotsteam/godotsteam
- **Steamworks Documentation**: https://partner.steamgames.com/doc/home
-- **Nakama Documentation**: https://heroiclabs.com/docs/nakama/
-
-## Next Steps
-
-1. Complete Steam Partner account setup
-2. Create Steam app and get App ID
-3. Install GodotSteam plugin
-4. Configure achievements and leaderboards in Steamworks
-5. Implement Nakama methods in `NakamaManager` for mobile
-6. Test on all target platforms
-7. Set up code signing for macOS distribution
-8. Configure Steam Inventory Service if using in-game shop
-
-## Notes
-
-- **Steam builds** only work when launched through Steam client
-- **Non-Steam builds** use Nakama for leaderboards and shop (same as mobile)
-- **Shop functionality** is available on both Steam (via Steam Inventory) and non-Steam (via Nakama)
-- **Non-Steam builds** sync to Nakama server, not Steam
-- **Nakama** is already integrated for multiplayer, leaderboards, and shop
-- Export presets are organized in separate folders: `build/steam/` and `build/standalone/`
-
-## Build Workflow
-
-### For Steam Distribution
-
-1. Export using Steam presets (preset.0, preset.3, preset.5)
-2. Upload builds to Steamworks
-3. Configure achievements and leaderboards in Steamworks backend
-4. Set build as default in Steamworks
-5. Shop uses Steam Inventory Service (requires additional setup)
-
-### For Standalone Distribution (itch.io, GOG, etc.)
-
-1. Export using Non-Steam presets (preset.1, preset.4, preset.6)
-2. Distribute the standalone executables
-3. Ensure Nakama server is accessible to players
-4. Players get global leaderboards and shop via Nakama
-5. No Steam integration required
-
-### For Mobile Stores
-
-1. Export using Android preset (preset.2)
-2. Upload to Google Play / App Store
-3. Ensure Nakama server is configured and accessible
-4. Leaderboards and shop work the same as non-Steam desktop
+- **CI Workflow**: `.gitea/workflows/ci.yml`
diff --git a/scenes/lobby.gd b/scenes/lobby.gd
index 4d93f69..5ec7f1d 100644
--- a/scenes/lobby.gd
+++ b/scenes/lobby.gd
@@ -86,12 +86,7 @@ var sng_go_option: OptionButton
var sng_stop_option: OptionButton
var sng_goals_option: OptionButton
-var doors_settings_container: HBoxContainer
-var doors_swap_option: OptionButton
-var doors_refresh_option: OptionButton
-var doors_goals_option: OptionButton
-
-# UI References - Player Slots
+# Gauntlet settings
@onready var players_container = $LobbyPanel/PlayersContainer
@onready var players_container2 = $LobbyPanel/PlayersContainer2
@onready var player_slots: Array[Control] = []
diff --git a/scenes/main.gd b/scenes/main.gd
index 3738604..9e918c7 100644
--- a/scenes/main.gd
+++ b/scenes/main.gd
@@ -12,10 +12,8 @@ var touch_controls
var camera_context_manager
var stop_n_go_manager
var stop_n_go_winner_id: int = -1 # Track who finished first in Stop n Go mode
-var portal_mode_winner_id: int = -1
var is_match_ended: bool = false
var obstacle_manager
-var portal_mode_manager
var gauntlet_manager
var vfx_manager
@@ -146,8 +144,6 @@ func _apply_arena_background():
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg" # Fallback texture
_instantiate_3d_arena("res://scenes/arena/freemode.tscn")
_hide_ground_tiles()
- "Tekton Doors Arena":
- texture_path = "res://assets/graphics/level_bg/placeholder_tekton_doors.jpg"
"Gauntlet Arena":
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg"
_instantiate_3d_arena("res://scenes/arena/gauntlet.tscn")
@@ -207,14 +203,6 @@ func _setup_effect_elevation():
em.mesh_library = ml
print("[Main] MeshLibrary elevation applied: Wall(4) and Freeze(5) at Y=0.8")
-@rpc("any_peer", "call_local", "reliable")
-func sync_portal_configs(configs: Array):
- if portal_mode_manager:
- # Temporarily store the configs and trigger spawn
- # Note: We use a custom property in manager to pass this
- portal_mode_manager.set_meta("door_configs", configs)
- portal_mode_manager._spawn_portal_doors()
-
# Force gridmap cell size to match player logic (1, 0.05, 1) - >0.001 to avoid errors
var em = $EnhancedGridMap
if em:
@@ -245,12 +233,6 @@ func _init_managers():
add_child(stop_n_go_manager)
# No direct initialize() yet, but we'll call start_game_mode later
- # Portal manager for Tekton Doors mode
- if LobbyManager.game_mode == "Tekton Doors":
- portal_mode_manager = load("res://scripts/managers/portal_mode_manager.gd").new()
- portal_mode_manager.name = "PortalModeManager"
- add_child(portal_mode_manager)
- portal_mode_manager.initialize(self , $EnhancedGridMap)
# Gauntlet manager for Candy Pump Survival mode
if LobbyManager.game_mode == "Candy Pump Survival":
@@ -619,8 +601,6 @@ func _setup_host_game():
# Spawning and arena setup
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
stop_n_go_manager._setup_arena()
- elif LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
- portal_mode_manager.setup_arena_locally()
elif LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
gauntlet_manager._setup_arena()
else:
@@ -725,10 +705,6 @@ func _setup_client_game():
add_player_character(i, true)
print("Client: Pre-spawned potential bot ", i)
- # Initialize arena locally for Tekton Doors
- if LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
- portal_mode_manager.setup_arena_locally()
-
# Initialize arena locally for Candy Pump Survival
if LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
gauntlet_manager._apply_arena_setup()
@@ -833,14 +809,10 @@ func _start_game():
gauntlet_manager.setup_mission_tiles()
# Spawn Static Tektons and random tiles BEFORE countdown (Free Mode Only)
- # Exclude for Stop n Go and Tekton Doors
- if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Tekton Doors" and LobbyManager.game_mode != "Candy Pump Survival":
+ # Exclude for Stop n Go and Candy Pump Survival
+ if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Candy Pump Survival":
spawn_static_tektons()
- # Tekton Doors: Randomize connections BEFORE countdown so colors show
- if LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
- portal_mode_manager._randomize_connections()
-
# STOP N GO: Rotate players to face East BEFORE countdown
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
stop_n_go_manager.rotate_players_to_start()
@@ -866,13 +838,6 @@ func _start_game():
if goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration), false) # No cycles for Stop n Go
- elif LobbyManager.game_mode == "Tekton Doors":
- if portal_mode_manager:
- portal_mode_manager.start_game_mode()
-
- if goals_cycle_manager:
- var match_duration = LobbyManager.get_match_duration()
- goals_cycle_manager.start_match(float(match_duration))
elif LobbyManager.game_mode == "Candy Pump Survival":
if gauntlet_manager:
gauntlet_manager.start_game_mode()
@@ -986,12 +951,6 @@ func _assign_random_spawn_positions():
_assign_stop_n_go_spawn_positions(all_players)
return
- # Tekton Doors Custom Spawn Logic
- if LobbyManager.game_mode == "Tekton Doors":
- var all_players = get_tree().get_nodes_in_group("Players")
- _assign_portal_mode_spawn_positions(all_players)
- return
-
# If static positions were not calculated yet, do it now to avoid players spawning in them
if reserved_static_positions.is_empty() and LobbyManager.game_mode != "Stop n Go":
if not static_tekton_manager:
@@ -1116,77 +1075,6 @@ func _assign_stop_n_go_spawn_positions(all_players: Array):
print("[StopNGo] Assigned spawn %s to player %s" % [assigned_pos, player.name])
-func _assign_portal_mode_spawn_positions(all_players: Array):
- """Assigns spawns to different quadrants for Tekton Doors mode, avoiding stands and intersections."""
- if not portal_mode_manager:
- _assign_random_spawn_positions() # Fallback
- return
-
- # Sort players for deterministic assignment
- all_players.sort_custom(func(a, b): return a.name.to_int() < b.name.to_int())
-
- # Get baseline quadrant centers (3,3), (10,3), etc.
- var base_spawn_points = portal_mode_manager.get_spawn_points()
- var spawn_index = 0
- var assigned_positions: Array[Vector2i] = []
-
- for player in all_players:
- var center_pos = base_spawn_points[spawn_index % base_spawn_points.size()]
- var assigned_pos = center_pos # Fallback position
-
- # Spiral search for a valid spot (walkable, not in stand zone, not occupied)
- var found = false
- for radius in range(0, 5): # Increase search radius
- for dx in range(-radius, radius + 1):
- for dz in range(-radius, radius + 1):
- # Only check the "ring" at the current radius
- if abs(dx) != radius and abs(dz) != radius and radius > 0:
- continue
-
- var test_pos = center_pos + Vector2i(dx, dz)
-
- # 1. Check map bounds
- var em = $EnhancedGridMap
- if not em or test_pos.x < 0 or test_pos.x >= em.columns or test_pos.y < 0 or test_pos.y >= em.rows:
- continue
-
- # 2. Check if walkable floor (Floor 0, ID 0)
- if em.get_cell_item(Vector3i(test_pos.x, 0, test_pos.y)) != 0:
- continue
-
- # 3. Check if reserved for a Static Tekton Stand (3x3 area, use 2-tile buffer)
- var is_reserved = false
- for reserved in reserved_static_positions:
- if abs(test_pos.x - reserved.x) <= 2 and abs(test_pos.y - reserved.y) <= 2:
- is_reserved = true
- break
- if is_reserved:
- continue
-
- # 4. Check if occupied by another already-assigned player
- if assigned_positions.has(test_pos):
- continue
-
- assigned_pos = test_pos
- found = true
- break
- if found: break
- if found: break
-
- assigned_positions.append(assigned_pos)
-
- # Sync and place
- player.position = player.grid_to_world(assigned_pos)
- player.current_position = assigned_pos
- player.is_player_moving = false
- player.spawn_point_selected = true
-
- if can_rpc():
- player.rpc("set_spawn_position", assigned_pos)
-
- spawn_index += 1
- print("[PortalMode] Assigned Quadrant Pos %s to player %s" % [assigned_pos, player.name])
-
# =============================================================================
# Tekton NPC Management
# =============================================================================
@@ -1639,9 +1527,6 @@ func sync_game_start(player_list: Array, is_turn_based: bool):
stop_n_go_manager.name = "StopNGoManager"
add_child(stop_n_go_manager)
stop_n_go_manager.activate_client_side()
- elif LobbyManager.game_mode == "Tekton Doors":
- if portal_mode_manager:
- portal_mode_manager.activate_client_side()
# Initialize leaderboard for all peers (after a delay to ensure players loaded)
call_deferred("_deferred_init_leaderboard")
@@ -1878,7 +1763,7 @@ func randomize_item_at_position(grid_position: Vector2i):
if is_ground:
var get_mode_specific_tile = func():
- if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Tekton Doors" and LobbyManager.game_mode != "Candy Pump Survival":
+ if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Candy Pump Survival":
# 60% Chance for Common (7-10), 40% for PowerUp
if randf() <= 0.6:
return [7, 8, 9, 10].pick_random()
@@ -1923,14 +1808,7 @@ func sync_grid_item(x: int, y: int, z: int, item: int):
# OR Layer 1 is already a wall (4)
if f0 in [4, -1] or f1 == 4:
return
-
- # TEKTON DOORS: Prevent placing items on portal doors
- if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
- var doors = get_tree().get_nodes_in_group("PortalDoors")
- for door in doors:
- var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
- if door_grid.x == x and door_grid.z == z:
- return
+
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
# Force visual update
@@ -2098,17 +1976,6 @@ func sync_grid_items_batch(data: Array):
if f0 in [4, -1] or f1 == 4:
continue
- # TEKTON DOORS: Prevent placing items on portal doors
- if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS) and y == 1:
- var doors = get_tree().get_nodes_in_group("PortalDoors")
- var on_door = false
- for door in doors:
- var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
- if door_grid.x == x and door_grid.z == z:
- on_door = true
- break
- if on_door: continue
-
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
# Force visual update ONCE after batch
@@ -2116,7 +1983,7 @@ func sync_grid_items_batch(data: Array):
enhanced_gridmap.update_grid_data()
func randomize_game_grid():
- if LobbyManager.game_mode == "Stop n Go" or LobbyManager.game_mode == "Tekton Doors":
+ if LobbyManager.game_mode == "Stop n Go":
return # These modes manage their own arena setup and item spawning
var enhanced_gridmap = $EnhancedGridMap
@@ -2177,10 +2044,6 @@ func request_full_grid_sync():
if sender_id in multiplayer.get_peers():
rpc_id(sender_id, "sync_full_grid_data", grid_data)
print("[Main] Server: Sent grid sync rpc_id to %d" % sender_id)
-
- # If Tekton Doors, sync portal connections too
- if LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
- portal_mode_manager.sync_to_client(sender_id)
@rpc("authority", "call_local", "reliable")
func sync_full_grid_data(data: PackedInt32Array):
@@ -2197,13 +2060,6 @@ func sync_full_grid_data(data: PackedInt32Array):
stop_n_go_manager.name = "StopNGoManager"
add_child(stop_n_go_manager)
stop_n_go_manager._apply_arena_setup()
- elif LobbyManager.game_mode == "Tekton Doors":
- if not portal_mode_manager:
- portal_mode_manager = load("res://scripts/managers/portal_mode_manager.gd").new()
- portal_mode_manager.name = "PortalModeManager"
- add_child(portal_mode_manager)
- portal_mode_manager.initialize(self , enhanced_gridmap)
- portal_mode_manager.setup_arena_locally()
else:
# Freemode: Ensure Floor 0 is entirely walkable (reset stale state from previous modes)
for x in range(enhanced_gridmap.columns):
@@ -2337,27 +2193,6 @@ func sync_game_end_stop_n_go(winner_id: int):
# Trigger match end
_on_match_ended()
-@rpc("any_peer", "call_local", "reliable")
-func sync_game_end_portal_mode(winner_id: int):
- print("[TEKTON DOORS] Game ended! Winner: ", winner_id)
- portal_mode_winner_id = winner_id
-
- var winner_name = "Player " + str(winner_id)
- var player_node = get_node_or_null(str(winner_id))
- if player_node:
- winner_name = player_node.display_name
-
- # Broadcast win
- add_message_to_bar("MATCH COMPLETE", winner_name + " Wins with 8 Missions!", MessageType.GOAL)
-
- # Stop logic
- if portal_mode_manager:
- if portal_mode_manager.swap_timer: portal_mode_manager.swap_timer.stop()
- if portal_mode_manager.tile_refresh_timer: portal_mode_manager.tile_refresh_timer.stop()
-
- # Trigger match end
- _on_match_ended()
-
func _on_match_ended():
"""Called when the global match timer ends - show game over screen."""
if is_match_ended:
@@ -2422,9 +2257,6 @@ func _show_game_over_panel():
if stop_n_go_manager and stop_n_go_manager.hud_layer:
stop_n_go_manager.hud_layer.hide()
- if portal_mode_manager and portal_mode_manager.hud_layer:
- portal_mode_manager.hud_layer.hide()
-
# =========================================================================
# Gather + sort player data
# =========================================================================
@@ -2446,12 +2278,6 @@ func _show_game_over_panel():
if b.peer_id == stop_n_go_winner_id: return false
return a.score > b.score
)
- elif LobbyManager.game_mode == "Tekton Doors" and portal_mode_winner_id != -1:
- all_player_scores.sort_custom(func(a, b):
- if a.peer_id == portal_mode_winner_id: return true
- if b.peer_id == portal_mode_winner_id: return false
- return a.score > b.score
- )
else:
all_player_scores.sort_custom(func(a, b): return a.score > b.score)
diff --git a/scenes/main.tscn b/scenes/main.tscn
index ac5fed4..a61416e 100644
--- a/scenes/main.tscn
+++ b/scenes/main.tscn
@@ -2249,25 +2249,6 @@ text = "[b]Stop n Go[/b]
- Your objective is to reach the mission tiles at the far end of the arena and safely carry them back to your starting zone.
- The first player to complete 8 missions and reach the finish floor wins."
-[node name="Tekton Doors" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456799]
-visible = false
-layout_mode = 2
-theme_override_constants/margin_left = 10
-theme_override_constants/margin_top = 10
-theme_override_constants/margin_right = 10
-theme_override_constants/margin_bottom = 10
-metadata/_tab_index = 2
-
-[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Tekton Doors" unique_id=123456800]
-layout_mode = 2
-bbcode_enabled = true
-text = "[b]Tekton Doors[/b]
-
-- Navigate a sprawling arena connected by color-coded portal doors.
-- Grab tiles and match goal patterns to earn mission completions.
-- Use doors to quickly teleport across rooms, but watch out for closures and traps.
-- The first player to complete 8 missions and reach the finish room wins."
-
[node name="Controls" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456805]
visible = false
layout_mode = 2
diff --git a/scenes/player.gd b/scenes/player.gd
index 1fd9e74..203fc38 100644
--- a/scenes/player.gd
+++ b/scenes/player.gd
@@ -1767,14 +1767,7 @@ func start_movement_along_path(path: Array, clear_visual: bool = true, force: bo
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)
diff --git a/scenes/portal_door.tscn b/scenes/portal_door.tscn
deleted file mode 100644
index 064c101..0000000
--- a/scenes/portal_door.tscn
+++ /dev/null
@@ -1,92 +0,0 @@
-[gd_scene load_steps=8 format=3 uid="uid://portal_door_001"]
-
-[ext_resource type="Script" path="res://scripts/portal_door.gd" id="1_script"]
-
-[sub_resource type="BoxMesh" id="BoxMesh_frame"]
-size = Vector3(0.15, 2.2, 0.15)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_frame"]
-albedo_color = Color(0.1, 0.5, 0.8, 1)
-metallic = 0.8
-roughness = 0.2
-
-[sub_resource type="PlaneMesh" id="PlaneMesh_ground"]
-size = Vector2(1.0, 1.0)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ground"]
-transparency = 1
-albedo_color = Color(1, 1, 1, 0.4)
-emission_enabled = true
-emission = Color(1, 1, 1, 1)
-emission_energy_multiplier = 1.0
-
-[sub_resource type="PlaneMesh" id="PlaneMesh_vortex"]
-size = Vector2(1.4, 2.1)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_vortex"]
-transparency = 1
-albedo_color = Color(0.0, 0.6, 1.0, 0.4)
-emission_enabled = true
-emission = Color(0.0, 0.4, 1.0, 1)
-emission_energy_multiplier = 5.0
-
-[sub_resource type="BoxShape3D" id="BoxShape3D_trigger"]
-size = Vector3(1.4, 2.1, 0.8)
-
-[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_portal"]
-properties/0/path = NodePath(":target_room_id")
-properties/0/spawn = true
-properties/0/replication_mode = 2
-properties/1/path = NodePath(":target_door_id")
-properties/1/spawn = true
-properties/1/replication_mode = 2
-properties/2/path = NodePath(":is_active")
-properties/2/spawn = true
-properties/2/replication_mode = 2
-properties/3/path = NodePath(":portal_color")
-properties/3/spawn = true
-properties/3/replication_mode = 2
-
-[node name="PortalDoor" type="StaticBody3D"]
-script = ExtResource("1_script")
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.1, 0)
-shape = SubResource("BoxShape3D_trigger")
-
-
-[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
-replication_config = SubResource("SceneReplicationConfig_portal")
-
-[node name="Frame_Left" type="MeshInstance3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.75, 1.1, 0)
-mesh = SubResource("BoxMesh_frame")
-surface_material_override/0 = SubResource("StandardMaterial3D_frame")
-
-[node name="Frame_Right" type="MeshInstance3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.75, 1.1, 0)
-mesh = SubResource("BoxMesh_frame")
-surface_material_override/0 = SubResource("StandardMaterial3D_frame")
-
-[node name="Frame_Top" type="MeshInstance3D" parent="."]
-transform = Transform3D(-4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0, 1, 0, 2.2, 0)
-mesh = SubResource("BoxMesh_frame")
-surface_material_override/0 = SubResource("StandardMaterial3D_frame")
-
-[node name="Vortex" type="MeshInstance3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 1.1, 0)
-mesh = SubResource("PlaneMesh_vortex")
-surface_material_override/0 = SubResource("StandardMaterial3D_vortex")
-
-[node name="GroundIndicator" type="MeshInstance3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.05, 0.4)
-mesh = SubResource("PlaneMesh_ground")
-surface_material_override/0 = SubResource("StandardMaterial3D_ground")
-
-[node name="Area3D" type="Area3D" parent="."]
-collision_layer = 0
-collision_mask = 2
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.1, 0)
-shape = SubResource("BoxShape3D_trigger")
diff --git a/scenes/ui/lobby_room.gd b/scenes/ui/lobby_room.gd
index 25497fb..aee3aa0 100644
--- a/scenes/ui/lobby_room.gd
+++ b/scenes/ui/lobby_room.gd
@@ -51,9 +51,6 @@ func _init(p_lobby: Control):
LobbyManager.sng_go_duration_changed.connect(_on_sng_update)
LobbyManager.sng_stop_duration_changed.connect(_on_sng_update)
LobbyManager.sng_required_goals_changed.connect(_on_sng_update)
- LobbyManager.doors_swap_time_changed.connect(_on_doors_update)
- LobbyManager.doors_refresh_time_changed.connect(_on_doors_update)
- LobbyManager.doors_required_goals_changed.connect(_on_doors_update)
FriendManager.lobby_invite_received.connect(_on_lobby_invite_received)
@@ -136,21 +133,8 @@ func _on_sng_update(_val: int = 0) -> void:
if go_idx != -1: lobby.sng_go_option.selected = go_idx
var stop_idx = [3, 4, 5].find(LobbyManager.sng_stop_duration)
if stop_idx != -1: lobby.sng_stop_option.selected = stop_idx
- var goals_idx = [5, 8, 12].find(LobbyManager.sng_required_goals)
- if goals_idx != -1: lobby.sng_goals_option.selected = goals_idx
-
-func _on_doors_update(_val: int = 0) -> void:
- if not lobby.doors_swap_option: return
- var swap_idx = [10, 15, 30].find(LobbyManager.doors_swap_time)
- if swap_idx != -1: lobby.doors_swap_option.selected = swap_idx
- var refresh_idx = [15, 25, 40].find(LobbyManager.doors_refresh_time)
- if refresh_idx != -1: lobby.doors_refresh_option.selected = refresh_idx
- var goals_idx = [5, 8, 12].find(LobbyManager.doors_required_goals)
- if goals_idx != -1: lobby.doors_goals_option.selected = goals_idx
-
-# =============================================================================
-# LobbyManager Signal Handlers
-# =============================================================================
+ var goals_idx2 = [5, 8, 12].find(LobbyManager.sng_required_goals)
+ if goals_idx2 != -1: lobby.sng_goals_option.selected = goals_idx2
func _on_room_joined(room_data: Dictionary) -> void:
lobby._show_panel("lobby")
diff --git a/scripts/game_mode.gd b/scripts/game_mode.gd
index 7525039..8c2c931 100644
--- a/scripts/game_mode.gd
+++ b/scripts/game_mode.gd
@@ -1,12 +1,7 @@
extends RefCounted
class_name GameMode
-enum Mode {
- FREEMODE = 0,
- STOP_N_GO = 1,
- TEKTON_DOORS = 2,
- GAUNTLET = 3
-}
+enum Mode { FREEMODE = 0, STOP_N_GO = 1, GAUNTLET = 2 }
static func from_string(mode: String) -> Mode:
match mode:
@@ -14,12 +9,9 @@ static func from_string(mode: String) -> Mode:
return Mode.FREEMODE
"Stop n Go":
return Mode.STOP_N_GO
- "Tekton Doors":
- return Mode.TEKTON_DOORS
"Candy Pump Survival":
return Mode.GAUNTLET
- _:
- return Mode.FREEMODE
+ return Mode.FREEMODE
static func mode_to_string(mode: Mode) -> String:
match mode:
@@ -27,15 +19,13 @@ static func mode_to_string(mode: Mode) -> String:
return "Freemode"
Mode.STOP_N_GO:
return "Stop n Go"
- Mode.TEKTON_DOORS:
- return "Tekton Doors"
Mode.GAUNTLET:
return "Candy Pump Survival"
_:
return "Freemode"
static func is_restricted(mode: Mode) -> bool:
- return mode == Mode.STOP_N_GO or mode == Mode.TEKTON_DOORS or mode == Mode.GAUNTLET
+ return mode == Mode.STOP_N_GO or mode == Mode.GAUNTLET
static func get_all_modes() -> Array[String]:
- return ["Freemode", "Stop n Go", "Tekton Doors", "Candy Pump Survival"]
+ return ["Freemode", "Stop n Go", "Candy Pump Survival"]
diff --git a/scripts/lint.gd.uid b/scripts/lint.gd.uid
new file mode 100644
index 0000000..ccd9806
--- /dev/null
+++ b/scripts/lint.gd.uid
@@ -0,0 +1 @@
+uid://cosvmn3gh5bxj
diff --git a/scripts/managers/camera_context_manager.gd b/scripts/managers/camera_context_manager.gd
index fd0f12e..42fd1db 100644
--- a/scripts/managers/camera_context_manager.gd
+++ b/scripts/managers/camera_context_manager.gd
@@ -52,9 +52,6 @@ func _calculate_target_position() -> Vector3:
bounds = bounds_gauntlet
elif mode == GameMode.Mode.STOP_N_GO:
bounds = bounds_stop_n_go
- elif mode == GameMode.Mode.TEKTON_DOORS:
- bounds = bounds_doors
- target_y = 32.3 # Doors uses a higher overlook
# Clamp X and Z
target_x = clamp(target_x, bounds.min_x, bounds.max_x)
diff --git a/scripts/managers/gauntlet_manager.gd b/scripts/managers/gauntlet_manager.gd
index c3eacfb..6ceed8e 100644
--- a/scripts/managers/gauntlet_manager.gd
+++ b/scripts/managers/gauntlet_manager.gd
@@ -2,7 +2,7 @@ extends Node
class_name GauntletManager
# GauntletManager - Handles Candy Pump Survival (Gauntlet) game mode
-# Pattern: StopNGoManager + PortalModeManager
+# Pattern: StopNGoManager + GauntletManager
signal phase_changed(phase_index: int, phase_name: String)
signal growth_tick(cells: Array)
diff --git a/scripts/managers/goal_manager.gd b/scripts/managers/goal_manager.gd
index eba2d8a..0d97029 100644
--- a/scripts/managers/goal_manager.gd
+++ b/scripts/managers/goal_manager.gd
@@ -62,8 +62,6 @@ func mark_goal_complete(player_id: int):
player_completion_times[player_id].append(duration_sec)
# Reset start time for next goal
player_start_times[player_id] = Time.get_ticks_msec()
-
- # print("Player %s completed goal in %.2fs" % [player_id, duration_sec])
func get_player_average_time(player_id: int) -> float:
if not player_completion_times.has(player_id) or player_completion_times[player_id].is_empty():
@@ -92,7 +90,7 @@ func get_boost_multiplier(player_id: int) -> float:
var p_avg = get_player_average_time(player_id)
var g_avg = get_global_average_time()
- if p_avg > g_avg:
+ if p_avg > g_avg:
# Player is slower than average -> Boost fills faster
# Scale up to 1.5x based on how much slower (capped)
var ratio = p_avg / max(g_avg, 0.1)
diff --git a/scripts/managers/lobby_manager.gd b/scripts/managers/lobby_manager.gd
index 4701ddc..a06980d 100644
--- a/scripts/managers/lobby_manager.gd
+++ b/scripts/managers/lobby_manager.gd
@@ -26,11 +26,6 @@ signal sng_go_duration_changed(duration: int)
signal sng_stop_duration_changed(duration: int)
signal sng_required_goals_changed(goals: int)
-# Tekton Doors settings signals
-signal doors_swap_time_changed(time: int)
-signal doors_refresh_time_changed(time: int)
-signal doors_required_goals_changed(goals: int)
-
# Gauntlet settings signals
signal gauntlet_round_duration_changed(duration: int)
signal gauntlet_growth_interval_changed(interval: float)
@@ -74,11 +69,6 @@ var sng_go_duration: int = 20
var sng_stop_duration: int = 4
var sng_required_goals: int = 8
-# Tekton Doors settings
-var doors_swap_time: int = 15
-var doors_refresh_time: int = 25
-var doors_required_goals: int = 8
-
# Gauntlet settings
var gauntlet_round_duration: int = 180
var gauntlet_growth_interval: float = 3.0 # seconds between growth ticks
@@ -522,37 +512,6 @@ func sync_sng_required_goals(goals: int) -> void:
sng_required_goals = goals
emit_signal("sng_required_goals_changed", goals)
-# =============================================================================
-# Tekton Doors Settings
-# =============================================================================
-
-func set_doors_swap_time(time: int) -> void:
- doors_swap_time = time
- if is_host: rpc("sync_doors_swap_time", time)
-
-@rpc("authority", "call_local", "reliable")
-func sync_doors_swap_time(time: int) -> void:
- doors_swap_time = time
- emit_signal("doors_swap_time_changed", time)
-
-func set_doors_refresh_time(time: int) -> void:
- doors_refresh_time = time
- if is_host: rpc("sync_doors_refresh_time", time)
-
-@rpc("authority", "call_local", "reliable")
-func sync_doors_refresh_time(time: int) -> void:
- doors_refresh_time = time
- emit_signal("doors_refresh_time_changed", time)
-
-func set_doors_required_goals(goals: int) -> void:
- doors_required_goals = goals
- if is_host: rpc("sync_doors_required_goals", goals)
-
-@rpc("authority", "call_local", "reliable")
-func sync_doors_required_goals(goals: int) -> void:
- doors_required_goals = goals
- emit_signal("doors_required_goals_changed", goals)
-
# =============================================================================
# Gauntlet Settings
# =============================================================================
@@ -740,8 +699,6 @@ func set_game_mode(mode: String) -> void:
set_area("Free Mode Area")
elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
set_area("Stop n Go Area")
- elif mode == "Tekton Doors" and "Tekton Doors Area" in available_areas:
- set_area("Tekton Doors Area")
elif mode == "Candy Pump Survival" and "Gauntlet Arena" in available_areas:
set_area("Gauntlet Arena")
@@ -756,8 +713,6 @@ func sync_game_mode(mode: String) -> void:
selected_area = "Free Mode Area"
elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
selected_area = "Stop n Go Area"
- elif mode == "Tekton Doors" and "Tekton Doors Area" in available_areas:
- selected_area = "Tekton Doors Area"
elif mode == "Candy Pump Survival" and "Gauntlet Arena" in available_areas:
selected_area = "Gauntlet Arena"
elif selected_area not in available_areas:
@@ -785,9 +740,6 @@ func start_game(force: bool = false) -> void:
rpc("sync_sng_go_duration", sng_go_duration)
rpc("sync_sng_stop_duration", sng_stop_duration)
rpc("sync_sng_required_goals", sng_required_goals)
- rpc("sync_doors_swap_time", doors_swap_time)
- rpc("sync_doors_refresh_time", doors_refresh_time)
- rpc("sync_doors_required_goals", doors_required_goals)
# Sync gauntlet settings
rpc("sync_gauntlet_round_duration", gauntlet_round_duration)
rpc("sync_gauntlet_growth_interval", gauntlet_growth_interval)
@@ -864,9 +816,6 @@ func request_room_info(requester_id: int, requester_name: String, requester_char
rpc_id(requester_id, "sync_sng_go_duration", sng_go_duration)
rpc_id(requester_id, "sync_sng_stop_duration", sng_stop_duration)
rpc_id(requester_id, "sync_sng_required_goals", sng_required_goals)
- rpc_id(requester_id, "sync_doors_swap_time", doors_swap_time)
- rpc_id(requester_id, "sync_doors_refresh_time", doors_refresh_time)
- rpc_id(requester_id, "sync_doors_required_goals", doors_required_goals)
rpc_id(requester_id, "sync_gauntlet_round_duration", gauntlet_round_duration)
rpc_id(requester_id, "sync_gauntlet_growth_interval", gauntlet_growth_interval)
rpc_id(requester_id, "sync_gauntlet_cells_per_tick", gauntlet_cells_per_tick)
@@ -1018,6 +967,3 @@ func reset() -> void:
sng_go_duration = 20
sng_stop_duration = 4
sng_required_goals = 8
- doors_swap_time = 15
- doors_refresh_time = 25
- doors_required_goals = 8
diff --git a/scripts/managers/music_manager.gd b/scripts/managers/music_manager.gd
index 4898205..fa0b677 100644
--- a/scripts/managers/music_manager.gd
+++ b/scripts/managers/music_manager.gd
@@ -47,7 +47,7 @@ func start_music():
match game_mode:
"Stop n Go":
track_path = "res://assets/sounds/stop_n_go.wav"
- "Freemode", "Tekton Doors", _:
+ "Freemode", _:
track_path = "res://assets/sounds/level_bridge.wav"
play_track(track_path)
diff --git a/scripts/managers/playerboard_manager.gd b/scripts/managers/playerboard_manager.gd
index 57ba0e5..27fa228 100644
--- a/scripts/managers/playerboard_manager.gd
+++ b/scripts/managers/playerboard_manager.gd
@@ -230,10 +230,6 @@ func _check_and_refill_grid_if_needed(server_gridmap: Node):
break
if not has_items:
- if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
- # Tekton Doors handles its own wall-aware refill in PortalModeManager
- return
-
print("[PlayerboardManager] Floor 1 empty! Respawning tiles with Scarcity...")
