implement auto tile pickup and visual candy stacking on player head
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@@ -373,9 +373,18 @@ func set_speed_multiplier(multiplier: float):
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# likely uses a fixed speed or duration on all clients.
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# Let's check how 'start_movement_along_path' is implemented in player.gd.
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# Handle goal pickups (shared logic)
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# ... (This happens after the move is completed, or during the move)
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pass
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func _on_movement_finished():
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# Auto-pickup logic for Candy Survival
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if LobbyManager.game_mode == "Candy Survival":
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if player.has_method("grab_item"):
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# Check if there is an item at current_position and if the board has space
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if player.playerboard_manager and player.playerboard_manager.has_empty_slot():
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player.grab_item(player.current_position)
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if not movement_queue.is_empty():
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var next_target = movement_queue.pop_front()
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# Use a small delay or call_deferred to avoid recursion issues,
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@@ -386,6 +395,7 @@ func _on_movement_finished():
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current_move_direction = Vector2i.ZERO
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emit_signal("movement_finished")
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else:
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is_moving = false
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current_move_direction = Vector2i.ZERO
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emit_signal("movement_finished")
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