feat(gauntlet): replace Cleanser with Ghost powerup sticky bypass (v2.4.2)

- Remove entire Cleanser system (signal, vars, HUD, input, RPCs, bot AI)
- Ghost (Invisible Mode) now bypasses sticky tiles in Gauntlet
- Grant Ghost powerup every 2 missions instead of Cleanser charges
- Ghost tiles spawn naturally on Gauntlet arena (15% chance)
- Bots use Ghost powerup when boxed in by sticky tiles
- Players pushed into sticky while Ghost are not slowed
- Remove use_cleanser input action from project.godot
- Remove CleanserHBox UI from gauntlet_hud.tscn
- Bump version to 2.4.2
This commit is contained in:
2026-07-03 14:54:39 +08:00
parent 5ba7de3fd6
commit 19e7f619ab
10 changed files with 137 additions and 394 deletions
+32 -274
View File
@@ -7,7 +7,7 @@ class_name GauntletManager
signal phase_changed(phase_index: int, phase_name: String)
signal growth_tick(cells: Array)
signal player_trapped(player_id: int)
signal cleanser_granted(player_id: int)
signal ghost_granted(player_id: int)
# =============================================================================
# Constants
@@ -31,10 +31,9 @@ enum CellState {
STICKY, # Covered in sticky candy, blocks + traps
BUBBLE_GROWING, # Candy bubble growing, not yet exploded
BLOCKED, # NPC zone or permanent obstacle
CLEANSED, # Recently cleaned by Cleanser (temp protection)
}
# Cells temporarily protected after a Cleanser pass (Vector2i -> time remaining).
# Cells temporarily protected after Ghost-clearing (not used — kept for compat).
var cleansed_cells: Dictionary = {}
const CLEANSED_PROTECTION_TIME: float = 5.0
@@ -146,15 +145,10 @@ const SMACK_COOLDOWN: float = 8.0
const SMACK_CHARGE_WINDOW: float = 3.0
# =============================================================================
# Cleanser Tracking
# Ghost Reward Tracking (replaces Cleanser)
# =============================================================================
var player_mission_completions: Dictionary = {} # player_id → int
var player_cleansers: Dictionary = {} # player_id → int (0 or 1)
var cleanser_active: Dictionary = {} # player_id → true when immunity active
var cleanser_cells_left: Dictionary = {} # player_id → int (cells remaining)
const CLEANSER_MAX_CELLS: int = 5
const CLEANSER_ACTIVATION_DELAY: float = 0.3
# =============================================================================
# Trapped Players
@@ -189,9 +183,6 @@ var pump_instance: Node3D = null
# HUD
var hud_layer: CanvasLayer
var phase_label: Label
var cleanser_label: Label
var cleanser_icon: TextureRect
var cleanser_count: int = 0
var slowmo_label: Label
var _gauntlet_hud_scene: PackedScene = preload("res://scenes/gauntlet_hud.tscn")
@@ -284,10 +275,6 @@ func _process(delta: float) -> void:
elif not multiplayer.is_server():
player.sync_modulate(Color.WHITE)
# Cleanser input (local player only)
if Input.is_action_just_pressed("use_cleanser"):
_try_use_cleanser()
# Slow-mo timer (all peers for visual consistency)
if slowmo_active:
slowmo_timer -= delta
@@ -1016,56 +1003,6 @@ func _spawn_impact_particles(targets: Array) -> void:
if particles and is_instance_valid(particles):
particles.queue_free()
# =============================================================================
func _spawn_cleanser_particles(pos: Vector2i) -> void:
"""Spawn bright cleansing particles when sticky is cleared."""