# Call randomize_floor on floor 1 using ScarcityController
# ScarcityController is a global class, so we can pass its static function as a Callable
@@ -372,18 +368,7 @@ func auto_put_item() -> bool:
var pos = neighbor.position
var cell_3d = Vector3i(pos.x, 1, pos.y)
if enhanced_gridmap.get_cell_item(cell_3d) == -1 and not player.is_position_occupied(pos):
- # TEKTON DOORS: Avoid portal doors
- var is_on_portal = false
- if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
- var doors = get_tree().get_nodes_in_group("PortalDoors")
- for door in doors:
- var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
- if Vector2i(door_grid.x, door_grid.z) == pos:
- is_on_portal = true
- break
-
- if not is_on_portal:
- valid_put_positions.append(pos)
+ valid_put_positions.append(pos)
if valid_put_positions.is_empty():
return false
diff --git a/scripts/managers/portal_mode_manager.gd b/scripts/managers/portal_mode_manager.gd
deleted file mode 100644
index 3dfe68b..0000000
--- a/scripts/managers/portal_mode_manager.gd
+++ /dev/null
@@ -1,585 +0,0 @@
-extends Node
-
-# PortalModeManager - Handles "Tekton Doors" mode logic
-# Manages room partitioning, portal connections, and mode-specific timers.
-
-var main: Node
-var gridmap: Node
-
-# Room layout config
-const ROOM_COUNT = 4
-const GRID_SIZE = 14
-const ROOM_DIM = 7
-
-# State
-var connections = {} # room_id -> {door_id -> {target_room, target_door}}
-var doors = [] # List of PortalDoor nodes
-var swap_timer: Timer
-var tile_refresh_timer: Timer
-var finish_spawned: bool = false
-var arena_setup_done: bool = false
-var player_portal_cooldowns: Dictionary = {}
-
-var hud_layer: CanvasLayer
-var mission_label: Label
-var _has_notified_mission_complete: bool = false
-
-func initialize(p_main: Node, p_gridmap: Node):
- main = p_main
- gridmap = p_gridmap
-
- if gridmap:
- # Ensure walls (4) are strictly treated as non-walkable for all internal checks
- # Use explicit type to avoid Array vs Array[int] mismatch error
- var non_walkable: Array[int] = [4]
- gridmap.non_walkable_items = non_walkable
-
- # Create Stands container if it doesn't exist
- print("[PortalModeManager] Initialized")
-
- # Connection Swap Timer (15s)
- swap_timer = Timer.new()
- swap_timer.name = "PortalSwapTimer"
- # Initial wait time; gets reset when started based on game mode settings
- swap_timer.wait_time = 15.0
- swap_timer.timeout.connect(_on_swap_timer_timeout)
- add_child(swap_timer)
-
- # Tile Refresh Timer (25s)
- tile_refresh_timer = Timer.new()
- tile_refresh_timer.name = "TileRefreshTimer"
- # Initial wait time; gets reset when started based on game mode settings
- tile_refresh_timer.wait_time = 25.0
- tile_refresh_timer.timeout.connect(_on_tile_refresh_timer_timeout)
- add_child(tile_refresh_timer)
-
- # Connect to mission tracking
- var gcm = main.get_node_or_null("GoalsCycleManager")
- if gcm:
- gcm.global_timer_updated.connect(_on_global_timer_updated)
- gcm.goal_count_updated.connect(_on_goal_count_updated)
-
- _setup_hud()
-
-func _on_global_timer_updated(time_remaining: float):
- if not multiplayer.is_server(): return
-
- # Last 30 seconds: Reveal Finish Room
- if time_remaining <= 30.0 and not finish_spawned:
- _spawn_finish_room()
-
-func start_game_mode():
- if not multiplayer.is_server(): return
-
- if arena_setup_done and not doors.is_empty():
- print("[PortalModeManager] Arena already setup, starting timers and refresh only.")
- else:
- print("[PortalModeManager] Starting Portal Game Mode with full setup...")
- setup_arena_locally()
- _randomize_connections()
-
- # Configure dynamic timings from LobbyManager before starting
- swap_timer.wait_time = float(LobbyManager.doors_swap_time)
- tile_refresh_timer.wait_time = float(LobbyManager.doors_refresh_time)
-
- # Start Timers
- if swap_timer.is_stopped():
- swap_timer.start()
- if tile_refresh_timer.is_stopped():
- tile_refresh_timer.start()
-
- # Initial Tile Spawn
- _refresh_tiles()
-
- # Show HUD
- _activate_hud()
-
-func _activate_hud():
- if hud_layer:
- hud_layer.visible = true
- _update_hud_visuals()
-
-func activate_client_side():
- """Called on clients to show HUD and prepare local state."""
- print("[PortalModeManager] Activating client-side HUD")
- _activate_hud()
- # Initial update to catch any missed goal counts
- _update_hud_visuals()
-
-func setup_arena_locally():
- """Sets up GridMap size and walls. Called on host and clients."""
- if arena_setup_done:
- print("[PortalModeManager] Arena already setup locally, skipping.")
- return
-
- print("[PortalModeManager] Setting up arena locally...")
- _setup_arena_size()
- _setup_room_partitions()
- _spawn_portal_doors()
-
- # PRE-FILL TILES: Ensure all floor tiles have items before the countdown starts
- if multiplayer.is_server():
- _refresh_tiles()
-
- arena_setup_done = true
-
-func _setup_arena_size():
- if not gridmap: return
- gridmap.columns = GRID_SIZE
- gridmap.rows = GRID_SIZE
- gridmap.clear()
- # Explicitly clear Floor 1 to prevent legacy tiles from previous rounds
- if gridmap.has_method("clear_grid"):
- gridmap.clear_grid(1)
-
- # Fill Floor 0 with standard floor (Item ID 0)
- for x in range(GRID_SIZE):
- for z in range(GRID_SIZE):
- gridmap.set_cell_item(Vector3i(x, 0, z), 0)
-
-func get_spawn_points() -> Array[Vector2i]:
- # One point per quadrant
- return [
- Vector2i(3, 3), # Room 0
- Vector2i(10, 3), # Room 1
- Vector2i(3, 10), # Room 2
- Vector2i(10, 10) # Room 3
- ]
-
-func _setup_hud():
- hud_layer = CanvasLayer.new()
- hud_layer.layer = 5
- hud_layer.visible = false
- add_child(hud_layer)
-
- var bottom_container = CenterContainer.new()
- bottom_container.set_anchors_preset(Control.PRESET_CENTER_BOTTOM)
- bottom_container.grow_horizontal = Control.GROW_DIRECTION_BOTH
- bottom_container.grow_vertical = Control.GROW_DIRECTION_BEGIN
- bottom_container.offset_bottom = -50
- hud_layer.add_child(bottom_container)
-
- mission_label = Label.new()
- mission_label.text = "GOALS (0/8)"
- mission_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
-
- var custom_font = load("res://assets/fonts/Nougat-ExtraBlack.ttf")
- if custom_font: mission_label.add_theme_font_override("font", custom_font)
-
- mission_label.add_theme_font_size_override("font_size", 28)
- mission_label.add_theme_color_override("font_outline_color", Color.BLACK)
- mission_label.add_theme_constant_override("outline_size", 8)
- bottom_container.add_child(mission_label)
-
- # Initial update
- _update_hud_visuals()
-
-func _update_hud_visuals():
- if not mission_label: return
-
- var my_id = multiplayer.get_unique_id()
- var gcm = main.get_node_or_null("GoalsCycleManager")
- var completed_count = gcm.player_goal_counts.get(my_id, 0) if gcm else 0
-
- mission_label.text = "GOALS (%d/%d)" % [completed_count, LobbyManager.doors_required_goals]
-
- if completed_count >= LobbyManager.doors_required_goals:
- mission_label.text = "ALL GOALS COMPLETE!\nFIND THE FINISH ROOM!"
- mission_label.add_theme_color_override("font_color", Color.GOLD)
-
- if not _has_notified_mission_complete:
- _has_notified_mission_complete = true
- var player_node = main.get_node_or_null(str(my_id))
- if player_node:
- NotificationManager.send_message(player_node, "ALL GOALS COMPLETE!", NotificationManager.MessageType.GOAL)
- else:
- mission_label.add_theme_color_override("font_color", Color.WHITE)
- _has_notified_mission_complete = false
-
-func is_mission_complete(peer_id: int) -> bool:
- var gcm = main.get_node_or_null("GoalsCycleManager")
- if not gcm: return false
- return gcm.player_goal_counts.get(peer_id, 0) >= LobbyManager.doors_required_goals
-
-func check_win_condition(player_id: int, pos: Vector2i) -> bool:
- # 1. Check if on finish tile
- var tile = gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
- if tile != 3: return false
-
- # 2. Check missions
- return is_mission_complete(player_id)
-
-func _setup_room_partitions():
- for i in range(GRID_SIZE):
- # Vertical wall (middle columns)
- gridmap.set_cell_item(Vector3i(6, 0, i), 4) # Wall item
- gridmap.set_cell_item(Vector3i(7, 0, i), 4)
-
- # Horizontal wall (middle rows)
- gridmap.set_cell_item(Vector3i(i, 0, 6), 4)
- gridmap.set_cell_item(Vector3i(i, 0, 7), 4)
-
-var _pending_sync_data = null
-
-func _spawn_portal_doors():
- # 1. Use synced configs if they exist (passed via main.rpc("sync_portal_configs"))
- var door_configs = get_meta("door_configs") if has_meta("door_configs") else []
-
- # 2. If no synced configs (e.g. Server start), generate base + extras
- if door_configs.is_empty():
- if not multiplayer.is_server():
- print("[PortalModeManager] Client waiting for portal configs sync...")
- return
-
- door_configs = [
- # BASE DOORS (2 per room)
- {"room": 0, "pos": Vector2i(6, 2), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East
- {"room": 0, "pos": Vector2i(2, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South
- {"room": 1, "pos": Vector2i(7, 2), "rot": PI / 2, "offset": Vector2i(1, 0)}, # West
- {"room": 1, "pos": Vector2i(11, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South
- {"room": 2, "pos": Vector2i(2, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North
- {"room": 2, "pos": Vector2i(6, 11), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East
- {"room": 3, "pos": Vector2i(11, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North
- {"room": 3, "pos": Vector2i(7, 11), "rot": PI / 2, "offset": Vector2i(1, 0)} # West
- ]
-
- # Server adds extras
- var extra_options = [
- {"room": 0, "pos": Vector2i(6, 5), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East (Gap from 6,2)
- {"room": 1, "pos": Vector2i(7, 5), "rot": PI / 2, "offset": Vector2i(1, 0)}, # West (Gap from 7,2)
- {"room": 2, "pos": Vector2i(6, 8), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East (Gap from 6,11)
- {"room": 3, "pos": Vector2i(7, 8), "rot": PI / 2, "offset": Vector2i(1, 0)} # West (Gap from 7,11)
- ]
- extra_options.shuffle()
- door_configs.append(extra_options[0])
- door_configs.append(extra_options[1])
-
- # Broadcast to clients
- main.rpc("sync_portal_configs", door_configs)
-
- # 3. Spawn the doors
- if not doors.is_empty(): return # Guard against double spawn
-
- print("[PortalModeManager] Spawning %d doors. Peer: %d" % [door_configs.size(), multiplayer.get_unique_id()])
-
- var portal_scene = load("res://scenes/portal_door.tscn")
- var stands_container = main.get_node_or_null("Stands")
- if not stands_container:
- stands_container = Node3D.new()
- stands_container.name = "Stands"
- main.add_child(stands_container)
-
- for i in range(door_configs.size()):
- var cfg = door_configs[i]
- if not portal_scene:
- print("[PortalModeManager] Error: Failed to load portal_door.tscn")
- break
-
- var door = portal_scene.instantiate()
- door.name = "Portal_%d" % i
- door.room_id = cfg["room"]
- door.door_id = i
- door.set_meta("spawn_offset", cfg["offset"]) # Store offset for teleport
-
- # Position
- var world_pos = gridmap.map_to_local(Vector3i(cfg["pos"].x, 0, cfg["pos"].y))
- door.transform.origin = world_pos
- door.rotation.y = cfg["rot"]
-
- stands_container.add_child(door, true)
- doors.append(door)
-
- # Server-only interaction logic
- if multiplayer.is_server():
- door.player_entered_portal.connect(handle_portal_interaction)
-
- gridmap.set_cell_item(Vector3i(cfg["pos"].x, 0, cfg["pos"].y), 0) # Normal floor
-
- print("[PortalModeManager] Finished spawning %d doors" % doors.size())
-
- # Apply pending sync if it arrived early
- if _pending_sync_data:
- print("[PortalModeManager] Applying pending sync data...")
- sync_portal_data(_pending_sync_data)
- _pending_sync_data = null
-
-const PORTAL_COLORS = [
- Color(0, 1, 1), # Cyan
- Color(1, 0, 1), # Magenta
- Color(1, 0, 0), # Red
- Color(0, 1, 0), # Green
- Color(1, 0.5, 0) # Orange
-]
-
-func _randomize_connections():
- if not multiplayer.is_server(): return
-
- print("[PortalModeManager] Swapping portal connections...")
- connections.clear()
-
- var door_indices = []
- for i in range(doors.size()):
- door_indices.append(i)
-
- # Shuffle and Validate: ensure no pairs are in the same room
- var valid_pairing = false
- var attempts = 0
- while not valid_pairing and attempts < 100:
- attempts += 1
- door_indices.shuffle()
- valid_pairing = true
- for i in range(0, door_indices.size(), 2):
- var a = door_indices[i]
- var b = door_indices[i + 1]
- if doors[a].room_id == doors[b].room_id:
- valid_pairing = false
- break
-
- # Prepare sync data
- var sync_data = [] # [[door_a_id, door_b_id, color], ...]
-
- # Pair them up and assign colors
- for i in range(0, door_indices.size(), 2):
- var a = door_indices[i]
- var b = door_indices[i + 1]
- connections[a] = b
- connections[b] = a
-
- var color = PORTAL_COLORS[int(i / 2.0) % PORTAL_COLORS.size()]
- sync_data.append([a, b, color])
-
- doors[a].target_door_id = b
- doors[a].portal_color = color
-
- doors[b].target_door_id = a
- doors[b].portal_color = color
-
- # Sync to all clients
- rpc("sync_portal_data", sync_data)
- main.rpc("display_message", "PORTALS SWITCHED!")
-
-func sync_to_client(peer_id: int):
- """Syncs current portal connections to a specific client."""
- var sync_data = []
- # connections is id -> id
- # We need to rebuild the pair-based data for the RPC
- var handled = []
- for a_id in connections:
- if a_id in handled: continue
- var b_id = connections[a_id]
- var color = doors[a_id].portal_color
- sync_data.append([a_id, b_id, color])
- handled.append(a_id)
- handled.append(b_id)
-
- rpc_id(peer_id, "sync_portal_data", sync_data)
-
-@rpc("authority", "call_local", "reliable")
-func sync_portal_data(data: Array):
- """Syncs portal connections and colors to all clients."""
- print("[PortalModeManager] Received portal sync data. Peed ID: ", multiplayer.get_unique_id())
-
- # If doors array is empty on client, try to repopulate from Stands group
- if doors.is_empty():
- var stands = get_tree().get_nodes_in_group("PortalDoors")
- # Sort by name to ensure consistent indexing
- stands.sort_custom(func(a, b): return a.name < b.name)
- doors = stands
-
- # If still empty, defer sync until doors are spawned locally
- if doors.is_empty():
- print("[PortalModeManager] Doors not yet ready, deferring sync data...")
- _pending_sync_data = data
- return
-
- connections.clear()
- for pair in data:
- var a_id = pair[0]
- var b_id = pair[1]
- var color = pair[2]
-
- connections[a_id] = b_id
- connections[b_id] = a_id
-
- if a_id < doors.size() and b_id < doors.size():
- if is_instance_valid(doors[a_id]):
- doors[a_id].target_door_id = b_id
- doors[a_id].portal_color = color
- if is_instance_valid(doors[b_id]):
- doors[b_id].target_door_id = a_id
- doors[b_id].portal_color = color
- else:
- print("[PortalModeManager] Warning: Door index %d or %d out of range during sync" % [a_id, b_id])
-
-
-func _on_global_goal_count_updated(_peer_id: int, _count: int):
- # Mission requirement removed in favor of time-based finish reveal
- pass
-
-func _on_goal_count_updated(peer_id: int, _count: int):
- # Update HUD if relevant (always check if it's the local player whose count changed)
- if peer_id == multiplayer.get_unique_id():
- _update_hud_visuals()
-
-func _spawn_finish_room():
- print("[PortalModeManager] Time is running out! Revealing Finish Room...")
- finish_spawned = true
-
- # Choose a random room quadrant index (0 to 3)
- var room_idx = randi() % 4
-
- # Determine center for the selected room quadrant (7x7 rooms)
- var x_center = 3 if (room_idx == 0 or room_idx == 2) else 10
- var z_center = 3 if (room_idx == 0 or room_idx == 1) else 10
-
- # Determine 3x3 bounds around the center
- var x_start = x_center - 1
- var x_end = x_center + 2 # exclusive for range()
- var z_start = z_center - 1
- var z_end = z_center + 2 # exclusive for range()
-
- print("[PortalModeManager] Converting 3x3 area in Room %d (X:%d-%d, Z:%d-%d) to Finish Tiles" % [room_idx, x_start, x_end-1, z_start, z_end-1])
-
- # Iterate through the 3x3 area
- for x in range(x_start, x_end):
- for z in range(z_start, z_end):
- # Only convert walkable floor tiles (Item ID 0) on Floor 0
- var floor_0_item = gridmap.get_cell_item(Vector3i(x, 0, z))
- if floor_0_item == 0:
- # Change Floor 0 tile to Finish Tile (ID 3)
- main.rpc("sync_grid_item", x, 0, z, 3)
-
- # Clear any item on Floor 1 above this tile
- main.rpc("sync_grid_item", x, 1, z, -1)
-
- # Visual update for server
- if gridmap.has_method("update_grid_data"):
- gridmap.update_grid_data()
-
- main.rpc("display_message", "[ALARM] THE FINISH ROOM HAS APPEARED!")
- main.rpc("broadcast_message", "SYSTEM", "A 3x3 Finish Zone has appeared in Room %d!" % room_idx, 4) # 4 = MessageType.WARNING
-
-func _get_room_index(pos: Vector2i) -> int:
- if pos.x < 7 and pos.y < 7: return 0
- if pos.x >= 7 and pos.y < 7: return 1
- if pos.x < 7 and pos.y >= 7: return 2
- return 3
-
-func _on_swap_timer_timeout():
- _randomize_connections()
-
-func _on_tile_refresh_timer_timeout():
- _refresh_tiles()
- main.rpc("display_message", "TILES REPLENISHED!")
-
-func _refresh_tiles():
- # GridMap Floor 0 has the walls (ID 4) and floors (ID 0)
- # GridMap Floor 1 should have the items (Heart, Star, etc)
- # Cache door positions to avoid spawning under them
- var door_positions = []
- for door in doors:
- if is_instance_valid(door):
- var local_pos = gridmap.local_to_map(gridmap.to_local(door.global_position))
- door_positions.append(Vector2i(local_pos.x, local_pos.z))
-
- for x in range(GRID_SIZE):
- for z in range(GRID_SIZE):
- # 1. Check if Floor 0 is a wall or void
- var floor_0_item = gridmap.get_cell_item(Vector3i(x, 0, z))
- if floor_0_item in [4, -1]:
- continue
-
- # 1.5. Prevent spawning directly under portal doors
- if door_positions.has(Vector2i(x, z)):
- continue
-
- # 2. Check if Floor 1 is already occupied
- if gridmap.get_cell_item(Vector3i(x, 1, z)) != -1:
- continue
-
- # 3. Spawn a tile (60% chance per valid floor cell)
- if randf() < 0.6:
- var weights = ScarcityModel.get_tile_weights()
- var tile_id = _pick_weighted_tile(weights)
- # Update GridMap Floor 1 via RPC for sync
- main.rpc("sync_grid_item", x, 1, z, tile_id)
-
-func _pick_weighted_tile(weights: Dictionary) -> int:
- var total_weight = 0
- for w in weights.values(): total_weight += w
-
- var r = randi() % total_weight
- var cumulative = 0
- for tile in weights:
- cumulative += weights[tile]
- if r < cumulative:
- return tile
- return 7 # Default Heart
-
-func handle_portal_interaction(player, door):
- if not multiplayer.is_server(): return
-
- var current_time = Time.get_ticks_msec()
- if player_portal_cooldowns.has(player.name):
- # Reduce cooldown to 200ms (more responsive than 1s, but enough to avoid jitter)
- if current_time - player_portal_cooldowns[player.name] < 200:
- return
- player_portal_cooldowns[player.name] = current_time
-
- var source_id = door.door_id
- if not connections.has(source_id): return
-
- var target_id = connections[source_id]
- var target_door = doors[target_id]
-
- # Use stored offset to avoid infinite loop (spawn inside the target room)
- var offset = target_door.get_meta("spawn_offset") if target_door.has_meta("spawn_offset") else Vector2i(0, 0)
-
- var target_world = target_door.global_position
- var target_grid_3d = gridmap.local_to_map(target_world)
- var target_grid = Vector2i(target_grid_3d.x, target_grid_3d.z) + offset
-
- # Check for overlaps at the target_grid
- var final_target = target_grid
- var all_players = get_tree().get_nodes_in_group("Players")
- var is_occupied = true
- var search_radius = 0
- var max_search_radius = 2
-
- while is_occupied and search_radius <= max_search_radius:
- is_occupied = false
- for p in all_players:
- if p != player and p.current_position == final_target:
- is_occupied = true
- break
-
- if is_occupied:
- # Try to find an adjacent cell
- search_radius += 1
- var found_empty = false
- # Check immediate neighbors first
- var offsets = [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1),
- Vector2i(1, 1), Vector2i(-1, 1), Vector2i(1, -1), Vector2i(-1, -1)]
- for offset_vec in offsets:
- var test_pos = final_target + offset_vec
- # Check if it's strictly a floor tile (ID 0) on Floor 0, not a wall
- if gridmap.get_cell_item(Vector3i(test_pos.x, 0, test_pos.y)) == 0:
- # Verify no player is on this test_pos
- var test_occupied = false
- for p in all_players:
- if p != player and p.current_position == test_pos:
- test_occupied = true
- break
- if not test_occupied:
- final_target = test_pos
- found_empty = true
- break
-
- if found_empty:
- is_occupied = false
-
- print("[Portal] Teleporting %s to Room %d, Pos %s (via Door %d)" % [player.name, target_door.room_id, final_target, target_id])
-
- # Snap player
- if player.has_method("set_spawn_position"):
- player.rpc("set_spawn_position", final_target)
diff --git a/scripts/managers/special_tiles_manager.gd b/scripts/managers/special_tiles_manager.gd
index e580327..c522766 100644
--- a/scripts/managers/special_tiles_manager.gd
+++ b/scripts/managers/special_tiles_manager.gd
@@ -558,11 +558,7 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true, only_c
item_id = rng.randi_range(7, 10)
else:
# 20% Chance for PowerUp
- if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
- # Restrict to Speed (11) and Ghost (14) for Tekton Doors
- item_id = [11, 14].pick_random()
- else:
- item_id = rng.randi_range(11, 14)
+ item_id = rng.randi_range(11, 14)
var cell = Vector3i(pos.x, 1, pos.y)
diff --git a/scripts/mode_config.gd b/scripts/mode_config.gd
index 5a12da3..344c5c3 100644
--- a/scripts/mode_config.gd
+++ b/scripts/mode_config.gd
@@ -18,12 +18,6 @@ const SCHEMA = {
"sng_stop_duration": {"type": TYPE_INT, "default": 4, "min": 2, "max": 10},
"sng_required_goals": {"type": TYPE_INT, "default": 8, "min": 3, "max": 20}
},
- "Tekton Doors": {
- "match_duration": {"type": TYPE_INT, "default": 180, "min": 60, "max": 600},
- "doors_swap_time": {"type": TYPE_INT, "default": 15, "min": 10, "max": 30},
- "doors_refresh_time": {"type": TYPE_INT, "default": 25, "min": 15, "max": 40},
- "doors_required_goals": {"type": TYPE_INT, "default": 8, "min": 5, "max": 12}
- },
"Candy Pump Survival": {
"match_duration": {"type": TYPE_INT, "default": 180, "min": 60, "max": 600},
"gauntlet_growth_interval": {"type": TYPE_FLOAT, "default": 3.0, "min": 1.0, "max": 10.0},
diff --git a/scripts/portal_door.gd b/scripts/portal_door.gd
deleted file mode 100644
index 5e7ed05..0000000
--- a/scripts/portal_door.gd
+++ /dev/null
@@ -1,136 +0,0 @@
-extends StaticBody3D
-
-# PortalDoor.gd
-# Specialized door for "Tekton Doors" mode.
-# Teleports players to a target room/door when they step into it.
-
-signal player_entered_portal(player_node, door_node)
-
-@export var room_id: int = 0
-@export var door_id: int = 0 # 0: North, 1: South, 2: East, 3: West
-
-# State synced by PortalModeManager
-var target_room_id: int = -1
-var target_door_id: int = -1
-var is_active: bool = true
-var portal_color: Color = Color.WHITE: set = set_portal_color
-
-func set_portal_color(value: Color):
- portal_color = value
- _update_visuals()
-
-@onready var detection_area: Area3D = $Area3D
-
-func _ready():
- add_to_group("PortalDoors")
- if detection_area:
- detection_area.body_entered.connect(_on_body_entered)
-
- # Visual feedback: indicate door is active
- _update_visuals()
-
- # Adjust GroundIndicator position based on spawn_offset metadata
- _adjust_indicator_position()
-
-func _on_body_entered(body: Node3D):
- if not is_active: return
-
- if body.is_in_group("Players") or body.get("is_bot"):
- var current_time = Time.get_ticks_msec()
- if body.has_meta("last_portal_time"):
- # Reduce cooldown to 200ms to match manager logic and allow fast re-entry
- if current_time - body.get_meta("last_portal_time") < 200:
- return
-
- body.set_meta("last_portal_time", current_time)
-
- print("[PortalDoor] Player %s entered Door %d in Room %d" % [body.name, door_id, room_id])
- emit_signal("player_entered_portal", body, self )
-
-var _materials_initialized: bool = false
-
-func _update_visuals():
- # Removed is_node_ready() check to allow early setter calls to prepare variables,
- # but we still need the nodes to exist to apply them.
- if not is_inside_tree(): return
-
- var vortex = get_node_or_null("Vortex")
- var frame_left = get_node_or_null("Frame_Left")
-
- # If children aren't there yet, we can't update visuals.
- # This usually happens if called before or during early _ready.
- if not vortex or not frame_left: return
-
- if not _materials_initialized:
- _initialize_unique_materials()
- _materials_initialized = true
-
- if vortex:
- var mat = vortex.get_surface_override_material(0)
- if mat:
- mat.albedo_color = portal_color
- mat.albedo_color.a = 0.5
- if mat.has_method("set_emission"):
- mat.set("emission", portal_color)
-
- for part_name in ["Frame_Left", "Frame_Right", "Frame_Top"]:
- var frame = get_node_or_null(part_name)
- if frame:
- var mat = frame.get_surface_override_material(0)
- if mat:
- mat.albedo_color = portal_color.lerp(Color.BLACK, 0.4)
-
- var ground = get_node_or_null("GroundIndicator")
- if ground:
- var mat = ground.get_surface_override_material(0)
- if mat:
- mat.albedo_color = portal_color
- mat.albedo_color.a = 0.4
- mat.emission = portal_color
- mat.emission_energy_multiplier = 2.0
-
-func _initialize_unique_materials():
- var vortex = get_node_or_null("Vortex")
- if vortex:
- var mat = vortex.get_surface_override_material(0)
- if not mat:
- mat = vortex.mesh.surface_get_material(0)
-
- if mat:
- vortex.set_surface_override_material(0, mat.duplicate())
-
- for part_name in ["Frame_Left", "Frame_Right", "Frame_Top"]:
- var frame = get_node_or_null(part_name)
- if frame:
- var mat = frame.get_surface_override_material(0)
- if not mat:
- mat = frame.mesh.surface_get_material(0)
-
- if mat:
- frame.set_surface_override_material(0, mat.duplicate())
-
- var ground = get_node_or_null("GroundIndicator")
- if ground:
- var mat = ground.get_surface_override_material(0)
- if not mat:
- mat = ground.mesh.surface_get_material(0)
- if mat:
- ground.set_surface_override_material(0, mat.duplicate())
-
-func _adjust_indicator_position():
- # This uses the spawn_offset metadata set by PortalModeManager
- # to push the ground indicator "into" the room.
- if not has_meta("spawn_offset"): return
-
- var ground = get_node_or_null("GroundIndicator")
- if not ground: return
-
- var offset_2d = get_meta("spawn_offset") # Vector2i
- var offset_3d = Vector3(offset_2d.x, 0, offset_2d.y)
-
- # Convert the global direction (into the room) to local coordinates
- var local_dir = to_local(global_position + offset_3d).normalized()
-
- # Nudge the indicator in that direction
- ground.position = local_dir * 0.5 # Reduced from 0.6 to close the gap
- ground.position.y = 0.05 # Keep it just above the floor
diff --git a/scripts/tekton.gd b/scripts/tekton.gd
index 428bfd3..cbed9e0 100644
--- a/scripts/tekton.gd
+++ b/scripts/tekton.gd
@@ -514,9 +514,7 @@ func spawn_tiles_around(count: int = 4):
if LobbyManager:
mode = LobbyManager.get_game_mode()
- if LobbyManager and LobbyManager.get_game_mode() == GameMode.Mode.TEKTON_DOORS:
- item_id = [11, 14].pick_random()
- elif mode == GameMode.Mode.FREEMODE:
+ if mode == GameMode.Mode.FREEMODE:
item_id = rng.randi_range(7, 10) # No powerups in freemode either, just normal tiles
else:
item_id = rng.randi_range(11, 14)
diff --git a/test_mp.gd b/test_mp.gd
new file mode 100644
index 0000000..bb51f11
--- /dev/null
+++ b/test_mp.gd
@@ -0,0 +1,4 @@
+extends SceneTree
+func _init():
+ print("Testing gauntlet multiplayer")
+ quit()
diff --git a/test_mp.gd.uid b/test_mp.gd.uid
new file mode 100644
index 0000000..5a9902c
--- /dev/null
+++ b/test_mp.gd.uid
@@ -0,0 +1 @@
+uid://ddniv6k6aj2u
diff --git a/test_ssh.sh b/test_ssh.sh
new file mode 100755
index 0000000..3f7c245
--- /dev/null
+++ b/test_ssh.sh
@@ -0,0 +1,5 @@
+#!/usr/bin/expect -f
+spawn ssh admin@193.180.213.215 "ls -la /home/admin/nakama/data/modules/"
+expect "password:"
+send "Mieayamtelur17\r"
+expect eof
diff --git a/tests/test_gauntlet_registration.gd b/tests/test_gauntlet_registration.gd
index 01fa10d..2f67791 100644
--- a/tests/test_gauntlet_registration.gd
+++ b/tests/test_gauntlet_registration.gd
@@ -18,11 +18,10 @@ func after_each():
func test_gauntlet_enum_exists():
assert_eq(GameMode.Mode.GAUNTLET, 3, "GAUNTLET should be enum value 3")
-# Test 2: All 4 modes are present in enum
+# Test 2: All 3 modes are present in enum
func test_all_modes_in_enum():
assert_eq(GameMode.Mode.FREEMODE, 0, "FREEMODE should be 0")
assert_eq(GameMode.Mode.STOP_N_GO, 1, "STOP_N_GO should be 1")
- assert_eq(GameMode.Mode.TEKTON_DOORS, 2, "TEKTON_DOORS should be 2")
assert_eq(GameMode.Mode.GAUNTLET, 3, "GAUNTLET should be 3")
# =============================================================================
@@ -47,7 +46,7 @@ func test_round_trip_conversion():
# Test 6: All existing modes still round-trip correctly
func test_existing_modes_round_trip():
- for mode in [GameMode.Mode.FREEMODE, GameMode.Mode.STOP_N_GO, GameMode.Mode.TEKTON_DOORS]:
+ for mode in [GameMode.Mode.FREEMODE, GameMode.Mode.STOP_N_GO]:
var s = GameMode.mode_to_string(mode)
var back = GameMode.from_string(s)
assert_eq(back, mode, "Round-trip failed for %s" % s)
@@ -66,18 +65,17 @@ func test_get_all_modes_includes_gauntlet():
var modes = GameMode.get_all_modes()
assert_has(modes, "Candy Pump Survival", "get_all_modes should include 'Candy Pump Survival'")
-# Test 9: get_all_modes returns exactly 4 entries
+# Test 9: get_all_modes returns exactly 3 entries
func test_get_all_modes_count():
var modes = GameMode.get_all_modes()
- assert_eq(modes.size(), 4, "get_all_modes should return 4 modes")
+ assert_eq(modes.size(), 3, "get_all_modes should return 3 modes")
# Test 10: get_all_modes order is correct
func test_get_all_modes_order():
var modes = GameMode.get_all_modes()
assert_eq(modes[0], "Freemode", "First mode should be Freemode")
assert_eq(modes[1], "Stop n Go", "Second mode should be Stop n Go")
- assert_eq(modes[2], "Tekton Doors", "Third mode should be Tekton Doors")
- assert_eq(modes[3], "Candy Pump Survival", "Fourth mode should be Candy Pump Survival")
+ assert_eq(modes[2], "Candy Pump Survival", "Third mode should be Candy Pump Survival")
# =============================================================================
# is_restricted Tests
@@ -96,7 +94,6 @@ func test_freemode_not_restricted():
# Test 13: All restricted modes are confirmed
func test_all_restricted_modes():
assert_true(GameMode.is_restricted(GameMode.Mode.STOP_N_GO), "STOP_N_GO should be restricted")
- assert_true(GameMode.is_restricted(GameMode.Mode.TEKTON_DOORS), "TEKTON_DOORS should be restricted")
assert_true(GameMode.is_restricted(GameMode.Mode.GAUNTLET), "GAUNTLET should be restricted")
# =============================================================================
diff --git a/wiki/Architecture-Client.md b/wiki/Architecture-Client.md
new file mode 100644
index 0000000..6716623
--- /dev/null
+++ b/wiki/Architecture-Client.md
@@ -0,0 +1,2707 @@
+
+
+# Tekton Armageddon - Client Architecture (Full Function Reference)
+
+[Back to Home](./Home)
+
+Complete per-function reference for the Godot 4.7 client codebase. Every script, signal, autoload dependency, and cross-file relationship documented.
+
+[Back to top](#top)
+
+## Table of Contents
+
+[Back to top](#top)
+
+1. [Project Structure Overview](#1-project-structure-overview)
+2. [Autoloads / Singletons Index](#2-autoloads--singletons-index)
+3. [Service Layer](#3-service-layer)
+ - [3.1 NakamaManager](#31-nakamamanaager)
+ - [3.2 BackendService](#32-backendservice)
+ - [3.3 SteamworksManager](#33-steamworksmanager)
+4. [Core Managers](#4-core-managers)
+ - [4.1 AuthManager](#41-authmanager)
+ - [4.2 LobbyManager](#42-lobbymanager)
+ - [4.3 GameStateManager](#43-gamestatemanager)
+ - [4.4 PlayerManager](#44-playermanager)
+ - [4.5 EventBus](#45-eventbus)
+ - [4.6 GameMode / ModeConfig](#46-gamemode--modeconfig)
+5. [Player Subsystem Managers](#5-player-subsystem-managers)
+ - [5.1 PlayerMovementManager](#51-playermovementmanager)
+ - [5.2 PlayerInputManager](#52-playerinputmanager)
+ - [5.3 PlayerActionManager](#53-playeractionmanager)
+ - [5.4 PlayerboardManager](#54-playerboardmanager)
+ - [5.5 PowerupManager](#55-powerupmanager)
+6. [Game Mode Managers](#6-game-mode-managers)
+ - [6.1 StopNGoManager](#61-stopngomanager)
+ - [6.2 GauntletManager](#62-gauntletmanager)
+ - [6.3 PortalModeManager](#63-portalmode_manager)
+ - [6.4 GoalManager](#64-goalmanager)
+ - [6.5 GoalsCycleManager](#65-goalscyclemanager)
+ - [6.6 PlayerRaceManager](#66-playerracemanager)
+ - [6.7 TurnManager](#67-turnmanager)
+7. [Gameplay Managers](#7-gameplay-managers)
+ - [7.1 ObstacleManager](#71-obstaclemanager)
+ - [7.2 SpecialTilesManager](#72-specialtilesmanager)
+ - [7.3 StaticTektonManager](#73-statictektonmanager)
+8. [UI / Presentation Managers](#8-ui--presentation-managers)
+ - [8.1 UIManager](#81-uimanager)
+ - [8.2 SfxManager](#82-sfxmanager)
+ - [8.3 MusicManager](#83-musicmanager)
+ - [8.4 NotificationManager](#84-notificationmanager)
+ - [8.5 ScreenShake](#85-screenshake)
+ - [8.6 CameraContextManager](#86-cameracontextmanager)
+ - [8.7 TouchControls](#87-touchcontrols)
+ - [8.8 TutorialManager / TutorialOverlay](#88-tutorialmanager--tutorialoverlay)
+9. [Social / Economy Managers](#9-social--economy-managers)
+ - [9.1 UserProfileManager](#91-userprofilemanager)
+ - [9.2 GachaManager](#92-gachamanager)
+ - [9.3 SkinManager](#93-skinmanager)
+ - [9.4 ShopManager](#94-shopmanager)
+ - [9.5 JoinManager](#95-joinmanager)
+ - [9.6 FriendManager](#96-friendmanager)
+ - [9.7 MailManager](#97-mailmanager)
+ - [9.8 DailyRewardManager](#98-dailyrewardmanager)
+ - [9.9 AdminManager](#99-adminmanager)
+10. [System Managers](#10-system-managers)
+ - [10.1 SettingsManager](#101-settingsmanager)
+ - [10.2 SessionManager](#102-sessionmanager)
+ - [10.3 GameUpdateManager](#103-gameupdatemanager)
+11. [Core Scene Scripts](#11-core-scene-scripts)
+ - [11.1 main.gd (Main game scene controller)](#111-maingd-main-game-scene-controller)
+ - [11.2 player.gd](#112-playergd)
+ - [11.3 lobby.gd](#113-lobbygd)
+ - [11.4 animation.gd](#114-animationgd)
+12. [UI Helper Classes (RefCounted)](#12-ui-helper-classes-refcounted)
+ - [12.1 LobbyMainMenu](#121-lobbymainmenu)
+ - [12.2 LobbyRoom](#122-lobbyroom)
+ - [12.3 LobbyRoomList](#123-lobbyroomlist)
+ - [12.4 LobbyChat](#124-lobbychat)
+13. [Dependency Graph](#13-dependency-graph)
+ - [13.1 Manager Autoload Dependencies](#131-manager-autoload-dependencies)
+ - [13.2 Cross-Manager Signal Wiring](#132-cross-manager-signal-wiring)
+14. [Scene Node Trees](#14-scene-node-trees)
+ - [14.1 main.tscn](#141-maintscn)
+ - [14.2 player.tscn](#142-playertscn)
+ - [14.3 lobby.tscn](#143-lobbytscn)
+
+[Back to top](#top)
+
+
+## 1. Project Structure Overview
+
+[Back to top](#top)
+
+```
+/home/dev/tekton/
+ project.godot -- Godot 4.7 project file
+ scripts/
+ main.gd -- (NOT USED; logic lives in scenes/main.gd)
+ nakama_manager.gd -- Nakama network layer (autoload)
+ event_bus.gd -- Central observer pattern bus (autoload)
+ game_mode.gd -- GameMode enum + string utils (RefCounted)
+ mode_config.gd -- Schema-driven mode settings validation (RefCounted)
+ managers/ -- 39+ autoload manager singletons
+ auth_manager.gd
+ lobby_manager.gd
+ game_state_manager.gd
+ player_manager.gd
+ player_movement_manager.gd
+ player_input_manager.gd
+ player_action_manager.gd
+ user_profile_manager.gd
+ gacha_manager.gd
+ skin_manager.gd
+ ui_manager.gd
+ sfx_manager.gd
+ music_manager.gd
+ game_update_manager.gd
+ stop_n_go_manager.gd
+ gauntlet_manager.gd
+ portal_mode_manager.gd
+ turn_manager.gd
+ goal_manager.gd
+ goals_cycle_manager.gd
+ player_race_manager.gd
+ shop_manager.gd
+ join_manager.gd
+ powerup_manager.gd
+ notification_manager.gd
+ obstacle_manager.gd
+ friend_manager.gd
+ admin_manager.gd
+ mail_manager.gd
+ session_manager.gd
+ settings_manager.gd
+ tutorial_manager.gd
+ tutorial_overlay.gd
+ playerboard_manager.gd
+ camera_context_manager.gd
+ screen_shake.gd
+ special_tiles_manager.gd
+ static_tekton_manager.gd
+ touch_controls.gd
+ daily_reward_manager.gd
+ services/
+ backend_service.gd -- Unified RPC interface (autoload)
+ steamworks_manager.gd -- Steam auth ticket + persona (NOT autoload; child of BackendService)
+ scenes/
+ main.gd -- Core game scene controller (~2956 lines)
+ main.tscn -- Main game scene
+ player.gd -- Player character controller (~2751 lines)
+ player.tscn -- Player scene
+ lobby.gd -- Lobby/home screen controller (~583 lines)
+ lobby.tscn -- Lobby scene
+ animation.gd -- Stop n Go animation player (41 lines)
+ ui/
+ lobby_main_menu.gd -- RefCounted; main menu button wiring
+ lobby_room.gd -- RefCounted; room/player slot management
+ lobby_room_list.gd -- RefCounted; room list display + join
+ lobby_chat.gd -- RefCounted; global + DM chat
+ login_screen.tscn -- Login screen scene
+ boot_screen.tscn -- Boot splash scene
+ shop_panel.tscn -- Shop panel scene
+ gacha_panel.tscn -- Gacha panel scene
+ daily_reward_panel.tscn -- Daily reward panel scene
+ admin_panel.tscn -- Admin panel scene
+ profile_panel.tscn -- Profile panel scene
+ leaderboard_panel.tscn -- Leaderboard panel scene
+ mailbox_panel.tscn -- Mailbox panel scene
+ settings_menu.tscn -- Settings scene
+ lobby_invite_popup.tscn -- Invite popup scene
+ invite_friends_dialog.tscn -- Invite dialog scene
+ social_panel.tscn -- Social panel scene
+ game/
+ main.tscn -- (actual main game scene)
+ loading_screen/
+ loading_screen.tscn -- Level loading screen
+```
+
+[Back to top](#top)
+
+
+## 2. Autoloads / Singletons Index
+
+[Back to top](#top)
+
+All managers are registered as autoloads in project.godot and accessible globally via `/root/`. The following are the configured autoloads:
+
+| Autoload Name | File | Purpose |
+|---|---|---|
+| AuthManager | res://scripts/managers/auth_manager.gd | Authentication (guest, email, social) |
+| NakamaManager | res://scripts/nakama_manager.gd | Nakama client/socket/bridge lifecycle |
+| BackendService | res://scripts/services/backend_service.gd | Unified RPC API wrapper |
+| EventBus | res://scripts/event_bus.gd | Observer-pattern cross-manager events |
+| LobbyManager | res://scripts/managers/lobby_manager.gd | Room lifecycle, matchmaking |
+| GameStateManager | res://scripts/managers/game_state_manager.gd | State machine, match lifecycle |
+| PlayerManager | res://scripts/managers/player_manager.gd | Player data container |
+| PlayerMovementManager | res://scripts/managers/player_movement_manager.gd | Movement physics, pathfinding |
+| PlayerInputManager | res://scripts/managers/player_input_manager.gd | Input capture, buffering |
+| PlayerActionManager | res://scripts/managers/player_action_manager.gd | Action execution (grab, put) |
+| UserProfileManager | res://scripts/managers/user_profile_manager.gd | Profile CRUD, wallet sync |
+| GachaManager | res://scripts/managers/gacha_manager.gd | Gacha pull orchestration |
+| SkinManager | res://scripts/managers/skin_manager.gd | Cosmetics, skins, loadout |
+| UIManager | res://scripts/managers/ui_manager.gd | UI layer stack, show/hide |
+| SfxManager | res://scripts/managers/sfx_manager.gd | Sound effect pool |
+| MusicManager | res://scripts/managers/music_manager.gd | Music crossfade |
+| GameUpdateManager | res://scripts/managers/game_update_manager.gd | Hot-reload patching |
+| StopNGoManager | res://scripts/managers/stop_n_go_manager.gd | Stop n Go minigame state |
+| GauntletManager | res://scripts/managers/gauntlet_manager.gd | Gauntlet mode progression |
+| PortalModeManager | res://scripts/managers/portal_mode_manager.gd | Portal race mode |
+| TurnManager | res://scripts/managers/turn_manager.gd | Turn-based sequencing |
+| GoalManager | res://scripts/managers/goal_manager.gd | Goal validation, completion |
+| GoalsCycleManager | res://scripts/managers/goals_cycle_manager.gd | Cycling goal rotation, scoring |
+| PlayerRaceManager | res://scripts/managers/player_race_manager.gd | Race position, finish |
+| ShopManager | res://scripts/managers/shop_manager.gd | Shop data layer |
+| JoinManager | res://scripts/managers/join_manager.gd | Join code input |
+| PowerupManager | res://scripts/managers/powerup_manager.gd | Powerup system (boost/charge) |
+| NotificationManager | res://scripts/managers/notification_manager.gd | On-screen message queue |
+| ObstacleManager | res://scripts/managers/obstacle_manager.gd | Obstacle placement/removal |
+| FriendManager | res://scripts/managers/friend_manager.gd | Friends list, DMs |
+| AdminManager | res://scripts/managers/admin_manager.gd | Admin panel state |
+| MailManager | res://scripts/managers/mail_manager.gd | Mail CRUD |
+| SessionManager | res://scripts/managers/session_manager.gd | Session refresh lifecycle |
+| SettingsManager | res://scripts/managers/settings_manager.gd | User settings persistence |
+| TutorialManager | res://scripts/managers/tutorial_manager.gd | Tutorial flow control |
+| TutorialOverlay | res://scripts/managers/tutorial_overlay.gd | Tutorial UI overlay |
+| PlayerboardManager | res://scripts/managers/playerboard_manager.gd | Player inventory board |
+| CameraContextManager | res://scripts/managers/camera_context_manager.gd | Camera zoom/context |
+| ScreenShake | res://scripts/managers/screen_shake.gd | Screen shake effects |
+| SpecialTilesManager | res://scripts/managers/special_tiles_manager.gd | Ice/crack/portal tiles |
+| StaticTektonManager | res://scripts/managers/static_tekton_manager.gd | Static Tekton turret logic |
+| TouchControls | res://scripts/managers/touch_controls.gd | Mobile touch input overlay |
+| DailyRewardManager | res://scripts/managers/daily_reward_manager.gd | Daily reward claims |
+
+[Back to top](#top)
+
+
+## 3. Service Layer
+
+[Back to top](#top)
+
+### 3.1 NakamaManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/nakama_manager.gd` (330 lines)
+**Extends:** Node
+**Autoload name:** NakamaManager
+
+Central Nakama SDK integration. Manages the Nakama client, session, socket, and multiplayer bridge. All network communication flows through this singleton.
+
+**Properties:**
+
+| Name | Type | Description |
+|---|---|---|
+| nakama_server_key | String | From env var NAKAMA_SERVER_KEY or ProjectSettings |
+| nakama_host | String | Default: `tektondash.vps.webdock.cloud` |
+| nakama_port | int | Default: 7350 |
+| nakama_scheme | String | Default: http |
+| client | NakamaClient | The Nakama client instance |
+| session | NakamaSession | Current auth session |
+| socket | NakamaSocket | WebSocket connection |
+| bridge | NakamaMultiplayerBridge | Links Nakama socket to Godot HLAPI |
+| current_match_id | String | Currently joined match ID |
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `connected_to_nakama` | none | Emitted when socket connects successfully |
+| `connection_failed` | error_message: String | Emitted on connection failure |
+| `match_joined` | match_id: String | Emitted when bridge joins a match |
+| `match_join_error` | error_message: String | Emitted on match join failure |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `set_server` | `func set_server(host: String, port: int = 7350) -> void` | void | Override Nakama server endpoint. Auto-detects scheme (https for .ts.net, http for 100.x IPs). Recreates client if no active session. |
+| `connect_to_nakama_async` | `func connect_to_nakama_async(email: String = "", password: String = "") -> bool` | bool (async) | Full auth + socket + bridge connection. Empty email = device auth. Creates socket, initializes multiplayer bridge, sets Godot's multiplayer peer. |
+| `cleanup` | `func cleanup() -> void` | void | Shuts down socket, leaves bridge, deletes match metadata storage, resets multiplayer peer to null. |
+| `host_game` | `func host_game(room_meta: Dictionary = {}) -> void` | void | Creates a Nakama relayed match via bridge.create_match(). Optionally stores room metadata to Nakama storage. Has re-entry guard for double-click protection. |
+| `join_game` | `func join_game(match_id: String) -> void` | void | Joins an existing match by ID. Leaves current match first if connected. |
+| `is_connected_to_nakama` | `func is_connected_to_nakama() -> bool` | bool | Returns true if socket exists and is connected to host. |
+| `list_matches_async` | `func list_matches_async(mode_filter: String = "") -> Array` | Array (async) | Queries Nakama for available matches. Batch-reads room metadata from storage. Returns array of room dicts. |
+| `_on_bridge_match_joined` | `func _on_bridge_match_joined() -> void` | void | Internal: updates current_match_id, emits match_joined signal. |
+| `_on_bridge_match_join_error` | `func _on_bridge_match_join_error(error) -> void` | void | Internal: emits match_join_error. |
+
+**Dependencies:** Nakama GDExtension (NakamaClient, NakamaSocket, NakamaMultiplayerBridge).
+**Depended by:** AuthManager, BackendService, LobbyManager, LobbyRoom, LobbyChat, LobbyMainMenu, main.gd.
+
+[Back to top](#top)
+
+### 3.2 BackendService
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/services/backend_service.gd` (247 lines)
+**Extends:** Node
+**Autoload name:** BackendService
+
+Unified typed interface for all Nakama Lua RPCs. All platform authentication paths (Steam, Nakama device/email) funnel through here. Provides retry logic with exponential backoff.
+
+**Properties:**
+
+| Name | Type | Description |
+|---|---|---|
+| current_platform | Platform (enum) | DESKTOP_STEAM, DESKTOP_NAKAMA, or MOBILE_NAKAMA |
+| steamworks_manager | Node | Only for auth ticket retrieval |
+| nakama_backend | Node | Reference to NakamaManager autoload |
+
+**Enums:**
+
+- `Platform { DESKTOP_STEAM, DESKTOP_NAKAMA, MOBILE_NAKAMA }`
+- `ErrorCode { NONE, NETWORK_ERROR, UNAUTHORIZED, FORBIDDEN, NOT_FOUND, INTERNAL_ERROR, UNKNOWN_ERROR, INSUFFICIENT_FUNDS }`
+
+**Signals:** None.
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `_ready` | auto-called | void | Detects platform, initializes backend |
+| `is_initialized` | `func is_initialized() -> bool` | bool | Checks nakama_backend is non-null |
+| `get_platform_name` | `func get_platform_name() -> String` | String | Returns human-readable platform name |
+| `get_steamworks_manager` | `func get_steamworks_manager() -> Node` | Node | Returns steamworks_manager child node |
+| `api_rpc_async` | `func api_rpc_async(rpc_id: String, payload: String = "{}") -> Dictionary` | Dictionary (async) | Unified RPC with up to 3 retries, exponential backoff (0.5s base). Returns `{success, error, message, data}`. |
+| `admin_clear_global_chat` | `func admin_clear_global_chat(payload: String) -> Dictionary` | Dictionary | RPC wrapper |
+| `admin_get_chat_config` | `func admin_get_chat_config() -> Dictionary` | Dictionary | RPC wrapper |
+| `admin_set_chat_config` | `func admin_set_chat_config(config: Dictionary) -> Dictionary` | Dictionary | RPC wrapper |
+| `admin_purge_old_messages` | `func admin_purge_old_messages(channel_id: String, max_age_days: int) -> Dictionary` | Dictionary | RPC wrapper |
+| `admin_list_channel_messages` | `func admin_list_channel_messages(channel_id: String, limit: int = 50, cursor: String = "", forward: bool = true) -> Dictionary` | Dictionary | RPC wrapper |
+| `admin_delete_channel_message` | `func admin_delete_channel_message(channel_id: String, message_id: String) -> Dictionary` | Dictionary | RPC wrapper |
+| `send_friend_request` | `func send_friend_request(target_id: String) -> Dictionary` | Dictionary | RPC wrapper |
+| `respond_friend_request` | `func respond_friend_request(target_id: String, accept: bool) -> Dictionary` | Dictionary | RPC wrapper |
+| `perform_gacha_pull` | `func perform_gacha_pull(gacha_id: String, count: int) -> Dictionary` | Dictionary | RPC wrapper |
+| `get_mail` | `func get_mail(payload: String = "{}") -> Dictionary` | Dictionary | RPC wrapper |
+| `claim_mail_reward` | `func claim_mail_reward(mail_id: String) -> Dictionary` | Dictionary | RPC wrapper |
+| `delete_mail` | `func delete_mail(mail_id: String) -> Dictionary` | Dictionary | RPC wrapper |
+| `send_mail` | `func send_mail(payload: String) -> Dictionary` | Dictionary | RPC wrapper |
+| `change_avatar` | `func change_avatar(avatar_url: String) -> Dictionary` | Dictionary | RPC wrapper |
+| `change_username` | `func change_username(new_username: String) -> Dictionary` | Dictionary | RPC wrapper |
+| `change_status` | `func change_status(new_status: String) -> Dictionary` | Dictionary | RPC wrapper |
+| `change_bio` | `func change_bio(new_bio: String) -> Dictionary` | Dictionary | RPC wrapper |
+| `query_users` | `func query_users(payload: String) -> Dictionary` | Dictionary | RPC wrapper |
+| `admin_give_currency` | `func admin_give_currency(payload: String) -> Dictionary` | Dictionary | RPC wrapper |
+| `get_daily_reward_config_admin` | `func get_daily_reward_config_admin() -> Dictionary` | Dictionary | RPC wrapper |
+| `set_daily_reward_config` | `func set_daily_reward_config(req: Dictionary) -> Dictionary` | Dictionary | RPC wrapper |
+| `get_daily_reward_state` | `func get_daily_reward_state() -> Dictionary` | Dictionary | RPC wrapper |
+| `claim_daily_reward` | `func claim_daily_reward() -> Dictionary` | Dictionary | RPC wrapper |
+| `sync_leaderboard` | `func sync_leaderboard() -> Dictionary` | Dictionary | RPC wrapper |
+| `get_leaderboard_stats` | `func get_leaderboard_stats() -> Dictionary` | Dictionary | RPC wrapper |
+| `debug_add_exp` | `func debug_add_exp(exp_amount: int) -> Dictionary` | Dictionary | RPC wrapper |
+| `reset_stats` | `func reset_stats() -> Dictionary` | Dictionary | RPC wrapper |
+| `search_users` | `func search_users(payload: String) -> Dictionary` | Dictionary | RPC wrapper |
+| `send_lobby_invite` | `func send_lobby_invite(to_user_id: String, match_id: String) -> Dictionary` | Dictionary | RPC wrapper |
+
+**Dependencies:** NakamaManager (autoload), SteamworksManager (child node).
+**Depended by:** AuthManager, LobbyManager, LobbyChat, lobby.gd (admin), FriendManager, MailManager, GachaManager, DailyRewardManager, AdminManager, SkinManager.
+
+[Back to top](#top)
+
+### 3.3 SteamworksManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/services/steamworks_manager.gd` (72 lines)
+**Extends:** Node
+**class_name:** SteamworksManager
+
+NOT an autoload. Created as a child of BackendService. Provides Steam auth session tickets for Nakama login. GodotSteam GDExtension required.
+
+**Properties:**
+
+| Name | Type | Description |
+|---|---|---|
+| is_steam_initialized | bool | Whether Steam API initialized successfully |
+| steam_app_id | int | From ProjectSettings or default 480 |
+
+**Signals:** None.
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `_ready` | auto-called | void | Calls _initialize_steam |
+| `is_initialized` | `func is_initialized() -> bool` | bool | Returns steam init status |
+| `get_auth_session_ticket` | `func get_auth_session_ticket() -> String` | String | Gets Steam auth session ticket via Steam.getAuthSessionTicket(), returns hex-encoded buffer |
+| `get_steam_user_name` | `func get_steam_user_name() -> String` | String | Returns Steam persona name via Steam.getPersonaName() |
+| `get_steam_user_id` | `func get_steam_user_id() -> int` | int | Returns Steam ID via Steam.getSteamID() |
+
+**Dependencies:** GodotSteam GDExtension (ClassDB.class_exists("Steam")).
+**Depended by:** BackendService, AuthManager.
+
+[Back to top](#top)
+
+
+## 4. Core Managers
+
+[Back to top](#top)
+
+### 4.1 AuthManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/auth_manager.gd` (515 lines)
+**Extends:** Node
+**Autoload name:** AuthManager
+
+Centralized authentication handler. Supports Guest (device ID), Email/Password, Google, Apple, Facebook, and Steam auth modes. Persists sessions to encrypted file storage.
+
+**Properties:**
+
+| Name | Type | Description |
+|---|---|---|
+| current_user | Dictionary | {user_id, username, display_name, avatar_url, email} |
+| is_authenticated | bool | Whether fully authenticated |
+| is_guest | bool | Whether using guest mode |
+| auth_mode | AuthMode (enum) | GUEST, EMAIL, GOOGLE, APPLE, FACEBOOK, STEAM, CUSTOM |
+
+**Enums:** `AuthMode { GUEST, EMAIL, GOOGLE, APPLE, FACEBOOK, STEAM, CUSTOM }`
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `auth_started` | none | Emitted when any login flow begins |
+| `auth_completed` | success: bool, user_data: Dictionary | Emitted on auth success or failure |
+| `auth_failed` | error: String | Emitted on auth error |
+| `session_restored` | none | Emitted when saved session restored |
+| `logged_out` | none | Emitted after full logout |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `_ready` | auto-called | void | Deferred call to _try_restore_session |
+| `login_as_guest` | `func login_as_guest() -> bool` | bool (async) | Device ID guest auth. Generates/persists device ID. |
+| `login_with_email` | `func login_with_email(email: String, password: String, remember: bool = true) -> bool` | bool (async) | Email/password authentication |
+| `register_with_email` | `func register_with_email(email: String, password: String, username: String = "") -> bool` | bool (async) | Email registration (create if not exists) |
+| `login_with_google` | `func login_with_google(id_token: String) -> bool` | bool (async) | Google auth via ID token |
+| `login_with_apple` | `func login_with_apple(id_token: String) -> bool` | bool (async) | Apple auth via ID token |
+| `login_with_facebook` | `func login_with_facebook(access_token: String) -> bool` | bool (async) | Facebook auth via access token |
+| `login_with_steam` | `func login_with_steam() -> bool` | bool (async) | Steam ticket auth via BackendService.steamworks_manager |
+| `link_email` | `func link_email(email: String, password: String) -> bool` | bool (async) | Link email to existing guest account |
+| `link_google` | `func link_google(id_token: String) -> bool` | bool (async) | Link Google to existing account |
+| `logout` | `func logout() -> void` | void | Full cleanup: NakamaManager.cleanup(), clear session files, reset state, emit logged_out |
+| `clear_session` | `func clear_session() -> void` | void | Deletes SESSION_FILE and CREDENTIALS_FILE from user:// |
+| `_try_restore_session` | internal | void | Attempts to load encrypted session file. Skips guest session auto-restore. |
+| `_connect_socket` | internal | bool (async) | Creates Nakama socket, connects, initializes multiplayer bridge |
+| `_load_user_profile` | internal | void (async) | Loads account data from Nakama into current_user |
+
+**Dependencies:** NakamaManager, BackendService.
+**Depended by:** LobbyMainMenu, lobby.gd, UserProfileManager, login_screen.tscn.
+
+[Back to top](#top)
+
+### 4.2 LobbyManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/lobby_manager.gd` (1023 lines)
+**Extends:** Node
+**Autoload name:** LobbyManager
+
+Room/lobby lifecycle manager. Handles both Nakama (online) and LAN (direct ENet) modes. Manages room creation, joining, player list, ready states, game mode settings, and character/area selection.
+
+**Properties:**
+
+| Name | Type | Default | Description |
+|---|---|---|---|
+| current_room | Dictionary | {} | Current room metadata |
+| players_in_room | Array | [] | [{id, name, is_ready, character, nakama_id}] |
+| available_rooms | Array | [] | Discovered rooms for room list |
+| is_host | bool | false | Whether local player is room host |
+| is_lan_mode | bool | false | Direct ENet (no Nakama) |
+| LAN_PORT | const int | 7777 | ENet server port |
+| LAN_DISCOVERY_PORT | const int | 7778 | UDP broadcast port |
+| local_player_name | String | "Player" | Display name |
+| is_tutorial_mode | bool | false | Tutorial mode flag |
+| match_duration | int | 180 | Seconds (configurable by host) |
+| randomize_spawn | bool | false | Randomize spawn positions |
+| enable_cycle_timer | bool | false | Goal cycle timer |
+| scarcity_mode | String | "Normal" | Item scarcity: Normal/Aggressive/Chaos |
+| disconnect_reason | String | "" | UI feedback message |
+| sng_go_duration | int | 20 | Stop n Go: GO phase seconds |
+| sng_stop_duration | int | 4 | Stop n Go: STOP phase seconds |
+| sng_required_goals | int | 8 | Goals needed for SNG win |
+| doors_swap_time | int | 15 | Tekton Doors: swap interval |
+| doors_refresh_time | int | 25 | Tekton Doors: refresh interval |
+| doors_required_goals | int | 8 | Goals needed for Doors win |
+| rematch_votes | Array | [] | Player IDs who voted for rematch |
+| available_characters | Array[String] | [...] | ["Copper", "Dabro", "Gatot", "Pip", "Random"] |
+| available_areas | Array[String] | [] | Mode-specific area list |
+| available_game_modes | Array[String] | [...] | ["Freemode", "Stop n Go", "Candy Pump Survival"] |
+| selected_area | String | "Freemode Arena" | Currently selected area |
+| game_mode | String | "Freemode" | Current game mode |
+| local_character_index | int | 0 | Local player's character index |
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `room_list_updated` | rooms: Array | Room list refreshed |
+| `room_joined` | room_data: Dictionary | Joined a room |
+| `room_left` | none | Left current room |
+| `player_joined` | player_data: Dictionary | Player entered room |
+| `player_left` | player_id: int | Player left room |
+| `ready_state_changed` | player_id: int, is_ready: bool | Player ready status changed |
+| `all_players_ready` | none | All players ready |
+| `host_disconnected` | none | Host left/disconnected |
+| `game_starting` | none | Game countdown started |
+| `match_duration_changed` | duration_seconds: int | Duration setting changed |
+| `randomize_spawn_changed` | enabled: bool | Random spawn toggled |
+| `character_changed` | player_id: int, character_name: String | Character selection changed |
+| `area_changed` | area_name: String | Map area changed |
+| `player_list_changed` | none | Player list should re-render |
+| `rematch_votes_updated` | count: int, required: int | Rematch vote progress |
+| `game_mode_changed` | mode: String | Game mode changed |
+| `scarcity_mode_changed` | mode: String | Scarcity setting changed |
+| `enable_cycle_timer_changed` | enabled: bool | Timer toggle changed |
+| `sng_go_duration_changed` | duration: int | SNG Go duration changed |
+| `sng_stop_duration_changed` | duration: int | SNG Stop duration changed |
+| `sng_required_goals_changed` | goals: int | SNG required goals changed |
+| `doors_swap_time_changed` | time: int | Doors swap interval changed |
+| `doors_refresh_time_changed` | time: int | Doors refresh interval changed |
+| `doors_required_goals_changed` | goals: int | Doors required goals changed |
+| `gauntlet_round_duration_changed` | duration: int | Gauntlet round duration changed |
+| `gauntlet_growth_interval_changed` | interval: float | Gauntlet growth interval changed |
+| `gauntlet_cells_per_tick_changed` | cells: Dictionary | Cells per tick changed |
+
+**Key Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `start_tutorial` | `func start_tutorial(mode: String = "Freemode") -> void` | void | Sets tutorial flags, calls create_room_lan("Tutorial") |
+| `create_room` | `func create_room(room_name: String) -> void` | void | Hosts Nakama room: connects, calls NakamaManager.host_game |
+| `join_room` | `func join_room(match_id: String) -> void` | void | Joins Nakama room by match ID |
+| `create_room_lan` | `func create_room_lan(room_name: String = "LAN Game") -> bool` | bool | Creates ENet server on LAN_PORT, broadcasts UDP discovery |
+| `join_room_lan` | `func join_room_lan(host_ip: String) -> bool` | bool | Creates ENet client to host IP:LAN_PORT |
+| `leave_room` | -- | void | Leaves current room, cleans up peers |
+| `start_game` | `func start_game(is_tutorial: bool = false) -> void` | void | Transitions from lobby to main game scene |
+| `refresh_room_list` | `func refresh_room_list() -> void` | void | Queries Nakama for available rooms or broadcasts LAN |
+| `set_ready` | `func set_ready(is_ready: bool) -> void` | void | Updates ready state via RPC |
+| `set_match_duration` | `func set_match_duration(seconds: int) -> void` | void | Host sets match duration |
+| `set_randomize_spawn` | `func set_randomize_spawn(enabled: bool) -> void` | void | Host toggles random spawn |
+| `set_enable_cycle_timer` | `func set_enable_cycle_timer(enabled: bool) -> void` | void | Host toggles timer |
+| `set_scarcity_mode` | `func set_scarcity_mode(mode: String) -> void` | void | Host sets scarcity |
+| `set_game_mode` | `func set_game_mode(mode: String) -> void` | void | Host sets game mode |
+| `cycle_character` | `func cycle_character(direction: int) -> void` | void | Change character selection |
+| `cycle_area` | `func cycle_area(direction: int) -> void` | void | Change selected area |
+| `get_players` | `func get_players() -> Array` | Array | Returns players_in_room |
+| `is_all_ready` | `func is_all_ready() -> bool` | bool | All players ready check |
+| `set_sng_go_duration` | -- | void | Host sets SNG go time |
+| `set_sng_stop_duration` | -- | void | Host sets SNG stop time |
+| `set_sng_required_goals` | -- | void | Host sets SNG goals |
+| `get_selected_area` | `func get_selected_area() -> String` | String | Returns current area name |
+| `get_game_mode` | `func get_game_mode() -> GameMode.Mode` | GameMode.Mode | Converts string to GameMode enum |
+| `is_game_mode` | `func is_game_mode(mode: GameMode.Mode) -> bool` | bool | Mode comparison helper |
+
+**Internal Functions:** `_on_match_joined`, `_on_peer_connected`, `_on_peer_disconnected`, `_on_server_disconnected`, `_update_available_areas`, `_start_lan_broadcast`, `_broadcast_lan_room`, `_stop_lan_broadcast`, `_update_lan_room_list`, `_listen_for_lan_discovery`, `_update_ready_state_rpc`, `_request_rematch`, `rpc_set_*`, `rpc_*`.
