feat: Introduce core player script with multiplayer state management, character selection, and game logic, alongside a new camera context manager.
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@@ -1954,6 +1954,9 @@ func set_spawn_position(pos: Vector2i):
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# Reveal character now that it's in the correct position
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visible = true
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# Notify systems that position changed (for Camera snap)
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position_changed.emit()
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emit_signal("position_changed")
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@@ -39,13 +39,13 @@ func set_player(p_player: Node3D):
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var has_snap_signal = player.has_signal("position_changed")
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if movement_mgr and has_snap_signal:
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# 1. Follow during movement
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# 1. Follow during movement finished
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if not movement_mgr.movement_finished.is_connected(_on_player_moved):
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movement_mgr.movement_finished.connect(_on_player_moved)
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# 2. Snap on spawn/teleport
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if not player.position_changed.is_connected(_on_player_moved):
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player.position_changed.connect(_on_player_moved)
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# 2. Snap on spawn/teleport (Resets setups for immediate catch-up)
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if not player.position_changed.is_connected(_on_player_snapped):
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player.position_changed.connect(_on_player_snapped)
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print("[CameraContextManager] Successfully connected to all player signals")
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else:
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@@ -58,7 +58,14 @@ func set_player(p_player: Node3D):
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_update_camera_target()
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func _on_player_moved():
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# print("[CameraContextManager] Player moved signal received")
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# Normal movement finish (keeps hysteresis)
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_update_camera_target()
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func _on_player_snapped():
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# Sharp snap (spawn/teleport) - Reset setup indices to force immediate re-eval
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current_row_setup = -1
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current_col_setup = -1
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# print("[CameraContextManager] Player snapped, resetting setups")
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_update_camera_target()
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func _update_camera_target():
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@@ -174,9 +181,9 @@ func _update_freemode_camera(current_row: int, current_col: int):
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2: target_z = 22.5; target_y = 19.22636
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match current_col_setup:
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0: target_x = 5.0
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1: target_x = 7.0
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2: target_x = 9.0
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0: target_x = 3.0 # Left zone center
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1: target_x = 7.0 # Main center
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2: target_x = 11.0 # Right zone center
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_apply_camera_tween(Vector3(target_x, target_y, target_z))
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