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
+10
View File
@@ -103,3 +103,13 @@ theme_override_constants/outline_size = 5
theme_override_fonts/font = ExtResource("1_font") theme_override_fonts/font = ExtResource("1_font")
text = "Score: 0" text = "Score: 0"
horizontal_alignment = 1 horizontal_alignment = 1
[node name="DeliveryIndicator" type="Label" parent="BottomContainer/HBoxContainer/ScorePanel"]
layout_mode = 2
theme_override_font_sizes/font_size = 20
theme_override_colors/font_color = Color(1.0, 1.0, 0.2, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 5
theme_override_fonts/font = ExtResource("1_font")
text = ""
horizontal_alignment = 1
+32 -9
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@@ -52,6 +52,7 @@ var hud_rush_bar: ProgressBar
var hud_rush_label: Label var hud_rush_label: Label
var hud_stack_badge: Label var hud_stack_badge: Label
var hud_points_label: Label var hud_points_label: Label
var hud_delivery_indicator: Label
var _candy_survival_hud_scene: PackedScene = preload("res://scenes/candy_survival_hud.tscn") var _candy_survival_hud_scene: PackedScene = preload("res://scenes/candy_survival_hud.tscn")
func _ready(): func _ready():
@@ -70,6 +71,7 @@ func _setup_hud() -> void:
hud_ghost_label = bot_box.get_node_or_null("SabotagePanel/GhostChargesLabel") hud_ghost_label = bot_box.get_node_or_null("SabotagePanel/GhostChargesLabel")
hud_stack_badge = bot_box.get_node_or_null("ScorePanel/CandyStackBadge") hud_stack_badge = bot_box.get_node_or_null("ScorePanel/CandyStackBadge")
hud_points_label = bot_box.get_node_or_null("ScorePanel/PointsLabel") hud_points_label = bot_box.get_node_or_null("ScorePanel/PointsLabel")
hud_delivery_indicator = bot_box.get_node_or_null("ScorePanel/DeliveryIndicator")
var top_box = hud_layer.get_node_or_null("TopContainer") var top_box = hud_layer.get_node_or_null("TopContainer")
if top_box: if top_box:
@@ -176,6 +178,10 @@ func _process(delta: float) -> void:
if mekton_node and mekton_node.has_method("set_face_color_rpc"): if mekton_node and mekton_node.has_method("set_face_color_rpc"):
mekton_node.rpc("set_face_color_rpc", current_face) mekton_node.rpc("set_face_color_rpc", current_face)
# Update delivery indicators for all players based on new face
for pid in player_candies:
_update_candy_badge(pid)
# Sugar Rush timers # Sugar Rush timers
var any_rush = false var any_rush = false
@@ -222,24 +228,30 @@ func _process(delta: float) -> void:
# ── Blueprint ── # ── Blueprint ──
func on_blueprint_completed(pid: int, primary_color: int, off_color: bool) -> void: func on_blueprint_completed(pid: int, primary_tile_id: int, off_color: bool) -> void:
var base_points = 1000 var base_points = 1000
var points = base_points if not off_color else int(base_points * OFF_COLOR_PENALTY) var points = base_points if not off_color else int(base_points * OFF_COLOR_PENALTY)
_add_score(pid, points) _add_score(pid, points)
player_blueprints[pid] = player_blueprints.get(pid, 0) + 1 player_blueprints[pid] = player_blueprints.get(pid, 0) + 1
_give_candy(pid, primary_color)
func can_finish_with_off_color(pid: int, primary_color: int) -> bool: var candy_color = CandyColor.HEART
return not _grid_has_color_tiles(primary_color) for key in TILE_IDS:
if TILE_IDS[key] == primary_tile_id:
candy_color = key
break
func _grid_has_color_tiles(color: int) -> bool: _give_candy(pid, candy_color)
func can_finish_with_off_color(pid: int, primary_tile_id: int) -> bool:
return not _grid_has_color_tiles(primary_tile_id)
func _grid_has_color_tiles(target_tile_id: int) -> bool:
if not gridmap: if not gridmap:
return true return true
var target = TILE_IDS.get(color, 7)
for x in range(1, ARENA_COLS - 1): for x in range(1, ARENA_COLS - 1):
for y in range(1, ARENA_ROWS - 1): for y in range(1, ARENA_ROWS - 1):
var v = Vector3i(x, 1, y) var v = Vector3i(x, 1, y)
if gridmap.get_cell_item(v) == target: if gridmap.get_cell_item(v) == target_tile_id:
return true return true
return false return false
@@ -254,7 +266,8 @@ func _update_candy_badge(pid: int) -> void:
var count = player_candies.get(pid, 0) var count = player_candies.get(pid, 0)
var mult = 1.0 + count * MULTI_STEP var mult = 1.0 + count * MULTI_STEP
var color = player_candy_color.get(pid, -1) var color = player_candy_color.get(pid, -1)
rpc("sync_candy_badge", pid, count, mult) var face_match = (color != -1 and color == current_face)
rpc("sync_candy_badge", pid, count, mult, face_match)
# Update the 3D meshes on the player's head across all clients # Update the 3D meshes on the player's head across all clients
var all_players = get_tree().get_nodes_in_group("Players") var all_players = get_tree().get_nodes_in_group("Players")
@@ -476,10 +489,20 @@ func get_score(pid: int) -> int:
# ── RPCs (stubs — HUD client handles visuals) ── # ── RPCs (stubs — HUD client handles visuals) ──
@rpc("authority", "call_remote", "unreliable") @rpc("authority", "call_remote", "unreliable")
func sync_candy_badge(pid: int, count: int, mult: float) -> void: func sync_candy_badge(pid: int, count: int, mult: float, face_match: bool) -> void:
if pid == multiplayer.get_unique_id(): if pid == multiplayer.get_unique_id():
if hud_stack_badge: if hud_stack_badge:
hud_stack_badge.text = "Stack: %d (x%.1f)" % [count, mult] hud_stack_badge.text = "Stack: %d (x%.1f)" % [count, mult]
if hud_delivery_indicator:
if count > 0:
if face_match:
hud_delivery_indicator.text = "READY TO DELIVER!"
hud_delivery_indicator.add_theme_color_override("font_color", Color(0.4, 1.0, 0.4))
else:
hud_delivery_indicator.text = "Waiting for match..."
hud_delivery_indicator.add_theme_color_override("font_color", Color(1.0, 0.4, 0.4))
else:
hud_delivery_indicator.text = ""
@rpc("authority", "call_remote", "unreliable") @rpc("authority", "call_remote", "unreliable")
func sync_knock_result(attacker: int, target: int, candies: int) -> void: func sync_knock_result(attacker: int, target: int, candies: int) -> void:
+9 -2
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@@ -13,11 +13,18 @@ func initialize_random_goals(size: int, min_value: int, max_value: int, null_cou
var rng = RandomNumberGenerator.new() var rng = RandomNumberGenerator.new()
rng.randomize() rng.randomize()
const SPECIAL_VALUES = {1: 7, 2: 8, 3: 9, 4: 10}
if LobbyManager.game_mode == "Candy Survival":
var val = rng.randi_range(min_value, max_value)
var chosen_tile = val if not val in SPECIAL_VALUES else SPECIAL_VALUES[val]
for i in range(size):
goals.append(chosen_tile)
return goals
var null_val = 0 var null_val = 0
var max_nulls = 3 var max_nulls = 3
const SPECIAL_VALUES = {1: 7, 2: 8, 3: 9, 4: 10}
for i in range(size): for i in range(size):
if null_val < max_nulls and rng.randf() < null_count: if null_val < max_nulls and rng.randf() < null_count:
goals.append(-1) goals.append(-1)
+48 -3
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@@ -733,11 +733,56 @@ func _check_goal_completion():
if not player.race_manager: if not player.race_manager:
return return
# Check if the pattern matches var is_match = false
if player.race_manager.check_pattern_match(): 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) 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") var powerup_manager = player.get_node_or_null("PowerUpManager")
if powerup_manager: if powerup_manager:
powerup_manager.add_goal_completion_reward() powerup_manager.add_goal_completion_reward()