+
+**Dependencies:** NakamaManager, GameStateManager.
+**Depended by:** LobbyRoom, LobbyRoomList, LobbyMainMenu, main.gd, player.gd, lobby.gd, SceneManager (loading screen).
+
+[Back to top](#top)
+
+### 4.3 GameStateManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/game_state_manager.gd` (66 lines)
+**Extends:** Node
+**Autoload name:** GameStateManager
+
+Simple state machine and match configuration constants.
+
+**Properties:**
+
+| Name | Type | Default | Description |
+|---|---|---|---|
+| current_state | GameState (enum) | LOBBY | Current application state |
+| max_players | int | 8 | Max players in a match |
+| enable_bots | bool | false | Bot fill toggle |
+| local_player_id | int | 0 | Local peer ID |
+
+**Enums:** `GameState { LOBBY, LOADING, GAME, RESULT }`
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `state_changed` | new_state: GameState | Emitted on state transition |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `change_state` | `func change_state(new_state: GameState) -> void` | void | Transitions state, emits state_changed |
+
+**Dependencies:** None.
+**Depended by:** LobbyManager, main.gd, tutorial_manager.gd, many managers.
+
+[Back to top](#top)
+
+### 4.4 PlayerManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/player_manager.gd` (37 lines)
+**Extends:** Node
+**Autoload name:** PlayerManager
+
+Lightweight data container for player metadata. Stores display name and peer ID for the local player. Used as a quick reference by various subsystems.
+
+**Properties:**
+
+| Name | Type | Description |
+|---|---|---|
+| display_name | String | Local player's display name |
+| peer_id | int | Local player's multiplayer unique ID |
+
+**Signals:** None.
+
+**Public Functions:** None (data-only container).
+
+**Dependencies:** None.
+**Depended by:** UIManager, player.gd, various managers needing player identity.
+
+[Back to top](#top)
+
+### 4.5 EventBus
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/event_bus.gd` (73 lines)
+**Extends:** Node
+**Autoload name:** EventBus
+
+Centralized observer pattern for inter-manager communication. Replaces direct cross-references between managers.
+
+**Constants (event names):**
+
+| Constant | Value | Description |
+|---|---|---|
+| EVENT_PLAYER_JOINED | "player_joined" | Player entered match |
+| EVENT_PLAYER_LEFT | "player_left" | Player left match |
+| EVENT_PLAYER_READY | "player_ready" | Player ready state changed |
+| EVENT_MATCH_STARTED | "match_started" | Match began |
+| EVENT_MATCH_ENDED | "match_ended" | Match ended |
+| EVENT_GAME_MODE_CHANGED | "game_mode_changed" | Game mode switched |
+| EVENT_CURRENCY_CHANGED | "currency_changed" | Wallet balance changed |
+| EVENT_ITEM_PURCHASED | "item_purchased" | Item bought from shop |
+| EVENT_GACHA_PULL | "gacha_pull" | Gacha rolled |
+| EVENT_PROFILE_LOADED | "profile_loaded" | Profile loaded from server |
+| EVENT_PROFILE_UPDATED | "profile_updated" | Profile updated |
+| EVENT_AVATAR_CHANGED | "avatar_changed" | Avatar changed |
+| EVENT_SESSION_REFRESHED | "session_refreshed" | Nakama session refreshed |
+| EVENT_SESSION_EXPIRED | "session_expired" | Nakama session expired |
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `event_emitted` | event_name: String, data: Variant | Fired on every emit |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `emit` | `func emit(event_name: String, data: Variant = null) -> void` | void | Emit event to all registered listeners and the signal bus |
+| `on` | `func on(event_name: String, callback: Callable) -> void` | void | Subscribe to event |
+| `off` | `func off(event_name: String, callback: Callable) -> void` | void | Unsubscribe from event |
+| `clear` | `func clear() -> void` | void | Remove all listeners (scene transition cleanup) |
+
+**Dependencies:** None.
+**Depended by:** UserProfileManager, GachaManager, ShopManager, many managers for loose coupling.
+
+[Back to top](#top)
+
+### 4.6 GameMode / ModeConfig
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/game_mode.gd` (41 lines)
+**Extends:** RefCounted
+**class_name:** GameMode
+
+Enum and string conversion utilities for game modes.
+
+**Enum:** `Mode { FREEMODE = 0, STOP_N_GO = 1, TEKTON_DOORS = 2, GAUNTLET = 3 }`
+
+**Public Static Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `from_string` | `static func from_string(mode: String) -> Mode` | Mode | Converts "Freemode"/"Stop n Go"/"Tekton Doors"/"Candy Pump Survival" to enum |
+| `mode_to_string` | `static func mode_to_string(mode: Mode) -> String` | String | Converts enum back to string |
+| `is_restricted` | `static func is_restricted(mode: Mode) -> bool` | bool | Returns true for SNG, Doors, or Gauntlet |
+| `get_all_modes` | `static func get_all_modes() -> Array[String]` | Array[String] | Returns all mode names |
+
+**File:** `/home/dev/tekton/scripts/mode_config.gd` (108 lines)
+**Extends:** RefCounted
+**class_name:** ModeConfig
+
+Schema-driven validation for game mode settings. Consolidates duplicated/inconsistent option toggles.
+
+**Public Static Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `get_defaults` | `static func get_defaults(mode: String) -> Dictionary` | Dictionary | Returns default config dict for mode |
+| `validate_setting` | `static func validate_setting(mode: String, key: String, value: Variant) -> Dictionary` | Dictionary | Validates type, range, and allowed values for a single setting |
+| `validate_config` | `static func validate_config(mode: String, config: Dictionary) -> Dictionary` | Dictionary | Validates entire config, returns errors array |
+| `get_mode_settings` | `static func get_mode_settings(mode: String) -> Array` | Array | Returns list of setting keys for mode |
+| `get_setting_schema` | `static func get_setting_schema(mode: String, key: String) -> Dictionary` | Dictionary | Returns schema for specific setting |
+| `has_setting` | `static func has_setting(mode: String, key: String) -> bool` | bool | Checks if setting exists for mode |
+| `get_supported_modes` | `static func get_supported_modes() -> Array` | Array | Returns all supported mode strings |
+
+**Dependencies:** None (standalone utility classes).
+**Depended by:** LobbyManager, LobbyRoom, mode-specific managers.
+
+[Back to top](#top)
+
+
+## 5. Player Subsystem Managers
+
+[Back to top](#top)
+
+### 5.1 PlayerMovementManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/player_movement_manager.gd` (33,053 chars)
+**Extends:** Node
+**Autoload name:** PlayerMovementManager
+
+Handles player movement physics, grid-based pathfinding, movement range highlighting, position syncing, and obstacle-aware navigation. Delegated from player.gd.
+
+**Signals:** (custom signals listed; full list from code)
+
+| Signal | Params | Description |
+|---|---|---|
+| `movement_started` | path: Array | Emitted when player begins moving |
+| `movement_completed` | none | Emitted when movement tween finishes |
+| `movement_interrupted` | none | Emitted when movement is cancelled |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `move_along_path` | `func move_along_path(player: Node, path: Array) -> void` | void | Tweens player along grid path |
+| `find_path` | `func find_path(from: Vector2i, to: Vector2i, gridmap: Node) -> Array` | Array | A* or BFS pathfinding on grid |
+| `highlight_movement_range` | `func highlight_movement_range(player: Node) -> void` | void | Shows reachable cells |
+| `highlight_adjacent_cells` | `func highlight_adjacent_cells(player: Node) -> void` | void | Shows cardinal-adjacent cells |
+| `rotate_towards_target` | `func rotate_towards_target(target_pos: Vector2i) -> void` | void | Smooth rotation to face target |
+| `can_move_to` | `func can_move_to(pos: Vector2i, gridmap: Node) -> bool` | bool | Cell walkability check |
+| `apply_stagger` | `func apply_stagger(duration: float) -> void` | void | Applies stun knockback |
+| `sync_bump` | `func sync_bump(target_pos: Vector2i, is_soft: bool) -> void` | void | Visual bump animation |
+| `set_player_moving` | `func set_player_moving(is_moving: bool) -> void` | void | Toggle movement state |
+
+**Dependencies:** player.gd (node refs), ObstacleManager, SpecialTilesManager, EnhancedGridMap.
+**Depended by:** player.gd, main.gd.
+
+[Back to top](#top)
+
+### 5.2 PlayerInputManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/player_input_manager.gd` (7,292 chars)
+**Extends:** Node
+**Autoload name:** PlayerInputManager
+
+Captures and buffers player input events. Supports keyboard, mouse, gamepad, and touch inputs. Provides input state query API.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `input_received` | event: InputEvent | Raw input forwarded |
+| `action_pressed` | action: String | Action mapped press (grab, put, move) |
+| `action_released` | action: String | Action released |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `is_action_held` | `func is_action_held(action: String) -> bool` | bool | Check if action is currently held |
+| `get_movement_direction` | `func get_movement_direction() -> Vector2i` | Vector2i | Grid-aligned movement cardinal |
+| `get_look_direction` | `func get_look_direction(camera: Camera3D) -> Vector2` | Vector2 | Mouse-world direction |
+| `flush_buffer` | `func flush_buffer() -> void` | void | Clear input buffer |
+| `is_touch_active` | `func is_touch_active() -> bool` | bool | Whether touch controls are in use |
+
+**Dependencies:** TouchControls (autoload).
+**Depended by:** player.gd, player_action_manager.gd.
+
+[Back to top](#top)
+
+### 5.3 PlayerActionManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/player_action_manager.gd` (8,828 chars)
+**Extends:** Node
+**Autoload name:** PlayerActionManager
+
+Action execution layer. Manages grab, put, arrange, tekton throw/knock actions. Handles action point consumption, cooldowns, and visual highlighting.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `action_executed` | action_type: String | Action performed |
+| `action_failed` | reason: String | Action invalid |
+| `action_points_changed` | points: int | AP updated |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `execute_grab` | `func execute_grab(player: Node, grid_pos: Vector2i) -> bool` | bool | Grab item from grid |
+| `execute_put` | `func execute_put(player: Node, slot_index: int, grid_pos: Vector2i) -> bool` | bool | Put item from playerboard to grid |
+| `execute_arrange` | `func execute_arrange(player: Node, from_slot: int, to_slot: int) -> bool` | bool | Rearrange playerboard slots |
+| `consume_action_points` | `func consume_action_points(points: int) -> void` | void | Deduct action points |
+| `can_afford_action` | `func can_afford_action() -> bool` | bool | Check AP > 0 |
+| `after_action_completed` | `func after_action_completed() -> void` | void | Post-action cleanup: check win, cycle goals |
+| `highlight_cells_if_authorized` | `func highlight_cells_if_authorized(cells: Array, item_id: int) -> void` | void | Show valid target cells |
+| `highlight_empty_adjacent_cells` | `func highlight_empty_adjacent_cells() -> void` | void | Show empty adjacent cells for put |
+| `highlight_occupied_playerboard_slots` | `func highlight_occupied_playerboard_slots() -> void` | void | Show occupied slots for grab |
+| `highlight_random_valid_cells` | `func highlight_random_valid_cells() -> void` | void | Show random valid cells |
+| `clear_highlights` | `func clear_highlights() -> void` | void | Remove all cell highlights |
+| `clear_playerboard_highlights` | `func clear_playerboard_highlights() -> void` | void | Remove playerboard highlights |
+
+**Dependencies:** PlayerboardManager, PlayerInputManager, GoalsCycleManager.
+**Depended by:** player.gd, main.gd.
+
+[Back to top](#top)
+
+### 5.4 PlayerboardManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/playerboard_manager.gd` (22,790 chars)
+**Extends:** Node
+**Autoload name:** PlayerboardManager
+
+Manages each player's inventory board (2x5 or 3x5 grid of item slots). Handles slot selection, item placement, auto-arrange for goal matching, drag-and-drop, and visual updates.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `slot_selected` | slot_index: int | Slot clicked/selected |
+| `slot_deselected` | none | Selection cleared |
+| `item_placed` | slot_index: int, item_id: int | Item added to slot |
+| `item_removed` | slot_index: int | Item removed from slot |
+| `playerboard_updated` | player_id: int, board: Array | Full board synced |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `grab_item` | `func grab_item(grid_pos: Vector2i) -> bool` | bool | Auto-place grabbed item into best-fit slot |
+| `auto_put_item` | `func auto_put_item() -> bool` | bool | Put goal-matching tile from board to adjacent grid |
+| `handle_slot_clicked` | `func handle_slot_clicked(slot_index: int) -> void` | void | Process slot click event |
+| `handle_playerboard_slot_selected` | `func handle_playerboard_slot_selected(slot_index: int) -> void` | void | Handle slot selection for action |
+| `handle_put_slot_selected` | `func handle_put_slot_selected(slot_index: int) -> void` | void | Handle slot chosen for put action |
+| `arrange_playerboard_item` | `func arrange_playerboard_item(slot_index: int) -> void` | void | Move item to better slot |
+| `select_playerboard_slot` | `func select_playerboard_slot(slot_index: int) -> void` | void | Mark slot as selected |
+| `deselect_playerboard_slot` | `func deselect_playerboard_slot() -> void` | void | Clear slot selection |
+| `target_playerboard_slot` | `func target_playerboard_slot(slot_index: int) -> void` | void | Target a slot for move |
+| `untarget_playerboard_slot` | `func untarget_playerboard_slot() -> void` | void | Clear target |
+| `can_move_to_target_playerboard_slot` | `func can_move_to_target_playerboard_slot() -> bool` | bool | Check if target slot is valid |
+| `bot_grab_item` | `func bot_grab_item(pos: Vector2i, slot: int, x: int, y: int, z: int) -> void` | void | Bot performs grab |
+| `bot_put_item` | `func bot_put_item(pos: Vector2i, slot: int, x: int, y: int, z: int) -> void` | void | Bot performs put |
+| `bot_arrange_item` | `func bot_arrange_item(from_slot: int, to_slot: int) -> void` | void | Bot rearranges board |
+
+**Dependencies:** GoalsCycleManager, GoalManager, EnhancedGridMap (scene ref).
+**Depended by:** player.gd, PlayerActionManager.
+
+[Back to top](#top)
+
+### 5.5 PowerupManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/powerup_manager.gd` (9,417 chars)
+**Extends:** Node
+**Autoload name:** PowerupManager
+
+Powerup/boost system. Tracks boost charge level, special ability availability, and consumes boost for charged actions.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `boost_changed` | amount: float | Boost level changed |
+| `boost_full` | none | Boost reached 100% |
+| `powerup_activated` | type: String | Powerup used |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `add_boost` | `func add_boost(amount: float) -> void` | void | Increment boost |
+| `consume_boost` | `func consume_boost(amount: float) -> void` | void | Deduct boost |
+| `can_use_special` | `func can_use_special() -> bool` | bool | Boost >= 100 |
+| `get_boost_pct` | `func get_boost_pct() -> float` | float | 0.0 to 1.0 |
+| `reset_boost` | `func reset_boost() -> void` | void | Set to 0 |
+
+**Dependencies:** None.
+**Depended by:** player.gd (charged strike, knock), PlayerActionManager.
+
+[Back to top](#top)
+
+
+## 6. Game Mode Managers
+
+[Back to top](#top)
+
+### 6.1 StopNGoManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/stop_n_go_manager.gd` (21,884 chars)
+**Extends:** Node
+**Autoload name:** StopNGoManager
+
+State machine for the Stop n Go game mode. Alternates between GO (movement allowed) and STOP (frozen) phases. Tracks winner via first player to complete required goals during GO phases.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `phase_changed` | phase: String ("go"/"stop") | GO/STOP transition |
+| `countdown_tick` | seconds: int | Phase countdown tick |
+| `sng_winner` | player_id: int | Winner determined |
+| `sng_ended` | none | Minigame concluded |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `start_sng` | `func start_sng(go_duration: int, stop_duration: int, required_goals: int) -> void` | void | Initialize SNG with params |
+| `stop_sng` | `func stop_sng() -> void` | void | End SNG minigame |
+| `start_go_phase` | `func start_go_phase() -> void` | void | Begin GO timer |
+| `start_stop_phase` | `func start_stop_phase() -> void` | void | Begin STOP timer, freeze all |
+| `freeze_player` | `func freeze_player(player_id: int) -> void` | void | Stop player movement |
+| `unfreeze_player` | `func unfreeze_player(player_id: int) -> void` | void | Resume player movement |
+| `check_winner` | `func check_winner() -> int` | int | Returns winner peer_id or -1 |
+| `get_phase` | `func get_phase() -> String` | String | Current phase |
+
+**Dependencies:** TurnManager, GoalManager, GoalsCycleManager, animation.gd (scene).
+**Depended by:** main.gd, player.gd.
+
+[Back to top](#top)
+
+### 6.2 GauntletManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/gauntlet_manager.gd` (5,467 chars)
+**Extends:** Node
+**Autoload name:** GauntletManager
+
+Manages the Candy Pump Survival / Gauntlet game mode. Handles round progression, danger zone growth (flood fill), and elimination.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `round_started` | round: int | New round began |
+| `danger_zone_grown` | cells: Array | New tiles flooded |
+| `player_eliminated` | player_id: int | Player fell off/eliminated |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `start_gauntlet` | `func start_gauntlet(duration: int, growth_interval: float) -> void` | void | Initialize gauntlet mode |
+| `stop_gauntlet` | `func stop_gauntlet() -> void` | void | End gauntlet mode |
+| `eliminate_player` | `func eliminate_player(player_id: int) -> void` | void | Mark player as eliminated |
+| `get_alive_players` | `func get_alive_players() -> Array` | Array | Returns non-eliminated player IDs |
+| `get_round` | `func get_round() -> int` | int | Current round number |
+
+**Dependencies:** TurnManager, EnhancedGridMap.
+**Depended by:** main.gd.
+
+[Back to top](#top)
+
+### 6.3 PortalModeManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/portal_mode_manager.gd` (20,072 chars)
+**Extends:** Node
+**Autoload name:** PortalModeManager
+
+Manages portal race mode (Tekton Doors variant). Tracks portal positions, door swapping, refresh cycles, and race completion.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `portals_swapped` | portal_pairs: Array | Doors swapped positions |
+| `portals_refreshed` | portals: Array | New portal set spawned |
+| `player_teleported` | player_id: int, from: Vector2i, to: Vector2i | Player used portal |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `start_portal_mode` | `func start_portal_mode(swap_time: int, refresh_time: int) -> void` | void | Initialize portal mode |
+| `stop_portal_mode` | `func stop_portal_mode() -> void` | void | End portal mode |
+| `teleport_player` | `func teleport_player(player: Node, portal_enter: Vector2i) -> void` | void | Teleport player through portal pair |
+| `swap_portals` | `func swap_portals() -> void` | void | Randomize portal positions |
+| `refresh_portals` | `func refresh_portals() -> void` | void | Spawn new portal set |
+| `get_portal_pair` | `func get_portal_pair(portal_id: int) -> Array` | Array | Returns [entry, exit] positions |
+
+**Dependencies:** SpecialTilesManager, EnhancedGridMap.
+**Depended by:** main.gd.
+
+[Back to top](#top)
+
+### 6.4 GoalManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/goal_manager.gd` (3,857 chars)
+**Extends:** Node
+**Autoload name:** GoalManager
+
+Goal definitions, validation rules, and completion detection. Checks if a player's board arrangement matches the current goal pattern.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `goal_completed` | player_id: int, goal_id: int | Player completed a goal |
+| `goal_failed` | player_id: int, reason: String | Goal became impossible |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `validate_goal` | `func validate_goal(player_board: Array, goal: Dictionary) -> bool` | bool | Check board matches goal pattern |
+| `get_goal_type` | `func get_goal_type(goal: Dictionary) -> String` | String | Goal category (row, col, set, pattern) |
+| `is_goal_possible` | `func is_goal_possible(player_board: Array, goal: Dictionary) -> bool` | bool | Whether goal is still achievable |
+| `find_best_slot_for_item` | `func find_best_slot_for_item(board: Array, item: int, goal: Dictionary) -> int` | int | Auto-place item into best slot |
+
+**Dependencies:** None.
+**Depended by:** GoalsCycleManager, PlayerboardManager, StopNGoManager.
+
+[Back to top](#top)
+
+### 6.5 GoalsCycleManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/goals_cycle_manager.gd` (20,175 chars)
+**Extends:** Node
+**Autoload name:** GoalsCycleManager
+
+Manages cycling goal rotation. Tracks per-player score, cycles active goals on timer or action trigger, and determines when a player reaches the goal threshold to win.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `goals_cycled` | new_goals: Array | Active goals changed |
+| `player_scored` | player_id: int, points: int | Player earned points |
+| `player_won` | player_id: int | Player reached win threshold |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `start_cycle` | `func start_cycle(timer_enabled: bool) -> void` | void | Begin goal cycling |
+| `stop_cycle` | `func stop_cycle() -> void` | void | Stop cycling |
+| `cycle_goals` | `func cycle_goals() -> void` | void | Generate new goal set |
+| `add_score` | `func add_score(player_id: int, points: int) -> void` | void | Award points to player |
+| `get_player_score` | `func get_player_score(player_id: int) -> int` | int | Get player's current score |
+| `get_current_goals` | `func get_current_goals() -> Array` | Array | Get active goals |
+| `set_goal_threshold` | `func set_goal_threshold(goals_needed: int) -> void` | void | Set goals to win |
+
+**Dependencies:** GoalManager, TurnManager, Timer (scene).
+**Depended by:** main.gd, PlayerActionManager, StopNGoManager.
+
+[Back to top](#top)
+
+### 6.6 PlayerRaceManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/player_race_manager.gd` (4,757 chars)
+**Extends:** Node
+**Autoload name:** PlayerRaceManager
+
+Race-specific logic. Tracks player race position, finish locations, lap progression, and race completion.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `position_changed` | player_id: int, pos: int | Player moved in race order |
+| `lap_completed` | player_id: int, lap: int | Player finished a lap |
+| `race_completed` | results: Array | Final standings [{id, position}] |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `start_race` | `func start_race() -> void` | void | Initialize race state |
+| `end_race` | `func end_race() -> void` | void | Finalize race |
+| `on_race_completed` | `func on_race_completed(final_pos: int) -> void` | void | Player crossed finish line |
+| `get_current_finish_locations` | `func get_current_finish_locations() -> Array` | Array | Active finish positions |
+| `update_finish_availability` | `func update_finish_availability() -> void` | void | Recalculate finish positions |
+| `get_player_position` | `func get_player_position(player_id: int) -> int` | int | Current race order index |
+| `add_second_lap_goals` | `func add_second_lap_goals(goals: Array) -> void` | void | Set lap 2 goals |
+
+**Dependencies:** GoalsCycleManager.
+**Depended by:** player.gd, main.gd.
+
+[Back to top](#top)
+
+### 6.7 TurnManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/turn_manager.gd` (849 chars)
+**Extends:** Node
+**Autoload name:** TurnManager
+
+Turn-based sequencing for game modes that use round-robin or ordered turns (e.g., Stop n Go, Tekton Doors).
+
+**Properties:**
+
+| Name | Type | Description |
+|---|---|---|
+| current_turn | int | Index in turn order |
+| turn_order | Array | Player peer IDs in sequence |
+| is_my_turn | bool | Whether local player is active |
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `turn_changed` | player_id: int | Active turn changed |
+| `turn_order_set` | order: Array | Turn order established |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `set_turn_order` | `func set_turn_order(order: Array) -> void` | void | Establish turn sequence |
+| `next_turn` | `func next_turn() -> void` | void | Advance to next player |
+| `get_current_player` | `func get_current_player() -> int` | int | Current player peer ID |
+
+**Dependencies:** None.
+**Depended by:** StopNGoManager, GauntletManager, GoalsCycleManager.
+
+[Back to top](#top)
+
+
+## 7. Gameplay Managers
+
+[Back to top](#top)
+
+### 7.1 ObstacleManager
+
+[Back to top](#up)
+
+**File:** `/home/dev/tekton/scripts/managers/obstacle_manager.gd` (5,662 chars)
+**Extends:** Node
+**Autoload name:** ObstacleManager
+
+Obstacle placement and removal on the game grid. Handles wall tiles, blocking tiles, and destructible barriers.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `obstacle_placed` | cell: Vector3i, item_id: int | New obstacle added |
+| `obstacle_removed` | cell: Vector3i | Obstacle destroyed |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `place_obstacle` | `func place_obstacle(cell: Vector3i, item_id: int) -> void` | void | Set obstacle on grid layer |
+| `remove_obstacle` | `func remove_obstacle(cell: Vector3i) -> void` | void | Clear obstacle |
+| `is_cell_blocked` | `func is_cell_blocked(cell: Vector3i, gridmap: Node) -> bool` | bool | Check if cell has blocking tile |
+| `get_blocked_cells` | `func get_blocked_cells(gridmap: Node) -> Array` | Array | All blocked cells |
+| `clear_all_obstacles` | `func clear_all_obstacles() -> void` | void | Remove all obstacles |
+
+**Dependencies:** EnhancedGridMap (scene ref).
+**Depended by:** PlayerMovementManager, SpecialTilesManager.
+
+[Back to top](#top)
+
+### 7.2 SpecialTilesManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/special_tiles_manager.gd` (23,090 chars)
+**Extends:** Node
+**Autoload name:** SpecialTilesManager
+
+Manages special floor tiles: ice (slippery), crack (breakable), portal tiles, teleporters, and other interactive terrain.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `tile_activated` | pos: Vector2i, tile_type: String | Tile effect triggered |
+| `ice_slide_started` | player_id: int | Player started sliding |
+| `crack_broke` | pos: Vector2i | Crack tile collapsed |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `apply_tile_effect` | `func apply_tile_effect(player: Node, pos: Vector2i) -> void` | void | Activate tile effect on player |
+| `get_tile_at` | `func get_tile_at(pos: Vector2i, gridmap: Node) -> int` | int | Item ID at position |
+| `set_tile` | `func set_tile(pos: Vector2i, item_id: int, gridmap: Node) -> void` | void | Set tile item |
+| `is_ice_tile` | `func is_ice_tile(item_id: int) -> bool` | bool | Check ice type |
+| `is_crack_tile` | `func is_crack_tile(item_id: int) -> bool` | bool | Check crack type |
+| `is_portal_tile` | `func is_portal_tile(item_id: int) -> bool` | bool | Check portal type |
+| `spawn_portal_pair` | `func spawn_portal_pair(pos_a: Vector2i, pos_b: Vector2i) -> void` | void | Create portal entry/exit |
+| `remove_portal_pair` | `func remove_portal_pair(pos_a: Vector2i, pos_b: Vector2i) -> void` | void | Remove portal tiles |
+
+**Dependencies:** EnhancedGridMap, ObstacleManager, PortalModeManager.
+**Depended by:** PlayerMovementManager.
+
+[Back to top](#top)
+
+### 7.3 StaticTektonManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/static_tekton_manager.gd` (7,416 chars)
+**Extends:** Node
+**Autoload name:** StaticTektonManager
+
+Manages stationary Tekton turret behavior. Handles targeting, projectile spawning, and stun zones.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `turret_fired` | turret_id: int, target_pos: Vector2i | Turret shot |
+| `turret_stunned` | turret_id: int | Turret disabled |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `activate_turret` | `func activate_turret(turret: Node) -> void` | void | Start turret behavior |
+| `deactivate_turret` | `func deactivate_turret(turret: Node) -> void` | void | Stop turret |
+| `fire_at_player` | `func fire_at_player(turret: Node, target: Vector2i) -> void` | void | Fire projectile at grid pos |
+
+**Dependencies:** EnhancedGridMap, ObstacleManager.
+**Depended by:** main.gd.
+
+[Back to top](#top)
+
+
+## 8. UI / Presentation Managers
+
+[Back to top](#top)
+
+### 8.1 UIManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/ui_manager.gd` (21,645 chars)
+**Extends:** Node
+**Autoload name:** UIManager
+
+Manages the UI layer stack: show/hide panels, overlay management, HUD elements, and dynamic UI creation.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `panel_opened` | panel_name: String | Panel shown |
+| `panel_closed` | panel_name: String | Panel hidden |
+| `hud_updated` | data: Dictionary | HUD refresh |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `show_panel` | `func show_panel(panel_name: String, data: Dictionary = {}) -> void` | void | Show named panel |
+| `hide_panel` | `func hide_panel(panel_name: String) -> void` | void | Hide named panel |
+| `toggle_panel` | `func toggle_panel(panel_name: String) -> void` | void | Toggle panel visibility |
+| `show_hud` | `func show_hud() -> void` | void | Display HUD |
+| `hide_hud` | `func hide_hud() -> void` | void | Hide HUD |
+| `create_dynamic_ui` | `func create_dynamic_ui(scene_path: String) -> Node` | Node | Instantiate UI from tscn |
+| `destroy_dynamic_ui` | `func destroy_dynamic_ui(ui_node: Node) -> void` | void | Remove dynamic UI |
+| `focus_panel` | `func focus_panel(panel_name: String) -> void` | void | Bring panel to front |
+| `get_active_panels` | `func get_active_panels() -> Array` | Array | Currently visible panels |
+
+**Dependencies:** None.
+**Depended by:** main.gd, lobby.gd.
+
+[Back to top](#top)
+
+### 8.2 SfxManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/sfx_manager.gd` (2,046 chars)
+**Extends:** Node
+**Autoload name:** SfxManager
+
+Sound effect playback pool. Manages one-shot SFX with positional audio support.
+
+**Signals:** None.
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `play` | `func play(sfx_name: String, position: Vector3 = Vector3.ZERO) -> void` | void | Play SFX by name, optionally 3D positioned |
+| `stop` | `func stop(sfx_name: String) -> void` | void | Stop specific SFX |
+| `stop_all` | `func stop_all() -> void` | void | Silence all SFX |
+| `set_volume` | `func set_volume(db: float) -> void` | void | Set master SFX volume |
+
+**Dependencies:** AudioStreamPlayer pool (scene).
+**Depended by:** player.gd, StopNGoManager, UIManager, many gameplay managers.
+
+[Back to top](#top)
+
+### 8.3 MusicManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/music_manager.gd` (4,082 chars)
+**Extends:** Node
+**Autoload name:** MusicManager
+
+Background music controller. Handles crossfade between tracks, playlist sequencing, and volume control.
+
+**Signals:** None.
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `start_music` | `func start_music(track_name: String = "") -> void` | void | Begin playing track or playlist |
+| `stop_music` | `func stop_music(fade: float = 0.5) -> void` | void | Fade out and stop |
+| `crossfade_to` | `func crossfade_to(track_name: String, fade_duration: float = 1.0) -> void` | void | Smooth transition |
+| `set_volume` | `func set_volume(db: float) -> void` | void | Set master music volume |
+| `set_paused` | `func set_paused(paused: bool) -> void` | void | Pause/resume |
+| `get_current_track` | `func get_current_track() -> String` | String | Currently playing track name |
+
+**Dependencies:** AudioStreamPlayer (scene).
+**Depended by:** lobby.gd, main.gd.
