feat: Add initial main scene with grid map, UI, touch controls, and core game logic scripts.
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+5
-15
@@ -697,13 +697,16 @@ func _create_tekton(pos: Vector2i, tekton_id: int, is_static: bool = false):
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add_child(tekton)
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# Initialize
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if is_static:
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tekton.is_static_turret = true
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if tekton.has_method("initialize"):
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if has_node("EnhancedGridMap"):
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tekton.initialize(pos, $EnhancedGridMap)
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# If Static, swap controller
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if is_static:
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tekton.is_static_turret = true
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# tekton.is_static_turret = true # Already set above
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var old_controller = tekton.get_node_or_null("TektonController")
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if old_controller:
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@@ -760,10 +763,7 @@ func spawn_static_tektons():
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# Pick Shape on Server (0:Cyl, 1:Box, 2:Prism, 3:Sphere)
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var shape_idx = randi() % 4
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# Spawn on Server
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_create_static_setup(pos, id, shape_idx)
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# Sync to Clients
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# Spawn on Server AND Sync to Clients (call_local handles both)
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rpc("sync_spawn_static_setup", pos, id, shape_idx)
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@rpc("call_local", "reliable")
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@@ -837,16 +837,6 @@ func _create_static_setup(pos: Vector2i, tekton_id: int, shape_idx: int):
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# But we add a check to avoid duplicates if it already came in via sync.
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if not has_node("Tekton_%d" % tekton_id):
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_create_tekton(pos, tekton_id, true)
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# Force Tekton height UP to sit on stand on ALL peers
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var tekton = get_node_or_null("Tekton_%d" % tekton_id)
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if tekton:
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var height_offset = 0.6
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# If Sphere (Index 3), it is taller (Dome)
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if shape_idx == 3:
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height_offset = 1.3
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tekton.position.y += height_offset
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@@ -97,7 +97,6 @@ columns = 14
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rows = 14
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floors = 2
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auto_randomize = true
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immutable_items = null
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metadata/_editor_floor_ = Vector3(0, 1, 0)
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[node name="Camera3D" type="Camera3D" parent="." unique_id=1200003163]
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@@ -32,8 +32,7 @@ func _update_mesh_from_index():
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var shapes = [
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_create_cylinder(),
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_create_box(),
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_create_sphere()
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_create_box()
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]
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var idx = shape_index % shapes.size()
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+6
-1
@@ -42,7 +42,12 @@ func update_visual_position():
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# Side offset: place it near the edge
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# Using NW corner (+0.2, +0.2) instead of center (+0.5, +0.5)
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position = Vector3(current_position.x + 0.2, floor_y, current_position.y + 0.2)
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var offset = 0.2
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if is_static_turret:
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offset = 0.5
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floor_y = 0.6
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position = Vector3(current_position.x + offset, floor_y, current_position.y + offset)
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func move_to(target_pos: Vector2i):
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if is_moving or is_carried or is_thrown: return
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