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
This commit is contained in:
god
2026-07-06 01:28:39 +08:00
parent 114748a54f
commit 528e22875d
33 changed files with 731 additions and 2181 deletions
+4 -4
View File
@@ -1,13 +1,13 @@
extends GutTest
# =============================================================================
# Test: Gauntlet Candidate Scoring System (v2) [Gauntlet #073]
# Test: Candy Survival Candidate Scoring System (v2) Candy Survival #073]
# Covers each score component, camping accumulation, and full-formula
# composition. Runs headless (no multiplayer peer), so elapsed_time = 0 and
# the final-30s window is inactive unless a test sets elapsed_time directly.
# =============================================================================
const GauntletManager = preload("res://scripts/managers/gauntlet_manager.gd")
const CandySurvivalManager = preload("res://scripts/managers/candy_survival_manager.gd")
var manager
var main_mock: Node
var gridmap_mock: Node
@@ -18,7 +18,7 @@ func before_each():
gridmap_mock = Node.new()
gridmap_mock.name = "EnhancedGridMap"
main_mock.add_child(gridmap_mock)
manager = GauntletManager.new()
manager = CandySurvivalManager.new()
main_mock.add_child(manager)
manager.initialize(main_mock, gridmap_mock)
manager.current_phase = 0
@@ -94,7 +94,7 @@ func test_player_pressure_under_player_penalized():
assert_eq(manager._score_player_pressure(Vector2i(5, 5), players), -50.0, "Under player (early) = -50")
func test_player_pressure_under_player_final_window():
manager.elapsed_time = manager.gauntlet_round_duration() - 5.0 # within final 30s
manager.elapsed_time = manager.candy_survival_round_duration() - 5.0 # within final 30s
var players = [Vector2i(5, 5)]
assert_eq(manager._score_player_pressure(Vector2i(5, 5), players), 10.0, "Under player (final) = +10")