feat: Implement the core "Tekton Doors" game mode including arena setup, portal management, special tiles, and mission tracking HUD.
Tekton Armageddon V.0.8
This commit is contained in:
@@ -13,6 +13,7 @@
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[ext_resource type="ArrayMesh" uid="uid://onkud44h3we1" path="res://assets/models/meshes/safe_zone.res" id="8_cg50n"]
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[ext_resource type="ArrayMesh" uid="uid://dx41n2x8v30r1" path="res://assets/models/meshes/crack.res" id="10_r32il"]
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[ext_resource type="Texture2D" uid="uid://dpkx1a780pvwv" path="res://assets/textures/tile_diamond.png" id="10_sx8rm"]
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[ext_resource type="ArrayMesh" uid="uid://bj4qr20oxos13" path="res://assets/models/meshes/freeze_floor.res" id="11_pgnbl"]
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[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_5d0gc"]
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load_path = "res://.godot/imported/tile_heart.png-deeef50755ca225f028608dfd16900e6.s3tc.ctex"
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@@ -116,7 +117,8 @@ item/4/mesh_cast_shadow = 1
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item/4/shapes = []
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item/4/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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item/4/navigation_layers = 1
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item/5/name = "disable"
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item/5/name = "freeze_floor"
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item/5/mesh = ExtResource("11_pgnbl")
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item/5/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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item/5/mesh_cast_shadow = 1
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item/5/shapes = []
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Binary file not shown.
@@ -1,4 +1,4 @@
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[gd_resource type="ArrayMesh" load_steps=4 format=4 uid="uid://36tgon3b60db"]
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[gd_resource type="ArrayMesh" format=4 uid="uid://36tgon3b60db"]
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[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_5d0gc"]
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load_path = "res://.godot/imported/tile_heart.png-deeef50755ca225f028608dfd16900e6.s3tc.ctex"
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+82
-19
@@ -57,6 +57,24 @@ func _ready():
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# Ensure grid is randomized with Scarcity if server
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if multiplayer.is_server():
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randomize_game_grid()
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# Setup global multiplayer spawners (Stands, etc.)
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_setup_multiplayer_spawners()
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func _setup_multiplayer_spawners():
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# Setup MultiplayerSpawner for Static Tekton Stands
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# Create a container node for strict pathing
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if not has_node("Stands"):
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var stands_container = Node3D.new()
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stands_container.name = "Stands"
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add_child(stands_container)
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if not has_node("StandSpawner"):
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var stand_spawner = MultiplayerSpawner.new()
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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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add_child(stand_spawner)
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@rpc("any_peer", "call_local", "reliable")
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func sync_portal_configs(configs: Array):
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@@ -70,18 +88,6 @@ func sync_portal_configs(configs: Array):
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var em = $EnhancedGridMap
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if em:
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em.cell_size = Vector3(1, 0.05, 1)
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# Setup MultiplayerSpawner for Static Tekton Stands
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# Create a container node for strict pathing
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var stands_container = Node3D.new()
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stands_container.name = "Stands"
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add_child(stands_container)
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var stand_spawner = MultiplayerSpawner.new()
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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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add_child(stand_spawner)
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func _on_goal_count_updated(peer_id: int, count: int):
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# Only update for local player
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@@ -1588,8 +1594,30 @@ func sync_grid_item(x: int, y: int, z: int, item: int):
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if enhanced_gridmap.has_method("update_grid_data"):
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enhanced_gridmap.update_grid_data()
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# Sync grid update (no need to sync whole grid if we do it at start, but if we do it late we might need to sync)
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# For simplicity, we trust the grid syncs via normal mechanisms or initial state.
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@rpc("any_peer", "call_local", "reliable")
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func sync_grid_items_batch(data: Array):
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# data is an array of dictionaries: [{x: int, y: int, z: int, item: int}, ...]
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var enhanced_gridmap = $EnhancedGridMap
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if not enhanced_gridmap:
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return
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for entry in data:
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var x = entry.get("x", 0)
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var y = entry.get("y", 0)
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var z = entry.get("z", 0)
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var item = entry.get("item", -1)
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# WALL-SAFETY CHECK
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if y == 1 and item >= 7 and item <= 20:
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var f0 = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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if f0 == 4 or f0 == -1:
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continue
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enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
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# Force visual update ONCE after batch
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if enhanced_gridmap.has_method("update_grid_data"):
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enhanced_gridmap.update_grid_data()
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func randomize_game_grid():
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if LobbyManager.game_mode == "Stop n Go" or LobbyManager.game_mode == "Tekton Doors":
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@@ -1762,7 +1790,7 @@ func sync_game_end_stop_n_go(winner_id: int):
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winner_name = player_node.display_name
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# Broadcast win (Validation already done in check_win_condition)
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add_message_to_bar("MATCH COMPLETE", winner_name + " Wins with 3 Missions!", MessageType.GOAL)
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add_message_to_bar("MATCH COMPLETE", winner_name + " Wins with 8 Missions!", MessageType.GOAL)
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# Stop logic
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if stop_n_go_manager:
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@@ -1800,10 +1828,42 @@ func _on_match_ended():
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var local_player = GameStateManager.local_player_character
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if local_player:
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local_player.action_points = 0
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# Signal Global Game End (Stops Bot ticks and logic)
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GameStateManager.end_game()
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# Freeze all game actors (Players, Bots, Tektons)
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_freeze_all_game_actors()
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# Show game over overlay
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_show_game_over_panel()
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func _freeze_all_game_actors():
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"""Manually stop all game entities from processing without pausing the UI."""
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print("[Main] Freezing all game actors recursively...")
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var groups = ["Players", "Bots", "Tektons", "StaticTektonStands"]
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for group_name in groups:
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var nodes = get_tree().get_nodes_in_group(group_name)
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for node in nodes:
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_freeze_node_recursive(node)
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func _freeze_node_recursive(node: Node):
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"""Recursively disable processing and stop tweens for a node and its children."""
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if node.has_method("set_physics_process"):
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node.set_physics_process(false)
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if node.has_method("set_process"):
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node.set_process(false)
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# Kill movement tweens if it's a character
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if "_movement_tween" in node and node._movement_tween:
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node._movement_tween.kill()
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node._movement_tween = null
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# Recursive call for all children
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for child in node.get_children():
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_freeze_node_recursive(child)
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func _show_game_over_panel():
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"""Create and display the game over panel with final leaderboard."""
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# Check if panel already exists
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@@ -1818,6 +1878,9 @@ func _show_game_over_panel():
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if stop_n_go_manager and stop_n_go_manager.hud_layer:
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stop_n_go_manager.hud_layer.hide()
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if portal_mode_manager and portal_mode_manager.hud_layer:
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portal_mode_manager.hud_layer.hide()
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# Create game over panel
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var panel = PanelContainer.new()
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@@ -1829,7 +1892,7 @@ func _show_game_over_panel():
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style.bg_color = Color(0.0, 0.0, 0.0, 0.85)
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panel.add_theme_stylebox_override("panel", style)
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# Content container
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# CONTENT VBOX
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var vbox = VBoxContainer.new()
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vbox.name = "VBox"
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vbox.set_anchors_preset(Control.PRESET_CENTER)
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@@ -2209,13 +2272,13 @@ func _toggle_pause_menu():
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var pause_menu = get_node_or_null("PauseMenu")
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if pause_menu:
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pause_menu.visible = not pause_menu.visible
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get_tree().paused = pause_menu.visible
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# get_tree().paused = pause_menu.visible # Removed for multiplayer consistency
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func _on_resume_pressed():
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var pause_menu = get_node_or_null("PauseMenu")
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if pause_menu:
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pause_menu.visible = false
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get_tree().paused = false
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# get_tree().paused = false # Removed for multiplayer consistency
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func _on_how_to_play_pressed():
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var pause_menu = get_node_or_null("PauseMenu")
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@@ -2255,7 +2318,7 @@ func _on_settings_pressed():
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opacity_slider.set_value_no_signal(touch_controls.button_opacity)
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func _on_quit_match_pressed():
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get_tree().paused = false
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get_tree().paused = false # Ensure unpaused when returning to menu
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# Properly disconnect from Nakama match
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_cleanup_multiplayer()
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# Return to lobby or main menu
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+10
-2
@@ -9978,6 +9978,7 @@ horizontal_alignment = 1
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[node name="TabContainer" type="TabContainer" parent="HowToPlayPanel/Panel/VBox" unique_id=123456794]
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layout_mode = 2
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size_flags_vertical = 3
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current_tab = 0
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[node name="Free Mode" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456795]
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layout_mode = 2
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@@ -9985,6 +9986,7 @@ theme_override_constants/margin_left = 10
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theme_override_constants/margin_top = 10
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theme_override_constants/margin_right = 10
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theme_override_constants/margin_bottom = 10
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metadata/_tab_index = 0
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[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Free Mode" unique_id=123456796]
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layout_mode = 2
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@@ -10003,6 +10005,7 @@ theme_override_constants/margin_left = 10
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theme_override_constants/margin_top = 10
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theme_override_constants/margin_right = 10
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theme_override_constants/margin_bottom = 10
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metadata/_tab_index = 1
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[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Stop n Go" unique_id=123456798]
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layout_mode = 2
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@@ -10013,7 +10016,7 @@ text = "[b]Stop n Go[/b]
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- Move forward when the phase is [color=green][b]GO[/b][/color] (Green).
