attempt to make stop n go gamemode
This commit is contained in:
@@ -41,9 +41,14 @@ signal scarcity_mode_changed(mode: String)
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# Character and area selection
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var available_characters: Array[String] = ["Copper", "Dabro", "Gatot", "Pip", "Random"]
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var available_areas: Array[String] = ["Desert", "Forest", "City", "Factory"]
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var available_game_modes: Array[String] = ["Freemode", "Stop n Go"]
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var selected_area: String = "Desert" # Host-controlled
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var game_mode: String = "Freemode" # Host-controlled
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var local_character_index: int = 0 # Local player's character index
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# Signals
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signal game_mode_changed(mode: String)
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# Ready to start game check
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var _all_ready: bool = false
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@@ -345,6 +350,29 @@ func sync_area(area_name: String) -> void:
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selected_area = area_name
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emit_signal("area_changed", area_name)
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# =============================================================================
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# Game Mode Selection (Host Only)
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# =============================================================================
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func set_game_mode(mode: String) -> void:
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"""Host sets the game mode. Syncs to all clients."""
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if not is_host:
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push_warning("Only host can change game mode")
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return
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if mode not in available_game_modes:
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push_error("Invalid game mode: " + mode)
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return
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game_mode = mode
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rpc("sync_game_mode", mode)
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@rpc("authority", "call_local", "reliable")
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func sync_game_mode(mode: String) -> void:
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"""Sync game mode selection from host to clients."""
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game_mode = mode
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emit_signal("game_mode_changed", mode)
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func start_game() -> void:
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"""Host triggers game start (transitions all players to main.tscn)."""
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if not is_host:
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@@ -361,6 +389,8 @@ func start_game() -> void:
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rpc("sync_enable_cycle_timer", enable_cycle_timer)
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# Sync scarcity mode
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rpc("sync_scarcity_mode", scarcity_mode)
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# Sync game mode
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rpc("sync_game_mode", game_mode)
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# Notify all clients to start
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rpc("_on_game_starting")
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@@ -484,3 +514,4 @@ func reset() -> void:
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selected_area = "Desert"
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local_character_index = 0 # Default to "Copper"
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enable_cycle_timer = false
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game_mode = "Freemode"
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@@ -54,6 +54,14 @@ func simple_move_to(grid_position: Vector2i) -> bool:
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if player.get("is_frozen"):
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return false
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# Stop n Go Mode Violation Check
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var main = player.get_tree().root.get_node_or_null("Main")
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if main:
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var manager = main.get_node_or_null("StopNGoManager")
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if manager and manager.has_method("check_movement_violation"):
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if manager.check_movement_violation(player.name.to_int(), player.current_position, grid_position):
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return false
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var distance: int
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if use_diagonal_movement:
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distance = max(abs(grid_position.x - player.current_position.x), abs(grid_position.y - player.current_position.y))
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@@ -100,15 +108,17 @@ func simple_move_to(grid_position: Vector2i) -> bool:
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rotate_towards_target(grid_position)
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if player.is_multiplayer_authority() and player.has_method("sync_walk_animation"):
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player.rpc("sync_walk_animation")
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if player.is_multiplayer_authority() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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if player.has_method("sync_walk_animation"):
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player.rpc("sync_walk_animation")
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var path = [Vector2(player.current_position.x, player.current_position.y), Vector2(grid_position.x, grid_position.y)]
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path.pop_front()
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current_move_direction = grid_position - player.current_position
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player.rpc("start_movement_along_path", path, not (player.is_bot or player.is_in_group("Bots")))
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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player.rpc("start_movement_along_path", path, not (player.is_bot or player.is_in_group("Bots")))
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return true
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@@ -419,8 +429,8 @@ func _is_position_blocked_by_physics(target_pos: Vector2i) -> bool:
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var space_state = player.get_world_3d().direct_space_state
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var center_x = target_pos.x + 0.5
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var center_z = target_pos.y + 0.5
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var from = Vector3(center_x, 1.0, center_z)
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var to = Vector3(center_x, 0.1, center_z)
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var from = Vector3(center_x, 1.0, center_z)
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var to = Vector3(center_x, 0.1, center_z)
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var query = PhysicsRayQueryParameters3D.create(from, to)
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query.collide_with_areas = false
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@@ -90,6 +90,13 @@ func grab_item(grid_position: Vector2i) -> bool:
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else:
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# Normal Tile: Add to playerboard
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player.playerboard[target_slot] = item
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# Stop n Go Mission Progress
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var sng_main = player.get_tree().root.get_node_or_null("Main")
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if sng_main:
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var sng_manager = sng_main.get_node_or_null("StopNGoManager")
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if sng_manager and sng_manager.has_method("update_mission_progress"):
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sng_manager.update_mission_progress(player.name.to_int(), item)
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# Update UI immediately for responsiveness
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@@ -174,6 +181,11 @@ func _execute_grab(grid_pos: Vector2i, cell: Vector3i, item_id: int):
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# Do not add to playerboard
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else:
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player.playerboard[target_slot] = item_id
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# Stop n Go Mission Progress
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var sng_manager = main.get_node_or_null("StopNGoManager")
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if sng_manager and sng_manager.has_method("update_mission_progress"):
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sng_manager.update_mission_progress(player.name.to_int(), item_id)
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# 3c. Broadcast the new playerboard state to all clients
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var peer_id = player.name.to_int()
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@@ -165,7 +165,7 @@ func add_powerup_from_item(item_id: int):
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emit_signal("powerup_unlocked", effect, powerup_levels[effect])
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print("Player %s leveled up %s to Lvl %d" % [player.name, SpecialEffect.keys()[effect], powerup_levels[effect]])
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if player.is_multiplayer_authority():
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if player.is_multiplayer_authority() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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rpc("sync_inventory_add", effect, powerup_levels[effect])
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@rpc("any_peer", "call_local", "reliable")
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@@ -254,7 +254,7 @@ func activate_effect(effect: int, target_player: Node3D = null):
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_execute_invisible_mode(player)
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# Play generic cast animation or sound?
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if player.is_multiplayer_authority():
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if player.is_multiplayer_authority() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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player.rpc("trigger_screen_shake", "light")
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# Sync cooldown to others not strictly needed unless UI shows it?
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# Probably local UI only.
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@@ -308,7 +308,8 @@ func _execute_area_freeze(center_pos: Vector2i = Vector2i.ZERO):
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# If inside square radius
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if dx <= radius and dy <= radius:
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p.rpc("apply_slow_effect", FREEZE_SLOW_DURATION)
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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p.rpc("apply_slow_effect", FREEZE_SLOW_DURATION)
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NotificationManager.send_message(p, "Caught in Freeze Zone!", NotificationManager.MessageType.WARNING)
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if p != player: # Don't score for freezing self (unless desired?) - Assuming enemies
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hit_count += 1
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@@ -336,7 +337,8 @@ func _execute_area_freeze(center_pos: Vector2i = Vector2i.ZERO):
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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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main.rpc("sync_grid_item", pos.x, 0, pos.y, 12)
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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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@@ -404,7 +406,7 @@ func _execute_block_floor(target_pos: Vector2i):
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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:
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if main and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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main.rpc("sync_grid_item", block_pos.x, block_pos.y, block_pos.z, 4)
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# Record for restoration
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@@ -462,7 +464,7 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true):
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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:
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if main and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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main.rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
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@@ -0,0 +1,265 @@
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extends Node
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class_name StopNGoManager
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# StopNGoManager - Handles phase transitions, missions, and movement penalties
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signal phase_changed(new_phase: String, remaining_time: float)
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signal mission_status_updated(player_id: int, completed: bool)
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signal player_penalized(player_id: int)
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enum Phase {GO, STOP}
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const GO_DURATION: float = 12.0
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const STOP_DURATION: float = 6.0
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var current_phase: Phase = Phase.GO
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var phase_timer: float = GO_DURATION
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var is_active: bool = false
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var player_missions: Dictionary = {} # player_id -> {tile_id: count, current: count}
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var finish_line_x: int = 21 # Right side of the map for win condition
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# Tile IDs (Assumed based on analysis)
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const TILE_WALKABLE = 0
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const TILE_SAFE = 2 # Green Safe Zone
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const TILE_OBSTACLE = 4 # Black Obstacle
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var hud_layer: CanvasLayer
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var phase_label: Label
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var mission_label: Label
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func _ready():
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set_process(false)
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_setup_hud()
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func _setup_hud():
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hud_layer = CanvasLayer.new()
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hud_layer.visible = false
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add_child(hud_layer)
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var vbox = VBoxContainer.new()
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vbox.set_anchors_preset(Control.PRESET_TOP_RIGHT)
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vbox.offset_right = -20
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vbox.offset_top = 100
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hud_layer.add_child(vbox)
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# Style for HUD
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var style = StyleBoxFlat.new()
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style.bg_color = Color(0, 0, 0, 0.4)
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style.content_margin_left = 10
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style.content_margin_top = 10
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style.content_margin_right = 10
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style.content_margin_bottom = 10
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var panel = PanelContainer.new()
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panel.add_theme_stylebox_override("panel", style)
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vbox.add_child(panel)
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var inner_vbox = VBoxContainer.new()
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panel.add_child(inner_vbox)
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phase_label = Label.new()
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phase_label.text = "PHASE: GO"
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phase_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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phase_label.add_theme_font_size_override("font_size", 32)
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phase_label.add_theme_color_override("font_color", Color.GREEN)
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inner_vbox.add_child(phase_label)
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mission_label = Label.new()
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mission_label.text = "MISSION: Collect 3 Hearts"
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mission_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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inner_vbox.add_child(mission_label)
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func _process(delta):
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if not is_active:
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return
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if multiplayer.is_server():
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phase_timer -= delta
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if phase_timer <= 0:
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if current_phase == Phase.GO:
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_start_phase(Phase.STOP)
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else:
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_start_phase(Phase.GO)
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# Update HUD locally
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_update_hud_visuals()
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func _update_hud_visuals():
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var phase_name = "GO" if current_phase == Phase.GO else "STOP"
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if phase_label:
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phase_label.text = "PHASE: %s (%.0fs)" % [phase_name, max(0, phase_timer)]
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phase_label.add_theme_color_override("font_color", Color.GREEN if current_phase == Phase.GO else Color.RED)
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var my_id = multiplayer.get_unique_id()
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if mission_label and player_missions.has(my_id):
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var mission = player_missions[my_id]
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mission_label.text = "Tiles: %d / %d" % [mission["current"], mission["required"]]
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if mission["current"] >= mission["required"]:
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mission_label.text = "MISSION COMPLETE! REACH FINISH!"
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mission_label.add_theme_color_override("font_color", Color.GOLD)
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func activate_client_side():
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is_active = true
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if hud_layer:
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hud_layer.visible = true
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set_process(true)
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func start_game_mode():
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activate_client_side()
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if multiplayer.is_server():
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_setup_arena()
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_assign_missions()
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_start_phase(Phase.GO)
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func _start_phase(phase: Phase):
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current_phase = phase
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phase_timer = GO_DURATION if phase == Phase.GO else STOP_DURATION
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var phase_name = "GO" if phase == Phase.GO else "STOP"
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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rpc("sync_phase", phase_name, phase_timer)
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emit_signal("phase_changed", phase_name, phase_timer)
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@rpc("authority", "call_local", "reliable")
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func sync_phase(phase_name: String, duration: float):
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current_phase = Phase.GO if phase_name == "GO" else Phase.STOP
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phase_timer = duration
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func _setup_arena():
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var gridmap = get_node("/root/Main/EnhancedGridMap")
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if not gridmap: return
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print("[StopNGo] Setting up 22x10 Accurate Horizontal Arena...")
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# Set Size for Stop n Go
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gridmap.columns = 22
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gridmap.rows = 10
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# Clear existing items on all layers
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gridmap.clear()
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# Create bands based on X (Horizontal Progress)
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for x in range(gridmap.columns):
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var tile_id = TILE_WALKABLE
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# Green Safe Zones at X=7,8 and X=14,15
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if x == 7 or x == 8 or x == 14 or x == 15:
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tile_id = TILE_SAFE
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for z in range(gridmap.rows):
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gridmap.set_cell_item(Vector3i(x, 0, z), tile_id)
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# Place Specific Obstacles (Black Bars) to match user images
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# Lane 1 (X=2..6) - Vertical bar at X=4
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for z in range(0, 4):
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gridmap.set_cell_item(Vector3i(4, 0, z), TILE_OBSTACLE)
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for z in range(6, 10):
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gridmap.set_cell_item(Vector3i(4, 0, z), TILE_OBSTACLE)
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# Lane 2 (X=9..13) - Vertical bar at X=11
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for z in range(3, 7):
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gridmap.set_cell_item(Vector3i(11, 0, z), TILE_OBSTACLE)
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# Lane 3 (X=16..20) - L-shape at top
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for z in range(0, 3):
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gridmap.set_cell_item(Vector3i(18, 0, z), TILE_OBSTACLE)
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gridmap.set_cell_item(Vector3i(19, 0, 2), TILE_OBSTACLE)
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gridmap.set_cell_item(Vector3i(20, 0, 2), TILE_OBSTACLE)
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# Another bar at bottom of Lane 3
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for z in range(6, 9):
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gridmap.set_cell_item(Vector3i(18, 0, z), TILE_OBSTACLE)
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gridmap.update_grid_data()
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gridmap.initialize_astar()
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# Spawn tiles for mission (Heart = 7)
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if multiplayer.is_server():
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_spawn_mission_tiles()
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# Sync the WHOLE grid to all clients to ensure size and stripes are correct
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var main = get_node("/root/Main")
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if main and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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# Gather all floor 0 and floor 1 data
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var floor0_data = gridmap.get_floor_data(0)
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var floor1_data = gridmap.get_floor_data(1)
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main.rpc("sync_full_grid_data_stop_n_go", floor0_data, floor1_data, gridmap.columns, gridmap.rows)
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func _spawn_mission_tiles():
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var gridmap = get_node("/root/Main/EnhancedGridMap")
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var count = 0
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while count < 40: # Spawn plenty of hearts
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var x = randi() % gridmap.columns
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var z = randi() % gridmap.rows
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# Only spawn in walkable areas, not safe zones or start/finish
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if gridmap.get_cell_item(Vector3i(x, 0, z)) == TILE_WALKABLE:
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if gridmap.get_cell_item(Vector3i(x, 1, z)) == -1:
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gridmap.set_cell_item(Vector3i(x, 1, z), ScarcityModel.TILE_HEART)
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count += 1
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func _assign_missions():
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# Each player needs to collect 3 specific tiles (e.g. Heart)
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var players = GameStateManager.players
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for p_id in players:
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player_missions[p_id] = {
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"target_tile": ScarcityModel.TILE_HEART,
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"required": 3,
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"current": 0
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}
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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rpc("sync_missions", player_missions)
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@rpc("authority", "call_local", "reliable")
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func sync_missions(missions: Dictionary):
|
||||
player_missions = missions
|
||||
|
||||
func check_movement_violation(player_id: int, from: Vector2i, to: Vector2i) -> bool:
|
||||
"""Check if movement is illegal (during STOP phase and not in safe zone)."""