if not main_scene or not gridmap:
return
var world_pos = Vector3(
pos.x * gridmap.cell_size.x + gridmap.cell_size.x / 2.0,
0.5,
pos.y * gridmap.cell_size.z + gridmap.cell_size.z / 2.0
)
var particles = GPUParticles3D.new()
particles.emitting = true
particles.one_shot = true
particles.amount = 12
particles.lifetime = 0.6
particles.explosiveness = 0.9
var material = ParticleProcessMaterial.new()
material.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
material.emission_sphere_radius = 0.3
material.direction = Vector3(0, 1, 0)
material.spread = 180.0
material.initial_velocity_min = 3.0
material.initial_velocity_max = 5.0
material.gravity = Vector3(0, -5.0, 0)
material.scale_min = 0.05
material.scale_max = 0.15
var mesh = SphereMesh.new()
mesh.radius = 0.2
mesh.height = 0.4
var spatial_mat = StandardMaterial3D.new()
spatial_mat.albedo_color = Color(0.2, 1.0, 1.0) # Cyan/Blue for cleanser
spatial_mat.emission_enabled = true
spatial_mat.emission = Color(0.2, 1.0, 1.0)
spatial_mat.emission_energy_multiplier = 3.0
mesh.material = spatial_mat
particles.draw_pass_1 = mesh
particles.process_material = material
particles.position = world_pos
main_scene.add_child(particles)
await get_tree().create_timer(1.2).timeout
if particles and is_instance_valid(particles):
particles.queue_free()
# =============================================================================
# Sticky / Trap System
@@ -1085,7 +1022,7 @@ func cell_state(pos: Vector2i) -> CellState:
if is_sticky_cell(pos):
return CellState.STICKY
if cleansed_cells.has(pos):
return CellState.CLEANSED
return CellState.BLOCKED # Protected from regrowth temporarily
if telegraphed_cells.has(pos):
return CellState.TELEGRAPHED
if bubble_cells.has(pos):
@@ -1383,11 +1320,11 @@ func _calculate_bubble_score(pos: Vector2i, player_cells: Array = []) -> float:
return score
func _bubble_score_camping(pos: Vector2i) -> float:
"""Reward targeting campers. +40 >5s, +60 >8s, +80 >10s-with-cleanser."""
"""Reward targeting campers. +40 >5s, +60 >8s, +80 >10s-with-ghost."""
var t := _camp_time_for_region(_region_of(pos))
if t > 10.0:
# Stronger only if a nearby player actually holds a cleanser.
if _any_cleanser_holder_near(pos):
# Stronger only if a nearby player is in ghost mode.
if _any_ghost_player_near(pos):
return 80.0
return 60.0
elif t > 8.0:
@@ -1455,13 +1392,10 @@ func _bubble_blast_cells(center: Vector2i) -> Array:
func _bubble_footprint(center: Vector2i) -> Array:
return _bubble_blast_cells(center)
func _any_cleanser_holder_near(pos: Vector2i) -> bool:
"""True if a player holding a Cleanser charge is within the camping region."""
func _any_ghost_player_near(pos: Vector2i) -> bool:
"""True if a player in ghost mode is within the camping region."""
for player in get_tree().get_nodes_in_group("Players"):
var pid = player.get("peer_id") if "peer_id" in player else -1
if pid == -1:
continue
if player_cleansers.get(pid, 0) <= 0:
if not player.get("is_invisible"):
continue
if "current_position" in player and player.current_position != null:
if _region_of(player.current_position) == _region_of(pos):
@@ -1557,7 +1491,7 @@ func _explode_bubble(center: Vector2i, cells: Array) -> void:
if "current_position" in player and player.current_position != null:
if blast.has(player.current_position):
var pid = player.get("peer_id") if "peer_id" in player else -1
if pid != -1 and is_cleanser_active(pid):
if pid != -1 and player.get("is_invisible"):
continue
apply_sticky_slow(player)
@@ -1664,8 +1598,8 @@ func _check_all_players_trapped() -> void:
var pos = player.current_position if player.get("current_position") else Vector2i(-1, -1)
if is_sticky_cell(pos):
var pid = player.get("peer_id") if "peer_id" in player else -1
if pid != -1 and is_cleanser_active(pid):
continue # cleansing players are immune to the slow
if pid != -1 and player.get("is_invisible"):
continue # ghost players are immune to the slow
apply_sticky_slow(player)
func apply_sticky_slow(player: Node) -> void:
@@ -1697,25 +1631,22 @@ func _trap_player(player: Node) -> void:
NotificationManager.send_message(player, "Stuck in Candy!", NotificationManager.MessageType.WARNING)
func clear_sticky_cell(pos: Vector2i) -> void:
"""Used by Cleanser power-up to remove a sticky cell."""
"""Remove a sticky cell (used when ghost player walks through)."""
if _can_rpc():
if multiplayer.is_server():
rpc("sync_clear_sticky_cell", pos)
else:
sync_clear_sticky_cell(pos) # Predictive local clear
rpc("rpc_use_cleanser", pos)
else:
sync_clear_sticky_cell(pos)
@rpc("authority", "call_local", "reliable")
func sync_clear_sticky_cell(pos: Vector2i) -> void:
sticky_cells.erase(pos)
mark_cleansed(pos) # temporary regrowth protection (v2)
mark_cleansed(pos) # temporary regrowth protection
if gridmap:
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), -1)
# Play VFX and SFX
_spawn_cleanser_particles(pos)
if SfxManager:
SfxManager.play("pick_up_power_tile")
@@ -1723,142 +1654,6 @@ func sync_clear_sticky_cell(pos: Vector2i) -> void:
if main_scene and main_scene.has_method("sync_grid_item"):
main_scene.sync_grid_item(pos.x, 2, pos.y, -1)
func _try_use_cleanser() -> void:
"""Local player attempts to activate Cleanser for 5-cell sticky immunity."""
var local_pid = multiplayer.get_unique_id()
var count = player_cleansers.get(local_pid, 0)
if count <= 0:
return
# Block activation during stun
var all_players = get_tree().get_nodes_in_group("Players")
var local_player = null
for p in all_players:
var pid = p.get("peer_id") if "peer_id" in p else p.name.to_int()
if pid == local_pid:
local_player = p
break
if not local_player:
return
if local_player.get("is_frozen") or local_player.get("is_stop_frozen"):
return
# 0.3s activation delay
await get_tree().create_timer(CLEANSER_ACTIVATION_DELAY).timeout
# Re-validate after delay
if not is_instance_valid(local_player):
return
if local_player.get("is_frozen") or local_player.get("is_stop_frozen"):
return
# Consume cleanser from inventory (only if client, host relies on rpc)
if not multiplayer.is_server():
cleanser_active[local_pid] = true
cleanser_cells_left[local_pid] = CLEANSER_MAX_CELLS
player_cleansers[local_pid] = max(0, player_cleansers[local_pid] - 1)
update_cleanser_ui(player_cleansers[local_pid])
NotificationManager.send_message(local_player, "Cleanser Used! (5 charges)", NotificationManager.MessageType.POWERUP)
# Sync to server/clients
if not multiplayer.is_server() and _can_rpc():
rpc("rpc_activate_cleanser", local_pid)
elif multiplayer.is_server():
# Call RPC logic directly for host (it will set active/cells_left/consume)
rpc_activate_cleanser(local_pid)
@rpc("any_peer", "call_local", "reliable")
func deactivate_cleanser(player_id: int) -> void:
"""Deactivate cleanser immunity for a player."""
cleanser_active.erase(player_id)
cleanser_cells_left.erase(player_id)
func is_cleanser_active(player_id: int) -> bool:
"""Check if a player has active cleanser immunity."""
return cleanser_active.has(player_id)
func use_cleanser_cell(player_id: int) -> bool:
"""Use one cleanser cell. Returns true if still active, false if exhausted."""
if not cleanser_active.has(player_id):
return false
cleanser_cells_left[player_id] -= 1
if cleanser_cells_left[player_id] <= 0:
if _can_rpc():
rpc("deactivate_cleanser", player_id)
else:
deactivate_cleanser(player_id)
return false
return true
func notify_movement_stopped(player_id: int, pos: Vector2i) -> void:
"""Called from PlayerMovementManager when a move chain settles.
