feat: Implement Tekton roaming NPC with movement, combat, carry, throw, and knock mechanics.

This commit is contained in:
Yogi Wiguna
2026-02-19 17:29:14 +08:00
parent a7a8106b7e
commit e90cbfe246
11 changed files with 235 additions and 84 deletions
+126 -40
View File
@@ -16,13 +16,13 @@ var current_phase: Phase = Phase.GO
var phase_timer: float = GO_DURATION
var is_active: bool = false
var player_missions: Dictionary = {} # player_id -> {tile_id: count, current: count}
var player_missions: Dictionary = {} # player_id -> {target_tile: int, required: int, current: int}
var finish_line_x: int = 21 # Right side of the map for win condition
# Tile IDs (Assumed based on analysis)
# Tile IDs
const TILE_WALKABLE = 0
const TILE_SAFE = 2 # Green Safe Zone
const TILE_OBSTACLE = 4 # Black Obstacle
const TILE_OBSTACLE = 4 # Wall
var hud_layer: CanvasLayer
var phase_label: Label
@@ -66,7 +66,7 @@ func _setup_hud():
inner_vbox.add_child(phase_label)
mission_label = Label.new()
mission_label.text = "MISSION: Collect 3 Hearts"
mission_label.text = "MISSION: Collect 3 Items"
mission_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
inner_vbox.add_child(mission_label)
@@ -94,7 +94,16 @@ func _update_hud_visuals():
var my_id = multiplayer.get_unique_id()
if mission_label and player_missions.has(my_id):
var mission = player_missions[my_id]
mission_label.text = "Tiles: %d / %d" % [mission["current"], mission["required"]]
# Get Icon name or ID for display
var tile_name = "Items"
match mission["target_tile"]:
7: tile_name = "Hearts"
8: tile_name = "Diamonds"
9: tile_name = "Stars"
10: tile_name = "Coins"
mission_label.text = "Collect %d %s: %d / %d" % [mission["required"], tile_name, mission["current"], mission["required"]]
if mission["current"] >= mission["required"]:
mission_label.text = "MISSION COMPLETE! REACH FINISH!"
mission_label.add_theme_color_override("font_color", Color.GOLD)
@@ -106,11 +115,18 @@ func activate_client_side():
set_process(true)
func start_game_mode():
activate_client_side()
# This should primarily be called by the Server
# Clients get activated via RPCs (sync_phase, etc)
if multiplayer.is_server():
activate_client_side() # Server also needs local processing
_setup_arena()
_assign_missions()
_start_phase(Phase.GO)
else:
# Clients just wait for updates, but can enable HUD if needed
# activate_client_side() can be called when first sync arrives
pass
func _start_phase(phase: Phase):
current_phase = phase
@@ -118,11 +134,14 @@ func _start_phase(phase: Phase):
var phase_name = "GO" if phase == Phase.GO else "STOP"
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
rpc("sync_phase", phase_name, phase_timer)
if multiplayer.get_peers().size() > 0:
rpc("sync_phase", phase_name, phase_timer)
emit_signal("phase_changed", phase_name, phase_timer)
@rpc("authority", "call_local", "reliable")
func sync_phase(phase_name: String, duration: float):
if not is_active:
activate_client_side()
current_phase = Phase.GO if phase_name == "GO" else Phase.STOP
phase_timer = duration
@@ -130,7 +149,26 @@ func _setup_arena():
var gridmap = get_node("/root/Main/EnhancedGridMap")
if not gridmap: return
print("[StopNGo] Setting up 22x10 Accurate Horizontal Arena...")
print("[StopNGo] Setting up 22x10 Arena with Randomized Obstacles...")
# Explicitly sync dimensions and clear grid on all clients
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
if multiplayer.get_peers().size() > 0:
rpc("sync_arena_setup")
# Apply locally for Server (RPC is call_remote)
_apply_arena_setup()
@rpc("authority", "call_remote", "reliable")
func sync_arena_setup():
print("[StopNGo] Client: Syncing Arena Setup (22x10)...")
_apply_arena_setup()
func _apply_arena_setup():
# Shared logic for resizing and clearing
var gridmap = get_node("/root/Main/EnhancedGridMap")
if not gridmap: return
# Set Size for Stop n Go
gridmap.columns = 22
gridmap.rows = 10
@@ -138,41 +176,57 @@ func _setup_arena():
# Clear existing items on all layers
gridmap.clear()
# Safe Zones Columns: 6, 7, 8 and 14, 15, 16
var safe_columns = [6, 7, 8, 14, 15, 16]
# Create bands based on X (Horizontal Progress)
for x in range(gridmap.columns):
var tile_id = TILE_WALKABLE
# Green Safe Zones at X=7,8 and X=14,15
if x == 7 or x == 8 or x == 14 or x == 15:
if x in safe_columns:
tile_id = TILE_SAFE
for z in range(gridmap.rows):
gridmap.set_cell_item(Vector3i(x, 0, z), tile_id)
# Place Specific Obstacles (Black Bars) to match user images
# Lane 1 (X=2..6) - Vertical bar at X=4
for z in range(0, 4):
gridmap.set_cell_item(Vector3i(4, 0, z), TILE_OBSTACLE)
for z in range(6, 10):
gridmap.set_cell_item(Vector3i(4, 0, z), TILE_OBSTACLE)
# --- SPECIFIC OBSTACLES (Black Walls) ---
# Lane 2 (X=9..13) - Vertical bar at X=11
for z in range(3, 7):
# Left Obstacles (Column 4)
# Top Vertical Bar
for z in range(0, 4): # z=0, 1, 2, 3
gridmap.set_cell_item(Vector3i(4, 0, z), TILE_OBSTACLE)
# Bottom Vertical Bar
for z in range(6, 10): # z=6, 7, 8, 9
gridmap.set_cell_item(Vector3i(4, 0, z), TILE_OBSTACLE)
# Center Obstacles (Column 11 area)
# Top Middle Vertical Bar (Offset slightly down)
for z in range(1, 5): # z=1, 2, 3, 4
gridmap.set_cell_item(Vector3i(11, 0, z), TILE_OBSTACLE)
# Lane 3 (X=16..20) - L-shape at top
for z in range(0, 3):
# Bottom Middle L-Shape (Vertical + Horizontal hook)
for z in range(6, 9): # z=6, 7, 8 (Vertical part)
gridmap.set_cell_item(Vector3i(11, 0, z), TILE_OBSTACLE)
# Horizontal part of L (at z=6 to right?) - Image looks like inverted L or T?
# Let's assume right hook at top of bottom part
gridmap.set_cell_item(Vector3i(12, 0, 6), TILE_OBSTACLE)
# Right Obstacles (Column 18 area)
# Top Right L-Shape (Horizontal hook + Vertical down)
# Vertical
for z in range(0, 3): # z=0, 1, 2
gridmap.set_cell_item(Vector3i(18, 0, z), TILE_OBSTACLE)
# Horizontal hook to right
gridmap.set_cell_item(Vector3i(19, 0, 2), TILE_OBSTACLE)
gridmap.set_cell_item(Vector3i(20, 0, 2), TILE_OBSTACLE)
# Another bar at bottom of Lane 3
for z in range(6, 9):
# Bottom Right Vertical Bar
for z in range(5, 9): # z=5, 6, 7, 8
gridmap.set_cell_item(Vector3i(18, 0, z), TILE_OBSTACLE)
gridmap.update_grid_data()
gridmap.initialize_astar()
# Spawn tiles for mission (Heart = 7)
# Spawn tiles for missions
if multiplayer.is_server():
_spawn_mission_tiles()
@@ -186,27 +240,41 @@ func _setup_arena():
func _spawn_mission_tiles():
var gridmap = get_node("/root/Main/EnhancedGridMap")
var count = 0
while count < 40: # Spawn plenty of hearts
var x = randi() % gridmap.columns
var z = randi() % gridmap.rows
# Only spawn in walkable areas, not safe zones or start/finish
if gridmap.get_cell_item(Vector3i(x, 0, z)) == TILE_WALKABLE:
if gridmap.get_cell_item(Vector3i(x, 1, z)) == -1:
gridmap.set_cell_item(Vector3i(x, 1, z), ScarcityModel.TILE_HEART)
count += 1
# Tile IDs for missions: Heart(7), Diamond(8), Star(9), Coin(10)
var mission_tiles = [7, 8, 9, 10]
