Fix gauntlet_manager indentation and scope
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@@ -503,39 +503,39 @@ func _spawn_mission_tiles() -> void:
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# Goal items: Heart(7), Diamond(8), Star(9), Coin(10)
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var goal_items = [7, 8, 9, 10]
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var tiles_spawned: int = 0
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var main = get_node_or_null("/root/Main")
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for x in range(ARENA_COLUMNS):
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for z in range(ARENA_ROWS):
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var pos = Vector2i(x, z)
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# Skip NPC pump zone (center 3x3)
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if x >= 8 and x <= 10 and z >= 8 and z <= 10:
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continue
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# Check base floor — don't spawn on void (or walls if they were still obstacles)
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var base_tile = gridmap.get_cell_item(Vector3i(x, 0, z))
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if base_tile == -1:
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continue
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# Ensure we don't spawn powerups on the perimeter walls even though they look like floors
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if x == 0 or x == ARENA_COLUMNS - 1 or z == 0 or z == ARENA_ROWS - 1:
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continue
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# Skip if something already exists on Layer 1
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var current_item = gridmap.get_cell_item(Vector3i(x, 1, z))
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if current_item != -1:
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continue
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# Spawn tiles with 60% density (40% chance to skip)
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if randf() > 0.6:
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continue
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var tile_type = goal_items[randi() % goal_items.size()]
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gridmap.set_cell_item(Vector3i(x, 1, z), tile_type)
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tiles_spawned += 1
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for x in range(ARENA_COLUMNS):
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for z in range(ARENA_ROWS):
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var pos = Vector2i(x, z)
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# Skip NPC pump zone (center 3x3)
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if x >= 8 and x <= 10 and z >= 8 and z <= 10:
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continue
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# Check base floor — don't spawn on void (or walls if they were still obstacles)
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var base_tile = gridmap.get_cell_item(Vector3i(x, 0, z))
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if base_tile == -1:
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continue
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# Ensure we don't spawn powerups on the perimeter walls even though they look like floors
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if x == 0 or x == ARENA_COLUMNS - 1 or z == 0 or z == ARENA_ROWS - 1:
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continue
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# Skip if something already exists on Layer 1
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var current_item = gridmap.get_cell_item(Vector3i(x, 1, z))
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if current_item != -1:
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continue
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# Spawn tiles with 60% density (40% chance to skip)
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if randf() > 0.6:
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continue
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var tile_type = goal_items[randi() % goal_items.size()]
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gridmap.set_cell_item(Vector3i(x, 1, z), tile_type)
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tiles_spawned += 1
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# Sync to clients
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var main = get_node("/root/Main")
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if main:
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main.rpc("sync_grid_item", x, 1, z, tile_type)
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