Previously deactivated cleanser here, but now immunity persists
until charges run out to allow repeated use across safe gaps."""
pass
@rpc("any_peer", "call_local", "reliable")
func rpc_activate_cleanser(pid: int) -> void:
"""RPC for clients to activate cleanser on server."""
if multiplayer.is_server():
# Verify they actually have a cleanser charge (prevents spam/cheats)
if player_cleansers.get(pid, 0) <= 0:
return
# Always apply the state and AoE, since this is the server authority
cleanser_active[pid] = true
cleanser_cells_left[pid] = CLEANSER_MAX_CELLS
player_cleansers[pid] = max(0, player_cleansers[pid] - 1)
if _can_rpc():
rpc("sync_cleanser_count", pid, player_cleansers[pid])
# NEW: Clear 3x3 area around player
var all_players = get_tree().get_nodes_in_group("Players")
var target_player = null
for p in all_players:
var target_pid = p.get("peer_id") if "peer_id" in p else p.name.to_int()
if target_pid == pid:
target_player = p
break
if gridmap and is_instance_valid(target_player):
var map_pos = gridmap.local_to_map(target_player.global_position)
var center_pos = Vector2i(map_pos.x, map_pos.z)
# 3x3 neighborhood
for dx in range(-1, 2):
for dz in range(-1, 2):
var check_pos = center_pos + Vector2i(dx, dz)
if is_sticky_cell(check_pos):
clear_sticky_cell(check_pos)
# Remove slow effect for any player in the cleansed area
for p in all_players:
if is_instance_valid(p) and p.has_method("remove_slow_effect"):
if gridmap:
var p_map_pos = gridmap.local_to_map(p.global_position)
var p_cell_pos = Vector2i(p_map_pos.x, p_map_pos.z)
if abs(p_cell_pos.x - center_pos.x) <= 1 and abs(p_cell_pos.y - center_pos.y) <= 1:
if _can_rpc():
p.rpc("remove_slow_effect")
else:
p.remove_slow_effect()
print("[Cleanser] Server cleared 3x3 area around %s for player %d" % [center_pos, pid])
@rpc("any_peer", "call_local", "reliable")
func rpc_use_cleanser(pos: Vector2i) -> void:
"""RPC for clients to clear a sticky cell via Cleanser."""
if multiplayer.is_server():
clear_sticky_cell(pos)
@rpc("any_peer", "call_local", "reliable")
func rpc_consume_cleanser(pid: int) -> void:
"""RPC for clients to report Cleanser consumption to server."""
if multiplayer.is_server():
player_cleansers[pid] = 0
if _can_rpc():
rpc("sync_cleanser_count", pid, 0)
@rpc("any_peer", "reliable")
func rpc_trigger_slowmo() -> void:
"""RPC for clients to request slow-mo from server."""
@@ -1945,25 +1740,7 @@ func _setup_hud() -> void:
hud_layer.visible = false
add_child(hud_layer)
phase_label = hud_layer.get_node("BottomContainer/VBoxContainer/PhaseLabel")
cleanser_icon = hud_layer.get_node("BottomContainer/VBoxContainer/CleanserHBox/CleanserIcon")
cleanser_label = hud_layer.get_node("BottomContainer/VBoxContainer/CleanserHBox/CleanserLabel")
slowmo_label = hud_layer.get_node_or_null("TopContainer/SlowMoLabel")
_generate_cleanser_icon()
func _generate_cleanser_icon() -> void:
var icon_img = Image.create(16, 16, false, Image.FORMAT_RGBA8)
icon_img.fill(Color(0.4, 0.9, 1.0))
icon_img.blend_rect(icon_img, Rect2i(2, 2, 12, 12), Vector2i(1, 1))
for x in range(16):
icon_img.set_pixel(x, 0, Color(0.2, 0.6, 0.7))
icon_img.set_pixel(x, 15, Color(0.2, 0.6, 0.7))
for y in range(16):
icon_img.set_pixel(0, y, Color(0.2, 0.6, 0.7))
icon_img.set_pixel(15, y, Color(0.2, 0.6, 0.7))
for i in range(4, 12):
icon_img.set_pixel(i, 7, Color(1.0, 1.0, 1.0, 0.8))
icon_img.set_pixel(7, i, Color(1.0, 1.0, 1.0, 0.8))
cleanser_icon.texture = ImageTexture.create_from_image(icon_img)
func _update_hud_phase(phase_name: String) -> void:
if phase_label:
@@ -1982,20 +1759,6 @@ func _update_hud_phase(phase_name: String) -> void:
# Animate phase label with bounce effect
_animate_phase_label()
func update_cleanser_ui(count: int) -> void:
cleanser_count = count
if cleanser_label:
cleanser_label.text = "[E] Cleanser (%d)" % count
# Show/hide icon based on availability
if cleanser_icon:
cleanser_icon.visible = count > 0
if count > 0:
# Pulse animation when cleanser is available
var tween = create_tween()
tween.set_loops(2)
tween.tween_property(cleanser_icon, "modulate", Color(1.5, 1.5, 1.5, 1), 0.3)
tween.tween_property(cleanser_icon, "modulate", Color.WHITE, 0.3)
func _animate_phase_label() -> void:
"""Animate phase label with bounce effect."""
if not phase_label:
@@ -2020,7 +1783,7 @@ func _animate_phase_label() -> void:
# =============================================================================
func _on_goal_count_updated(peer_id: int, count: int) -> void:
"""Called when a player completes a goal cycle. Grant cleanser every 2 missions."""
"""Called when a player completes a goal cycle. Grant ghost powerup every 2 missions."""
if not multiplayer.is_server():
return
@@ -2029,34 +1792,29 @@ func _on_goal_count_updated(peer_id: int, count: int) -> void:
player_mission_completions[peer_id] = 0
player_mission_completions[peer_id] += 1
# Grant cleanser every 2 missions
# Grant ghost powerup every 2 missions
var completions = player_mission_completions[peer_id]
if completions % 2 == 0:
if not player_cleansers.has(peer_id):
player_cleansers[peer_id] = 0
# Allow stacking cleanser charges instead of capping at 1
player_cleansers[peer_id] += 1
emit_signal("cleanser_granted", peer_id)
print("[Gauntlet] Player %d granted Cleanser (Total: %d) (mission %d)" % [peer_id, player_cleansers[peer_id], completions])
# Sync cleanser count to HUD
rpc("sync_cleanser_count", peer_id, player_cleansers.get(peer_id, 0))
_grant_ghost_powerup(peer_id)
func _grant_ghost_powerup(peer_id: int) -> void:
"""Grant the ghost (invisible mode) powerup to a player."""
var all_players = get_tree().get_nodes_in_group("Players")
for p in all_players:
var pid = p.get("peer_id") if "peer_id" in p else p.name.to_int()
if pid == peer_id:
var stm = p.get_node_or_null("SpecialTilesManager")
if stm and stm.has_method("add_powerup_from_item"):
stm.add_powerup_from_item(14) # 14 = Ghost / INVISIBLE_MODE
emit_signal("ghost_granted", peer_id)
print("[Gauntlet] Player %d granted Ghost powerup (mission %d)" % [peer_id, player_mission_completions[peer_id]])
NotificationManager.send_message(p, "Ghost Power Earned!", NotificationManager.MessageType.POWERUP)
break
func _on_score_updated(peer_id: int, new_score: int) -> void:
"""Called when a player's score is updated."""
pass # Score sync handled by GoalsCycleManager
@rpc("authority", "call_local", "reliable")
func sync_cleanser_count(peer_id: int, count: int) -> void:
"""Sync cleanser count to HUD for specific player."""
# Update local player's cleanser UI
var local_pid = multiplayer.get_unique_id()
if peer_id == local_pid:
update_cleanser_ui(count)
# =============================================================================
# Utility
# =============================================================================
+8 -25
View File
@@ -155,15 +155,12 @@ func simple_move_to(grid_position: Vector2i) -> bool:
player.knock_tekton()
return false # Don't move into the tile, just knock
# If moving into a sticky cell: slow the player (unless cleanser active,
# which clears the cell instead). Sticky no longer hard-traps.
# If moving into a sticky cell: block movement unless player is in ghost
# mode (is_invisible), which lets them bypass sticky tiles in gauntlet.
if gm and gm.is_active and gm.is_sticky_cell(grid_position):
var pid = player.get("peer_id") if "peer_id" in player else -1
if pid != -1 and gm.is_cleanser_active(pid):
# Cleanser immunity: clear sticky cell, use one cell, don't slow
gm.clear_sticky_cell(grid_position)
gm.use_cleanser_cell(pid)
print("[Move] Cleanser cleared sticky cell at %s (%d cells left)" % [grid_position, gm.cleanser_cells_left.get(pid, 0)])
if player.get("is_invisible"):
# Ghost mode: walk through sticky tile freely
print("[Move] Ghost mode bypassed sticky cell at %s" % grid_position)
else:
print("[Move] Failed: Blocked by Gauntlet Sticky cell at %s" % grid_position)
return false
@@ -341,12 +338,9 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
if main_sticky and main_sticky.get("gauntlet_manager"):
var gm_sticky = main_sticky.gauntlet_manager
if gm_sticky.is_active and gm_sticky.is_sticky_cell(pushed_to_pos):
var push_pid = other_player.get("peer_id") if "peer_id" in other_player else -1
if push_pid != -1 and gm_sticky.is_cleanser_active(push_pid):
# Cleanser immunity: clear sticky cell, use one cell
gm_sticky.clear_sticky_cell(pushed_to_pos)
gm_sticky.use_cleanser_cell(push_pid)
print("[Move] Cleanser cleared push-into-sticky at %s" % pushed_to_pos)
if other_player.get("is_invisible"):
# Ghost mode: pushed player bypasses sticky
print("[Move] Ghost mode bypassed push-into-sticky at %s" % pushed_to_pos)
else:
print("[Move] Player pushed into sticky cell at %s — slowed" % pushed_to_pos)
if multiplayer.is_server() or other_player.is_multiplayer_authority():
@@ -406,17 +400,6 @@ func _on_movement_finished():
emit_signal("movement_finished")
else:
current_move_direction = Vector2i.ZERO
# Gauntlet (#072): a Cleanser ends early once the player rests on a safe
# cell. Gated on gm.is_active so other game modes are never affected.
var gm = null
var main_node = player.get_tree().root.get_node_or_null("Main")
if main_node and main_node.get("gauntlet_manager"):
gm = main_node.gauntlet_manager
if gm and gm.is_active and player.get("current_position") != null:
var mpid = player.get("peer_id") if "peer_id" in player else -1
if mpid != -1 and gm.is_cleanser_active(mpid):
if multiplayer.is_server() or player.is_multiplayer_authority():
gm.notify_movement_stopped(mpid, player.current_position)
emit_signal("movement_finished")
func move_to_clicked_position(grid_position: Vector2i) -> bool:
+5 -3
View File
@@ -547,9 +547,11 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true, only_c
# Spawn ONLY common tiles (7-10) in Stop n Go mode (User Request)
item_id = rng.randi_range(7, 10)
elif LobbyManager.is_game_mode(GameMode.Mode.GAUNTLET):
# Gauntlet mode: No power-up tile spawns from world.
# Only common tiles (7-10) spawn; Smack/Cleanser are handled separately.
item_id = rng.randi_range(7, 10)
# Gauntlet mode: mostly common tiles, but ghost (14) can spawn too.
if rng.randf() < 0.85:
item_id = rng.randi_range(7, 10)
else:
item_id = 14 # Ghost powerup only
else:
# Other modes: 80% Chance for Common Tile (7-10), 20% for PowerUp
if rng.randf() < 0.8: