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:
Yogi Wiguna
2026-03-03 15:38:09 +08:00
parent 09d08093e2
commit 8b33ed3f56
7 changed files with 164 additions and 89 deletions
@@ -13,6 +13,7 @@
[ext_resource type="ArrayMesh" uid="uid://onkud44h3we1" path="res://assets/models/meshes/safe_zone.res" id="8_cg50n"] [ext_resource type="ArrayMesh" uid="uid://onkud44h3we1" path="res://assets/models/meshes/safe_zone.res" id="8_cg50n"]
[ext_resource type="ArrayMesh" uid="uid://dx41n2x8v30r1" path="res://assets/models/meshes/crack.res" id="10_r32il"] [ext_resource type="ArrayMesh" uid="uid://dx41n2x8v30r1" path="res://assets/models/meshes/crack.res" id="10_r32il"]
[ext_resource type="Texture2D" uid="uid://dpkx1a780pvwv" path="res://assets/textures/tile_diamond.png" id="10_sx8rm"] [ext_resource type="Texture2D" uid="uid://dpkx1a780pvwv" path="res://assets/textures/tile_diamond.png" id="10_sx8rm"]
[ext_resource type="ArrayMesh" uid="uid://bj4qr20oxos13" path="res://assets/models/meshes/freeze_floor.res" id="11_pgnbl"]
[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_5d0gc"] [sub_resource type="CompressedTexture2D" id="CompressedTexture2D_5d0gc"]
load_path = "res://.godot/imported/tile_heart.png-deeef50755ca225f028608dfd16900e6.s3tc.ctex" load_path = "res://.godot/imported/tile_heart.png-deeef50755ca225f028608dfd16900e6.s3tc.ctex"
@@ -116,7 +117,8 @@ item/4/mesh_cast_shadow = 1
item/4/shapes = [] item/4/shapes = []
item/4/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/4/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/4/navigation_layers = 1 item/4/navigation_layers = 1
item/5/name = "disable" item/5/name = "freeze_floor"
item/5/mesh = ExtResource("11_pgnbl")
item/5/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/5/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/5/mesh_cast_shadow = 1 item/5/mesh_cast_shadow = 1
item/5/shapes = [] item/5/shapes = []
Binary file not shown.
+1 -1
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@@ -1,4 +1,4 @@
[gd_resource type="ArrayMesh" load_steps=4 format=4 uid="uid://36tgon3b60db"] [gd_resource type="ArrayMesh" format=4 uid="uid://36tgon3b60db"]
[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_5d0gc"] [sub_resource type="CompressedTexture2D" id="CompressedTexture2D_5d0gc"]
load_path = "res://.godot/imported/tile_heart.png-deeef50755ca225f028608dfd16900e6.s3tc.ctex" load_path = "res://.godot/imported/tile_heart.png-deeef50755ca225f028608dfd16900e6.s3tc.ctex"
+82 -19
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@@ -57,6 +57,24 @@ func _ready():
# Ensure grid is randomized with Scarcity if server # Ensure grid is randomized with Scarcity if server
if multiplayer.is_server(): if multiplayer.is_server():
randomize_game_grid() randomize_game_grid()
