From b3a421bb55395dd15efd74760f02cc7cc776e824 Mon Sep 17 00:00:00 2001 From: god Date: Mon, 6 Jul 2026 02:20:43 +0800 Subject: [PATCH] mekton boss npc uses static tekton mesh w/ emission color cycling; updated bot ghost check --- scenes/candy_survival_npc.tscn | 73 +------- scripts/bot_controller.gd | 36 +++- scripts/bot_strategic_planner.gd | 10 +- .../candy_survival_npc_controller.gd | 174 +++++------------- scripts/managers/candy_survival_manager.gd | 11 ++ scripts/managers/player_movement_manager.gd | 9 + 6 files changed, 104 insertions(+), 209 deletions(-) diff --git a/scenes/candy_survival_npc.tscn b/scenes/candy_survival_npc.tscn index 48d8b12..f1cd03f 100644 --- a/scenes/candy_survival_npc.tscn +++ b/scenes/candy_survival_npc.tscn @@ -1,77 +1,16 @@ -[gd_scene format=3 uid="uid://ddy2r7xto80gq"] +[gd_scene load_steps=3 format=3 uid="uid://ddy2r7xto80gq"] [ext_resource type="Script" uid="uid://du7cne5070ia0" path="res://scripts/controllers/candy_survival_npc_controller.gd" id="1_canon"] - -[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_base"] -albedo_color = Color(0.15, 0.15, 0.2, 1) -metallic = 0.8 -roughness = 0.2 - -[sub_resource type="CylinderMesh" id="CylinderMesh_base"] -material = SubResource("StandardMaterial3D_base") -top_radius = 0.8 -bottom_radius = 1.2 -height = 0.5 - -[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_tank"] -albedo_color = Color(1, 0.4, 0.8, 1) -metallic = 0.2 -roughness = 0.1 -emission_enabled = true -emission = Color(1, 0.4, 0.8, 1) -emission_energy_multiplier = 2.0 - -[sub_resource type="SphereMesh" id="SphereMesh_tank"] -material = SubResource("StandardMaterial3D_tank") -radius = 0.9 -height = 1.8 - -[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pipe"] -albedo_color = Color(0.7, 0.7, 0.8, 1) -metallic = 1.0 -roughness = 0.2 - -[sub_resource type="CylinderMesh" id="CylinderMesh_pipe"] -material = SubResource("StandardMaterial3D_pipe") -top_radius = 0.25 -bottom_radius = 0.4 -height = 1.5 - -[sub_resource type="TorusMesh" id="TorusMesh_ring"] -material = SubResource("StandardMaterial3D_pipe") -inner_radius = 0.95 -outer_radius = 1.15 -rings = 32 +[ext_resource type="PackedScene" uid="uid://df7h7y7y7y7y7" path="res://scenes/static_tekton_mesh.tscn" id="2_tekton"] [node name="CandySurvivalNPC" type="Node3D" unique_id=1515964905] script = ExtResource("1_canon") -[node name="Base" type="MeshInstance3D" parent="." unique_id=867716100] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.25, 0) -mesh = SubResource("CylinderMesh_base") - -[node name="Tank" type="MeshInstance3D" parent="." unique_id=2051786234] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.4, 0) -mesh = SubResource("SphereMesh_tank") - -[node name="Pipe" type="MeshInstance3D" parent="." unique_id=491265631] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.7, 0) -mesh = SubResource("CylinderMesh_pipe") - -[node name="Ring1" type="MeshInstance3D" parent="." unique_id=1607309179] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.4, 0) -mesh = SubResource("TorusMesh_ring") - -[node name="Ring2" type="MeshInstance3D" parent="." unique_id=850923213] -transform = Transform3D(0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 0, 0, 1, 0, 1.4, 0) -mesh = SubResource("TorusMesh_ring") - -[node name="Ring3" type="MeshInstance3D" parent="." unique_id=677024967] -transform = Transform3D(0.707107, -0.707107, 0, 0.707107, 0.707107, 0, 0, 0, 1, 0, 1.4, 0) -mesh = SubResource("TorusMesh_ring") +[node name="MektonMesh" parent="." unique_id=1698719440 instance=ExtResource("2_tekton")] +transform = Transform3D(-0.5, 0, -4.37114e-08, 0, 0.5, 0, 4.37114e-08, 0, -0.5, 0, 0, 0) [node name="OmniLight3D" type="OmniLight3D" parent="." unique_id=1751121483] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.8, 0) +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3.0, 0) light_color = Color(1, 0.4, 0.8, 1) light_energy = 3.0 -omni_range = 8.0 +omni_range = 8.0 \ No newline at end of file diff --git a/scripts/bot_controller.gd b/scripts/bot_controller.gd index 8334bb7..1aea9ff 100644 --- a/scripts/bot_controller.gd +++ b/scripts/bot_controller.gd @@ -215,6 +215,21 @@ func _run_ai_tick(): print("[BotController] Action Taken: Ghost (trapped)") return + # Priority 0.7: Candy Survival — Deliver candies to Mekton NPC + if strategic_planner and strategic_planner.is_candy_survival_mode(): + var gm = strategic_planner._get_candy_survival_manager() + if gm and gm.is_active: + var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int() + var held_color = gm.player_candy_color.get(pid, -1) + if held_color != -1 and gm.player_candies.get(pid, 0) > 0: + if held_color == gm.current_face: + # Face matches! Run to the NPC Center! + var path = strategic_planner.find_path(actor.current_position, Vector2i(8, 8)) + if path.size() > 0: + _execute_move(path[0]) + print("[BotController] Action Taken: Delivering candies to Mekton!") + return + # Priority 1: Tekton Management (Grab Tekton if full boost, or spawn if carrying) # Spawning while carrying is high priority; Hunting is medium priority. if await _try_tekton_action(): @@ -266,21 +281,24 @@ func _run_ai_tick(): func _try_activate_ghost() -> bool: """Activate Ghost powerup when the planner reports imminent danger. - Uses the existing SpecialTilesManager to activate the held ghost powerup. + Uses CandySurvivalManager to activate the native ghost charges. Returns true if activation was triggered.""" if not strategic_planner or not strategic_planner.is_candy_survival_mode(): return false if not strategic_planner.should_activate_ghost_now(): return false - var stm = actor.get_node_or_null("SpecialTilesManager") - if not stm: + + var gm = strategic_planner._get_candy_survival_manager() + if not gm or not gm.is_active: return false - if stm.has_method("activate_effect"): - stm.activate_effect(stm.SpecialEffect.INVISIBLE_MODE) - print("[BotController] %s activated Ghost powerup (trapped)" % actor.name) - return true - return false - + + var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int() + if multiplayer.is_server(): + gm.try_activate_ghost(pid) + else: + gm.rpc_id(1, "try_activate_ghost", pid) + + return true func _on_step_onto_unsafe() -> bool: """Refuse to step onto a sticky/telegraphed cell and re-plan. Returns true if the bot had to abort the planned move.""" diff --git a/scripts/bot_strategic_planner.gd b/scripts/bot_strategic_planner.gd index cb5ed85..4405f28 100644 --- a/scripts/bot_strategic_planner.gd +++ b/scripts/bot_strategic_planner.gd @@ -62,16 +62,16 @@ func _get_candy_survival_manager() -> Node: return null func _bot_has_ghost_powerup() -> bool: - """Check if the bot has a ghost powerup in its SpecialTilesManager inventory.""" - var stm = actor.get_node_or_null("SpecialTilesManager") - if not stm: + """Check if the bot has native ghost charges in CandySurvivalManager.""" + var gm = _get_candy_survival_manager() + if not gm: return false - return stm.inventory.get(stm.SpecialEffect.INVISIBLE_MODE, false) + var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int() + return gm.player_ghosts.get(pid, 0) > 0 func _is_bot_ghost_active() -> bool: """Check if the bot is currently in ghost (invisible) mode.""" return actor.get("is_invisible") == true - func _is_overlay_unsafe(pos: Vector2i) -> bool: """True if the cell carries a sticky or telegraphed overlay on layer 2.""" if not enhanced_gridmap: diff --git a/scripts/controllers/candy_survival_npc_controller.gd b/scripts/controllers/candy_survival_npc_controller.gd index 787f8dc..a046718 100644 --- a/scripts/controllers/candy_survival_npc_controller.gd +++ b/scripts/controllers/candy_survival_npc_controller.gd @@ -1,139 +1,57 @@ extends Node3D class_name CandySurvivalNPCController -@export var is_static_turret: bool = true - -@onready var ring1 = $Ring1 if has_node("Ring1") else null -@onready var ring2 = $Ring2 if has_node("Ring2") else null -@onready var ring3 = $Ring3 if has_node("Ring3") else null -@onready var tank = $Tank if has_node("Tank") else null +@onready var mekton_mesh = $MektonMesh +var face_material: StandardMaterial3D func _ready() -> void: - _apply_outline_recursive(self) + # Setup unique material for the body to