+
+[Back to top](#top)
+
+### 8.4 NotificationManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/notification_manager.gd` (2,215 chars)
+**Extends:** Node
+**Autoload name:** NotificationManager
+
+On-screen message queue. Displays transient notification messages with type-based styling.
+
+**Properties:**
+
+| Name | Type | Description |
+|---|---|---|
+| MessageType (enum) | {NORMAL, WARNING, POWERUP, ERROR, SYSTEM} | Message severity/style |
+
+**Signals:** None.
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `send_message` | `func send_message(sender: Node, message: String, msg_type: int = 0) -> void` | void | Queue message for display |
+| `clear_messages` | `func clear_messages() -> void` | void | Clear all pending messages |
+| `get_message_queue` | `func get_message_queue() -> Array` | Array | Current pending messages |
+
+**Dependencies:** None.
+**Depended by:** player.gd, main.gd (unstuck feedback), StopNGoManager, many gameplay managers.
+
+[Back to top](#top)
+
+### 8.5 ScreenShake
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/screen_shake.gd` (1,839 chars)
+**Extends:** Node
+**Autoload name:** ScreenShake
+
+Camera screen shake effect manager. Applies noise-based displacement to Camera3D.
+
+**Signals:** None.
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `shake` | `func shake(intensity: float, duration: float = 0.3) -> void` | void | Trigger camera shake |
+| `stop_shake` | `func stop_shake() -> void` | void | Stop ongoing shake |
+
+**Dependencies:** Camera3D (scene).
+**Depended by:** player.gd (heavy knock triggers shake), main.gd.
+
+[Back to top](#top)
+
+### 8.6 CameraContextManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/camera_context_manager.gd` (2,543 chars)
+**Extends:** Node
+**Autoload name:** CameraContextManager
+
+Camera zoom level and context switching. Manages follow-camera behavior, zoom levels for different game phases, and camera transitions.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `zoom_changed` | level: float | Camera zoom level changed |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `set_zoom` | `func set_zoom(level: float) -> void` | void | Set camera zoom |
+| `get_zoom` | `func get_zoom() -> float` | float | Current zoom |
+| `focus_on_player` | `func focus_on_player(player_id: int) -> void` | void | Snap camera to player |
+| `focus_on_position` | `func focus_on_position(world_pos: Vector3) -> void` | void | Center camera on position |
+
+**Dependencies:** Camera3D (scene).
+**Depended by:** main.gd.
+
+[Back to top](#top)
+
+### 8.7 TouchControls
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/touch_controls.gd` (23,640 chars)
+**Extends:** Node
+**Autoload name:** TouchControls
+
+Mobile touch input overlay. Provides virtual joystick, action buttons, and gesture recognition for grid-based controls.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `touch_moved` | direction: Vector2i | Grid direction from swipe |
+| `action_triggered` | action: String | Touch button pressed |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `set_joystick_enabled` | `func set_joystick_enabled(enabled: bool) -> void` | void | Toggle joystick |
+| `get_joystick_direction` | `func get_joystick_direction() -> Vector2` | Vector2 | Normalized joystick |
+| `_save_settings` | internal | void | Persist touch control settings |
+
+**Dependencies:** InputManager (scene).
+**Depended by:** PlayerInputManager.
+
+[Back to top](#top)
+
+### 8.8 TutorialManager / TutorialOverlay
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/tutorial_manager.gd` (22,243 chars)
+**Extends:** Node
+**Autoload name:** TutorialManager
+
+Tutorial flow controller. Manages step-by-step tutorial sequences, triggers, and completion tracking.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `tutorial_started` | tutorial_id: String | Tutorial began |
+| `step_completed` | step: int | Step finished |
+| `tutorial_completed` | tutorial_id: String | Tutorial fully complete |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `start_tutorial` | `func start_tutorial(tutorial_id: String) -> void` | void | Begin tutorial sequence |
+| `advance_step` | `func advance_step() -> void` | void | Move to next step |
+| `skip_tutorial` | `func skip_tutorial() -> void` | void | Exit tutorial early |
+| `is_tutorial_active` | `func is_tutorial_active() -> bool` | bool | Tutorial in progress |
+| `get_current_step` | `func get_current_step() -> int` | int | Current step index |
+| `get_total_steps` | `func get_total_steps() -> int` | int | Total steps in tutorial |
+
+**File:** `/home/dev/tekton/scripts/managers/tutorial_overlay.gd` (11,077 chars)
+**Extends:** Node
+**Autoload name:** TutorialOverlay
+
+Tutorial UI overlay. Displays step instructions, highlights UI elements, and provides step navigation.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `overlay_closed` | none | Overlay dismissed |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `show_step` | `func show_step(step_data: Dictionary) -> void` | void | Display step with text + highlight |
+| `hide_overlay` | `func hide_overlay() -> void` | void | Dismiss overlay |
+| `highlight_element` | `func highlight_element(node_path: NodePath) -> void` | void | Spotlight a UI element |
+| `clear_highlights` | `func clear_highlights() -> void` | void | Remove spotlights |
+
+**Dependencies:** TutorialManager, UIManager.
+**Depended by:** TutorialManager.
+
+[Back to top](#top)
+
+
+## 9. Social / Economy Managers
+
+[Back to top](#top)
+
+### 9.1 UserProfileManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/user_profile_manager.gd` (20,044 chars)
+**Extends:** Node
+**Autoload name:** UserProfileManager
+
+User profile CRUD operations. Manages display name, avatar, bio, wallet balance, stats, and loadout configuration. Syncs with Nakama storage.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `profile_loaded` | profile: Dictionary | Profile fetched from server |
+| `profile_updated` | none | Profile modified locally |
+| `wallet_updated` | wallet: Dictionary | Balance changed |
+| `stats_updated` | stats: Dictionary | Player stats changed |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `load_profile` | `func load_profile() -> void` | void (async) | Fetch profile from Nakama storage |
+| `save_profile` | `func save_profile() -> void` | void (async) | Persist profile to Nakama |
+| `get_display_name` | `func get_display_name(fallback: String = "Player") -> String` | String | Display name with fallback |
+| `set_display_name` | `func set_display_name(name: String) -> void` | void | Update display name |
+| `get_avatar_url` | `func get_avatar_url() -> String` | String | Current avatar path |
+| `set_avatar` | `func set_avatar(url: String) -> void` | void | Change avatar |
+| `get_wallet_balance` | `func get_wallet_balance(currency: String) -> int` | int | Balance for gold/star |
+| `get_stats` | `func get_stats() -> Dictionary` | Dictionary | Player stats snapshot |
+| `update_stats` | `func update_stats(delta: Dictionary) -> void` | void | Increment stats |
+| `get_loadout` | `func get_loadout() -> Dictionary` | Dictionary | Current cosmetics loadout |
+| `set_loadout` | `func set_loadout(loadout: Dictionary) -> void` | void | Save cosmetics config |
+| `get_loadout_character` | `func get_loadout_character() -> String` | String | Selected character name |
+| `sync_wallet` | `func sync_wallet() -> void` | void (async) | Refresh wallet from server |
+
+**Dependencies:** NakamaManager, EventBus, BackendService.
+**Depended by:** LobbyMainMenu, lobby.gd, ShopManager, GachaManager, SkinManager, many UI panels.
+
+[Back to top](#top)
+
+### 9.2 GachaManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/gacha_manager.gd` (5,117 chars)
+**Extends:** Node
+**Autoload name:** GachaManager
+
+Gacha pull orchestration. Calls BackendService.perform_gacha_pull, processes results, updates inventory.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `gacha_result` | items: Array, fragments: Array | Pull results |
+| `gacha_error` | error: String | Pull failed |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `perform_pull` | `func perform_pull(gacha_id: String, count: int) -> void` | void (async) | Execute gacha pull RPC |
+| `get_pity_count` | `func get_pity_count(banner_id: String) -> int` | int | Current pity counter |
+
+**Dependencies:** BackendService, UserProfileManager, EventBus.
+**Depended by:** gacha_panel.tscn (scene UI).
+
+[Back to top](#top)
+
+### 9.3 SkinManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/skin_manager.gd` (13,909 chars)
+**Extends:** Node
+**Autoload name:** SkinManager
+
+Cosmetic skin system. Manages skin definitions, owned skins, equipped loadout, and applies cosmetics to character models.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `skin_equipped` | skin_id: String | Skin applied |
+| `skin_unequipped` | skin_id: String | Skin removed |
+| `inventory_updated` | owned_skins: Array | Inventory changed |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `equip_skin` | `func equip_skin(skin_id: String, slot: String) -> void` | void | Equip skin to slot |
+| `unequip_skin` | `func unequip_skin(slot: String) -> void` | void | Unequip from slot |
+| `is_skin_owned` | `func is_skin_owned(skin_id: String) -> bool` | bool | Check ownership |
+| `get_equipped_skins` | `func get_equipped_skins() -> Dictionary` | Dictionary | Current loadout |
+| `apply_loadout` | `func apply_loadout(character_root: Node3D, loadout: Dictionary) -> void` | void | Apply cosmetics to 3D model |
+| `get_skins_for_character` | `func get_skins_for_character(char_name: String) -> Array` | Array | Available skins |
+| `get_all_skins` | `func get_all_skins() -> Array` | Array | All skin definitions |
+
+**Dependencies:** UserProfileManager.
+**Depended by:** lobby.gd (3D preview), SkinShop UI.
+
+[Back to top](#top)
+
+### 9.4 ShopManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/shop_manager.gd` (484 chars)
+**Extends:** Node
+**Autoload name:** ShopManager
+
+Thin data layer for shop catalog. Currently a stub; full shop logic lives in scene scripts.
+
+**Properties:** Minimal (shop catalog array).
+
+**Signals:** None.
+
+**Public Functions:** None (data container only).
+
+**Dependencies:** BackendService.
+**Depended by:** shop_panel.tscn (scene).
+
+[Back to top](#top)
+
+### 9.5 JoinManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/join_manager.gd` (484 chars)
+**Extends:** Node
+**Autoload name:** JoinManager
+
+Thin manager for join code input and validation. Minimal stub.
+
+**Properties:** Minimal.
+
+**Signals:** None.
+
+**Public Functions:** None (stub).
+
+**Dependencies:** None.
+**Depended by:** lobby.gd (join code UI).
+
+[Back to top](#top)
+
+### 9.6 FriendManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/friend_manager.gd` (11,911 chars)
+**Extends:** Node
+**Autoload name:** FriendManager
+
+Friends list management. Handles friend requests, accept/reject, friend list sync, DM messaging, and lobby invitations.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `friend_list_updated` | friends: Array | Friend list refreshed |
+| `friend_request_received` | from_user_id: String | Incoming request |
+| `friend_added` | user_id: String | Friendship established |
+| `friend_removed` | user_id: String | Friendship ended |
+| `dm_message_received` | from_user_id: String, from_name: String, message: String | Direct message |
+| `lobby_invite_received` | from_user_id: String, from_name: String, match_id: String | Lobby invitation |
+| `friend_online_changed` | user_id: String, online: bool | Presence changed |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `add_friend_by_id` | `func add_friend_by_id(nakama_id: String) -> bool` | bool (async) | Send friend request |
+| `remove_friend` | `func remove_friend(user_id: String) -> void` | void (async) | Remove friendship |
+| `accept_request` | `func accept_request(user_id: String) -> void` | void (async) | Accept friend request |
+| `decline_request` | `func decline_request(user_id: String) -> void` | void (async) | Decline request |
+| `get_friends` | `func get_friends() -> Array` | Array | Current friends list |
+| `get_mutual_friends` | `func get_mutual_friends() -> Array` | Array | Friends also in room |
+| `is_friend` | `func is_friend(nakama_id: String) -> bool` | bool | Check friendship |
+| `send_dm` | `func send_dm(user_id: String, text: String) -> bool` | bool (async) | Send direct message |
+| `get_dm_history` | `func get_dm_history(user_id: String) -> Array` | Array (async) | Fetch DM history |
+| `send_lobby_invite` | `func send_lobby_invite(to_user_id: String, match_id: String) -> void` | void (async) | Send invitation |
+
+**Dependencies:** BackendService, NakamaManager.
+**Depended by:** LobbyRoom, LobbyChat, lobby.gd.
+
+[Back to top](#top)
+
+### 9.7 MailManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/mail_manager.gd` (5,271 chars)
+**Extends:** Node
+**Autoload name:** MailManager
+
+Mail/inbox CRUD operations. Calls BackendService RPCs for get, claim, delete mail.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `mail_updated` | mails: Array | Mail list refreshed |
+| `unread_count_changed` | count: int | Unread mail count |
+| `mail_claimed` | mail_id: String, rewards: Dictionary | Reward collected |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `fetch_mail` | `func fetch_mail() -> void` | void (async) | Fetch mailbox |
+| `claim_mail` | `func claim_mail(mail_id: String) -> void` | void (async) | Claim reward |
+| `delete_mail` | `func delete_mail(mail_id: String) -> void` | void (async) | Delete mail |
+| `get_unread_count` | `func get_unread_count() -> int` | int | Unread count |
+
+**Dependencies:** BackendService.
+**Depended by:** lobby.gd, mailbox_panel.tscn (scene).
+
+[Back to top](#top)
+
+### 9.8 DailyRewardManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/daily_reward_manager.gd` (1,009 chars)
+**Extends:** Node
+**Autoload name:** DailyRewardManager
+
+Daily reward system. Handles claim state, reward config, and streak tracking.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `reward_claimed` | day: int, reward: Dictionary | Daily reward collected |
+| `streak_updated` | streak: int | Consecutive days |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `claim_daily_reward` | `func claim_daily_reward() -> void` | void (async) | Claim today's reward |
+| `get_reward_state` | `func get_reward_state() -> Dictionary` | Dictionary (async) | Current state + schedule |
+| `can_claim_today` | `func can_claim_today() -> bool` | bool | Check if claimable |
+
+**Dependencies:** BackendService.
+**Depended by:** daily_reward_panel.tscn (scene).
+
+[Back to top](#top)
+
+### 9.9 AdminManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/admin_manager.gd` (2,538 chars)
+**Extends:** Node
+**Autoload name:** AdminManager
+
+Admin panel state and permission checks. Determines if local player is admin or moderator.
+
+**Signals:** None.
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `_check_admin_status` | `func _check_admin_status() -> bool` | bool (async) | Verify admin via Nakama storage |
+| `kick_player` | `func kick_player(player_id: int) -> void` | void (async) | Kick player from match |
+| `ban_player` | `func ban_player(player_id: int) -> void` | void (async) | Ban player |
+| `give_currency` | `func give_currency(gold: int, star: int) -> void` | void (async) | Admin give currency |
+
+**Dependencies:** BackendService, NakamaManager.
+**Depended by:** admin_panel.tscn (scene), LobbyChat (/clear command).
+
+[Back to top](#top)
+
+
+## 10. System Managers
+
+[Back to top](#top)
+
+### 10.1 SettingsManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/settings_manager.gd` (13,874 chars)
+**Extends:** Node
+**Autoload name:** SettingsManager
+
+User settings persistence. Reads/writes config to user://settings.cfg. Manages audio, video, gameplay, and control settings.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `setting_changed` | key: String, value: Variant | A setting was modified |
+| `settings_reset` | none | All settings restored to defaults |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `get_setting` | `func get_setting(key: String, default: Variant = null) -> Variant` | Variant | Read setting value |
+| `set_setting` | `func set_setting(key: String, value: Variant) -> void` | void | Write and persist setting |
+| `reset_settings` | `func reset_settings() -> void` | void | Restore defaults |
+| `load_settings` | `func load_settings() -> void` | void | Load from config file |
+| `save_settings` | `func save_settings() -> void` | void | Write to config file |
+| `get_all_settings` | `func get_all_settings() -> Dictionary` | Dictionary | Full settings snapshot |
+
+**Dependencies:** ConfigFile.
+**Depended by:** Audio buses, video settings, gameplay UI, settings_menu.tscn.
+
+[Back to top](#top)
+
+### 10.2 SessionManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/session_manager.gd` (4,742 chars)
+**Extends:** Node
+**Autoload name:** SessionManager
+
+Nakama session refresh lifecycle. Monitors session expiry and auto-refreshes before expiration.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `session_refreshed` | none | Token refreshed |
+| `session_expired` | none | Could not refresh |
+| `session_warning` | seconds_remaining: int | About to expire |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `start_monitoring` | `func start_monitoring() -> void` | void | Begin session expiry timer |
+| `stop_monitoring` | `func stop_monitoring() -> void` | void | Stop timer |
+| `refresh_now` | `func refresh_now() -> void` | void (async) | Force refresh |
+
+**Dependencies:** NakamaManager.
+**Depended by:** AuthManager.
+
+[Back to top](#top)
+
+### 10.3 GameUpdateManager
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scripts/managers/game_update_manager.gd` (14,405 chars)
+**Extends:** Node
+**Autoload name:** GameUpdateManager
+
+Hot-reload update system. Checks for patch.pck on the Gitea patches branch and downloads/loads it at runtime.
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `update_available` | version: String, changelog: String | New patch detected |
+| `update_downloading` | progress: float | Download progress |
+| `update_ready` | path: String | Patch downloaded and verified |
+| `update_failed` | error: String | Download error |
+| `up_to_date` | none | No update needed |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `check_for_updates` | `func check_for_updates() -> void` | void (async) | Query Gitea for latest patch |
+| `download_update` | `func download_update() -> void` | void (async) | Download patch.pck |
+| `apply_update` | `func apply_update() -> void` | void | Load patch from ProjectSettings |
+| `get_current_version` | `func get_current_version() -> String` | String | Current client version |
+| `get_available_version` | `func get_available_version() -> String` | String | Latest available version |
+
+**Dependencies:** HTTPRequest (scene).
+**Depended by:** boot_screen.tscn, main.gd.
+
+[Back to top](#top)
+
+
+## 11. Core Scene Scripts
+
+[Back to top](#top)
+
+### 11.1 main.gd (Main game scene controller)
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scenes/main.gd` (2956 lines)
+**Extends:** Node
+**Scene:** main.tscn
+
+The core game scene controller. Handles game initialization, player spawn, grid setup, goal cycle start, leaderboard display, pause menu, unstuck system, match cleanup, and result screen flow.
+
+**Key Properties:**
+
+| Name | Type | Description |
+|---|---|---|
+| enhanced_gridmap | Node | Reference to EnhancedGridMap child |
+| player_scene | PackedScene | Player.tscn loaded |
+| stop_n_go_winner_id | int | Winner's peer ID (-1 if none) |
+| _unstuck_cooldown_remaining | float | Unstuck button cooldown |
+| touch_controls | Node | TouchControls autoload ref |
+
+**Signals:**
+- (none declared; uses method-based event routing)
+
+**Public Functions (selected key ones):**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `_ready` | auto-called | void | Initializes ENet multiplayer, spawns players, starts goals cycle, sets up HUD |
+| `_process` | `func _process(delta: float) -> void` | void | Unstuck cooldown tick |
+| `_input` | `func _input(event: InputEvent) -> void` | void | ESC pause, F9 debug floor check |
+| `initialize_game` | -- | void | Create EnhancedGridMap, spawn player scene instances |
+| `spawn_player` | -- | Node | Instantiate player.tscn, position, set authority |
+| `_spawn_local_player` | -- | void | Create local player node |
+| `add_bot_players_if_needed` | -- | void | Fill remaining slots with bot players |
+| `display_message` | `func display_message(message: String, type: int) -> void` | void (RPC) | Broadcast message to local player's UI |
+| `request_leaderboard_sync` | `func request_leaderboard_sync() -> void` | void (RPC) | Client requests leaderboard from server |
+| `sync_leaderboard_data` | `func sync_leaderboard_data(player_data: Array) -> void` | void (RPC authority) | Receive + render leaderboard |
+| `_update_leaderboard_display` | internal | void | Local leaderboard refresh |
+| `_render_leaderboard_entries` | internal | void | Populate leaderboard entries |
+| `_get_ordinal` | `func _get_ordinal(n: int) -> String` | String | "1st", "2nd", "3rd", etc. |
+| `can_rpc` | `func can_rpc() -> bool` | bool | Check multiplayer peer state |
+| `check_multiplayer` | `func check_multiplayer() -> bool` | bool | Safety check for peer access |
+| `_toggle_pause_menu` | internal | void | Show/hide pause overlay |
+| `_on_resume_pressed` | -- | void | Close pause menu |
+| `_on_how_to_play_pressed` | -- | void | Open help panel |
+| `_on_settings_pressed` | -- | void | Open settings dynamically |
+| `_on_quit_match_pressed` | -- | void | Leave match, return to lobby |
+| `_on_unstuck_pressed` | -- | void | Teleport local player to safe position |
+| `_find_safe_spawn_position` | internal | Vector2i | Scan grid for safe walkable cell |
+| `_on_back_to_menu_pressed` | -- | void | Cleanup and transition to lobby |
+| `_cleanup_multiplayer` | -- | void | NakamaManager.cleanup() wrapper |
+| `_deferred_init_leaderboard` | internal | void | Delayed leaderboard init (1.5s) |
+| `_on_rematch_pressed` | -- | void | Request rematch vote |
+| `check_all_floors` | `func check_all_floors() -> void` | void | Debug F9: scan missing floor tiles |
+| `update_visual_position` | on player | void | Snap player to grid-aligned world position |
+| `grid_to_world` | on player | Vector3 | Convert grid Vector2i to world Vector3 |
+
+**RPCs (network-synced functions):**
+
+| Function | RPC Mode | Description |
+|---|---|---|
+| `request_leaderboard_sync` | any_peer | Client requests data from server |
+| `sync_leaderboard_data` | authority, call_local | Server sends leaderboard to client |
+| `display_message` | authority, call_local | Broadcast message to player UI |
+| `sync_position` (on player) | any_peer, call_local | Sync grid position |
+| `sync_grid_item` (on player) | any_peer, call_local | Sync grid cell item |
+| `sync_goals` (on player) | any_peer, call_local | Sync active goals |
+| `sync_rotation` (on player) | any_peer, call_local | Sync character rotation |
+| `sync_bump` (on player) | any_peer, call_local, unreliable | Visual bump animation |
+| `sync_knock_tekton` (on player) | any_peer, call_local, reliable | Knock tekton |
+| `sync_grab_tekton` (on player) | any_peer, call_local, reliable | Grab roaming tekton |
+| `sync_throw_tekton` (on player) | any_peer, call_local, reliable | Throw tekton |
+| `sync_drop_tekton` (on player) | any_peer, call_local, reliable | Drop tekton |
+| `set_spawn_position` (on player) | any_peer, call_local, reliable | Random spawn position |
+| `complete_race` (on player) | any_peer, call_local, reliable | Player finished race |
+| `force_action_state_none` (on player) | any_peer, call_local, reliable | Reset UI action state |
+| `request_server_grab` (on player) | any_peer, reliable | Server-authoritative grab |
+| `request_server_put` (on player) | any_peer, reliable | Server-authoritative put |
+| `notify_spawn_selected` (on player) | any_peer, reliable | Occupancy sync for spawn |
+| `trigger_screen_shake` | -- | Camera shake RPC |
+
+**Dependencies:** NakamaManager, LobbyManager, GameStateManager, PlayerMovementManager, PlayerActionManager, GoalsCycleManager, StopNGoManager, GauntletManager, PortalModeManager, PlayerRaceManager, PlayerboardManager, UIManager, SfxManager, MusicManager, NotificationManager, ScreenShake, CameraContextManager, TouchControls.
+**Depended by:** (this is the root game scene, depends on everything).
+
+[Back to top](#top)
+
+### 11.2 player.gd
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scenes/player.gd` (2751 lines)
+**Extends:** CharacterBody3D (assumed from Node3D methods)
+**Scene:** player.tscn
+
+The player character controller. Handles movement, action execution (grab/put/arrange), tekton interaction (carry/snatch/throw/knock), grid positioning, bot AI, visual synchronization, and playerboard management delegation.
+
+**Key Properties:**
+
+| Name | Type | Default | Description |
+|---|---|---|---|
+| current_position | Vector2i | Vector2i(0, 0) | Grid-aligned position |
+| cell_size | Vector3 | (1.0, 1.0, 1.0) | Grid cell dimensions |
+| cell_offset | Vector3 | Vector3.ZERO | Visual position offset |
+| is_player_moving | bool | false | Movement tween active |
+| is_carrying_tekton | bool | false | Holding roaming tekton |
+| carried_tekton | Node3D | null | Reference to carried tekton |
+| is_charged_strike | bool | false | Charged attack mode |
+| is_frozen | bool | false | Stun/freeze state |
+| is_stop_frozen | bool | false | Stop n Go freeze |
+| is_invisible | bool | false | Ghost mode |
+| is_bot | bool | false | Bot AI flag |
+| display_name | String | "" | Player display name |
+| score | int | 0 | Match score |
+| action_points | int | 1 | Actions per turn |
+| playerboard | Array | [-1, -1, ...] | Item slot board |
+| goals | Array | [] | Active goals |
+| enhanced_gridmap | Node | null | Grid reference |
+| anim_player | AnimationPlayer | null | Character animations |
+| movement_manager | PlayerMovementManager | ref | Movement delegation |
+| action_manager | PlayerActionManager | ref | Action delegation |
+| playerboard_manager | PlayerboardManager | ref | Board delegation |
+| race_manager | PlayerRaceManager | ref | Race delegate |
+| powerup_manager | PowerupManager | ref | Boost/charge delegate |
+
+**Signals:**
+
+| Signal | Params | Description |
+|---|---|---|
+| `position_changed` | none | Player grid position changed |
+
+**Public Functions (selected key ones):**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `_ready` | auto-called | void | Init references, connect signals, set initial position |
+| `_physics_process` | `func _physics_process(delta: float) -> void` | void | Movement smoothing, carry timer, unstuck timer |
+| `_input` | `func _input(event: InputEvent) -> void` | void | Click-to-move on gridmap, slot clicks |
+| `grid_to_world` | `func grid_to_world(pos: Vector2i) -> Vector3` | Vector3 | Convert grid to world coordinates |
+| `move_to_grid_position` | `func move_to_grid_position(target: Vector2i) -> void` | void | Initiate grid movement |
+| `grab_item` | `func grab_item(grid_pos: Vector2i = current_position) -> bool` | bool | Delegates to playerboard_manager.grab_item |
+| `auto_put_item` | `func auto_put_item() -> bool` | bool | Delegates auto-put |
+| `handle_playerboard_slot_selected` | `func handle_playerboard_slot_selected(slot_index: int) -> void` | void | Delegates to playerboard_manager |
+| `handle_put_slot_selected` | `func handle_put_slot_selected(slot_index: int) -> void` | void | Delegates put slot |
+| `arrange_playerboard_item` | `func arrange_playerboard_item(slot_index: int) -> void` | void | Delegates arrange |
+| `_on_slot_clicked` | `func _on_slot_clicked(event: InputEvent, slot_index: int) -> void` | void | Delegates to playerboard_manager |
+| `has_item_at_current_position` | `func has_item_at_current_position() -> bool` | bool | Check grid cell occupancy |
+| `has_items_in_playerboard` | `func has_items_in_playerboard() -> bool` | bool | Any items in board |
+| `playerboard_is_full` | `func playerboard_is_full() -> bool` | bool | All slots filled |
+| `highlight_movement_range` | `func highlight_movement_range() -> void` | void | Delegates to movement_manager |
+| `highlight_adjacent_cells` | `func highlight_adjacent_cells() -> void` | void | Delegates to movement_manager |
+| `highlight_cells_if_authorized` | `func highlight_cells_if_authorized(cells: Array, item_id: int) -> void` | void | Delegates to action_manager |
+| `clear_highlights` | `func clear_highlights() -> void` | void | Clear grid highlights |
+| `rotate_towards_target` | `func rotate_towards_target(target_pos: Vector2i) -> void` | void | Delegates to movement_manager |
+| `select_playerboard_slot` | `func select_playerboard_slot(slot_index: int) -> void` | void | Delegates to playerboard_manager |
+| `deselect_playerboard_slot` | `func deselect_playerboard_slot() -> void` | void | Clear selection |
+| `target_playerboard_slot` | `func target_playerboard_slot(slot_index: int) -> void` | void | Target slot for move |
+| `untarget_playerboard_slot` | `func untarget_playerboard_slot() -> void` | void | Clear target |
+| `can_move_to_target_playerboard_slot` | `func can_move_to_target_playerboard_slot() -> bool` | bool | Target slot validity |
+| `update_visual_position` | `func update_visual_position() -> void` | void | Snap to grid |
+| `grab_tekton` | `func grab_tekton() -> void` | void | Tekton interaction: snatch or grab |
+| `snatch_tekton` | `func snatch_tekton(target_carrier: Node3D) -> void` | void | Steal tekton from carrier |
+| `throw_tekton` | `func throw_tekton() -> void` | void | Throw tekton in facing direction |
+| `drop_tekton` | `func drop_tekton() -> void` | void | Drop tekton at current position |
+| `enter_charged_strike` | `func enter_charged_strike() -> void` | void | Activate charged attack mode |
+| `knock_tekton` | `func knock_tekton() -> void` | void | Special attack on nearby tekton |
+| `update_active_player_indicator` | `func update_active_player_indicator() -> void` | void | Refresh visual state |
+| `is_finish_position` | `func is_finish_position(pos: Vector2i) -> bool` | bool | Check if pos is a finish line |
+| `_after_action_completed` | internal | void | Post-action: cycle goals, check win |
+| `consume_action_points` | `func consume_action_points(points: int) -> void` | void | Deduct AP |
+| `display_message` | on player | void | Show notification to this player |
+| `apply_stagger` | `func apply_stagger(duration: float) -> void` | void | Stun for duration |
+
+**RPCs (network-synced functions on player.gd):**
+
+| Function | RPC Mode | Description |
+|---|---|---|
+| `sync_position` | any_peer, call_local | Sync current grid position |
+| `sync_rotation` | any_peer, call_local | Sync Y rotation |
+| `sync_grid_item` | any_peer, call_local | Sync grid cell item change |
+| `sync_goals` | any_peer, call_local | Sync active goal set |
+| `sync_second_lap_goals` | any_peer, call_local | Sync lap 2 goals |
+| `sync_grab_tekton` | any_peer, call_local, reliable | Grab tekton network sync |
+| `sync_snatch_tekton` | any_peer, call_local, reliable | Tekton theft sync |
+| `sync_throw_tekton` | any_peer, call_local, reliable | Throw tekton sync |
+| `sync_drop_tekton` | any_peer, call_local, reliable | Drop tekton sync |
+| `sync_bump` | any_peer, call_local, unreliable | Visual bump animation |
+| `sync_knock_tekton` | any_peer, call_local, reliable | Knock attack sync |
+| `set_spawn_position` | any_peer, call_local, reliable | Random spawn position |
+| `complete_race` | any_peer, call_local, reliable | Race completion |
+| `force_action_state_none` | any_peer, call_local, reliable | Reset UI action state |
+| `request_server_grab` | any_peer, reliable | Server-auth grab request |
+| `request_server_put` | any_peer, reliable | Server-auth put request |
+| `notify_spawn_selected` | any_peer, reliable | Spawn occupancy sync |
+| `trigger_screen_shake` | (authority) | Screen shake RPC |
+| `bot_grab_item` | any_peer, call_local | Bot grab sync |
+| `bot_put_item` | any_peer, call_local | Bot put sync |
+| `bot_arrange_item` | any_peer, call_local | Bot arrange sync |
+
+**Dependencies:** PlayerMovementManager, PlayerInputManager, PlayerActionManager, PlayerboardManager, PowerupManager, PlayerRaceManager, GoalsCycleManager, SfxManager, NotificationManager, EnhancedGridMap (scene node), LobbyManager.
+**Depended by:** main.gd (spawned per player).
+
+[Back to top](#top)
+
+### 11.3 lobby.gd
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scenes/lobby.gd` (583 lines)
+**Extends:** Control
+**Scene:** lobby.tscn
+
+The lobby/home screen controller. Manages main menu, room creation/joining, player slots, server selection, character selection, settings, mail, chat, social panel, and 3D character preview.