for tile_type in mission_tiles:
var count = 0
while count < 15: # 15 of each type (plenty for finding 3)
var x = randi() % gridmap.columns
var z = randi() % gridmap.rows
# Only spawn in walkable areas (Floor 0 must be 0 or 2, and Floor 1 empty)
var floor_item = gridmap.get_cell_item(Vector3i(x, 0, z))
if (floor_item == TILE_WALKABLE or floor_item == TILE_SAFE):
if gridmap.get_cell_item(Vector3i(x, 1, z)) == -1:
gridmap.set_cell_item(Vector3i(x, 1, z), tile_type)
count += 1
func _assign_missions():
# Each player needs to collect 3 specific tiles (e.g. Heart)
# Assign UNIQUE target tile types to players cyclicly
var players = GameStateManager.players
var tile_types = [ScarcityModel.TILE_HEART, ScarcityModel.TILE_DIAMOND, ScarcityModel.TILE_STAR, ScarcityModel.TILE_COIN]
var idx = 0
for p_id in players:
var target = tile_types[idx % tile_types.size()]
player_missions[p_id] = {
"target_tile": ScarcityModel.TILE_HEART,
"target_tile": target,
"required": 3,
"current": 0
}
idx += 1
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
rpc("sync_missions", player_missions)
if multiplayer.get_peers().size() > 0:
rpc("sync_missions", player_missions)
@rpc("authority", "call_local", "reliable")
func sync_missions(missions: Dictionary):
@@ -218,7 +286,11 @@ func check_movement_violation(player_id: int, from: Vector2i, to: Vector2i) -> b
var main = get_node("/root/Main")
var gridmap = main.get_node("EnhancedGridMap") if main else null
if gridmap:
# Check FROM position. If you were safe, you can move?
# Rules: "If a player moves during this phase".
# Usually implies checking if you ARE in a safe zone.
var tile_from = gridmap.get_cell_item(Vector3i(from.x, 0, from.y))
if tile_from != TILE_SAFE:
_penalize_player(player_id)
return true
@@ -232,8 +304,13 @@ func _penalize_player(player_id: int):
var player_node = main.get_node_or_null(str(player_id))
if player_node:
# Don't reset mission progress!
# Just Drop All Tiles (which already exist on player)
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
player_node.rpc("on_stop_phase_violation")
player_node.rpc("drop_all_tiles")
# Also send message
NotificationManager.send_message(player_node, "Moved during STOP! Tiles Dropped!", NotificationManager.MessageType.WARNING)
emit_signal("player_penalized", player_id)
func update_mission_progress(player_id: int, tile_id: int):
@@ -245,9 +322,18 @@ func update_mission_progress(player_id: int, tile_id: int):
if mission["current"] >= mission["required"]:
emit_signal("mission_status_updated", player_id, true)
# FIX: NotificationManager.send_message_to_player() does NOT exist.
# We need to find the player node and use send_message(target, msg, type)
var main = get_node("/root/Main")
if main:
var player_node = main.get_node_or_null(str(player_id))
if player_node:
NotificationManager.send_message(player_node, "Mission Complete! Reach the Finish!", NotificationManager.MessageType.GOAL)
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"])
if multiplayer.get_peers().size() > 0:
rpc("sync_mission_progress", player_id, mission["current"])
@rpc("any_peer", "call_local", "reliable")
func sync_mission_progress(player_id: int, current: int):