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 Tile Spawning & Mission System (Task #3)
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# Test: Candy Survival Tile Spawning & Mission System (Task #3)
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# =============================================================================
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var GauntletManagerScript = load("res://scripts/managers/gauntlet_manager.gd")
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var manager: GauntletManager
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var CandySurvivalManagerScript = load("res://scripts/managers/candy_survival_manager.gd")
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var manager: CandySurvivalManager
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func before_each():
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manager = GauntletManagerScript.new()
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manager = CandySurvivalManagerScript.new()
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add_child(manager)
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func after_each():
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@@ -123,22 +123,22 @@ func test_clear_sticky_cell():
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# =============================================================================
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func test_initial_phase_is_open_arena():
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assert_eq(manager.current_phase, GauntletManager.Phase.OPEN_ARENA, "Should start in Open Arena")
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assert_eq(manager.current_phase, CandySurvivalManager.Phase.OPEN_ARENA, "Should start in Open Arena")
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func test_phase_to_string_open_arena():
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assert_eq(manager._phase_to_string(GauntletManager.Phase.OPEN_ARENA), "Outer Pressure")
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assert_eq(manager._phase_to_string(CandySurvivalManager.Phase.OPEN_ARENA), "Outer Pressure")
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func test_phase_to_string_route_pressure():
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assert_eq(manager._phase_to_string(GauntletManager.Phase.ROUTE_PRESSURE), "Middle Pressure")
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assert_eq(manager._phase_to_string(CandySurvivalManager.Phase.ROUTE_PRESSURE), "Middle Pressure")
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func test_phase_to_string_survival():
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assert_eq(manager._phase_to_string(GauntletManager.Phase.SURVIVAL_ENDGAME), "Inner Survival")
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assert_eq(manager._phase_to_string(CandySurvivalManager.Phase.SURVIVAL_ENDGAME), "Inner Survival")
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# =============================================================================
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# Match Timer Integration
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# =============================================================================
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func test_match_duration_180s():
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# Gauntlet uses 180s match (3 phases: 0-60, 60-120, 120-180)
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# Candy Survival uses 180s match (3 phases: 0-60, 60-120, 120-180)
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var total = manager.PHASE_3_START + 60.0 # Phase 3 starts at 120, runs 60s
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assert_eq(total, 180.0, "Total match should be 180 seconds")
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