feat: Implement core game logic, player script, and the Stop n Go game mode with its dedicated manager.
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@@ -213,6 +213,15 @@ func start_game_mode():
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# activate_client_side() can be called when first sync arrives
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pass
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func rotate_players_to_start():
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"""Force all players to face East (towards finish line). Called before countdown."""
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if not multiplayer.is_server(): return
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var all_players = get_tree().get_nodes_in_group("Players")
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for p in all_players:
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if p.has_method("rpc"):
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p.rpc("sync_rotation", PI/2)
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func _start_phase(phase: Phase):
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current_phase = phase
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phase_timer = float(LobbyManager.sng_go_duration) if phase == Phase.GO else float(LobbyManager.sng_stop_duration)
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@@ -226,7 +235,14 @@ func _start_phase(phase: Phase):
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# --- STATIC SAFE ZONE: Penalize players outside the zone ---
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var all_players = get_tree().get_nodes_in_group("Players")
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for p in all_players:
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if not _is_in_safe_zone(p.current_position):
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# POSITION SYNC FIX: If player is currently moving on their client,
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# the server's 'current_position' might still be the old one.
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# Use 'target_position' if they are moving.
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var check_pos = p.current_position
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if p.get("is_player_moving") and p.get("target_position") != Vector2i(-1, -1):
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check_pos = p.target_position
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if not _is_in_safe_zone(check_pos):
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_scatter_player_tiles(p)
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# Refresh power-ups every STOP phase
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@@ -550,7 +566,12 @@ func _is_in_safe_zone(pos: Vector2i) -> bool:
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gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
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if not gridmap: return false
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# Check Layer 2 (Overlay layer) for Safe Zone tile
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# 1. Check Floor 0 for Start (3) or Finish (3) lines
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var floor_tile = gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
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if floor_tile == TILE_START or floor_tile == TILE_FINISH:
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return true
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# 2. Check Layer 2 (Overlay layer) for Dynamic Safe Zone tile
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var overlay_tile = gridmap.get_cell_item(Vector3i(pos.x, 2, pos.y))
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return overlay_tile == TILE_SAFE
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@@ -715,7 +736,11 @@ func _scatter_player_tiles(player_node: Node):
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main.rpc("sync_grid_item", drop_pos.x, 1, drop_pos.y, tile)
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# Sync cleared playerboard to all clients
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main.rpc("sync_playerboard", peer_id, playerboard)
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# Sync cleared playerboard via the player's own RPC (more robust than Main lookup)
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player_node.rpc("sync_playerboard", playerboard)
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# FREEZE FIX: If they were caught outside, they should also be frozen like a movement violation
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player_node.rpc("sync_stop_freeze", true)
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# Notify the player
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SfxManager.rpc("play_rpc", "tile_scatter")
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@@ -725,7 +750,7 @@ func _scatter_player_tiles(player_node: Node):
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if player_node.has_method("trigger_screen_shake") and can_rpc():
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player_node.rpc("trigger_screen_shake", "heavy")
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print("[StopNGo] Scattered %d tiles from Player %d" % [tiles_to_scatter.size(), peer_id])
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print("[StopNGo] Caught outside: Scattered %d tiles from Player %d" % [tiles_to_scatter.size(), peer_id])
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# =============================================================================
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# OLD STATIC SAFE ZONE LOGIC (Retained for Reference)
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