|
||||
if current_phase == Phase.STOP:
|
||||
var main = get_node("/root/Main")
|
||||
var gridmap = main.get_node("EnhancedGridMap") if main else null
|
||||
if gridmap:
|
||||
var tile_from = gridmap.get_cell_item(Vector3i(from.x, 0, from.y))
|
||||
if tile_from != TILE_SAFE:
|
||||
_penalize_player(player_id)
|
||||
return true
|
||||
return false
|
||||
|
||||
func _penalize_player(player_id: int):
|
||||
if not multiplayer.is_server(): return
|
||||
|
||||
var main = get_node("/root/Main")
|
||||
if not main: return
|
||||
|
||||
var player_node = main.get_node_or_null(str(player_id))
|
||||
if player_node:
|
||||
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
|
||||
player_node.rpc("on_stop_phase_violation")
|
||||
emit_signal("player_penalized", player_id)
|
||||
|
||||
func update_mission_progress(player_id: int, tile_id: int):
|
||||
if not player_missions.has(player_id): return
|
||||
|
||||
var mission = player_missions[player_id]
|
||||
if tile_id == mission["target_tile"]:
|
||||
mission["current"] = min(mission["current"] + 1, mission["required"])
|
||||
|
||||
if mission["current"] >= mission["required"]:
|
||||
emit_signal("mission_status_updated", player_id, true)
|
||||
|
||||
if multiplayer.is_server() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
|
||||
rpc("sync_mission_progress", player_id, mission["current"])
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func sync_mission_progress(player_id: int, current: int):
|
||||
if player_missions.has(player_id):
|
||||
player_missions[player_id]["current"] = current
|
||||
|
||||
func check_win_condition(player_id: int, position: Vector2i) -> bool:
|
||||
if not player_missions.has(player_id): return false
|
||||
|
||||
var mission = player_missions[player_id]
|
||||
if mission["current"] >= mission["required"]:
|
||||
# Win when reaching X >= 21
|
||||
if position.x >= finish_line_x:
|
||||
return true
|
||||
return false
|
||||
@@ -0,0 +1 @@
|
||||
uid://kiv6fpqym1c0
|
||||
@@ -51,15 +51,16 @@ func connect_to_nakama_async(email: String = "", password: String = "") -> bool:
|
||||
# 1. Authenticate
|
||||
if email == "":
|
||||
var device_id = OS.get_unique_id()
|
||||
# For testing, append a random number to device ID to simulate unique users on one machine
|
||||
device_id = device_id + str(randi())
|
||||
# Use a more stable ID for testing instead of randi() every call
|
||||
# If you need multiple clients on one machine, consider a command line arg or config
|
||||
session = await client.authenticate_device_async(device_id)
|
||||
else:
|
||||
session = await client.authenticate_email_async(email, password)
|
||||
|
||||
if session.is_exception():
|
||||
printerr("Auth Error: ", session.get_exception().message)
|
||||
emit_signal("connection_failed", session.get_exception().message)
|
||||
var err = session.get_exception()
|
||||
printerr("[NakamaManager] Auth Error: %s (Code: %s)" % [err.message, err.status_code])
|
||||
emit_signal("connection_failed", err.message)
|
||||
return false
|
||||
|
||||
# 2. Connect Socket
|
||||
@@ -67,8 +68,9 @@ func connect_to_nakama_async(email: String = "", password: String = "") -> bool:
|
||||
var socket_result = await socket.connect_async(session)
|
||||
|
||||
if socket_result.is_exception():
|
||||
printerr("Socket Error: ", socket_result.get_exception().message)
|
||||
emit_signal("connection_failed", socket_result.get_exception().message)
|
||||
var err = socket_result.get_exception()
|
||||
printerr("[NakamaManager] Socket Error: %s (Code: %s)" % [err.message, err.status_code])
|
||||
emit_signal("connection_failed", err.message)
|
||||
return false
|
||||
|
||||
# 3. Initialize Multiplayer Bridge
|
||||
|
||||
Reference in New Issue
Block a user