rename gauntlet→candy_survival + rewrite Candy Survival per boss design
- Rename enum GAUNTLET→CANDY_SURVIVAL, all gauntlet_*→candy_survival_* - Rename files: gauntlet_manager→candy_survival_manager, candy_cannon→candy_survival_npc, gauntlet.tscn→candy_survival.tscn - Rewrite candy_survival_manager.gd: blueprints, candy stack, Mekton delivery, Sugar Rush, knock/ghost charges, sticky-as-wall - Update player_movement_manager.gd: smack→knock system, ghost integration - All Candy Survival issues (#54-57, #65-70) retitled per boss design - Shared managers (goals_cycle, goal, player_race, playerboard, turn) untouched
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@@ -505,8 +505,8 @@ func spawn_tiles_around(count: int = 4):
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if roll < 0.6 or (LobbyManager and LobbyManager.game_mode == "Stop n Go"):
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# 60% Normal Tile (7-10) OR 100% if Stop n Go (User Request)
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item_id = rng.randi_range(7, 10)
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elif LobbyManager and LobbyManager.get_game_mode() == GameMode.Mode.GAUNTLET:
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# Gauntlet mode: No power-up spawns from Tekton grabs
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elif LobbyManager and LobbyManager.get_game_mode() == GameMode.Mode.CANDY_SURVIVAL:
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# Candy Survival mode: No power-up spawns from Tekton grabs
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item_id = rng.randi_range(7, 10)
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else:
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# 40% PowerUp (11-14)
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