feat: implement Candy Cannon mechanics, CI/CD pipelines, and version 2.3.7 updates
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@@ -0,0 +1,47 @@
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extends Node3D
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class_name CandyCannonController
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@export var is_static_turret: bool = true
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func _ready() -> void:
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pass
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@rpc("authority", "call_local", "reliable")
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func play_animation_rpc(anim_name: String) -> void:
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# Stub for future model animations
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pass
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@rpc("authority", "call_local", "reliable")
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func spawn_projectile_rpc(target_world_pos: Vector3, duration: float) -> void:
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var projectile = MeshInstance3D.new()
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var sphere = BoxMesh.new()
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sphere.size = Vector3(0.4, 0.4, 0.4)
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projectile.mesh = sphere
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var mat = StandardMaterial3D.new()
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mat.albedo_color = Color(1.0, 0.4, 0.8) # Candy pink for Gauntlet
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projectile.material_override = mat
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get_tree().get_root().add_child(projectile)
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# Start projectile slightly above the cannon center
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projectile.global_position = global_position + Vector3(0, 2.0, 0)
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var tween = create_tween()
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if not tween:
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projectile.queue_free()
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return
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tween.set_parallel(true)
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tween.tween_property(projectile, "global_position:x", target_world_pos.x, duration).set_trans(Tween.TRANS_LINEAR)
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tween.tween_property(projectile, "global_position:z", target_world_pos.z, duration).set_trans(Tween.TRANS_LINEAR)
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var mid_y = max(global_position.y, target_world_pos.y) + 4.0
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var tween_y = create_tween()
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tween_y.tween_property(projectile, "global_position:y", mid_y, duration / 2.0).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
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tween_y.tween_property(projectile, "global_position:y", target_world_pos.y, duration / 2.0).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN).set_delay(duration / 2.0)
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tween.chain().tween_callback(projectile.queue_free)
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func can_rpc() -> bool:
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if not multiplayer.has_multiplayer_peer(): return false
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return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
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