# Setup global multiplayer spawners (Stands, etc.)
_setup_multiplayer_spawners()
func _setup_multiplayer_spawners():
# Setup MultiplayerSpawner for Static Tekton Stands
# Create a container node for strict pathing
if not has_node("Stands"):
var stands_container = Node3D.new()
stands_container.name = "Stands"
add_child(stands_container)
if not has_node("StandSpawner"):
var stand_spawner = MultiplayerSpawner.new()
stand_spawner.name = "StandSpawner"
stand_spawner.spawn_path = NodePath("../Stands") # Relative to Spawner, finding sibling
stand_spawner.add_spawnable_scene("res://scenes/static_tekton_stand.tscn")
add_child(stand_spawner)
@rpc("any_peer", "call_local", "reliable") @rpc("any_peer", "call_local", "reliable")
func sync_portal_configs(configs: Array): func sync_portal_configs(configs: Array):
@@ -70,18 +88,6 @@ func sync_portal_configs(configs: Array):
var em = $EnhancedGridMap var em = $EnhancedGridMap
if em: if em:
em.cell_size = Vector3(1, 0.05, 1) em.cell_size = Vector3(1, 0.05, 1)
# Setup MultiplayerSpawner for Static Tekton Stands
# Create a container node for strict pathing
var stands_container = Node3D.new()
stands_container.name = "Stands"
add_child(stands_container)
var stand_spawner = MultiplayerSpawner.new()
stand_spawner.name = "StandSpawner"
stand_spawner.spawn_path = NodePath("../Stands") # Relative to Spawner, finding sibling
stand_spawner.add_spawnable_scene("res://scenes/static_tekton_stand.tscn")
add_child(stand_spawner)
func _on_goal_count_updated(peer_id: int, count: int): func _on_goal_count_updated(peer_id: int, count: int):
# Only update for local player # Only update for local player
@@ -1588,8 +1594,30 @@ func sync_grid_item(x: int, y: int, z: int, item: int):
if enhanced_gridmap.has_method("update_grid_data"): if enhanced_gridmap.has_method("update_grid_data"):
enhanced_gridmap.update_grid_data() enhanced_gridmap.update_grid_data()
# 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) @rpc("any_peer", "call_local", "reliable")
# For simplicity, we trust the grid syncs via normal mechanisms or initial state. func sync_grid_items_batch(data: Array):
# data is an array of dictionaries: [{x: int, y: int, z: int, item: int}, ...]
var enhanced_gridmap = $EnhancedGridMap
if not enhanced_gridmap:
return
for entry in data:
var x = entry.get("x", 0)
var y = entry.get("y", 0)
var z = entry.get("z", 0)
var item = entry.get("item", -1)
# WALL-SAFETY CHECK
if y == 1 and item >= 7 and item <= 20:
var f0 = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
if f0 == 4 or f0 == -1:
continue
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
# Force visual update ONCE after batch
if enhanced_gridmap.has_method("update_grid_data"):
enhanced_gridmap.update_grid_data()
func randomize_game_grid(): func randomize_game_grid():
if LobbyManager.game_mode == "Stop n Go" or LobbyManager.game_mode == "Tekton Doors": if LobbyManager.game_mode == "Stop n Go" or LobbyManager.game_mode == "Tekton Doors":
@@ -1762,7 +1790,7 @@ func sync_game_end_stop_n_go(winner_id: int):
winner_name = player_node.display_name winner_name = player_node.display_name
# Broadcast win (Validation already done in check_win_condition) # Broadcast win (Validation already done in check_win_condition)
add_message_to_bar("MATCH COMPLETE", winner_name + " Wins with 3 Missions!", MessageType.GOAL) add_message_to_bar("MATCH COMPLETE", winner_name + " Wins with 8 Missions!", MessageType.GOAL)
# Stop logic # Stop logic
if stop_n_go_manager: if stop_n_go_manager:
@@ -1800,10 +1828,42 @@ func _on_match_ended():
var local_player = GameStateManager.local_player_character var local_player = GameStateManager.local_player_character
if local_player: if local_player:
local_player.action_points = 0 local_player.action_points = 0
# Signal Global Game End (Stops Bot ticks and logic)
GameStateManager.end_game()
# Freeze all game actors (Players, Bots, Tektons)
_freeze_all_game_actors()
# Show game over overlay # Show game over overlay
_show_game_over_panel() _show_game_over_panel()
func _freeze_all_game_actors():
"""Manually stop all game entities from processing without pausing the UI."""
print("[Main] Freezing all game actors recursively...")
var groups = ["Players", "Bots", "Tektons", "StaticTektonStands"]
for group_name in groups:
var nodes = get_tree().get_nodes_in_group(group_name)
for node in nodes:
_freeze_node_recursive(node)
func _freeze_node_recursive(node: Node):
"""Recursively disable processing and stop tweens for a node and its children."""
if node.has_method("set_physics_process"):
node.set_physics_process(false)
if node.has_method("set_process"):
node.set_process(false)
# Kill movement tweens if it's a character
if "_movement_tween" in node and node._movement_tween:
node._movement_tween.kill()
node._movement_tween = null
# Recursive call for all children
for child in node.get_children():
_freeze_node_recursive(child)
func _show_game_over_panel(): func _show_game_over_panel():
"""Create and display the game over panel with final leaderboard.""" """Create and display the game over panel with final leaderboard."""
# Check if panel already exists # Check if panel already exists
@@ -1818,6 +1878,9 @@ func _show_game_over_panel():
if stop_n_go_manager and stop_n_go_manager.hud_layer: if stop_n_go_manager and stop_n_go_manager.hud_layer:
stop_n_go_manager.hud_layer.hide() stop_n_go_manager.hud_layer.hide()
if portal_mode_manager and portal_mode_manager.hud_layer:
portal_mode_manager.hud_layer.hide()
# Create game over panel # Create game over panel
var panel = PanelContainer.new() var panel = PanelContainer.new()
@@ -1829,7 +1892,7 @@ func _show_game_over_panel():
style.bg_color = Color(0.0, 0.0, 0.0, 0.85) style.bg_color = Color(0.0, 0.0, 0.0, 0.85)
panel.add_theme_stylebox_override("panel", style) panel.add_theme_stylebox_override("panel", style)
# Content container # CONTENT VBOX
var vbox = VBoxContainer.new() var vbox = VBoxContainer.new()
vbox.name = "VBox" vbox.name = "VBox"
vbox.set_anchors_preset(Control.PRESET_CENTER) vbox.set_anchors_preset(Control.PRESET_CENTER)
@@ -2209,13 +2272,13 @@ func _toggle_pause_menu():
var pause_menu = get_node_or_null("PauseMenu") var pause_menu = get_node_or_null("PauseMenu")
if pause_menu: if pause_menu:
pause_menu.visible = not pause_menu.visible pause_menu.visible = not pause_menu.visible
get_tree().paused = pause_menu.visible # get_tree().paused = pause_menu.visible # Removed for multiplayer consistency
func _on_resume_pressed(): func _on_resume_pressed():
var pause_menu = get_node_or_null("PauseMenu") var pause_menu = get_node_or_null("PauseMenu")
if pause_menu: if pause_menu:
pause_menu.visible = false pause_menu.visible = false
get_tree().paused = false # get_tree().paused = false # Removed for multiplayer consistency
func _on_how_to_play_pressed(): func _on_how_to_play_pressed():
var pause_menu = get_node_or_null("PauseMenu") var pause_menu = get_node_or_null("PauseMenu")
@@ -2255,7 +2318,7 @@ func _on_settings_pressed():
opacity_slider.set_value_no_signal(touch_controls.button_opacity) opacity_slider.set_value_no_signal(touch_controls.button_opacity)
func _on_quit_match_pressed(): func _on_quit_match_pressed():
get_tree().paused = false get_tree().paused = false # Ensure unpaused when returning to menu
# Properly disconnect from Nakama match # Properly disconnect from Nakama match
_cleanup_multiplayer() _cleanup_multiplayer()
# Return to lobby or main menu # Return to lobby or main menu
+10 -2
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@@ -9978,6 +9978,7 @@ horizontal_alignment = 1
[node name="TabContainer" type="TabContainer" parent="HowToPlayPanel/Panel/VBox" unique_id=123456794] [node name="TabContainer" type="TabContainer" parent="HowToPlayPanel/Panel/VBox" unique_id=123456794]
layout_mode = 2 layout_mode = 2
size_flags_vertical = 3 size_flags_vertical = 3
current_tab = 0
[node name="Free Mode" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456795] [node name="Free Mode" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456795]
layout_mode = 2 layout_mode = 2
@@ -9985,6 +9986,7 @@ theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10 theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10 theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10 theme_override_constants/margin_bottom = 10
metadata/_tab_index = 0
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Free Mode" unique_id=123456796] [node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Free Mode" unique_id=123456796]
layout_mode = 2 layout_mode = 2
@@ -10003,6 +10005,7 @@ theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10 theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10 theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10 theme_override_constants/margin_bottom = 10
metadata/_tab_index = 1
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Stop n Go" unique_id=123456798] [node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Stop n Go" unique_id=123456798]
layout_mode = 2 layout_mode = 2
@@ -10013,7 +10016,7 @@ text = "[b]Stop n Go[/b]
- Move forward when the phase is [color=green][b]GO[/b][/color] (Green). - Move forward when the phase is [color=green][b]GO[/b][/color] (Green).
- Stop completely when the phase is [color=red][b]STOP[/b][/color] (Red). Moving during a red phase will reset you to the start! - Stop completely when the phase is [color=red][b]STOP[/b][/color] (Red). Moving during a red phase will reset you to the start!
- Your objective is to reach the mission tiles at the far end of the arena and safely carry them back to your starting zone. - Your objective is to reach the mission tiles at the far end of the arena and safely carry them back to your starting zone.
- The first player to complete 3 missions wins." - The first player to complete 8 missions and reach the finish floor wins."
[node name="Tekton Doors" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456799] [node name="Tekton Doors" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456799]
visible = false visible = false
@@ -10022,6 +10025,7 @@ theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10 theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10 theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10 theme_override_constants/margin_bottom = 10
metadata/_tab_index = 2
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Tekton Doors" unique_id=123456800] [node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Tekton Doors" unique_id=123456800]
layout_mode = 2 layout_mode = 2
@@ -10031,7 +10035,7 @@ text = "[b]Tekton Doors[/b]
- Navigate a sprawling arena connected by color-coded portal doors. - Navigate a sprawling arena connected by color-coded portal doors.
- Grab tiles and match goal patterns to earn mission completions. - Grab tiles and match goal patterns to earn mission completions.
- Use doors to quickly teleport across rooms, but watch out for closures and traps. - Use doors to quickly teleport across rooms, but watch out for closures and traps.
- The first player to complete 8 missions wins." - The first player to complete 8 missions and reach the finish room wins."
[node name="Controls" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456805] [node name="Controls" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456805]
visible = false visible = false
@@ -10040,6 +10044,7 @@ theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10 theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10 theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10 theme_override_constants/margin_bottom = 10
metadata/_tab_index = 3
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Controls" unique_id=123456806] [node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Controls" unique_id=123456806]
layout_mode = 2 layout_mode = 2
@@ -10061,6 +10066,7 @@ theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10 theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10 theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10 theme_override_constants/margin_bottom = 10
metadata/_tab_index = 4
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/The Grid" unique_id=123456808] [node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/The Grid" unique_id=123456808]
layout_mode = 2 layout_mode = 2
@@ -10079,6 +10085,7 @@ theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10 theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10 theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10 theme_override_constants/margin_bottom = 10
metadata/_tab_index = 5
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Tektons" unique_id=123456810] [node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Tektons" unique_id=123456810]
layout_mode = 2 layout_mode = 2
@@ -10095,6 +10102,7 @@ theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10 theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10 theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10 theme_override_constants/margin_bottom = 10
metadata/_tab_index = 6
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Skills" unique_id=123456812] [node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Skills" unique_id=123456812]
layout_mode = 2 layout_mode = 2
+1 -1
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@@ -301,7 +301,7 @@ func _spawn_portal_doors():
const PORTAL_COLORS = [ const PORTAL_COLORS = [
Color(0, 1, 1), # Cyan Color(0, 1, 1), # Cyan
Color(1, 0, 1), # Magenta Color(1, 0, 1), # Magenta
Color(1, 1, 0), # Yellow Color(1, 0, 0), # Red
Color(0, 1, 0), # Green Color(0, 1, 0), # Green
Color(1, 0.5, 0) # Orange Color(1, 0.5, 0) # Orange
] ]
+67 -65
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@@ -328,37 +328,36 @@ func _execute_area_freeze(center_pos: Vector2i = Vector2i.ZERO):
else: else:
NotificationManager.send_message(player, "Hit %d Players!" % hit_count, NotificationManager.MessageType.GOAL) NotificationManager.send_message(player, "Hit %d Players!" % hit_count, NotificationManager.MessageType.GOAL)
# Visual Feedback (Turn Floor Blue - Item 12 on Layer 0) # Visual Feedback (Overlay Layer 2)
if player.is_multiplayer_authority(): if player.is_multiplayer_authority():
# Sync Icy Floor (Layer 0) var main = player.get_tree().get_root().get_node_or_null("Main")
for x in range(-radius, radius + 1): if main and main.has_method("sync_grid_items_batch"):
