fix: empty out all gridmap layers under candy pump and use precise duration timer for projectile destruction (experimental branch)

This commit is contained in:
2026-06-29 21:54:52 +08:00
parent 5466f0bf36
commit 3ca2ff3c0f
2 changed files with 38 additions and 36 deletions
@@ -128,8 +128,10 @@ func spawn_projectile(target_world_pos: Vector3, duration: float) -> void:
# We need to wait for the X/Z tween to finish, but since it's parallel we can just use a separate timer or tween # We need to wait for the X/Z tween to finish, but since it's parallel we can just use a separate timer or tween
# to kill the projectile exactly when duration is reached, ensuring it doesn't get killed early by X/Z finishing 1 frame earlier than Y # to kill the projectile exactly when duration is reached, ensuring it doesn't get killed early by X/Z finishing 1 frame earlier than Y
get_tree().create_timer(duration).timeout.connect(func(): get_tree().create_timer(duration).timeout.connect(func():
if is_instance_valid(spin_tween): spin_tween.kill() if is_instance_valid(spin_tween):
if is_instance_valid(projectile): projectile.queue_free() spin_tween.kill()
if is_instance_valid(projectile):
projectile.queue_free()
) )
func can_rpc() -> bool: func can_rpc() -> bool:
+34 -34
View File
@@ -391,35 +391,35 @@ func sync_arena_setup() -> void:
print("[Gauntlet] Client: Syncing Arena Setup (%dx%d)..." % [ARENA_COLUMNS, ARENA_ROWS]) print("[Gauntlet] Client: Syncing Arena Setup (%dx%d)..." % [ARENA_COLUMNS, ARENA_ROWS])
_apply_arena_setup() _apply_arena_setup()
func _apply_arena_setup() -> void: func _apply_arena_setup() -> void:
"""Shared arena layout logic for host + clients.""" """Shared arena layout logic for host + clients."""
if not gridmap: if not gridmap:
gridmap = get_parent().get_node_or_null("EnhancedGridMap") gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap: if not gridmap:
gridmap = get_node_or_null("/root/Main/EnhancedGridMap") gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if not gridmap: return if not gridmap: return
# Resize grid (bypass setters that wipe the map) # Resize grid (bypass setters that wipe the map)
gridmap.set("columns", ARENA_COLUMNS) gridmap.set("columns", ARENA_COLUMNS)
gridmap.set("rows", ARENA_ROWS) gridmap.set("rows", ARENA_ROWS)
# Clear all # Clear all
gridmap.clear() gridmap.clear()
# Build the 20x20 arena # Build the 20x20 arena
for x in range(ARENA_COLUMNS): for x in range(ARENA_COLUMNS):
for z in range(ARENA_ROWS): for z in range(ARENA_ROWS):
var pos = Vector2i(x, z) var pos = Vector2i(x, z)
# Center 3x3 block: NPC obstacle (Candy Pump) # Center 3x3 block: NPC obstacle (Candy Pump)
if _is_npc_zone(pos): if _is_npc_zone(pos):
# Make the floor empty (-1) beneath the Candy Pump # Make the floor empty (-1) beneath the Candy Pump
# We need to clear all possible layers just in case # We need to clear all possible layers just in case
gridmap.set_cell_item(Vector3i(x, 0, z), -1) gridmap.set_cell_item(Vector3i(x, 0, z), -1)
gridmap.set_cell_item(Vector3i(x, 1, z), -1) gridmap.set_cell_item(Vector3i(x, 1, z), -1)
gridmap.set_cell_item(Vector3i(x, 2, z), -1) gridmap.set_cell_item(Vector3i(x, 2, z), -1)
continue continue
# Boundary walls: perimeter (row 0, row 19, col 0, col 19) # Boundary walls: perimeter (row 0, row 19, col 0, col 19)
if x == 0 or x == ARENA_COLUMNS - 1 or z == 0 or z == ARENA_ROWS - 1: if x == 0 or x == ARENA_COLUMNS - 1 or z == 0 or z == ARENA_ROWS - 1:
# Also make border walls visually walkable floors instead of red blocks # Also make border walls visually walkable floors instead of red blocks
@@ -427,11 +427,11 @@ func sync_arena_setup() -> void:
gridmap.set_cell_item(Vector3i(x, 1, z), -1) gridmap.set_cell_item(Vector3i(x, 1, z), -1)
gridmap.set_cell_item(Vector3i(x, 2, z), -1) gridmap.set_cell_item(Vector3i(x, 2, z), -1)
continue continue
# Interior: walkable floor # Interior: walkable floor
gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE) gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE)
gridmap.set_cell_item(Vector3i(x, 1, z), -1) gridmap.set_cell_item(Vector3i(x, 1, z), -1)
gridmap.set_cell_item(Vector3i(x, 2, z), -1) gridmap.set_cell_item(Vector3i(x, 2, z), -1)
gridmap.diagonal_movement = true gridmap.diagonal_movement = true
gridmap.update_grid_data() gridmap.update_grid_data()