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
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@@ -62,8 +62,6 @@ func mark_goal_complete(player_id: int):
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player_completion_times[player_id].append(duration_sec)
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# Reset start time for next goal
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player_start_times[player_id] = Time.get_ticks_msec()
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# print("Player %s completed goal in %.2fs" % [player_id, duration_sec])
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func get_player_average_time(player_id: int) -> float:
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if not player_completion_times.has(player_id) or player_completion_times[player_id].is_empty():
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@@ -92,7 +90,7 @@ func get_boost_multiplier(player_id: int) -> float:
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var p_avg = get_player_average_time(player_id)
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var g_avg = get_global_average_time()
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if p_avg > g_avg:
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if p_avg > g_avg:
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# Player is slower than average -> Boost fills faster
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# Scale up to 1.5x based on how much slower (capped)
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var ratio = p_avg / max(g_avg, 0.1)
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