for y in range(-radius, radius + 1): var batch_data = []
var pos = center_pos + Vector2i(x, y)
if enhanced_gridmap.is_position_valid(pos):
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
# CHECK: Don't overwrite Wall Block (Item 4)
var current_item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
if current_item != 4: # 4 is Wall Block
# Use Item 12 (Blue Freeze Tile) on Layer 0 (Floor)
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
main.rpc("sync_grid_item", pos.x, 0, pos.y, 12)
# Cleanup visual timer (managed locally by author)
get_tree().create_timer(FREEZE_SLOW_DURATION).timeout.connect(func():
for x in range(-radius, radius + 1): for x in range(-radius, radius + 1):
for y in range(-radius, radius + 1): for y in range(-radius, radius + 1):
var pos = center_pos + Vector2i(x, y) var pos = center_pos + Vector2i(x, y)
if enhanced_gridmap.is_position_valid(pos): if enhanced_gridmap.is_position_valid(pos):
var main = player.get_tree().get_root().get_node_or_null("Main") # Use Item 5 (Freeze Floor) on Layer 2
if main: batch_data.append({"x": pos.x, "y": 2, "z": pos.y, "item": 5})
# CHECK: Only restore if it is STILL Ice (Item 12)
# This prevents removing a Wall that was placed AFTER the freeze started if not batch_data.is_empty():
var current_check = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y)) main.rpc("sync_grid_items_batch", batch_data)
if current_check == 12:
# Restore to Item 0 (Standard Floor) # Cleanup visual timer (managed locally by author)
main.rpc("sync_grid_item", pos.x, 0, pos.y, 0) get_tree().create_timer(FREEZE_SLOW_DURATION).timeout.connect(func():
) var restore_batch = []
for x in range(-radius, radius + 1):
for y in range(-radius, radius + 1):
var pos = center_pos + Vector2i(x, y)
if enhanced_gridmap.is_position_valid(pos):
# Check if it is STILL Freeze Overlay
var current_check = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 2, pos.y))
if current_check == 5:
restore_batch.append({"x": pos.x, "y": 2, "z": pos.y, "item": -1})
if not restore_batch.is_empty():
main.rpc("sync_grid_items_batch", restore_batch)
)
func toggle_wall_orientation(): func toggle_wall_orientation():
wall_orientation_horizontal = !wall_orientation_horizontal wall_orientation_horizontal = !wall_orientation_horizontal
@@ -384,41 +383,34 @@ func _execute_block_floor(target_pos: Vector2i):
neighbors.append({"position": Vector2i(col_x, z)}) neighbors.append({"position": Vector2i(col_x, z)})
print("Player %s activated Wall Block: VERTICAL COLUMN (X=%d)" % [player.name, col_x]) print("Player %s activated Wall Block: VERTICAL COLUMN (X=%d)" % [player.name, col_x])
for n in neighbors: if player.is_multiplayer_authority():
var pos = n.position var main = player.get_tree().get_root().get_node_or_null("Main")
if main and main.has_method("sync_grid_items_batch"):
# PHYSICS CHECK var batch_data = []
if _is_position_blocked_by_stand(pos): for n in neighbors:
continue 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) if not batch_data.is_empty():
main.rpc("sync_grid_items_batch", batch_data)
# 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
})
# Notify # Notify
var all_players = player.get_tree().get_nodes_in_group("Players") 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) 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(): if player.is_multiplayer_authority():
var main = player.get_tree().get_root().get_node_or_null("Main") 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: 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 inside zone
if dx <= zone.radius and dy <= zone.radius: if dx <= zone.radius and dy <= zone.radius:
# Apply slow effect repeatedly # Apply slow effect via RPC only IF not already slowed to prevent network flood
# We use a short duration so it expires quickly if they leave if "movement_manager" in p and p.movement_manager and p.movement_manager.speed_multiplier >= 1.0:
p.rpc("apply_slow_effect", 0.5) p.rpc("apply_slow_effect", 0.5)
if zone.timer <= 0: if zone.timer <= 0:
zones_to_remove.append(i) zones_to_remove.append(i)
@@ -523,7 +525,7 @@ func _check_for_icy_floor():
return return
var current_item = enhanced_gridmap.get_cell_item(Vector3i(player.current_position.x, 2, player.current_position.y)) 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) _apply_slow_mo(player)
elif player.movement_manager and player.movement_manager.speed_multiplier < 1.0: elif player.movement_manager and player.movement_manager.speed_multiplier < 1.0:
# Check if we should restore speed # 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 var still_in_zone = false
if enhanced_gridmap: if enhanced_gridmap:
var item = enhanced_gridmap.get_cell_item(Vector3i(target_player.current_position.x, 2, target_player.current_position.y)) 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 still_in_zone = true
if not still_in_zone: if not still_in_zone: