feat: implement StopNGoManager for phase-based gameplay and update player logic for mission tracking and movement penalties
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@@ -1013,9 +1013,12 @@ func _scatter_player_tiles(player_node: Node):
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SfxManager.rpc("play_rpc", "tile_scatter")
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NotificationManager.send_message(player_node, "Not in Safe Zone! Tiles scattered!", NotificationManager.MessageType.WARNING)
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# Screen shake
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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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# Screen shake and animation
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if can_rpc():
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if player_node.has_method("trigger_screen_shake"):
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player_node.rpc("trigger_screen_shake", "heavy")
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if player_node.has_method("play_scatter_knock"):
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player_node.rpc("play_scatter_knock")
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print("[StopNGo] Caught outside: Scattered %d tiles from Player %d" % [tiles_to_scatter.size(), peer_id])
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