Release 2.4.5: Candy Survival sync & GoalsCycleManager improvements
Release / Build & Release (push) Successful in 7m23s
Release / Build & Release (push) Successful in 7m23s
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@@ -64,6 +64,9 @@ func _ready():
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set_process(false)
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_setup_hud()
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func _exit_tree() -> void:
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Engine.time_scale = 1.0
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func _setup_hud() -> void:
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var hud_instance = _candy_survival_hud_scene.instantiate()
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hud_layer = hud_instance
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@@ -203,8 +206,11 @@ func _process(delta: float) -> void:
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current_face = CandyColor.values()[(current_face + 1) % CandyColor.size()]
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# Sync color to the Mekton NPC
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if mekton_node and mekton_node.has_method("set_face_color_rpc"):
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mekton_node.rpc("set_face_color_rpc", current_face)
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if mekton_node and is_instance_valid(mekton_node) and mekton_node.has_method("set_face_color_rpc"):
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if multiplayer.is_server() and can_rpc():
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mekton_node.rpc("set_face_color_rpc", current_face)
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else:
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mekton_node.set_face_color_rpc(current_face)
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# Update delivery indicators for all players based on new face
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for pid in player_candies:
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@@ -399,7 +405,8 @@ func try_knock(attacker: int, target: int) -> bool:
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var target_node = _find_player_node(target)
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if attacker_node and target_node:
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attacker_node.rpc("sync_bump", target_node.current_position)
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if attacker_node.has_method("can_rpc") and attacker_node.can_rpc():
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attacker_node.rpc("sync_bump", target_node.current_position)
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if target_candies == 0:
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# Backfire: attacker loses a charge & gets staggered
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@@ -408,7 +415,10 @@ func try_knock(attacker: int, target: int) -> bool:
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# Attacker is knocked down briefly (backfire)
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if attacker_node:
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attacker_node.rpc("apply_stagger", 2.0)
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if attacker_node.has_method("can_rpc") and attacker_node.can_rpc():
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attacker_node.rpc("apply_stagger", 2.0)
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elif attacker_node.has_method("apply_stagger"):
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attacker_node.apply_stagger(2.0)
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# Backfire penalty: Attacker's candy stack transfers to Target!
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var attacker_colors = player_candy_colors.get(attacker, [])
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@@ -444,7 +454,10 @@ func try_knock(attacker: int, target: int) -> bool:
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# Target is knocked down / staggered on successful knock
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if target_node:
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target_node.rpc("apply_stagger", 2.0)
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if target_node.has_method("can_rpc") and target_node.can_rpc():
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target_node.rpc("apply_stagger", 2.0)
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elif target_node.has_method("apply_stagger"):
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target_node.apply_stagger(2.0)
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_add_score(attacker, target_candies * 100)
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_update_candy_badge(attacker)
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@@ -485,9 +498,38 @@ func try_activate_ghost(pid: int) -> bool:
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func is_ghost_active(pid: int) -> bool:
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return player_ghost_active.get(pid, false)
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func can_rpc() -> bool:
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if not multiplayer.has_multiplayer_peer() or multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
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return false
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return true
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# ── Arena ──
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func _setup_arena() -> void:
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if not gridmap:
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return
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if can_rpc():
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rpc("sync_arena_setup")
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_apply_arena_setup()
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@rpc("authority", "call_remote", "reliable")
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func sync_arena_setup() -> void:
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print("[CandySurvival] Client: Syncing Arena Setup (18x18)...")
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_apply_arena_setup()
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func _spawn_mekton_npc(center: Vector2i) -> Node:
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var path = "res://scenes/candy_survival_npc.tscn"
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if ResourceLoader.exists(path):
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var npc = load(path).instantiate()
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npc.name = "CandySurvivalNpc"
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npc.position = Vector3(center.x + 1, 0, center.y + 1)
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add_child(npc, true)
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if npc.has_method("set_face_color_rpc"):
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npc.set_face_color_rpc(current_face)
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return npc
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return null
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func _apply_arena_setup() -> void:
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if not gridmap:
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return
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gridmap.set("columns", ARENA_COLS)
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@@ -504,24 +546,10 @@ func _setup_arena() -> void:
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gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), 14)
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# Spawn Mekton NPC at center
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if mekton_node:
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if mekton_node and is_instance_valid(mekton_node):
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mekton_node.queue_free()
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mekton_node = _spawn_mekton_npc(NPC_CENTER)
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print("[CandySurvival] Arena setup 18x18")
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func _spawn_mekton_npc(center: Vector2i) -> Node:
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var path = "res://scenes/candy_survival_npc.tscn"
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if ResourceLoader.exists(path):
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var npc = load(path).instantiate()
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npc.position = Vector3(center.x + 1, 0, center.y + 1)
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add_child(npc)
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if npc.has_method("set_face_color_rpc"):
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npc.set_face_color_rpc(current_face)
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return npc
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return null
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func _apply_arena_setup() -> void:
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pass
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print("[CandySurvival] Arena setup applied 18x18")
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func setup_mission_tiles() -> void:
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if not gridmap:
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@@ -697,9 +725,14 @@ func sync_ghost_active(pid: int, active_on: bool) -> void:
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hud_ghost_label.text = "👻 Ghosts: %d" % player_ghosts[pid]
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func sync_state_to_player(peer_id: int) -> void:
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# Ensure the client gets the arena setup before state
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if can_rpc():
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rpc_id(peer_id, "sync_arena_setup")
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# Sync Mekton's current face color
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if mekton_node and mekton_node.has_method("set_face_color_rpc"):
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mekton_node.rpc_id(peer_id, "set_face_color_rpc", current_face)
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if mekton_node and is_instance_valid(mekton_node) and mekton_node.has_method("set_face_color_rpc"):
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if can_rpc():
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mekton_node.rpc_id(peer_id, "set_face_color_rpc", current_face)
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# Sync Ghost inventory to make the HUD button visible on player load
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_update_special_inventory_for_ghosts(peer_id)
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