experimental: remove Tekton Doors entirely
- Delete portal_mode_manager.gd, portal_door.gd, portal_door.tscn - Strip all Tekton Doors logic from main.gd, player.gd, lobby.gd, lobby_room.gd, lobby_manager.gd, camera_context_manager.gd, music_manager.gd, tekton.gd, enhanced_gridmap.gd, playerboard_manager.gd, special_tiles_manager.gd - Remove TK enum (TEKTON_DOORS=2), mode_config schema, arena area - Update tests: 3 modes instead of 4 - Strip HowToPlay tab from main.tscn
This commit is contained in:
+5
-179
@@ -12,10 +12,8 @@ var touch_controls
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var camera_context_manager
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var stop_n_go_manager
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var stop_n_go_winner_id: int = -1 # Track who finished first in Stop n Go mode
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var portal_mode_winner_id: int = -1
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var is_match_ended: bool = false
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var obstacle_manager
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var portal_mode_manager
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var gauntlet_manager
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var vfx_manager
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@@ -146,8 +144,6 @@ func _apply_arena_background():
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texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg" # Fallback texture
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_instantiate_3d_arena("res://scenes/arena/freemode.tscn")
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_hide_ground_tiles()
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"Tekton Doors Arena":
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texture_path = "res://assets/graphics/level_bg/placeholder_tekton_doors.jpg"
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"Gauntlet Arena":
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texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg"
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_instantiate_3d_arena("res://scenes/arena/gauntlet.tscn")
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@@ -207,14 +203,6 @@ func _setup_effect_elevation():
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em.mesh_library = ml
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print("[Main] MeshLibrary elevation applied: Wall(4) and Freeze(5) at Y=0.8")
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@rpc("any_peer", "call_local", "reliable")
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func sync_portal_configs(configs: Array):
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if portal_mode_manager:
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# Temporarily store the configs and trigger spawn
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# Note: We use a custom property in manager to pass this
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portal_mode_manager.set_meta("door_configs", configs)
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portal_mode_manager._spawn_portal_doors()
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# Force gridmap cell size to match player logic (1, 0.05, 1) - >0.001 to avoid errors
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var em = $EnhancedGridMap
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if em:
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@@ -245,12 +233,6 @@ func _init_managers():
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add_child(stop_n_go_manager)
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# No direct initialize() yet, but we'll call start_game_mode later
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# Portal manager for Tekton Doors mode
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if LobbyManager.game_mode == "Tekton Doors":
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portal_mode_manager = load("res://scripts/managers/portal_mode_manager.gd").new()
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portal_mode_manager.name = "PortalModeManager"
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add_child(portal_mode_manager)
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portal_mode_manager.initialize(self , $EnhancedGridMap)
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# Gauntlet manager for Candy Pump Survival mode
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if LobbyManager.game_mode == "Candy Pump Survival":
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@@ -619,8 +601,6 @@ func _setup_host_game():
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# Spawning and arena setup
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if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
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stop_n_go_manager._setup_arena()
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elif LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
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portal_mode_manager.setup_arena_locally()
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elif LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
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gauntlet_manager._setup_arena()
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else:
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@@ -725,10 +705,6 @@ func _setup_client_game():
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add_player_character(i, true)
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print("Client: Pre-spawned potential bot ", i)
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# Initialize arena locally for Tekton Doors
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if LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
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portal_mode_manager.setup_arena_locally()
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# Initialize arena locally for Candy Pump Survival
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if LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
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gauntlet_manager._apply_arena_setup()
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@@ -833,14 +809,10 @@ func _start_game():
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gauntlet_manager.setup_mission_tiles()
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# Spawn Static Tektons and random tiles BEFORE countdown (Free Mode Only)
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# Exclude for Stop n Go and Tekton Doors
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if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Tekton Doors" and LobbyManager.game_mode != "Candy Pump Survival":
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# Exclude for Stop n Go and Candy Pump Survival
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if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Candy Pump Survival":
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spawn_static_tektons()
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# Tekton Doors: Randomize connections BEFORE countdown so colors show
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if LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
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portal_mode_manager._randomize_connections()
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# STOP N GO: Rotate players to face East BEFORE countdown
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if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
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stop_n_go_manager.rotate_players_to_start()
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@@ -866,13 +838,6 @@ func _start_game():
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if goals_cycle_manager:
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var match_duration = LobbyManager.get_match_duration()
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goals_cycle_manager.start_match(float(match_duration), false) # No cycles for Stop n Go
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elif LobbyManager.game_mode == "Tekton Doors":
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if portal_mode_manager:
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portal_mode_manager.start_game_mode()
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if goals_cycle_manager:
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var match_duration = LobbyManager.get_match_duration()
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goals_cycle_manager.start_match(float(match_duration))
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elif LobbyManager.game_mode == "Candy Pump Survival":
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if gauntlet_manager:
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gauntlet_manager.start_game_mode()
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@@ -986,12 +951,6 @@ func _assign_random_spawn_positions():
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_assign_stop_n_go_spawn_positions(all_players)
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return
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# Tekton Doors Custom Spawn Logic
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if LobbyManager.game_mode == "Tekton Doors":
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var all_players = get_tree().get_nodes_in_group("Players")
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_assign_portal_mode_spawn_positions(all_players)
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return
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# If static positions were not calculated yet, do it now to avoid players spawning in them
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if reserved_static_positions.is_empty() and LobbyManager.game_mode != "Stop n Go":
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if not static_tekton_manager:
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@@ -1116,77 +1075,6 @@ func _assign_stop_n_go_spawn_positions(all_players: Array):
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print("[StopNGo] Assigned spawn %s to player %s" % [assigned_pos, player.name])
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func _assign_portal_mode_spawn_positions(all_players: Array):
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"""Assigns spawns to different quadrants for Tekton Doors mode, avoiding stands and intersections."""
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if not portal_mode_manager:
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_assign_random_spawn_positions() # Fallback
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return
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# Sort players for deterministic assignment
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all_players.sort_custom(func(a, b): return a.name.to_int() < b.name.to_int())
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# Get baseline quadrant centers (3,3), (10,3), etc.
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var base_spawn_points = portal_mode_manager.get_spawn_points()
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var spawn_index = 0
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var assigned_positions: Array[Vector2i] = []
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for player in all_players:
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var center_pos = base_spawn_points[spawn_index % base_spawn_points.size()]
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var assigned_pos = center_pos # Fallback position
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# Spiral search for a valid spot (walkable, not in stand zone, not occupied)
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var found = false
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for radius in range(0, 5): # Increase search radius
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for dx in range(-radius, radius + 1):
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for dz in range(-radius, radius + 1):
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# Only check the "ring" at the current radius
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if abs(dx) != radius and abs(dz) != radius and radius > 0:
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continue
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var test_pos = center_pos + Vector2i(dx, dz)
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# 1. Check map bounds
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var em = $EnhancedGridMap
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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:
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continue
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# 2. Check if walkable floor (Floor 0, ID 0)
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if em.get_cell_item(Vector3i(test_pos.x, 0, test_pos.y)) != 0:
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continue
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# 3. Check if reserved for a Static Tekton Stand (3x3 area, use 2-tile buffer)
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var is_reserved = false
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for reserved in reserved_static_positions:
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if abs(test_pos.x - reserved.x) <= 2 and abs(test_pos.y - reserved.y) <= 2:
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is_reserved = true
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break
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if is_reserved:
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continue
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# 4. Check if occupied by another already-assigned player
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if assigned_positions.has(test_pos):
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continue
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assigned_pos = test_pos
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found = true
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break
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if found: break
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if found: break
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assigned_positions.append(assigned_pos)
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# Sync and place
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player.position = player.grid_to_world(assigned_pos)
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player.current_position = assigned_pos
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player.is_player_moving = false
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player.spawn_point_selected = true
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if can_rpc():
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player.rpc("set_spawn_position", assigned_pos)
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spawn_index += 1
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print("[PortalMode] Assigned Quadrant Pos %s to player %s" % [assigned_pos, player.name])
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# =============================================================================
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# Tekton NPC Management
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# =============================================================================
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@@ -1639,9 +1527,6 @@ func sync_game_start(player_list: Array, is_turn_based: bool):
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stop_n_go_manager.name = "StopNGoManager"
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add_child(stop_n_go_manager)
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stop_n_go_manager.activate_client_side()
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elif LobbyManager.game_mode == "Tekton Doors":
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if portal_mode_manager:
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portal_mode_manager.activate_client_side()
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# Initialize leaderboard for all peers (after a delay to ensure players loaded)
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call_deferred("_deferred_init_leaderboard")
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@@ -1878,7 +1763,7 @@ func randomize_item_at_position(grid_position: Vector2i):
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if is_ground:
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var get_mode_specific_tile = func():
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if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Tekton Doors" and LobbyManager.game_mode != "Candy Pump Survival":
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if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Candy Pump Survival":
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# 60% Chance for Common (7-10), 40% for PowerUp
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if randf() <= 0.6:
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return [7, 8, 9, 10].pick_random()
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@@ -1923,14 +1808,7 @@ func sync_grid_item(x: int, y: int, z: int, item: int):
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# OR Layer 1 is already a wall (4)
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if f0 in [4, -1] or f1 == 4:
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return
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# TEKTON DOORS: Prevent placing items on portal doors
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if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
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var doors = get_tree().get_nodes_in_group("PortalDoors")
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for door in doors:
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var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
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if door_grid.x == x and door_grid.z == z:
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return
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enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
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# Force visual update
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@@ -2098,17 +1976,6 @@ func sync_grid_items_batch(data: Array):
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if f0 in [4, -1] or f1 == 4:
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continue
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# TEKTON DOORS: Prevent placing items on portal doors
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if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS) and y == 1:
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var doors = get_tree().get_nodes_in_group("PortalDoors")
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var on_door = false
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for door in doors:
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var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
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if door_grid.x == x and door_grid.z == z:
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on_door = true
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break
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if on_door: continue
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enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
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# Force visual update ONCE after batch
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@@ -2116,7 +1983,7 @@ func sync_grid_items_batch(data: Array):
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enhanced_gridmap.update_grid_data()
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func randomize_game_grid():
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if LobbyManager.game_mode == "Stop n Go" or LobbyManager.game_mode == "Tekton Doors":
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if LobbyManager.game_mode == "Stop n Go":
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return # These modes manage their own arena setup and item spawning
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var enhanced_gridmap = $EnhancedGridMap
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@@ -2177,10 +2044,6 @@ func request_full_grid_sync():
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if sender_id in multiplayer.get_peers():
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rpc_id(sender_id, "sync_full_grid_data", grid_data)
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print("[Main] Server: Sent grid sync rpc_id to %d" % sender_id)
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# If Tekton Doors, sync portal connections too
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if LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
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portal_mode_manager.sync_to_client(sender_id)
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@rpc("authority", "call_local", "reliable")
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func sync_full_grid_data(data: PackedInt32Array):
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@@ -2197,13 +2060,6 @@ func sync_full_grid_data(data: PackedInt32Array):
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stop_n_go_manager.name = "StopNGoManager"
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add_child(stop_n_go_manager)
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stop_n_go_manager._apply_arena_setup()
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elif LobbyManager.game_mode == "Tekton Doors":
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if not portal_mode_manager:
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portal_mode_manager = load("res://scripts/managers/portal_mode_manager.gd").new()
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portal_mode_manager.name = "PortalModeManager"
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add_child(portal_mode_manager)
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portal_mode_manager.initialize(self , enhanced_gridmap)
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portal_mode_manager.setup_arena_locally()
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else:
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# Freemode: Ensure Floor 0 is entirely walkable (reset stale state from previous modes)
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for x in range(enhanced_gridmap.columns):
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@@ -2337,27 +2193,6 @@ func sync_game_end_stop_n_go(winner_id: int):
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# Trigger match end
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_on_match_ended()
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@rpc("any_peer", "call_local", "reliable")
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func sync_game_end_portal_mode(winner_id: int):
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print("[TEKTON DOORS] Game ended! Winner: ", winner_id)
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portal_mode_winner_id = winner_id
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var winner_name = "Player " + str(winner_id)
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var player_node = get_node_or_null(str(winner_id))
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if player_node:
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winner_name = player_node.display_name
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# Broadcast win
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add_message_to_bar("MATCH COMPLETE", winner_name + " Wins with 8 Missions!", MessageType.GOAL)
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# Stop logic
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if portal_mode_manager:
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if portal_mode_manager.swap_timer: portal_mode_manager.swap_timer.stop()
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if portal_mode_manager.tile_refresh_timer: portal_mode_manager.tile_refresh_timer.stop()
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# Trigger match end
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_on_match_ended()
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func _on_match_ended():
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"""Called when the global match timer ends - show game over screen."""
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if is_match_ended:
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@@ -2422,9 +2257,6 @@ func _show_game_over_panel():
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if stop_n_go_manager and stop_n_go_manager.hud_layer:
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stop_n_go_manager.hud_layer.hide()
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if portal_mode_manager and portal_mode_manager.hud_layer:
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portal_mode_manager.hud_layer.hide()
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# =========================================================================
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# Gather + sort player data
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# =========================================================================
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@@ -2446,12 +2278,6 @@ func _show_game_over_panel():
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if b.peer_id == stop_n_go_winner_id: return false
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return a.score > b.score
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)
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elif LobbyManager.game_mode == "Tekton Doors" and portal_mode_winner_id != -1:
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all_player_scores.sort_custom(func(a, b):
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if a.peer_id == portal_mode_winner_id: return true
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if b.peer_id == portal_mode_winner_id: return false
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return a.score > b.score
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)
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else:
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all_player_scores.sort_custom(func(a, b): return a.score > b.score)
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