feat: implement Tekton Doors game mode with arena setup, portal management, connection randomization, and game state timers.
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@@ -22,6 +22,14 @@ var missions_required: int = 3
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func initialize(p_main: Node, p_gridmap: Node):
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main = p_main
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gridmap = p_gridmap
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if gridmap:
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# Ensure walls (4) are strictly treated as non-walkable for all internal checks
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# Use explicit type to avoid Array vs Array[int] mismatch error
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var non_walkable: Array[int] = [4]
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gridmap.non_walkable_items = non_walkable
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# Create Stands container if it doesn't exist
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print("[PortalModeManager] Initialized")
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# Connection Swap Timer (15s)
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@@ -48,42 +56,50 @@ func start_game_mode():
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print("[PortalModeManager] Starting Portal Game Mode...")
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# 1. Setup Arena Size
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_setup_arena_size()
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# 1. Setup Arena (GridMap walls & Doors)
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setup_arena_locally()
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# 2. Setup Room Partitions (visual/physical walls between rooms)
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_setup_room_partitions()
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# 2. Skip individual door spawn as it's now in setup_arena_locally
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# _spawn_portal_doors()
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# 3. Spawn Portal Doors
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_spawn_portal_doors()
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# 4. Initialize Connections
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# 3. Initialize Connections
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_randomize_connections()
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# 5. Start Timers
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# 4. Start Timers
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swap_timer.start()
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tile_refresh_timer.start()
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# 6. Initial Tile Spawn
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# 5. Initial Tile Spawn
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_refresh_tiles()
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func setup_arena_locally():
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"""Sets up GridMap size and walls. Called on host and clients."""
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print("[PortalModeManager] Setting up arena locally...")
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_setup_arena_size()
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_setup_room_partitions()
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_spawn_portal_doors()
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func _setup_arena_size():
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if not gridmap: return
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gridmap.columns = GRID_SIZE
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gridmap.rows = GRID_SIZE
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gridmap.clear()
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# Fill floor
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# Explicitly clear Floor 1 to prevent legacy tiles from previous rounds
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if gridmap.has_method("clear_grid"):
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gridmap.clear_grid(1)
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# Fill Floor 0 with standard floor (Item ID 0)
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for x in range(GRID_SIZE):
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for z in range(GRID_SIZE):
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gridmap.set_cell_item(Vector3i(x, 0, z), 0) # Normal floor
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gridmap.set_cell_item(Vector3i(x, 0, z), 0)
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func get_spawn_points() -> Array[Vector2i]:
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# One point per quadrant
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return [
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Vector2i(3, 3), # Room 0
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Vector2i(10, 3), # Room 1
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Vector2i(3, 10), # Room 2
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Vector2i(10, 10) # Room 3
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Vector2i(3, 3), # Room 0
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Vector2i(10, 3), # Room 1
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Vector2i(3, 10), # Room 2
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Vector2i(10, 10) # Room 3
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]
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func _setup_room_partitions():
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@@ -96,28 +112,45 @@ func _setup_room_partitions():
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gridmap.set_cell_item(Vector3i(i, 0, 6), 4)
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gridmap.set_cell_item(Vector3i(i, 0, 7), 4)
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var _pending_sync_data = null
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func _spawn_portal_doors():
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# Check if doors already exist to avoid duplicates
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if not doors.is_empty():
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print("[PortalModeManager] Doors already exist, skipping spawn. Count: ", doors.size())
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return
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print("[PortalModeManager] Spawning portal doors. Peer ID: ", multiplayer.get_unique_id())
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var portal_scene = load("res://scenes/portal_door.tscn")
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var stands_container = main.get_node_or_null("Stands")
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if not stands_container: return
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if not stands_container:
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print("[PortalModeManager] Warning: 'Stands' container not found, creating one...")
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stands_container = Node3D.new()
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stands_container.name = "Stands"
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main.add_child(stands_container)
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var door_configs = [
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# Room 0
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{"room": 0, "pos": Vector2i(6, 2), "rot": PI/2, "offset": Vector2i(-1, 0)}, # East
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{"room": 0, "pos": Vector2i(2, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South
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{"room": 0, "pos": Vector2i(6, 2), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East
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{"room": 0, "pos": Vector2i(2, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South
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# Room 1
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{"room": 1, "pos": Vector2i(7, 2), "rot": PI/2, "offset": Vector2i(1, 0)}, # West
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{"room": 1, "pos": Vector2i(11, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South
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{"room": 1, "pos": Vector2i(7, 2), "rot": PI / 2, "offset": Vector2i(1, 0)}, # West
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{"room": 1, "pos": Vector2i(11, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South
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# Room 2
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{"room": 2, "pos": Vector2i(2, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North
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{"room": 2, "pos": Vector2i(6, 11), "rot": PI/2, "offset": Vector2i(-1, 0)},# East
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{"room": 2, "pos": Vector2i(2, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North
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{"room": 2, "pos": Vector2i(6, 11), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East
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# Room 3
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{"room": 3, "pos": Vector2i(11, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North
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{"room": 3, "pos": Vector2i(7, 11), "rot": PI/2, "offset": Vector2i(1, 0)} # West
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{"room": 3, "pos": Vector2i(11, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North
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{"room": 3, "pos": Vector2i(7, 11), "rot": PI / 2, "offset": Vector2i(1, 0)} # West
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]
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for i in range(door_configs.size()):
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var cfg = door_configs[i]
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if not portal_scene:
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print("[PortalModeManager] Error: Failed to load portal_door.tscn")
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break
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var door = portal_scene.instantiate()
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door.name = "Portal_%d" % i
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door.room_id = cfg["room"]
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@@ -131,15 +164,26 @@ func _spawn_portal_doors():
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stands_container.add_child(door, true)
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doors.append(door)
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door.player_entered_portal.connect(handle_portal_interaction)
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# Server-only interaction logic
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if multiplayer.is_server():
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door.player_entered_portal.connect(handle_portal_interaction)
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gridmap.set_cell_item(Vector3i(cfg["pos"].x, 0, cfg["pos"].y), 0) # Normal floor
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print("[PortalModeManager] Finished spawning %d doors" % doors.size())
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# Apply pending sync if it arrived early
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if _pending_sync_data:
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print("[PortalModeManager] Applying pending sync data...")
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sync_portal_data(_pending_sync_data)
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_pending_sync_data = null
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const PORTAL_COLORS = [
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Color(0, 1, 1), # Cyan
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Color(1, 0, 1), # Magenta
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Color(1, 1, 0), # Yellow
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Color(0, 1, 0) # Green
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Color(0, 1, 0) # Green
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]
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func _randomize_connections():
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@@ -161,29 +205,89 @@ func _randomize_connections():
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valid_pairing = true
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for i in range(0, door_indices.size(), 2):
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var a = door_indices[i]
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var b = door_indices[i+1]
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var b = door_indices[i + 1]
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if doors[a].room_id == doors[b].room_id:
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valid_pairing = false
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break
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# Prepare sync data
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var sync_data = [] # [[door_a_id, door_b_id, color], ...]
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# Pair them up and assign colors
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for i in range(0, door_indices.size(), 2):
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var a = door_indices[i]
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var b = door_indices[i+1]
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var b = door_indices[i + 1]
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connections[a] = b
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connections[b] = a
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var color = PORTAL_COLORS[i/2 % PORTAL_COLORS.size()]
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var color = PORTAL_COLORS[int(i / 2.0) % PORTAL_COLORS.size()]
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sync_data.append([a, b, color])
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doors[a].target_door_id = b
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doors[a].portal_color = color
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doors[b].target_door_id = a
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doors[b].portal_color = color
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# Sync to all clients
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rpc("sync_portal_data", sync_data)
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main.rpc("display_message", "PORTALS SWITCHED!")
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func _on_goal_count_updated(peer_id: int, count: int):
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func sync_to_client(peer_id: int):
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"""Syncs current portal connections to a specific client."""
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var sync_data = []
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# connections is id -> id
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# We need to rebuild the pair-based data for the RPC
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var handled = []
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for a_id in connections:
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if a_id in handled: continue
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var b_id = connections[a_id]
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var color = doors[a_id].portal_color
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sync_data.append([a_id, b_id, color])
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handled.append(a_id)
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handled.append(b_id)
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rpc_id(peer_id, "sync_portal_data", sync_data)
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@rpc("authority", "call_local", "reliable")
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func sync_portal_data(data: Array):
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"""Syncs portal connections and colors to all clients."""
