feat: directly retrieve files to restore missing functions from commit
This commit is contained in:
@@ -22,8 +22,8 @@ var auth_mode: AuthMode = AuthMode.GUEST
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const SESSION_FILE := "user://auth_session.dat"
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const CREDENTIALS_FILE := "user://auth_credentials.dat"
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# Encryption key for session storage (replace with your own!)
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const ENCRYPTION_KEY := "tekton_secret_key_change_me_123"
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# Encryption key for session storage (device-specific)
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var ENCRYPTION_KEY: String = OS.get_unique_id().sha256_text()
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func _ready() -> void:
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# Try to restore session on startup
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@@ -40,8 +40,7 @@ func _try_restore_session() -> void:
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var file := FileAccess.open_encrypted_with_pass(SESSION_FILE, FileAccess.READ, ENCRYPTION_KEY)
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if not file:
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print("[AuthManager] Could not open session file. Corrupt or wrong key. Deleting.")
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DirAccess.remove_absolute(SESSION_FILE)
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print("[AuthManager] Could not open session file")
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return
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var session_data = file.get_var()
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@@ -369,7 +368,7 @@ func login_with_steam() -> bool:
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return true
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func _authenticate_steam_with_fallback(steamworks: Node) -> NakamaSession:
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# Try proper Steam ticket auth first
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# Proper Steam ticket auth
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var auth_ticket = steamworks.get_auth_session_ticket()
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if not auth_ticket.is_empty():
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print("[AuthManager] Got Steam auth ticket, authenticating with Nakama...")
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@@ -377,22 +376,10 @@ func _authenticate_steam_with_fallback(steamworks: Node) -> NakamaSession:
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if not session.is_exception():
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return session
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print("[AuthManager] Steam ticket auth failed: %s" % session.get_exception().message)
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print("[AuthManager] Falling back to Steam ID custom auth (dev mode)...")
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# Fallback: use Steam ID + username to create an email-style account (works without publisher key)
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var steam_id = str(steamworks.get_steam_user_id())
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var steam_name = steamworks.get_steam_user_name()
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if steam_id == "0" or steam_id.is_empty():
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return null
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# Derive email and password from Steam credentials
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var email = steam_name.to_lower().replace(" ", "_") + "@steam.local"
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var password = steam_name # Default password = Steam username
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var username = steam_name
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print("[AuthManager] Using Steam email auth: %s (%s)" % [email, username])
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var fallback_session: NakamaSession = await NakamaManager.client.authenticate_email_async(email, password, username, true)
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return fallback_session
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print("[AuthManager] Steam auth ticket is empty.")
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return null
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# =============================================================================
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# Account Linking (Convert Guest to Full Account)
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@@ -455,28 +442,44 @@ func logout() -> void:
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# =============================================================================
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func _connect_socket() -> bool:
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if not NakamaManager.session:
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push_error("[AuthManager] Socket connection failed: no Nakama session")
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return false
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if NakamaManager.socket and NakamaManager.socket.is_connected_to_host():
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if not multiplayer.has_multiplayer_peer() and NakamaManager.bridge:
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multiplayer.set_multiplayer_peer(NakamaManager.bridge.multiplayer_peer)
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NakamaManager.connected_to_nakama.emit()
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return true
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if NakamaManager.socket:
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NakamaManager.socket.close()
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NakamaManager.socket = null
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NakamaManager.socket = Nakama.create_socket_from(NakamaManager.client)
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var result = await NakamaManager.socket.connect_async(NakamaManager.session)
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if result.is_exception():
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push_error("[AuthManager] Socket connection failed: " + result.get_exception().message)
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var exception = result.get_exception()
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var error_message = "Socket connection failed"
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if exception and not exception.message.is_empty():
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error_message = exception.message
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elif exception and exception.status_code >= 0:
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error_message = "Socket connection failed with error code %s" % exception.status_code
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push_error("[AuthManager] " + error_message)
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NakamaManager.socket.close()
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NakamaManager.socket = null
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return false
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# Initialize multiplayer bridge
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NakamaManager.bridge = NakamaMultiplayerBridge.new(NakamaManager.socket)
