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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@@ -1,14 +1,14 @@
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extends GutTest
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# =============================================================================
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# Test: Gauntlet Candy Bubble System (v2) [Gauntlet #082]
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# Test: Candy Survival Candy Bubble System (v2) Candy Survival #082]
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# Covers bubble-specific scoring components, phase budgets, anti-stacking,
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# the 3x3 blast footprint, and the grow→explode lifecycle.
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# Runs headless (no multiplayer peer): elapsed_time = 0 so the final-30s window
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# is inactive unless a test sets it directly.
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# =============================================================================
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const GauntletManager = preload("res://scripts/managers/gauntlet_manager.gd")
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const CandySurvivalManager = preload("res://scripts/managers/candy_survival_manager.gd")
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const GridMapMock = preload("res://tests/helpers/gridmap_mock.gd")
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var manager
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var main_mock: Node
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@@ -20,7 +20,7 @@ func before_each():
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gridmap_mock = GridMapMock.new()
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gridmap_mock.name = "EnhancedGridMap"
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main_mock.add_child(gridmap_mock)
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manager = GauntletManager.new()
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manager = CandySurvivalManager.new()
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main_mock.add_child(manager)
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manager.initialize(main_mock, gridmap_mock)
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manager.current_phase = 0
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