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print("[PortalModeManager] Received portal sync data. Peed ID: ", multiplayer.get_unique_id())
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# If doors array is empty on client, try to repopulate from Stands group
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if doors.is_empty():
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var stands = get_tree().get_nodes_in_group("PortalDoors")
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# Sort by name to ensure consistent indexing
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stands.sort_custom(func(a, b): return a.name < b.name)
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doors = stands
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# If still empty, defer sync until doors are spawned locally
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if doors.is_empty():
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print("[PortalModeManager] Doors not yet ready, deferring sync data...")
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_pending_sync_data = data
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return
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connections.clear()
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for pair in data:
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var a_id = pair[0]
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var b_id = pair[1]
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var color = pair[2]
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connections[a_id] = b_id
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connections[b_id] = a_id
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if a_id < doors.size() and b_id < doors.size():
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if is_instance_valid(doors[a_id]):
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doors[a_id].target_door_id = b_id
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doors[a_id].portal_color = color
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if is_instance_valid(doors[b_id]):
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doors[b_id].target_door_id = a_id
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doors[b_id].portal_color = color
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else:
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print("[PortalModeManager] Warning: Door index %d or %d out of range during sync" % [a_id, b_id])
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func _on_goal_count_updated(_peer_id: int, count: int):
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if not multiplayer.is_server(): return
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if count >= missions_required and not finish_spawned:
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@@ -197,8 +301,13 @@ func _spawn_finish_room():
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var room_centers = get_spawn_points()
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var center = room_centers[randi() % room_centers.size()]
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# Place finish tile (ID 3)
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gridmap.set_cell_item(Vector3i(center.x, 0, center.y), 3)
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# Place finish tile (ID 3) on Floor 1 (Y=1)
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# Check if this center is actually clear (not a wall accidentally)
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if gridmap.get_cell_item(Vector3i(center.x, 0, center.y)) == 4:
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# Fallback to any non-wall center if needed, but spawn points are usually safe
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pass
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main.rpc("sync_grid_item", center.x, 1, center.y, 3)
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main.get_node("EnhancedGridMap").update_grid_data()
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main.rpc("display_message", "FINISH ROOM REVEALED!")
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@@ -210,18 +319,25 @@ func _on_tile_refresh_timer_timeout():
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main.rpc("display_message", "TILES REPLENISHED!")
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func _refresh_tiles():
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# Simple tile fill for each quadrant
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# GridMap Floor 0 has the walls (ID 4) and floors (ID 0)
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# GridMap Floor 1 should have the items (Heart, Star, etc)
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for x in range(GRID_SIZE):
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for z in range(GRID_SIZE):
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# Skip walls
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if gridmap.get_cell_item(Vector3i(x, 0, z)) == 4: continue
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# 1. Check if Floor 0 is a wall or empty (non-walkable)
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var floor_0_item = gridmap.get_cell_item(Vector3i(x, 0, z))
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if floor_0_item == 4 or floor_0_item == -1:
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continue
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# Low chance to spawn a tile if empty
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# 2. Check if Floor 1 is already occupied
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if gridmap.get_cell_item(Vector3i(x, 1, z)) != -1:
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continue
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# 3. Low chance to spawn a tile
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if randf() < 0.1:
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var weights = ScarcityModel.get_tile_weights()
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var tile_id = _pick_weighted_tile(weights)
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# 1. Update GridMap
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gridmap.set_cell_item(Vector3i(x, 0, z), tile_id)
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# Update GridMap Floor 1 via RPC for sync (call_local handles host)
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main.rpc("sync_grid_item", x, 1, z, tile_id)
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func _pick_weighted_tile(weights: Dictionary) -> int:
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var total_weight = 0
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@@ -245,7 +361,7 @@ func handle_portal_interaction(player, door):
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var target_door = doors[target_id]
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# Use stored offset to avoid infinite loop (spawn inside the target room)
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var offset = target_door.get_meta("spawn_offset") if target_door.has_meta("spawn_offset") else Vector2i(0,0)
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var offset = target_door.get_meta("spawn_offset") if target_door.has_meta("spawn_offset") else Vector2i(0, 0)
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# Convert world pos back to grid
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var target_world = target_door.global_position
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