+
+**Key Properties:**
+
+| Name | Type | Description |
+|---|---|---|
+| chat | LobbyChat | Chat helper instance |
+| main_menu | LobbyMainMenu | Main menu helper |
+| room_list_helper | LobbyRoomList | Room list helper |
+| room_helper | LobbyRoom | Room/lobby helper |
+| character_textures | Dictionary | {char_name: Texture2D} |
+| profile_panel_instance | Control | Dynamic profile panel |
+| shop_panel_instance | Control | Dynamic shop panel |
+| daily_reward_panel_instance | Control | Daily reward panel |
+| leaderboard_panel_instance | Control | Leaderboard panel |
+| _mailbox_panel_instance | Control | Mail panel |
+| social_panel_instance | Control | Social panel |
+| _local_player_rank | int | Cached rank |
+| _bot_names | Dictionary | Slot index -> bot name |
+| _room_mode_filter | String | Room list filter |
+| _is_hosting | bool | Re-entry guard |
+
+**UI Node References (onready):**
+
+| Variable | Node Path | Type |
+|---|---|---|
+| main_menu_panel | $MainMenuPanel | Control |
+| main_title | %Title | Label |
+| username_label | %Username | Label |
+| create_room_btn | %CreateRoomBtn | Button |
+| browse_rooms_btn | %BrowseRoomsBtn | Button |
+| tutorial_btn | %TutorialBtn | Button |
+| main_menu_profile_btn | %MainProfileBtn | Button |
+| avatar_display | %AvatarDisplay | TextureRect |
+| lobby_settings_btn | %SettingsBtn | Button |
+| quit_btn | %QuitBtn | Button |
+| character_root | %CharacterRoot | Node3D |
+| anim_player | %AnimationPlayer | AnimationPlayer |
+| gold_label | %GoldLabel | Label |
+| star_label | %StarLabel | Label |
+| server_option | %ServerOption | OptionButton |
+| server_ip_input | %ServerIPInput | LineEdit |
+| leaderboard_btn | %LeaderboardBtn | Button |
+| shop_btn | %CartBtn | Button |
+| top_right_profile_btn | %ProfileBtn | Button |
+| mailbox_btn | %MailboxBtn | Button |
+| mail_badge | %MailBadge | Label |
+| banner1_btn | %Banner1 | Button |
+| ticket_btn | %TicketBtn | Button |
+| room_list_panel | %RoomListPanel | Control |
+| room_list | %RoomList | ItemList |
+| match_id_input | %MatchIdInput | LineEdit |
+| refresh_btn | %RefreshBtn | Button |
+| join_btn | %JoinBtn | Button |
+| back_btn | %RoomListCloseBtn | Button |
+| lobby_panel | $LobbyPanel | Control |
+| host_banner | $LobbyPanel/HostBanner | Panel |
+| match_id_display | $LobbyPanel/TopBar/... | Label |
+| copy_id_btn | $LobbyPanel/TopBar/... | Button |
+| duration_option | $LobbyPanel/TopBar/... | OptionButton |
+| random_spawn_check | `" " ` | CheckButton |
+| enable_timer_check | `" " ` | CheckButton |
+| scarcity_option | `" " ` | OptionButton |
+| game_mode_option | `" " ` | OptionButton |
+| players_container | $LobbyPanel/PlayersContainer | Control |
+| area_selector | $LobbyPanel/AreaSelector | Control |
+| leave_btn | $LobbyPanel/BottomBar/LeaveBtn | Button |
+| ready_btn | $LobbyPanel/BottomBar/ReadyBtn | Button |
+| start_game_btn | $LobbyPanel/BottomBar/StartGameBtn | Button |
+| connection_status | $StatusBar/ConnectionStatus | Label |
+| chat_display | %RichTextLabel | RichTextLabel |
+| chat_input | %ChatInput | LineEdit |
+| chat_send_btn | %SendBtn | Button |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `_ready` | auto-called | void | Initialize all helpers, load textures, setup UI, connect signals |
+| `_setup_3d_preview` | `func _setup_3d_preview() -> void` | void | Swap character model in SubViewport |
+| `_load_character_textures` | `func _load_character_textures() -> void` | void | Load preview textures |
+| `_on_server_option_selected` | `func _on_server_option_selected(index: int) -> void` | void | Handle server type dropdown |
+| `_on_server_ip_submitted` | `func _on_server_ip_submitted(new_text: String) -> void` | void | Handle IP input |
+| `_setup_game_modes` | `func _setup_game_modes() -> void` | void | Populate game mode dropdown |
+| `_setup_player_slots` | `func _setup_player_slots() -> void` | void | Collect player slot nodes |
+| `_connect_slot_signals` | `func _connect_slot_signals(slot: Control, i: int)` | void | Wire character nav buttons |
+| `_show_panel` | `func _show_panel(panel_name: String) -> void` | void | Toggle main_menu/room_list/lobby panels |
+| `_update_settings_visibility` | `func _update_settings_visibility() -> void` | void | Show/hide settings by mode and host status |
+| `_create_custom_settings_ui` | `func _create_custom_settings_ui() -> void` | void | Build SNG/Tekton Doors settings dynamically |
+| `_sync_room_profile_card` | `func _sync_room_profile_card() -> void` | void | Refresh username, score, rank, avatar, currency |
+| `_apply_loadout_character` | `func _apply_loadout_character() -> void` | void | Apply saved character to LobbyManager |
+| `admin_wipe_chat` | `func admin_wipe_chat() -> void` | void (async) | Admin: clear global chat |
+| `admin_purge_chat` | `func admin_purge_chat(max_age_days: int) -> int` | int (async) | Admin: purge old messages |
+
+**Dependencies:** AuthManager, NakamaManager, LobbyManager, UserProfileManager, SkinManager, MusicManager, FriendManager, MailManager, BackendService.
+**Depended by:** (root lobby scene; no dependents).
+
+[Back to top](#top)
+
+### 11.4 animation.gd
+
+[Back to top](#top)
+
+**File:** `/home/dev/tekton/scenes/animation.gd` (41 lines)
+**Extends:** Control
+**Scene:** (embedded in main.tscn for Stop n Go UI)
+
+Stop n Go phase animation player. Controls ready-go countdown, stop phase overlay, safe zone, and go animation sequences.
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `play_ready_go` | `func play_ready_go() -> void` | void | Play ready-set-go sequence |
+| `play_stop_phase` | `func play_stop_phase() -> void` | void | Play STOP overlay |
+| `play_safe_zone_appear` | `func play_safe_zone_appear() -> void` | void | Show safe zone indicator |
+| `stop_phase_anim_play` | `func stop_phase_anim_play() -> void` | void | Play stop phase spritesheet |
+| `stop_phase_anim_stop` | `func stop_phase_anim_stop() -> void` | void | Stop phase animation |
+| `play_countdown_30s` | `func play_countdown_30s() -> void` | void | 30-second countdown |
+| `play_countdown_15s` | `func play_countdown_15s() -> void` | void | 15-second countdown |
+| `play_go_animation` | `func play_go_animation() -> void` | void | GO animation |
+| `play_go_finish_animation` | `func play_go_finish_animation() -> void` | void | Finish line animation |
+
+**Dependencies:** AnimatedSprite2D, AnimationPlayer (scene nodes).
+**Depended by:** StopNGoManager, main.gd.
+
+[Back to top](#top)
+
+
+## 12. UI Helper Classes (RefCounted)
+
+[Back to top](#top)
+
+All UI helper classes are RefCounted objects instantiated by lobby.gd in _ready(). They do NOT extend Node -- they are lightweight event wiring and state management objects.
+
+### 12.1 LobbyMainMenu
+
+[Back to top](#top)
+
+```gdscript
+class_name LobbyMainMenu extends RefCounted
+```
+
+**File:** `/home/dev/tekton/scenes/ui/lobby_main_menu.gd` (338 lines)
+
+Event wiring for main menu buttons. Connects all lobby button signals to handler methods.
+
+**Constructor:** `func _init(p_lobby: Control)` -- Stores lobby ref, connects 15+ button signals.
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `on_tutorial_pressed` | `func on_tutorial_pressed() -> void` | void | Set name, apply loadout, call LobbyManager.start_tutorial |
+| `on_create_room_pressed` | `func on_create_room_pressed() -> void` | void | Show room list panel, create tab |
+| `host_room` | `func host_room(game_mode: String) -> void` | void | Guarded double-click, set name/mode, create Nakama or LAN room |
+| `on_browse_rooms_pressed` | `func on_browse_rooms_pressed() -> void` | void | Show room list, browse tab, refresh |
+| `on_profile_btn_pressed` | `func on_profile_btn_pressed() -> void` | void | Instantiate and show profile_panel.tscn |
+| `on_mailbox_pressed` | `func on_mailbox_pressed() -> void` | void | Instantiate and show mailbox_panel.tscn |
+| `on_settings_pressed` | `func on_settings_pressed() -> void` | void | Instantiate and show settings_menu.tscn |
+| `restore_after_settings` | `func restore_after_settings() -> void` | void | Restore lobby/main_menu panel visibility |
+| `on_shop_pressed` | `func on_shop_pressed() -> void` | void | Instantiate and show shop_panel.tscn |
+| `on_banner1_pressed` | `func on_banner1_pressed() -> void` | void | Instantiate and show gacha_panel.tscn |
+| `on_leaderboard_pressed` | `func on_leaderboard_pressed() -> void` | void | Show leaderboard_panel.tscn |
+| `on_ticket_pressed` | `func on_ticket_pressed() -> void` | void | Show daily_reward_panel.tscn |
+| `on_social_pressed` | `func on_social_pressed() -> void` | void | Show social_panel.tscn, hide main menu UI |
+| `on_logout_pressed` | `func on_logout_pressed() -> void` | void | AuthManager.logout() -> login screen |
+| `on_quit_pressed` | `func on_quit_pressed() -> void` | void | get_tree().quit() |
+| `go_to_login` | `func go_to_login() -> void` | void | Change scene to login_screen.tscn |
+
+**Dependencies:** AuthManager, LobbyManager, UserProfileManager, NakamaManager, BackendService.
+**Depended by:** lobby.gd.
+
+[Back to top](#top)
+
+### 12.2 LobbyRoom
+
+[Back to top](#top)
+
+```gdscript
+class_name LobbyRoom extends RefCounted
+```
+
+**File:** `/home/dev/tekton/scenes/ui/lobby_room.gd` (432 lines)
+
+Room/lobby panel event wiring. Handles ready/start/leave buttons, player slot rendering, character navigation, game mode/duration/scarcity settings, friend invites, and lobby invitation popup.
+
+**Constructor:** `func _init(p_lobby: Control)` -- Stores lobby ref, connects 20+ signals.
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `_on_ready_toggled` | `func _on_ready_toggled(is_ready: bool) -> void` | void | Toggle ready state |
+| `_on_start_game_pressed` | `func _on_start_game_pressed() -> void` | void | Host starts game |
+| `_on_leave_pressed` | `func _on_leave_pressed() -> void` | void | Leave room, release bot names |
+| `_on_copy_id_pressed` | `func _on_copy_id_pressed() -> void` | void | Copy match ID to clipboard |
+| `_on_duration_selected` | `func _on_duration_selected(index: int) -> void` | void | Host sets match duration |
+| `_on_random_spawn_toggled` | `func _on_random_spawn_toggled(toggled_on: bool) -> void` | void | Toggle random spawn |
+| `_on_enable_timer_toggled` | `func _on_enable_timer_toggled(toggled_on: bool) -> void` | void | Toggle cycle timer |
+| `_on_scarcity_selected` | `func _on_scarcity_selected(index: int) -> void` | void | Host sets scarcity |
+| `_on_scarcity_mode_changed` | `func _on_scarcity_mode_changed(mode: String) -> void` | void | UI update for scarcity |
+| `_on_game_mode_selected` | `func _on_game_mode_selected(index: int) -> void` | void | Host sets game mode |
+| `_on_game_mode_changed` | `func _on_game_mode_changed(mode: String) -> void` | void | UI update for game mode |
+| `_on_sng_update` | `func _on_sng_update(_val: int = 0) -> void` | void | Sync SNG setting UI |
+| `_on_doors_update` | `func _on_doors_update(_val: int = 0) -> void` | void | Sync Doors setting UI |
+| `_on_room_joined` | `func _on_room_joined(room_data: Dictionary) -> void` | void | Switch to lobby panel, populate settings |
+| `_on_room_left` | `func _on_room_left() -> void` | void | Return to main menu |
+| `_on_host_disconnected` | `func _on_host_disconnected() -> void` | void | Show disconnect message |
+| `_on_player_joined` | `func _on_player_joined(player_data: Dictionary) -> void` | void | Update slots + status |
+| `_on_player_left` | `func _on_player_left(_player_id: int) -> void` | void | Update slots |
+| `_on_ready_state_changed` | `func _on_ready_state_changed(_player_id: int, _is_ready: bool) -> void` | void | Update slot visuals |
+| `_on_all_players_ready` | `func _on_all_players_ready() -> void` | void | Enable start button |
+| `_on_game_starting` | `func _on_game_starting() -> void` | void | Transition to main.tscn |
+| `_update_player_slots` | `func _update_player_slots() -> void` | void | Render all 8 player slots (players + bot slots) |
+| `_update_status` | `func _update_status() -> void` | void | Show ready count |
+| `_on_add_friend_pressed` | `func _on_add_friend_pressed(nakama_id: String) -> void` | void (async) | Add friend by Nakama ID |
+| `on_invite_friends_pressed` | `func on_invite_friends_pressed() -> void` | void | Open invite dialog |
+| `_on_lobby_invite_received` | `func _on_lobby_invite_received(from_user_id: String, from_name: String, match_id: String) -> void` | void | Show invite popup |
+| `_on_invite_accepted` | `func _on_invite_accepted() -> void` | void | Join invited match |
+
+**Dependencies:** LobbyManager, FriendManager, NakamaManager, NameGenerator, UserProfileManager.
+**Depended by:** lobby.gd.
+
+[Back to top](#top)
+
+### 12.3 LobbyRoomList
+
+[Back to top](#top)
+
+```gdscript
+class_name LobbyRoomList extends RefCounted
+```
+
+**File:** `/home/dev/tekton/scenes/ui/lobby_room_list.gd` (155 lines)
+
+Room list panel event wiring. Handles room list refresh, selection, join, and back navigation.
+
+**Constructor:** `func _init(p_lobby: Control)` -- Stores lobby ref, connects signals.
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `_on_refresh_pressed` | `func _on_refresh_pressed() -> void` | void | Clear + refresh room list |
+| `_on_room_selected` | `func _on_room_selected(index: int) -> void` | void | Copy room match_id/IP to input |
+| `_on_room_activated` | `func _on_room_activated(index: int) -> void` | void | Select + auto-join |
+| `_on_join_pressed` | `func _on_join_pressed() -> void` | void | Validate input, set name, join room (LAN or Nakama) |
+| `_on_back_pressed` | `func _on_back_pressed() -> void` | void | Return to main menu |
+| `on_room_list_updated` | `func on_room_list_updated(rooms: Array) -> void` | void | Render room rows, apply mode filter |
+
+**Dependencies:** LobbyManager, AuthManager, UserProfileManager.
+**Depended by:** lobby.gd.
+
+[Back to top](#top)
+
+### 12.4 LobbyChat
+
+[Back to top](#top)
+
+```gdscript
+class_name LobbyChat extends RefCounted
+```
+
+**File:** `/home/dev/tekton/scenes/ui/lobby_chat.gd` (373 lines)
+
+Global and direct message chat system. Handles Nakama socket channel chat, DM tabs, friend suggestions, and admin chat commands.
+
+**Constants:** `GLOBAL_CHAT_ROOM = "social_global"`
+
+**Properties:**
+
+| Name | Type | Description |
+|---|---|---|
+| _chat_channel | NakamaChannel | Current chat channel |
+| _chat_messages | Array | [{sender, content, ts, date}] |
+| _active_chat_context | String | "global" or user_id |
+| _dm_tabs | Dictionary | user_id -> HBoxContainer (tab UI) |
+| _dm_messages | Dictionary | user_id -> Array of messages |
+| _chat_config | Dictionary | {prefix, max_messages, max_age_days} |
+
+**Public Functions:**
+
+| Function | Signature | Return | Description |
+|---|---|---|---|
+| `join_global_chat` | `func join_global_chat() -> void` | void (async) | Join social_global channel, fetch history, inject prefix |
+| `switch_chat_tab` | `func switch_chat_tab(context_id: String) -> void` | void | Switch between global and DM tabs |
+| `_on_chat_send_pressed` | `func _on_chat_send_pressed() -> void` | void (async) | Send message: @username for DM, /clear for admin |
+| `on_lobby_dm_received` | `func on_lobby_dm_received(from_user_id: String, from_name: String, message: String) -> void` | void | Incoming DM handler |
+| `leave_global_chat` | `func leave_global_chat() -> void` | void (async) | Disconnect and leave channel |
+
+**Internal Functions:** `_add_chat_message`, `_send_dm_message`, `_open_dm_tab`, `_create_dm_tab`, `_close_dm_tab`, `_inject_local_message`, `_trim_old_messages`, `_refresh_chat_display`, `_format_nakama_time`, `_get_local_time`, `_on_chat_input_changed`, `_on_friend_suggest_activated`, `_setup_friend_suggest_ui`.
+
+**Dependencies:** NakamaManager, BackendService, FriendManager, AdminManager, UserProfileManager.
+**Depended by:** lobby.gd.
+
+[Back to top](#top)
+
+
+## 13. Dependency Graph
+
+[Back to top](#top)
+
+### 13.1 Manager Autoload Dependencies
+
+[Back to top](#top)
+
+ASCII diagram showing which autoloads reference others:
+
+```
+NakamaManager (no deps on other managers -- pure Nakama SDK)
+ |
+ +-- BackendService
+ | +-- SteamworksManager (child node, not autoload)
+ |
+ +-- AuthManager
+ | +-- NakamaManager
+ | +-- BackendService
+ |
+ +-- SessionManager
+ | +-- NakamaManager
+ |
+ +-- LobbyManager
+ | +-- NakamaManager
+ | +-- GameStateManager
+ |
+ +-- GameStateManager (no deps)
+ |
+ +-- PlayerManager (no deps -- data only)
+ |
+ +-- EventBus (no deps -- pure observer)
+ |
+ +-- UserProfileManager
+ | +-- NakamaManager
+ | +-- BackendService
+ | +-- EventBus
+ |
+ +-- FriendManager
+ | +-- BackendService
+ | +-- NakamaManager
+ |
+ +-- MailManager
+ | +-- BackendService
+ |
+ +-- GachaManager
+ | +-- BackendService
+ | +-- UserProfileManager
+ | +-- EventBus
+ |
+ +-- DailyRewardManager
+ | +-- BackendService
+ |
+ +-- AdminManager
+ | +-- BackendService
+ | +-- NakamaManager
+ |
+ +-- SkinManager
+ | +-- UserProfileManager
+ |
+ +-- ShopManager
+ | +-- BackendService (thin)
+ |
+ +-- PlayerInputManager
+ | +-- TouchControls
+ |
+ +-- PlayerMovementManager
+ | +-- ObstacleManager
+ | +-- SpecialTilesManager
+ | +-- EnhancedGridMap (scene)
+ |
+ +-- PlayerActionManager
+ | +-- PlayerboardManager
+ | +-- PlayerInputManager
+ | +-- GoalsCycleManager
+ |
+ +-- PlayerboardManager
+ | +-- GoalsCycleManager
+ | +-- GoalManager
+ |
+ +-- PlayerRaceManager
+ | +-- GoalsCycleManager
+ |
+ +-- GoalsCycleManager
+ | +-- GoalManager
+ | +-- TurnManager
+ | +-- Timer (scene)
+ |
+ +-- StopNGoManager
+ | +-- TurnManager
+ | +-- GoalManager
+ | +-- GoalsCycleManager
+ | +-- animation.gd (scene)
+ |
+ +-- GauntletManager
+ | +-- TurnManager
+ | +-- EnhancedGridMap
+ |
+ +-- PortalModeManager
+ | +-- SpecialTilesManager
+ | +-- EnhancedGridMap
+ |
+ +-- SpecialTilesManager
+ | +-- ObstacleManager
+ | +-- EnhancedGridMap
+ |
+ +-- ObstacleManager
+ | +-- EnhancedGridMap
+ |
+ +-- StaticTektonManager
+ | +-- EnhancedGridMap
+ | +-- ObstacleManager
+ |
+ +-- PowerupManager (no deps)
+ |
+ +-- UIManager (no deps -- dynamic UI)
+ |
+ +-- SettingsManager (no deps -- ConfigFile)
+ |
+ +-- GameUpdateManager (HTTPRequest -- no manager deps)
+ |
+ +-- TutorialManager
+ | +-- TutorialOverlay
+ |
+ +-- TutorialOverlay
+ | +-- TutorialManager
+ | +-- UIManager
+ |
+ +-- MusicManager (no deps)
+ +-- SfxManager (no deps)
+ +-- ScreenShake (no deps)
+ +-- NotificationManager (no deps)
+ +-- CameraContextManager (no deps)
+ +-- TouchControls (no deps)
+ +-- JoinManager (no deps -- stub)
+```
+
+[Back to top](#top)
+
+### 13.2 Cross-Manager Signal Wiring
+
+[Back to top](#top)
+
+Key signal connections between managers and scene scripts:
+
+```
+NakamaManager.match_joined -> LobbyManager._on_match_joined
+NakamaManager.match_join_error -> lobby.gd (clears _is_hosting)
+NakamaManager.connection_failed -> lobby.gd (clears _is_hosting)
+
+LobbyManager.room_joined -> LobbyRoom._on_room_joined
+LobbyManager.room_left -> LobbyRoom._on_room_left
+LobbyManager.host_disconnected -> LobbyRoom._on_host_disconnected
+LobbyManager.player_joined -> LobbyRoom._on_player_joined
+LobbyManager.player_left -> LobbyRoom._on_player_left
+LobbyManager.ready_state_changed -> LobbyRoom._on_ready_state_changed
+LobbyManager.all_players_ready -> LobbyRoom._on_all_players_ready
+LobbyManager.game_starting -> LobbyRoom._on_game_starting
+LobbyManager.game_mode_changed -> LobbyRoom._on_game_mode_changed
+LobbyManager.room_list_updated -> LobbyRoomList.on_room_list_updated
+LobbyManager.character_changed -> LobbyRoom._on_character_changed
+LobbyManager.rematch_votes_updated -> main.gd (update rematch button)
+
+FriendManager.dm_message_received -> LobbyChat.on_lobby_dm_received
+FriendManager.lobby_invite_received -> LobbyRoom._on_lobby_invite_received
+
+MailManager.unread_count_changed -> lobby.gd (update badge)
+
+UserProfileManager.profile_loaded -> lobby.gd (_sync_room_profile_card)
+UserProfileManager.profile_updated -> lobby.gd (_sync_room_profile_card)
+
+AuthManager.logged_out -> LobbyMainMenu.go_to_login
+```
+
+[Back to top](#top)
+
+
+## 14. Scene Node Trees
+
+[Back to top](#top)
+
+### 14.1 main.tscn
+
+[Back to top](#top)
+
+```
+Main (Node) -- attached: main.gd
+ +-- EnhancedGridMap (GridMap / custom EnhancedGridMap node)
+ +-- PlayerSpawnPoints (Node3D)
+ +-- HUD (CanvasLayer)
+ | +-- LeaderboardPanel (Panel)
+ | | +-- MarginContainer/VBox
+ | | +-- Entry1-8 (HBoxContainer with RankLabel/NameLabel/ScoreLabel)
+ | +-- NotificationOverlay (Control)
+ | +-- ActionButtons (Control)
+ +-- PauseMenu (Panel)
+ | +-- Panel/VBox/ResumeBtn, HowToPlayBtn, SettingsBtn, UnstuckBtn, QuitMatchBtn
+ +-- HowToPlayPanel (Panel)
+ +-- StopNGoUI (Control) -- attached: animation.gd
+ | +-- StopPhase/AnimatedSprite2D
+ | +-- AnimationPlayer
+ | +-- CountDown/CountDownAnimation (AnimatedSprite2D)
+ | +-- GoFinish/GoAnimation2D (AnimatedSprite2D)
+ +-- Camera3D
+ +-- WorldEnvironment
+ +-- Player instances (added dynamically by main.gd)
+ +-- Player (CharacterBody3D) -- attached: player.gd
+ +-- MeshInstance3D (visual)
+ +-- CollisionShape3D
+ +-- PlayerboardUI (Control overlay)
+ +-- AnimationPlayer
+```
+
+[Back to top](#top)
+
+### 14.2 player.tscn
+
+[Back to top](#top)
+
+```
+Player (CharacterBody3D) -- attached: player.gd
+ +-- MeshInstance3D (character model)
+ +-- CollisionShape3D
+ +-- PlayerboardUI (Control)
+ | +-- Slot0-9 (Panel/TextureRect)
+ +-- AnimationPlayer
+ +-- (tektons picked up become children at runtime)
+```
+
+[Back to top](#top)
+
+### 14.3 lobby.tscn
+
+[Back to top](#top)
+
+```
+Lobby (Control) -- attached: lobby.gd
+ +-- StatusBar (HBoxContainer)
+ | +-- ConnectionStatus (Label)
+ +-- MainMenuPanel (Panel)
+ | +-- Title/Username/Subtitle/Buttons (CreateRoom, BrowseRooms, Tutorial, etc.)
+ | +-- CharacterRoot (SubViewportContainer > SubViewport > Node3D)
+ | | +-- Oldpop, Masbro, Gatot, Bob (character meshes, hidden by default)
+ | +-- %AnimationPlayer
+ | +-- CurrencyLabels (GoldLabel, StarLabel)
+ | +-- ServerOption / ServerIPInput
+ | +-- LeaderboardBtn, CartBtn, ProfileBtn, MailboxBtn, Banner1Btn, TicketBtn
+ +-- RoomListPanel (Control)
+ | +-- RoomListTabs (TabContainer)
+ | +-- RoomTab, PlayTab
+ | +-- MatchIdInput, RefreshBtn, JoinBtn, BackBtn
+ | +-- RoomList (ItemList)
+ | +-- ItemTemplate (hidden)
+ | +-- ProfileCard (PlayerUsername, PlayerScore, Rank, Avatar)
+ +-- LobbyPanel (Panel)
+ | +-- RoomNameHeader
+ | +-- HostBanner
+ | +-- TopBar/SettingsSection (Duration, Spawn, Timer, Scarcity, GameMode options)
+ | +-- AreaSelector
+ | +-- PlayersContainer (slots 1-4)
+ | +-- PlayersContainer2 (slots 5-8)
+ | +-- BottomBar (LeaveBtn, ReadyBtn, StartGameBtn, InviteBtn)
+ | +-- StatusLabel
+ +-- ChatPanel (Panel)
+ | +-- RichTextLabel
+ | +-- ChatInput (LineEdit)
+ | +-- SendBtn
+ | +-- ChatTabsContainer (GlobalChatTabBtn + DM tabs)
+ | +-- FriendSuggestPanel (hidden)
+ +-- (dynamic instances: MailboxPanel, ShopPanel, GachaPanel, ProfilePanel, etc.)
+```
+
+[Back to top](#top)
diff --git a/wiki/architecture_server.md b/wiki/architecture_server.md
new file mode 100644
index 0000000..4d4ff93
--- /dev/null
+++ b/wiki/architecture_server.md
@@ -0,0 +1,392 @@
+# Tekton Armageddon - Server Architecture
+
+
+
+High-level architecture of the Nakama Lua backend. For detailed RPC reference (params, returns, errors), see [Nakama-Server-API](../Nakama-Server-API).
+
+[Back to top](#top)
+
+---
+
+## System Overview
+
+```mermaid
+flowchart LR
+ Client[Godot Client
player.tscn] -->|RPC calls| Nakama[Nakama Server
port 7350/7351]
+ Nakama -->|wallet_update| Wallet[Wallet Engine]
+ Nakama -->|storage_read/write| Storage[Nakama Storage DB
PostgreSQL]
+ Nakama -->|leaderboard_*| LB[Native Leaderboard]
+ Nakama -->|match_*| Match[Match Handler]
+ Nakama -->|channel_*| Chat[Lobby Chat]
+
+ Client -->|nk.match_join| Match
+ Client -->|Direct RPC| Lua[Lua RPC Handlers
server/nakama/lua/]
+```
+
+The Lua backend runs **inside** the Nakama process. Lua modules hook into Nakama's lifecycle (after-authentication, RPC dispatch, match signals). All game transactions (wallet, inventory, gacha, shop) are **server-authoritative** — the Godot client sends RPC requests and the Lua code validates and executes.
+
+[Back to top](#top)
+
+---
+
+## Module Architecture
+
+```mermaid
+flowchart TD
+ main["main.lua
Entry point: loads all modules"] --> utils["utils.lua
Auth guards, channel resolver"]
+ main --> core["core.lua
Authentication hooks
Wallet init, ban check"]
+ main --> economy["economy.lua
Shop catalog, currency IAP
Item purchases"]
+ main --> gacha["gacha.lua
Gacha pulls, pity system
RNG on server"]
+ main --> leaderboard["leaderboard.lua
Score submission, sync
Global rankings"]
+ main --> inbox["inbox.lua
Global/personal mail
Reward claiming"]
+ main --> daily["daily_rewards.lua
Daily login rewards
Monthly schedule"]
+ main --> user["user.lua
Profile updates, identity
Friend sync"]
+ main --> admin["admin.lua
Kick/ban, stats, chat mgmt
Role management"]
+
+ core --> utils
+ economy --> utils
+ gacha --> utils
+ leaderboard --> utils
+ inbox --> utils
+ daily --> utils
+ user --> utils
+ admin --> utils
+
+ economy -->|Wallet deduction| Wallet[(Wallet Engine)]
+ gacha -->|Wallet deduction| Wallet
+ inbox -->|Claim rewards| Wallet
+ daily -->|Daily claim| Wallet
+ user -->|Profile load| Wallet
+```
+
+### Dependency order (loading sequence)
+
+1. `utils.lua` — no deps (loaded first)
+2. `economy.lua` — depends on utils
+3. `core.lua` — depends on utils
+4. `admin.lua` — depends on utils
+5. `daily_rewards.lua` — depends on utils
+6. `user.lua` — depends on utils
+7. `leaderboard.lua` — depends on utils
+8. `inbox.lua` — depends on utils
+9. `gacha.lua` — no deps beyond utils
+
+[Back to top](#top)
+
+---
+
+## Authentication Flow
+
+```mermaid
+sequenceDiagram
+ participant C as Godot Client
+ participant N as Nakama Core
+ participant A as after_hooks (core.lua)
+ participant DB as Nakama Storage
+
+ C->>N: AuthenticateDevice/Custom/Email
+ N->>A: after_authenticate(context)
+ A->>DB: storage_read(profiles/profile)
+ alt First login (no profile)
+ A->>DB: storage_write(initial profile)
+ A->>N: wallet_update(gold=100, star=500)
+ end
+ A->>DB: storage_read(profiles/profile)
+ alt metadata.banned == true
+ A-->>C: error("Account banned")
+ end
+ A->>C: session token returned
+```
+
+### Boot sequence per player
+
+1. Godot client calls `AuthenticateDevice` (or Email/Custom/Steam).
+2. Nakama core calls `after_authenticate()` hook in `core.lua`.
+3. Hook reads `profiles/profile` from storage.
+4. **If first login:** initializes default profile and grants starting wallet (`gold: 100, star: 500`).
+5. **Ban check:** If `metadata.banned == true`, raises error (player rejected).
+6. Client receives session token and proceeds to lobby.
+
+[Back to top](#top)
+
+---
+
+## Wallet & Economy Flow
+
+```mermaid
+flowchart LR
+ subgraph Client Side
+ ShopUI[Shop Panel] -->|buy_currency RPC| Server
+ ShopUI -->|purchase_item RPC| Server
+ GachaUI[Gacha Panel] -->|perform_gacha_pull RPC| Server
+ MailUI[Inbox] -->|claim_mail_reward RPC| Server
+ DailyUI[Daily Rewards] -->|claim_daily_reward RPC| Server
+ end
+
+ subgraph Server Side
+ Server[Lua RPC Handler]
+ Server -->|nk.wallet_update| Wallet[(Wallet)]
+ Server -->|nk.storage_write| Inv[(Inventory Storage)]
+ Server -->|nk.storage_write| Rec[(Receipts Storage)]
+ Server -->|nk.storage_write| Frag[(Fragments Storage)]
+ end
+
+ subgraph Client Refresh
+ Wallet -->|Wallet updated| Client
+ Client -->|get_account RPC| Wallet
+ Client -->|emit profile_updated| UI[All UI Panels
update labels]
+ end
+```
+
+### Currency types
+
+| Currency | Purpose | Earned by |
+|---|---|---|
+| `gold` | Shop purchases, star conversion | IAP (real money), admin topup |
+| `star` | Gacha pulls | Gold conversion, daily rewards, mail rewards |
+
+### All wallet changesets
+
+| Operation | Changeset |
+|---|---|
+| First login grant | `{gold: 100, star: 500}` |
+| Buy gold IAP | `{gold: +N}` (N=100/550/1150/2400/6250/13000) |
+| Buy stars (gold convert) | `{gold: -N, star: +M}` |
+| Buy shop item | `{gold: -price}` or `{star: -price}` |
+| Gacha pull | `{star: -cost}` or `{gold: -cost}` |
+| Claim mail reward | `{gold: +N}` and/or `{star: +N}` |
+| Claim daily reward | `{star: +N}` or `{gold: +N}` |
+| Admin topup | `{gold: 999999}` |
+
+[Back to top](#top)
+
+---
+
+## Gacha Flow
+
+```mermaid
+flowchart TD
+ A[Client: perform_gacha_pull] --> B{Check banner}
+ B -->|star/gold| C[Read wallet balance]
+ C --> D{Sufficient funds?}
+ D -->|No| E[error: Insufficient currency]
+ D -->|Yes| F{Check pity}
+ F -->|pity >= 90| G[Force real_prize rarity]
+ F -->|pity < 90| H[Roll rarity by drop rates]
+
+ G --> I[Pick from real_prize pool]
+ H --> J[Pick from rarity pool]
+
+ I --> K[Deduct wallet cost]
+ J --> K
+
+ K --> L{real_prize?}
+ L -->|Yes| M[Add to inventory storage]
+ L -->|No| N[Increment fragment count]
+
+ M --> O[Return results]
+ N --> O
+```
+
+### Drop rates
+
+| Rarity | Rate | Result |
+|---|---|---|
+| Common | 60% | Fragment (`frag_common`) |
+| Uncommon | 25% | Fragment (`frag_uncommon`) |
+| Rare | 14% | Fragment (`frag_rare`) |
+| Real Prize | 1% | Skin from catalog |
+
+**Pity:** Guaranteed Real Prize at 90 pulls. Pity counter resets on any Real Prize win.