change colors + if mekton_mesh: + var skeleton = mekton_mesh.get_node_or_null("Throwing Tiles/Skeleton3D") + if skeleton: + var body = skeleton.get_node_or_null("ted_body") + if body and body is MeshInstance3D: + var mat = body.get_surface_override_material(0) + if not mat: + if body.mesh: + mat = body.mesh.surface_get_material(0) + + if mat: + face_material = mat.duplicate() + else: + face_material = StandardMaterial3D.new() + + face_material.emission_enabled = true + face_material.emission_energy_multiplier = 2.0 + body.set_surface_override_material(0, face_material) -func _apply_outline_recursive(node: Node) -> void: - if node is MeshInstance3D and node.mesh: - # Some procedural meshes might not have get_surface_count or it might be 1. - # If the mesh has material_override, apply outline to that - if node.material_override and node.material_override is StandardMaterial3D: - var mat = node.material_override - if not mat.next_pass: - var outline_mat = ShaderMaterial.new() - outline_mat.shader = load("res://assets/shaders/outline3d.gdshader") - mat.next_pass = outline_mat - else: - for i in range(node.mesh.get_surface_count()): - var mat = node.get_active_material(i) - if mat: - if not mat.next_pass: - var unique_mat = mat.duplicate() - var outline_mat = ShaderMaterial.new() - outline_mat.shader = load("res://assets/shaders/outline3d.gdshader") - unique_mat.next_pass = outline_mat - node.set_surface_override_material(i, unique_mat) - - if node is GPUParticles3D and node.draw_pass_1 and node.draw_pass_1.material: - var mat = node.draw_pass_1.material - if not mat.next_pass: - var outline_mat = ShaderMaterial.new() - outline_mat.shader = load("res://assets/shaders/outline3d.gdshader") - mat.next_pass = outline_mat - - for child in node.get_children(): - _apply_outline_recursive(child) - -func _process(delta: float) -> void: - if ring1: ring1.rotate_y(delta * 1.5) - if ring2: ring2.rotate_x(delta * -1.0) - if ring3: ring3.rotate_z(delta * 1.2) - - if tank and tank.mesh and tank.mesh.material: - var mat = tank.mesh.material as StandardMaterial3D - if mat: - # Gentle pulse of the candy tank - var pulse = (sin(Time.get_ticks_msec() / 300.0) + 1.0) * 0.5 - mat.emission_energy_multiplier = 1.0 + (pulse * 2.0) +@rpc("authority", "call_local", "reliable") +func set_face_color_rpc(color_index: int) -> void: + if not face_material: return + + # enum CandyColor { HEART=0, DIAMOND=1, STAR=2, COIN=3 } + var c = Color.WHITE + match color_index: + 0: c = Color(1.0, 0.2, 0.2) # HEART (Red) + 1: c = Color(0.2, 0.4, 1.0) # DIAMOND (Blue) + 2: c = Color(1.0, 0.9, 0.2) # STAR (Yellow) + 3: c = Color(1.0, 0.6, 0.0) # COIN (Orange/Gold) + + face_material.albedo_color = c + face_material.emission = c + + # Also tint the OmniLight if we have one + var light = $OmniLight3D + if light: + light.light_color = c @rpc("authority", "call_local", "reliable") func play_animation_rpc(anim_name: String) -> void: - # Stub for future model animations - pass - -func spawn_projectile(target_world_pos: Vector3, duration: float) -> void: - var projectile = MeshInstance3D.new() - var sphere = SphereMesh.new() - sphere.radius = 0.3 - sphere.height = 0.6 - projectile.mesh = sphere - - var mat = StandardMaterial3D.new() - mat.albedo_color = Color(1.0, 0.4, 0.8) # Candy pink for Candy Survival - mat.emission_enabled = true - mat.emission = Color(1.0, 0.4, 0.8) - mat.emission_energy_multiplier = 3.0 - projectile.material_override = mat - - projectile.top_level = true - add_child(projectile) - - # Start projectile slightly above the cannon center - projectile.global_position = global_position + Vector3(0, 3.0, 0) - - var tween = create_tween() - if not tween: - projectile.queue_free() - return - - # VFX trail - var particles = GPUParticles3D.new() - var pmat = ParticleProcessMaterial.new() - pmat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE - pmat.emission_sphere_radius = 0.3 - pmat.gravity = Vector3(0, 0, 0) - pmat.scale_min = 0.1 - pmat.scale_max = 0.3 - particles.process_material = pmat - - var pmesh = SphereMesh.new() - pmesh.radius = 0.1 - pmesh.height = 0.2 - var