fix(candy-survival): implement stagger (knockdown), lunge visual bump, and target stealing/backfire animations for Knock (Q)
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@@ -119,22 +119,35 @@ func handle_unhandled_input(event):
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if LobbyManager.game_mode == "Candy Survival":
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var gm = player.get_node_or_null("/root/Main/CandySurvivalManager")
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if gm and gm.active:
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var att_id = player.get("peer_id") if "peer_id" in player else player.name.to_int()
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if gm.player_knocks.get(att_id, 0) <= 0:
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NotificationManager.send_message(player, "No Knock charges left!", NotificationManager.MessageType.WARNING)
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get_viewport().set_input_as_handled()
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return
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# Find a target to knock (first adjacent player)
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var p_pos = player.current_position
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var all_players = get_tree().get_nodes_in_group("Players")
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var target_found = null
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for other in all_players:
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if other == player: continue
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var other_pos = other.current_position
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if abs(p_pos.x - other_pos.x) + abs(p_pos.y - other_pos.y) == 1:
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# Adjacent
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var att_id = player.get("peer_id") if "peer_id" in player else player.name.to_int()
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var tgt_id = other.get("peer_id") if "peer_id" in other else other.name.to_int()
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if multiplayer.is_server():
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gm.try_knock(att_id, tgt_id)
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else:
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gm.rpc_id(1, "try_knock", att_id, tgt_id)
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get_viewport().set_input_as_handled()
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return
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target_found = other
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break
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if target_found:
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var tgt_id = target_found.get("peer_id") if "peer_id" in target_found else target_found.name.to_int()
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if multiplayer.is_server():
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gm.try_knock(att_id, tgt_id)
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else:
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gm.rpc_id(1, "try_knock", att_id, tgt_id)
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else:
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# No target, but play the bump animation anyway in place
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player.rpc("sync_bump", p_pos)
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get_viewport().set_input_as_handled()
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return
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if player.powerup_manager:
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player.powerup_manager.use_special_effect()
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