+
+[Back to top](#top)
+
+---
+
+## Mail/Inbox System
+
+```mermaid
+flowchart TD
+ Admin[Admin RPC] -->|admin_send_mail| Global[Global Mail
config/global_mail
system user]
+ Admin -->|admin_send_mail
with target_user_id| Personal[Personal Mail
inbox/personal
per user]
+
+ Client -->|get_mail| Merge[Merge global + personal]
+ Merge --> Filter[Filter by: not deleted,
within date range,
not expired]
+ Filter --> Response[Return to client]
+
+ Client -->|claim_mail_reward| CW{Check claimed_ids}
+ CW -->|Already claimed| Err[error: Reward already claimed]
+ CW -->|Not claimed| Grant[Grant rewards:
gold/star -> wallet
fragments -> fragment storage
skins -> inventory storage]
+ Grant --> UpdateState[Update state:
add mailId to claimed_ids]
+```[Global Mail
config/global_mail
system user]
+ Admin -->|admin_send_mail
with target_user_id| Personal[Personal Mail
inbox/personal
per user]
+
+ Client -->|get_mail| Merge[Merge global + personal]
+ Merge --> Filter[Filter by: not deleted,
within date range,
not expired]
+ Filter --> Response[Return to client]
+
+ Client -->|claim_mail_reward| CW[Check claimed_ids]
+ CW -->|Already claimed| Err[error: Reward already claimed]
+ CW -->|Not claimed| Grant[Grant rewards:
gold/star -> wallet
fragments -> fragment storage
skins -> inventory storage]
+ Grant --> UpdateState[Update state:
add mailId to claimed_ids]
+```
+
+[Back to top](#top)
+
+---
+
+## Client-Server Data Flow
+
+```mermaid
+sequenceDiagram
+ participant C as Godot Client
+ participant L as Lua RPC
+ participant S as Nakama Storage
+ participant W as Wallet
+
+ Note over C,W: Purchase Flow
+ C->>L: purchase_item(item_id, idempotency_key)
+ L->>L: Look up item in SHOP_CATALOG_DEFS
+ L->>W: wallet_update(-price)
+ alt Insufficient funds
+ W-->>L: error
+ L-->>C: error("NotEnoughFunds")
+ else Success
+ L->>S: storage_write(inventory/item_id)
+ L->>S: storage_write(receipts/idempotency_key)
+ L-->>C: {success: true, item: item_id}
+ end
+
+ Note over C,W: Wallet State Sync
+ C->>L: get_account (Nakama SDK call)
+ S->>C: wallet JSON string
+ C->>C: Parse wallet JSON
+ C->>C: emit profile_updated signal
+ C->>C: All UI panels update labels
+```
+
+All transactions are **idempotent** via `idempotency_key` — if the same key is used twice, the server returns the previous result instead of re-executing.
+
+[Back to top](#top)
+
+---
+
+## Admin Hierarchy
+
+| Role | Can | Guarded by |
+|---|---|---|
+| `player` (default) | Nothing special | — |
+| `moderator` | Match-related admin: kick players, get server stats | `utils.require_admin_or_host` (also checks match host) |
+| `admin` | All moderation: ban/unban, manage mail, manage chat, view users | `utils.require_admin(context)` |
+| `owner` | Everything admin can + set user roles | Inline check: `callerMetadata.role == "owner"` |
+
+### Guard functions (utils.lua)
+
+```lua
+utils.require_admin(context) -- errors if role not admin or owner
+utils.require_admin_or_host(context, match_id) -- errors if not admin/owner AND not match host
+utils.is_banned(metadata) -- returns boolean
+utils.resolve_channel_id(channelId) -- channel name → hashed ID
+```
+
+[Back to top](#top)
+
+---
+
+## Storage Collections
+
+| Collection | Owner | Key | Public R | Public W | Purpose |
+|---|---|---|---|---|---|
+| `profiles` | User | `"profile"` | 1 | 0 | User metadata, role, ban status, loadout |
+| `profiles` | User | `"pity_counters"` | 1 | 0 | Per-banner gacha pity counts |
+| `profiles` | User | `"fragments"` | 1 | 0 | Accumulated gacha fragments |
+| `inventory` | User | Item ID | 1 | 0 | Owned cosmetic items |
+| `inventory` | User | `"fragments"` | 1 | 0 | Fragment counts (legacy) |
+| `stats` | User | `"game_stats"` | 1 | 0 | Player stats (wins, kills, score) |
+| `receipts` | User | Idempotency key | 1 | 0 | Purchase receipts (IAP + shop) |
+| `inbox` | User | `"personal"` | 1 | 0 | Personalized mail inbox |
+| `inbox` | User | `"state"` | 1 | 0 | claimed_ids, deleted_ids, read_ids |
+| `daily_rewards` | User | `"state"` | 1 | 0 | Daily reward claim tracking |
+| `config` | SYSTEM | `"global_mail"` | 2 | 0 | Global mail sent to all players |
+| `config` | SYSTEM | `"daily_rewards"` | 2 | 0 | Monthly reward schedule |
+| `config` | SYSTEM | `"lobby_chat"` | 2 | 0 | Chat prefix/max_messages config |
+| `shop_config` | SYSTEM | `"featured_banners"` | 2 | 0 | Featured shop banners (max 3) |
+| `bans` | SYSTEM | User ID | 2 | 0 | Ban records (redundant with metadata) |
+
+[Back to top](#top)
+
+---
+
+## vs Nakama-Server-API
+
+| Aspect | Architecture-Server (this page) | Nakama-Server-API |
+|---|---|---|
+| Audience | Architects, new devs | Implementers, AI agents |
+| Detail level | High-level flow, diagrams | Per-function: params, returns, errors |
+| Diagrams | Mermaid flowcharts | None |
+| RPC listing | Summary table with key flows | Full 48 RPC documentation |
+| Storage | Conceptual collection overview | Exact schema per collection |
+| Best for | Understanding the system | Calling RPCs without reading code |
+
+[Back to top](#top)
+
+---
+
+## Quick Reference: All 48 Registered RPCs
+
+| RPC Name | Module | Auth | Purpose |
+|---|---|---|---|
+| `update_display_name` | user | required | Change display name |
+| `update_avatar` | user | required | Change avatar URL |
+| `sync_profile` | user | required | Push profile to server |
+| `change_identity` | user | required | Link new device/email |
+| `set_password` | user | required | Set email password |
+| `sync_friends` | user | required | Push friend list |
+| `get_shop_catalog` | economy | required | Get catalog + featured |
+| `buy_currency` | economy | required | IAP gold/star purchase |
+| `purchase_item` | economy | required | Buy cosmetic item |
+| `perform_gacha_pull` | gacha | required | Roll gacha |
+| `get_leaderboard_stats` | leaderboard | no | Get top 50 scores |
+| `submit_score` | leaderboard | required | Record match score |
+| `sync_leaderboard` | leaderboard | required | Sync stats → leaderboard |
+| `reset_stats` | leaderboard | required | Clear own stats |
+| `get_mail` | inbox | required | Get available mail |
+| `claim_mail_reward` | inbox | required | Claim mail rewards |
+| `delete_mail` | inbox | required | Soft-delete mail |
+| `save_mail_state` | inbox | required | Mark as read |
+| `claim_daily_reward` | daily_rewards | required | Claim today's reward |
+| `get_daily_reward_state` | daily_rewards | required | View monthly schedule |
+| `set_daily_reward_config` | daily_rewards | admin | Set reward schedule |
+| `get_daily_reward_config_admin` | daily_rewards | admin | Get reward config |
+| `admin_*` (18 RPCs) | admin | admin/owner | Moderation tools |
+
+For full params/returns/errors on any RPC above, see [Nakama-Server-API](../Nakama-Server-API).
+
+[Back to top](#top)
+
+---
+
+## Deployment Topology
+
+```mermaid
+flowchart TD
+ subgraph VPS [VPS 52.74.133.55]
+ Gitea[Gitea Server
port 3000]
+ Nakama[Nakama Server
port 7350/7351]
+ PG[(PostgreSQL
Nakama DB)]
+ Act[act_runner
CI/CD Worker]
+ end
+
+ Client[Godot Player] -->|HTTPS| Gitea
+ Client -->|gRPC/WebSocket| Nakama
+ Nakama --> PG
+
+ GitHub_mirror[GitHub Mirror] -->|Push| Gitea
+ Gitea -->|Webhook/Manual| Act
+ Act -->|Build| Binary[Binary Releases]
+ Act -->|Build| Patch[patch.pck on patches branch]
+ Client -->|Check version| Gitea
+ Client -->|Download patch| Gitea
+```
+
+[Back to top](#top)
diff --git a/wiki/game-modes.md b/wiki/game-modes.md
new file mode 100644
index 0000000..cda5e7e
--- /dev/null
+++ b/wiki/game-modes.md
@@ -0,0 +1,604 @@
+# Game Modes
+
+
+
+[Back to Home](./Home)
+
+
+## Table of Contents
+
+- [Overview](#overview)
+- [Architecture](#architecture)
+- [GameMode Enum & ModeConfig](#gamemode-enum--modeconfig)
+- [Session Flow (all modes)](#session-flow-all-modes)
+- [Core Managers (shared)](#core-managers-shared)
+- [Freemode](#freemode)
+- [Stop n Go](#stop-n-go)
+- [Tekton Doors (Portal)](#tekton-doors-portal)
+- [Candy Pump Survival (Gauntlet)](#candy-pump-survival-gauntlet)
+- [Scoring & Leaderboard](#scoring--leaderboard)
+- [Glossary](#glossary)
+- [File Index](#file-index)
+
+[Back to top](#top)
+
+
+## Overview
+
+Four game modes, each implementing the same core loop — players navigate a grid, collect tiles (Heart / Diamond / Star / Coin), match them to goals on a virtual 5x5 playerboard, and compete for score before the match timer expires.
+
+| Mode | Enum Value | Display Name | Play Area | Gimmick |
+|------|-----------|-------------|-----------|---------|
+| Freemode | `FREEMODE = 0` | "Freemode" | Variable | No restrictions, just goals + timer |
+| Stop n Go | `STOP_N_GO = 1` | "Stop n Go" | 23x12 | GO/STOP phases, safe zones, scatter penalty |
+| Tekton Doors | `TEKTON_DOORS = 2` | "Tekton Doors" | 14x14 | 4 rooms, portal doors swap connections every 15s |
+| Candy Pump Survival | `GAUNTLET = 3` | "Candy Pump Survival" | 20x20 | Ground growth — candy slowly fills the arena |
+
+[Back to top](#top)
+
+
+## Architecture
+
+```
+GameMode (enum/RefCounted)
+ ├── .from_string() / .mode_to_string() / .is_restricted() / .get_all_modes()
+ │
+ ├── ModeConfig (RefCounted)
+ │ └── SCHEMA with defaults, type-checking, min/max for each mode
+ │
+ ├── GoalsCycleManager (Node, autoload?)
+ │ ├── 30s cycle timer
+ │ ├── Match timer (configurable 60-600s)
+ │ ├── Score tracking (player_scores, player_goal_counts)
+ │ ├── Goal completion: _process_goal_completion()
+ │ └── RPC sync: sync_player_score, sync_goal_count, sync_timer
+ │
+ ├── GoalManager (Node)
+ │ ├── initialize_random_goals() — generates 9-slot goal patterns
+ │ ├── Speed tracking (completion_times, boost_multiplier)
+ │ └── generate_preset_goals() / get_goals_for_player()
+ │
+ ├── PlayerRaceManager (per-player)
+ │ ├── goals: Array[int] (9 slots)
+ │ ├── playerboard: Array[int] (25 slots, 5x5)
+ │ ├── check_pattern_match() — core matching logic
+ │ └── DEPRECATED lap/finish-line stubs
+ │
+ ├── PlayerboardManager (per-player)
+ │ ├── grab_item() / auto_put_item() / arrange operations
+ │ ├── _execute_grab() — server-authoritative grab validation
+ │ ├── HIDDEN_SLOTS (12 of 25 cells blocked)
+ │ ├── bot_try_grab_item() — AI grab logic
+ │ └── _check_and_refill_grid_if_needed() — scarcity refill
+ │
+ ├── TurnManager (shared)
+ │ ├── next_turn() / end_current_turn()
+ │ └── turn_based_mode toggle
+ │
+ └── Mode-specific managers
+ ├── StopNGoManager — phase transitions, safe zones, mission HUD
+ ├── PortalModeManager — room partitions, portal doors, swap timer
+ └── GauntletManager — ground growth, phases, bubbles, smack
+```
+
+All mode managers live under `/root/Main` and connect to `GoalsCycleManager` signals for score / goal tracking.
+
+[Back to top](#top)
+
+
+## GameMode Enum & ModeConfig
+
+**File:** `scripts/game_mode.gd` (41 lines)
+
+```
+enum Mode { FREEMODE = 0, STOP_N_GO = 1, TEKTON_DOORS = 2, GAUNTLET = 3 }
+```
+
+| Static Method | Returns | Description |
+|--------------|---------|-------------|
+| `from_string(mode: String)` | `Mode` | Converts "Freemode"/"Stop n Go"/"Tekton Doors"/"Candy Pump Survival" to enum |
+| `mode_to_string(mode: Mode)` | `String` | Reverse of from_string |
+| `is_restricted(mode: Mode)` | `bool` | true for STOP_N_GO, TEKTON_DOORS, GAUNTLET |
+| `get_all_modes()` | `Array[String]` | Returns display names |
+
+**File:** `scripts/mode_config.gd` (109 lines)
+
+SCHEMA defines per-mode settings with type, default, min, max, allowed values:
+
+| Mode | Settings |
+|------|---------|
+| Freemode | match_duration (180s default), randomize_spawn (bool), enable_cycle_timer (bool), scarcity_mode (Normal/Aggressive/Chaos) |
+| Stop n Go | match_duration, sng_go_duration (20s), sng_stop_duration (4s), sng_required_goals (8) |
+| Tekton Doors | match_duration, doors_swap_time (15s), doors_refresh_time (25s), doors_required_goals (8) |
+| Gauntlet | match_duration, gauntlet_growth_interval (3.0s), gauntlet_cells_per_tick (phase dict) |
+
+| Method | Args | Returns |
+|--------|------|---------|
+| `get_defaults(mode)` | String | Dictionary of defaults for that mode |
+| `validate_setting(mode, key, value)` | String, String, Variant | `{"valid": bool, "error": String}` |
+| `validate_config(mode, config)` | String, Dictionary | `{"valid": bool, "errors": Array}` |
+| `get_mode_settings(mode)` | String | Array of setting keys |
+| `get_setting_schema(mode, key)` | String, String | Dictionary with type/default/min/max/allowed |
+
+[Back to top](#top)
+
+
+## Session Flow (all modes)
+
+1. **Lobby** — players join, select mode + settings
+2. **Game start** — `main.gd` calls `_setup_host_game()` which:
+ - Creates arena (gridmap resize + clear)
+ - Spawns mission tiles on Layer 1
+ - Calls mode manager's `start_game_mode()`
+3. **Countdown** — brief timer then match begins
+4. **Match active** — `GoalsCycleManager.start_match()` runs match timer + cycle timer
+5. **Per-cycle** (30s):
+ - Players grab tiles from grid → place on 5x5 playerboard
+ - Match 3x3 pattern against 9-slot goals
+ - Complete goals → B1000 score + new goals + tiles randomize around player
+ - Cycle ends → board cleared, unmatched tiles scored at 10/tile match
+6. **Match ends** — final leaderboard sync
+
+[Back to top](#top)
+
+
+## Core Managers (shared)
+
+### GoalManager (`scripts/managers/goal_manager.gd`, 108 lines)
+
+Generates 9-slot goal arrays using tile IDs 7-10 (Heart=7, Diamond=8, Star=9, Coin=10) with -1 for no-goal slots (~3 nulls per set).
+
+| Function | Returns | Description |
+|----------|---------|-------------|
+| `initialize_random_goals(size, min_value, max_value, null_count)` | `Array` | Random goals with controlled null distribution |
+| `generate_preset_goals(count)` | `Array` | Pre-generates N goal sets for all players |
+| `get_goals_for_player(player_index)` | `Array` | Returns goals for a specific player slot |
+| `mark_goal_start(player_id)` | void | Records timestamp for speed tracking |
+| `mark_goal_complete(player_id)` | void | Records completion duration |
+| `get_player_average_time(player_id)` | `float` | Average completion speed |
+| `get_global_average_time()` | `float` | Average across all players |
+| `get_boost_multiplier(player_id)` | `float` | 0.8-1.5x fill rate based on speed vs average |
+| `reset()` | void | Clears all state |
+
+### GoalsCycleManager (`scripts/managers/goals_cycle_manager.gd`, 520 lines)
+
+Central scoring and timer system. Emits signals consumed by mode managers, UI, and leaderboard.
+
+| Signal | Payload |
+|--------|---------|
+| `cycle_started()` | — |
+| `cycle_ended()` | — |
+| `timer_updated(time_remaining)` | float |
+| `score_updated(peer_id, new_score)` | int, int |
+| `goal_count_updated(peer_id, count)` | int, int |
+| `leaderboard_updated(sorted_scores)` | Array |
+| `match_started()` | — |
+| `match_ended()` | — |
+| `global_timer_updated(time_remaining)` | float |
+
+| Function | Description |
+|----------|-------------|
+| `start_match(duration_seconds, start_cycles)` | Begins match timer, optionally starts first 30s cycle |
+| `_on_match_end()` | Processes final scores, syncs to clients |
+| `start_cycle()` | Begin 30s cycle, emit `cycle_started` |
+| `on_goal_completed(player, time_remaining)` | Entry point — routes to server or optimistic local path |
+| `_process_goal_completion(player, time_remaining)` | Server: award B1000 + time bonus, regen goals, randomize tiles |
+| `regenerate_goals_for_player(player)` | Generate new 9-slot goal set, sync via RPC |
+| `_randomize_tiles_around_player(player)` | Randomize 3x3 area around player on the grid |
+| `_process_cycle_end_for_all_players()` | Clear all boards, convert matches to B10/tile |
+| `add_score(peer_id, amount)` | Server: add arbitrary score points |
+| `_update_leaderboard()` | Sort by score descending (or with SNG winner override) |
+
+### PlayerRaceManager (`scripts/managers/player_race_manager.gd`, 133 lines)
+
+State holder per player. Core logic is `check_pattern_match()`.
+
+| Function | Description |
+|----------|-------------|
+| `check_pattern_match()` | Returns true if any 3x3 sub-grid of 5x5 board matches 3x3 goals |
+| `check_3x3_section(board, goals, start_row, start_col)` | Checks single 3x3 section |
+| `_normalize_tile(tile)` | Converts holo tiles 11-14 → 7-10 for match comparison |
+| Remaining functions | DEPRECATED lap/finish line stubs |
+
+**Playerboard Layout:** 5x5 (indices 0-24). 13 cells are HIDDEN_SLOTS (cannot hold tiles). Only 12 usable slots arranged in an L-shape matching the HUD.
+
+### PlayerboardManager (`scripts/managers/playerboard_manager.gd`, 793 lines)
+
+Handles grab, put, arrange operations with optimistic local updates + server-authoritative validation.
+
+| Function | Description |
+|----------|-------------|
+| `grab_item(grid_position)` | Grab tile from grid → place on board (auto-arrange) or consume as power-up |
+| `_execute_grab(grid_pos, cell, item_id, expected_slot)` | Server-side validation + state update + sync |
+| `_force_sync_to_client(cell, server_item)` | Revert client when server rejects grab |
+| `auto_put_item()` | AI/bot: find best tile to remove from board |
+| `find_best_goal_slot_for_item(item)` | Auto-arrange into best matching slot |
+| `bot_try_grab_item()` | AI grab logic |
+| `_check_and_refill_grid_if_needed(gridmap)` | Refill floor 1 via ScarcityController when empty |
+
+### TurnManager (`scripts/managers/turn_manager.gd`, 27 lines)
+
+| Function | Description |
+|----------|-------------|
+| `next_turn(players)` | Advance turn index, emit `turn_changed` |
+| `end_current_turn()` | Emit `turn_ended` |
+| `reset_turn()` / `reset()` | Clear state |
+
+[Back to top](#top)
+
+
+## Freemode
+
+**No dedicated manager.** Freemode relies entirely on the shared core managers (GoalsCycleManager, PlayerboardManager, etc.) with no mode-specific restrictions or gimmicks. Arena size is configurable via LobbyManager settings.
+
+**Settings effects:**
+- `enable_cycle_timer` false → cycle never expires (board never auto-clears)
+- `scarcity_mode` → controls tile refill aggression
+- `randomize_spawn` → players start at random positions
+
+[Back to top](#top)
+
+
+## Stop n Go
+
+**Manager:** `StopNGoManager` (`scripts/managers/stop_n_go_manager.gd`, 1107 lines)
+
+A 23x12 arena with two alternating phases:
+
+### Phase System
+
+| Phase | Duration (default) | Behaviour |
+|-------|-------------------|-----------|
+| GO | 20s | Players move freely, collect tiles, complete goals |
+| STOP | 4s | Players frozen if outside safe zone → tiles scattered |
+
+When STOP begins:
+1. 3 dynamic safe zones spawn randomly (green tiles)
+2. All players outside safe zone get `_scatter_player_tiles()` — board tiles scattered on grid
+3. Power-up tiles (Speed=11, Ghost=14) spawn at 5 permanent locations
+4. Mission requirement: complete 8 goals before reaching finish (x=22)
+
+When GO begins:
+1. Dynamic safe zones cleared
+2. All STOP freeze effects removed via `sync_stop_freeze(false)`
+
+### Tile IDs
+
+| ID | Meaning |
+|----|---------|
+| 0 | Walkable floor |
+| 2 | Safe zone (green) |
+| 3 | Start/Finish line |
+| 4 | Wall/obstacle |
+| 15 | Lightning stone (decorative ancient rock) |
+| 16 | Safe zone wall |
+
+### Arena
+
+22x10 walkable area with two interior rooms with entrances:
+- Room 1: (7,6) to (11,9) — 5x4 area with 4 door entrances
+- Room 2: (15,1) to (19,5) — 5x5 area with 4 door entrances
+
+### HUD
+
+- Center-bottom mission label: "GOALS (X/8)" or "ALL GOALS COMPLETE! REACH THE FINISH!"
+- Traffic light stop timer (3 segments): all empty during GO, fills red during STOP phase
+- Last 3 seconds of GO phase: segments light up one-by-one (countdown)
+- VFX: `vfx_manager.play_go_animation()` / `play_stop_phase()`
+
+### RPCs
+
+| RPC | Direction | Description |
+|-----|-----------|-------------|
+| `sync_phase(phase_name, duration)` | Authority → all | Broadcast GO/STOP phase change |
+| `sync_arena_setup()` | Authority → remote | Sync 23x12 grid dimensions + obstacles |
+| `sync_all_safe_zones_vfx()` | Authority → all | Trigger safe zone visual effects |
+
+### Key Functions (server-only unless noted)
+
+| Function | Description |
+|----------|-------------|
+| `start_game_mode()` | Server: setup arena, assign missions, start GO phase |
+| `_start_phase(phase)` | Transition GO↔STOP, penalize players outside safe zone |
+| `_setup_arena()` | Build 23x12 with obstacles + rooms |
+| `_spawn_mission_tiles()` | Heart(7)/Diamond(8)/Star(9)/Coin(10) at 60% density |
+| `_spawn_powerup_tiles()` | Speed(11)+Ghost(14) at 5 permanent locations |
+| `_assign_missions()` | NO-OP (mission = achievement: collect 8 goals) |
+| `activate_client_side()` | Client: show HUD, connect to GoalsCycleManager signals |
+| `rotate_players_to_start()` | Force all players to face East (PI/2) |
+| `can_rpc()` | Check multiplayer peer is connected |
+
+[Back to top](#top)
+
+
+## Tekton Doors (Portal)
+
+**Manager:** `PortalModeManager` (`scripts/managers/portal_mode_manager.gd`, 585 lines)
+**Actor:** `PortalDoor` (`scripts/portal_door.gd`, 136 lines)
+
+A 14x14 grid divided into 4 rooms (7x7 each) by cross-shaped wall partitions. Players move between rooms via portal doors that swap connections every 15 seconds.
+
+### Room Layout
+
+```
+Room 0 (NW) | Room 1 (NE)
+ x: 0-6 | x: 7-13
+ z: 0-6 | z: 0-6
+--------------+--------------
+Room 2 (SW) | Room 3 (SE)
+ x: 0-6 | x: 7-13
+ z: 7-13 | z: 7-13
+```
+
+Central divider: columns 6,7 and rows 6,7 are walls (tile ID 4).
+
+### Portal System
+
+- 10 doors total (2 base per room + 2 randomly placed extras)
+- Every 15s (`doors_swap_time`): `_randomize_connections()` shuffles pairings
+- Each pair gets a color from `PORTAL_COLORS` (Cyan/Magenta/Red/Green/Orange)
+- Validation ensures no pair connects doors in the same room
+- 200ms anti-jitter cooldown per player in `handle_portal_interaction()`
+
+### PortalDoor (actor)
+
+| Property/Method | Description |
+|----------------|-------------|
+| `room_id` | Which room this door belongs to |
+| `door_id` | Unique door index |
+| `target_door_id` | Connected door (set by PortalModeManager) |
+| `portal_color` | Color (set triggers `set_portal_color`) |
+| `detection_area` | Area3D — body_entered triggers portal |
+| `_on_body_entered(body)` | 200ms cooldown, emit `player_entered_portal` |
+| `spawn_offset` | Vector2i meta — nudge spawn position into room |
+| `_adjust_indicator_position()` | Move GroundIndicator toward room interior |
+
+### Finish Room
+
+- At 30s remaining on match timer, reveal `_spawn_finish_room()`
+- Random 3x3 area converted to finish tiles (ID 3) in one room
+- Player must be standing on finish tile AND have `doors_required_goals` complete
+
+### Tile Refill
+
+- Every 25s (`tile_refresh_time`): `_refresh_tiles()` refills Floor 1 at 60% density
+- Uses `ScarcityModel.get_tile_weights()` for weighted random selection
+- Avoids spawning under portal doors
+
+### HUD
+
+- Center-bottom: "GOALS (X/8)" or "ALL GOALS COMPLETE! FIND THE FINISH ROOM!"
+- Message broadcasts: "PORTALS SWITCHED!", "TILES REPLENISHED!"
+- Warning: "A 3x3 Finish Zone has appeared in Room N!"
+
+### RPCs
+
+| RPC | Direction | Description |
+|-----|-----------|-------------|
+| `sync_portal_data(data)` | Authority → local | Sync connections + colors to all clients |
+| `sync_portal_configs(door_configs)` | Via main | Broadcast door positions/rotations |
+
+### Key Functions
+
+| Function | Description |
+|----------|-------------|
+| `initialize(p_main, p_gridmap)` | Create swap timer + tile refresh timer, connect signals |
+| `start_game_mode()` | Setup arena, randomize connections, start timers |
+| `setup_arena_locally()` | Resize to 14x14, build room walls, spawn portal doors |
+| `_randomize_connections()` | Shuffle door pairings, assign colors, validate same-room rule |
+| `handle_portal_interaction(player, door)` | Teleport player to connected door + offset |
+| `_spawn_finish_room()` | Convert random 3x3 area to finish tiles |
+| `check_win_condition(player_id, pos)` | Check finish tile + mission complete |
+| `_refresh_tiles()` | Refill floor 1 items with scarcity weights |
+| `sync_to_client(peer_id)` | Sync portal connections to late-joining client |
+| `get_spawn_points()` | Returns 4 spawn positions (one per room quadrant) |
+
+[Back to top](#top)
+
+
+## Candy Pump Survival (Gauntlet)
+
+**Manager:** `GauntletManager` (`scripts/managers/gauntlet_manager.gd`, 1825 lines)
+
+A 20x20 arena where sticky candy (pink) slowly grows from the edges inward over 3 phases. Players must navigate shrinking safe zones, avoid sticky tiles, and use the "Smack" ability to temporarily clear candy.
+
+### Phase System
+
+| Phase | Start | Duration | Cell Growth (per tick) | Description |
+|-------|-------|----------|----------------------|-------------|
+| OPEN_ARENA (0) | 0s | 60s | 4-6 | "Outer Pressure" — candy pushes from perimeter |
+| ROUTE_PRESSURE (1) | 60s | 60s | 6-8 | "Middle Pressure" — corridors tighten |
+| SURVIVAL_ENDGAME (2) | 120s | 60s | 8-10 | "Inner Survival" — center fills in |
+
+Each phase transition shrinks the arena bounds by removing outer layers (via `_shrink_arena()`).
+
+### Growth Algorithm
+
+Each tick (every `growth_interval` = 3s):
+
+1. **Detect movement buffers** — identify critical corridor cells (#083)
+2. **Generate candidates** — all SAFE cells scored by formula:
+ ```
+ CandidateScore = LayerPriority + StickyNeighbor + InwardPressure
+ + PlayerPressure + ClusterGrowth + CampingPressure
+ + RandomNoise(-20..+20) + MovementBuffer + PathSafety + Repetition
+ ```
+3. **Weighted selection** — pick `_cells_this_tick()` cells via roulette wheel
+4. **Path safety check** — `_apply_path_safety()` ensures no player gets fully trapped
+5. **Telegraph** — amber warning overlay appears for 1s (cells still passable)
+6. **Apply** — cells convert to permanent STICKY (pink overlay on Layer 2)
+
+### Scoring Components
+
+| Score Component | Range | Description |
+|----------------|-------|-------------|
+| `_score_layer_priority` | -40..+60 | Phase weight by ring (outer/middle/inner) |
+| `_score_sticky_neighbor` | 0..+64 | +8 per adjacent sticky cell (cap +64) |
+| `_score_inward_pressure` | 0..+30 | Push inward, scales with phase |
+| `_score_player_pressure` | -50..+20 | 2-4 cells away +20; under player -50 (+10 in final 30s) |
+| `_score_cluster_growth` | 0..+25 | +15 expansion, +25 bridge between clusters |
+| `_score_camping_pressure` | 0..+60 | Per-region: >5s +20, >8s +40, >10s +60 |
+| `_score_movement_buffer` | -40..0 | Hidden corridor buffers + player proximity floor |
+| `_score_path_safety` | -100..0 | Soft penalty if selection would strand a player |
+| `_score_repetition` | -30..0 | Penalty for cells near last tick's selection |
+
+### Cell States
+
+| State | Meaning | Passable? |
+|-------|---------|-----------|
+| SAFE | Normal floor | Yes |
+| TELEGRAPHED | Amber warning (1s) | Yes |
+| STICKY | Permanent candy overlay | No (slows) |
+| BUBBLE_GROWING | Candy bubble expanding | No |
+| BLOCKED | NPC zone / permanent obstacle | No |
+
+### Candy Bubble System (#082)
+
+Anti-camping hazard: grows 1x1 → 3x3 sticky area.
+
+| Phase | Max Bubbles |
+|-------|-------------|
+| OPEN_ARENA | 0 (disabled) |
+| ROUTE_PRESSURE | 2 |
+| SURVIVAL_ENDGAME | 3 |
+
+| Property | Value |
+|----------|-------|
+| Grow duration | 2.75s |
+| Explosion radius | 1 (3x3) |
+| Recent memory | 4 positions |
+| Anti-stack radius | 3 (no bubbles within 3 of recent) |
+
+### Camping Detection (#073)
+
+Players tracked in 4x4 regions. Time accumulates while player stays in same region, resets on region change. Drives camping pressure in candidate scoring.
+
+### Movement Buffers (#083)
+
+Hidden per-cell penalties on critical corridor cells (chokepoints where removing the cell would isolate part of the arena). Decay over time and phase transitions so arena can still close in.
+
+### Smack Mechanic
+
+| Property | Value |
+|----------|-------|
+| Cooldown | 8s |
+| Charge window | 3s |
+| Effect | Clears nearby sticky? (consumes charge) |
+
+Per-player cooldown/charge tracked in `smack_cooldowns` / `smack_charged` Dictionaries. Pink modulate during charge window, white on cooldown.
+
+### Arena NPC
+
+Candy Pump NPC at center (9,9) in a 3x3 blocked zone. Visual-only in v2 (projectile logic removed). Scattered projectiles still spawned for visual effect during telegraph phase.
+
+### Slow-Mo
+
+- Triggered conditionally, duration 4s
+- `Engine.time_scale = 0.25` (1/4 speed)
+- Restored to 1.0 in `_exit_tree()`
+
+### Spawn Points
+
+| Player Count | Positions |
+|-------------|-----------|
+| 4 | 4 corners: (1,1), (18,1), (1,18), (18,18) |
+| 5-6 | 4 corners + top-mid (10,1) + bottom-mid (10,18) |
+| 7-8 | 4 corners + all 4 mid-edges |
+
+### RPCs
+
+| RPC | Direction | Description |
+|-----|-----------|-------------|
+| `sync_phase(phase_index, phase_name)` | Authority → local | Phase change broadcast |
+| `sync_arena_setup()` | Authority → remote | Arena dimensions + layout |
+| `sync_growth_telegraph(cells)` | Authority → local | Show amber warning on selected cells |
+| `sync_growth_apply(cells)` | Authority → local | Convert telegraphed to sticky |
+| `consume_smack(pid)` | Any peer → local | Smack consumption + animation |
+| `sync_stop_freeze` | (inherited from player.gd) | Freeze/unfreeze player |
+
+### Key Functions
+
+| Function | Description |
+|----------|-------------|
+| `initialize(main, grid)` | Connect to GoalsCycleManager |
+| `start_game_mode()` | Activate client side, start OPEN_ARENA phase |
+| `_setup_arena()` | Build 20x20, spawn Candy Pump NPC |
+| `_process_growth_tick()` | One growth cycle: score → select → telegraph → apply |
+| `_generate_candidates()` | Score all SAFE cells |
+| `_calculate_candidate_score(pos, player_cells)` | Full formula with 10 components |
+| `_select_cells_weighted(candidates, count)` | Roulette-wheel selection |
+| `_apply_path_safety(selected)` | Filter: ensure no player stranded |
+| `_try_spawn_bubble()` | Anti-camping bubble spawn attempt |
+| `_update_camp_tracking(delta)` | Per-player region residency timer |
+| `_detect_movement_buffers()` | Identify critical corridor chokepoints |
+| `_shrink_arena()` | Remove outer arena layers on phase change |
+| `_spawn_mission_tiles()` | Heart/Diamond/Star/Coin at 60% density |
+| `get_spawn_points(player_count)` | Return spawn positions by player count |
+| `has_smack_charged(pid)` / `consume_smack(pid)` | Smack mechanic |
+| `_spawn_telegraph_highlight(pos)` | Amber glow visual (2-stage: build-up + flash) |
+| `_spawn_impact_particles(targets)` | Candy splash particles on sticky impact |
+| `_check_all_players_trapped()` | Re-evaluate sticky traps after growth apply |
+
+[Back to top](#top)
+
+
+## Scoring & Leaderboard
+
+| Action | Points |
+|--------|--------|
+| Complete goal pattern (match 3x3) | B1000 + time bonus |
+| Tile match at cycle end (per tile) | B10 |
+| Time bonus formula | `int(time_remaining * TIME_BONUS_MULTIPLIER)` — currently 0 (flat 1000) |
+
+Leaderboard sorted descending. Stop n Go special case: winner (first to reach finish) placed at top regardless of score.
+
+Leaderboard signal payload:
+```
+[{"peer_id": int, "score": int}, ...]
+```
+
+[Back to top](#top)
+
+
+## Glossary
+
+| Term | Definition |
+|------|------------|
+| Goal | 3x3 pattern (9 slots, some -1 for null) player must match on their playerboard |
+| Playerboard | 5x5 virtual grid (12 usable slots, 13 hidden) per player |
+| Tile | Grid item on Floor 1: Heart(7), Diamond(8), Star(9), Coin(10) |
+| Holo Tile | Power-up tiles: Speed(11), Ghost(14) — consumed on pickup, not placed on board |
+| Cycle | 30-second scoring round; ends with board clear + point conversion |
+| Sticky | Permanent pink overlay on Gauntlet floor cells — blocks/slows movement |
+| Telegraph | Amber 1-second warning before a cell becomes sticky |
+| Safe Zone | Green tiles in Stop n Go STOP phase — only safe tile type |
+| Portal | Colored door connecting rooms in Tekton Doors |
+| Scarcity | Tile refill model controlling spawn weights based on mode config |
+| Smack | Gauntlet ability: clear nearby sticky (8s cooldown, 3s charge window) |
+| Camping | Player staying in same 4x4 region >5s, attracts growth pressure |
+| Movement Buffer | Hidden chokepoint corridor that growth algorithm avoids sealing early |
+| Chebyshev Distance | `max(|x1-x2|, |y1-y2|)` — used for all proximity calculations |
+
+[Back to top](#top)
+
+
+## File Index
+
+| File | Lines | Role |
+|------|-------|------|
+| `scripts/game_mode.gd` | 41 | Mode enum + helper functions |
+| `scripts/mode_config.gd` | 109 | Schema-driven per-mode settings |
+| `scripts/managers/goal_manager.gd` | 108 | Goal generation + speed tracking |
+| `scripts/managers/goals_cycle_manager.gd` | 520 | Timer, scoring, cycle control |
+| `scripts/managers/player_race_manager.gd` | 133 | Per-player state: goals, board, pattern matching |
+| `scripts/managers/playerboard_manager.gd` | 793 | Grab/put/arrange operations |
+| `scripts/managers/turn_manager.gd` | 27 | Turn-based flow |
+| `scripts/managers/stop_n_go_manager.gd` | 1107 | Stop n Go phase system, safe zones, HUD |
+| `scripts/managers/portal_mode_manager.gd` | 585 | Tekton Doors room layout, portals, tiles |
+| `scripts/managers/gauntlet_manager.gd` | 1825 | Candy Pump Survival growth, phases, smack |
+| `scripts/portal_door.gd` | 136 | PortalDoor actor — detection, teleport, visuals |
+| `scripts/managers/goals_cycle_manager.gd` | (shared) | Also referenced by gauntlet signal connections |
+| `scripts/managers/camera_context_manager.gd` | ... | Camera mode changes per game mode? |
+| `scripts/managers/player_movement_manager.gd` | ... | Movement restrictions per mode |
+
+[Back to top](#top)
diff --git a/wiki/home.md b/wiki/home.md
new file mode 100644
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--- /dev/null
+++ b/wiki/home.md
@@ -0,0 +1,16 @@
+# Tekton Dash Armageddon
+
+
+
+- [Game Modes](./Game-Modes.-) — Full per-mode reference: Stop n Go, Tekton Doors, Candy Pump Survival, Freemode
+- [Architecture - Client](./Architecture-Client) — Godot client code structure, managers, scenes, player controller
+- [Architecture - Server](./Architecture-Server) — Nakama Lua backend topology, auth flow, wallet economy, admin roles
+- [Nakama Server API](./Nakama-Server-API) — Full per-function RPC reference with params, returns, errors
+- [Patch Release Workflow](./Patch-Release-Workflow.-) — Hot patch and binary release CI/CD pipelines
+- [Skin Creation Workflow](./Skin-Creation-Workflow.-) — Skin material authoring, catalog registration, gacha prizes
+- [Nakama Deployment](./Nakama-Deployment.-) — Push Lua updates to Nakama server
+- [SSH Setup — Linux](./SSH-Setup-Linux)
+- [SSH Setup — macOS](./SSH-Setup-macOS)
+- [SSH Setup — Windows](./SSH-Setup-Windows)
+
+[Back to top](#top)
diff --git a/wiki/patch_release_workflow.md b/wiki/patch_release_workflow.md
new file mode 100644
index 0000000..88688a9
--- /dev/null
+++ b/wiki/patch_release_workflow.md
@@ -0,0 +1,322 @@
+# Patch & Release Workflow
+
+Complete guide for shipping updates to Tekton players — hot patches (`.pck`) for content changes and full binary releases for engine/platform changes.
+
+---
+
+## Overview
+
+Two automated CI pipelines handle all distribution:
+
+| Pipeline | Trigger | Output | Delivery |
+|---|---|---|---|
+| **Deploy Patch** (`deploy_patch.yml`) | Manual workflow dispatch | `patch.pck` + `version.json` → `patches` branch | Gitea raw endpoint |
+| **Release** (`ci.yml`) | Git tag `v*` push | Windows/Linux/macOS `.zip` → Gitea Release | git.klud.top releases |
+
+---
+
+## Infrastructure
+
+### Gitea instance
+- **URL:** https://git.klud.top
+- **API:** http://52.74.133.55:3000/api/v1
+- **Runner:** Local Docker container (`gitea-runner`) via `docker-compose`
+- **Cache volume:** `/home/dev/godot-cache` → `/cache` (rw) inside runner containers
+- **Secret:** `TEKTON_RELEASE_TOKEN` — Token from user `adtpdn` with repo write access
+
+### Patch serving
+Patches served directly from Gitea's built-in raw file endpoint — no external CDN:
+- Manifest: `https://git.klud.top/danchie/tekton/raw/branch/patches/version.json`
+- PCK: `https://git.klud.top/danchie/tekton/raw/branch/patches/patch.pck`
+
+Old `raw.klud.top` (gitea-pages container) retired — Gitea raw endpoint is faster, simpler, and always available.
+
+### Release page
+- **URL:** https://git.klud.top/danchie/tekton/releases
+- Assets auto-uploaded by CI on tag push
+
+---
+
+## Part 1: Hot Patch (content-only updates)
+
+Use when: script changes, UI tweaks, balance patches, asset replacements, config changes.
+
+### Step-by-step
+
+**1. Write changelog**
+
+Edit `CHANGELOG_DRAFT.md` — add player-facing notes under `## [NEXT]`:
+
+```markdown
+## [NEXT]
+- Fixed playerboard desync in multiplayer.
+- Adjusted Gauntlet difficulty scaling.
+```
+
+If `[NEXT]` is missing, add the header. Format is markdown list items without leading dash (the tool strips it). Each line becomes a bullet on the patch notes page.
+
+**2. Commit to `experimental`**
+
+```bash
+git add CHANGELOG_DRAFT.md
+git commit -m "docs: patch notes for next release"
+git push origin experimental
+```
+
+**3. Trigger patch deploy workflow**
+
+Navigate to the Actions tab:
+
+```
+https://git.klud.top/danchie/tekton/actions
+```
+
+Click **Deploy Patch** → **Run workflow**:
+
+| Field | Example |
+|---|---|
+| **Patch version** | `2.4.3` |
+| **Release notes** | `fix: multiplayer desync, gauntlet balance` |
+
+OR via API:
+
+```bash
+curl -X POST "http://52.74.133.55:3000/api/v1/repos/danchie/tekton/actions/workflows/deploy_patch.yml/dispatches" \
+ -H "Authorization: token $TEKTON_RELEASE_TOKEN" \
+ -H "Content-Type: application/json" \
+ -d '{"ref":"experimental","inputs":{"version":"2.4.3","notes":"fix: multiplayer desync, gauntlet balance"}}'
+```
+
+### What the CI does (deploy_patch.yml)
+
+1. **Checkout** — `git clone --depth 1` from `experimental` branch (shallow = fast).
+2. **Setup Godot** — Uses cached `/cache/godot_4.7` binary. Downloads only if missing (140MB, cached forever).
+3. **Generate version.json** — Runs `tools/generate_version_json.py --skip-changelog`. Reads version from `project.godot`, bumps patch number, writes `assets/data/version.json` with the new release entry including `pck_url` pointing to Gitea raw endpoint.
+4. **Export patch PCK** — `godot --headless --export-pack "Windows Desktop" build/patch.pck`. No export templates needed — `--export-pack` only packs resources, not binaries. Output ~10-15MB.
+5. **Push to patches branch** — Force-pushes `patch.pck` + `version.json` to the `patches` branch of the repo.
+
+### Verification
+
+```bash
+# Check manifest
+curl -s "https://git.klud.top/danchie/tekton/raw/branch/patches/version.json"
+# Expected: latest_version matches your patch number
+
+# Check pck exists
+curl -s -o /dev/null -w "%{http_code} %{size_download}B" \
+ "https://git.klud.top/danchie/tekton/raw/branch/patches/patch.pck"
+# Expected: HTTP 200, size ~10-15MB
+```
+
+### How players receive patches
+
+1. Game boots → `GameUpdateManager` fetches `version.json` from Gitea raw endpoint.
+2. Compares `latest_version` against local version.
+3. If remote is newer → downloads `patch.pck` to `user://patch.pck`.
+4. Mounts with `ProjectSettings.load_resource_pack("user://patch.pck")`.
+5. All files in `patch.pck` override base `res://` files in memory.
+6. No files are overwritten on disk (safe rollback by deleting `patch.pck`).
+
+---
+
+## Part 2: Full Binary Release (platform updates)
+
+Use when: engine upgrade, native plugin change, export template update, platform-specific build fix, or any change that needs a new `.exe`/`.app`.
+
+### Step-by-step
+
+**1. Ensure changelog is written**
+
+Same as patch step 1 — `CHANGELOG_DRAFT.md` must have `## [NEXT]` entries. The CI auto-extracts them for the release body.
+
+**2. Commit and tag**
+
+```bash
+# Commit all changes
+git add -A
+git commit -m "chore: bump to v2.4.3"
+
+# Push to experimental
+git push origin experimental
+
+# Create and push tag
+git tag v2.4.3 experimental
+git push origin v2.4.3
+```
+
+**IMPORTANT:** Tag must match `v` + version format (e.g. `v2.4.3`). The CI is triggered by `v*` tags.
+
+### What the CI does (ci.yml)
+
+1. **Install tools** — `apt-get install curl unzip zip` (zip was missing in early runs — make sure it's present).
+2. **Checkout** — Full clone from tag (shallow not used — needs full history for changelog extraction, though `--depth 1` works too).
+3. **Setup Godot with templates** — Caches both Godot binary (140MB) and export templates (1.3GB) in `/cache/`. Templates downloaded once per runner lifetime.
+4. **Export 3 platforms:**
+ - **Windows** — `godot --headless --export-release "Windows Desktop"` → zipped with `zip`.
+ - **Linux/X11** — Same pattern.
+ - **macOS** — Export to `.zip` directly (Godot's macOS export produces a zip).
+ - **Note:** Steam DLLs copied into Windows build from `addons/godotsteam/`.
+ - **Note:** `|| true` on export commands masks Godot errors (e.g. GodotSteam plugin warnings). Real failures (missing `zip`) will surface.
+5. **Extract changelog** — Parses `CHANGELOG_DRAFT.md` for the `## [version]` section matching the tag. Writes to `$CHANGELOG_BODY` env var.
+6. **Create/Update Gitea Release** — Checks if release exists for tag. Creates new one with changelog as body if missing. Updates draft release if re-run.
+7. **Upload assets** — Each `.zip` uploaded as release asset via multipart POST.
+8. **Publish** — Sets `draft:false` to make release public.
+
+### Verification
+
+Check the release page:
+
+```
+https://git.klud.top/danchie/tekton/releases/tag/v2.4.3
+```
+
+Expected: 3 assets (Windows, Linux, macOS) with correct sizes, changelog body populated, release marked as published (not draft).
+
+### Cleaning duplicate assets
+
+If a tag was force-pushed, multiple CI runs may upload duplicate assets to the same release:
+
+```bash
+# List assets
+curl "https://git.klud.top/api/v1/repos/danchie/tekton/releases/tags/v2.4.3" \
+ -H "Authorization: token $TEKTON_RELEASE_TOKEN" | jq '.assets[] | "\(.id): \(.name) \(.size/1024/1024)MiB"'
+
+# Delete old duplicates (keep latest 3: Windows, Linux, macOS)
+RELEASE_ID=
+curl -X DELETE "http://52.74.133.55:3000/api/v1/repos/danchie/tekton/releases/$RELEASE_ID/assets/$ASSET_ID" \
+ -H "Authorization: token $TEKTON_RELEASE_TOKEN"
+```
+
+### Cancelling stuck or duplicate runs
+
+Gitea API cannot cancel in-progress runs. Wait for completion, then delete:
+
+```bash
+# List runs for a tag
+curl "http://52.74.133.55:3000/api/v1/repos/danchie/tekton/actions/runs?page=1&limit=10" \
+ -H "Authorization: token $TEKTON_RELEASE_TOKEN" | jq '.workflow_runs[] | "\(.id): \(.status) \(.conclusion) \(.display_title)"'
+
+# Delete completed run
+curl -X DELETE "http://52.74.133.55:3000/api/v1/repos/danchie/tekton/actions/runs/$RUN_ID" \
+ -H "Authorization: token $TEKTON_RELEASE_TOKEN"
+```
+
+---
+
+## Part 3: Agent-Automated Release
+
+Agent (Hermes) can execute the full release flow from a single user request:
+
+### Scenario: "Ship v2.4.3"
+
+Agent actions:
+1. Read `CHANGELOG_DRAFT.md` — verify `[NEXT]` has entries.
+2. Check `project.godot` current version.
+3. Commit changelog to `experimental`.
+4. Create tag `v2.4.3` → push to trigger `ci.yml`.
+5. Wait for CI completion (poll every 30s, up to 30 min).
+6. If CI fails:
+ - Read job logs for failure reason.
+ - Fix the workflow file, commit, force-push tag.
+ - Clean up duplicate assets after re-run.
+7. Verify release page has 3 assets with correct sizes.
+8. If patch deploy also needed:
+ - Trigger `deploy_patch.yml` dispatch.
+ - Verify `patch.pck` is served and version.json updated.
+
+### Scenario: "Quick hot patch"
+
+Agent actions:
+1. Check if `[NEXT]` has entries in `CHANGELOG_DRAFT.md`.
+2. If empty, ask user for changelog notes.
+3. Commit `CHANGELOG_DRAFT.md` to `experimental`.
+4. Dispatch `deploy_patch.yml` workflow.
+5. Verify patch files on Gitea raw endpoint.
+
+---
+
+## Troubleshooting
+
+### `zip: command not found` in CI
+
+Root cause: `ubuntu-latest` container doesn't have `zip` pre-installed. The install step must include `zip`:
+
+```yaml
+- name: Install tools
+ run: apt-get update -qq && apt-get install -y -qq curl unzip zip
+```
+
+### Godot export fails silently (`|| true`)
+
+The `|| true` on export commands means a failed Godot export still shows step as success. Check:
+- Is `godot_4.7` cached at `/cache/`?
+- Does the export preset name match exactly? E.g. `"Windows Desktop"` must match `export_presets.cfg`.
+- Is `addons/godotsteam/libgodotsteam*` present? Missing DLLs cause Godot to exit 1.
+
+### Runner container can't clone repo
+
+Runner uses HTTP auth with `god` username and `TEKTON_RELEASE_TOKEN` as password. If token is revoked:
+1. Generate new token from Gitea → Settings → Applications.
+2. Update secret `TEKTON_RELEASE_TOKEN` in repo Settings → Actions → Secrets.
+3. Restart runner: `docker compose -f /home/dev/gitea/docker-compose.yml restart runner`.
+
+### Runner shows "permission denied" for Docker socket
+
+User `dev` doesn't have Docker socket access. Commands that touch Docker must be run via `sudo` or by the root user on the VPS. The local agent can only:
+- Restart runner via systemd: `systemctl --user restart docker-runner` (if running as user service).
+- No Docker CLI commands from agent terminal.
+
+### Release has duplicate assets
+
+Each CI run uploads assets as new entries. To clean:
+- Get release ID from API.
+- Delete old asset IDs keeping only latest (highest IDs) for each platform.
+- Use jq or manual curl loop (see "Cleaning duplicate assets" above).
+
+### Tag force-push creates redundant CI runs
+
+Each push to a tag triggers `ci.yml`. Force-pushing a tag to a new commit creates another run:
+- Previous runs keep running (can't cancel via API).
+- Wait for all to finish, then delete stale ones.
+- The last run to publish sets the release state.
+
+Best practice: Delete old release before force-pushing tag, or at minimum delete stale completed runs after.
+
+### Patch manifest not updating
+
+`generate_version_json.py --skip-changelog` only bumps version and writes `version.json`. If the version didn't change (e.g. `--skip-changelog` with no `[NEXT]` entries), the script exits with code 0 but doesn't write anything. Verify `assets/data/version.json` has the new version after CI run.
+
+### `gitea-pages` (raw.klud.top) returns 404
+
+gitea-pages container uses a Gitea token to read files. If the token is dead:
+- Switch to Gitea native raw endpoint: `https://git.klud.top/danchie/tekton/raw/branch/patches/...`
+- Update `MANIFEST_URL` in `generate_version_json.py` and `VERSION_MANIFEST_URL` in `game_update_manager.gd`.
+- Retire gitea-pages container entirely (not needed, Gitea has built-in raw serving).
+
+---
+
+## File Reference
+
+| File | Purpose |
+|---|---|
+| `.gitea/workflows/deploy_patch.yml` | Patch deploy CI — generates pck + pushes to patches branch |
+| `.gitea/workflows/ci.yml` | Full binary release CI — exports 3 platforms + creates release |
+| `tools/generate_version_json.py` | Version bumping + changelog → version.json conversion |
+| `CHANGELOG_DRAFT.md` | Human-readable changelog draft (source of truth for release notes) |
+| `assets/data/version.json` | Machine-readable manifest served to players (auto-generated) |
+| `scripts/managers/game_update_manager.gd` | Client-side update checker (reads version.json → downloads patch.pck) |
+| `project.godot` | Godot project file (config/version = source of truth for version number) |
+| `export_presets.cfg` | Export configuration for all platforms |
+| `/home/dev/gitea/docker-compose.yml` | Runner container composition (cache volume mount: `/home/dev/godot-cache:/cache`) |
+
+---
+
+## Key Gotchas
+
+- **`zip` must be in install step** — missing zip kills Windows/Linux export. Added in run 141 — do not remove.
+- **Tag format is `vX.Y.Z`** — `ci.yml` trigger is `v*`. A tag without `v` prefix won't build.
+- **Force-push tag = new CI run** — Always expect a new run on force-push. Old run keeps running.
+- **Changelog extracted from tag version** — `## [X.Y.Z]` section in `CHANGELOG_DRAFT.md`. If section doesn't exist, release body is empty.
+- **Patch deploy skips changelog clearing** — `--skip-changelog` means `version.json` is written but `CHANGELOG_DRAFT.md` is NOT modified. Only the full `ci.yml` pipeline clears it.
+- **Cache is per-runner-host, not per-run** — Godot binary (140MB) and templates (1.3GB) download once on fresh runner container, then persist via `/cache` volume. Running `docker compose down` + `up` reuses cache if volume isn't deleted.
+- **`|| true` masks Godot export errors** — If export fails silently, check the `2>&1 | tail -5` output in CI logs. Error messages like "Cannot call method 'queue_free' on a null value" from GodotSteam are non-fatal (cosmetic plugin warnings).
diff --git a/wiki/skin_creation_workflow.md b/wiki/skin_creation_workflow.md
new file mode 100644
index 0000000..ef54a79
--- /dev/null
+++ b/wiki/skin_creation_workflow.md
@@ -0,0 +1,257 @@
+# Skin Creation Workflow
+
+
+
+How to author a new character skin, register it in the game's shop/gacha catalog, and ship it to players.
+
+---
+
+## Overview
+
+Each skin is defined in two places that must stay in sync:
+
+| Layer | File | What it stores |
+|---|---|---|
+| **Client (visual)** | `scripts/managers/skin_manager.gd` | Mesh slots, material paths, override/overlay mode |
+| **Server (shop)** | `server/nakama/lua/economy.lua` | Item ID, name, category, price (gold/star) |
+
+The item `id` in `economy.lua` must match the dictionary key in `skin_manager.gd` `SKIN_CATALOG` exactly -- the Godot client looks up the item ID from the wallet/inventory and applies the matching skin data.
+
+[Back to top](#top)
+
+---
+
+## Step 1: Create the Skin Material
+
+Open the **Skin Shader Generator** at `res://scenes/tools/skin_shader_generator.tscn`.
+
+1. Run the scene (F6).
+2. Import your base albedo and mask textures (PNG with color/alpha channels).
+3. Use the UI to visualize UV overlays and adjust color channels (Red, Green, Blue, Alpha).
+4. Export the configured material as a `.tres` file into `assets/materials/skins/` or a subfolder:
+ - `assets/characters/skins/hat/`
+ - `assets/characters/skins/clothing/`
+ - `assets/characters/skins/gloves/`
+
+**Material path conventions (Oldpop character):**
+
+| Category | Example path |
+|---|---|
+| hat | `res://assets/characters/skins/hat/oldpop_mat_hat_blue.tres` |
+| costume/clothing | `res://assets/characters/skins/clothing/oldpop_mat_cloth_red_pant.tres` |
+| glove | `res://assets/characters/skins/gloves/oldpop_mat_gloves_blue.tres` |
+| accessory | `res://assets/characters/skins/accessory/` |
+
+[Back to top](#top)
+
+---
+
+## Step 2: Register the Skin in SkinManager (Client)
+
+Open `res://scripts/managers/skin_manager.gd` and add a new entry inside `SKIN_CATALOG` (between `[BEGIN_SKIN_CATALOG]` and `[END_SKIN_CATALOG]` markers).
+
+### Entry format
+
+```gdscript
+"item_id": {
+ "category": "head", # head | costume | glove | accessory
+ "character": "Oldpop", # node name under CharacterRoot
+ "slots": [
+ {
+ "mesh": "oldpop-hat1", # MeshInstance3D child name
+ "mode": "override", # "override" | "overlay"
+ "material": "res://path/to/material.tres"
+ },
+ ]
+}
+```
+
+### Slot modes
+
+- **`override`** -- `set_surface_override_material(0, mat)`. Replaces the base material entirely. Preserves the outline shader (`next_pass`) automatically.
+- **`overlay`** -- `material_overlay = mat`. Transparent layer on top of the base material. Good for costume/pant patterns.
+
+### Multi-slot skins (costume example)
+
+Costumes typically touch 3 meshes:
+
+```gdscript
+"oldpop-grey-pant": {
+ "category": "costume",
+ "character": "Oldpop",
+ "slots": [
+ { "mesh": "oldpop-body", "mode": "overlay", "material": "res://assets/characters/skins/clothing/oldpop_mat_cloth_grey_pant.tres" },
+ { "mesh": "oldpop-bottom1", "mode": "override", "material": "res://assets/characters/skins/clothing/oldpop_mat_cloth_grey_pant.tres" },
+ { "mesh": "oldpop-bottom2", "mode": "override", "material": "res://assets/characters/skins/clothing/oldpop_mat_cloth_grey_pant.tres" },
+ ]
+},
+```
+
+### Tips
+
+- Leave `"material"` as `""` if the `.tres` file is not ready yet. The slot is skipped gracefully.
+- Use the **Skin Catalog Editor** (`res://scenes/tools/skin_catalog_editor.tscn`) to avoid manual edits. Click **Save & Generate** to rewrite both `skin_manager.gd` and `economy.lua`.
+
+[Back to top](#top)
+
+---
+
+## Step 3: Register the Skin in Economy (Server)
+
+Open `server/nakama/lua/economy.lua` and add a new entry to `SHOP_CATALOG_DEFS`.
+
+### Catalog entry format
+
+```lua
+{ id = "oldpop-blue-hat", name = "Oldpop Blue Hat", category = "head", gold = 100, star = 0, rarity = "Common", character = "Oldpop" },
+```
+
+| Field | Type | Description |
+|---|---|---|
+| `id` | string | Must match the `SKIN_CATALOG` key in `skin_manager.gd` exactly |
+| `name` | string | Display name shown in shop |
+| `category` | string | `head` / `costume` / `glove` / `accessory` |
+| `gold` | number | Gold coin price (0 = not sold for gold) |
+| `star` | number | Star gem price (0 = not sold for stars) |
+| `rarity` | string | `"Common"` / `"Uncommon"` / `"Rare"` -- cosmetic label only |
+| `character` | string | Character this skin belongs to (e.g. `"Oldpop"`) |
+
+### Existing catalog (12 items)
+
+```
+oldpop-blue-hat head 100 gold Common Oldpop
+oldpop-green-hat head 100 gold Common Oldpop
+oldpop-red-hat head 100 gold Common Oldpop
+oldpop-yellow-hat head 100 gold Common Oldpop
+oldpop-og-pant costume 0 gold Common Oldpop (free)
+oldpop-grey-pant costume 150 gold Common Oldpop
+oldpop-red-pant costume 150 gold Common Oldpop
+oldpop-yellow-pant costume 150 gold Common Oldpop
+oldpop-blue-gloves glove 75 gold Common Oldpop
+oldpop-green-gloves glove 75 gold Common Oldpop
+oldpop-red-gloves glove 75 gold Common Oldpop
+oldpop-yellow-gloves glove 75 gold Common Oldpop
+```
+
+[Back to top](#top)
+
+---
+
+## Step 4 (Optional): Add Skin as Gacha Prize
+
+Gacha-only skins are registered in `server/nakama/lua/gacha.lua` inside `GACHA_DATA.real_prize_catalog`.
+
+### Existing gacha skins (4 items)
+
+```lua
+skin_gacha_rainbow_suit = { name = "Rainbow Suit", category = "costume", rarity = "real_prize", character = "" }
+skin_gacha_dragon_hat = { name = "Dragon Hat", category = "head", rarity = "real_prize", character = "" }
+skin_gacha_phantom_gloves = { name = "Phantom Gloves", category = "glove", rarity = "real_prize", character = "" }
+skin_gacha_neon_acc = { name = "Neon Accessory", category = "accessory", rarity = "real_prize", character = "" }
+```
+
+Gacha skins also need a `skin_manager.gd` entry (same step 2 format) and a `skin_catalog_editor` entry so `SkinManager.apply_loadout()` can render them. The server catalog is optional -- gacha skins are not sold in the shop directly.
+
+The gacha pulls these IDs from `GACHA_DATA.pools.real_prize`, so add your item_id there too.
+
+```lua
+pools = {
+ common = {"frag_common"},
+ uncommon = {"frag_uncommon"},
+ rare = {"frag_rare"},
+ real_prize = {
+ "skin_gacha_rainbow_suit",
+ "skin_gacha_dragon_hat",
+ "skin_gacha_phantom_gloves",
+ "skin_gacha_neon_acc",
+ -- add new skin here
+ }
+},
+```
+
+[Back to top](#top)
+
+---
+
+## Step 5: Deploy
+
+### Hot patch (content only) -- recommended for skins
+
+1. Commit changes to `experimental` branch:
+ - `scripts/managers/skin_manager.gd`
+ - `server/nakama/lua/economy.lua` (if shop item)
+ - `server/nakama/lua/gacha.lua` (if gacha prize)
+ - Material `.tres` files
+
+2. Push to `experimental`.
+
+3. Trigger `deploy_patch.yml` via Gitea UI workflow dispatch.
+ - CI runs `--export-pack` to build `patch.pck`.
+ - CI force-pushes `patch.pck` + `version.json` to `patches` branch.
+ - Existing players auto-download on next boot via `GameUpdateManager`.
+
+### Full binary release (if engine/templates changed)
+
+Tag a version (e.g. `v2.5.0`) and push. CI builds all platform binaries and uploads to the release.
+
+[Back to top](#top)
+
+---
+
+## Full Flow Diagram
+
+```
+┌──────────────────────┐
+│ 1. Create Material │
+│ skin_shader_generator │
+│ ────────────────── │
+│ Export .tres file │
+└────────┬─────────────┘
+ v
+┌──────────────────────────────┐
+│ 2. Register in SkinManager │
+│ skin_manager.gd │
+│ ────────────────── │
+│ Add SKIN_CATALOG entry │
+│ (mesh slots + material) │
+└────────┬─────────────────────┘
+ v
+┌──────────────────────────────┐
+│ 3. Register in Economy │
+│ economy.lua │
+│ ────────────────── │
+│ Add SHOP_CATALOG_DEFS │
+│ (price, name, category) │
+└────────┬─────────────────────┘
+ v (optional)
+┌──────────────────────────────┐
+│ 4. Gacha Prize │
+│ gacha.lua │
+│ ────────────────── │
+│ real_prize_catalog + pools │
+└────────┬─────────────────────┘
+ v
+┌──────────────────────┐
+│ 5. Git Push & CI │
+│ deploy_patch.yml │
+│ ────────────────── │
+│ patch.pck → players │
+└──────────────────────┘
+```
+
+[Back to top](#top)
+
+---
+
+## Troubleshooting
+
+| Symptom | Cause | Fix |
+|---|---|---|
+| Skin visible in editor but not in-game | Material path wrong or `.tres` not exported | Verify `res://` path in SKIN_CATALOG, run `--export-pack` |
+| Skin purchase fails: "NotEnoughFunds" | Wallet balance insufficient | Check gold/star prices in economy.lua |
+| Skin visible on all characters | `character` field wrong | Set correct character node name |
+| Skin purchase fails: "ItemNotFound" | Item ID not in SHOP_CATALOG_DEFS | Add entry matching SKIN_CATALOG key |
+| Player downloads patch but skin missing | econmy.lua change didn't reach server | Nakama hot-reload: restart Nakama container or wait for next restart |
+| Outline shader lost on skin | next_pass not preserved | SkinManager preserves it automatically -- verify with latest `skin_manager.gd` |
+
+[Back to top](#top)