spatial_mat = StandardMaterial3D.new() - spatial_mat.albedo_color = Color(1.0, 0.6, 0.9) - spatial_mat.emission_enabled = true - spatial_mat.emission = Color(1.0, 0.6, 0.9) - pmesh.material = spatial_mat - particles.draw_pass_1 = pmesh - - particles.amount = 16 - particles.lifetime = 0.4 - projectile.add_child(particles) - _apply_outline_recursive(projectile) - - tween.set_parallel(true) - tween.tween_property(projectile, "global_position:x", target_world_pos.x, duration).set_trans(Tween.TRANS_LINEAR) - tween.tween_property(projectile, "global_position:z", target_world_pos.z, duration).set_trans(Tween.TRANS_LINEAR) - - var mid_y = max(global_position.y, target_world_pos.y) + 4.0 - var tween_y = create_tween() - - # Important: Make sure both halves of the y-tween together equal `duration` - tween_y.tween_property(projectile, "global_position:y", mid_y, duration / 2.0).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT) - tween_y.tween_property(projectile, "global_position:y", target_world_pos.y, duration / 2.0).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN) - - # Add some spin to the projectile - var spin_tween = create_tween() - spin_tween.set_loops() - spin_tween.tween_property(projectile, "rotation", Vector3(PI*2, PI*2, PI*2), 0.5).as_relative() - - # We need to wait for the X/Z tween to finish, but since it's parallel we can just use a separate timer or tween - # to kill the projectile exactly when duration is reached, ensuring it doesn't get killed early by X/Z finishing 1 frame earlier than Y - get_tree().create_timer(duration).timeout.connect(func(): - if is_instance_valid(spin_tween): - spin_tween.kill() - if is_instance_valid(projectile): - projectile.queue_free() - ) + if mekton_mesh: + var anim = mekton_mesh.get_node_or_null("AnimationPlayer") + if anim and anim.has_animation(anim_name): + anim.play(anim_name) func can_rpc() -> bool: - if not multiplayer.has_multiplayer_peer(): return false - return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED + if not multiplayer.has_multiplayer_peer(): return false + return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED diff --git a/scripts/managers/candy_survival_manager.gd b/scripts/managers/candy_survival_manager.gd index 871d28d..d7934ff 100644 --- a/scripts/managers/candy_survival_manager.gd +++ b/scripts/managers/candy_survival_manager.gd @@ -171,6 +171,11 @@ func _process(delta: float) -> void: if face_timer >= COLOR_CYCLE_TIME: face_timer = 0.0 current_face = CandyColor.values()[(current_face + 1) % CandyColor.size()] + + # Sync color to the Mekton NPC + if mekton_node and mekton_node.has_method("set_face_color_rpc"): + mekton_node.rpc("set_face_color_rpc", current_face) + # Sugar Rush timers var any_rush = false @@ -256,7 +261,11 @@ func get_multiplier(pid: int) -> float: # ── Mekton Delivery ── +@rpc("any_peer", "call_local", "reliable") func try_deliver(pid: int) -> bool: + if not multiplayer.is_server(): + return false + var color = player_candy_color.get(pid, -1) if color == -1 or player_candies.get(pid, 0) == 0: return false @@ -384,6 +393,8 @@ func _spawn_mekton_npc(center: Vector2i) -> Node: var npc = load(path).instantiate() npc.position = Vector3(center.x + 1, 0, center.y + 1) add_child(npc) + if npc.has_method("set_face_color_rpc"): + npc.set_face_color_rpc(current_face) return npc return null diff --git a/scripts/managers/player_movement_manager.gd b/scripts/managers/player_movement_manager.gd index 7e11b11..4b21fc5 100644 --- a/scripts/managers/player_movement_manager.gd +++ b/scripts/managers/player_movement_manager.gd @@ -164,6 +164,15 @@ func simple_move_to(grid_position: Vector2i) -> bool: else: print("[Move] Failed: Blocked by Candy Survival Sticky cell at %s" % grid_position) return false + + if gm and gm.is_active and gm.has_method("try_deliver"): + var dist = abs(grid_position.x - 8) + abs(grid_position.y - 8) + if dist <= 2: + var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int() + if multiplayer.is_server(): + gm.try_deliver(pid) + else: + gm.rpc_id(1, "try_deliver", pid) rotate_towards_target(grid_position)