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NakamaManager.bridge.match_joined.connect(NakamaManager._on_bridge_match_joined)
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NakamaManager.bridge.match_join_error.connect(NakamaManager._on_bridge_match_join_error)
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multiplayer.set_multiplayer_peer(NakamaManager.bridge.multiplayer_peer)
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# Notify other systems that Nakama socket is ready
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NakamaManager.connected_to_nakama.emit()
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return true
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func _load_user_profile() -> void:
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@@ -31,6 +31,11 @@ signal doors_swap_time_changed(time: int)
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signal doors_refresh_time_changed(time: int)
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signal doors_required_goals_changed(goals: int)
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# Gauntlet settings signals
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signal gauntlet_round_duration_changed(duration: int)
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signal gauntlet_cannon_interval_changed(interval: int)
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signal gauntlet_volley_size_changed(size: int)
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# Room data structure
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var current_room: Dictionary = {}
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var players_in_room: Array = [] # [{id, name, is_ready}]
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@@ -74,13 +79,18 @@ var doors_swap_time: int = 15
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var doors_refresh_time: int = 25
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var doors_required_goals: int = 8
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# Gauntlet settings
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var gauntlet_round_duration: int = 180
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var gauntlet_cannon_interval: int = 5
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var gauntlet_volley_size: int = 5
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# Rematch tracking
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var rematch_votes: Array = [] # [player_id, ...]
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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] = []
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var available_game_modes: Array[String] = ["Freemode", "Stop n Go"]
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var available_game_modes: Array[String] = ["Freemode", "Stop n Go", "Candy Cannon Survival"]
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var selected_area: String = "Freemode Arena" # 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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@@ -135,6 +145,8 @@ func _update_available_areas(mode: String) -> void:
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available_areas = ["Freemode Arena", "Classic", "Colloseum"]
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"Stop n Go":
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available_areas = ["Stop N Go Arena"]
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"Candy Cannon Survival":
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available_areas = ["Gauntlet Arena"]
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_:
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available_areas = ["Classic"]
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@@ -537,6 +549,37 @@ func sync_doors_required_goals(goals: int) -> void:
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doors_required_goals = goals
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emit_signal("doors_required_goals_changed", goals)
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# =============================================================================
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# Gauntlet Settings
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# =============================================================================
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func set_gauntlet_round_duration(duration: int) -> void:
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gauntlet_round_duration = duration
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if is_host: rpc("sync_gauntlet_round_duration", duration)
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@rpc("authority", "call_local", "reliable")
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func sync_gauntlet_round_duration(duration: int) -> void:
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gauntlet_round_duration = duration
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emit_signal("gauntlet_round_duration_changed", duration)
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func set_gauntlet_cannon_interval(interval: int) -> void:
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gauntlet_cannon_interval = interval
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if is_host: rpc("sync_gauntlet_cannon_interval", interval)
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@rpc("authority", "call_local", "reliable")
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func sync_gauntlet_cannon_interval(interval: int) -> void:
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gauntlet_cannon_interval = interval
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emit_signal("gauntlet_cannon_interval_changed", interval)
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func set_gauntlet_volley_size(size: int) -> void:
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gauntlet_volley_size = size
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if is_host: rpc("sync_gauntlet_volley_size", size)
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@rpc("authority", "call_local", "reliable")
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func sync_gauntlet_volley_size(size: int) -> void:
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gauntlet_volley_size = size
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emit_signal("gauntlet_volley_size_changed", size)
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# =============================================================================
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# Character Selection
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# =============================================================================
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@@ -682,14 +725,40 @@ func set_game_mode(mode: String) -> void:
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rpc("sync_game_mode", mode)
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_update_available_areas(mode)
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# Only force switch the area if the selected area is NOT valid for this mode
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if selected_area not in available_areas:
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set_area(available_areas[0])
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else:
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# Important: even if the area is technically in the list, if they just clicked Free Mode
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# we should default them to Free Mode Area if they were on Stop n Go Area before.
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if mode == "Free Mode" and "Free Mode Area" in available_areas:
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set_area("Free Mode Area")
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elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
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set_area("Stop n Go Area")
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elif mode == "Tekton Doors" and "Tekton Doors Area" in available_areas:
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set_area("Tekton Doors Area")
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elif mode == "Gauntlet" and "Candy Pump Arena" in available_areas:
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set_area("Candy Pump Arena")
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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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_update_available_areas(mode)
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# Try to smart-match the client's local area to the mode as well so their UI matches
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if mode == "Free Mode" and "Free Mode Area" in available_areas:
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selected_area = "Free Mode Area"
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elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
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selected_area = "Stop n Go Area"
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elif mode == "Tekton Doors" and "Tekton Doors Area" in available_areas:
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selected_area = "Tekton Doors Area"
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elif mode == "Gauntlet" and "Candy Pump Arena" in available_areas:
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selected_area = "Candy Pump Arena"
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elif selected_area not in available_areas:
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selected_area = available_areas[0]
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emit_signal("game_mode_changed", mode)
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func start_game(force: bool = false) -> void:
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@@ -715,6 +784,10 @@ func start_game(force: bool = false) -> void:
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rpc("sync_doors_swap_time", doors_swap_time)
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rpc("sync_doors_refresh_time", doors_refresh_time)
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rpc("sync_doors_required_goals", doors_required_goals)
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# Sync gauntlet settings
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rpc("sync_gauntlet_round_duration", gauntlet_round_duration)
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rpc("sync_gauntlet_cannon_interval", gauntlet_cannon_interval)
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rpc("sync_gauntlet_volley_size", gauntlet_volley_size)
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# Sync game mode
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rpc("sync_game_mode", game_mode)
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@@ -790,6 +863,9 @@ func request_room_info(requester_id: int, requester_name: String, requester_char
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rpc_id(requester_id, "sync_doors_swap_time", doors_swap_time)
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rpc_id(requester_id, "sync_doors_refresh_time", doors_refresh_time)
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rpc_id(requester_id, "sync_doors_required_goals", doors_required_goals)
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rpc_id(requester_id, "sync_gauntlet_round_duration", gauntlet_round_duration)
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rpc_id(requester_id, "sync_gauntlet_cannon_interval", gauntlet_cannon_interval)
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rpc_id(requester_id, "sync_gauntlet_volley_size", gauntlet_volley_size)
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rpc_id(requester_id, "sync_game_mode", game_mode)
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rpc_id(requester_id, "sync_area", selected_area)
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@@ -289,7 +289,9 @@ func get_action_display(action_key: String) -> String:
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"grab": "ctrl_grab",
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"use_powerup": "ctrl_use_powerup",
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"tekton_grab": "ctrl_tekton_grab",
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"action_grab_tekton": "ctrl_tekton_grab",
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"attack_mode": "ctrl_attack_mode",
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"action_knock_tekton": "ctrl_attack_mode",
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}
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if ctrl_key_map.has(action_key):
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return get_controller_binding_text(ctrl_key_map[action_key])
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@@ -315,7 +317,16 @@ func is_controller_button_used(button_index: int) -> String:
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return ""
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func get_control_keycode(action_name: String) -> int:
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return settings.controls.get(action_name, -1)
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# Map friendly names to their internal settings.controls keys
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var mapped_name = action_name
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if action_name == "tekton_grab":
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mapped_name = "action_grab_tekton"
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elif action_name == "attack_mode":
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mapped_name = "action_knock_tekton"
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elif action_name == "grab":
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mapped_name = "action_grab"
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return settings.controls.get(mapped_name, -1)
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func get_control_text(action_name: String) -> String:
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var code = get_control_keycode(action_name)
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