feat: implement Tekton Doors game mode with arena setup, portal management, connection randomization, and game state timers.

This commit is contained in:
2026-02-26 04:25:09 +08:00
parent 551c820d5e
commit ef3d018040
6 changed files with 230 additions and 66 deletions
+14 -5
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@@ -55,7 +55,8 @@ func _ready():
# Safety check: Don't auto-randomize if game mode manages its own arena # Safety check: Don't auto-randomize if game mode manages its own arena
if not (ResourceLoader.exists("res://scripts/managers/lobby_manager.gd") \ if not (ResourceLoader.exists("res://scripts/managers/lobby_manager.gd") \
and get_node_or_null("/root/LobbyManager") \ and get_node_or_null("/root/LobbyManager") \
and get_node("/root/LobbyManager").game_mode == "Stop n Go"): and (get_node("/root/LobbyManager").game_mode == "Stop n Go" \
or get_node("/root/LobbyManager").game_mode == "Tekton Doors")):
randomize_grid() randomize_grid()
validate_item_indices() validate_item_indices()
@@ -118,7 +119,7 @@ func generate_grid(floor_index: int = -1):
var rng = RandomNumberGenerator.new() var rng = RandomNumberGenerator.new()
rng.randomize() rng.randomize()
var shape = rng.randi() % 4 # 0-3 (Rect, Islands, Maze, Rooms) var shape = rng.randi() % 4 # 0-3 (Rect, Islands, Maze, Rooms)
generator.generate_map(self, columns, rows, shape) generator.generate_map(self , columns, rows, shape)
else: else:
generate_floor(0) generate_floor(0)
@@ -137,7 +138,7 @@ func generate_grid(floor_index: int = -1):
var rng = RandomNumberGenerator.new() var rng = RandomNumberGenerator.new()
rng.randomize() rng.randomize()
var shape = rng.randi() % 4 var shape = rng.randi() % 4
generator.generate_map(self, columns, rows, shape) generator.generate_map(self , columns, rows, shape)
else: else:
clear_floor(floor_index) clear_floor(floor_index)
generate_floor(floor_index) generate_floor(floor_index)
@@ -213,8 +214,16 @@ func set_floor_data(floor_index: int, data: PackedInt32Array):
for i in range(0, count, 3): for i in range(0, count, 3):
var x = data[i] var x = data[i]
var z = data[i+1] var z = data[i + 1]
var item = data[i+2] var item = data[i + 2]
# WALL-SAFETY CHECK: Skip if item is a tile (7-20) and Floor 0 is a wall
if floor_index == 1 and item >= 7 and item <= 20:
var f0 = get_cell_item(Vector3i(x, 0, z))
if f0 != -1 and f0 in non_walkable_items:
# Skip illegal placement from synced data
continue
set_cell_item(Vector3i(x, floor_index, z), item) set_cell_item(Vector3i(x, floor_index, z), item)
update_grid_data() update_grid_data()
+34 -14
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@@ -34,10 +34,10 @@ func _ready():
# Setup UI # Setup UI
ui_manager.setup_action_buttons(_set_action_state_callback) ui_manager.setup_action_buttons(_set_action_state_callback)
ui_manager.setup_playerboard_ui() ui_manager.setup_playerboard_ui()
ui_manager.setup_timer_labels(self) ui_manager.setup_timer_labels(self )
ui_manager.setup_playerboard_label(self) # NEW ui_manager.setup_playerboard_label(self ) # NEW
ui_manager.setup_leaderboard_ui(self) ui_manager.setup_leaderboard_ui(self )
ui_manager.setup_powerup_bar_ui(self) ui_manager.setup_powerup_bar_ui(self )
# GlobalMatchTimer is now static in main.tscn - no setup needed # GlobalMatchTimer is now static in main.tscn - no setup needed
# NetworkPanel is visible during gameplay # NetworkPanel is visible during gameplay
@@ -71,7 +71,6 @@ func _ready():
stand_spawner.name = "StandSpawner" stand_spawner.name = "StandSpawner"
stand_spawner.spawn_path = NodePath("../Stands") # Relative to Spawner, finding sibling stand_spawner.spawn_path = NodePath("../Stands") # Relative to Spawner, finding sibling
stand_spawner.add_spawnable_scene("res://scenes/static_tekton_stand.tscn") stand_spawner.add_spawnable_scene("res://scenes/static_tekton_stand.tscn")
stand_spawner.add_spawnable_scene("res://scenes/portal_door.tscn")
add_child(stand_spawner) add_child(stand_spawner)
func _on_goal_count_updated(peer_id: int, count: int): func _on_goal_count_updated(peer_id: int, count: int):
@@ -84,13 +83,13 @@ func _init_managers():
ui_manager = load("res://scripts/managers/ui_manager.gd").new() ui_manager = load("res://scripts/managers/ui_manager.gd").new()
ui_manager.name = "UIManager" ui_manager.name = "UIManager"
add_child(ui_manager) add_child(ui_manager)
ui_manager.initialize(self) ui_manager.initialize(self )
# Goals cycle manager for 60-second timer and scoring # Goals cycle manager for 60-second timer and scoring
goals_cycle_manager = load("res://scripts/managers/goals_cycle_manager.gd").new() goals_cycle_manager = load("res://scripts/managers/goals_cycle_manager.gd").new()
goals_cycle_manager.name = "GoalsCycleManager" goals_cycle_manager.name = "GoalsCycleManager"
add_child(goals_cycle_manager) add_child(goals_cycle_manager)
goals_cycle_manager.initialize(self) goals_cycle_manager.initialize(self )
# Stop n Go manager for phase-based gameplay # Stop n Go manager for phase-based gameplay
if LobbyManager.game_mode == "Stop n Go": if LobbyManager.game_mode == "Stop n Go":
@@ -104,7 +103,7 @@ func _init_managers():
portal_mode_manager = load("res://scripts/managers/portal_mode_manager.gd").new() portal_mode_manager = load("res://scripts/managers/portal_mode_manager.gd").new()
portal_mode_manager.name = "PortalModeManager" portal_mode_manager.name = "PortalModeManager"
add_child(portal_mode_manager) add_child(portal_mode_manager)
portal_mode_manager.initialize(self, $EnhancedGridMap) portal_mode_manager.initialize(self , $EnhancedGridMap)
# Screen shake manager for impact feedback # Screen shake manager for impact feedback
screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new() screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
@@ -120,7 +119,7 @@ func _init_managers():
touch_controls.name = "TouchControls" touch_controls.name = "TouchControls"
add_child(touch_controls) add_child(touch_controls)
touch_controls.initialize(self) touch_controls.initialize(self )
# NEW: Camera Context Manager for dynamic camera position # NEW: Camera Context Manager for dynamic camera position
camera_context_manager = load("res://scripts/managers/camera_context_manager.gd").new() camera_context_manager = load("res://scripts/managers/camera_context_manager.gd").new()
@@ -132,7 +131,7 @@ func _init_managers():
obstacle_manager = load("res://scripts/managers/obstacle_manager.gd").new() obstacle_manager = load("res://scripts/managers/obstacle_manager.gd").new()
obstacle_manager.name = "ObstacleManager" obstacle_manager.name = "ObstacleManager"
add_child(obstacle_manager) add_child(obstacle_manager)
obstacle_manager.initialize(self, $EnhancedGridMap) obstacle_manager.initialize(self , $EnhancedGridMap)
# Connect signals for UI updates # Connect signals for UI updates
goals_cycle_manager.timer_updated.connect(_on_timer_updated) goals_cycle_manager.timer_updated.connect(_on_timer_updated)
@@ -567,7 +566,6 @@ func _setup_client_game():
rpc_id(1, "request_full_grid_sync") rpc_id(1, "request_full_grid_sync")
func _auto_start_from_lobby(): func _auto_start_from_lobby():
"""Called when main.tscn is loaded from lobby - game is already connected.""" """Called when main.tscn is loaded from lobby - game is already connected."""
# Get match ID from LobbyManager # Get match ID from LobbyManager
@@ -1520,7 +1518,7 @@ func randomize_item_at_position(grid_position: Vector2i):
# If current item exists, replace it (scarcity aware) # If current item exists, replace it (scarcity aware)
# If current item exists OR we are forcing a spawn on valid ground # If current item exists OR we are forcing a spawn on valid ground
var floor_0_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y)) var floor_0_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
var is_ground = (floor_0_item != -1) # Simple check, or check specific ground items var is_ground = (floor_0_item != -1 and floor_0_item != 4) # Skip walls (4) and empty space (-1)
# Prevent stacking on players # Prevent stacking on players
if is_ground: if is_ground:
@@ -1553,14 +1551,25 @@ func request_randomize_item(grid_position: Vector2i):
func sync_grid_item(x: int, y: int, z: int, item: int): func sync_grid_item(x: int, y: int, z: int, item: int):
var enhanced_gridmap = $EnhancedGridMap var enhanced_gridmap = $EnhancedGridMap
if enhanced_gridmap: if enhanced_gridmap:
# WALL-SAFETY CHECK: Block tiles (7-20) from being placed on walls (4)
if y == 1 and item >= 7 and item <= 20:
var f0 = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
if f0 == 4:
# Log and block illegal placement
print("[Main] Blocked illegal tile (%d) placement on wall at (%d, %d)" % [item, x, z])
return
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item) enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
# Force visual update
if enhanced_gridmap.has_method("update_grid_data"):
enhanced_gridmap.update_grid_data()
# Sync grid update (no need to sync whole grid if we do it at start, but if we do it late we might need to sync) # Sync grid update (no need to sync whole grid if we do it at start, but if we do it late we might need to sync)
# For simplicity, we trust the grid syncs via normal mechanisms or initial state. # For simplicity, we trust the grid syncs via normal mechanisms or initial state.
func randomize_game_grid(): func randomize_game_grid():
if LobbyManager.game_mode == "Stop n Go": if LobbyManager.game_mode == "Stop n Go" or LobbyManager.game_mode == "Tekton Doors":
return # Stop n Go manages its own arena setup return # These modes manage their own arena setup and item spawning
var enhanced_gridmap = $EnhancedGridMap var enhanced_gridmap = $EnhancedGridMap
if enhanced_gridmap: if enhanced_gridmap:
@@ -1605,6 +1614,10 @@ func request_full_grid_sync():
rpc_id(sender_id, "sync_full_grid_data", grid_data) rpc_id(sender_id, "sync_full_grid_data", grid_data)
print("[Main] Server: Sent grid sync rpc_id to %d" % sender_id) print("[Main] Server: Sent grid sync rpc_id to %d" % sender_id)
# If Tekton Doors, sync portal connections too
if LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
portal_mode_manager.sync_to_client(sender_id)
@rpc("authority", "call_local", "reliable") @rpc("authority", "call_local", "reliable")
func sync_full_grid_data(data: PackedInt32Array): func sync_full_grid_data(data: PackedInt32Array):
print("[Main] sync_full_grid_data received. Items: %d" % (data.size() / 3)) print("[Main] sync_full_grid_data received. Items: %d" % (data.size() / 3))
@@ -1620,6 +1633,13 @@ func sync_full_grid_data(data: PackedInt32Array):
stop_n_go_manager.name = "StopNGoManager" stop_n_go_manager.name = "StopNGoManager"
add_child(stop_n_go_manager) add_child(stop_n_go_manager)
stop_n_go_manager._apply_arena_setup() stop_n_go_manager._apply_arena_setup()
elif LobbyManager.game_mode == "Tekton Doors":
if not portal_mode_manager:
portal_mode_manager = load("res://scripts/managers/portal_mode_manager.gd").new()
portal_mode_manager.name = "PortalModeManager"
add_child(portal_mode_manager)
portal_mode_manager.initialize(self , enhanced_gridmap)
portal_mode_manager.setup_arena_locally()
# Apply the synced data to Floor 1 # Apply the synced data to Floor 1
enhanced_gridmap.set_floor_data(1, data) enhanced_gridmap.set_floor_data(1, data)
+8
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@@ -443,6 +443,14 @@ func request_room_info(requester_id: int, requester_name: String, requester_char
# Send room data to requester # Send room data to requester
rpc_id(requester_id, "receive_room_info", current_room, players_in_room) rpc_id(requester_id, "receive_room_info", current_room, players_in_room)
# Sync current lobby settings to the joining client
rpc_id(requester_id, "sync_match_duration", match_duration)
rpc_id(requester_id, "sync_randomize_spawn", randomize_spawn)
rpc_id(requester_id, "sync_enable_cycle_timer", enable_cycle_timer)
rpc_id(requester_id, "sync_scarcity_mode", scarcity_mode)
rpc_id(requester_id, "sync_game_mode", game_mode)
rpc_id(requester_id, "sync_area", selected_area)
# Also sync updated player list to all other clients # Also sync updated player list to all other clients
rpc("sync_player_list", players_in_room) rpc("sync_player_list", players_in_room)
emit_signal("player_list_changed") emit_signal("player_list_changed")
+4 -1
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@@ -232,6 +232,10 @@ func _check_and_refill_grid_if_needed(server_gridmap: Node):
break break
if not has_items: if not has_items:
if LobbyManager.game_mode == "Tekton Doors":
# Tekton Doors handles its own wall-aware refill in PortalModeManager
return
print("[PlayerboardManager] Floor 1 empty! Respawning tiles with Scarcity...") print("[PlayerboardManager] Floor 1 empty! Respawning tiles with Scarcity...")
# Call randomize_floor on floor 1 using ScarcityController # Call randomize_floor on floor 1 using ScarcityController
# ScarcityController is a global class, so we can pass its static function as a Callable # ScarcityController is a global class, so we can pass its static function as a Callable
@@ -250,7 +254,6 @@ func _check_and_refill_grid_if_needed(server_gridmap: Node):
main.rpc("sync_grid_item", x, 1, z, item) main.rpc("sync_grid_item", x, 1, z, item)
func _force_sync_to_client(cell: Vector3i, server_item: int): func _force_sync_to_client(cell: Vector3i, server_item: int):
"""Force a sync of the specific cell and playerboard to the client who initiated the failed action.""" """Force a sync of the specific cell and playerboard to the client who initiated the failed action."""
# Only meaningful if we are server # Only meaningful if we are server
+156 -40
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@@ -22,6 +22,14 @@ var missions_required: int = 3
func initialize(p_main: Node, p_gridmap: Node): func initialize(p_main: Node, p_gridmap: Node):
main = p_main main = p_main
gridmap = p_gridmap gridmap = p_gridmap
if gridmap:
# Ensure walls (4) are strictly treated as non-walkable for all internal checks
# Use explicit type to avoid Array vs Array[int] mismatch error
var non_walkable: Array[int] = [4]
gridmap.non_walkable_items = non_walkable
# Create Stands container if it doesn't exist
print("[PortalModeManager] Initialized") print("[PortalModeManager] Initialized")
# Connection Swap Timer (15s) # Connection Swap Timer (15s)
@@ -48,42 +56,50 @@ func start_game_mode():
print("[PortalModeManager] Starting Portal Game Mode...") print("[PortalModeManager] Starting Portal Game Mode...")
# 1. Setup Arena Size # 1. Setup Arena (GridMap walls & Doors)
_setup_arena_size() setup_arena_locally()
# 2. Setup Room Partitions (visual/physical walls between rooms) # 2. Skip individual door spawn as it's now in setup_arena_locally
_setup_room_partitions() # _spawn_portal_doors()
# 3. Spawn Portal Doors # 3. Initialize Connections
_spawn_portal_doors()
# 4. Initialize Connections
_randomize_connections() _randomize_connections()
# 5. Start Timers # 4. Start Timers
swap_timer.start() swap_timer.start()
tile_refresh_timer.start() tile_refresh_timer.start()
# 6. Initial Tile Spawn # 5. Initial Tile Spawn
_refresh_tiles() _refresh_tiles()
func setup_arena_locally():
"""Sets up GridMap size and walls. Called on host and clients."""
print("[PortalModeManager] Setting up arena locally...")
_setup_arena_size()
_setup_room_partitions()
_spawn_portal_doors()
func _setup_arena_size(): func _setup_arena_size():
if not gridmap: return if not gridmap: return
gridmap.columns = GRID_SIZE gridmap.columns = GRID_SIZE
gridmap.rows = GRID_SIZE gridmap.rows = GRID_SIZE
gridmap.clear() gridmap.clear()
# Fill floor # Explicitly clear Floor 1 to prevent legacy tiles from previous rounds
if gridmap.has_method("clear_grid"):
gridmap.clear_grid(1)
# Fill Floor 0 with standard floor (Item ID 0)
for x in range(GRID_SIZE): for x in range(GRID_SIZE):
for z in range(GRID_SIZE): for z in range(GRID_SIZE):
gridmap.set_cell_item(Vector3i(x, 0, z), 0) # Normal floor gridmap.set_cell_item(Vector3i(x, 0, z), 0)
func get_spawn_points() -> Array[Vector2i]: func get_spawn_points() -> Array[Vector2i]:
# One point per quadrant # One point per quadrant
return [ return [
Vector2i(3, 3), # Room 0 Vector2i(3, 3), # Room 0
Vector2i(10, 3), # Room 1 Vector2i(10, 3), # Room 1
Vector2i(3, 10), # Room 2 Vector2i(3, 10), # Room 2
Vector2i(10, 10) # Room 3 Vector2i(10, 10) # Room 3
] ]
func _setup_room_partitions(): func _setup_room_partitions():
@@ -96,28 +112,45 @@ func _setup_room_partitions():
gridmap.set_cell_item(Vector3i(i, 0, 6), 4) gridmap.set_cell_item(Vector3i(i, 0, 6), 4)
gridmap.set_cell_item(Vector3i(i, 0, 7), 4) gridmap.set_cell_item(Vector3i(i, 0, 7), 4)
var _pending_sync_data = null
func _spawn_portal_doors(): func _spawn_portal_doors():
# Check if doors already exist to avoid duplicates
if not doors.is_empty():
print("[PortalModeManager] Doors already exist, skipping spawn. Count: ", doors.size())
return
print("[PortalModeManager] Spawning portal doors. Peer ID: ", multiplayer.get_unique_id())
var portal_scene = load("res://scenes/portal_door.tscn") var portal_scene = load("res://scenes/portal_door.tscn")
var stands_container = main.get_node_or_null("Stands") var stands_container = main.get_node_or_null("Stands")
if not stands_container: return
if not stands_container:
print("[PortalModeManager] Warning: 'Stands' container not found, creating one...")
stands_container = Node3D.new()
stands_container.name = "Stands"
main.add_child(stands_container)
var door_configs = [ var door_configs = [
# Room 0 # Room 0
{"room": 0, "pos": Vector2i(6, 2), "rot": PI/2, "offset": Vector2i(-1, 0)}, # East {"room": 0, "pos": Vector2i(6, 2), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East
{"room": 0, "pos": Vector2i(2, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South {"room": 0, "pos": Vector2i(2, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South
# Room 1 # Room 1
{"room": 1, "pos": Vector2i(7, 2), "rot": PI/2, "offset": Vector2i(1, 0)}, # West {"room": 1, "pos": Vector2i(7, 2), "rot": PI / 2, "offset": Vector2i(1, 0)}, # West
{"room": 1, "pos": Vector2i(11, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South {"room": 1, "pos": Vector2i(11, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South
# Room 2 # Room 2
{"room": 2, "pos": Vector2i(2, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North {"room": 2, "pos": Vector2i(2, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North
{"room": 2, "pos": Vector2i(6, 11), "rot": PI/2, "offset": Vector2i(-1, 0)},# East {"room": 2, "pos": Vector2i(6, 11), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East
# Room 3 # Room 3
{"room": 3, "pos": Vector2i(11, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North {"room": 3, "pos": Vector2i(11, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North
{"room": 3, "pos": Vector2i(7, 11), "rot": PI/2, "offset": Vector2i(1, 0)} # West {"room": 3, "pos": Vector2i(7, 11), "rot": PI / 2, "offset": Vector2i(1, 0)} # West
] ]
for i in range(door_configs.size()): for i in range(door_configs.size()):
var cfg = door_configs[i] var cfg = door_configs[i]
if not portal_scene:
print("[PortalModeManager] Error: Failed to load portal_door.tscn")
break
var door = portal_scene.instantiate() var door = portal_scene.instantiate()
door.name = "Portal_%d" % i door.name = "Portal_%d" % i
door.room_id = cfg["room"] door.room_id = cfg["room"]
@@ -131,15 +164,26 @@ func _spawn_portal_doors():
stands_container.add_child(door, true) stands_container.add_child(door, true)
doors.append(door) doors.append(door)
door.player_entered_portal.connect(handle_portal_interaction)
# Server-only interaction logic
if multiplayer.is_server():
door.player_entered_portal.connect(handle_portal_interaction)
gridmap.set_cell_item(Vector3i(cfg["pos"].x, 0, cfg["pos"].y), 0) # Normal floor gridmap.set_cell_item(Vector3i(cfg["pos"].x, 0, cfg["pos"].y), 0) # Normal floor
print("[PortalModeManager] Finished spawning %d doors" % doors.size())
# Apply pending sync if it arrived early
if _pending_sync_data:
print("[PortalModeManager] Applying pending sync data...")
sync_portal_data(_pending_sync_data)
_pending_sync_data = null
const PORTAL_COLORS = [ const PORTAL_COLORS = [
Color(0, 1, 1), # Cyan Color(0, 1, 1), # Cyan
Color(1, 0, 1), # Magenta Color(1, 0, 1), # Magenta
Color(1, 1, 0), # Yellow Color(1, 1, 0), # Yellow
Color(0, 1, 0) # Green Color(0, 1, 0) # Green
] ]
func _randomize_connections(): func _randomize_connections():
@@ -161,19 +205,23 @@ func _randomize_connections():
valid_pairing = true valid_pairing = true
for i in range(0, door_indices.size(), 2): for i in range(0, door_indices.size(), 2):
var a = door_indices[i] var a = door_indices[i]
var b = door_indices[i+1] var b = door_indices[i + 1]
if doors[a].room_id == doors[b].room_id: if doors[a].room_id == doors[b].room_id:
valid_pairing = false valid_pairing = false
break break
# Prepare sync data
var sync_data = [] # [[door_a_id, door_b_id, color], ...]
# Pair them up and assign colors # Pair them up and assign colors
for i in range(0, door_indices.size(), 2): for i in range(0, door_indices.size(), 2):
var a = door_indices[i] var a = door_indices[i]
var b = door_indices[i+1] var b = door_indices[i + 1]
connections[a] = b connections[a] = b
connections[b] = a connections[b] = a
var color = PORTAL_COLORS[i/2 % PORTAL_COLORS.size()] var color = PORTAL_COLORS[int(i / 2.0) % PORTAL_COLORS.size()]
sync_data.append([a, b, color])
doors[a].target_door_id = b doors[a].target_door_id = b
doors[a].portal_color = color doors[a].portal_color = color
@@ -181,9 +229,65 @@ func _randomize_connections():
doors[b].target_door_id = a doors[b].target_door_id = a
doors[b].portal_color = color doors[b].portal_color = color
# Sync to all clients
rpc("sync_portal_data", sync_data)
main.rpc("display_message", "PORTALS SWITCHED!") main.rpc("display_message", "PORTALS SWITCHED!")
func _on_goal_count_updated(peer_id: int, count: int): func sync_to_client(peer_id: int):
"""Syncs current portal connections to a specific client."""
var sync_data = []
# connections is id -> id
# We need to rebuild the pair-based data for the RPC
var handled = []
for a_id in connections:
if a_id in handled: continue
var b_id = connections[a_id]
var color = doors[a_id].portal_color
sync_data.append([a_id, b_id, color])
handled.append(a_id)
handled.append(b_id)
rpc_id(peer_id, "sync_portal_data", sync_data)
@rpc("authority", "call_local", "reliable")
func sync_portal_data(data: Array):
"""Syncs portal connections and colors to all clients."""
print("[PortalModeManager] Received portal sync data. Peed ID: ", multiplayer.get_unique_id())
# If doors array is empty on client, try to repopulate from Stands group
if doors.is_empty():
var stands = get_tree().get_nodes_in_group("PortalDoors")
# Sort by name to ensure consistent indexing
stands.sort_custom(func(a, b): return a.name < b.name)
doors = stands
# If still empty, defer sync until doors are spawned locally
if doors.is_empty():
print("[PortalModeManager] Doors not yet ready, deferring sync data...")
_pending_sync_data = data
return
connections.clear()
for pair in data:
var a_id = pair[0]
var b_id = pair[1]
var color = pair[2]
connections[a_id] = b_id
connections[b_id] = a_id
if a_id < doors.size() and b_id < doors.size():
if is_instance_valid(doors[a_id]):
doors[a_id].target_door_id = b_id
doors[a_id].portal_color = color
if is_instance_valid(doors[b_id]):
doors[b_id].target_door_id = a_id
doors[b_id].portal_color = color
else:
print("[PortalModeManager] Warning: Door index %d or %d out of range during sync" % [a_id, b_id])
func _on_goal_count_updated(_peer_id: int, count: int):
if not multiplayer.is_server(): return if not multiplayer.is_server(): return
if count >= missions_required and not finish_spawned: if count >= missions_required and not finish_spawned:
@@ -197,8 +301,13 @@ func _spawn_finish_room():
var room_centers = get_spawn_points() var room_centers = get_spawn_points()
var center = room_centers[randi() % room_centers.size()] var center = room_centers[randi() % room_centers.size()]
# Place finish tile (ID 3) # Place finish tile (ID 3) on Floor 1 (Y=1)
gridmap.set_cell_item(Vector3i(center.x, 0, center.y), 3) # Check if this center is actually clear (not a wall accidentally)
if gridmap.get_cell_item(Vector3i(center.x, 0, center.y)) == 4:
# Fallback to any non-wall center if needed, but spawn points are usually safe
pass
main.rpc("sync_grid_item", center.x, 1, center.y, 3)
main.get_node("EnhancedGridMap").update_grid_data() main.get_node("EnhancedGridMap").update_grid_data()
main.rpc("display_message", "FINISH ROOM REVEALED!") main.rpc("display_message", "FINISH ROOM REVEALED!")
@@ -210,18 +319,25 @@ func _on_tile_refresh_timer_timeout():
main.rpc("display_message", "TILES REPLENISHED!") main.rpc("display_message", "TILES REPLENISHED!")
func _refresh_tiles(): func _refresh_tiles():
# Simple tile fill for each quadrant # GridMap Floor 0 has the walls (ID 4) and floors (ID 0)
# GridMap Floor 1 should have the items (Heart, Star, etc)
for x in range(GRID_SIZE): for x in range(GRID_SIZE):
for z in range(GRID_SIZE): for z in range(GRID_SIZE):
# Skip walls # 1. Check if Floor 0 is a wall or empty (non-walkable)
if gridmap.get_cell_item(Vector3i(x, 0, z)) == 4: continue var floor_0_item = gridmap.get_cell_item(Vector3i(x, 0, z))
if floor_0_item == 4 or floor_0_item == -1:
continue
# Low chance to spawn a tile if empty # 2. Check if Floor 1 is already occupied
if gridmap.get_cell_item(Vector3i(x, 1, z)) != -1:
continue
# 3. Low chance to spawn a tile
if randf() < 0.1: if randf() < 0.1:
var weights = ScarcityModel.get_tile_weights() var weights = ScarcityModel.get_tile_weights()
var tile_id = _pick_weighted_tile(weights) var tile_id = _pick_weighted_tile(weights)
# 1. Update GridMap # Update GridMap Floor 1 via RPC for sync (call_local handles host)
gridmap.set_cell_item(Vector3i(x, 0, z), tile_id) main.rpc("sync_grid_item", x, 1, z, tile_id)
func _pick_weighted_tile(weights: Dictionary) -> int: func _pick_weighted_tile(weights: Dictionary) -> int:
var total_weight = 0 var total_weight = 0
@@ -245,7 +361,7 @@ func handle_portal_interaction(player, door):
var target_door = doors[target_id] var target_door = doors[target_id]
# Use stored offset to avoid infinite loop (spawn inside the target room) # Use stored offset to avoid infinite loop (spawn inside the target room)
var offset = target_door.get_meta("spawn_offset") if target_door.has_meta("spawn_offset") else Vector2i(0,0) var offset = target_door.get_meta("spawn_offset") if target_door.has_meta("spawn_offset") else Vector2i(0, 0)
# Convert world pos back to grid # Convert world pos back to grid
var target_world = target_door.global_position var target_world = target_door.global_position
+12 -4
View File
@@ -34,25 +34,33 @@ func _on_body_entered(body: Node3D):
if body.is_in_group("Players") or body.get("is_bot"): if body.is_in_group("Players") or body.get("is_bot"):
print("[PortalDoor] Player %s entered Door %d in Room %d" % [body.name, door_id, room_id]) print("[PortalDoor] Player %s entered Door %d in Room %d" % [body.name, door_id, room_id])
emit_signal("player_entered_portal", body, self) emit_signal("player_entered_portal", body, self )
var _materials_initialized: bool = false var _materials_initialized: bool = false
func _update_visuals(): func _update_visuals():
if not is_node_ready() or not is_inside_tree(): return # Removed is_node_ready() check to allow early setter calls to prepare variables,
# but we still need the nodes to exist to apply them.
if not is_inside_tree(): return
var vortex = get_node_or_null("Vortex")
var frame_left = get_node_or_null("Frame_Left")
# If children aren't there yet, we can't update visuals.
# This usually happens if called before or during early _ready.
if not vortex or not frame_left: return
if not _materials_initialized: if not _materials_initialized:
_initialize_unique_materials() _initialize_unique_materials()
_materials_initialized = true _materials_initialized = true
var vortex = get_node_or_null("Vortex")
if vortex: if vortex:
var mat = vortex.get_surface_override_material(0) var mat = vortex.get_surface_override_material(0)
if mat: if mat:
mat.albedo_color = portal_color mat.albedo_color = portal_color
mat.albedo_color.a = 0.5 mat.albedo_color.a = 0.5
if mat.has_method("set_emission"): if mat.has_method("set_emission"):
mat.emission = portal_color mat.set("emission", portal_color)
for part_name in ["Frame_Left", "Frame_Right", "Frame_Top"]: for part_name in ["Frame_Left", "Frame_Right", "Frame_Top"]:
var frame = get_node_or_null(part_name) var frame = get_node_or_null(part_name)