feat: Establish initial game structure including lobby, UI, and core gameplay managers.
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@@ -133,12 +133,15 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
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# Wall/Blocked -> Stagger in place
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other_player.rpc("apply_stagger", 1.5)
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# 4. Consume Boost
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# 4. Consume Boost (Full) - One hit per charge
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if player.powerup_manager:
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player.powerup_manager.reset_boost()
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# Consume all available boost to force a full recharge cycle
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player.powerup_manager.consume_boost(100.0)
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# 5. Reset Attack Mode
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player.is_attack_mode = false
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# 5. Attack Mode Persistence
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# logic moved to consume_boost: checks if <= 0 then disables.
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# So we do NOT force disable here.
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# player.is_attack_mode = false
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return true
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