feat: Add main game scene script with manager initialization, UI setup, multiplayer logic, and game mode specific configurations.

This commit is contained in:
Yogi Wiguna
2026-03-17 18:04:29 +08:00
parent efdd8f4969
commit 7bc3ba2a99
+81 -22
View File
@@ -523,11 +523,14 @@ func _setup_host_game():
print("Spawning lobby player: ", peer_id)
_spawn_lobby_client_sync(peer_id)
# 1. PVT: Pre-calculate Static Tekton positions so we know where NOT to spawn players
# Spawning and arena setup
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
stop_n_go_manager._setup_arena()
elif LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
portal_mode_manager.setup_arena_locally()
# 1. PVT: Pre-calculate Static Tekton positions AFTER arena size is known
_precalculate_static_positions()
# Delay spawn assignment until ALL players (including bots) are spawned
# Moved _assign_random_spawn_positions() to after bot loop
# Wait for players to be fully ready (player.gd has 0.1s await in _ready before managers init)
# Faster for LAN mode
@@ -565,14 +568,6 @@ func _setup_host_game():
# Ensure Bots are in the tree before assigning positions
await get_tree().process_frame
# INITIALIZE ARENA SIZE for Stop n Go BEFORE spawning players, to prevent out-of-bounds
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
stop_n_go_manager._setup_arena()
# Arena is set up, wait for __start_game to assign positions where Socket is open
if LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
portal_mode_manager.setup_arena_locally()
_start_game()
func _spawn_lobby_client_sync(peer_id: int):
@@ -813,10 +808,10 @@ func _assign_random_spawn_positions():
var pos = Vector2i(x, z)
# SAFETY CHECK: Is this reserved for a Static Tekton Stand?
# Stand covers [center-1, center+1]
# Stand clears 3x3, but we use a radius of 2 (5x5) for safety
var is_safe = true
for reserved in reserved_static_positions:
if abs(x - reserved.x) <= 1 and abs(z - reserved.y) <= 1:
if abs(x - reserved.x) <= 2 and abs(z - reserved.y) <= 2:
is_safe = false
break
@@ -924,7 +919,7 @@ func _assign_stop_n_go_spawn_positions(all_players: Array):
print("[StopNGo] Assigned spawn %s to player %s" % [assigned_pos, player.name])
func _assign_portal_mode_spawn_positions(all_players: Array):
"""Assigns spawns to different quadrants for Tekton Doors mode."""
"""Assigns spawns to different quadrants for Tekton Doors mode, avoiding stands and intersections."""
if not portal_mode_manager:
_assign_random_spawn_positions() # Fallback
return
@@ -932,13 +927,57 @@ func _assign_portal_mode_spawn_positions(all_players: Array):
# Sort players for deterministic assignment
all_players.sort_custom(func(a, b): return a.name.to_int() < b.name.to_int())
var spawn_points = portal_mode_manager.get_spawn_points()
# Get baseline quadrant centers (3,3), (10,3), etc.
var base_spawn_points = portal_mode_manager.get_spawn_points()
var spawn_index = 0
var assigned_positions: Array[Vector2i] = []
for player in all_players:
var assigned_pos = spawn_points[spawn_index % spawn_points.size()]
var center_pos = base_spawn_points[spawn_index % base_spawn_points.size()]
var assigned_pos = center_pos # Fallback position
# Sync
# Spiral search for a valid spot (walkable, not in stand zone, not occupied)
var found = false
for radius in range(0, 5): # Increase search radius
for dx in range(-radius, radius + 1):
for dz in range(-radius, radius + 1):
# Only check the "ring" at the current radius
if abs(dx) != radius and abs(dz) != radius and radius > 0:
continue
var test_pos = center_pos + Vector2i(dx, dz)
# 1. Check map bounds
var em = $EnhancedGridMap
if not em or test_pos.x < 0 or test_pos.x >= em.columns or test_pos.y < 0 or test_pos.y >= em.rows:
continue
# 2. Check if walkable floor (Floor 0, ID 0)
if em.get_cell_item(Vector3i(test_pos.x, 0, test_pos.y)) != 0:
continue
# 3. Check if reserved for a Static Tekton Stand (3x3 area, use 2-tile buffer)
var is_reserved = false
for reserved in reserved_static_positions:
if abs(test_pos.x - reserved.x) <= 2 and abs(test_pos.y - reserved.y) <= 2:
is_reserved = true
break
if is_reserved:
continue
# 4. Check if occupied by another already-assigned player
if assigned_positions.has(test_pos):
continue
assigned_pos = test_pos
found = true
break
if found: break
if found: break
assigned_positions.append(assigned_pos)
# Sync and place
player.position = player.grid_to_world(assigned_pos)
player.current_position = assigned_pos
player.is_player_moving = false
@@ -948,7 +987,7 @@ func _assign_portal_mode_spawn_positions(all_players: Array):
player.rpc("set_spawn_position", assigned_pos)
spawn_index += 1
print("[PortalMode] Assigned Room Quadrant %s to player %s" % [assigned_pos, player.name])
print("[PortalMode] Assigned Quadrant Pos %s to player %s" % [assigned_pos, player.name])
# =============================================================================
# Tekton NPC Management
@@ -1072,12 +1111,25 @@ func spawn_static_tektons():
if not static_tekton_manager:
static_tekton_manager = StaticTektonManager.new()
# Use pre-calculated points if available, otherwise calculate new ones
var spawn_points = []
# Use pre-calculated points if available
var spawn_points: Array[Vector2i] = []
if not reserved_static_positions.is_empty():
spawn_points = reserved_static_positions
else:
spawn_points = static_tekton_manager.calculate_spawn_points(3, enhanced_gridmap)
# If pre-calculation failed, we MUST check for player overlaps now
var raw_points = static_tekton_manager.calculate_spawn_points(3, enhanced_gridmap)
var all_players = get_tree().get_nodes_in_group("Players")
for p_spot in raw_points:
var is_overlapping = false
for player in all_players:
if abs(p_spot.x - player.current_position.x) <= 2 and abs(p_spot.y - player.current_position.y) <= 2:
is_overlapping = true
break
if not is_overlapping:
spawn_points.append(p_spot)
reserved_static_positions = spawn_points # Save them
print("[Main] Spawning Static Tektons at: %s" % str(spawn_points))
@@ -1682,6 +1734,13 @@ func randomize_game_grid():
var enhanced_gridmap = $EnhancedGridMap
if enhanced_gridmap:
# FIRST: Ensure Floor 0 is entirely filled with walkable ground (ID 0)
# This ensures StaticTektonManager calculation (which checks Floor 0) succeeds.
for x in range(enhanced_gridmap.columns):
for z in range(enhanced_gridmap.rows):
if enhanced_gridmap.get_cell_item(Vector3i(x, 0, z)) == -1:
enhanced_gridmap.set_cell_item(Vector3i(x, 0, z), 0)
# Custom spawn ratio for Free Mode: 80% common tiles, 20% empty tiles (start of game)
var density_callable = func():
if randf() <= 0.8: