implement delivery ready indicator logic + off-color detection

This commit is contained in:
god
2026-07-06 02:41:37 +08:00
parent 717e8cedae
commit a7a4ca68aa
4 changed files with 99 additions and 14 deletions
+48 -3
View File
@@ -733,11 +733,56 @@ func _check_goal_completion():
if not player.race_manager:
return
# Check if the pattern matches
if player.race_manager.check_pattern_match():
var is_match = false
var is_off_color = false
var primary_color = -1
if LobbyManager.game_mode == "Candy Survival":
# Custom Candy Survival blueprint check (can be off-color)
var main = player.get_tree().get_root().get_node_or_null("Main")
var gm = main.get_node_or_null("CandySurvivalManager") if main else null
# Find any 3x3 block that is completely filled with tiles (no -1)
for start_row in range(3):
for start_col in range(3):
var filled = true
var dominant_colors = {}
for i in range(3):
for j in range(3):
var val = player.playerboard[(start_row + i) * 5 + (start_col + j)]
if val == -1:
filled = false
else:
dominant_colors[val] = dominant_colors.get(val, 0) + 1
if filled:
is_match = true
# Find majority color
var max_count = 0
for c in dominant_colors:
if dominant_colors[c] > max_count:
max_count = dominant_colors[c]
primary_color = c
is_off_color = (max_count < 9)
if is_off_color and gm and gm.has_method("can_finish_with_off_color"):
if not gm.can_finish_with_off_color(player.name.to_int(), primary_color):
is_match = false # Reject if primary color is still available on grid
if is_match:
break
if is_match:
break
if is_match and gm and gm.has_method("on_blueprint_completed"):
gm.on_blueprint_completed(player.name.to_int(), primary_color, is_off_color)
else:
is_match = player.race_manager.check_pattern_match()
if is_match:
print("[PlayerboardManager] Goal completed for player %s!" % player.name)
# Level up boost difficulty on goal completion
var powerup_manager = player.get_node_or_null("PowerUpManager")
if powerup_manager:
powerup_manager.add_goal_completion_reward()