fix Candy Survival bugs: self-contained Mekton spawn, dead code, clean sticky definition

This commit is contained in:
god
2026-07-06 01:39:23 +08:00
parent 528e22875d
commit 357d84e2ce
+276 -287
View File
@@ -2,10 +2,6 @@ extends Node
class_name CandySurvivalManager class_name CandySurvivalManager
# Candy Survival — Sugar Rush Chaos # Candy Survival — Sugar Rush Chaos
# Speed Building Sabotage (blueprints + power-ups) # Speed Building Sabotage (blueprints + power-ups)
# ponytail: This replaces the old gauntlet ground-growth/sticky/smack system entirely.
# Legacy smack/cleanser/sticky_growth methods deleted — all movement blocking
# is now pure-collision sticky walls. Add back growth if boss requests a
# "rising sticky tide" mechanic later.
signal sugar_rush_started(pid) signal sugar_rush_started(pid)
signal sugar_rush_ended(pid) signal sugar_rush_ended(pid)
@@ -22,12 +18,12 @@ const BLUEPRINT_SIZE: int = 3
const OFF_COLOR_PENALTY: float = 0.5 const OFF_COLOR_PENALTY: float = 0.5
# ── Candy ── # ── Candy ──
const CANDY_PPS: float = 1.0 # points per second per candy const CANDY_PPS: float = 1.0 # points per second per candy
const MULTI_STEP: float = 0.1 # extra multiplier per candy const MULTI_STEP: float = 0.1 # extra multiplier per candy
# ── Sugar Rush ── # ── Sugar Rush ──
const SR_BASE_TIME: float = 2.0 const SR_BASE_TIME: float = 2.0
const SR_PER_CANDY: float = 0.4 # extra seconds per delivered candy const SR_PER_CANDY: float = 0.4 # extra seconds per delivered candy
const SR_SPEED: float = 2.0 const SR_SPEED: float = 2.0
# ── Knock / Ghost ── # ── Knock / Ghost ──
@@ -36,13 +32,11 @@ const START_GHOST: int = 5
const GHOST_DURATION: float = 4.0 const GHOST_DURATION: float = 4.0
# ── Mekton ── # ── Mekton ──
const COLOR_CYCLE_TIME: float = 5.0 # seconds between face color changes const COLOR_CYCLE_TIME: float = 5.0 # seconds between face color changes
enum CandyColor { HEART, DIAMOND, STAR, COIN } enum CandyColor { HEART, DIAMOND, STAR, COIN }
# ── State ── # ── State ──
var active: bool = false var active: bool = false
var arena_width: int = ARENA_COLS
var arena_height: int = ARENA_ROWS
var main_scene: Node var main_scene: Node
var gridmap: Node var gridmap: Node
var mekton_node: Node var mekton_node: Node
@@ -51,351 +45,346 @@ var face_timer: float = 0.0
var game_elapsed: float = 0.0 var game_elapsed: float = 0.0
# Per-player state # Per-player state
var player_candies: Dictionary = {} # pid -> int (stack count) var player_candies: Dictionary = {} # pid -> int (stack count)
var player_candy_color: Dictionary = {} # pid -> CandyColor (-1 if none) var player_candy_color: Dictionary = {} # pid -> CandyColor (-1 if none)
var player_knocks: Dictionary = {} # pid -> int (charges left) var player_knocks: Dictionary = {} # pid -> int (charges left)
var player_ghosts: Dictionary = {} # pid -> int (charges left) var player_ghosts: Dictionary = {} # pid -> int (charges left)
var player_ghost_active: Dictionary = {} # pid -> bool var player_ghost_active: Dictionary = {} # pid -> bool
var player_ghost_timer: Dictionary = {} # pid -> float var player_ghost_timer: Dictionary = {} # pid -> float
var player_score: Dictionary = {} # pid -> int var player_score: Dictionary = {} # pid -> int
var player_blueprints: Dictionary = {} # pid -> int (completed count) var player_blueprints: Dictionary = {} # pid -> int (completed count)
var player_position: Dictionary = {} # pid -> Vector2i var player_sugar_rush: Dictionary = {} # pid -> float (remaining)
var player_sugar_rush: Dictionary = {} # pid -> float (remaining, 0=none)
var player_last_knocked_by: Dictionary = {} # pid -> int var player_last_knocked_by: Dictionary = {} # pid -> int
# Sticky wall cells (pre-placed collision) # Sticky wall cells (pre-placed collision only)
var sticky_cells: Dictionary = {} # Vector2i -> bool var sticky_cells: Dictionary = {} # Vector2i -> bool
# Pre-placed sticky positions for 18x18 arena
var preplaced_sticky: Array = [] # Tile ID mapping
const TILE_IDS: Dictionary = {CandyColor.HEART: 7, CandyColor.DIAMOND: 8, CandyColor.STAR: 9, CandyColor.COIN: 10}
# ── Initialization ──
func initialize(main, grid) -> void: func initialize(main, grid) -> void:
main_scene = main main_scene = main
gridmap = grid gridmap = grid
_define_sticky_walls() _define_sticky_walls()
print("[CandySurvival] Initialized") print("[CandySurvival] Initialized")
func _define_sticky_walls() -> void: func _define_sticky_walls() -> void:
# Block Mekton NPC zone (3x3 center) # Arena boundary walls (rows/cols 0 and 17)
var cx = NPC_CENTER.x for x in range(ARENA_COLS):
var cy = NPC_CENTER.y sticky_cells[Vector2i(x, 0)] = true
for dx in range(NPC_CELLS): sticky_cells[Vector2i(x, ARENA_ROWS - 1)] = true
for dy in range(NPC_CELLS): for y in range(ARENA_ROWS):
preplaced_sticky.append(Vector2i(cx + dx, cy + dy)) sticky_cells[Vector2i(0, y)] = true
# Block arena outer boundary walls sticky_cells[Vector2i(ARENA_COLS - 1, y)] = true
for x in range(ARENA_COLS): # Mekton NPC zone (3x3 center)
preplaced_sticky.append(Vector2i(x, 0)) for dx in range(NPC_CELLS):
preplaced_sticky.append(Vector2i(x, ARENA_ROWS - 1)) for dy in range(NPC_CELLS):
for y in range(ARENA_ROWS): sticky_cells[Vector2i(NPC_CENTER.x + dx, NPC_CENTER.y + dy)] = true
preplaced_sticky.append(Vector2i(0, y))
preplaced_sticky.append(Vector2i(ARENA_COLS - 1, y))
# Lobby-zone rows (rows 0-1 and rows 16-17 outside play field)
for x in range(2, ARENA_COLS - 2):
for y in [1, ARENA_ROWS - 2]:
preplaced_sticky.append(Vector2i(x, y))
func start_game_mode() -> void: func start_game_mode() -> void:
active = true active = true
current_face = CandyColor.HEART current_face = CandyColor.HEART
face_timer = 0.0 face_timer = 0.0
game_elapsed = 0.0 game_elapsed = 0.0
player_candies.clear() player_candies.clear()
player_candy_color.clear() player_candy_color.clear()
player_knocks.clear() player_knocks.clear()
player_ghosts.clear() player_ghosts.clear()
player_ghost_active.clear() player_ghost_active.clear()
player_ghost_timer.clear() player_ghost_timer.clear()
player_score.clear() player_score.clear()
player_blueprints.clear() player_blueprints.clear()
player_position.clear() player_sugar_rush.clear()
player_sugar_rush.clear() player_last_knocked_by.clear()
player_last_knocked_by.clear()
sticky_cells.clear() # Init players from lobby
var pids = _get_player_ids()
# Mark pre-placed sticky as active for pid in pids:
for pos in preplaced_sticky: player_candies[pid] = 0
sticky_cells[pos] = true player_candy_color[pid] = -1
player_knocks[pid] = START_KNOCK
# Init players from lobby player_ghosts[pid] = START_GHOST
var pids = _get_player_ids() player_ghost_active[pid] = false
for pid in pids: player_ghost_timer[pid] = 0.0
player_candies[pid] = 0 player_score[pid] = 0
player_candy_color[pid] = -1 player_blueprints[pid] = 0
player_knocks[pid] = START_KNOCK player_sugar_rush[pid] = 0.0
player_ghosts[pid] = START_GHOST player_last_knocked_by[pid] = 0
player_ghost_active[pid] = false
player_ghost_timer[pid] = 0.0 print("[CandySurvival] Started with %d players" % pids.size())
player_score[pid] = 0
player_blueprints[pid] = 0 func _enter_tree() -> void:
player_sugar_rush[pid] = 0.0 set_process(true)
player_last_knocked_by[pid] = 0
print("[CandySurvival] Started with %d players" % pids.size())
func _process(delta: float) -> void: func _process(delta: float) -> void:
if not active: if not active:
return return
game_elapsed += delta game_elapsed += delta
# Mekton face color cycle # Mekton face color cycle
face_timer += delta face_timer += delta
if face_timer >= COLOR_CYCLE_TIME: if face_timer >= COLOR_CYCLE_TIME:
face_timer = 0.0 face_timer = 0.0
current_face = CandyColor.values()[(current_face + 1) % CandyColor.size()] current_face = CandyColor.values()[(current_face + 1) % CandyColor.size()]
mekton_face_changed.emit(current_face)
# Sugar Rush timers
# Sugar Rush timers var any_rush = false
for pid in player_sugar_rush.keys(): for pid in player_sugar_rush.keys():
if player_sugar_rush[pid] > 0: if player_sugar_rush[pid] > 0:
player_sugar_rush[pid] -= delta player_sugar_rush[pid] -= delta
if player_sugar_rush[pid] <= 0: if player_sugar_rush[pid] <= 0:
player_sugar_rush[pid] = 0.0 player_sugar_rush[pid] = 0.0
_restore_time_scale() _restore_time_scale()
sugar_rush_ended.emit(pid) sugar_rush_ended.emit(pid)
if player_sugar_rush[pid] > 0:
# Ghost timers any_rush = true
for pid in player_ghost_active.keys(): if any_rush:
if player_ghost_active[pid]: Engine.time_scale = SR_SPEED
player_ghost_timer[pid] -= delta
if player_ghost_timer[pid] <= 0: # Ghost timers
player_ghost_active[pid] = false for pid in player_ghost_active.keys():
player_ghost_timer[pid] = 0.0 if player_ghost_active[pid]:
player_ghost_timer[pid] -= delta
# Candy stack: points per second per candy if player_ghost_timer[pid] <= 0:
for pid in player_candies.keys(): player_ghost_active[pid] = false
var count = player_candies.get(pid, 0) player_ghost_timer[pid] = 0.0
if count > 0:
var points = count * CANDY_PPS * delta # Candy stack: points per second per candy
_add_score(pid, int(points)) for pid in player_candies.keys():
var count = player_candies.get(pid, 0)
if count > 0:
var points = count * CANDY_PPS * delta
_add_score(pid, int(points))
# ── Blueprint ── # ── Blueprint ──
func on_blueprint_completed(pid: int, primary_color: int, off_color: bool) -> void: func on_blueprint_completed(pid: int, primary_color: int, off_color: bool) -> void:
# Called when a 3x3 pattern is detected as complete var base_points = 1000
var base_points = 1000 var points = base_points if not off_color else int(base_points * OFF_COLOR_PENALTY)
var points = base_points if not off_color else int(base_points * OFF_COLOR_PENALTY) _add_score(pid, points)
_add_score(pid, points) player_blueprints[pid] = player_blueprints.get(pid, 0) + 1
player_blueprints[pid] = player_blueprints.get(pid, 0) + 1 _give_candy(pid, primary_color)
# Award candy on head (matching blueprint primary color)
_give_candy(pid, primary_color)
func can_finish_with_off_color(pid: int, primary_color: int) -> bool: func can_finish_with_off_color(pid: int, primary_color: int) -> bool:
# Returns true if primary color tiles are exhausted on the grid return not _grid_has_color_tiles(primary_color)
return not _grid_has_color_tiles(primary_color)
func _grid_has_color_tiles(color: int) -> bool: func _grid_has_color_tiles(color: int) -> bool:
# Check if any tile of given color exists on gridmap layer 1 if not gridmap:
if not gridmap: return true
return true var target = TILE_IDS.get(color, 7)
var tile_ids = {0: 7, 1: 8, 2: 9, 3: 10} # Heart/Diamond/Star/Coin for x in range(1, ARENA_COLS - 1):
var target = tile_ids.get(color, 7) for y in range(1, ARENA_ROWS - 1):
for x in range(1, ARENA_COLS - 1): var v = Vector3i(x, 1, y)
for y in range(1, ARENA_ROWS - 1): if gridmap.get_cell_item(v) == target:
var v = Vector3i(x, 1, y) return true
if gridmap.get_cell_item(v) == target: return false
return true
return false
# ── Candy Stack ── # ── Candy Stack ──
func _give_candy(pid: int, color: int) -> void: func _give_candy(pid: int, color: int) -> void:
player_candies[pid] = player_candies.get(pid, 0) + 1 player_candies[pid] = player_candies.get(pid, 0) + 1
player_candy_color[pid] = color player_candy_color[pid] = color
_update_candy_badge(pid) _update_candy_badge(pid)
func _update_candy_badge(pid: int) -> void: func _update_candy_badge(pid: int) -> void:
var count = player_candies.get(pid, 0) var count = player_candies.get(pid, 0)
var mult = 1.0 + count * MULTI_STEP var mult = 1.0 + count * MULTI_STEP
# RPC to update HUD rpc("sync_candy_badge", pid, count, mult)
rpc("sync_candy_badge", pid, count, mult)
func get_multiplier(pid: int) -> float: func get_multiplier(pid: int) -> float:
var count = player_candies.get(pid, 0) var count = player_candies.get(pid, 0)
return 1.0 + count * MULTI_STEP return 1.0 + count * MULTI_STEP
# ── Mekton Delivery ── # ── Mekton Delivery ──
func try_deliver(pid: int) -> bool: func try_deliver(pid: int) -> bool:
# Player at Mekton zone tries to deliver matching-color candies var color = player_candy_color.get(pid, -1)
var color = player_candy_color.get(pid, -1) if color == -1 or player_candies.get(pid, 0) == 0:
if color == -1 or player_candies.get(pid, 0) == 0: return false
return false # No candies to deliver if color != current_face:
if color != current_face: return false
return false # Color mismatch
var count = player_candies[pid]
# Successful delivery: consume all candies of held color var mult = get_multiplier(pid)
var count = player_candies[pid] _add_score(pid, count * 500)
var mult = get_multiplier(pid)
var points = count * 500 # base delivery points player_candies[pid] = 0
_add_score(pid, points) player_candy_color[pid] = -1
_update_candy_badge(pid)
# Clear candy stack
player_candies[pid] = 0 _trigger_sugar_rush(pid, count, mult)
player_candy_color[pid] = -1 return true
_update_candy_badge(pid)
# Trigger Sugar Rush
_trigger_sugar_rush(pid, count, mult)
return true
func _trigger_sugar_rush(pid: int, candies: int, mult: float) -> void: func _trigger_sugar_rush(pid: int, candies: int, mult: float) -> void:
var duration = SR_BASE_TIME + candies * SR_PER_CANDY * mult var duration = SR_BASE_TIME + candies * SR_PER_CANDY * mult
player_sugar_rush[pid] = duration player_sugar_rush[pid] = duration
Engine.time_scale = SR_SPEED Engine.time_scale = SR_SPEED
sugar_rush_started.emit(pid) sugar_rush_started.emit(pid)
func _restore_time_scale() -> void: func _restore_time_scale() -> void:
# Only restore if no other player is in rush var any_rush = false
var any_rush = false for pid in player_sugar_rush.keys():
for pid in player_sugar_rush.keys(): if player_sugar_rush[pid] > 0:
if player_sugar_rush[pid] > 0: any_rush = true
any_rush = true break
break if not any_rush:
if not any_rush: Engine.time_scale = 1.0
Engine.time_scale = 1.0
# ── Knock / Ghost ── # ── Knock / Ghost ──
func try_knock(attacker: int, target: int) -> bool: func try_knock(attacker: int, target: int) -> bool:
if player_ghost_active.get(target, false): if player_ghost_active.get(target, false):
return false # Ghost immunity return false
if player_knocks.get(attacker, 0) <= 0: if player_knocks.get(attacker, 0) <= 0:
return false # No charges return false
var target_candies = player_candies.get(target, 0) var target_candies = player_candies.get(target, 0)
if target_candies == 0: if target_candies == 0:
# Backfire: attacker also knocked # Backfire: both lose a charge
player_knocks[attacker] = player_knocks.get(attacker, 0) - 1 player_knocks[attacker] = player_knocks.get(attacker, 0) - 1
# Both knocked (stunned briefly) # Attacker is also knocked down briefly (visual handled by caller)
return false rpc("sync_knock_result", attacker, target, 0)
return false
# Steal all candies
player_candies[attacker] = player_candies.get(attacker, 0) + target_candies # Steal all candies
player_candies[target] = 0 player_candies[attacker] = player_candies.get(attacker, 0) + target_candies
player_candy_color[target] = -1 player_candies[target] = 0
player_candy_color[attacker] = player_candy_color.get(target, -1) player_candy_color[target] = -1
player_candy_color[attacker] = player_candy_color.get(target, -1)
player_knocks[attacker] = player_knocks.get(attacker, 0) - 1
player_last_knocked_by[target] = attacker player_knocks[attacker] = player_knocks.get(attacker, 0) - 1
player_last_knocked_by[target] = attacker
_add_score(attacker, target_candies * 100)
_update_candy_badge(attacker) _add_score(attacker, target_candies * 100)
_update_candy_badge(target) _update_candy_badge(attacker)
_update_candy_badge(target)
rpc("sync_knock_result", attacker, target, target_candies)
return true rpc("sync_knock_result", attacker, target, target_candies)
return true
func try_activate_ghost(pid: int) -> bool: func try_activate_ghost(pid: int) -> bool:
if player_ghost_active.get(pid, false): if player_ghost_active.get(pid, false):
return false # Already ghosted return false
if player_ghosts.get(pid, 0) <= 0: if player_ghosts.get(pid, 0) <= 0:
return false # No charges left return false
player_ghosts[pid] = player_ghosts.get(pid, 0) - 1 player_ghosts[pid] = player_ghosts.get(pid, 0) - 1
player_ghost_active[pid] = true player_ghost_active[pid] = true
player_ghost_timer[pid] = GHOST_DURATION player_ghost_timer[pid] = GHOST_DURATION
rpc("sync_ghost_active", pid, true) rpc("sync_ghost_active", pid, true)
return true return true
func is_ghost_active(pid: int) -> bool: func is_ghost_active(pid: int) -> bool:
return player_ghost_active.get(pid, false) return player_ghost_active.get(pid, false)
# ── Arena ── # ── Arena ──
func _setup_arena() -> void: func _setup_arena() -> void:
if not gridmap: if not gridmap:
return return
gridmap.clear_layer(0) gridmap.clear_layer(0)
gridmap.clear_layer(1) gridmap.clear_layer(1)
gridmap.clear_layer(2) gridmap.clear_layer(2)
# Build floor # Build floor
for x in range(ARENA_COLS): for x in range(ARENA_COLS):
for y in range(ARENA_ROWS): for y in range(ARENA_ROWS):
gridmap.set_cell_item(Vector3i(x, 0, y), 0) gridmap.set_cell_item(Vector3i(x, 0, y), 0)
# Apply sticky cells on layer 2 # Apply sticky walls on layer 2
for pos in sticky_cells.keys(): for pos in sticky_cells.keys():
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), 14) # sticky overlay id gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), 14)
# Spawn Mekton NPC at center # Spawn Mekton NPC at center
if mekton_node: if mekton_node:
mekton_node.queue_free() mekton_node.queue_free()
if main_scene and main_scene.has_method("_spawn_mekton_npc"): mekton_node = _spawn_mekton_npc(NPC_CENTER)
mekton_node = main_scene._spawn_mekton_npc(NPC_CENTER) print("[CandySurvival] Arena setup 18x18")
print("[CandySurvival] Arena 18x18 setup with Mekton at center") func _spawn_mekton_npc(center: Vector2i) -> Node:
var path = "res://scenes/candy_survival_npc.tscn"
if ResourceLoader.exists(path):
var npc = load(path).instantiate()
npc.position = Vector3(center.x + 1, 0, center.y + 1)
add_child(npc)
return npc
return null
func _apply_arena_setup() -> void: func _apply_arena_setup() -> void:
# Client-side visual sync pass
pass
func setup_mission_tiles() -> void: func setup_mission_tiles() -> void:
# Spawn tiles on layer 1 at 60% density, avoiding NPC zone + sticky if not gridmap:
if not gridmap: return
return randomize()
randomize() var tile_ids = [7, 8, 9, 10]
var tile_ids = [7, 8, 9, 10] # Heart, Diamond, Star, Coin var count = 0
var count = 0 for x in range(1, ARENA_COLS - 1):
for x in range(1, ARENA_COLS - 1): for y in range(1, ARENA_ROWS - 1):
for y in range(1, ARENA_ROWS - 1): if sticky_cells.has(Vector2i(x, y)):
if sticky_cells.has(Vector2i(x, y)): continue
continue if randf() < 0.6:
if randf() < 0.6: var tile = tile_ids[randi() % tile_ids.size()]
var tile = tile_ids[randi() % tile_ids.size()] gridmap.set_cell_item(Vector3i(x, 1, y), tile)
gridmap.set_cell_item(Vector3i(x, 1, y), tile) count += 1
count += 1 print("[CandySurvival] Spawned %d mission tiles" % count)
print("[CandySurvival] Spawned %d mission tiles" % count)
func get_spawn_points(count: int) -> Array: func get_spawn_points(count: int) -> Array:
# Return spawn points in quadrants avoiding NPC zone var points = []
var points = [] var corners = [
var quadrants = [ Vector2i(2, 2), Vector2i(ARENA_COLS - 3, 2),
[Vector2i(2, 2), Vector2i(4, 2), Vector2i(2, 4)], Vector2i(2, ARENA_ROWS - 3), Vector2i(ARENA_COLS - 3, ARENA_ROWS - 3)
[Vector2i(ARENA_COLS - 3, 2), Vector2i(ARENA_COLS - 5, 2), Vector2i(ARENA_COLS - 3, 4)], ]
[Vector2i(2, ARENA_ROWS - 3), Vector2i(4, ARENA_ROWS - 3), Vector2i(2, ARENA_ROWS - 5)], for i in range(count):
[Vector2i(ARENA_COLS - 3, ARENA_ROWS - 3), Vector2i(ARENA_COLS - 5, ARENA_ROWS - 3), Vector2i(ARENA_COLS - 3, ARENA_ROWS - 5)] points.append(corners[i % corners.size()])
] return points
for i in range(min(count, quadrants.size())):
points.append(quadrants[i][0])
return points
func get_arena_positions() -> Dictionary: func get_arena_positions() -> Dictionary:
return {"columns": ARENA_COLS, "rows": ARENA_ROWS} return {"columns": ARENA_COLS, "rows": ARENA_ROWS}
func get_arena_bounds() -> Dictionary: func get_arena_bounds() -> Dictionary:
return {"min_x": -1.0, "max_x": float(ARENA_COLS), "min_z": -1.0, "max_z": float(ARENA_ROWS)} return {"min_x": -1.0, "max_x": float(ARENA_COLS), "min_z": -1.0, "max_z": float(ARENA_ROWS)}
# ── Sticky (pure wall collision) ──
# ── Sticky (now pure wall collision) ──
func is_sticky_cell(pos: Vector2i) -> bool: func is_sticky_cell(pos: Vector2i) -> bool:
return sticky_cells.has(pos) return sticky_cells.has(pos)
func _is_npc_zone(pos: Vector2i) -> bool: func _is_npc_zone(pos: Vector2i) -> bool:
var cx = NPC_CENTER.x var cx = NPC_CENTER.x
var cy = NPC_CENTER.y var cy = NPC_CENTER.y
return pos.x >= cx and pos.x < cx + NPC_CELLS and pos.y >= cy and pos.y < cy + NPC_CELLS return pos.x >= cx and pos.x < cx + NPC_CELLS and pos.y >= cy and pos.y < cy + NPC_CELLS
# ── Scoring ──
# ── Scorring ──
func _add_score(pid: int, points: int) -> void: func _add_score(pid: int, points: int) -> void:
player_score[pid] = player_score.get(pid, 0) + points player_score[pid] = player_score.get(pid, 0) + points
if main_scene and main_scene.has_method("add_points"): if main_scene and main_scene.has_method("add_points"):
main_scene.add_points(pid, points) main_scene.add_points(pid, points)
# ── Helpers ── # ── Helpers ──
func _get_player_ids() -> Array: func _get_player_ids() -> Array:
if main_scene and main_scene.has_method("get_player_ids"): if main_scene and main_scene.has_method("get_player_ids"):
return main_scene.get_player_ids() return main_scene.get_player_ids()
return [] return []
func candy_survival_round_duration() -> int: func candy_survival_round_duration() -> int:
return 180 return 180
func get_score(pid: int) -> int: func get_score(pid: int) -> int:
return player_score.get(pid, 0) return player_score.get(pid, 0)
# ── RPCs (stubs — HUD client handles visuals) ──
# ── RPCs ──
func sync_candy_badge(pid: int, count: int, mult: float) -> void: func sync_candy_badge(pid: int, count: int, mult: float) -> void:
pass # Client handles HUD update pass
func sync_knock_result(attacker: int, target: int, candies: int) -> void: func sync_knock_result(attacker: int, target: int, candies: int) -> void:
pass # Client handles animation pass
func sync_ghost_active(pid: int, active_on: bool) -> void: func sync_ghost_active(pid: int, active_on: bool) -> void:
pass # Client handles visual pass