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- Stop completely when the phase is [color=red][b]STOP[/b][/color] (Red). Moving during a red phase will reset you to the start!
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- Your objective is to reach the mission tiles at the far end of the arena and safely carry them back to your starting zone.
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- The first player to complete 3 missions wins."
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- The first player to complete 8 missions and reach the finish floor wins."
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[node name="Tekton Doors" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456799]
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visible = false
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@@ -10022,6 +10025,7 @@ theme_override_constants/margin_left = 10
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theme_override_constants/margin_top = 10
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theme_override_constants/margin_right = 10
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theme_override_constants/margin_bottom = 10
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metadata/_tab_index = 2
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[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Tekton Doors" unique_id=123456800]
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layout_mode = 2
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@@ -10031,7 +10035,7 @@ text = "[b]Tekton Doors[/b]
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- Navigate a sprawling arena connected by color-coded portal doors.
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- Grab tiles and match goal patterns to earn mission completions.
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- Use doors to quickly teleport across rooms, but watch out for closures and traps.
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- The first player to complete 8 missions wins."
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- The first player to complete 8 missions and reach the finish room wins."
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[node name="Controls" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456805]
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visible = false
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@@ -10040,6 +10044,7 @@ theme_override_constants/margin_left = 10
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theme_override_constants/margin_top = 10
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theme_override_constants/margin_right = 10
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theme_override_constants/margin_bottom = 10
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metadata/_tab_index = 3
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[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Controls" unique_id=123456806]
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layout_mode = 2
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@@ -10061,6 +10066,7 @@ theme_override_constants/margin_left = 10
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theme_override_constants/margin_top = 10
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theme_override_constants/margin_right = 10
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theme_override_constants/margin_bottom = 10
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metadata/_tab_index = 4
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[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/The Grid" unique_id=123456808]
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layout_mode = 2
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@@ -10079,6 +10085,7 @@ theme_override_constants/margin_left = 10
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theme_override_constants/margin_top = 10
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theme_override_constants/margin_right = 10
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theme_override_constants/margin_bottom = 10
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metadata/_tab_index = 5
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[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Tektons" unique_id=123456810]
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layout_mode = 2
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@@ -10095,6 +10102,7 @@ theme_override_constants/margin_left = 10
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theme_override_constants/margin_top = 10
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theme_override_constants/margin_right = 10
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theme_override_constants/margin_bottom = 10
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metadata/_tab_index = 6
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[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Skills" unique_id=123456812]
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layout_mode = 2
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@@ -301,7 +301,7 @@ func _spawn_portal_doors():
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const PORTAL_COLORS = [
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Color(0, 1, 1), # Cyan
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Color(1, 0, 1), # Magenta
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Color(1, 1, 0), # Yellow
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Color(1, 0, 0), # Red
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Color(0, 1, 0), # Green
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Color(1, 0.5, 0) # Orange
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]
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@@ -328,37 +328,36 @@ func _execute_area_freeze(center_pos: Vector2i = Vector2i.ZERO):
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else:
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NotificationManager.send_message(player, "Hit %d Players!" % hit_count, NotificationManager.MessageType.GOAL)
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# Visual Feedback (Turn Floor Blue - Item 12 on Layer 0)
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# Visual Feedback (Overlay Layer 2)
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if player.is_multiplayer_authority():
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# Sync Icy Floor (Layer 0)
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for x in range(-radius, radius + 1):
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for y in range(-radius, radius + 1):
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var pos = center_pos + Vector2i(x, y)
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if enhanced_gridmap.is_position_valid(pos):
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main:
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# CHECK: Don't overwrite Wall Block (Item 4)
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var current_item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
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if current_item != 4: # 4 is Wall Block
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# Use Item 12 (Blue Freeze Tile) on Layer 0 (Floor)
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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main.rpc("sync_grid_item", pos.x, 0, pos.y, 12)
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# Cleanup visual timer (managed locally by author)
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get_tree().create_timer(FREEZE_SLOW_DURATION).timeout.connect(func():
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main and main.has_method("sync_grid_items_batch"):
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var batch_data = []
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for x in range(-radius, radius + 1):
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for y in range(-radius, radius + 1):
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var pos = center_pos + Vector2i(x, y)
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if enhanced_gridmap.is_position_valid(pos):
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main:
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# CHECK: Only restore if it is STILL Ice (Item 12)
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# This prevents removing a Wall that was placed AFTER the freeze started
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var current_check = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
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if current_check == 12:
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# Restore to Item 0 (Standard Floor)
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main.rpc("sync_grid_item", pos.x, 0, pos.y, 0)
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)
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# Use Item 5 (Freeze Floor) on Layer 2
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batch_data.append({"x": pos.x, "y": 2, "z": pos.y, "item": 5})
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if not batch_data.is_empty():
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main.rpc("sync_grid_items_batch", batch_data)
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# Cleanup visual timer (managed locally by author)
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get_tree().create_timer(FREEZE_SLOW_DURATION).timeout.connect(func():
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var restore_batch = []
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for x in range(-radius, radius + 1):
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for y in range(-radius, radius + 1):
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var pos = center_pos + Vector2i(x, y)
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if enhanced_gridmap.is_position_valid(pos):
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# Check if it is STILL Freeze Overlay
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var current_check = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 2, pos.y))
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if current_check == 5:
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restore_batch.append({"x": pos.x, "y": 2, "z": pos.y, "item": -1})
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if not restore_batch.is_empty():
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main.rpc("sync_grid_items_batch", restore_batch)
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)
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func toggle_wall_orientation():
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wall_orientation_horizontal = !wall_orientation_horizontal
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@@ -384,41 +383,34 @@ func _execute_block_floor(target_pos: Vector2i):
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neighbors.append({"position": Vector2i(col_x, z)})
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print("Player %s activated Wall Block: VERTICAL COLUMN (X=%d)" % [player.name, col_x])
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for n in neighbors:
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var pos = n.position
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# PHYSICS CHECK
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if _is_position_blocked_by_stand(pos):
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continue
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if player.is_multiplayer_authority():
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main and main.has_method("sync_grid_items_batch"):
|
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var batch_data = []
|
||||
for n in neighbors:
|
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var pos = n.position
|
||||
if _is_position_blocked_by_stand(pos): continue
|
||||
|
||||
var block_pos = Vector3i(pos.x, 0, pos.y)
|
||||
var current_item = enhanced_gridmap.get_cell_item(block_pos)
|
||||
|
||||
var is_immutable = false
|
||||
if "immutable_items" in enhanced_gridmap:
|
||||
if current_item in enhanced_gridmap.immutable_items:
|
||||
is_immutable = true
|
||||
if current_item == 4 or is_immutable: continue
|
||||
|
||||
batch_data.append({"x": block_pos.x, "y": 0, "z": block_pos.z, "item": 4})
|
||||
|
||||
# Record for restoration
|
||||
blocked_tiles.append({
|
||||
"position": block_pos,
|
||||
"original_item": current_item,
|
||||
"timer": BLOCK_DURATION
|
||||
})
|
||||
|
||||
var block_pos = Vector3i(pos.x, 0, pos.y)
|
||||
|
||||
# Check current item first
|
||||
var current_item = enhanced_gridmap.get_cell_item(block_pos)
|
||||
|
||||
# Skip if already a wall or immutable
|
||||
# We assume Item 4 is the wall/stand.
|
||||
# Also check enhanced_gridmap.immutable_items if available
|
||||
var is_immutable = false
|
||||
if "immutable_items" in enhanced_gridmap:
|
||||
if current_item in enhanced_gridmap.immutable_items:
|
||||
is_immutable = true
|
||||
|
||||
if current_item == 4 or is_immutable:
|
||||
# Don't overwrite existing walls/stands, and don't schedule them for "restoration" (deletion)
|
||||
continue
|
||||
|
||||
if player.is_multiplayer_authority():
|
||||
var main = player.get_tree().get_root().get_node_or_null("Main")
|
||||
if main and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
|
||||
main.rpc("sync_grid_item", block_pos.x, block_pos.y, block_pos.z, 4)
|
||||
|
||||
# Record for restoration
|
||||
blocked_tiles.append({
|
||||
"position": block_pos,
|
||||
"original_item": current_item, # Restore the ACTUAL item that was there (e.g. ground 0 or maybe a dropped item?)
|
||||
"timer": BLOCK_DURATION
|
||||
})
|
||||
if not batch_data.is_empty():
|
||||
main.rpc("sync_grid_items_batch", batch_data)
|
||||
|
||||
# Notify
|
||||
var all_players = player.get_tree().get_nodes_in_group("Players")
|
||||
@@ -471,6 +463,16 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true):
|
||||
|
||||
var cell = Vector3i(pos.x, 1, pos.y)
|
||||
|
||||
# PREVENT SPAWNING ON FROZEN FLOORS (Visual/Lag Fix)
|
||||
var is_frozen = false
|
||||
if enhanced_gridmap:
|
||||
# Check Layer 2 for Freeze Overlay (ID 5)
|
||||
if enhanced_gridmap.get_cell_item(Vector3i(pos.x, 2, pos.y)) == 5:
|
||||
is_frozen = true
|
||||
|
||||
if is_frozen:
|
||||
continue
|
||||
|
||||
if player.is_multiplayer_authority():
|
||||
var main = player.get_tree().get_root().get_node_or_null("Main")
|
||||
if main and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
|
||||
@@ -497,9 +499,9 @@ func _update_freeze_zones(delta: float):
|
||||
|
||||
# If inside zone
|
||||
if dx <= zone.radius and dy <= zone.radius:
|
||||
# Apply slow effect repeatedly
|
||||
# We use a short duration so it expires quickly if they leave
|
||||
p.rpc("apply_slow_effect", 0.5)
|
||||
# Apply slow effect via RPC only IF not already slowed to prevent network flood
|
||||
if "movement_manager" in p and p.movement_manager and p.movement_manager.speed_multiplier >= 1.0:
|
||||
p.rpc("apply_slow_effect", 0.5)
|
||||
|
||||
if zone.timer <= 0:
|
||||
zones_to_remove.append(i)
|
||||
@@ -523,7 +525,7 @@ func _check_for_icy_floor():
|
||||
return
|
||||
|
||||
var current_item = enhanced_gridmap.get_cell_item(Vector3i(player.current_position.x, 2, player.current_position.y))
|
||||
if current_item == 15:
|
||||
if current_item == 5: # Freeze Floor
|
||||
_apply_slow_mo(player)
|
||||
elif player.movement_manager and player.movement_manager.speed_multiplier < 1.0:
|
||||
# Check if we should restore speed
|
||||
@@ -581,7 +583,7 @@ func _create_restore_speed_timer(target_player: Node3D, duration: float):
|
||||
var still_in_zone = false
|
||||
if enhanced_gridmap:
|
||||
var item = enhanced_gridmap.get_cell_item(Vector3i(target_player.current_position.x, 2, target_player.current_position.y))
|
||||
if item == 15:
|
||||
if item == 5: # Freeze Floor
|
||||
still_in_zone = true
|
||||
|
||||
if not still_in_zone:
|
||||
|
||||
Reference in New Issue
Block a user