feat: Implement Tekton Doors game mode with portal mechanics, add an in-game message bar, and introduce a pre-game countdown.
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+64
-2
@@ -13,6 +13,7 @@ var camera_context_manager
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var stop_n_go_manager
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var stop_n_go_winner_id: int = -1 # Track who finished first in Stop n Go mode
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var obstacle_manager
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var portal_mode_manager
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# Minimal local state
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var _connection_check_timer: float = 0.0
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@@ -70,6 +71,7 @@ func _ready():
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stand_spawner.name = "StandSpawner"
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stand_spawner.spawn_path = NodePath("../Stands") # Relative to Spawner, finding sibling
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stand_spawner.add_spawnable_scene("res://scenes/static_tekton_stand.tscn")
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stand_spawner.add_spawnable_scene("res://scenes/portal_door.tscn")
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add_child(stand_spawner)
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func _on_goal_count_updated(peer_id: int, count: int):
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@@ -97,6 +99,13 @@ func _init_managers():
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add_child(stop_n_go_manager)
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# No direct initialize() yet, but we'll call start_game_mode later
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# Portal manager for Tekton Doors mode
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if LobbyManager.game_mode == "Tekton Doors":
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portal_mode_manager = load("res://scripts/managers/portal_mode_manager.gd").new()
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portal_mode_manager.name = "PortalModeManager"
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add_child(portal_mode_manager)
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portal_mode_manager.initialize(self, $EnhancedGridMap)
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# Screen shake manager for impact feedback
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screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
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screen_shake_manager.name = "ScreenShakeManager"
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@@ -607,8 +616,9 @@ func _start_game():
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if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
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stop_n_go_manager.setup_mission_tiles()
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# Spawn Static Tektons BEFORE countdown (Free Mode only)
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if LobbyManager.game_mode != "Stop n Go":
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# Spawn Static Tektons BEFORE countdown (Free Mode Only)
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# Exclude for Stop n Go and Tekton Doors
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if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Tekton Doors":
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spawn_static_tektons()
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await _start_pre_game_countdown()
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@@ -632,6 +642,13 @@ func _start_game():
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if goals_cycle_manager:
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var match_duration = LobbyManager.get_match_duration()
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goals_cycle_manager.start_match(float(match_duration), false) # No cycles for Stop n Go
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elif LobbyManager.game_mode == "Tekton Doors":
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if portal_mode_manager:
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portal_mode_manager.start_game_mode()
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if goals_cycle_manager:
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var match_duration = LobbyManager.get_match_duration()
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goals_cycle_manager.start_match(float(match_duration))
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elif goals_cycle_manager:
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var match_duration = LobbyManager.get_match_duration()
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goals_cycle_manager.start_match(float(match_duration))
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@@ -663,6 +680,12 @@ func _assign_random_spawn_positions():
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var all_players = get_tree().get_nodes_in_group("Players")
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_assign_stop_n_go_spawn_positions(all_players)
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return
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# Tekton Doors Custom Spawn Logic
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if LobbyManager.game_mode == "Tekton Doors":
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var all_players = get_tree().get_nodes_in_group("Players")
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_assign_portal_mode_spawn_positions(all_players)
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return
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var mid_x = enhanced_gridmap.columns / 2
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var mid_z = enhanced_gridmap.rows / 2
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@@ -780,6 +803,33 @@ func _assign_stop_n_go_spawn_positions(all_players: Array):
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spawn_index += 1
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print("[StopNGo] Assigned fixed starting block %s to player %s" % [assigned_pos, player.name])
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func _assign_portal_mode_spawn_positions(all_players: Array):
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"""Assigns spawns to different quadrants for Tekton Doors mode."""
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if not portal_mode_manager:
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_assign_random_spawn_positions() # Fallback
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return
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# Sort players for deterministic assignment
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all_players.sort_custom(func(a, b): return a.name.to_int() < b.name.to_int())
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var spawn_points = portal_mode_manager.get_spawn_points()
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var spawn_index = 0
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for player in all_players:
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var assigned_pos = spawn_points[spawn_index % spawn_points.size()]
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# Sync
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player.position = player.grid_to_world(assigned_pos)
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player.current_position = assigned_pos
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player.is_player_moving = false
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player.spawn_point_selected = true
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if can_rpc():
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player.rpc("set_spawn_position", assigned_pos)
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spawn_index += 1
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print("[PortalMode] Assigned Room Quadrant %s to player %s" % [assigned_pos, player.name])
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# =============================================================================
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# Tekton NPC Management
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# =============================================================================
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@@ -2118,3 +2168,15 @@ func can_rpc() -> bool:
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if nakama and nakama.has_method("is_connected_to_nakama") and not nakama.is_connected_to_nakama():
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return false
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return true
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@rpc("authority", "call_local", "reliable")
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func display_message(message: String, type: int = 0):
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"""Broadcasts a message to the local player's UI. This is called via main.rpc from various managers."""
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# Find local player
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var all_players = get_tree().get_nodes_in_group("Players")
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for player in all_players:
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# Check if this player is controlled by THIS client
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if player.is_multiplayer_authority():
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if player.has_method("display_message"):
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player.display_message(message, type)
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break
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