feat: implement Candy Cannon mechanics, CI/CD pipelines, and version 2.3.7 updates

This commit is contained in:
2026-05-25 18:17:00 +08:00
parent 7380161743
commit f2f90f98e2
20 changed files with 952 additions and 36 deletions
@@ -131,6 +131,18 @@ func simple_move_to(grid_position: Vector2i) -> bool:
if not try_push(grid_position, push_dir):
return false
var gm = null
var main = player.get_tree().root.get_node_or_null("Main")
if main and main.get("gauntlet_manager"):
gm = main.gauntlet_manager
# Check if currently trapped
if gm and gm.is_active:
var pid = player.get("peer_id") if "peer_id" in player else -1
if pid != -1 and gm.trapped_players.has(pid):
print("[Move] Failed: Player is trapped in a sticky cell")
return false
# Check for Tekton interaction (Knock Mode)
# If moving into a Tekton's space while in Knock Mode, trigger knock
if player.get("is_knock_mode"):
@@ -142,6 +154,12 @@ func simple_move_to(grid_position: Vector2i) -> bool:
player.knock_tekton()
return false # Don't move into the tile, just knock
# If moving into a sticky cell, trigger trap
if gm and gm.is_active and gm.is_sticky_cell(grid_position):
print("[Move] Player stepping into sticky cell at %s" % grid_position)
movement_queue.clear()
if player.is_multiplayer_authority() or multiplayer.is_server():
gm._trap_player(player)
rotate_towards_target(grid_position)
@@ -249,6 +267,15 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
other_player.target_position = pushed_to_pos # Logical update
# Check if landing spot is sticky
var main = player.get_tree().root.get_node_or_null("Main")
if main and main.get("gauntlet_manager"):
var gm = main.gauntlet_manager
if gm.is_active and gm.is_sticky_cell(pushed_to_pos):
print("[Move] Player pushed into sticky cell at %s" % pushed_to_pos)
if multiplayer.is_server() or other_player.is_multiplayer_authority():
gm._trap_player(other_player)
# 2. Apply freeze/stun effect (blue tint)
if _can_rpc():
other_player.rpc("apply_stagger", 1.5)