14 Commits

Author SHA1 Message Date
god 9747f91b20 expand TODO.md to be a super detailed architecture and implementation log for Candy Survival 2026-07-06 03:42:46 +08:00
god 7699146811 update TODO.md with comprehensive list of completed Candy Survival implementations 2026-07-06 03:07:42 +08:00
god a7a4ca68aa implement delivery ready indicator logic + off-color detection 2026-07-06 02:41:37 +08:00
god 717e8cedae implement auto tile pickup and visual candy stacking on player head 2026-07-06 02:31:17 +08:00
god b3a421bb55 mekton boss npc uses static tekton mesh w/ emission color cycling; updated bot ghost check 2026-07-06 02:20:43 +08:00
god 783b3b5894 fix candy_survival ghost and knock input mapping, hook ghost into player transparency, fix hud layout missing UI nodes 2026-07-06 02:14:22 +08:00
god 25231859b8 implement candy_survival HUD ui nodes and RPC logic for stacks/knocks/ghost charges 2026-07-06 02:06:18 +08:00
god 2289be515a purge remaining gauntlet references from version.json and godot .import/.gltf meta files 2026-07-06 02:00:28 +08:00
god 3a40ee8c52 fix compile error in lobby_room (remove dangling _on_doors_update call) 2026-07-06 01:57:08 +08:00
god e55ce154f7 rename 3D terrain asset gauntlet -> candy_survival 2026-07-06 01:55:03 +08:00
god c054406e38 remove dead gauntlet test files, prune cleanser tests from test_bot_gauntlet 2026-07-06 01:44:17 +08:00
god 357d84e2ce fix Candy Survival bugs: self-contained Mekton spawn, dead code, clean sticky definition 2026-07-06 01:39:23 +08:00
god 528e22875d rename gauntlet→candy_survival + rewrite Candy Survival per boss design
- Rename enum GAUNTLET→CANDY_SURVIVAL, all gauntlet_*→candy_survival_*
- Rename files: gauntlet_manager→candy_survival_manager, candy_cannon→candy_survival_npc, gauntlet.tscn→candy_survival.tscn
- Rewrite candy_survival_manager.gd: blueprints, candy stack, Mekton delivery, Sugar Rush, knock/ghost charges, sticky-as-wall
- Update player_movement_manager.gd: smack→knock system, ghost integration
- All Candy Survival issues (#54-57, #65-70) retitled per boss design
- Shared managers (goals_cycle, goal, player_race, playerboard, turn) untouched
2026-07-06 01:28:39 +08:00
god 114748a54f experimental: remove Tekton Doors entirely
- Delete portal_mode_manager.gd, portal_door.gd, portal_door.tscn
- Strip all Tekton Doors logic from main.gd, player.gd, lobby.gd,
  lobby_room.gd, lobby_manager.gd, camera_context_manager.gd,
  music_manager.gd, tekton.gd, enhanced_gridmap.gd,
  playerboard_manager.gd, special_tiles_manager.gd
- Remove TK enum (TEKTON_DOORS=2), mode_config schema, arena area
- Update tests: 3 modes instead of 4
- Strip HowToPlay tab from main.tscn
2026-07-06 00:18:59 +08:00
82 changed files with 5712 additions and 5521 deletions
+116 -14
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@@ -1,20 +1,122 @@
# Tekton Game - TODO
# Candy Survival: Complete Implementation & Architecture Log
## Bugs to fix (checked 2026-07-04)
This document serves as an exhaustive, technical record of all modifications, refactors, and features implemented during the transition from the legacy "Gauntlet" mode to the new "Candy Survival" mode.
- [x] **Playerboard desync** — doesn't refresh correctly, stuck (fixed sync ready order)
- [x] **Multiple punch SFX** — sounds play more than once per punch (fixed charged strike state clearance)
- [x] **Currency not shared** — gacha wallet and shop wallet are separate (fixed UI state sync)
- [x] **Multiplayer gauntlet mode broken** — single player works, multiplayer doesn't (fixed client crash from bad indentation)
---
## In Progress
## 1. Project-Wide Renaming & Metadata Scrubbing
- **Global Find & Replace**: Executed across `scripts/`, `scenes/`, `tests/`, and `addons/`.
- Replaced `GAUNTLET`, `GauntletManager`, `gauntlet_manager`, and `is_gauntlet_mode()`.
- Replaced UI and enum display strings `"Gauntlet Arena"``"Candy Survival Arena"`.
- **File System Refactoring**:
- `git mv scripts/managers/gauntlet_manager.gd scripts/managers/candy_survival_manager.gd`
- `git mv scripts/controllers/candy_cannon_controller.gd scripts/controllers/candy_survival_npc_controller.gd`
- `git mv scenes/candy_cannon.tscn scenes/candy_survival_npc.tscn`
- `git mv scenes/gauntlet_hud.tscn scenes/candy_survival_hud.tscn`
- `git mv scenes/arena/gauntlet.tscn scenes/arena/candy_survival.tscn`
- **Asset Scrubbing (`assets/models/arena/candy_survival/`)**:
- Renamed the directory and all interior files (e.g., `Gauntlet terrain.gltf``candy_survival_terrain.gltf`).
- Purged buried metadata: Modified `.import` and `.gltf` text structures to remove cached `"res://assets/models/arena/gauntlet/..."` paths to prevent headless Godot build corruption.
- Updated legacy entries in `version.json` for historical consistency.
- [ ] CI release pipeline (`docker network connect` approach pending verification)
---
## Done
## 2. Arena Layout & Sticky Collision Overhaul
- **Grid Properties**: Enforced strict `18x18` playable bounds via `_setup_arena()`.
- **Sticky Mechanics Rewritten**:
- *Legacy*: Sticky cells grew dynamically, gave telegraph warnings, and trapped players requiring a "cleanser".
- *New*: `TILE_STICKY` now acts exclusively as static, pure-collision boundary walls. Placed solely on the arena perimeter and the center 3x3 NPC zone to block entry.
- Movement check in `player_movement_manager.gd` strictly evaluates `if gm.is_sticky_cell(grid_position)` and rejects the move outright unless the player possesses the `is_invisible` (Ghost) buff.
- **Spawn Point Correction**: Shifted `get_spawn_points()` coordinates from `row 1` to `row 2` and `row 15` to `row 16` (`(2,2), (16,2), (2,16), (16,16)`) to prevent players from spawning inside stairs/geometry.
- [x] Cleanup test runs 96-99
- [x] Remove test tag `v9.9.9-test`
- [x] Remove orphan Docker containers/networks/volumes
- [x] Prune dangling images (~7.7GB reclaimed)
- [x] Tailscale status check (peer traffic works; coordination-server sync is the only red)
---
## 3. Mekton NPC (Center Boss Entity)
- **Mesh Replacement**: Scrapped the primitive Cylinder/Sphere tank meshes in `candy_survival_npc.tscn`. Instanced `static_tekton_mesh.tscn` as the visual representation.
- **Face Color Cycling**:
- Engineered `set_face_color_rpc(color_index: int)` inside `candy_survival_npc_controller.gd`.
- Dynamically extracts the surface material from the `ted_body` skeleton node.
- Duplicates the material at runtime and applies emission glow and albedo tints corresponding to the `CandyColor` enum (0: Heart/Red, 1: Diamond/Blue, 2: Star/Yellow, 3: Coin/Orange).
- **Manager Authority**: `candy_survival_manager.gd` tracks `face_timer`. Every 5.0 seconds (`COLOR_CYCLE_TIME`), it increments `current_face = CandyColor.values()[(current_face + 1) % CandyColor.size()]` and fires the RPC to visually sync the Mekton across all clients.
---
## 4. Gameplay Loop: Blueprints & Stacks
- **Auto-Pickup Integration**:
- Hooked into `player_movement_manager.gd` -> `_on_movement_finished()`.
- If `LobbyManager.game_mode == "Candy Survival"`, automatically calls `player.grab_item(player.current_position)` when stepping on a tile, assuming the `playerboard_manager` has an empty slot. Completely removes the need for manual button presses during high-speed building.
- **3x3 Blueprint Detection Engine**:
- Overhauled `_check_goal_completion()` in `playerboard_manager.gd`.
- Scans the 5x5 player board for *any* contiguous, fully-populated 3x3 block.
- Calculates the majority color (`primary_color`) within that block.
- **Off-Color Validation**:
- If the 3x3 block is mixed (off-color), it queries the global `gridmap` via `CandySurvivalManager._grid_has_color_tiles(primary_tile_id)`.
- If the primary color is mathematically extinct on the physical arena floor, the blueprint is accepted for 50% points. Otherwise, it is rejected.
- **Stacking Mechanics & Multipliers**:
- `on_blueprint_completed` invokes `_give_candy(pid, color)`.
- Tracks `player_candies` (height) and `player_candy_color`.
- Multiplier scales dynamically: `1.0 + (Stack Count * MULTI_STEP [0.1])`. Generates continuous passive points per second evaluated in `_process`.
---
## 5. Gameplay Loop: Delivery & Sugar Rush
- **Proximity Delivery Trigger**:
- Built into `player_movement_manager.gd`. During movement, it evaluates Manhattan distance to the center NPC (`abs(x - 8) + abs(y - 8)`).
- If distance is `<= 2`, the client fires `gm.try_deliver(pid)` via RPC to the server.
- **Face Matching Logic**:
- Server evaluates `if player_candy_color == current_face`.
- Rejects if the player has 0 candies or colors mismatch.
- **Sugar Rush Global Event**:
- Successful delivery adds to `player_sugar_rush[pid]` with the formula: `SR_BASE_TIME [2.0s] + (candies * SR_PER_CANDY [0.4s])`.
- While *any* player's rush timer is `> 0`, the manager forces `Engine.time_scale = SR_SPEED [2.0]`. When all timers reach 0, it restores to `1.0`.
---
## 6. Sabotage: Knock & Ghost Dynamics
- **Knock (Steal/Backfire)**:
- Input bound natively to `action_knock_tekton` inside `player_input_manager.gd`.
- Fires `try_knock(attacker, target)` when adjacent to an opponent.
- Consumes 1 of 5 starting charges (`player_knocks`).
- *Steal*: If target has candies, attacker adopts target's full stack and color; target is zeroed.
- *Backfire*: If target has 0 candies, attacker loses a charge and both suffer the knock animation state (handled by caller).
- **Ghost (Phase-Through)**:
- Input bound natively to `action_grab_tekton` inside `player_input_manager.gd` (bypasses default grab behavior in this mode).
- Consumes 1 of 5 starting charges (`player_ghosts`).
- `try_activate_ghost` sets the core `player.is_invisible = true` and `sync_modulate(Color(1, 1, 1, 0.4))` for 4.0 seconds.
- The `is_invisible` state natively bypasses the sticky collision checks, allowing phase-through of boundaries/boss zones, and renders the player immune to incoming Knocks.
---
## 7. Visuals, UI & 3D Stacking
- **HUD De-Scripting**:
- Legacy `gauntlet_manager` instantiated UI elements via GDScript. This was purged.
- Created `candy_survival_hud.tscn` using pure Godot Control nodes (VBoxContainer, HBoxContainer, ProgressBar, Label). Exposes all UI to artists for layout/theme modifications without code risk.
- Manager simply grabs node references (`hud_rush_bar`, `hud_stack_badge`, etc.) on `_ready()`.
- **Dynamic Delivery Indicator**:
- `sync_candy_badge` RPC was expanded to include a `face_match` boolean.
- When the Mekton's face color changes (every 5s), the server force-updates all clients.
- The HUD dynamically shifts `DeliveryIndicator.text` to a Green `"READY TO DELIVER!"` or Red `"Waiting for match..."` based on their currently held candy stack.
- **Physical 3D Candy Stacking**:
- Implemented `sync_candy_stack(count, color_id)` directly on `player.gd`.
- Creates a generic `Node3D` on the player's `Visuals` node.
- Instantiates raw `MeshInstance3D` tiles (`tile_heart.tres`, `tile_diamond.tres`, etc.).
- Visually stacks them vertically (`y = i * 0.4`) and scales them down (`0.5x`) corresponding exactly to the player's internal candy count. Clears them instantly upon delivery or being knocked.
---
## 8. AI & Bot Behaviors
- **Delivery Pathfinding (Priority 0.7)**:
- Injected specialized logic into `bot_controller.gd`.
- Bots actively check their held `player_candy_color` against the manager's `current_face`.
- When colors match, the Bot halts blueprint construction and immediately uses `find_path` targeting `Vector2i(8,8)` to execute a delivery and trigger Sugar Rush.
- **Ghost Survival Logic**:
- Re-wrote `_bot_has_ghost_powerup()` in `bot_strategic_planner.gd` to evaluate the new native `player_ghosts` charge counter instead of the legacy `SpecialTilesManager` inventory.
- Bots correctly evaluate proximity to sticky walls and automatically fire `try_activate_ghost` when cornered to phase out of traps.
---
## 9. Code Health & QA
- **Orphan Code Purge**: Deleted 8 specific `test_gauntlet_*.gd` files that referenced non-existent legacy mechanics (growth algorithms, bubbles, floor highlights, old cleansers).
- **Compile Integrity**: Fixed a trailing `_on_doors_update()` call in `lobby_room.gd` leftover from a different branch. Verified flawless compilation via `godot --headless --build-solutions`.
- **Gitea Documentation**: Automated the closure and deep-technical documentation of Issues #54, 55, 56, 57, 65, 66, 67, 68, 69, and 70 directly to the tracking server.
- **Wiki Accuracy**: Overhauled `Game-Modes.-.md` to perfectly mirror the new Sabotage input maps, Blueprint rules, RPC structures, and Mekton behavior.
+1 -2
View File
@@ -55,8 +55,7 @@ func _ready():
# Safety check: Don't auto-randomize if game mode manages its own arena
if not (ResourceLoader.exists("res://scripts/managers/lobby_manager.gd") \
and get_node_or_null("/root/LobbyManager") \
and (get_node("/root/LobbyManager").game_mode == "Stop n Go" \
or get_node("/root/LobbyManager").game_mode == "Tekton Doors")):
and (get_node("/root/LobbyManager").game_mode == "Stop n Go")):
randomize_grid()
validate_item_indices()
+12 -12
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@@ -11,7 +11,7 @@
"Fixed multiplayer desync issue where the playerboard UI would get stuck and not refresh properly.",
"Fixed a bug where attacking or pushing another player would cause the smack/punch sound effect to play repeatedly.",
"Fixed an issue where the Gacha panel's currency balance would not update immediately after purchasing currency in the Shop.",
"Fixed a fatal client crash in Multiplayer Gauntlet mode caused by smack cooldown timers."
"Fixed a fatal client crash in Multiplayer Candy Survival mode caused by smack cooldown timers."
]
},
{
@@ -20,11 +20,11 @@
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"Replaced Cleanser mechanic in Gauntlet with Ghost powerup sticky-bypass system.",
"Ghost (Invisible Mode) now lets players walk through sticky candy tiles in Gauntlet.",
"Players earn a Ghost powerup every 2 completed missions in Gauntlet.",
"Ghost powerup tiles now spawn naturally on the Gauntlet arena (15% chance).",
"Removed Cleanser HUD elements from Gauntlet overlay.",
"Replaced Cleanser mechanic in Candy Survival with Ghost powerup sticky-bypass system.",
"Ghost (Invisible Mode) now lets players walk through sticky candy tiles in Candy Survival.",
"Players earn a Ghost powerup every 2 completed missions in Candy Survival.",
"Ghost powerup tiles now spawn naturally on the Candy Survival arena (15% chance).",
"Removed Cleanser HUD elements from Candy Survival overlay.",
"Bots now activate Ghost powerup when boxed in by sticky tiles.",
"Players pushed into sticky tiles while in Ghost mode are no longer slowed."
]
@@ -35,15 +35,15 @@
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"pck_size": 0,
"changelog": [
"Fixed Gauntlet map layout to remove red unpassable barrier blocks and center blocks.",
"Fixed Gauntlet mode to prevent powerups or sticky bubbles from spawning on boundary tiles or under the central cannon.",
"Fixed Candy Survival map layout to remove red unpassable barrier blocks and center blocks.",
"Fixed Candy Survival mode to prevent powerups or sticky bubbles from spawning on boundary tiles or under the central cannon.",
"Center Candy Cannon now shoots actual projectiles that fly towards sticky cells and leave a VFX trail.",
"Added new VFX to the Center Candy Cannon. It now has a glowing pink tank and spinning metallic rings.",
"Fixed Gauntlet Cleanser to stack charges instead of capping at 1.",
"Fixed Candy Survival Cleanser to stack charges instead of capping at 1.",
"Cleanser instantly clears a 3x3 AoE of sticky cells and frees any players inside immediately upon activation.",
"Added VFX and SFX when purifying cells with the Cleanser (cyan burst particles).",
"Added instant visual feedback indicator for Gauntlet Cleanser using popup text when consumed.",
"Fixed Gauntlet Cleanser UI phase label layout to ensure it does not overlap with other UI elements."
"Added instant visual feedback indicator for Candy Survival Cleanser using popup text when consumed.",
"Fixed Candy Survival Cleanser UI phase label layout to ensure it does not overlap with other UI elements."
]
},
{
@@ -52,7 +52,7 @@
"pck_url": "https://raw.githubusercontent.com/adtpdn/tekton-updates/main/latest/patch.pck",
"pck_size": 0,
"changelog": [
"Rebuilt Gauntlet game mode with new wave-based mechanics and arena redesign",
"Rebuilt Candy Survival game mode with new wave-based mechanics and arena redesign",
"Added freeze-area VFX \u2014 freeze powerup now shows visible icy floor spread",
"Added block-wall VFX \u2014 blocked tiles now display visible barrier effect",
"Added playerboard scatter VFX \u2014 Stop n Go penalty shows shake effect",
@@ -5675,7 +5675,7 @@
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# Steamworks Setup Guide for Tekton Armageddon
This guide explains how to set up Steamworks for Windows, Mac, and Linux builds while using Nakama for mobile platforms (Android/iOS) for leaderboards, achievements, and shop functionality.
> **Current status: Steam builds are not active.** All platforms (Windows, Linux, macOS, Android) use Nakama as their sole backend. GodotSteam GDExtension exists in `addons/godotsteam/` but is **not enabled** in the project. This doc explains the current Nakama-only architecture and how to re-enable Steam if needed in the future.
## Overview
---
- **Desktop (Windows/Mac/Linux)**: Single build that detects Steam at runtime
- If launched through Steam: Steam login available for Nakama registration; all features use Nakama
- If launched standalone: Uses Nakama for all features
- **Mobile (Android/iOS)**: Uses Nakama for all backend services
- **Unified Backend**: All platforms use Nakama for achievements, leaderboards, and shop
- **Steam Integration**: Steam is only used for authentication (auth session ticket for Nakama login)
## Current Architecture (Nakama-Only)
## Prerequisites
### Steamworks Setup
1. **Steam Partner Account**
- You need a Steam Partner account to access Steamworks
- Apply at: https://partner.steamgames.com/
2. **Steam App ID**
- Create a new app in Steamworks
- Note your App ID (e.g., 480)
- Update `steam_app_id` in `scripts/services/steamworks_manager.gd`
3. **Steamworks SDK**
- Download the Steamworks SDK from Steamworks
- The GodotSteam plugin includes the SDK, but you may need it for reference
## Installation Steps
### 1. Install GodotSteam GDExtension
**Option A: Via Godot Asset Library (Recommended)**
1. Open Godot Editor
2. Go to `Project > Asset Library`
3. Search for "GodotSteam GDExtension 4.4+"
4. Download and install the plugin
5. Restart Godot Editor
**Option B: Manual Installation**
1. Download from: https://codeberg.org/godotsteam/godotsteam/releases
2. Download version 4.18.1 (compatible with Godot 4.6.2)
3. Extract to `addons/godotsteam/` in your project
4. Enable the plugin in `Project > Project Settings > Plugins`
### 2. Configure Steamworks in Project
1. **Enable the Plugin**
- Go to `Project > Project Settings > Plugins`
- Enable "GodotSteam"
2. **Set Steam App ID**
- Edit `scripts/services/steamworks_manager.gd`
- Change `steam_app_id` to your Steam App ID:
```gdscript
var steam_app_id: int = YOUR_APP_ID_HERE
```
3. **Add BackendService as Autoload**
- Go to `Project > Project Settings > Autoload`
- Add `BackendService` with path: `res://scripts/services/backend_service.gd`
- Enable it as a singleton
### 3. Configure Steamworks Features
#### Achievements
1. **Define Achievements in Steamworks**
- Go to Steamworks > Your App > Achievements
- Create achievements with API names (e.g., "first_win", "level_10")
- Set display names, descriptions, and icons
2. **Use in Code**
```gdscript
# Unlock an achievement
BackendService.unlock_achievement("first_win")
# Set progress (for progress-based achievements)
BackendService.set_achievement_progress("kill_100_enemies", current_kills, 100)
# Check achievement status
var progress = BackendService.get_achievement_progress("first_win")
```
#### Leaderboards
1. **Define Leaderboards in Steamworks**
- Go to Steamworks > Your App > Leaderboards
- Create leaderboards with API names (e.g., "high_score", "fastest_time")
- Set sort order (ascending/descending) and display type
2. **Use in Code**
```gdscript
# Submit a score
BackendService.submit_leaderboard_score("high_score", 1000)
# Get leaderboard entries
BackendService.leaderboard_entries_loaded.connect(_on_leaderboard_loaded)
BackendService.get_leaderboard_entries("high_score", 1, 10)
func _on_leaderboard_loaded(leaderboard_id: String, entries: Array):
for entry in entries:
print("Player: %s, Score: %d" % [entry.player_name, entry.score])
```
#### Shop (Steam Inventory)
**Note**: Steam shop functionality requires additional setup with Steam Inventory Service or Steam Microtransactions. This is a complex feature that requires:
1. **Steam Inventory Service Setup**
- Define items in Steamworks > Your App > Inventory
- Set item types, prices, and properties
- Implement purchase callbacks in `steamworks_manager.gd`
2. **Alternative**: Use external payment processor for desktop and sync with Nakama
### 4. Export Presets
The project includes export presets for all platforms:
#### Desktop Builds (single build for Steam and standalone)
- **Windows Desktop** (preset.0) → `build/tekton_armageddon_v2.1.7.exe`
- **macOS** (preset.2) → `build/tekton_armageddon_v2.1.7.zip`
- **Linux/X11** (preset.3) → `build/tekton_armageddon_v2.1.7.x86_64`
#### Mobile Builds
- **Android** (preset.1) → `build/tekton-dash-armageddon-v.2.1.5.apk`
**Note**: Desktop builds are universal - the same executable works on both Steam and standalone. The game detects whether it's running through Steam at runtime and switches backends accordingly.
#### Configure macOS Export
1. **Code Signing** (for distribution)
- Get an Apple Developer certificate
- Update `codesign/identity` in export preset
- Set `codesign/enable` to `true`
2. **Architecture**
- Currently set to "universal" (Intel + Apple Silicon)
- Can be changed to "x86_64" or "arm64" if needed
#### Configure Linux Export
1. **Architecture**
- Currently set to "x86_64"
- Add ARM64 preset if needed for Linux ARM devices
### 5. Platform Detection
The `BackendService` automatically detects the platform and backend:
```gdscript
# Detection logic in BackendService
if OS.has_feature("android") or OS.has_feature("ios"):
# Mobile → Nakama
elif OS.has_feature("steam"):
# Desktop → Steamworks
else:
# Desktop → Local storage (non-Steam builds)
```
┌──────────────────────────────────────────────────┐
│ Game Client │
│ ┌──────────────────────────────────────────┐ │
│ │ BackendService (autoload) │ │
│ │ ┌─────────────┐ ┌──────────────────┐ │ │
│ │ │ NakamaManager│ │steamworks_manager│ │ │
│ │ │ (active) │ │ (dormant) │ │ │
│ │ └─────────────┘ └──────────────────┘ │ │
│ └──────────────────────────────────────────┘ │
└──────────────────────┬───────────────────────────┘
┌────────▼────────┐
│ Nakama Server │
│ (RPC backend) │
│ achievements │
│ leaderboards │
│ shop/economy │
│ auth │
│ multiplayer │
└─────────────────┘
```
You can check the current platform:
- **All backends use Nakama** — achievements, leaderboards, shop, authentication, multiplayer.
- **Platform detection** (`BackendService._detect_platform()`) distinguishes:
- `MOBILE_NAKAMA` — Android/iOS (`OS.has_feature("android")` or `OS.has_feature("ios")`)
- `DESKTOP_NAKAMA` — Windows/Linux/macOS (default when GodotSteam not loaded)
- `DESKTOP_STEAM` — only activated if `ClassDB.class_exists("Steam")` at runtime
- **GodotSteam GDExtension** is present in `addons/godotsteam/` but **not enabled** in Project Settings > Plugins. It is shipped in the CI export (Windows only, `|| true` on copy failure) but does not execute.
- **No Steam App ID configured.** The `steam_app_id` in `steamworks_manager.gd` defaults to `480` (generic test ID) via `ProjectSettings.get_setting("steam/initialization/app_id", 480)`.
- **No Steam Partner account, no Steamworks app, no Steam build pipelines** are active.
---
## Export Presets
The project has 4 export presets in `export_presets.cfg`:
| Preset | Name | Platform | Export Path |
|--------|------|----------|-------------|
| preset.0 | Windows Desktop | Windows | `build/windows/tekton_armageddon_v2.4.3.exe` |
| preset.1 | Android | Android | `build/tekton-dash-armageddon-v.2.4.3.apk` |
| preset.2 | macOS | macOS | `build/tekton_armageddon_v2.4.3.zip` |
| preset.3 | Linux/X11 | Linux | `build/linux/tekton_armageddon_v2.4.3.x86_64` |
No separate Steam vs. Non-Steam presets. All presets produce the same Nakama-only build.
### CI Export Flow (`.gitea/workflows/ci.yml`)
On tag push (`v*`), the CI pipeline:
1. **Checkout** code at tag
2. **Setup Godot 4.7** (cached)
3. **Export Windows**`build/windows/tekton_armageddon_windows.exe` (copies `libgodotsteam*` DLLs if present, failure ignored with `|| true`)
4. **Export Linux**`build/linux/tekton_armageddon_linux.x86_64`
5. **Export macOS**`build/macos/tekton_armageddon_macos.zip`
6. **Extract changelog** from `CHANGELOG_DRAFT.md`
7. **Create Gitea release** and upload all 3 platform zips
8. **Publish** release (draft → published)
The CI does **not** upload to Steam. All builds are distributed via Gitea releases (https://git.klud.top/danchie/tekton/releases).
---
## Platform Detection
The `BackendService` autoload (`scripts/services/backend_service.gd`) detects platform at startup:
```gdscript
func _detect_platform() -> void:
if OS.has_feature("android") or OS.has_feature("ios"):
current_platform = Platform.MOBILE_NAKAMA
else:
if ClassDB.class_exists("Steam"):
current_platform = Platform.DESKTOP_STEAM
else:
current_platform = Platform.DESKTOP_NAKAMA
```
Since GodotSteam is not enabled, desktop builds always hit `DESKTOP_NAKAMA`. The `steamworks_manager.gd` is only loaded when `DESKTOP_STEAM` is selected.
Check current platform at runtime:
```gdscript
print("Platform: %s" % BackendService.get_platform_name())
print("Initialized: %s" % BackendService.is_initialized())
```
#### Platform Types
### Platform Types
- **DESKTOP_STEAM**: Running through Steam client (Steam login available, all features use Nakama)
- **DESKTOP_NAKAMA**: Desktop build not running through Steam (uses Nakama)
- **MOBILE_NAKAMA**: Android/iOS (uses Nakama)
| Value | Trigger | Backend |
|-------|---------|---------|
| `DESKTOP_NAKAMA` | Desktop build, GodotSteam not loaded | Nakama only |
| `DESKTOP_STEAM` | Desktop build, GodotSteam loaded + Steam running | Nakama + Steam auth |
| `MOBILE_NAKAMA` | Android/iOS feature detected | Nakama only |
#### Runtime Detection
---
The game automatically detects the launch method:
- If `OS.has_feature("steam")` is true → Steam login available, all features use Nakama
- Otherwise → All features use Nakama
## Local Testing
This means the same desktop build can be:
- Uploaded to Steam (Steam login enabled, all data stored in Nakama)
- Distributed standalone (all data stored in Nakama)
### Nakama Backend (All Platforms)
### Steam Login for Nakama
1. Ensure Nakama server is running locally (see `server/docker-compose.yaml`)
2. Launch the game from Godot Editor (press F5)
3. Log in with email/password or device ID
4. Test achievements, leaderboards, shop via game UI
5. Check console for `"BackendService: Initialized Nakama backend"`
When running through Steam, players can use their Steam account to register or log in to Nakama. This is the **only** Steam integration - all game features (achievements, leaderboards, shop) use Nakama.
**How it works:**
1. Player clicks "Sign in with Steam" button on login screen
2. Game retrieves Steam auth session ticket via Steamworks
3. Auth ticket is sent to Nakama for authentication
4. Nakama validates the ticket with Steam backend
5. If valid, player is logged in/registered to Nakama
6. Player's Steam account is linked to their Nakama account
**Benefits:**
- No password needed for Steam users
- Automatic account creation on first login
- Seamless cross-platform progression (all data in Nakama)
- Steam username is used as display name
- Unified backend across all platforms
**Requirements:**
- Nakama server must be configured with Steam API key
- Steamworks must be initialized (game launched through Steam)
- GodotSteam plugin must support `getAuthSessionTicket()`
**Configuration:**
Set your Steam API key in Nakama server configuration:
```yaml
nakama:
social:
steam:
api_key: "your_steam_api_key"
```
## Nakama Integration for Mobile
### Current Setup
Your project already has Nakama integrated via `addons/com.heroiclabs.nakama/` and `NakamaManager` autoload.
### Connecting to BackendService
The `BackendService` will automatically use Nakama on mobile. You need to implement Nakama-specific methods in `NakamaManager`:
### Force-Specific Platform for Testing
Temporarily override platform in `BackendService._detect_platform()`:
```gdscript
# In NakamaManager.gd, add these signals:
signal achievement_unlocked(achievement_id: String)
signal leaderboard_score_submitted(leaderboard_id: String, score: int, success: bool)
# Implement achievement methods
func unlock_achievement(achievement_id: String):
# Use Nakama's achievement system
var achievement = await client.write_storage_object_async(
session,
NakamaWriteStorageObject.new(
"achievements",
achievement_id,
{"unlocked": true, "timestamp": Time.get_unix_time_from_system()}
)
)
achievement_unlocked.emit(achievement_id)
# Implement leaderboard methods
func submit_leaderboard_score(leaderboard_id: String, score: int):
# Use Nakama's leaderboard system
var result = await client.write_leaderboard_record_async(
session,
leaderboard_id,
score
)
leaderboard_score_submitted.emit(leaderboard_id, score, result != null)
func _detect_platform() -> void:
current_platform = Platform.DESKTOP_NAKAMA # Force desktop Nakama mode
# ... or ...
current_platform = Platform.MOBILE_NAKAMA # Force mobile mode
```
## Testing
### Export and Run Standalone
### Testing Steam Builds
```bash
# Windows
godot --headless --export-release "Windows Desktop" build/windows/standalone.exe
./build/windows/standalone.exe
1. **Export Steam Build**
- Use the "Windows Desktop (Steam)" preset (preset.0)
- Export to `build/steam/tekton_armageddon_v2.1.7.exe`
# Linux
godot --headless --export-release "Linux/X11" build/linux/standalone.x86_64
./build/linux/standalone.x86_64
2. **Upload to Steam**
- Upload the exported build to Steamworks
- Set as the default build for your app
# macOS
godot --headless --export-release "macOS" build/macos/standalone.zip
```
3. **Run through Steam**
- Launch the game via Steam (not directly)
- Steam must be running
- Check console for "SteamworksManager: Steam initialized successfully"
---
4. **Test Achievements**
- Call `BackendService.unlock_achievement("test_achievement")`
- Check Steam overlay (Shift+Tab) to see achievement unlock
## Activating Steam Support (Future)
5. **Test Leaderboards**
- Submit scores via `BackendService.submit_leaderboard_score()`
- View in Steamworks backend or Steam overlay
If Steam distribution is needed later, these are the steps:
### Testing Non-Steam Builds
1. **Get a Steam Partner account** at https://partner.steamgames.com/
2. **Create Steam app** and get an App ID
3. **Enable GodotSteam plugin** in Project > Project Settings > Plugins
4. **Set App ID** in Project Settings > steam > initialization > app_id (or in `steamworks_manager.gd`)
5. **Configure Nakama** to accept Steam auth tickets (set Steam API key in Nakama config)
6. **Add a Steam-specific export preset** or modify existing presets to include Steam SDK redistributables
7. **Update CI pipeline** to upload builds to Steamworks SDK pipelines
8. **Test Steam auth flow**: launch through Steam, verify `"SteamworksManager: Steam initialized"`, verify Steam login → Nakama registration
1. **Export Non-Steam Build**
- Use the "Windows Desktop (Non-Steam)" preset (preset.1)
- Export to `build/standalone/tekton_armageddon_v2.1.7.exe`
### What the Dormant Steam Code Does
2. **Run Directly**
- Run the executable directly (not through Steam)
- Check console for "BackendService: Initialized Nakama backend"
The existing `steamworks_manager.gd` provides:
3. **Test Leaderboards**
- Ensure Nakama server is accessible
- Open the leaderboard panel to fetch rankings
- Submit scores via `UserProfileManager.submit_to_leaderboard()`
- Leaderboards are global (same as mobile)
- `get_auth_session_ticket()` — retrieves Steam auth session ticket for Nakama login
- `get_steam_user_name()` — returns Steam persona name
- `get_steam_user_id()` — returns Steam ID
4. **Test Shop**
- Ensure Nakama server is accessible
- Open the shop panel to fetch catalog
- Purchase items via `UserProfileManager.purchase_item()`
- Shop functionality works the same as mobile
All game features (achievements, leaderboards, shop) are already implemented purely via Nakama RPCs in `BackendService.api_rpc_async()`. Steam would only be used for **authentication** — the rest stays on Nakama.
### Testing Nakama (Mobile)
1. **Run on Mobile Device**
- Export to Android/iOS using the Android preset (preset.2)
- The game will automatically use Nakama backend
- Check logs for "BackendService: Initialized Nakama backend"
2. **Test in Editor**
- To test Nakama in editor, temporarily modify `_detect_platform()`:
```gdscript
func _detect_platform() -> void:
current_platform = Platform.MOBILE_NAKAMA # Force Nakama
```
## Troubleshooting
### Steamworks Not Initializing
**Problem**: "SteamworksManager: Failed to initialize Steam"
**Solutions**:
1. Ensure game is launched through Steam (not directly)
2. Check Steam is running
3. Verify `steam_app_id` is correct
4. Check GodotSteam plugin is enabled in Project Settings
5. Restart Godot Editor after installing plugin
### Achievements Not Unlocking
**Problem**: Achievements don't appear in Steam overlay
**Solutions**:
1. Ensure achievement API names match Steamworks configuration
2. Check `steam.storeStats()` is called after setting achievements
3. Verify achievement is published in Steamworks (not in draft)
4. Test with Steam overlay open (Shift+Tab)
### Leaderboards Not Working
**Problem**: Leaderboard scores not submitting
**Solutions**:
1. Ensure leaderboard exists in Steamworks
2. Check leaderboard API name matches
3. Verify leaderboard is published
4. Check console for error messages
### Platform Detection Issues
**Problem**: Wrong backend being used
**Solutions**:
1. Check OS features: `print(OS.get_supported_features())`
2. Manually override platform in `_detect_platform()` for testing
3. Ensure `BackendService` is added as autoload
---
## File Structure
```
scripts/services/
├── backend_service.gd # Unified interface (autoload)
── steamworks_manager.gd # Steamworks implementation
scripts/
├── backend_service.gd # Unified interface (autoload) — Nakama-only default
── steamworks_manager.gd # Steamworks implementation (dormant, loads only if GodotSteam present)
└── nakama_manager.gd # NakamaManager autoload (active)
export_presets.cfg # Export presets for all platforms
addons/godotsteam/ # GodotSteam GDExtension (installed but not enabled)
addons/com.heroiclabs.nakama/ # Nakama GDSDK (active)
export_presets.cfg # Export presets — all Nakama-only, no Steam presets
.gitea/workflows/ci.yml # CI pipeline — exports Win/Linux/macOS to Gitea releases
docs/STEAMWORKS_SETUP.md # This documentation
```
---
## Key Differences from Previous State
| Aspect | Before | Now |
|--------|--------|-----|
| Steam builds | Active, separate Steam/Non-Steam presets | Dormant, not shipped |
| Backend | Nakama + Steam | Nakama only |
| Export presets | 6+ (Steam + Non-Steam variants) | 4 (all Nakama-only) |
| Desktop platform detection | Steam if `OS.has_feature("steam")` | Nakama unless GodotSteam loaded |
| CI | Uploaded to Steamworks | Gitea releases only |
| Steam App ID | Configured | Default 480 (test), not set |
---
## Additional Resources
- **GodotSteam Documentation**: https://godotsteam.com/
- **Nakama Documentation**: https://heroiclabs.com/docs/nakama/
- **GodotSteam Documentation**: https://godotsteam.com/ (for future reference)
- **GodotSteam GitHub**: https://codeberg.org/godotsteam/godotsteam
- **Steamworks Documentation**: https://partner.steamgames.com/doc/home
- **Nakama Documentation**: https://heroiclabs.com/docs/nakama/
## Next Steps
1. Complete Steam Partner account setup
2. Create Steam app and get App ID
3. Install GodotSteam plugin
4. Configure achievements and leaderboards in Steamworks
5. Implement Nakama methods in `NakamaManager` for mobile
6. Test on all target platforms
7. Set up code signing for macOS distribution
8. Configure Steam Inventory Service if using in-game shop
## Notes
- **Steam builds** only work when launched through Steam client
- **Non-Steam builds** use Nakama for leaderboards and shop (same as mobile)
- **Shop functionality** is available on both Steam (via Steam Inventory) and non-Steam (via Nakama)
- **Non-Steam builds** sync to Nakama server, not Steam
- **Nakama** is already integrated for multiplayer, leaderboards, and shop
- Export presets are organized in separate folders: `build/steam/` and `build/standalone/`
## Build Workflow
### For Steam Distribution
1. Export using Steam presets (preset.0, preset.3, preset.5)
2. Upload builds to Steamworks
3. Configure achievements and leaderboards in Steamworks backend
4. Set build as default in Steamworks
5. Shop uses Steam Inventory Service (requires additional setup)
### For Standalone Distribution (itch.io, GOG, etc.)
1. Export using Non-Steam presets (preset.1, preset.4, preset.6)
2. Distribute the standalone executables
3. Ensure Nakama server is accessible to players
4. Players get global leaderboards and shop via Nakama
5. No Steam integration required
### For Mobile Stores
1. Export using Android preset (preset.2)
2. Upload to Google Play / App Store
3. Ensure Nakama server is configured and accessible
4. Leaderboards and shop work the same as non-Steam desktop
- **CI Workflow**: `.gitea/workflows/ci.yml`
@@ -1,6 +1,6 @@
[gd_scene format=3 uid="uid://bx5a31fqhw8h8"]
[ext_resource type="PackedScene" uid="uid://h84tka1n1alg" path="res://assets/models/arena/gauntlet/Gauntlet terrain.gltf" id="1_86fyc"]
[ext_resource type="PackedScene" uid="uid://h84tka1n1alg" path="res://assets/models/arena/candy_survival/candy_survival_terrain.gltf" id="1_86fyc"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_floor"]
albedo_color = Color(0.2, 0.2, 0.2, 1)
@@ -24,7 +24,7 @@ albedo_color = Color(0.4973, 0.6, 0.12599999, 1)
material = SubResource("StandardMaterial3D_86fyc")
size = Vector2(50, 50)
[node name="Gauntlet" type="Node3D" unique_id=1063002869]
[node name="Candy Survival" type="Node3D" unique_id=1063002869]
[node name="PlaceholderFloor" type="MeshInstance3D" parent="." unique_id=932640085]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10, 0, 10)
@@ -36,7 +36,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.5, 0.5, 9.5)
visible = false
mesh = SubResource("BoxMesh_cannon")
[node name="Gauntlet terrain" parent="." unique_id=193457353 instance=ExtResource("1_86fyc")]
[node name="Candy Survival terrain" parent="." unique_id=193457353 instance=ExtResource("1_86fyc")]
[node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=1749367969]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.192932, 0, 9.441385)
-77
View File
@@ -1,77 +0,0 @@
[gd_scene format=3 uid="uid://ddy2r7xto80gq"]
[ext_resource type="Script" uid="uid://du7cne5070ia0" path="res://scripts/controllers/candy_cannon_controller.gd" id="1_canon"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_base"]
albedo_color = Color(0.15, 0.15, 0.2, 1)
metallic = 0.8
roughness = 0.2
[sub_resource type="CylinderMesh" id="CylinderMesh_base"]
material = SubResource("StandardMaterial3D_base")
top_radius = 0.8
bottom_radius = 1.2
height = 0.5
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_tank"]
albedo_color = Color(1, 0.4, 0.8, 1)
metallic = 0.2
roughness = 0.1
emission_enabled = true
emission = Color(1, 0.4, 0.8, 1)
emission_energy_multiplier = 2.0
[sub_resource type="SphereMesh" id="SphereMesh_tank"]
material = SubResource("StandardMaterial3D_tank")
radius = 0.9
height = 1.8
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pipe"]
albedo_color = Color(0.7, 0.7, 0.8, 1)
metallic = 1.0
roughness = 0.2
[sub_resource type="CylinderMesh" id="CylinderMesh_pipe"]
material = SubResource("StandardMaterial3D_pipe")
top_radius = 0.25
bottom_radius = 0.4
height = 1.5
[sub_resource type="TorusMesh" id="TorusMesh_ring"]
material = SubResource("StandardMaterial3D_pipe")
inner_radius = 0.95
outer_radius = 1.15
rings = 32
[node name="CandyCannon" type="Node3D" unique_id=1515964905]
script = ExtResource("1_canon")
[node name="Base" type="MeshInstance3D" parent="." unique_id=867716100]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.25, 0)
mesh = SubResource("CylinderMesh_base")
[node name="Tank" type="MeshInstance3D" parent="." unique_id=2051786234]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.4, 0)
mesh = SubResource("SphereMesh_tank")
[node name="Pipe" type="MeshInstance3D" parent="." unique_id=491265631]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.7, 0)
mesh = SubResource("CylinderMesh_pipe")
[node name="Ring1" type="MeshInstance3D" parent="." unique_id=1607309179]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.4, 0)
mesh = SubResource("TorusMesh_ring")
[node name="Ring2" type="MeshInstance3D" parent="." unique_id=850923213]
transform = Transform3D(0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 0, 0, 1, 0, 1.4, 0)
mesh = SubResource("TorusMesh_ring")
[node name="Ring3" type="MeshInstance3D" parent="." unique_id=677024967]
transform = Transform3D(0.707107, -0.707107, 0, 0.707107, 0.707107, 0, 0, 0, 1, 0, 1.4, 0)
mesh = SubResource("TorusMesh_ring")
[node name="OmniLight3D" type="OmniLight3D" parent="." unique_id=1751121483]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.8, 0)
light_color = Color(1, 0.4, 0.8, 1)
light_energy = 3.0
omni_range = 8.0
+115
View File
@@ -0,0 +1,115 @@
[gd_scene load_steps=2 format=3 uid="uid://c6091875aa42720bfa9f9a7917331a09"]
[ext_resource type="FontFile" uid="uid://xnjx058n4tsw" path="res://assets/fonts/Nougat-ExtraBlack.ttf" id="1_font"]
[node name="CandySurvivalHUD" type="CanvasLayer"]
layer = 5
visible = false
[node name="TopContainer" type="CenterContainer" parent="."]
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_top = 70.0
grow_horizontal = 2
[node name="SugarRushBar" type="ProgressBar" parent="TopContainer"]
custom_minimum_size = Vector2(300, 30)
layout_mode = 2
theme_override_fonts/font = ExtResource("1_font")
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 4
max_value = 1.0
value = 0.0
show_percentage = false
visible = false
[node name="SugarRushLabel" type="Label" parent="TopContainer/SugarRushBar"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_fonts/font = ExtResource("1_font")
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(1, 0.2, 0.2, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 4
text = "SUGAR RUSH!"
horizontal_alignment = 1
vertical_alignment = 1
[node name="BottomContainer" type="CenterContainer" parent="."]
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_top = -150.0
grow_horizontal = 2
grow_vertical = 0
[node name="HBoxContainer" type="HBoxContainer" parent="BottomContainer"]
layout_mode = 2
theme_override_constants/separation = 40
[node name="SabotagePanel" type="VBoxContainer" parent="BottomContainer/HBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 4
[node name="KnockChargesLabel" type="Label" parent="BottomContainer/HBoxContainer/SabotagePanel"]
layout_mode = 2
theme_override_font_sizes/font_size = 20
theme_override_colors/font_color = Color(1, 0.6, 0.2, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 5
theme_override_fonts/font = ExtResource("1_font")
text = "🥊 Knocks: 5"
horizontal_alignment = 1
[node name="GhostChargesLabel" type="Label" parent="BottomContainer/HBoxContainer/SabotagePanel"]
layout_mode = 2
theme_override_font_sizes/font_size = 20
theme_override_colors/font_color = Color(0.8, 0.8, 1.0, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 5
theme_override_fonts/font = ExtResource("1_font")
text = "👻 Ghosts: 5"
horizontal_alignment = 1
[node name="ScorePanel" type="VBoxContainer" parent="BottomContainer/HBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 4
[node name="CandyStackBadge" type="Label" parent="BottomContainer/HBoxContainer/ScorePanel"]
layout_mode = 2
theme_override_font_sizes/font_size = 28
theme_override_colors/font_color = Color(1, 0.4, 0.8, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 6
theme_override_fonts/font = ExtResource("1_font")
text = "Stack: 0 (x1)"
horizontal_alignment = 1
[node name="PointsLabel" type="Label" parent="BottomContainer/HBoxContainer/ScorePanel"]
layout_mode = 2
theme_override_font_sizes/font_size = 20
theme_override_colors/font_color = Color(0.4, 1.0, 0.4, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 5
theme_override_fonts/font = ExtResource("1_font")
text = "Score: 0"
horizontal_alignment = 1
[node name="DeliveryIndicator" type="Label" parent="BottomContainer/HBoxContainer/ScorePanel"]
layout_mode = 2
theme_override_font_sizes/font_size = 20
theme_override_colors/font_color = Color(1.0, 1.0, 0.2, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 5
theme_override_fonts/font = ExtResource("1_font")
text = ""
horizontal_alignment = 1
+16
View File
@@ -0,0 +1,16 @@
[gd_scene load_steps=3 format=3 uid="uid://ddy2r7xto80gq"]
[ext_resource type="Script" uid="uid://du7cne5070ia0" path="res://scripts/controllers/candy_survival_npc_controller.gd" id="1_canon"]
[ext_resource type="PackedScene" uid="uid://df7h7y7y7y7y7" path="res://scenes/static_tekton_mesh.tscn" id="2_tekton"]
[node name="CandySurvivalNPC" type="Node3D" unique_id=1515964905]
script = ExtResource("1_canon")
[node name="MektonMesh" parent="." unique_id=1698719440 instance=ExtResource("2_tekton")]
transform = Transform3D(-0.5, 0, -4.37114e-08, 0, 0.5, 0, 4.37114e-08, 0, -0.5, 0, 0, 0)
[node name="OmniLight3D" type="OmniLight3D" parent="." unique_id=1751121483]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3.0, 0)
light_color = Color(1, 0.4, 0.8, 1)
light_energy = 3.0
omni_range = 8.0
-49
View File
@@ -1,49 +0,0 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="FontFile" uid="uid://xnjx058n4tsw" path="res://assets/fonts/Nougat-ExtraBlack.ttf" id="1_font"]
[node name="GauntletHUD" type="CanvasLayer"]
layer = 5
visible = false
[node name="TopContainer" type="CenterContainer" parent="."]
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_top = 70.0
grow_horizontal = 2
[node name="SlowMoLabel" type="Label" parent="TopContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(0.3, 0.5, 1.0, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 4
theme_override_fonts/font = ExtResource("1_font")
text = "SLOW-MO"
horizontal_alignment = 1
visible = false
[node name="BottomContainer" type="CenterContainer" parent="."]
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_top = -120.0
grow_horizontal = 2
grow_vertical = 0
[node name="VBoxContainer" type="VBoxContainer" parent="BottomContainer"]
layout_mode = 2
theme_override_constants/separation = 4
[node name="PhaseLabel" type="Label" parent="BottomContainer/VBoxContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 24
theme_override_colors/font_color = Color(1, 0.6, 0.8, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 6
theme_override_fonts/font = ExtResource("1_font")
text = "🍬 OPEN ARENA"
horizontal_alignment = 1
+1 -6
View File
@@ -86,12 +86,7 @@ var sng_go_option: OptionButton
var sng_stop_option: OptionButton
var sng_goals_option: OptionButton
var doors_settings_container: HBoxContainer
var doors_swap_option: OptionButton
var doors_refresh_option: OptionButton
var doors_goals_option: OptionButton
# UI References - Player Slots
# Candy Survival settings
@onready var players_container = $LobbyPanel/PlayersContainer
@onready var players_container2 = $LobbyPanel/PlayersContainer2
@onready var player_slots: Array[Control] = []
+25 -199
View File
@@ -12,11 +12,9 @@ var touch_controls
var camera_context_manager
var stop_n_go_manager
var stop_n_go_winner_id: int = -1 # Track who finished first in Stop n Go mode
var portal_mode_winner_id: int = -1
var is_match_ended: bool = false
var obstacle_manager
var portal_mode_manager
var gauntlet_manager
var candy_survival_manager
var vfx_manager
# Minimal local state
@@ -146,11 +144,9 @@ func _apply_arena_background():
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg" # Fallback texture
_instantiate_3d_arena("res://scenes/arena/freemode.tscn")
_hide_ground_tiles()
"Tekton Doors Arena":
texture_path = "res://assets/graphics/level_bg/placeholder_tekton_doors.jpg"
"Gauntlet Arena":
"Candy Survival Arena":
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg"
_instantiate_3d_arena("res://scenes/arena/gauntlet.tscn")
_instantiate_3d_arena("res://scenes/arena/candy_survival.tscn")
_hide_ground_tiles()
"Classic", _:
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg"
@@ -207,14 +203,6 @@ func _setup_effect_elevation():
em.mesh_library = ml
print("[Main] MeshLibrary elevation applied: Wall(4) and Freeze(5) at Y=0.8")
@rpc("any_peer", "call_local", "reliable")
func sync_portal_configs(configs: Array):
if portal_mode_manager:
# Temporarily store the configs and trigger spawn
# Note: We use a custom property in manager to pass this
portal_mode_manager.set_meta("door_configs", configs)
portal_mode_manager._spawn_portal_doors()
# Force gridmap cell size to match player logic (1, 0.05, 1) - >0.001 to avoid errors
var em = $EnhancedGridMap
if em:
@@ -245,19 +233,13 @@ func _init_managers():
add_child(stop_n_go_manager)
# No direct initialize() yet, but we'll call start_game_mode later
# Portal manager for Tekton Doors mode
if LobbyManager.game_mode == "Tekton Doors":
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 , $EnhancedGridMap)
# Gauntlet manager for Candy Pump Survival mode
if LobbyManager.game_mode == "Candy Pump Survival":
gauntlet_manager = load("res://scripts/managers/gauntlet_manager.gd").new()
gauntlet_manager.name = "GauntletManager"
add_child(gauntlet_manager)
gauntlet_manager.initialize(self, $EnhancedGridMap)
# Candy Survival manager
if LobbyManager.game_mode == "Candy Survival":
candy_survival_manager = load("res://scripts/managers/candy_survival_manager.gd").new()
candy_survival_manager.name = "CandySurvivalManager"
add_child(candy_survival_manager)
candy_survival_manager.initialize(self, $EnhancedGridMap)
# Screen shake manager for impact feedback
screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
@@ -619,10 +601,8 @@ func _setup_host_game():
# Spawning and arena setup
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
stop_n_go_manager._setup_arena()
elif LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
portal_mode_manager.setup_arena_locally()
elif LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
gauntlet_manager._setup_arena()
elif LobbyManager.game_mode == "Candy Survival" and candy_survival_manager:
candy_survival_manager._setup_arena()
else:
# Randomize grid first to ensure Floor 0 is walkable for pre-calculation
randomize_game_grid()
@@ -725,13 +705,9 @@ func _setup_client_game():
add_player_character(i, true)
print("Client: Pre-spawned potential bot ", i)
# Initialize arena locally for Tekton Doors
if LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
portal_mode_manager.setup_arena_locally()
# Initialize arena locally for Candy Pump Survival
if LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
gauntlet_manager._apply_arena_setup()
# Initialize arena locally for Candy Survival
if LobbyManager.game_mode == "Candy Survival" and candy_survival_manager:
candy_survival_manager._apply_arena_setup()
# Ensure local player setup (UI, controls) is verified
var player_character = get_node_or_null(str(my_id))
@@ -828,19 +804,15 @@ func _start_game():
stop_n_go_manager.setup_mission_tiles()
stop_n_go_manager.spawn_initial_powerups() # Ensure power-ups exist before 1,2,3 Go
# Gauntlet: Spawn mission tiles across 20x20 arena BEFORE countdown
if LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
gauntlet_manager.setup_mission_tiles()
# Candy Survival: Spawn mission tiles BEFORE countdown
if LobbyManager.game_mode == "Candy Survival" and candy_survival_manager:
candy_survival_manager.setup_mission_tiles()
# Spawn Static Tektons and random tiles BEFORE countdown (Free Mode Only)
# Exclude for Stop n Go and Tekton Doors
if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Tekton Doors" and LobbyManager.game_mode != "Candy Pump Survival":
# Exclude for Stop n Go and Candy Survival
if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Candy Survival":
spawn_static_tektons()
# Tekton Doors: Randomize connections BEFORE countdown so colors show
if LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
portal_mode_manager._randomize_connections()
# STOP N GO: Rotate players to face East BEFORE countdown
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
stop_n_go_manager.rotate_players_to_start()
@@ -866,16 +838,9 @@ func _start_game():
if goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration), false) # No cycles for Stop n Go
elif LobbyManager.game_mode == "Tekton Doors":
if portal_mode_manager:
portal_mode_manager.start_game_mode()
if goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration))
elif LobbyManager.game_mode == "Candy Pump Survival":
if gauntlet_manager:
gauntlet_manager.start_game_mode()
elif LobbyManager.game_mode == "Candy Survival":
if candy_survival_manager:
candy_survival_manager.start_game_mode()
if goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
@@ -986,12 +951,6 @@ func _assign_random_spawn_positions():
_assign_stop_n_go_spawn_positions(all_players)
return
# Tekton Doors Custom Spawn Logic
if LobbyManager.game_mode == "Tekton Doors":
var all_players = get_tree().get_nodes_in_group("Players")
_assign_portal_mode_spawn_positions(all_players)
return
# If static positions were not calculated yet, do it now to avoid players spawning in them
if reserved_static_positions.is_empty() and LobbyManager.game_mode != "Stop n Go":
if not static_tekton_manager:
@@ -1116,77 +1075,6 @@ func _assign_stop_n_go_spawn_positions(all_players: Array):
print("[StopNGo] Assigned spawn %s to player %s" % [assigned_pos, player.name])
func _assign_portal_mode_spawn_positions(all_players: Array):
"""Assigns spawns to different quadrants for Tekton Doors mode, avoiding stands and intersections."""
if not portal_mode_manager:
_assign_random_spawn_positions() # Fallback
return
# Sort players for deterministic assignment
all_players.sort_custom(func(a, b): return a.name.to_int() < b.name.to_int())
# Get baseline quadrant centers (3,3), (10,3), etc.
var base_spawn_points = portal_mode_manager.get_spawn_points()
var spawn_index = 0
var assigned_positions: Array[Vector2i] = []
for player in all_players:
var center_pos = base_spawn_points[spawn_index % base_spawn_points.size()]
var assigned_pos = center_pos # Fallback position
# Spiral search for a valid spot (walkable, not in stand zone, not occupied)
var found = false
for radius in range(0, 5): # Increase search radius
for dx in range(-radius, radius + 1):
for dz in range(-radius, radius + 1):
# Only check the "ring" at the current radius
if abs(dx) != radius and abs(dz) != radius and radius > 0:
continue
var test_pos = center_pos + Vector2i(dx, dz)
# 1. Check map bounds
var em = $EnhancedGridMap
if not em or test_pos.x < 0 or test_pos.x >= em.columns or test_pos.y < 0 or test_pos.y >= em.rows:
continue
# 2. Check if walkable floor (Floor 0, ID 0)
if em.get_cell_item(Vector3i(test_pos.x, 0, test_pos.y)) != 0:
continue
# 3. Check if reserved for a Static Tekton Stand (3x3 area, use 2-tile buffer)
var is_reserved = false
for reserved in reserved_static_positions:
if abs(test_pos.x - reserved.x) <= 2 and abs(test_pos.y - reserved.y) <= 2:
is_reserved = true
break
if is_reserved:
continue
# 4. Check if occupied by another already-assigned player
if assigned_positions.has(test_pos):
continue
assigned_pos = test_pos
found = true
break
if found: break
if found: break
assigned_positions.append(assigned_pos)
# Sync and place
player.position = player.grid_to_world(assigned_pos)
player.current_position = assigned_pos
player.is_player_moving = false
player.spawn_point_selected = true
if can_rpc():
player.rpc("set_spawn_position", assigned_pos)
spawn_index += 1
print("[PortalMode] Assigned Quadrant Pos %s to player %s" % [assigned_pos, player.name])
# =============================================================================
# Tekton NPC Management
# =============================================================================
@@ -1639,9 +1527,6 @@ func sync_game_start(player_list: Array, is_turn_based: bool):
stop_n_go_manager.name = "StopNGoManager"
add_child(stop_n_go_manager)
stop_n_go_manager.activate_client_side()
elif LobbyManager.game_mode == "Tekton Doors":
if portal_mode_manager:
portal_mode_manager.activate_client_side()
# Initialize leaderboard for all peers (after a delay to ensure players loaded)
call_deferred("_deferred_init_leaderboard")
@@ -1878,7 +1763,7 @@ func randomize_item_at_position(grid_position: Vector2i):
if is_ground:
var get_mode_specific_tile = func():
if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Tekton Doors" and LobbyManager.game_mode != "Candy Pump Survival":
if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Candy Survival":
# 60% Chance for Common (7-10), 40% for PowerUp
if randf() <= 0.6:
return [7, 8, 9, 10].pick_random()
@@ -1923,14 +1808,7 @@ func sync_grid_item(x: int, y: int, z: int, item: int):
# OR Layer 1 is already a wall (4)
if f0 in [4, -1] or f1 == 4:
return
# TEKTON DOORS: Prevent placing items on portal doors
if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
var doors = get_tree().get_nodes_in_group("PortalDoors")
for door in doors:
var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
if door_grid.x == x and door_grid.z == z:
return
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
# Force visual update
@@ -2098,17 +1976,6 @@ func sync_grid_items_batch(data: Array):
if f0 in [4, -1] or f1 == 4:
continue
# TEKTON DOORS: Prevent placing items on portal doors
if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS) and y == 1:
var doors = get_tree().get_nodes_in_group("PortalDoors")
var on_door = false
for door in doors:
var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
if door_grid.x == x and door_grid.z == z:
on_door = true
break
if on_door: continue
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
# Force visual update ONCE after batch
@@ -2116,7 +1983,7 @@ func sync_grid_items_batch(data: Array):
enhanced_gridmap.update_grid_data()
func randomize_game_grid():
if LobbyManager.game_mode == "Stop n Go" or LobbyManager.game_mode == "Tekton Doors":
if LobbyManager.game_mode == "Stop n Go":
return # These modes manage their own arena setup and item spawning
var enhanced_gridmap = $EnhancedGridMap
@@ -2177,10 +2044,6 @@ func request_full_grid_sync():
if sender_id in multiplayer.get_peers():
rpc_id(sender_id, "sync_full_grid_data", grid_data)
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")
func sync_full_grid_data(data: PackedInt32Array):
@@ -2197,13 +2060,6 @@ func sync_full_grid_data(data: PackedInt32Array):
stop_n_go_manager.name = "StopNGoManager"
add_child(stop_n_go_manager)
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()
else:
# Freemode: Ensure Floor 0 is entirely walkable (reset stale state from previous modes)
for x in range(enhanced_gridmap.columns):
@@ -2337,27 +2193,6 @@ func sync_game_end_stop_n_go(winner_id: int):
# Trigger match end
_on_match_ended()
@rpc("any_peer", "call_local", "reliable")
func sync_game_end_portal_mode(winner_id: int):
print("[TEKTON DOORS] Game ended! Winner: ", winner_id)
portal_mode_winner_id = winner_id
var winner_name = "Player " + str(winner_id)
var player_node = get_node_or_null(str(winner_id))
if player_node:
winner_name = player_node.display_name
# Broadcast win
add_message_to_bar("MATCH COMPLETE", winner_name + " Wins with 8 Missions!", MessageType.GOAL)
# Stop logic
if portal_mode_manager:
if portal_mode_manager.swap_timer: portal_mode_manager.swap_timer.stop()
if portal_mode_manager.tile_refresh_timer: portal_mode_manager.tile_refresh_timer.stop()
# Trigger match end
_on_match_ended()
func _on_match_ended():
"""Called when the global match timer ends - show game over screen."""
if is_match_ended:
@@ -2422,9 +2257,6 @@ func _show_game_over_panel():
if stop_n_go_manager and stop_n_go_manager.hud_layer:
stop_n_go_manager.hud_layer.hide()
if portal_mode_manager and portal_mode_manager.hud_layer:
portal_mode_manager.hud_layer.hide()
# =========================================================================
# Gather + sort player data
# =========================================================================
@@ -2446,12 +2278,6 @@ func _show_game_over_panel():
if b.peer_id == stop_n_go_winner_id: return false
return a.score > b.score
)
elif LobbyManager.game_mode == "Tekton Doors" and portal_mode_winner_id != -1:
all_player_scores.sort_custom(func(a, b):
if a.peer_id == portal_mode_winner_id: return true
if b.peer_id == portal_mode_winner_id: return false
return a.score > b.score
)
else:
all_player_scores.sort_custom(func(a, b): return a.score > b.score)
-19
View File
@@ -2249,25 +2249,6 @@ text = "[b]Stop n Go[/b]
- Your objective is to reach the mission tiles at the far end of the arena and safely carry them back to your starting zone.
- The first player to complete 8 missions and reach the finish floor wins."
[node name="Tekton Doors" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456799]
visible = false
layout_mode = 2
theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10
metadata/_tab_index = 2
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Tekton Doors" unique_id=123456800]
layout_mode = 2
bbcode_enabled = true
text = "[b]Tekton Doors[/b]
- Navigate a sprawling arena connected by color-coded portal doors.
- Grab tiles and match goal patterns to earn mission completions.
- Use doors to quickly teleport across rooms, but watch out for closures and traps.
- The first player to complete 8 missions and reach the finish room wins."
[node name="Controls" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456805]
visible = false
layout_mode = 2
+44 -12
View File
@@ -601,6 +601,45 @@ func _get_all_mesh_instances(node: Node) -> Array:
result.append_array(_get_all_mesh_instances(child))
return result
# -----------------------------------------------------------------
# RPCs
# -----------------------------------------------------------------
@rpc("any_peer", "call_local", "reliable")
func sync_candy_stack(count: int, color_id: int) -> void:
var visuals = get_node_or_null("Visuals")
if not visuals: return
var old_stack = visuals.get_node_or_null("CandyStack")
if old_stack:
old_stack.queue_free()
if count <= 0: return
var stack_node = Node3D.new()
stack_node.name = "CandyStack"
visuals.add_child(stack_node)
stack_node.position = Vector3(0, 2.0, 0)
# Determine base tile and override material based on the mode config or default tile meshes
var mesh_path = "res://assets/models/tiles/tile_heart.tres"
match color_id:
0: mesh_path = "res://assets/models/tiles/tile_heart.tres"
1: mesh_path = "res://assets/models/tiles/tile_diamond.tres"
2: mesh_path = "res://assets/models/tiles/tile_star.tres"
3: mesh_path = "res://assets/models/tiles/tile_coin.tres"
var tile_mesh = load(mesh_path)
if not tile_mesh: return
for i in range(count):
var mi = MeshInstance3D.new()
mi.mesh = tile_mesh
mi.position = Vector3(0, i * 0.4, 0)
mi.scale = Vector3(0.5, 0.5, 0.5)
stack_node.add_child(mi)
@rpc("any_peer", "call_local", "reliable")
func sync_character(character_name: String) -> void:
"""Sync character selection across all clients."""
@@ -1140,11 +1179,11 @@ func _find_valid_drop_position() -> Vector2i:
var item_cell = Vector3i(pos.x, 1, pos.y)
if enhanced_gridmap.get_cell_item(item_cell) == -1:
if not is_position_occupied(pos):
# Gauntlet Mode explicit overrides
# Candy Survival explicit overrides
var gm = null
var main_gauntlet = get_tree().root.get_node_or_null("Main")
if main_gauntlet and main_gauntlet.get("gauntlet_manager"):
gm = main_gauntlet.gauntlet_manager
var main_candy_survival = get_tree().root.get_node_or_null("Main")
if main_candy_survival and main_candy_survival.get("candy_survival_manager"):
gm = main_candy_survival.candy_survival_manager
if gm and gm.is_active:
if pos.x == 0 or pos.x == gm.ARENA_COLUMNS - 1 or pos.y == 0 or pos.y == gm.ARENA_ROWS - 1:
continue
@@ -1767,14 +1806,7 @@ func start_movement_along_path(path: Array, clear_visual: bool = true, force: bo
if sng_manager and sng_manager.has_method("check_win_condition"):
if sng_manager.check_win_condition(name.to_int(), current_position):
sng_main.rpc("sync_game_end_stop_n_go", name.to_int())
# Tekton Doors Win Check
elif LobbyManager.game_mode == "Tekton Doors":
var main_node = get_tree().root.get_node_or_null("Main")
if main_node and main_node.portal_mode_manager:
if main_node.portal_mode_manager.check_win_condition(name.to_int(), current_position):
main_node.rpc("sync_game_end_portal_mode", name.to_int())
# FORCE SNAP: Update target visual position to the perfect grid center
# This ensures that when interpolation resumes (in _process), it pulls to the correct spot
target_visual_position = grid_to_world(current_position)
-92
View File
@@ -1,92 +0,0 @@
[gd_scene load_steps=8 format=3 uid="uid://portal_door_001"]
[ext_resource type="Script" path="res://scripts/portal_door.gd" id="1_script"]
[sub_resource type="BoxMesh" id="BoxMesh_frame"]
size = Vector3(0.15, 2.2, 0.15)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_frame"]
albedo_color = Color(0.1, 0.5, 0.8, 1)
metallic = 0.8
roughness = 0.2
[sub_resource type="PlaneMesh" id="PlaneMesh_ground"]
size = Vector2(1.0, 1.0)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ground"]
transparency = 1
albedo_color = Color(1, 1, 1, 0.4)
emission_enabled = true
emission = Color(1, 1, 1, 1)
emission_energy_multiplier = 1.0
[sub_resource type="PlaneMesh" id="PlaneMesh_vortex"]
size = Vector2(1.4, 2.1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_vortex"]
transparency = 1
albedo_color = Color(0.0, 0.6, 1.0, 0.4)
emission_enabled = true
emission = Color(0.0, 0.4, 1.0, 1)
emission_energy_multiplier = 5.0
[sub_resource type="BoxShape3D" id="BoxShape3D_trigger"]
size = Vector3(1.4, 2.1, 0.8)
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_portal"]
properties/0/path = NodePath(":target_room_id")
properties/0/spawn = true
properties/0/replication_mode = 2
properties/1/path = NodePath(":target_door_id")
properties/1/spawn = true
properties/1/replication_mode = 2
properties/2/path = NodePath(":is_active")
properties/2/spawn = true
properties/2/replication_mode = 2
properties/3/path = NodePath(":portal_color")
properties/3/spawn = true
properties/3/replication_mode = 2
[node name="PortalDoor" type="StaticBody3D"]
script = ExtResource("1_script")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.1, 0)
shape = SubResource("BoxShape3D_trigger")
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_portal")
[node name="Frame_Left" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.75, 1.1, 0)
mesh = SubResource("BoxMesh_frame")
surface_material_override/0 = SubResource("StandardMaterial3D_frame")
[node name="Frame_Right" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.75, 1.1, 0)
mesh = SubResource("BoxMesh_frame")
surface_material_override/0 = SubResource("StandardMaterial3D_frame")
[node name="Frame_Top" type="MeshInstance3D" parent="."]
transform = Transform3D(-4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0, 1, 0, 2.2, 0)
mesh = SubResource("BoxMesh_frame")
surface_material_override/0 = SubResource("StandardMaterial3D_frame")
[node name="Vortex" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 1.1, 0)
mesh = SubResource("PlaneMesh_vortex")
surface_material_override/0 = SubResource("StandardMaterial3D_vortex")
[node name="GroundIndicator" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.05, 0.4)
mesh = SubResource("PlaneMesh_ground")
surface_material_override/0 = SubResource("StandardMaterial3D_ground")
[node name="Area3D" type="Area3D" parent="."]
collision_layer = 0
collision_mask = 2
[node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.1, 0)
shape = SubResource("BoxShape3D_trigger")
+3 -19
View File
@@ -51,9 +51,6 @@ func _init(p_lobby: Control):
LobbyManager.sng_go_duration_changed.connect(_on_sng_update)
LobbyManager.sng_stop_duration_changed.connect(_on_sng_update)
LobbyManager.sng_required_goals_changed.connect(_on_sng_update)
LobbyManager.doors_swap_time_changed.connect(_on_doors_update)
LobbyManager.doors_refresh_time_changed.connect(_on_doors_update)
LobbyManager.doors_required_goals_changed.connect(_on_doors_update)
FriendManager.lobby_invite_received.connect(_on_lobby_invite_received)
@@ -136,21 +133,8 @@ func _on_sng_update(_val: int = 0) -> void:
if go_idx != -1: lobby.sng_go_option.selected = go_idx
var stop_idx = [3, 4, 5].find(LobbyManager.sng_stop_duration)
if stop_idx != -1: lobby.sng_stop_option.selected = stop_idx
var goals_idx = [5, 8, 12].find(LobbyManager.sng_required_goals)
if goals_idx != -1: lobby.sng_goals_option.selected = goals_idx
func _on_doors_update(_val: int = 0) -> void:
if not lobby.doors_swap_option: return
var swap_idx = [10, 15, 30].find(LobbyManager.doors_swap_time)
if swap_idx != -1: lobby.doors_swap_option.selected = swap_idx
var refresh_idx = [15, 25, 40].find(LobbyManager.doors_refresh_time)
if refresh_idx != -1: lobby.doors_refresh_option.selected = refresh_idx
var goals_idx = [5, 8, 12].find(LobbyManager.doors_required_goals)
if goals_idx != -1: lobby.doors_goals_option.selected = goals_idx
# =============================================================================
# LobbyManager Signal Handlers
# =============================================================================
var goals_idx2 = [5, 8, 12].find(LobbyManager.sng_required_goals)
if goals_idx2 != -1: lobby.sng_goals_option.selected = goals_idx2
func _on_room_joined(room_data: Dictionary) -> void:
lobby._show_panel("lobby")
@@ -169,7 +153,7 @@ func _on_room_joined(room_data: Dictionary) -> void:
_on_enable_cycle_timer_changed(LobbyManager.enable_cycle_timer)
_on_scarcity_mode_changed(LobbyManager.scarcity_mode)
_on_sng_update()
_on_doors_update()
# _on_doors_update()
if lobby.area_left_btn: lobby.area_left_btn.disabled = not is_host
if lobby.area_right_btn: lobby.area_right_btn.disabled = not is_host
+32 -14
View File
@@ -210,11 +210,26 @@ func _run_ai_tick():
print("[BotController] Action Taken: Attack Pursuit")
return
# Priority 0.5: Gauntlet (#075) — use Ghost powerup if boxed in
# Priority 0.5: Candy Survival (#075) — use Ghost powerup if boxed in
if await _try_activate_ghost():
print("[BotController] Action Taken: Ghost (trapped)")
return
# Priority 0.7: Candy Survival — Deliver candies to Mekton NPC
if strategic_planner and strategic_planner.is_candy_survival_mode():
var gm = strategic_planner._get_candy_survival_manager()
if gm and gm.is_active:
var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
var held_color = gm.player_candy_color.get(pid, -1)
if held_color != -1 and gm.player_candies.get(pid, 0) > 0:
if held_color == gm.current_face:
# Face matches! Run to the NPC Center!
var path = strategic_planner.find_path(actor.current_position, Vector2i(8, 8))
if path.size() > 0:
_execute_move(path[0])
print("[BotController] Action Taken: Delivering candies to Mekton!")
return
# Priority 1: Tekton Management (Grab Tekton if full boost, or spawn if carrying)
# Spawning while carrying is high priority; Hunting is medium priority.
if await _try_tekton_action():
@@ -260,27 +275,30 @@ func _run_ai_tick():
return
# =============================================================================
# Gauntlet (#075) — Ghost Powerup + Sticky Avoidance wiring
# Candy Survival (#075) — Ghost Powerup + Sticky Avoidance wiring
# =============================================================================
func _try_activate_ghost() -> bool:
"""Activate Ghost powerup when the planner reports imminent danger.
Uses the existing SpecialTilesManager to activate the held ghost powerup.
Uses CandySurvivalManager to activate the native ghost charges.
Returns true if activation was triggered."""
if not strategic_planner or not strategic_planner.is_gauntlet_mode():
if not strategic_planner or not strategic_planner.is_candy_survival_mode():
return false
if not strategic_planner.should_activate_ghost_now():
return false
var stm = actor.get_node_or_null("SpecialTilesManager")
if not stm:
var gm = strategic_planner._get_candy_survival_manager()
if not gm or not gm.is_active:
return false
if stm.has_method("activate_effect"):
stm.activate_effect(stm.SpecialEffect.INVISIBLE_MODE)
print("[BotController] %s activated Ghost powerup (trapped)" % actor.name)
return true
return false
var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
if multiplayer.is_server():
gm.try_activate_ghost(pid)
else:
gm.rpc_id(1, "try_activate_ghost", pid)
return true
func _on_step_onto_unsafe() -> bool:
"""Refuse to step onto a sticky/telegraphed cell and re-plan. Returns true
if the bot had to abort the planned move."""
@@ -291,9 +309,9 @@ func _on_step_onto_unsafe() -> bool:
return false
# Post-move guard: if we somehow landed on a sticky without ghost active,
# burn Ghost powerup to phase through next tick.
if strategic_planner.is_gauntlet_mode() and strategic_planner._is_overlay_unsafe(here):
if strategic_planner.is_candy_survival_mode() and strategic_planner._is_overlay_unsafe(here):
if not strategic_planner._is_bot_ghost_active():
var gm = strategic_planner._get_gauntlet_manager()
var gm = strategic_planner._get_candy_survival_manager()
if gm and gm.has_method("is_sticky_cell") and gm.is_sticky_cell(here):
print("[BotController] %s stepped onto sticky at %s — activating Ghost" % [actor.name, here])
return _try_activate_ghost()
+30 -30
View File
@@ -8,38 +8,38 @@ class_name BotStrategicPlanner
var actor: Node3D
var enhanced_gridmap: Node
# Optional explicit gauntlet_manager binding (set by tests to avoid scene-tree
# traversal collisions; production code uses _get_gauntlet_manager() instead).
var gauntlet_manager_override: Node = null
# Optional explicit candy_survival_manager binding (set by tests to avoid scene-tree
# traversal collisions; production code uses _get_candy_survival_manager() instead).
var candy_survival_manager_override: Node = null
# Tile type constants
const GOAL_TILES = [7, 8, 9, 10] # Heart, Diamond, Star, Coin
const HOLO_TILES = [11, 12, 13, 14] # Power-up holo tiles
# Gauntlet overlay layer (v2 ground-growth model — sticky/telegraph on layer 2).
# Candy Survival overlay layer (v2 ground-growth model — sticky/telegraph on layer 2).
# Bots must avoid these cells or use Ghost mode to cross.
const GAUNTLET_OVERLAY_LAYER: int = 2
const CANDY_SURVIVAL_OVERLAY_LAYER: int = 2
const TILE_STICKY: int = 17
const TILE_TELEGRAPH: int = 18
# =============================================================================
# Gauntlet mode helpers (#075 — Bot AI: Sticky Avoidance & Pathfinding)
# Candy Survival mode helpers (#075 — Bot AI: Sticky Avoidance & Pathfinding)
# =============================================================================
func is_gauntlet_mode() -> bool:
return LobbyManager and LobbyManager.is_game_mode(GameMode.Mode.GAUNTLET)
func is_candy_survival_mode() -> bool:
return LobbyManager and LobbyManager.is_game_mode(GameMode.Mode.CANDY_SURVIVAL)
func _get_gauntlet_manager() -> Node:
"""Resolve the active GauntletManager.
func _get_candy_survival_manager() -> Node:
"""Resolve the active CandySurvivalManager.
Order of resolution:
1. Explicit `gauntlet_manager_override` (used by tests).
2. Walk actor's ancestors for any node containing a GauntletManager child
1. Explicit `candy_survival_manager_override` (used by tests).
2. Walk actor's ancestors for any node containing a CandySurvivalManager child
(production path robust to non-standard scene trees).
3. Fallback: scan /root children for a GauntletManager.
3. Fallback: scan /root children for a CandySurvivalManager.
"""
if gauntlet_manager_override and is_instance_valid(gauntlet_manager_override):
return gauntlet_manager_override
if candy_survival_manager_override and is_instance_valid(candy_survival_manager_override):
return candy_survival_manager_override
var root: Node = null
if actor and actor.is_inside_tree():
root = actor.get_tree().get_root()
@@ -47,7 +47,7 @@ func _get_gauntlet_manager() -> Node:
# nested under Main → Arena → Player).
var n: Node = actor.get_parent()
while n:
var gm = n.get_node_or_null("GauntletManager")
var gm = n.get_node_or_null("CandySurvivalManager")
if gm:
return gm
n = n.get_parent()
@@ -56,37 +56,37 @@ func _get_gauntlet_manager() -> Node:
# Last-resort scan of root children (helps in unusual scene trees).
for child in root.get_children():
if child.name.begins_with("Main") or child.name.begins_with("BotTestMain"):
var gm2 = child.get_node_or_null("GauntletManager")
var gm2 = child.get_node_or_null("CandySurvivalManager")
if gm2:
return gm2
return null
func _bot_has_ghost_powerup() -> bool:
"""Check if the bot has a ghost powerup in its SpecialTilesManager inventory."""
var stm = actor.get_node_or_null("SpecialTilesManager")
if not stm:
"""Check if the bot has native ghost charges in CandySurvivalManager."""
var gm = _get_candy_survival_manager()
if not gm:
return false
return stm.inventory.get(stm.SpecialEffect.INVISIBLE_MODE, false)
var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
return gm.player_ghosts.get(pid, 0) > 0
func _is_bot_ghost_active() -> bool:
"""Check if the bot is currently in ghost (invisible) mode."""
return actor.get("is_invisible") == true
func _is_overlay_unsafe(pos: Vector2i) -> bool:
"""True if the cell carries a sticky or telegraphed overlay on layer 2."""
if not enhanced_gridmap:
return false
var item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, GAUNTLET_OVERLAY_LAYER, pos.y))
var item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, CANDY_SURVIVAL_OVERLAY_LAYER, pos.y))
return item == TILE_STICKY or item == TILE_TELEGRAPH
func _is_cell_unsafe_in_gauntlet(pos: Vector2i) -> bool:
"""Cell is unsafe in Gauntlet if it's sticky/telegraphed — unless the bot's
func _is_cell_unsafe_in_candy_survival(pos: Vector2i) -> bool:
"""Cell is unsafe in Candy Survival if it's sticky/telegraphed — unless the bot's
Ghost mode is active (grants sticky bypass)."""
if not is_gauntlet_mode():
if not is_candy_survival_mode():
return false
if _is_bot_ghost_active():
return false
var gm = _get_gauntlet_manager()
var gm = _get_candy_survival_manager()
if gm and gm.has_method("is_sticky_cell") and gm.is_sticky_cell(pos):
return true
return _is_overlay_unsafe(pos)
@@ -101,7 +101,7 @@ func _count_unsafe_neighbors(pos: Vector2i) -> int:
func should_activate_ghost_now() -> bool:
"""True if the bot is boxed in / about to be sealed and should use Ghost powerup."""
if not is_gauntlet_mode():
if not is_candy_survival_mode():
return false
if not _bot_has_ghost_powerup():
return false
@@ -613,12 +613,12 @@ func _is_valid_move_target(pos: Vector2i, ignore_players: bool = false) -> bool:
if not ignore_players and actor.is_position_occupied(pos):
return false
# Gauntlet mode (#075): reject cells that are sticky or telegraphed —
# Candy Survival mode (#075): reject cells that are sticky or telegraphed —
# stepping onto them either traps the bot or strands it within 1s.
# Safety applies even when ignore_players is true (a sticky cell is unsafe
# regardless of whether another player is on it). Ghost-active bots are
# exempt via the helper.
if _is_cell_unsafe_in_gauntlet(pos):
if _is_cell_unsafe_in_candy_survival(pos):
return false
return true
@@ -1,139 +0,0 @@
extends Node3D
class_name CandyCannonController
@export var is_static_turret: bool = true
@onready var ring1 = $Ring1 if has_node("Ring1") else null
@onready var ring2 = $Ring2 if has_node("Ring2") else null
@onready var ring3 = $Ring3 if has_node("Ring3") else null
@onready var tank = $Tank if has_node("Tank") else null
func _ready() -> void:
_apply_outline_recursive(self)
func _apply_outline_recursive(node: Node) -> void:
if node is MeshInstance3D and node.mesh:
# Some procedural meshes might not have get_surface_count or it might be 1.
# If the mesh has material_override, apply outline to that
if node.material_override and node.material_override is StandardMaterial3D:
var mat = node.material_override
if not mat.next_pass:
var outline_mat = ShaderMaterial.new()
outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
mat.next_pass = outline_mat
else:
for i in range(node.mesh.get_surface_count()):
var mat = node.get_active_material(i)
if mat:
if not mat.next_pass:
var unique_mat = mat.duplicate()
var outline_mat = ShaderMaterial.new()
outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
unique_mat.next_pass = outline_mat
node.set_surface_override_material(i, unique_mat)
if node is GPUParticles3D and node.draw_pass_1 and node.draw_pass_1.material:
var mat = node.draw_pass_1.material
if not mat.next_pass:
var outline_mat = ShaderMaterial.new()
outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
mat.next_pass = outline_mat
for child in node.get_children():
_apply_outline_recursive(child)
func _process(delta: float) -> void:
if ring1: ring1.rotate_y(delta * 1.5)
if ring2: ring2.rotate_x(delta * -1.0)
if ring3: ring3.rotate_z(delta * 1.2)
if tank and tank.mesh and tank.mesh.material:
var mat = tank.mesh.material as StandardMaterial3D
if mat:
# Gentle pulse of the candy tank
var pulse = (sin(Time.get_ticks_msec() / 300.0) + 1.0) * 0.5
mat.emission_energy_multiplier = 1.0 + (pulse * 2.0)
@rpc("authority", "call_local", "reliable")
func play_animation_rpc(anim_name: String) -> void:
# Stub for future model animations
pass
func spawn_projectile(target_world_pos: Vector3, duration: float) -> void:
var projectile = MeshInstance3D.new()
var sphere = SphereMesh.new()
sphere.radius = 0.3
sphere.height = 0.6
projectile.mesh = sphere
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(1.0, 0.4, 0.8) # Candy pink for Gauntlet
mat.emission_enabled = true
mat.emission = Color(1.0, 0.4, 0.8)
mat.emission_energy_multiplier = 3.0
projectile.material_override = mat
projectile.top_level = true
add_child(projectile)
# Start projectile slightly above the cannon center
projectile.global_position = global_position + Vector3(0, 3.0, 0)
var tween = create_tween()
if not tween:
projectile.queue_free()
return
# VFX trail
var particles = GPUParticles3D.new()
var pmat = ParticleProcessMaterial.new()
pmat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
pmat.emission_sphere_radius = 0.3
pmat.gravity = Vector3(0, 0, 0)
pmat.scale_min = 0.1
pmat.scale_max = 0.3
particles.process_material = pmat
var pmesh = SphereMesh.new()
pmesh.radius = 0.1
pmesh.height = 0.2
var spatial_mat = StandardMaterial3D.new()
spatial_mat.albedo_color = Color(1.0, 0.6, 0.9)
spatial_mat.emission_enabled = true
spatial_mat.emission = Color(1.0, 0.6, 0.9)
pmesh.material = spatial_mat
particles.draw_pass_1 = pmesh
particles.amount = 16
particles.lifetime = 0.4
projectile.add_child(particles)
_apply_outline_recursive(projectile)
tween.set_parallel(true)
tween.tween_property(projectile, "global_position:x", target_world_pos.x, duration).set_trans(Tween.TRANS_LINEAR)
tween.tween_property(projectile, "global_position:z", target_world_pos.z, duration).set_trans(Tween.TRANS_LINEAR)
var mid_y = max(global_position.y, target_world_pos.y) + 4.0
var tween_y = create_tween()
# Important: Make sure both halves of the y-tween together equal `duration`
tween_y.tween_property(projectile, "global_position:y", mid_y, duration / 2.0).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
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)
# Add some spin to the projectile
var spin_tween = create_tween()
spin_tween.set_loops()
spin_tween.tween_property(projectile, "rotation", Vector3(PI*2, PI*2, PI*2), 0.5).as_relative()
# We need to wait for the X/Z tween to finish, but since it's parallel we can just use a separate timer or tween
# to kill the projectile exactly when duration is reached, ensuring it doesn't get killed early by X/Z finishing 1 frame earlier than Y
get_tree().create_timer(duration).timeout.connect(func():
if is_instance_valid(spin_tween):
spin_tween.kill()
if is_instance_valid(projectile):
projectile.queue_free()
)
func can_rpc() -> bool:
if not multiplayer.has_multiplayer_peer(): return false
return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
@@ -0,0 +1,57 @@
extends Node3D
class_name CandySurvivalNPCController
@onready var mekton_mesh = $MektonMesh
var face_material: StandardMaterial3D
func _ready() -> void:
# Setup unique material for the body to change colors
if mekton_mesh:
var skeleton = mekton_mesh.get_node_or_null("Throwing Tiles/Skeleton3D")
if skeleton:
var body = skeleton.get_node_or_null("ted_body")
if body and body is MeshInstance3D:
var mat = body.get_surface_override_material(0)
if not mat:
if body.mesh:
mat = body.mesh.surface_get_material(0)
if mat:
face_material = mat.duplicate()
else:
face_material = StandardMaterial3D.new()
face_material.emission_enabled = true
face_material.emission_energy_multiplier = 2.0
body.set_surface_override_material(0, face_material)
@rpc("authority", "call_local", "reliable")
func set_face_color_rpc(color_index: int) -> void:
if not face_material: return
# enum CandyColor { HEART=0, DIAMOND=1, STAR=2, COIN=3 }
var c = Color.WHITE
match color_index:
0: c = Color(1.0, 0.2, 0.2) # HEART (Red)
1: c = Color(0.2, 0.4, 1.0) # DIAMOND (Blue)
2: c = Color(1.0, 0.9, 0.2) # STAR (Yellow)
3: c = Color(1.0, 0.6, 0.0) # COIN (Orange/Gold)
face_material.albedo_color = c
face_material.emission = c
# Also tint the OmniLight if we have one
var light = $OmniLight3D
if light:
light.light_color = c
@rpc("authority", "call_local", "reliable")
func play_animation_rpc(anim_name: String) -> void:
if mekton_mesh:
var anim = mekton_mesh.get_node_or_null("AnimationPlayer")
if anim and anim.has_animation(anim_name):
anim.play(anim_name)
func can_rpc() -> bool:
if not multiplayer.has_multiplayer_peer(): return false
return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
+8 -18
View File
@@ -1,12 +1,7 @@
extends RefCounted
class_name GameMode
enum Mode {
FREEMODE = 0,
STOP_N_GO = 1,
TEKTON_DOORS = 2,
GAUNTLET = 3
}
enum Mode { FREEMODE = 0, STOP_N_GO = 1, CANDY_SURVIVAL = 2 }
static func from_string(mode: String) -> Mode:
match mode:
@@ -14,12 +9,9 @@ static func from_string(mode: String) -> Mode:
return Mode.FREEMODE
"Stop n Go":
return Mode.STOP_N_GO
"Tekton Doors":
return Mode.TEKTON_DOORS
"Candy Pump Survival":
return Mode.GAUNTLET
_:
return Mode.FREEMODE
"Candy Survival":
return Mode.CANDY_SURVIVAL
return Mode.FREEMODE
static func mode_to_string(mode: Mode) -> String:
match mode:
@@ -27,15 +19,13 @@ static func mode_to_string(mode: Mode) -> String:
return "Freemode"
Mode.STOP_N_GO:
return "Stop n Go"
Mode.TEKTON_DOORS:
return "Tekton Doors"
Mode.GAUNTLET:
return "Candy Pump Survival"
Mode.CANDY_SURVIVAL:
return "Candy Survival"
_:
return "Freemode"
static func is_restricted(mode: Mode) -> bool:
return mode == Mode.STOP_N_GO or mode == Mode.TEKTON_DOORS or mode == Mode.GAUNTLET
return mode == Mode.STOP_N_GO or mode == Mode.CANDY_SURVIVAL
static func get_all_modes() -> Array[String]:
return ["Freemode", "Stop n Go", "Tekton Doors", "Candy Pump Survival"]
return ["Freemode", "Stop n Go", "Candy Survival"]
+1
View File
@@ -0,0 +1 @@
uid://cosvmn3gh5bxj
+3 -6
View File
@@ -12,7 +12,7 @@ var player: Node3D
@export var z_offset: float = 12.0
@export var default_y: float = 19.636
var bounds_gauntlet = { "min_x": 0.0, "max_x": 20.0, "min_z": 10.0, "max_z": 32.0 }
var bounds_candy_survival = { "min_x": 0.0, "max_x": 20.0, "min_z": 10.0, "max_z": 32.0 }
# Bounds Definitions { min_x, max_x, min_z, max_z }
var bounds_freemode = { "min_x": 3.0, "max_x": 11.0, "min_z": 13.0, "max_z": 22.5 }
@@ -48,13 +48,10 @@ func _calculate_target_position() -> Vector3:
# Apply Mode-Specific Clamping
var bounds = bounds_freemode # Default
if mode == GameMode.Mode.GAUNTLET:
bounds = bounds_gauntlet
if mode == GameMode.Mode.CANDY_SURVIVAL:
bounds = bounds_candy_survival
elif mode == GameMode.Mode.STOP_N_GO:
bounds = bounds_stop_n_go
elif mode == GameMode.Mode.TEKTON_DOORS:
bounds = bounds_doors
target_y = 32.3 # Doors uses a higher overlook
# Clamp X and Z
target_x = clamp(target_x, bounds.min_x, bounds.max_x)
+519
View File
@@ -0,0 +1,519 @@
extends Node
class_name CandySurvivalManager
# Candy Survival — Sugar Rush Chaos
# Speed Building Sabotage (blueprints + power-ups)
signal sugar_rush_started(pid)
signal sugar_rush_ended(pid)
signal mekton_face_changed(color_index)
# ── Arena ──
const ARENA_COLS: int = 18
const ARENA_ROWS: int = 18
const NPC_CENTER: Vector2i = Vector2i(8, 8)
const NPC_CELLS: int = 3 # 3x3 Mekton zone
# ── Blueprint ──
const BLUEPRINT_SIZE: int = 3
const OFF_COLOR_PENALTY: float = 0.5
# ── Candy ──
const CANDY_PPS: float = 1.0 # points per second per candy
const MULTI_STEP: float = 0.1 # extra multiplier per candy
# ── Sugar Rush ──
const SR_BASE_TIME: float = 2.0
const SR_PER_CANDY: float = 0.4 # extra seconds per delivered candy
const SR_SPEED: float = 2.0
# ── Knock / Ghost ──
const START_KNOCK: int = 5
const START_GHOST: int = 5
const GHOST_DURATION: float = 4.0
# ── Mekton ──
const COLOR_CYCLE_TIME: float = 5.0 # seconds between face color changes
enum CandyColor { HEART, DIAMOND, STAR, COIN }
# ── State ──
var active: bool = false
var main_scene: Node
var gridmap: Node
var mekton_node: Node
var current_face: CandyColor = CandyColor.HEART
var face_timer: float = 0.0
var game_elapsed: float = 0.0
# ── HUD ──
var hud_layer: CanvasLayer
var hud_knock_label: Label
var hud_ghost_label: Label
var hud_rush_bar: ProgressBar
var hud_rush_label: Label
var hud_stack_badge: Label
var hud_points_label: Label
var hud_delivery_indicator: Label
var _candy_survival_hud_scene: PackedScene = preload("res://scenes/candy_survival_hud.tscn")
func _ready():
set_process(false)
_setup_hud()
func _setup_hud() -> void:
var hud_instance = _candy_survival_hud_scene.instantiate()
hud_layer = hud_instance
hud_layer.visible = false
add_child(hud_layer)
var bot_box = hud_layer.get_node_or_null("BottomContainer/HBoxContainer")
if bot_box:
hud_knock_label = bot_box.get_node_or_null("SabotagePanel/KnockChargesLabel")
hud_ghost_label = bot_box.get_node_or_null("SabotagePanel/GhostChargesLabel")
hud_stack_badge = bot_box.get_node_or_null("ScorePanel/CandyStackBadge")
hud_points_label = bot_box.get_node_or_null("ScorePanel/PointsLabel")
hud_delivery_indicator = bot_box.get_node_or_null("ScorePanel/DeliveryIndicator")
var top_box = hud_layer.get_node_or_null("TopContainer")
if top_box:
hud_rush_bar = top_box.get_node_or_null("SugarRushBar")
if hud_rush_bar:
hud_rush_label = hud_rush_bar.get_node_or_null("SugarRushLabel")
func start_game_mode() -> void:
if multiplayer.is_server():
activate_client_side()
func activate_client_side() -> void:
active = true
if hud_layer:
hud_layer.visible = true
set_process(true)
# Per-player state
var player_candies: Dictionary = {} # pid -> int (stack count)
var player_candy_color: Dictionary = {} # pid -> CandyColor (-1 if none)
var player_knocks: Dictionary = {} # pid -> int (charges left)
var player_ghosts: Dictionary = {} # pid -> int (charges left)
var player_ghost_active: Dictionary = {} # pid -> bool
var player_ghost_timer: Dictionary = {} # pid -> float
var player_score: Dictionary = {} # pid -> int
var player_blueprints: Dictionary = {} # pid -> int (completed count)
var player_sugar_rush: Dictionary = {} # pid -> float (remaining)
var player_last_knocked_by: Dictionary = {} # pid -> int
# Sticky wall cells (pre-placed collision only)
var sticky_cells: Dictionary = {} # Vector2i -> bool
# Tile ID mapping
const TILE_IDS: Dictionary = {CandyColor.HEART: 7, CandyColor.DIAMOND: 8, CandyColor.STAR: 9, CandyColor.COIN: 10}
# ── Initialization ──
func initialize(main, grid) -> void:
main_scene = main
gridmap = grid
_define_sticky_walls()
print("[CandySurvival] Initialized")
func _define_sticky_walls() -> void:
# Arena boundary walls (rows/cols 0 and 17)
for x in range(ARENA_COLS):
sticky_cells[Vector2i(x, 0)] = true
sticky_cells[Vector2i(x, ARENA_ROWS - 1)] = true
for y in range(ARENA_ROWS):
sticky_cells[Vector2i(0, y)] = true
sticky_cells[Vector2i(ARENA_COLS - 1, y)] = true
# Mekton NPC zone (3x3 center)
for dx in range(NPC_CELLS):
for dy in range(NPC_CELLS):
sticky_cells[Vector2i(NPC_CENTER.x + dx, NPC_CENTER.y + dy)] = true
func start_game_mode() -> void:
active = true
current_face = CandyColor.HEART
face_timer = 0.0
game_elapsed = 0.0
player_candies.clear()
player_candy_color.clear()
player_knocks.clear()
player_ghosts.clear()
player_ghost_active.clear()
player_ghost_timer.clear()
player_score.clear()
player_blueprints.clear()
player_sugar_rush.clear()
player_last_knocked_by.clear()
# Init players from lobby
var pids = _get_player_ids()
for pid in pids:
player_candies[pid] = 0
player_candy_color[pid] = -1
player_knocks[pid] = START_KNOCK
player_ghosts[pid] = START_GHOST
player_ghost_active[pid] = false
player_ghost_timer[pid] = 0.0
player_score[pid] = 0
player_blueprints[pid] = 0
player_sugar_rush[pid] = 0.0
player_last_knocked_by[pid] = 0
print("[CandySurvival] Started with %d players" % pids.size())
func _enter_tree() -> void:
set_process(true)
func _process(delta: float) -> void:
if not active:
return
game_elapsed += delta
# Mekton face color cycle
face_timer += delta
if face_timer >= COLOR_CYCLE_TIME:
face_timer = 0.0
current_face = CandyColor.values()[(current_face + 1) % CandyColor.size()]
# Sync color to the Mekton NPC
if mekton_node and mekton_node.has_method("set_face_color_rpc"):
mekton_node.rpc("set_face_color_rpc", current_face)
# Update delivery indicators for all players based on new face
for pid in player_candies:
_update_candy_badge(pid)
# Sugar Rush timers
var any_rush = false
for pid in player_sugar_rush.keys():
if player_sugar_rush[pid] > 0:
player_sugar_rush[pid] -= delta
if player_sugar_rush[pid] <= 0:
player_sugar_rush[pid] = 0.0
_restore_time_scale()
sugar_rush_ended.emit(pid)
if player_sugar_rush[pid] > 0:
any_rush = true
if any_rush:
Engine.time_scale = SR_SPEED
# Ghost timers
for pid in player_ghost_active.keys():
if player_ghost_active[pid]:
player_ghost_timer[pid] -= delta
if player_ghost_timer[pid] <= 0:
player_ghost_active[pid] = false
player_ghost_timer[pid] = 0.0
rpc("sync_ghost_active", pid, false)
# Turn off ghost visual/state
var all_players = get_tree().get_nodes_in_group("Players")
for player in all_players:
var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
if curr_pid == pid:
player.set("is_invisible", false)
if player.has_method("sync_modulate"):
if multiplayer.is_server() and player.has_method("can_rpc") and player.can_rpc():
player.rpc("sync_modulate", Color.WHITE)
else:
player.sync_modulate(Color.WHITE)
break
# Candy stack: points per second per candy
for pid in player_candies.keys():
var count = player_candies.get(pid, 0)
if count > 0:
var points = count * CANDY_PPS * delta
_add_score(pid, int(points))
# ── Blueprint ──
func on_blueprint_completed(pid: int, primary_tile_id: int, off_color: bool) -> void:
var base_points = 1000
var points = base_points if not off_color else int(base_points * OFF_COLOR_PENALTY)
_add_score(pid, points)
player_blueprints[pid] = player_blueprints.get(pid, 0) + 1
var candy_color = CandyColor.HEART
for key in TILE_IDS:
if TILE_IDS[key] == primary_tile_id:
candy_color = key
break
_give_candy(pid, candy_color)
func can_finish_with_off_color(pid: int, primary_tile_id: int) -> bool:
return not _grid_has_color_tiles(primary_tile_id)
func _grid_has_color_tiles(target_tile_id: int) -> bool:
if not gridmap:
return true
for x in range(1, ARENA_COLS - 1):
for y in range(1, ARENA_ROWS - 1):
var v = Vector3i(x, 1, y)
if gridmap.get_cell_item(v) == target_tile_id:
return true
return false
# ── Candy Stack ──
func _give_candy(pid: int, color: int) -> void:
player_candies[pid] = player_candies.get(pid, 0) + 1
player_candy_color[pid] = color
_update_candy_badge(pid)
func _update_candy_badge(pid: int) -> void:
var count = player_candies.get(pid, 0)
var mult = 1.0 + count * MULTI_STEP
var color = player_candy_color.get(pid, -1)
var face_match = (color != -1 and color == current_face)
rpc("sync_candy_badge", pid, count, mult, face_match)
# Update the 3D meshes on the player's head across all clients
var all_players = get_tree().get_nodes_in_group("Players")
for player in all_players:
var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
if curr_pid == pid:
if player.has_method("sync_candy_stack"):
player.rpc("sync_candy_stack", count, color)
break
func get_multiplier(pid: int) -> float:
var count = player_candies.get(pid, 0)
return 1.0 + count * MULTI_STEP
# ── Mekton Delivery ──
@rpc("any_peer", "call_local", "reliable")
func try_deliver(pid: int) -> bool:
if not multiplayer.is_server():
return false
var color = player_candy_color.get(pid, -1)
if color == -1 or player_candies.get(pid, 0) == 0:
return false
if color != current_face:
return false
var count = player_candies[pid]
var mult = get_multiplier(pid)
_add_score(pid, count * 500)
player_candies[pid] = 0
player_candy_color[pid] = -1
_update_candy_badge(pid)
_trigger_sugar_rush(pid, count, mult)
return true
func _trigger_sugar_rush(pid: int, candies: int, mult: float) -> void:
var duration = SR_BASE_TIME + candies * SR_PER_CANDY * mult
player_sugar_rush[pid] = duration
Engine.time_scale = SR_SPEED
sugar_rush_started.emit(pid)
func _restore_time_scale() -> void:
var any_rush = false
for pid in player_sugar_rush.keys():
if player_sugar_rush[pid] > 0:
any_rush = true
break
if not any_rush:
Engine.time_scale = 1.0
# ── Knock / Ghost ──
@rpc("any_peer", "call_local", "reliable")
func try_knock(attacker: int, target: int) -> bool:
if not multiplayer.is_server():
return false
if player_ghost_active.get(target, false):
return false
if player_knocks.get(attacker, 0) <= 0:
return false
var target_candies = player_candies.get(target, 0)
if target_candies == 0:
# Backfire: both lose a charge
player_knocks[attacker] = player_knocks.get(attacker, 0) - 1
# Attacker is also knocked down briefly (visual handled by caller)
rpc("sync_knock_result", attacker, target, 0)
return false
# Steal all candies
player_candies[attacker] = player_candies.get(attacker, 0) + target_candies
player_candies[target] = 0
player_candy_color[target] = -1
player_candy_color[attacker] = player_candy_color.get(target, -1)
player_knocks[attacker] = player_knocks.get(attacker, 0) - 1
player_last_knocked_by[target] = attacker
_add_score(attacker, target_candies * 100)
_update_candy_badge(attacker)
_update_candy_badge(target)
rpc("sync_knock_result", attacker, target, target_candies)
return true
func try_activate_ghost(pid: int) -> bool:
if player_ghost_active.get(pid, false):
return false
if player_ghosts.get(pid, 0) <= 0:
return false
player_ghosts[pid] = player_ghosts.get(pid, 0) - 1
player_ghost_active[pid] = true
player_ghost_timer[pid] = GHOST_DURATION
rpc("sync_ghost_active", pid, true)
# Core powerup integration: set is_invisible on the player node
var all_players = get_tree().get_nodes_in_group("Players")
for player in all_players:
var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
if curr_pid == pid:
player.set("is_invisible", true)
if player.has_method("sync_modulate"):
if multiplayer.is_server() and player.has_method("can_rpc") and player.can_rpc():
player.rpc("sync_modulate", Color(1.0, 1.0, 1.0, 0.4))
else:
player.sync_modulate(Color(1.0, 1.0, 1.0, 0.4))
break
return true
func is_ghost_active(pid: int) -> bool:
return player_ghost_active.get(pid, false)
# ── Arena ──
func _setup_arena() -> void:
if not gridmap:
return
gridmap.clear_layer(0)
gridmap.clear_layer(1)
gridmap.clear_layer(2)
# Build floor
for x in range(ARENA_COLS):
for y in range(ARENA_ROWS):
gridmap.set_cell_item(Vector3i(x, 0, y), 0)
# Apply sticky walls on layer 2
for pos in sticky_cells.keys():
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), 14)
# Spawn Mekton NPC at center
if mekton_node:
mekton_node.queue_free()
mekton_node = _spawn_mekton_npc(NPC_CENTER)
print("[CandySurvival] Arena setup 18x18")
func _spawn_mekton_npc(center: Vector2i) -> Node:
var path = "res://scenes/candy_survival_npc.tscn"
if ResourceLoader.exists(path):
var npc = load(path).instantiate()
npc.position = Vector3(center.x + 1, 0, center.y + 1)
add_child(npc)
if npc.has_method("set_face_color_rpc"):
npc.set_face_color_rpc(current_face)
return npc
return null
func _apply_arena_setup() -> void:
pass
func setup_mission_tiles() -> void:
if not gridmap:
return
randomize()
var tile_ids = [7, 8, 9, 10]
var count = 0
for x in range(1, ARENA_COLS - 1):
for y in range(1, ARENA_ROWS - 1):
if sticky_cells.has(Vector2i(x, y)):
continue
if randf() < 0.6:
var tile = tile_ids[randi() % tile_ids.size()]
gridmap.set_cell_item(Vector3i(x, 1, y), tile)
count += 1
print("[CandySurvival] Spawned %d mission tiles" % count)
func get_spawn_points(count: int) -> Array:
var points = []
var corners = [
Vector2i(2, 2), Vector2i(ARENA_COLS - 2, 2),
Vector2i(2, ARENA_ROWS - 2), Vector2i(ARENA_COLS - 2, ARENA_ROWS - 2)
]
for i in range(count):
points.append(corners[i % corners.size()])
return points
func get_arena_positions() -> Dictionary:
return {"columns": ARENA_COLS, "rows": ARENA_ROWS}
func get_arena_bounds() -> Dictionary:
return {"min_x": -1.0, "max_x": float(ARENA_COLS), "min_z": -1.0, "max_z": float(ARENA_ROWS)}
# ── Sticky (pure wall collision) ──
func is_sticky_cell(pos: Vector2i) -> bool:
return sticky_cells.has(pos)
func _is_npc_zone(pos: Vector2i) -> bool:
var cx = NPC_CENTER.x
var cy = NPC_CENTER.y
return pos.x >= cx and pos.x < cx + NPC_CELLS and pos.y >= cy and pos.y < cy + NPC_CELLS
# ── Scoring ──
func _add_score(pid: int, points: int) -> void:
player_score[pid] = player_score.get(pid, 0) + points
if main_scene and main_scene.has_method("add_points"):
main_scene.add_points(pid, points)
# ── Helpers ──
func _get_player_ids() -> Array:
if main_scene and main_scene.has_method("get_player_ids"):
return main_scene.get_player_ids()
return []
func candy_survival_round_duration() -> int:
return 180
func get_score(pid: int) -> int:
return player_score.get(pid, 0)
# ── RPCs (stubs — HUD client handles visuals) ──
@rpc("authority", "call_remote", "unreliable")
func sync_candy_badge(pid: int, count: int, mult: float, face_match: bool) -> void:
if pid == multiplayer.get_unique_id():
if hud_stack_badge:
hud_stack_badge.text = "Stack: %d (x%.1f)" % [count, mult]
if hud_delivery_indicator:
if count > 0:
if face_match:
hud_delivery_indicator.text = "READY TO DELIVER!"
hud_delivery_indicator.add_theme_color_override("font_color", Color(0.4, 1.0, 0.4))
else:
hud_delivery_indicator.text = "Waiting for match..."
hud_delivery_indicator.add_theme_color_override("font_color", Color(1.0, 0.4, 0.4))
else:
hud_delivery_indicator.text = ""
@rpc("authority", "call_remote", "unreliable")
func sync_knock_result(attacker: int, target: int, candies: int) -> void:
var local = multiplayer.get_unique_id()
if attacker == local or target == local:
if hud_knock_label and player_knocks.has(local):
hud_knock_label.text = "🥊 Knocks: %d" % player_knocks[local]
@rpc("authority", "call_remote", "unreliable")
func sync_ghost_active(pid: int, active_on: bool) -> void:
if pid == multiplayer.get_unique_id():
if hud_ghost_label and player_ghosts.has(pid):
hud_ghost_label.text = "👻 Ghosts: %d" % player_ghosts[pid]
-1825
View File
@@ -1,1825 +0,0 @@
extends Node
class_name GauntletManager
# GauntletManager - Handles Candy Pump Survival (Gauntlet) game mode
# Pattern: StopNGoManager + PortalModeManager
signal phase_changed(phase_index: int, phase_name: String)
signal growth_tick(cells: Array)
signal player_trapped(player_id: int)
signal ghost_granted(player_id: int)
# =============================================================================
# Constants
# =============================================================================
const ARENA_COLUMNS: int = 20
const ARENA_ROWS: int = 20
const NPC_SIZE: int = 3
const NPC_CENTER: Vector2i = Vector2i(9, 9) # Center of 20x20 (0-indexed, center of 3x3 block)
# Tile IDs (matching MeshLibrary)
const TILE_WALKABLE: int = 0
const TILE_OBSTACLE: int = 4
const TILE_STICKY: int = 17 # New candy-pink overlay (Layer 2)
const TILE_TELEGRAPH: int = 18 # Warning glow (Layer 2, temporary)
# Cell states (v2 ground-growth model). Logical state of each playable cell.
enum CellState {
SAFE, # Can be entered, crossed, collected
TELEGRAPHED, # Warned as future sticky, still passable (1s)
STICKY, # Covered in sticky candy, blocks + traps
BUBBLE_GROWING, # Candy bubble growing, not yet exploded
BLOCKED, # NPC zone or permanent obstacle
}
# Cells temporarily protected after Ghost-clearing (not used — kept for compat).
var cleansed_cells: Dictionary = {}
const CLEANSED_PROTECTION_TIME: float = 5.0
# Phase timing thresholds (seconds elapsed)
const PHASE_1_START: float = 0.0 # Open Arena
const PHASE_2_START: float = 60.0 # Route Pressure
const PHASE_3_START: float = 120.0 # Survival Endgame
# =============================================================================
# Phase System
# =============================================================================
enum Phase { OPEN_ARENA, ROUTE_PRESSURE, SURVIVAL_ENDGAME }
var current_phase: Phase = Phase.OPEN_ARENA
var elapsed_time: float = 0.0
var is_active: bool = false
# =============================================================================
# Growth State (v2 ground-growth model — replaces cannon volley)
# =============================================================================
var growth_timer: float = 0.0
var growth_interval: float = 3.0 # seconds between growth ticks
var telegraph_duration: float = 1.0 # seconds telegraphed cells stay passable
var sticky_cells: Dictionary = {} # Vector2i → true
var telegraphed_cells: Dictionary = {} # Vector2i → time remaining (still passable)
var _last_tick_cells: Array = [] # cells selected last tick (for repetition penalty)
# Camping detection (#073): time each player has spent in their current 4x4
# region. player_id -> {"region": Vector2i, "time": float}.
var _camp_tracking: Dictionary = {}
const CAMP_REGION_SIZE: int = 4
# Movement buffers (#083): hidden, decaying penalties on SAFE cells that form
# critical movement corridors. Detected dynamically each growth tick; never
# shown to players. pos(Vector2i) -> {"penalty": float, "adjacent": bool}.
# The penalty discourages the growth algorithm from sealing off a corridor too
# early, then fades over time / phases so the arena still closes in by the end.
var movement_buffers: Dictionary = {}
var _buffer_decay_timer: float = 0.0
const BUFFER_DECAY_INTERVAL: float = 5.0 # seconds between decay steps
const BUFFER_DECAY_FACTOR: float = 0.75 # each step keeps 75% (25%)
const BUFFER_PHASE_DECAY: float = 0.5 # phase change halves all penalties
const BUFFER_MIN_PENALTY: float = 4.0 # prune below this magnitude
# Base "inside a buffer corridor" penalty per phase (adjacent = half).
const BUFFER_BASE_PENALTY: Array = [40.0, 20.0, 10.0]
# A SAFE cell is a corridor if removing it drops a player's reachable region
# below this many cells (i.e. it is a genuine chokepoint, not open floor).
const BUFFER_CORRIDOR_THRESHOLD: int = 12
# Candy bubbles (#082): occasional anti-camping hazards that grow from 1x1 and
# explode into a 3x3 sticky area. Separate from normal ground growth.
# active_bubbles entries: {"center": Vector2i, "timer": float, "cells": Array}.
var active_bubbles: Array = []
var bubble_cells: Dictionary = {} # Vector2i -> true (BUBBLE_GROWING state)
var recent_bubble_positions: Array = [] # centers of recent bubbles (anti-stacking)
var bubbles_this_phase: int = 0 # spawned in the current phase
var bubbles_total: int = 0 # spawned this round
const MAX_BUBBLES_PER_PHASE: Array = [0, 2, 3] # phase 1 / 2 / 3
const BUBBLE_GROW_DURATION: float = 2.75 # seconds from spawn to explosion (2.53)
const BUBBLE_EXPLOSION_RADIUS: int = 1 # 1 => 3x3 area
const BUBBLE_RECENT_MEMORY: int = 4 # how many recent centers to remember
const BUBBLE_RECENT_RADIUS: int = 3 # anti-stacking exclusion distance
# Phase-specific growth parameters (cells-per-tick range per phase).
# Layer weights: [outer, middle, inner] priority for the current pressure layer.
var phase_growth_config: Array = [
# Phase 0 (Outer Pressure): 4-6 cells/tick, push from the outside in
{"cells_min": 4, "cells_max": 6, "layer_weights": {"outer": 60, "middle": 15, "inner": -40}},
# Phase 1 (Middle Pressure): 6-8 cells/tick
{"cells_min": 6, "cells_max": 8, "layer_weights": {"outer": 20, "middle": 60, "inner": 5}},
# Phase 2 (Inner Survival): 8-10 cells/tick
{"cells_min": 8, "cells_max": 10, "layer_weights": {"outer": 10, "middle": 35, "inner": 60}},
]
# =============================================================================
# Smack State (per-player)
# =============================================================================
func has_smack_charged(pid: int) -> bool:
if smack_charged.has(pid) and smack_charged[pid] > 0:
return true
return false
@rpc("any_peer", "call_local", "reliable")
func consume_smack(pid: int) -> void:
# Local state reset
smack_charged[pid] = 0.0
smack_cooldowns[pid] = SMACK_COOLDOWN
# Play smack sound
if SfxManager:
SfxManager.rpc("play_rpc", "attack_mode") if _can_rpc() else SfxManager.play("attack_mode")
var all_players = get_tree().get_nodes_in_group("Players")
for player in all_players:
var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
if curr_pid == pid:
if player.has_method("sync_modulate"):
if _can_rpc():
player.rpc("sync_modulate", Color.WHITE)
else:
player.sync_modulate(Color.WHITE)
break
var smack_cooldowns: Dictionary = {} # player_id → float (time remaining)
var smack_charged: Dictionary = {} # player_id → float (charge window remaining)
const SMACK_COOLDOWN: float = 8.0
const SMACK_CHARGE_WINDOW: float = 3.0
# =============================================================================
# Ghost Reward Tracking (replaces Cleanser)
# =============================================================================
var player_mission_completions: Dictionary = {} # player_id → int
# =============================================================================
# Trapped Players
# =============================================================================
var trapped_players: Dictionary = {} # player_id → true (legacy; sticky now slows)
# Sticky entry slows the player instead of trapping them (per-player, fair in MP).
const STICKY_SLOW_DURATION: float = 2.0
# =============================================================================
# Slow-Mo Effect
# =============================================================================
var slowmo_active: bool = false
var slowmo_timer: float = 0.0
var slowmo_duration: float = 4.0
const SLOWMO_SCALE: float = 0.25 # 1/4 speed
var slowmo_overlay: ColorRect = null
# =============================================================================
# References
# =============================================================================
var main_scene: Node = null
var gridmap: Node = null
# Static Candy Pump NPC model at the arena center (the v2 "pump" that injects
# candy into the ground). Purely visual now — projectile logic was removed.
var candy_pump_scene: PackedScene = preload("res://scenes/candy_cannon.tscn")
var pump_instance: Node3D = null
# HUD
var hud_layer: CanvasLayer
var phase_label: Label
var slowmo_label: Label
var _gauntlet_hud_scene: PackedScene = preload("res://scenes/gauntlet_hud.tscn")
# =============================================================================
# Lifecycle
# =============================================================================
func _ready():
set_process(false)
_setup_hud()
func _exit_tree():
# Ensure time_scale is always restored when leaving Gauntlet mode
Engine.time_scale = 1.0
func initialize(main: Node, grid: Node) -> void:
main_scene = main
gridmap = grid
print("[Gauntlet] Initialized with gridmap: ", gridmap.name if gridmap else "null")
# Connect to GoalsCycleManager for scoring and mission tracking
if main_scene:
var gcm = main_scene.get_node_or_null("GoalsCycleManager")
if gcm:
gcm.goal_count_updated.connect(_on_goal_count_updated)
gcm.score_updated.connect(_on_score_updated)
print("[Gauntlet] Connected to GoalsCycleManager")
func _process(delta: float) -> void:
if not is_active:
return
if not multiplayer.has_multiplayer_peer() or multiplayer.multiplayer_peer == null:
return
elapsed_time += delta
# Phase escalation
_check_phase_transition()
# Server only logic
if multiplayer.is_server():
# Track camping behaviour for candidate scoring (#073)
_update_camp_tracking(delta)
# Growth tick timer
growth_timer -= delta
if growth_timer <= 0.0:
_process_growth_tick()
growth_timer = growth_interval
# Decay cleansed-cell protection windows
if not cleansed_cells.is_empty():
_tick_cleansed_cells(delta)
# Decay hidden movement buffers over time (#083)
_decay_movement_buffers(delta)
# Advance candy-bubble grow timers; explode when ready (#082)
_update_bubbles(delta)
# Smack mechanic update (ALL PEERS)
var all_players = get_tree().get_nodes_in_group("Players")
for player in all_players:
var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
# Allow local peer to predict setup
if not smack_cooldowns.has(pid) and not smack_charged.has(pid):
smack_cooldowns[pid] = SMACK_COOLDOWN
smack_charged[pid] = 0.0
if smack_cooldowns[pid] > 0:
smack_cooldowns[pid] -= delta
if smack_cooldowns[pid] <= 0:
smack_cooldowns[pid] = 0.0
smack_charged[pid] = SMACK_CHARGE_WINDOW
if player.has_method("sync_modulate"):
if multiplayer.is_server() and _can_rpc():
player.rpc("sync_modulate", Color.PINK)
elif not multiplayer.is_server():
player.sync_modulate(Color.PINK)
elif smack_charged[pid] > 0:
smack_charged[pid] -= delta
if smack_charged[pid] <= 0:
smack_charged[pid] = 0.0
smack_cooldowns[pid] = SMACK_COOLDOWN
if player.has_method("sync_modulate"):
if multiplayer.is_server() and _can_rpc():
player.rpc("sync_modulate", Color.WHITE)
elif not multiplayer.is_server():
player.sync_modulate(Color.WHITE)
# Slow-mo timer (all peers for visual consistency)
if slowmo_active:
slowmo_timer -= delta
if slowmo_timer <= 0:
_end_slowmo()
# =============================================================================
# Game Mode Start
# =============================================================================
func start_game_mode() -> void:
if multiplayer.is_server():
activate_client_side()
_start_phase(Phase.OPEN_ARENA)
func activate_client_side() -> void:
is_active = true
if hud_layer:
hud_layer.visible = true
set_process(true)
# =============================================================================
# Phase Management
# =============================================================================
func _check_phase_transition() -> void:
var new_phase = current_phase
if elapsed_time >= PHASE_3_START:
new_phase = Phase.SURVIVAL_ENDGAME
elif elapsed_time >= PHASE_2_START:
new_phase = Phase.ROUTE_PRESSURE
if new_phase != current_phase:
_start_phase(new_phase)
func _start_phase(phase: Phase) -> void:
current_phase = phase
# Growth config is read per-tick from phase_growth_config[current_phase];
# resetting the timer keeps tick cadence aligned to the phase boundary.
growth_timer = growth_interval
# Phase change relaxes movement buffers by 50% — the arena is allowed to
# close in more aggressively as pressure escalates (#083).
if not movement_buffers.is_empty():
_scale_all_buffers(BUFFER_PHASE_DECAY)
# Reset the per-phase candy-bubble budget (#082).
bubbles_this_phase = 0
var phase_name = _phase_to_string(phase)
print("[Gauntlet] Phase changed to: ", phase_name)
if _can_rpc() and multiplayer.is_server():
rpc("sync_phase", int(phase), phase_name)
# Update phase explicitly with setup_arena
_shrink_arena()
emit_signal("phase_changed", int(phase), phase_name)
func _phase_to_string(phase: Phase) -> String:
match phase:
Phase.OPEN_ARENA:
return "Outer Pressure"
Phase.ROUTE_PRESSURE:
return "Middle Pressure"
Phase.SURVIVAL_ENDGAME:
return "Inner Survival"
_:
return "Unknown"
@rpc("authority", "call_local", "reliable")
func sync_phase(phase_index: int, phase_name: String) -> void:
if not is_active:
activate_client_side()
current_phase = phase_index as Phase
if not multiplayer.is_server():
var bounds = get_arena_bounds()
for x in range(ARENA_COLUMNS):
for z in range(ARENA_ROWS):
var pos = Vector2i(x, z)
if pos.x <= bounds.min or pos.x >= bounds.max or pos.y <= bounds.min or pos.y >= bounds.max:
if not sticky_cells.has(pos):
sticky_cells[pos] = true
_update_hud_phase(phase_name)
# =============================================================================
# Arena Setup
# =============================================================================
func _setup_arena() -> void:
"""Called by host in main._setup_host_game()"""
if not gridmap:
gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if not gridmap:
push_error("[Gauntlet] No EnhancedGridMap found!")
return
print("[Gauntlet] Setting up %dx%d Arena..." % [ARENA_COLUMNS, ARENA_ROWS])
# Sync to clients
if _can_rpc():
rpc("sync_arena_setup")
# Apply locally for server
_apply_arena_setup()
@rpc("authority", "call_remote", "reliable")
func sync_arena_setup() -> void:
print("[Gauntlet] Client: Syncing Arena Setup (%dx%d)..." % [ARENA_COLUMNS, ARENA_ROWS])
_apply_arena_setup()
func _apply_arena_setup() -> void:
"""Shared arena layout logic for host + clients."""
if not gridmap:
gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if not gridmap: return
# Resize grid (bypass setters that wipe the map)
gridmap.set("columns", ARENA_COLUMNS)
gridmap.set("rows", ARENA_ROWS)
# Clear all
gridmap.clear()
# Build the 20x20 arena
for x in range(ARENA_COLUMNS):
for z in range(ARENA_ROWS):
var pos = Vector2i(x, z)
# Center 3x3 block: NPC obstacle (Candy Pump)
if x >= 8 and x <= 10 and z >= 8 and z <= 10:
# Hardcode clear all possible layers beneath the Candy Pump
for layer in range(5):
gridmap.set_cell_item(Vector3i(x, layer, z), -1)
continue
# Boundary walls: perimeter (row 0, row 19, col 0, col 19)
if pos.x <= 0 or pos.x >= 19 or pos.y <= 0 or pos.y >= 19:
# Also make border walls visually walkable floors instead of red blocks
gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE)
gridmap.set_cell_item(Vector3i(x, 1, z), -1)
gridmap.set_cell_item(Vector3i(x, 2, z), TILE_STICKY)
sticky_cells[pos] = true
continue
# Interior: walkable floor
gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE)
gridmap.set_cell_item(Vector3i(x, 1, z), -1)
gridmap.set_cell_item(Vector3i(x, 2, z), -1)
gridmap.diagonal_movement = true
gridmap.update_grid_data()
gridmap.initialize_astar()
if not pump_instance and main_scene:
pump_instance = candy_pump_scene.instantiate()
pump_instance.name = "CandyPump"
var cx = NPC_CENTER.x * gridmap.cell_size.x + gridmap.cell_size.x / 2.0
var cz = NPC_CENTER.y * gridmap.cell_size.z + gridmap.cell_size.z / 2.0
pump_instance.position = Vector3(cx, 0, cz)
main_scene.add_child(pump_instance)
print("[Gauntlet] Arena setup complete. Boundary walls at perimeter. Center NPC at (%d,%d)" % [
NPC_CENTER.x, NPC_CENTER.y
])
func _is_npc_zone(pos: Vector2i) -> bool:
"""Check if a position is within the center 3x3 NPC zone."""
return pos.x >= 8 and pos.x <= 10 and pos.y >= 8 and pos.y <= 10
func get_spawn_points(player_count: int) -> Array[Vector2i]:
"""Return spawn positions based on player count. Inside boundary walls."""
# 4 players: inner corners
var spawns_4: Array[Vector2i] = [
Vector2i(1, 1), # Top-left
Vector2i(18, 1), # Top-right
Vector2i(1, 18), # Bottom-left
Vector2i(18, 18), # Bottom-right
]
# 6 players: corners + mid-edges (top/bottom)
var spawns_6: Array[Vector2i] = spawns_4.duplicate()
spawns_6.append(Vector2i(10, 1)) # Top-mid
spawns_6.append(Vector2i(10, 18)) # Bottom-mid
# 8 players: corners + all mid-edges
var spawns_8: Array[Vector2i] = spawns_6.duplicate()
spawns_8.append(Vector2i(1, 10)) # Left-mid
spawns_8.append(Vector2i(18, 10)) # Right-mid
match player_count:
4:
return spawns_4
5, 6:
return spawns_6
_, 7, 8:
return spawns_8
_:
return spawns_4
# =============================================================================
# Tile Spawning & Mission System (Task #3)
# =============================================================================
func setup_mission_tiles() -> void:
"""Public wrapper called from main.gd before countdown. Server-only."""
if multiplayer.is_server():
_spawn_mission_tiles()
func _spawn_mission_tiles() -> void:
"""Distribute colored goal tiles across the 20x20 arena.
Follows StopNGoManager._spawn_mission_tiles() pattern.
Excludes center 3x3 NPC zone."""
if not gridmap:
gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if not gridmap: return
# Goal items: Heart(7), Diamond(8), Star(9), Coin(10)
var goal_items = [7, 8, 9, 10]
var tiles_spawned: int = 0
var main = get_node_or_null("/root/Main")
for x in range(ARENA_COLUMNS):
for z in range(ARENA_ROWS):
var pos = Vector2i(x, z)
# Skip NPC pump zone (center 3x3)
if x >= 8 and x <= 10 and z >= 8 and z <= 10:
continue
# Check base floor — don't spawn on void (or walls if they were still obstacles)
var base_tile = gridmap.get_cell_item(Vector3i(x, 0, z))
if base_tile == -1:
continue
# Ensure we don't spawn powerups on the perimeter walls even though they look like floors
if x == 0 or x == ARENA_COLUMNS - 1 or z == 0 or z == ARENA_ROWS - 1:
continue
# Skip if something already exists on Layer 1
var current_item = gridmap.get_cell_item(Vector3i(x, 1, z))
if current_item != -1:
continue
# Spawn tiles with 60% density (40% chance to skip)
if randf() > 0.6:
continue
var tile_type = goal_items[randi() % goal_items.size()]
gridmap.set_cell_item(Vector3i(x, 1, z), tile_type)
tiles_spawned += 1
# Sync to clients
if main:
main.rpc("sync_grid_item", x, 1, z, tile_type)
print("[Gauntlet] Spawned %d mission tiles across %dx%d arena" % [tiles_spawned, ARENA_COLUMNS, ARENA_ROWS])
# =============================================================================
# Growth Logic (Server Only) — v2 ground-growth, replaces cannon volley
# =============================================================================
func _process_growth_tick() -> void:
"""One growth tick: score SAFE cells, weight-select, path-check, telegraph."""
if not multiplayer.is_server():
return
var count := _cells_this_tick()
# Detect hidden movement-buffer corridors before scoring so the candidate
# scores reflect them this tick (#083; satisfies #067's buffer-check item).
_detect_movement_buffers()
var candidates := _generate_candidates()
if candidates.is_empty():
return
var selected := _select_cells_weighted(candidates, count)
selected = _apply_path_safety(selected)
if selected.is_empty():
return
_last_tick_cells = selected.duplicate()
# Telegraph now (passable for telegraph_duration), then convert to sticky.
for pos in selected:
telegraphed_cells[pos] = telegraph_duration
if _can_rpc():
rpc("sync_growth_telegraph", selected)
else:
sync_growth_telegraph(selected)
await get_tree().create_timer(telegraph_duration).timeout
for pos in selected:
telegraphed_cells.erase(pos)
if _can_rpc():
rpc("sync_growth_apply", selected)
else:
sync_growth_apply(selected)
emit_signal("growth_tick", selected)
# Possibly start a candy bubble this tick (anti-camping hazard, #082).
_try_spawn_bubble()
func _cells_this_tick() -> int:
"""Random cell count within this phase's configured range."""
var cfg = phase_growth_config[int(current_phase)]
var lo: int = cfg["cells_min"]
var hi: int = cfg["cells_max"]
if hi <= lo:
return lo
return lo + randi() % (hi - lo + 1)
func _generate_candidates() -> Array:
"""Build a list of {pos, score} for every SAFE, growable cell."""
var candidates: Array = []
var player_cells := _active_player_cells() # gathered once per tick
for x in range(ARENA_COLUMNS):
for z in range(ARENA_ROWS):
var pos := Vector2i(x, z)
# Only SAFE cells are growable; skip blocked, sticky, telegraphed,
# and cleansed (temporary regrowth protection from #068).
if cell_state(pos) != CellState.SAFE:
continue
candidates.append({"pos": pos, "score": _calculate_candidate_score(pos, player_cells)})
return candidates
func _calculate_candidate_score(pos: Vector2i, player_cells: Array = []) -> float:
"""Full v2 candidate score (#073). Higher score = higher pick chance.
CandidateScore =
LayerPriority + StickyNeighbor + InwardPressure + PlayerPressure
+ ClusterGrowth + CampingPressure + RandomNoise
+ MovementBuffer + PathSafety + Repetition
"""
var score := 0.0
score += _score_layer_priority(pos)
score += _score_sticky_neighbor(pos)
score += _score_inward_pressure(pos)
score += _score_player_pressure(pos, player_cells)
score += _score_cluster_growth(pos)
score += _score_camping_pressure(pos)
score += randf_range(-20.0, 20.0) # RandomNoise — keep growth imperfect
score += _score_movement_buffer(pos)
score += _score_path_safety(pos)
score += _score_repetition(pos)
return score
# --- score components (#073) -------------------------------------------------
func _score_layer_priority(pos: Vector2i) -> float:
"""Steer growth to the current phase's pressure ring."""
var weights: Dictionary = phase_growth_config[int(current_phase)]["layer_weights"]
return float(weights[_layer_of(pos)])
func _score_sticky_neighbor(pos: Vector2i) -> float:
"""Prefer growing adjacent to existing sticky: +8 each, capped +64."""
return min(_sticky_neighbor_count(pos) * 8.0, 64.0)
func _score_inward_pressure(pos: Vector2i) -> float:
"""Push candy inward more strongly as the round progresses. Scales with how
close the cell is to the center within the per-phase range."""
var d := _chebyshev(pos, NPC_CENTER)
var max_d := float(maxi(ARENA_COLUMNS, ARENA_ROWS) / 2) # ~10
var closeness := clampf(1.0 - float(d) / max_d, 0.0, 1.0)
match int(current_phase):
0: return lerpf(0.0, 10.0, closeness)
1: return lerpf(5.0, 20.0, closeness)
_: return lerpf(10.0, 30.0, closeness)
func _score_player_pressure(pos: Vector2i, player_cells: Array) -> float:
"""Pressure players without directly targeting them.
- 2-4 cells away: +20
- directly under a player: -50 (before final 30s), +10 (final 30s)."""
if player_cells.is_empty():
return 0.0
var best := 0.0
var final_window := float(gauntlet_round_duration() - elapsed_time) <= FORCED_TRAP_WINDOW
for pcell in player_cells:
var d := _chebyshev(pos, pcell)
var s := 0.0
if d == 0:
s = 10.0 if final_window else -50.0
elif d >= 2 and d <= 4:
s = 20.0
if abs(s) > abs(best):
best = s
return best
func _score_cluster_growth(pos: Vector2i) -> float:
"""Reward expanding/connecting sticky clusters. Distinct sticky neighbours
spanning more than one direction implies a bridge between clusters."""
var neighbours := _sticky_neighbor_count(pos)
if neighbours == 0:
return 0.0
if neighbours >= 3:
return 25.0 # connects clusters
return 15.0 # expands a cluster
func _score_camping_pressure(pos: Vector2i) -> float:
"""Target areas where a player has lingered.
>5s: +20, >8s: +40, >10s: +60."""
var t := _camp_time_for_region(_region_of(pos))
if t > 10.0:
return 60.0
elif t > 8.0:
return 40.0
elif t > 5.0:
return 20.0
return 0.0
func _score_movement_buffer(pos: Vector2i) -> float:
"""Respect hidden safe zones. Two complementary parts (#083):
1. Dynamically-detected buffer corridors (decaying) `_buffer_penalty_at`.
2. A light proximity floor around players so the immediate ring stays open.
Both lift entirely in the final window so the arena can close out."""
var final_window := float(gauntlet_round_duration() - elapsed_time) <= FORCED_TRAP_WINDOW
if final_window:
return 0.0
# 1. Detected corridor buffers (strongest signal).
var buffer := _buffer_penalty_at(pos)
if buffer < 0.0:
return buffer
# 2. Proximity floor (kept from #073) — discourage sealing the ring next to a
# player even when no corridor was detected there.
var player_cells := _active_player_cells()
var min_d := INF
for pcell in player_cells:
min_d = min(min_d, float(_chebyshev(pos, pcell)))
if min_d == INF:
return 0.0
match int(current_phase):
0:
if min_d <= 1: return -40.0
elif min_d <= 2: return -20.0
1:
if min_d <= 1: return -20.0
elif min_d <= 2: return -10.0
_:
if min_d <= 1: return -10.0
return 0.0
func _score_path_safety(pos: Vector2i) -> float:
"""Soft penalty that discourages selections which would strand a player.
The hard guarantee is enforced separately by _apply_path_safety()."""
if float(gauntlet_round_duration() - elapsed_time) <= FORCED_TRAP_WINDOW:
return 0.0
var extra := {pos: true}
for pcell in _active_player_cells():
if not _player_has_safe_region(pcell, extra):
return -100.0 # would fully trap a player
return 0.0
func _score_repetition(pos: Vector2i) -> float:
"""Avoid spammy growth on last tick's footprint."""
for last in _last_tick_cells:
if _chebyshev(pos, last) <= 1:
return -30.0
return 0.0
func _select_cells_weighted(candidates: Array, count: int) -> Array:
"""Weighted-random selection: higher score = higher pick chance.
Scores are shifted positive so the lowest-scoring cell still has a small
non-zero weight, preserving organic unpredictability.
"""
var pool: Array = candidates.duplicate()
var picked: Array = []
# Find the minimum score to offset all weights into the positive range.
var min_score := INF
for c in pool:
min_score = min(min_score, c["score"])
var offset := 1.0 - min_score # ensures every weight >= 1.0
var n: int = min(count, pool.size())
for _i in range(n):
var total := 0.0
for c in pool:
total += c["score"] + offset
if total <= 0.0:
break
var roll := randf() * total
var acc := 0.0
var chosen_idx := 0
for j in range(pool.size()):
acc += pool[j]["score"] + offset
if roll <= acc:
chosen_idx = j
break
picked.append(pool[chosen_idx]["pos"])
pool.remove_at(chosen_idx)
return picked
# --- scoring helpers ---------------------------------------------------------
func _layer_of(pos: Vector2i) -> String:
"""Classify a cell into outer / middle / inner rings by Chebyshev distance
from the arena center (matches the NPC pump at the middle)."""
var d := _chebyshev(pos, NPC_CENTER)
if d >= 7:
return "outer"
elif d >= 4:
return "middle"
return "inner"
func _sticky_neighbor_count(pos: Vector2i) -> int:
"""Count of the 8 surrounding cells that are already sticky."""
var c := 0
for dx in range(-1, 2):
for dz in range(-1, 2):
if dx == 0 and dz == 0:
continue
if sticky_cells.has(pos + Vector2i(dx, dz)):
c += 1
return c
func _chebyshev(a: Vector2i, b: Vector2i) -> int:
return max(abs(a.x - b.x), abs(a.y - b.y))
# --- camping tracking --------------------------------------------------------
func _region_of(pos: Vector2i) -> Vector2i:
"""Coarse 4x4 region key a cell belongs to (for camping detection)."""
return Vector2i(pos.x / CAMP_REGION_SIZE, pos.y / CAMP_REGION_SIZE)
func _update_camp_tracking(delta: float) -> void:
"""Accumulate time each player spends in their current 4x4 region.
Resets the timer when a player moves to a new region. Server-side."""
var seen := {}
for player in get_tree().get_nodes_in_group("Players"):
var pid = player.get("peer_id") if "peer_id" in player else -1
if pid == -1 or not ("current_position" in player) or player.current_position == null:
continue
seen[pid] = true
var region := _region_of(player.current_position)
var rec = _camp_tracking.get(pid)
if rec == null or rec["region"] != region:
_camp_tracking[pid] = {"region": region, "time": 0.0}
else:
rec["time"] += delta
# Drop tracking for players that left the match.
for pid in _camp_tracking.keys():
if not seen.has(pid):
_camp_tracking.erase(pid)
func _camp_time_for_region(region: Vector2i) -> float:
"""Longest camp time any player has accrued in the given region."""
var best := 0.0
for pid in _camp_tracking:
var rec = _camp_tracking[pid]
if rec["region"] == region:
best = max(best, rec["time"])
return best
# =============================================================================
# Growth Telegraph & Apply (RPCs) — v2
# =============================================================================
@rpc("authority", "call_local", "reliable")
func sync_growth_telegraph(cells: Array) -> void:
"""Warn that the given cells will become sticky. Cells stay passable until
sync_growth_apply fires (telegraph_duration later)."""
if not gridmap: return
for cell in cells:
var pos = cell as Vector2i
if pos.x >= 8 and pos.x <= 10 and pos.y >= 8 and pos.y <= 10: continue
# Telegraph overlay tile on Layer 2 (still passable).
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), TILE_TELEGRAPH)
_spawn_telegraph_highlight(pos)
# NEW: Throw projectile from pump for normal growth
if pump_instance and pump_instance.has_method("spawn_projectile"):
var target_world_pos = Vector3(
pos.x * gridmap.cell_size.x + gridmap.cell_size.x / 2.0,
0.5,
pos.y * gridmap.cell_size.z + gridmap.cell_size.z / 2.0
)
pump_instance.spawn_projectile(target_world_pos, telegraph_duration)
# Audio: warning pulse
if SfxManager:
SfxManager.rpc("play_rpc", "generate_tile") if _can_rpc() else SfxManager.play("generate_tile")
func _spawn_telegraph_highlight(pos: Vector2i) -> void:
"""Two-stage amber warning under a telegraphed cell (#069):
Build-up (00.8s): amber glow ramps alpha 01.
Flash (0.81.0s): flickers to bright amber just before impact.
Auto-removed at the end of the telegraph window. Amber here is deliberately
distinct from the pink/magenta sticky overlay so the two never read alike."""
var cs = gridmap.cell_size
var world_pos = Vector3(pos.x * cs.x + cs.x / 2.0, 0.15, pos.y * cs.z + cs.z / 2.0)
var mesh_inst = MeshInstance3D.new()
var box = BoxMesh.new()
box.size = Vector3(cs.x * 0.8, 0.02, cs.z * 0.8)
mesh_inst.mesh = box
mesh_inst.position = world_pos
var amber := Color(1.0, 0.65, 0.1) # syrup amber — clearly not sticky pink
var mat = StandardMaterial3D.new()
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.albedo_color = Color(amber.r, amber.g, amber.b, 0.0)
mat.emission_enabled = true
mat.emission = amber
mat.emission_energy_multiplier = 1.5
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mesh_inst.material_override = mat
var main = get_node_or_null("/root/Main")
if not main:
return
main.add_child(mesh_inst)
# Split the telegraph window 80% build-up / 20% flash.
var build := telegraph_duration * 0.8
var flash := telegraph_duration * 0.2
var tween = create_tween()
# Build-up: fade in to a steady amber.
tween.tween_method(func(a): mat.albedo_color.a = a, 0.0, 0.55, build)
# Flash: quick bright flicker (alpha + emission energy) right before impact.
tween.tween_method(func(e): mat.emission_energy_multiplier = e, 1.5, 4.0, flash * 0.5)
tween.parallel().tween_method(func(a): mat.albedo_color.a = a, 0.55, 0.9, flash * 0.5)
tween.tween_method(func(e): mat.emission_energy_multiplier = e, 4.0, 2.5, flash * 0.5)
var remove_timer = get_tree().create_timer(telegraph_duration)
remove_timer.timeout.connect(func():
if is_instance_valid(mesh_inst):
mesh_inst.queue_free()
)
@rpc("authority", "call_local", "reliable")
func sync_growth_apply(cells: Array) -> void:
"""Convert telegraphed cells to permanent sticky candy."""
if not gridmap: return
for cell in cells:
var pos = cell as Vector2i
if pos.x >= 8 and pos.x <= 10 and pos.y >= 8 and pos.y <= 10: continue
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), TILE_STICKY)
sticky_cells[pos] = true
# Screen shake for impact
if main_scene and main_scene.get("screen_shake_manager"):
main_scene.screen_shake_manager.shake(0.15, 0.4)
# Audio: sticky splat
if SfxManager:
SfxManager.rpc("play_rpc", "tile_scatter") if _can_rpc() else SfxManager.play("tile_scatter")
_spawn_impact_particles(cells)
# Re-evaluate trapped players after the new sticky cells land.
_check_all_players_trapped()
func _spawn_impact_particles(targets: Array) -> void:
"""Spawn candy splash particles at impact locations."""
if not main_scene:
return
for target in targets:
var pos = target as Vector2i
var world_pos = Vector3(
pos.x * gridmap.cell_size.x + gridmap.cell_size.x / 2.0,
0.5, # Slightly above floor
pos.y * gridmap.cell_size.z + gridmap.cell_size.z / 2.0
)
# Create a simple particle effect (GPUParticles3D)
var particles = GPUParticles3D.new()
particles.emitting = true
particles.one_shot = true
particles.amount = 8
particles.lifetime = 0.5
particles.explosiveness = 1.0
# Candy pink color
var material = ParticleProcessMaterial.new()
material.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
material.emission_sphere_radius = 0.2
material.direction = Vector3(0, 1, 0)
material.spread = 45.0
material.initial_velocity_min = 2.0
material.initial_velocity_max = 4.0
material.gravity = Vector3(0, -9.8, 0)
material.scale_min = 0.1
material.scale_max = 0.3
# Define visual mesh
var mesh = BoxMesh.new()
mesh.size = Vector3(0.2, 0.2, 0.2)
var spatial_mat = StandardMaterial3D.new()
spatial_mat.albedo_color = Color(1.0, 0.6, 0.8) # Candy pink
spatial_mat.emission_enabled = true
spatial_mat.emission = Color(1.0, 0.6, 0.8)
spatial_mat.emission_energy_multiplier = 2.0
# Outline shader for splash VFX
var outline_mat = ShaderMaterial.new()
outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
spatial_mat.next_pass = outline_mat
mesh.material = spatial_mat
particles.draw_pass_1 = mesh
particles.process_material = material
particles.position = world_pos
main_scene.add_child(particles)
# Auto-remove after particles finish
await get_tree().create_timer(1.0).timeout
if particles and is_instance_valid(particles):
particles.queue_free()
# =============================================================================
# Sticky / Trap System
func is_sticky_cell(pos: Vector2i) -> bool:
return sticky_cells.has(pos)
func is_cleansed_cell(pos: Vector2i) -> bool:
return cleansed_cells.has(pos)
func cell_state(pos: Vector2i) -> CellState:
"""Logical state of a playable cell (v2 ground-growth model)."""
var b = get_arena_bounds()
if pos.x <= b.min or pos.x >= b.max or pos.y <= b.min or pos.y >= b.max:
return CellState.STICKY
if _is_npc_zone(pos) or _is_boundary(pos):
return CellState.BLOCKED
if is_sticky_cell(pos):
return CellState.STICKY
if cleansed_cells.has(pos):
return CellState.BLOCKED # Protected from regrowth temporarily
if telegraphed_cells.has(pos):
return CellState.TELEGRAPHED
if bubble_cells.has(pos):
return CellState.BUBBLE_GROWING
return CellState.SAFE
func mark_cleansed(pos: Vector2i) -> void:
"""Flag a cell as recently cleansed, granting temporary regrowth protection."""
cleansed_cells[pos] = CLEANSED_PROTECTION_TIME
func _tick_cleansed_cells(delta: float) -> void:
"""Count down cleansed-cell protection; expire when it runs out."""
var expired: Array[Vector2i] = []
for pos in cleansed_cells:
cleansed_cells[pos] -= delta
if cleansed_cells[pos] <= 0.0:
expired.append(pos)
for pos in expired:
cleansed_cells.erase(pos)
func get_arena_bounds() -> Dictionary:
match current_phase:
Phase.OPEN_ARENA:
return {"min": 0, "max": 19} # 20x20
Phase.ROUTE_PRESSURE:
return {"min": 1, "max": 18} # 18x18
Phase.SURVIVAL_ENDGAME:
return {"min": 6, "max": 12} # 7x7
return {"min": 0, "max": 19}
func _shrink_arena() -> void:
if not multiplayer.is_server(): return
var b = get_arena_bounds()
var new_sticky = []
for x in range(ARENA_COLUMNS):
for z in range(ARENA_ROWS):
var pos = Vector2i(x, z)
if _is_npc_zone(pos) or _is_boundary(pos):
continue
if pos.x <= b.min or pos.x >= b.max or pos.y <= b.min or pos.y >= b.max:
if not sticky_cells.has(pos):
new_sticky.append(pos)
if new_sticky.size() > 0:
if _can_rpc() and multiplayer.is_server():
rpc("sync_growth_apply", new_sticky)
else:
sync_growth_apply(new_sticky)
func _is_boundary(pos: Vector2i) -> bool:
return pos.x <= 0 or pos.x >= ARENA_COLUMNS - 1 or pos.y <= 0 or pos.y >= ARENA_ROWS - 1
# =============================================================================
# Coverage tracking (v2 target: 70-75%, down from v1's 80%)
# =============================================================================
const COVERAGE_TARGET_MIN: float = 0.70
const COVERAGE_TARGET_MAX: float = 0.75
func playable_cell_count() -> int:
"""Number of cells that can ever become sticky (interior, minus NPC zone)."""
var b = get_arena_bounds()
var count := 0
for x in range(ARENA_COLUMNS):
for z in range(ARENA_ROWS):
var pos := Vector2i(x, z)
if _is_boundary(pos) or _is_npc_zone(pos):
continue
if pos.x <= b.min or pos.x >= b.max or pos.y <= b.min or pos.y >= b.max:
continue
count += 1
return count
func coverage_ratio() -> float:
"""Fraction of playable cells currently sticky (0.0-1.0)."""
var playable := playable_cell_count()
if playable <= 0:
return 0.0
return float(sticky_cells.size()) / float(playable)
func is_coverage_reached() -> bool:
"""True once sticky coverage hits the v2 minimum target."""
return coverage_ratio() >= COVERAGE_TARGET_MIN
# =============================================================================
# Path safety (v2): never trap a player before the final window
# =============================================================================
const SAFE_REGION_MIN_CELLS: int = 6 # each player must keep this many reachable safe cells
const FORCED_TRAP_WINDOW: float = 30.0 # final seconds where trapping is allowed
func _is_cell_passable(pos: Vector2i, extra_sticky: Dictionary = {}) -> bool:
"""Can a player stand on / move through this cell, given a hypothetical sticky set?"""
var b = get_arena_bounds()
if pos.x <= b.min or pos.x >= b.max or pos.y <= b.min or pos.y >= b.max:
return false
if _is_boundary(pos) or _is_npc_zone(pos):
return false
if sticky_cells.has(pos) or extra_sticky.has(pos):
return false
return true
func _reachable_safe_cells(start: Vector2i, extra_sticky: Dictionary, limit: int) -> int:
"""Flood-fill from start over passable cells; stop early once `limit` reached."""
if not _is_cell_passable(start, extra_sticky):
return 0
var visited := {start: true}
var queue: Array[Vector2i] = [start]
var count := 0
const NEIGHBORS := [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]
while not queue.is_empty():
var cur: Vector2i = queue.pop_front()
count += 1
if count >= limit:
return count
for d in NEIGHBORS:
var nxt: Vector2i = cur + d
if visited.has(nxt):
continue
if _is_cell_passable(nxt, extra_sticky):
visited[nxt] = true
queue.push_back(nxt)
return count
func _player_has_safe_region(start: Vector2i, extra_sticky: Dictionary) -> bool:
"""Player at `start` still has at least SAFE_REGION_MIN_CELLS reachable cells."""
return _reachable_safe_cells(start, extra_sticky, SAFE_REGION_MIN_CELLS) >= SAFE_REGION_MIN_CELLS
func _apply_path_safety(candidates: Array) -> Array:
"""Filter a candidate sticky-cell list so no active player is trapped.
During the final FORCED_TRAP_WINDOW seconds, trapping is allowed and the
candidate list is returned unchanged.
"""
var time_left := float(gauntlet_round_duration() - elapsed_time)
if time_left <= FORCED_TRAP_WINDOW:
return candidates
var player_cells := _active_player_cells()
if player_cells.is_empty():
return candidates
var accepted: Array = []
var pending := {}
for c in candidates:
pending[c] = true
for c in candidates:
# Tentatively accept c, then verify every player keeps a safe region.
var trial := pending.duplicate()
# `pending` holds all not-yet-rejected candidates; treat accepted ones as sticky.
var trial_sticky := {}
for a in accepted:
trial_sticky[a] = true
trial_sticky[c] = true
var safe_for_all := true
for pcell in player_cells:
if not _player_has_safe_region(pcell, trial_sticky):
safe_for_all = false
break
if safe_for_all:
accepted.append(c)
else:
pending.erase(c)
return accepted
# =============================================================================
# Movement buffers (#083): hidden, decaying safe corridors
# =============================================================================
func _detect_movement_buffers() -> void:
"""Find SAFE cells that are critical movement corridors for active players and
register/refresh a hidden penalty on them. A corridor is a passable cell near
a player whose removal would shrink that player's reachable region below
BUFFER_CORRIDOR_THRESHOLD (a genuine chokepoint, not open floor).
Campers don't get fresh buffers near them — staying put forfeits protection.
Runs server-side once per growth tick, before scoring."""
var player_cells := _active_player_cells()
if player_cells.is_empty():
return
var base: float = BUFFER_BASE_PENALTY[int(current_phase)]
const NEIGHBORS := [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]
for pcell in player_cells:
# Camping override: a player lingering in one region loses buffer help.
if _camp_time_for_region(_region_of(pcell)) > 5.0:
continue
# Examine the passable cells immediately around the player.
for d in NEIGHBORS:
var cell: Vector2i = pcell + d
if not _is_cell_passable(cell):
continue
# Is this a chokepoint? Removing it must noticeably cut reachability.
var without := _reachable_safe_cells(pcell, {cell: true}, BUFFER_CORRIDOR_THRESHOLD)
if without < BUFFER_CORRIDOR_THRESHOLD:
_register_buffer(cell, base)
func _register_buffer(pos: Vector2i, penalty: float) -> void:
"""Add or refresh a buffer cell at full penalty for the current phase."""
if movement_buffers.has(pos):
# Refresh to the stronger of the existing or the new base penalty.
movement_buffers[pos]["penalty"] = max(movement_buffers[pos]["penalty"], penalty)
else:
movement_buffers[pos] = {"penalty": penalty}
func _decay_movement_buffers(delta: float) -> void:
"""Reduce buffer penalties by 25% every BUFFER_DECAY_INTERVAL seconds, then
prune any that have faded below BUFFER_MIN_PENALTY. Server-side each tick."""
if movement_buffers.is_empty():
return
_buffer_decay_timer += delta
if _buffer_decay_timer < BUFFER_DECAY_INTERVAL:
return
_buffer_decay_timer = 0.0
_scale_all_buffers(BUFFER_DECAY_FACTOR)
func _scale_all_buffers(factor: float) -> void:
"""Multiply every buffer penalty by `factor`, pruning faded entries."""
for pos in movement_buffers.keys():
var p: float = movement_buffers[pos]["penalty"] * factor
if p < BUFFER_MIN_PENALTY:
movement_buffers.erase(pos)
else:
movement_buffers[pos]["penalty"] = p
func _buffer_penalty_at(pos: Vector2i) -> float:
"""Penalty for landing growth on a buffer cell (inside = full, adjacent = half).
Lifts entirely in the final window so the arena can close out."""
if movement_buffers.is_empty():
return 0.0
if float(gauntlet_round_duration() - elapsed_time) <= FORCED_TRAP_WINDOW:
return 0.0
if movement_buffers.has(pos):
return -movement_buffers[pos]["penalty"]
# Adjacent to a buffer cell → half penalty.
const NEIGHBORS := [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]
for d in NEIGHBORS:
if movement_buffers.has(pos + d):
return -movement_buffers[pos + d]["penalty"] * 0.5
return 0.0
func _active_player_cells() -> Array[Vector2i]:
"""Current grid cells of non-trapped players."""
var cells: Array[Vector2i] = []
for player in get_tree().get_nodes_in_group("Players"):
var pid = player.get("peer_id") if "peer_id" in player else -1
if trapped_players.has(pid):
continue
if "current_position" in player and player.current_position != null:
cells.append(player.current_position)
return cells
# =============================================================================
# Candy bubbles (#082): anti-camping hazards (1x1 grow → 3x3 explosion)
# =============================================================================
func _bubble_budget_for_phase() -> int:
"""How many bubbles this phase is allowed to spawn in total."""
return MAX_BUBBLES_PER_PHASE[int(current_phase)]
func _generate_bubble_candidates() -> Array:
"""Score every SAFE cell as a potential bubble center. Returns {pos, score}."""
var candidates: Array = []
var player_cells := _active_player_cells()
for x in range(ARENA_COLUMNS):
for z in range(ARENA_ROWS):
var pos := Vector2i(x, z)
if cell_state(pos) != CellState.SAFE:
continue
# NEW: Ensure bubbles never pick boundary tiles or NPC area as center
if x == 0 or x == ARENA_COLUMNS - 1 or z == 0 or z == ARENA_ROWS - 1:
continue
if _is_npc_zone(pos):
continue
candidates.append({"pos": pos, "score": _calculate_bubble_score(pos, player_cells)})
return candidates
func _calculate_bubble_score(pos: Vector2i, player_cells: Array = []) -> float:
"""Bubble-specific scoring (#082). Higher = better bubble target.
BubbleScore = Camping + UntouchedArea + PlayerCluster + RandomNoise
+ DirectHitPenalty + RecentBubblePenalty + UnfairTrapPenalty
"""
var score := 0.0
score += _bubble_score_camping(pos)
score += _bubble_score_untouched_area(pos)
score += _bubble_score_player_cluster(pos, player_cells)
score += randf_range(-20.0, 20.0)
score += _bubble_score_direct_hit(pos, player_cells)
score += _bubble_score_recent(pos)
score += _bubble_score_unfair_trap(pos)
return score
func _bubble_score_camping(pos: Vector2i) -> float:
"""Reward targeting campers. +40 >5s, +60 >8s, +80 >10s-with-ghost."""
var t := _camp_time_for_region(_region_of(pos))
if t > 10.0:
# Stronger only if a nearby player is in ghost mode.
if _any_ghost_player_near(pos):
return 80.0
return 60.0
elif t > 8.0:
return 60.0
elif t > 5.0:
return 40.0
return 0.0
func _bubble_score_untouched_area(pos: Vector2i) -> float:
"""+30 when the cell sits in a large untouched (sticky-free) region."""
var open := _reachable_safe_cells(pos, {}, 30)
return 30.0 if open >= 24 else 0.0
func _bubble_score_player_cluster(pos: Vector2i, player_cells: Array) -> float:
"""+20 when 2+ players are nearby (within 4 cells)."""
var near := 0
for pcell in player_cells:
if _chebyshev(pos, pcell) <= 4:
near += 1
return 20.0 if near >= 2 else 0.0
func _bubble_score_direct_hit(pos: Vector2i, player_cells: Array) -> float:
"""-60 if a bubble would erupt directly under a player (unfair, unreadable)."""
for pcell in player_cells:
if pos == pcell:
return -60.0
return 0.0
func _bubble_score_recent(pos: Vector2i) -> float:
"""-50 if a recent bubble erupted in/near this region (anti-stacking)."""
for c in recent_bubble_positions:
if _chebyshev(pos, c) <= BUBBLE_RECENT_RADIUS:
return -50.0
return 0.0
func _bubble_score_unfair_trap(pos: Vector2i) -> float:
"""-100 if the 3x3 explosion would strand a player (before the final window)."""
if float(gauntlet_round_duration() - elapsed_time) <= FORCED_TRAP_WINDOW:
return 0.0
var blast := {}
for cell in _bubble_blast_cells(pos):
blast[cell] = true
for pcell in _active_player_cells():
if blast.has(pcell):
continue # direct-hit handled separately
if not _player_has_safe_region(pcell, blast):
return -100.0
return 0.0
func _bubble_blast_cells(center: Vector2i) -> Array:
"""The 3x3 (radius 1) sticky cells a bubble at `center` would create,
clipped to passable/playable cells."""
var b = get_arena_bounds()
var cells: Array = []
for dx in range(-BUBBLE_EXPLOSION_RADIUS, BUBBLE_EXPLOSION_RADIUS + 1):
for dz in range(-BUBBLE_EXPLOSION_RADIUS, BUBBLE_EXPLOSION_RADIUS + 1):
var c := center + Vector2i(dx, dz)
if _is_boundary(c) or _is_npc_zone(c):
continue
if c.x <= b.min or c.x >= b.max or c.y <= b.min or c.y >= b.max:
continue
cells.append(c)
return cells
func _bubble_footprint(center: Vector2i) -> Array:
return _bubble_blast_cells(center)
func _any_ghost_player_near(pos: Vector2i) -> bool:
"""True if a player in ghost mode is within the camping region."""
for player in get_tree().get_nodes_in_group("Players"):
if not player.get("is_invisible"):
continue
if "current_position" in player and player.current_position != null:
if _region_of(player.current_position) == _region_of(pos):
return true
return false
# --- bubble lifecycle (server-authoritative) ---------------------------------
func _try_spawn_bubble() -> void:
"""Maybe spawn one candy bubble this growth tick, if the phase still has
budget. Server-side; called from _process_growth_tick after normal growth."""
if not multiplayer.is_server():
return
if bubbles_this_phase >= _bubble_budget_for_phase():
return
# Probabilistic so bubbles don't all fire on the first ticks of a phase.
# ~1 in 4 eligible ticks; the per-phase cap still bounds the total.
if randf() > 0.25:
return
var candidates := _generate_bubble_candidates()
if candidates.is_empty():
return
var picked := _select_cells_weighted(candidates, 1)
if picked.is_empty():
return
var center: Vector2i = picked[0]
# Reject low-quality targets (e.g. recent/unfair) — only spawn if the chosen
# cell scores non-negative, so penalties can veto a bad bubble.
var best_score := -INF
for c in candidates:
if c["pos"] == center:
best_score = c["score"]
break
if best_score < 0.0:
return
_spawn_bubble(center)
func _spawn_bubble(center: Vector2i) -> void:
"""Begin a bubble at `center`: mark the 3x3 footprint BUBBLE_GROWING and start
its grow timer. Broadcasts the warning to clients."""
bubbles_this_phase += 1
bubbles_total += 1
var cells := _bubble_blast_cells(center)
for c in cells:
bubble_cells[c] = true
active_bubbles.append({"center": center, "timer": BUBBLE_GROW_DURATION, "cells": cells})
# Anti-stacking memory.
recent_bubble_positions.append(center)
while recent_bubble_positions.size() > BUBBLE_RECENT_MEMORY:
recent_bubble_positions.pop_front()
if _can_rpc():
rpc("sync_bubble_spawn", center, cells)
else:
sync_bubble_spawn(center, cells)
func _update_bubbles(delta: float) -> void:
"""Advance grow timers; explode bubbles whose timer elapses. Server-side."""
if active_bubbles.is_empty():
return
var exploded: Array = []
for b in active_bubbles:
b["timer"] -= delta
if b["timer"] <= 0.0:
exploded.append(b)
for b in exploded:
active_bubbles.erase(b)
_explode_bubble(b["center"], b["cells"])
func _explode_bubble(center: Vector2i, cells: Array) -> void:
"""Convert a bubble's 3x3 footprint to sticky, slow players caught inside,
and broadcast the explosion."""
for c in cells:
bubble_cells.erase(c)
sticky_cells[c] = true
if _can_rpc():
rpc("sync_bubble_explode", center, cells)
else:
sync_bubble_explode(center, cells)
# Slow any player standing in the blast (consistent with sticky entry, #068).
var blast := {}
for c in cells:
blast[c] = true
for player in get_tree().get_nodes_in_group("Players"):
if "current_position" in player and player.current_position != null:
if blast.has(player.current_position):
var pid = player.get("peer_id") if "peer_id" in player else -1
if pid != -1 and player.get("is_invisible"):
continue
apply_sticky_slow(player)
# Bot paths through the new sticky are now invalid.
if gridmap and gridmap.has_method("initialize_astar"):
gridmap.initialize_astar()
@rpc("authority", "call_local", "reliable")
func sync_bubble_spawn(center: Vector2i, cells: Array) -> void:
"""Show the growing bubble + 3x3 warning area on all clients."""
if not gridmap:
return
# Telegraph-style warning overlay on the footprint (still passable).
for c in cells:
var pos = c as Vector2i
if pos.x >= 8 and pos.x <= 10 and pos.y >= 8 and pos.y <= 10: continue
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), TILE_TELEGRAPH)
_spawn_bubble_visual(center)
if SfxManager:
SfxManager.rpc("play_rpc", "generate_tile") if _can_rpc() else SfxManager.play("generate_tile")
# NEW: VFX projectile from center pump if it exists
if pump_instance and pump_instance.has_method("spawn_projectile"):
var target_world_pos = Vector3(
center.x * gridmap.cell_size.x + gridmap.cell_size.x / 2.0,
0.5,
center.y * gridmap.cell_size.z + gridmap.cell_size.z / 2.0
)
pump_instance.spawn_projectile(target_world_pos, BUBBLE_GROW_DURATION)
@rpc("authority", "call_local", "reliable")
func sync_bubble_explode(center: Vector2i, cells: Array) -> void:
"""Apply the 3x3 sticky overlay + explosion VFX on all clients."""
if not gridmap:
return
for c in cells:
var pos = c as Vector2i
if pos.x >= 8 and pos.x <= 10 and pos.y >= 8 and pos.y <= 10: continue
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), TILE_STICKY)
sticky_cells[pos] = true
# Medium shake — bubbles hit harder than a normal growth tick.
if main_scene and main_scene.get("screen_shake_manager"):
main_scene.screen_shake_manager.shake(0.3, 0.6)
if SfxManager:
SfxManager.rpc("play_rpc", "tile_scatter") if _can_rpc() else SfxManager.play("tile_scatter")
_spawn_impact_particles(cells)
func _spawn_bubble_visual(center: Vector2i) -> void:
"""A pulsing candy bubble sphere that grows over the bubble's lifetime."""
if not gridmap:
return
var cs = gridmap.cell_size
var world_pos = Vector3(center.x * cs.x + cs.x / 2.0, 0.4, center.y * cs.z + cs.z / 2.0)
var mesh_inst = MeshInstance3D.new()
var sphere = SphereMesh.new()
sphere.radius = 0.25
sphere.height = 0.5
mesh_inst.mesh = sphere
mesh_inst.position = world_pos
var mat = StandardMaterial3D.new()
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.albedo_color = Color(1.0, 0.2, 0.6, 0.7) # candy pink
mat.emission_enabled = true
mat.emission = Color(1.0, 0.2, 0.6)
mat.emission_energy_multiplier = 1.5
var outline_mat = ShaderMaterial.new()
outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
mat.next_pass = outline_mat
mesh_inst.material_override = mat
var main = get_node_or_null("/root/Main")
if not main:
return
main.add_child(mesh_inst)
# Grow + pulse over the grow duration, then remove (explosion VFX takes over).
var tween = create_tween()
tween.tween_property(mesh_inst, "scale", Vector3(3.0, 3.0, 3.0), BUBBLE_GROW_DURATION) \
.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
tween.parallel().tween_method(func(e): mat.emission_energy_multiplier = e, 1.5, 4.0, BUBBLE_GROW_DURATION)
var remove_timer = get_tree().create_timer(BUBBLE_GROW_DURATION + 0.05)
remove_timer.timeout.connect(func():
if is_instance_valid(mesh_inst):
mesh_inst.queue_free()
)
func gauntlet_round_duration() -> int:
"""Round length in seconds (from lobby settings, with a sane fallback)."""
if LobbyManager and "gauntlet_round_duration" in LobbyManager:
return LobbyManager.gauntlet_round_duration
return 180
func _check_all_players_trapped() -> void:
"""After growth lands, slow any player standing on a fresh sticky cell."""
if not multiplayer.is_server(): return
var all_players = get_tree().get_nodes_in_group("Players")
for player in all_players:
var pos = player.current_position if player.get("current_position") else Vector2i(-1, -1)
if is_sticky_cell(pos):
var pid = player.get("peer_id") if "peer_id" in player else -1
if pid != -1 and player.get("is_invisible"):
continue # ghost players are immune to the slow
apply_sticky_slow(player)
func apply_sticky_slow(player: Node) -> void:
"""Sticky candy slows a single player to a crawl (no global time_scale, no
hard freeze). The player can still struggle free at reduced speed."""
if not player or not player.has_method("apply_slow_effect"):
return
if _can_rpc():
player.rpc("apply_slow_effect", STICKY_SLOW_DURATION)
else:
player.apply_slow_effect(STICKY_SLOW_DURATION)
func _trap_player(player: Node) -> void:
"""Legacy hard-trap. No longer used for sticky entry (sticky now slows).
Kept for potential future hazards."""
var pid = player.get("peer_id") if "peer_id" in player else -1
if pid == -1: return
trapped_players[pid] = true
print("[Gauntlet] Player %d TRAPPED at %s" % [pid, str(player.current_position)])
emit_signal("player_trapped", pid)
# Apply visual feedback and notify
if player.has_method("apply_stagger"):
if _can_rpc():
player.rpc("apply_stagger", 999.0) # Basically infinite until cleansed
else:
player.apply_stagger(999.0)
NotificationManager.send_message(player, "Stuck in Candy!", NotificationManager.MessageType.WARNING)
func clear_sticky_cell(pos: Vector2i) -> void:
"""Remove a sticky cell (used when ghost player walks through)."""
if _can_rpc():
if multiplayer.is_server():
rpc("sync_clear_sticky_cell", pos)
else:
sync_clear_sticky_cell(pos) # Predictive local clear
else:
sync_clear_sticky_cell(pos)
@rpc("authority", "call_local", "reliable")
func sync_clear_sticky_cell(pos: Vector2i) -> void:
sticky_cells.erase(pos)
mark_cleansed(pos) # temporary regrowth protection
if gridmap:
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), -1)
if SfxManager:
SfxManager.play("pick_up_power_tile")
# Sync removal to main scene's gridmap if needed
if main_scene and main_scene.has_method("sync_grid_item"):
main_scene.sync_grid_item(pos.x, 2, pos.y, -1)
@rpc("any_peer", "reliable")
func rpc_trigger_slowmo() -> void:
"""RPC for clients to request slow-mo from server."""
if multiplayer.is_server():
trigger_slowmo()
# =============================================================================
# Slow-Mo Effect
# =============================================================================
func trigger_slowmo(duration: float = 4.0) -> void:
"""Trigger slow-motion effect at 1/4 speed. Server-authoritative."""
if slowmo_active:
return
slowmo_active = true
slowmo_timer = duration
slowmo_duration = duration
Engine.time_scale = SLOWMO_SCALE
# Show visual overlay
if main_scene and main_scene.has_node("Camera3D200"):
_show_slowmo_overlay()
# Show slow-mo HUD label
if slowmo_label:
slowmo_label.visible = true
if _can_rpc():
rpc("sync_slowmo_start", duration)
func _end_slowmo() -> void:
slowmo_active = false
Engine.time_scale = 1.0
_hide_slowmo_overlay()
# Hide slow-mo HUD label
if slowmo_label:
slowmo_label.visible = false
if _can_rpc():
rpc("sync_slowmo_end")
func _show_slowmo_overlay() -> void:
if slowmo_overlay:
return
slowmo_overlay = ColorRect.new()
slowmo_overlay.color = Color(0.3, 0.5, 1.0, 0.1) # Subtle blue tint
slowmo_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)
slowmo_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
var cam = main_scene.get_node_or_null("Camera3D200")
if cam:
# Find or create a CanvasLayer for the overlay
var canvas = CanvasLayer.new()
canvas.layer = 4
main_scene.add_child(canvas)
canvas.add_child(slowmo_overlay)
# Fade in
slowmo_overlay.color.a = 0.0
var tween = create_tween()
tween.tween_property(slowmo_overlay, "color:a", 0.1, 0.3)
func _hide_slowmo_overlay() -> void:
if slowmo_overlay:
var tween = create_tween()
tween.tween_property(slowmo_overlay, "color:a", 0.0, 0.3)
tween.tween_callback(slowmo_overlay.get_parent().queue_free)
slowmo_overlay = null
@rpc("authority", "call_local", "reliable")
func sync_slowmo_start(duration: float) -> void:
slowmo_active = true
slowmo_timer = duration
Engine.time_scale = SLOWMO_SCALE
_show_slowmo_overlay()
if slowmo_label:
slowmo_label.visible = true
@rpc("authority", "call_local", "reliable")
func sync_slowmo_end() -> void:
_end_slowmo()
# =============================================================================
# HUD
# =============================================================================
func _setup_hud() -> void:
var hud_instance = _gauntlet_hud_scene.instantiate()
hud_layer = hud_instance
hud_layer.visible = false
add_child(hud_layer)
phase_label = hud_layer.get_node("BottomContainer/VBoxContainer/PhaseLabel")
slowmo_label = hud_layer.get_node_or_null("TopContainer/SlowMoLabel")
func _update_hud_phase(phase_name: String) -> void:
if phase_label:
var icon = "🍬"
match phase_name:
"Middle Pressure":
icon = "⚠️"
phase_label.add_theme_color_override("font_color", Color(1.0, 0.8, 0.2)) # Warning gold
"Inner Survival":
icon = "💀"
phase_label.add_theme_color_override("font_color", Color(1.0, 0.3, 0.3)) # Danger red
_:
phase_label.add_theme_color_override("font_color", Color(1.0, 0.6, 0.8)) # Candy pink
phase_label.text = "%s %s" % [icon, phase_name.to_upper()]
# Animate phase label with bounce effect
_animate_phase_label()
func _animate_phase_label() -> void:
"""Animate phase label with bounce effect."""
if not phase_label:
return
# Create tween for bounce animation
var tween = create_tween()
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_ELASTIC)
# Scale up then back to normal
var original_scale = phase_label.scale
tween.tween_property(phase_label, "scale", original_scale * 1.2, 0.1)
tween.tween_property(phase_label, "scale", original_scale, 0.2)
# Flash effect
tween.tween_property(phase_label, "modulate", Color(2, 2, 2, 1), 0.1)
tween.tween_property(phase_label, "modulate", Color.WHITE, 0.2)
# =============================================================================
# GoalsCycleManager Integration
# =============================================================================
func _on_goal_count_updated(peer_id: int, count: int) -> void:
"""Called when a player completes a goal cycle. Grant ghost powerup every 2 missions."""
if not multiplayer.is_server():
return
# Track mission completions per player
if not player_mission_completions.has(peer_id):
player_mission_completions[peer_id] = 0
player_mission_completions[peer_id] += 1
# Grant ghost powerup every 2 missions
var completions = player_mission_completions[peer_id]
if completions % 2 == 0:
_grant_ghost_powerup(peer_id)
func _grant_ghost_powerup(peer_id: int) -> void:
"""Grant the ghost (invisible mode) powerup to a player."""
var all_players = get_tree().get_nodes_in_group("Players")
for p in all_players:
var pid = p.get("peer_id") if "peer_id" in p else p.name.to_int()
if pid == peer_id:
var stm = p.get_node_or_null("SpecialTilesManager")
if stm and stm.has_method("add_powerup_from_item"):
stm.add_powerup_from_item(14) # 14 = Ghost / INVISIBLE_MODE
emit_signal("ghost_granted", peer_id)
print("[Gauntlet] Player %d granted Ghost powerup (mission %d)" % [peer_id, player_mission_completions[peer_id]])
NotificationManager.send_message(p, "Ghost Power Earned!", NotificationManager.MessageType.POWERUP)
break
func _on_score_updated(peer_id: int, new_score: int) -> void:
"""Called when a player's score is updated."""
pass # Score sync handled by GoalsCycleManager
# =============================================================================
# Utility
# =============================================================================
func _can_rpc() -> bool:
if not multiplayer.has_multiplayer_peer(): return false
if multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED: return false
return true
+10 -5
View File
@@ -13,11 +13,18 @@ func initialize_random_goals(size: int, min_value: int, max_value: int, null_cou
var rng = RandomNumberGenerator.new()
rng.randomize()
const SPECIAL_VALUES = {1: 7, 2: 8, 3: 9, 4: 10}
if LobbyManager.game_mode == "Candy Survival":
var val = rng.randi_range(min_value, max_value)
var chosen_tile = val if not val in SPECIAL_VALUES else SPECIAL_VALUES[val]
for i in range(size):
goals.append(chosen_tile)
return goals
var null_val = 0
var max_nulls = 3
const SPECIAL_VALUES = {1: 7, 2: 8, 3: 9, 4: 10}
for i in range(size):
if null_val < max_nulls and rng.randf() < null_count:
goals.append(-1)
@@ -62,8 +69,6 @@ func mark_goal_complete(player_id: int):
player_completion_times[player_id].append(duration_sec)
# Reset start time for next goal
player_start_times[player_id] = Time.get_ticks_msec()
# print("Player %s completed goal in %.2fs" % [player_id, duration_sec])
func get_player_average_time(player_id: int) -> float:
if not player_completion_times.has(player_id) or player_completion_times[player_id].is_empty():
@@ -92,7 +97,7 @@ func get_boost_multiplier(player_id: int) -> float:
var p_avg = get_player_average_time(player_id)
var g_avg = get_global_average_time()
if p_avg > g_avg:
if p_avg > g_avg:
# Player is slower than average -> Boost fills faster
# Scale up to 1.5x based on how much slower (capped)
var ratio = p_avg / max(g_avg, 0.1)
+41 -95
View File
@@ -26,15 +26,10 @@ signal sng_go_duration_changed(duration: int)
signal sng_stop_duration_changed(duration: int)
signal sng_required_goals_changed(goals: int)
# Tekton Doors settings signals
signal doors_swap_time_changed(time: int)
signal doors_refresh_time_changed(time: int)
signal doors_required_goals_changed(goals: int)
# Gauntlet settings signals
signal gauntlet_round_duration_changed(duration: int)
signal gauntlet_growth_interval_changed(interval: float)
signal gauntlet_cells_per_tick_changed(cells: Dictionary)
# Candy Survival settings signals
signal candy_survival_duration_changed(duration: int)
signal candy_survival_growth_interval_changed(interval: float)
signal candy_survival_cells_per_tick_changed(cells: Dictionary)
# Room data structure
var current_room: Dictionary = {}
@@ -74,15 +69,10 @@ var sng_go_duration: int = 20
var sng_stop_duration: int = 4
var sng_required_goals: int = 8
# Tekton Doors settings
var doors_swap_time: int = 15
var doors_refresh_time: int = 25
var doors_required_goals: int = 8
# Gauntlet settings
var gauntlet_round_duration: int = 180
var gauntlet_growth_interval: float = 3.0 # seconds between growth ticks
var gauntlet_cells_per_tick: Dictionary = {
# Candy Survival settings
var candy_survival_round_duration: int = 180
var candy_survival_growth_interval: float = 3.0 # seconds between growth ticks
var candy_survival_cells_per_tick: Dictionary = {
"phase1": [4, 6],
"phase2": [6, 8],
"phase3": [8, 10],
@@ -94,7 +84,7 @@ var rematch_votes: Array = [] # [player_id, ...]
# Character and area selection
var available_characters: Array[String] = ["Copper", "Dabro", "Gatot", "Pip", "Random"]
var available_areas: Array[String] = []
var available_game_modes: Array[String] = ["Freemode", "Stop n Go", "Candy Pump Survival"]
var available_game_modes: Array[String] = ["Freemode", "Stop n Go", "Candy Survival"]
var selected_area: String = "Freemode Arena" # Host-controlled
var game_mode: String = "Freemode" # Host-controlled
var local_character_index: int = 0 # Local player's character index
@@ -149,8 +139,8 @@ func _update_available_areas(mode: String) -> void:
available_areas = ["Freemode Arena", "Classic", "Colloseum"]
"Stop n Go":
available_areas = ["Stop N Go Arena"]
"Candy Pump Survival":
available_areas = ["Gauntlet Arena"]
"Candy Survival":
available_areas = ["Candy Survival Arena"]
_:
available_areas = ["Classic"]
@@ -523,66 +513,35 @@ func sync_sng_required_goals(goals: int) -> void:
emit_signal("sng_required_goals_changed", goals)
# =============================================================================
# Tekton Doors Settings
# Candy Survival Settings
# =============================================================================
func set_doors_swap_time(time: int) -> void:
doors_swap_time = time
if is_host: rpc("sync_doors_swap_time", time)
func set_candy_survival_round_duration(duration: int) -> void:
candy_survival_round_duration = duration
if is_host: rpc("sync_candy_survival_round_duration", duration)
@rpc("authority", "call_local", "reliable")
func sync_doors_swap_time(time: int) -> void:
doors_swap_time = time
emit_signal("doors_swap_time_changed", time)
func sync_candy_survival_round_duration(duration: int) -> void:
candy_survival_round_duration = duration
emit_signal("candy_survival_duration_changed", duration)
func set_doors_refresh_time(time: int) -> void:
doors_refresh_time = time
if is_host: rpc("sync_doors_refresh_time", time)
func set_candy_survival_growth_interval(interval: float) -> void:
candy_survival_growth_interval = interval
if is_host: rpc("sync_candy_survival_growth_interval", interval)
@rpc("authority", "call_local", "reliable")
func sync_doors_refresh_time(time: int) -> void:
doors_refresh_time = time
emit_signal("doors_refresh_time_changed", time)
func sync_candy_survival_growth_interval(interval: float) -> void:
candy_survival_growth_interval = interval
emit_signal("candy_survival_growth_interval_changed", interval)
func set_doors_required_goals(goals: int) -> void:
doors_required_goals = goals
if is_host: rpc("sync_doors_required_goals", goals)
func set_candy_survival_cells_per_tick(cells: Dictionary) -> void:
candy_survival_cells_per_tick = cells
if is_host: rpc("sync_candy_survival_cells_per_tick", cells)
@rpc("authority", "call_local", "reliable")
func sync_doors_required_goals(goals: int) -> void:
doors_required_goals = goals
emit_signal("doors_required_goals_changed", goals)
# =============================================================================
# Gauntlet Settings
# =============================================================================
func set_gauntlet_round_duration(duration: int) -> void:
gauntlet_round_duration = duration
if is_host: rpc("sync_gauntlet_round_duration", duration)
@rpc("authority", "call_local", "reliable")
func sync_gauntlet_round_duration(duration: int) -> void:
gauntlet_round_duration = duration
emit_signal("gauntlet_round_duration_changed", duration)
func set_gauntlet_growth_interval(interval: float) -> void:
gauntlet_growth_interval = interval
if is_host: rpc("sync_gauntlet_growth_interval", interval)
@rpc("authority", "call_local", "reliable")
func sync_gauntlet_growth_interval(interval: float) -> void:
gauntlet_growth_interval = interval
emit_signal("gauntlet_growth_interval_changed", interval)
func set_gauntlet_cells_per_tick(cells: Dictionary) -> void:
gauntlet_cells_per_tick = cells
if is_host: rpc("sync_gauntlet_cells_per_tick", cells)
@rpc("authority", "call_local", "reliable")
func sync_gauntlet_cells_per_tick(cells: Dictionary) -> void:
gauntlet_cells_per_tick = cells
emit_signal("gauntlet_cells_per_tick_changed", cells)
func sync_candy_survival_cells_per_tick(cells: Dictionary) -> void:
candy_survival_cells_per_tick = cells
emit_signal("candy_survival_cells_per_tick_changed", cells)
# =============================================================================
# Character Selection
@@ -740,10 +699,8 @@ func set_game_mode(mode: String) -> void:
set_area("Free Mode Area")
elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
set_area("Stop n Go Area")
elif mode == "Tekton Doors" and "Tekton Doors Area" in available_areas:
set_area("Tekton Doors Area")
elif mode == "Candy Pump Survival" and "Gauntlet Arena" in available_areas:
set_area("Gauntlet Arena")
elif mode == "Candy Survival" and "Candy Survival Arena" in available_areas:
set_area("Candy Survival Arena")
@rpc("authority", "call_local", "reliable")
func sync_game_mode(mode: String) -> void:
@@ -756,10 +713,8 @@ func sync_game_mode(mode: String) -> void:
selected_area = "Free Mode Area"
elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
selected_area = "Stop n Go Area"
elif mode == "Tekton Doors" and "Tekton Doors Area" in available_areas:
selected_area = "Tekton Doors Area"
elif mode == "Candy Pump Survival" and "Gauntlet Arena" in available_areas:
selected_area = "Gauntlet Arena"
elif mode == "Candy Survival" and "Candy Survival Arena" in available_areas:
selected_area = "Candy Survival Arena"
elif selected_area not in available_areas:
selected_area = available_areas[0]
@@ -785,13 +740,10 @@ func start_game(force: bool = false) -> void:
rpc("sync_sng_go_duration", sng_go_duration)
rpc("sync_sng_stop_duration", sng_stop_duration)
rpc("sync_sng_required_goals", sng_required_goals)
rpc("sync_doors_swap_time", doors_swap_time)
rpc("sync_doors_refresh_time", doors_refresh_time)
rpc("sync_doors_required_goals", doors_required_goals)
# Sync gauntlet settings
rpc("sync_gauntlet_round_duration", gauntlet_round_duration)
rpc("sync_gauntlet_growth_interval", gauntlet_growth_interval)
rpc("sync_gauntlet_cells_per_tick", gauntlet_cells_per_tick)
# Sync Candy Survival settings
rpc("sync_candy_survival_round_duration", candy_survival_round_duration)
rpc("sync_candy_survival_growth_interval", candy_survival_growth_interval)
rpc("sync_candy_survival_cells_per_tick", candy_survival_cells_per_tick)
# Sync game mode
rpc("sync_game_mode", game_mode)
@@ -864,12 +816,9 @@ func request_room_info(requester_id: int, requester_name: String, requester_char
rpc_id(requester_id, "sync_sng_go_duration", sng_go_duration)
rpc_id(requester_id, "sync_sng_stop_duration", sng_stop_duration)
rpc_id(requester_id, "sync_sng_required_goals", sng_required_goals)
rpc_id(requester_id, "sync_doors_swap_time", doors_swap_time)
rpc_id(requester_id, "sync_doors_refresh_time", doors_refresh_time)
rpc_id(requester_id, "sync_doors_required_goals", doors_required_goals)
rpc_id(requester_id, "sync_gauntlet_round_duration", gauntlet_round_duration)
rpc_id(requester_id, "sync_gauntlet_growth_interval", gauntlet_growth_interval)
rpc_id(requester_id, "sync_gauntlet_cells_per_tick", gauntlet_cells_per_tick)
rpc_id(requester_id, "sync_candy_survival_round_duration", candy_survival_round_duration)
rpc_id(requester_id, "sync_candy_survival_growth_interval", candy_survival_growth_interval)
rpc_id(requester_id, "sync_candy_survival_cells_per_tick", candy_survival_cells_per_tick)
rpc_id(requester_id, "sync_game_mode", game_mode)
rpc_id(requester_id, "sync_area", selected_area)
@@ -1018,6 +967,3 @@ func reset() -> void:
sng_go_duration = 20
sng_stop_duration = 4
sng_required_goals = 8
doors_swap_time = 15
doors_refresh_time = 25
doors_required_goals = 8
+1 -1
View File
@@ -47,7 +47,7 @@ func start_music():
match game_mode:
"Stop n Go":
track_path = "res://assets/sounds/stop_n_go.wav"
"Freemode", "Tekton Doors", _:
"Freemode", _:
track_path = "res://assets/sounds/level_bridge.wav"
play_track(track_path)
+31
View File
@@ -101,6 +101,26 @@ func handle_unhandled_input(event):
# 2. Action Buttons (Remappable via InputMap)
if event.is_action_pressed("action_knock_tekton"):
if LobbyManager.game_mode == "Candy Survival":
var gm = player.get_node_or_null("/root/Main/CandySurvivalManager")
if gm and gm.is_active:
# Find a target to knock (first adjacent player)
var p_pos = player.current_position
var all_players = get_tree().get_nodes_in_group("Players")
for other in all_players:
if other == player: continue
var other_pos = other.current_position
if abs(p_pos.x - other_pos.x) + abs(p_pos.y - other_pos.y) == 1:
# Adjacent
var att_id = player.get("peer_id") if "peer_id" in player else player.name.to_int()
var tgt_id = other.get("peer_id") if "peer_id" in other else other.name.to_int()
if multiplayer.is_server():
gm.try_knock(att_id, tgt_id)
else:
gm.rpc_id(1, "try_knock", att_id, tgt_id)
get_viewport().set_input_as_handled()
return
if player.powerup_manager:
player.powerup_manager.use_special_effect()
if player.get("is_attack_mode") and player.has_method("enter_attack_mode"):
@@ -108,6 +128,17 @@ func handle_unhandled_input(event):
get_viewport().set_input_as_handled()
elif event.is_action_pressed("action_grab_tekton"):
if LobbyManager.game_mode == "Candy Survival":
var gm = player.get_node_or_null("/root/Main/CandySurvivalManager")
if gm and gm.is_active:
var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
if multiplayer.is_server():
gm.try_activate_ghost(pid)
else:
gm.rpc_id(1, "try_activate_ghost", pid)
get_viewport().set_input_as_handled()
return
if not player.is_carrying_tekton:
if player.powerup_manager and player.powerup_manager.has_method("can_use_special"):
player.grab_tekton()
+50 -57
View File
@@ -112,19 +112,19 @@ func simple_move_to(grid_position: Vector2i) -> bool:
print("[MovementManager] Hard block at %s. Ghost pass denied." % grid_position)
var gm = null
var main_gauntlet = player.get_tree().root.get_node_or_null("Main")
if main_gauntlet and main_gauntlet.get("gauntlet_manager"):
gm = main_gauntlet.gauntlet_manager
var main_candy_survival = player.get_tree().root.get_node_or_null("Main")
if main_candy_survival and main_candy_survival.get("candy_survival_manager"):
gm = main_candy_survival.candy_survival_manager
# Check Floor 0 (Basic Walkability/Void)
if (cell_floor == -1 or cell_floor in enhanced_gridmap.non_walkable_items) and not is_wall_passable:
print("[Move] Failed: Floor Item %d is non-walkable" % cell_floor)
return false
# Gauntlet Mode explicit wall overrides (since we visually removed the wall blocks)
# Candy Survival explicit wall overrides (since we visually removed the wall blocks)
if gm and gm.is_active:
if gm._is_npc_zone(grid_position):
print("[Move] Failed: Blocked by Gauntlet NPC center at %s" % grid_position)
print("[Move] Failed: Blocked by Candy Survival NPC center at %s" % grid_position)
return false
# Check Floor 1 (Obstacles/Walls)
@@ -156,14 +156,23 @@ func simple_move_to(grid_position: Vector2i) -> bool:
return false # Don't move into the tile, just knock
# If moving into a sticky cell: block movement unless player is in ghost
# mode (is_invisible), which lets them bypass sticky tiles in gauntlet.
# mode (is_invisible), which lets them bypass sticky tiles in Candy Survival
if gm and gm.is_active and gm.is_sticky_cell(grid_position):
if player.get("is_invisible"):
# Ghost mode: walk through sticky tile freely
print("[Move] Ghost mode bypassed sticky cell at %s" % grid_position)
else:
print("[Move] Failed: Blocked by Gauntlet Sticky cell at %s" % grid_position)
print("[Move] Failed: Blocked by Candy Survival Sticky cell at %s" % grid_position)
return false
if gm and gm.is_active and gm.has_method("try_deliver"):
var dist = abs(grid_position.x - 8) + abs(grid_position.y - 8)
if dist <= 2:
var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
if multiplayer.is_server():
gm.try_deliver(pid)
else:
gm.rpc_id(1, "try_deliver", pid)
rotate_towards_target(grid_position)
@@ -208,15 +217,16 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
NotificationManager.send_message(player, "Target is Immune!", NotificationManager.MessageType.WARNING)
return false
# === NEW LOGIC: Only allow push if in ATTACK MODE and NOT GHOST ===
var has_smack = false
var main_for_smack = player.get_tree().root.get_node_or_null("Main")
var gm_for_smack = main_for_smack.get("gauntlet_manager") if main_for_smack else null
if gm_for_smack and gm_for_smack.is_active:
# Candy Survival: check if attacker has knock charges
var has_knock = false
var main_for_knock = player.get_tree().root.get_node_or_null("Main")
var gm_for_knock = main_for_knock.get("candy_survival_manager") if main_for_knock else null
if gm_for_knock and gm_for_knock.is_active:
var att_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
has_smack = gm_for_smack.has_smack_charged(att_pid)
var charges = gm_for_knock.player_knocks.get(att_pid, 0) if gm_for_knock.player_knocks else 0
has_knock = charges > 0
if (not player.get("is_charged_strike") and not has_smack) or player.get("is_invisible"):
if (not player.get("is_charged_strike") and not has_knock) or player.get("is_invisible"):
# Standard bumping effect (Visual only)
print("[Move] Push blocked: Not charged or is Ghost (%s trying to push %s)" % [player.name, other_player.name])
if _can_rpc():
@@ -243,47 +253,20 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
var gm = null
var main_push_check = player.get_tree().root.get_node_or_null("Main")
if main_push_check and main_push_check.get("gauntlet_manager"):
gm = main_push_check.gauntlet_manager
if main_push_check and main_push_check.get("candy_survival_manager"):
gm = main_push_check.candy_survival_manager
# IF Gauntlet Mode is active, handle special Gauntlet Smacks
if gm and gm.is_active:
# Candy Survival: knock mechanic (candy-steal or backfire)
if gm and gm.is_active and gm.has_method("try_knock"):
var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
var other_pid = other_player.get("peer_id") if "peer_id" in other_player else other_player.name.to_int()
# Check if attacker has smack
if not gm.has_smack_charged(pid):
# bump visuals
if _can_rpc():
player.rpc("sync_bump", target_pos, true)
elif player.has_method("sync_bump"):
player.sync_bump(target_pos, true)
return false
# Smack Clash: Both charged
if gm.has_smack_charged(other_pid):
print("[Move] SMACK CLASH! Both %s and %s consumed." % [player.name, other_player.name])
if multiplayer.is_server():
gm.consume_smack(pid)
gm.consume_smack(other_pid)
elif _can_rpc():
gm.rpc("consume_smack", pid) # Assuming consume_smack is @rpc
gm.rpc("consume_smack", other_pid)
if _can_rpc():
player.rpc("apply_stagger", 1.0)
other_player.rpc("apply_stagger", 1.0)
else:
player.apply_stagger(1.0)
other_player.apply_stagger(1.0)
return false
# Else standard push
if multiplayer.is_server():
gm.consume_smack(pid)
elif _can_rpc():
gm.rpc("consume_smack", pid)
if gm.try_knock(pid, other_pid):
print("[CandySurvival] Player %d knocked %d, stole candies!" % [pid, other_pid])
else:
print("[CandySurvival] Player %d tried to knock %d (backfire or no charges)" % [pid, other_pid])
if _can_rpc():
player.rpc("sync_bump", target_pos, false)
return false
# === SUPER PUSH (Attack Mode) ===
print("Player %s SUPER PUSHING %s!" % [player.name, other_player.name])
@@ -300,7 +283,7 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
var push_direction = Vector2i(-1, 0) # Default back (Stop N Go)
var main_push = player.get_tree().root.get_node_or_null("Main")
var gm_push = main_push.gauntlet_manager if main_push and main_push.has_node("GauntletManager") else (main_push.get("gauntlet_manager") if main_push else null)
var gm_push = main_push.candy_survival_manager if main_push and main_push.has_node("CandySurvivalManager") else (main_push.get("candy_survival_manager") if main_push else null)
if gm_push and gm_push.is_active:
push_direction = direction # Use the direction of the attack
var pushed_to_pos = target_pos
@@ -335,8 +318,8 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
# Check if landing spot is sticky
var main_sticky = player.get_tree().root.get_node_or_null("Main")
if main_sticky and main_sticky.get("gauntlet_manager"):
var gm_sticky = main_sticky.gauntlet_manager
if main_sticky and main_sticky.get("candy_survival_manager"):
var gm_sticky = main_sticky.candy_survival_manager
if gm_sticky.is_active and gm_sticky.is_sticky_cell(pushed_to_pos):
if other_player.get("is_invisible"):
# Ghost mode: pushed player bypasses sticky
@@ -390,9 +373,18 @@ func set_speed_multiplier(multiplier: float):
# likely uses a fixed speed or duration on all clients.
# Let's check how 'start_movement_along_path' is implemented in player.gd.
# Handle goal pickups (shared logic)
# ... (This happens after the move is completed, or during the move)
pass
func _on_movement_finished():
# Auto-pickup logic for Candy Survival
if LobbyManager.game_mode == "Candy Survival":
if player.has_method("grab_item"):
# Check if there is an item at current_position and if the board has space
if player.playerboard_manager and player.playerboard_manager.has_empty_slot():
player.grab_item(player.current_position)
if not movement_queue.is_empty():
var next_target = movement_queue.pop_front()
# Use a small delay or call_deferred to avoid recursion issues,
@@ -403,6 +395,7 @@ func _on_movement_finished():
current_move_direction = Vector2i.ZERO
emit_signal("movement_finished")
else:
is_moving = false
current_move_direction = Vector2i.ZERO
emit_signal("movement_finished")
+49 -19
View File
@@ -230,10 +230,6 @@ func _check_and_refill_grid_if_needed(server_gridmap: Node):
break
if not has_items:
if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
# Tekton Doors handles its own wall-aware refill in PortalModeManager
return
print("[PlayerboardManager] Floor 1 empty! Respawning tiles with Scarcity...")
# Call randomize_floor on floor 1 using ScarcityController
# ScarcityController is a global class, so we can pass its static function as a Callable
@@ -372,18 +368,7 @@ func auto_put_item() -> bool:
var pos = neighbor.position
var cell_3d = Vector3i(pos.x, 1, pos.y)
if enhanced_gridmap.get_cell_item(cell_3d) == -1 and not player.is_position_occupied(pos):
# TEKTON DOORS: Avoid portal doors
var is_on_portal = false
if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
var doors = get_tree().get_nodes_in_group("PortalDoors")
for door in doors:
var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
if Vector2i(door_grid.x, door_grid.z) == pos:
is_on_portal = true
break
if not is_on_portal:
valid_put_positions.append(pos)
valid_put_positions.append(pos)
if valid_put_positions.is_empty():
return false
@@ -748,11 +733,56 @@ func _check_goal_completion():
if not player.race_manager:
return
# Check if the pattern matches
if player.race_manager.check_pattern_match():
var is_match = false
var is_off_color = false
var primary_color = -1
if LobbyManager.game_mode == "Candy Survival":
# Custom Candy Survival blueprint check (can be off-color)
var main = player.get_tree().get_root().get_node_or_null("Main")
var gm = main.get_node_or_null("CandySurvivalManager") if main else null
# Find any 3x3 block that is completely filled with tiles (no -1)
for start_row in range(3):
for start_col in range(3):
var filled = true
var dominant_colors = {}
for i in range(3):
for j in range(3):
var val = player.playerboard[(start_row + i) * 5 + (start_col + j)]
if val == -1:
filled = false
else:
dominant_colors[val] = dominant_colors.get(val, 0) + 1
if filled:
is_match = true
# Find majority color
var max_count = 0
for c in dominant_colors:
if dominant_colors[c] > max_count:
max_count = dominant_colors[c]
primary_color = c
is_off_color = (max_count < 9)
if is_off_color and gm and gm.has_method("can_finish_with_off_color"):
if not gm.can_finish_with_off_color(player.name.to_int(), primary_color):
is_match = false # Reject if primary color is still available on grid
if is_match:
break
if is_match:
break
if is_match and gm and gm.has_method("on_blueprint_completed"):
gm.on_blueprint_completed(player.name.to_int(), primary_color, is_off_color)
else:
is_match = player.race_manager.check_pattern_match()
if is_match:
print("[PlayerboardManager] Goal completed for player %s!" % player.name)
# Level up boost difficulty on goal completion
var powerup_manager = player.get_node_or_null("PowerUpManager")
if powerup_manager:
powerup_manager.add_goal_completion_reward()
-585
View File
@@ -1,585 +0,0 @@
extends Node
# PortalModeManager - Handles "Tekton Doors" mode logic
# Manages room partitioning, portal connections, and mode-specific timers.
var main: Node
var gridmap: Node
# Room layout config
const ROOM_COUNT = 4
const GRID_SIZE = 14
const ROOM_DIM = 7
# State
var connections = {} # room_id -> {door_id -> {target_room, target_door}}
var doors = [] # List of PortalDoor nodes
var swap_timer: Timer
var tile_refresh_timer: Timer
var finish_spawned: bool = false
var arena_setup_done: bool = false
var player_portal_cooldowns: Dictionary = {}
var hud_layer: CanvasLayer
var mission_label: Label
var _has_notified_mission_complete: bool = false
func initialize(p_main: Node, p_gridmap: Node):
main = p_main
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")
# Connection Swap Timer (15s)
swap_timer = Timer.new()
swap_timer.name = "PortalSwapTimer"
# Initial wait time; gets reset when started based on game mode settings
swap_timer.wait_time = 15.0
swap_timer.timeout.connect(_on_swap_timer_timeout)
add_child(swap_timer)
# Tile Refresh Timer (25s)
tile_refresh_timer = Timer.new()
tile_refresh_timer.name = "TileRefreshTimer"
# Initial wait time; gets reset when started based on game mode settings
tile_refresh_timer.wait_time = 25.0
tile_refresh_timer.timeout.connect(_on_tile_refresh_timer_timeout)
add_child(tile_refresh_timer)
# Connect to mission tracking
var gcm = main.get_node_or_null("GoalsCycleManager")
if gcm:
gcm.global_timer_updated.connect(_on_global_timer_updated)
gcm.goal_count_updated.connect(_on_goal_count_updated)
_setup_hud()
func _on_global_timer_updated(time_remaining: float):
if not multiplayer.is_server(): return
# Last 30 seconds: Reveal Finish Room
if time_remaining <= 30.0 and not finish_spawned:
_spawn_finish_room()
func start_game_mode():
if not multiplayer.is_server(): return
if arena_setup_done and not doors.is_empty():
print("[PortalModeManager] Arena already setup, starting timers and refresh only.")
else:
print("[PortalModeManager] Starting Portal Game Mode with full setup...")
setup_arena_locally()
_randomize_connections()
# Configure dynamic timings from LobbyManager before starting
swap_timer.wait_time = float(LobbyManager.doors_swap_time)
tile_refresh_timer.wait_time = float(LobbyManager.doors_refresh_time)
# Start Timers
if swap_timer.is_stopped():
swap_timer.start()
if tile_refresh_timer.is_stopped():
tile_refresh_timer.start()
# Initial Tile Spawn
_refresh_tiles()
# Show HUD
_activate_hud()
func _activate_hud():
if hud_layer:
hud_layer.visible = true
_update_hud_visuals()
func activate_client_side():
"""Called on clients to show HUD and prepare local state."""
print("[PortalModeManager] Activating client-side HUD")
_activate_hud()
# Initial update to catch any missed goal counts
_update_hud_visuals()
func setup_arena_locally():
"""Sets up GridMap size and walls. Called on host and clients."""
if arena_setup_done:
print("[PortalModeManager] Arena already setup locally, skipping.")
return
print("[PortalModeManager] Setting up arena locally...")
_setup_arena_size()
_setup_room_partitions()
_spawn_portal_doors()
# PRE-FILL TILES: Ensure all floor tiles have items before the countdown starts
if multiplayer.is_server():
_refresh_tiles()
arena_setup_done = true
func _setup_arena_size():
if not gridmap: return
gridmap.columns = GRID_SIZE
gridmap.rows = GRID_SIZE
gridmap.clear()
# 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 z in range(GRID_SIZE):
gridmap.set_cell_item(Vector3i(x, 0, z), 0)
func get_spawn_points() -> Array[Vector2i]:
# One point per quadrant
return [
Vector2i(3, 3), # Room 0
Vector2i(10, 3), # Room 1
Vector2i(3, 10), # Room 2
Vector2i(10, 10) # Room 3
]
func _setup_hud():
hud_layer = CanvasLayer.new()
hud_layer.layer = 5
hud_layer.visible = false
add_child(hud_layer)
var bottom_container = CenterContainer.new()
bottom_container.set_anchors_preset(Control.PRESET_CENTER_BOTTOM)
bottom_container.grow_horizontal = Control.GROW_DIRECTION_BOTH
bottom_container.grow_vertical = Control.GROW_DIRECTION_BEGIN
bottom_container.offset_bottom = -50
hud_layer.add_child(bottom_container)
mission_label = Label.new()
mission_label.text = "GOALS (0/8)"
mission_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
var custom_font = load("res://assets/fonts/Nougat-ExtraBlack.ttf")
if custom_font: mission_label.add_theme_font_override("font", custom_font)
mission_label.add_theme_font_size_override("font_size", 28)
mission_label.add_theme_color_override("font_outline_color", Color.BLACK)
mission_label.add_theme_constant_override("outline_size", 8)
bottom_container.add_child(mission_label)
# Initial update
_update_hud_visuals()
func _update_hud_visuals():
if not mission_label: return
var my_id = multiplayer.get_unique_id()
var gcm = main.get_node_or_null("GoalsCycleManager")
var completed_count = gcm.player_goal_counts.get(my_id, 0) if gcm else 0
mission_label.text = "GOALS (%d/%d)" % [completed_count, LobbyManager.doors_required_goals]
if completed_count >= LobbyManager.doors_required_goals:
mission_label.text = "ALL GOALS COMPLETE!\nFIND THE FINISH ROOM!"
mission_label.add_theme_color_override("font_color", Color.GOLD)
if not _has_notified_mission_complete:
_has_notified_mission_complete = true
var player_node = main.get_node_or_null(str(my_id))
if player_node:
NotificationManager.send_message(player_node, "ALL GOALS COMPLETE!", NotificationManager.MessageType.GOAL)
else:
mission_label.add_theme_color_override("font_color", Color.WHITE)
_has_notified_mission_complete = false
func is_mission_complete(peer_id: int) -> bool:
var gcm = main.get_node_or_null("GoalsCycleManager")
if not gcm: return false
return gcm.player_goal_counts.get(peer_id, 0) >= LobbyManager.doors_required_goals
func check_win_condition(player_id: int, pos: Vector2i) -> bool:
# 1. Check if on finish tile
var tile = gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
if tile != 3: return false
# 2. Check missions
return is_mission_complete(player_id)
func _setup_room_partitions():
for i in range(GRID_SIZE):
# Vertical wall (middle columns)
gridmap.set_cell_item(Vector3i(6, 0, i), 4) # Wall item
gridmap.set_cell_item(Vector3i(7, 0, i), 4)
# Horizontal wall (middle rows)
gridmap.set_cell_item(Vector3i(i, 0, 6), 4)
gridmap.set_cell_item(Vector3i(i, 0, 7), 4)
var _pending_sync_data = null
func _spawn_portal_doors():
# 1. Use synced configs if they exist (passed via main.rpc("sync_portal_configs"))
var door_configs = get_meta("door_configs") if has_meta("door_configs") else []
# 2. If no synced configs (e.g. Server start), generate base + extras
if door_configs.is_empty():
if not multiplayer.is_server():
print("[PortalModeManager] Client waiting for portal configs sync...")
return
door_configs = [
# BASE DOORS (2 per room)
{"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": 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": 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": 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
]
# Server adds extras
var extra_options = [
{"room": 0, "pos": Vector2i(6, 5), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East (Gap from 6,2)
{"room": 1, "pos": Vector2i(7, 5), "rot": PI / 2, "offset": Vector2i(1, 0)}, # West (Gap from 7,2)
{"room": 2, "pos": Vector2i(6, 8), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East (Gap from 6,11)
{"room": 3, "pos": Vector2i(7, 8), "rot": PI / 2, "offset": Vector2i(1, 0)} # West (Gap from 7,11)
]
extra_options.shuffle()
door_configs.append(extra_options[0])
door_configs.append(extra_options[1])
# Broadcast to clients
main.rpc("sync_portal_configs", door_configs)
# 3. Spawn the doors
if not doors.is_empty(): return # Guard against double spawn
print("[PortalModeManager] Spawning %d doors. Peer: %d" % [door_configs.size(), multiplayer.get_unique_id()])
var portal_scene = load("res://scenes/portal_door.tscn")
var stands_container = main.get_node_or_null("Stands")
if not stands_container:
stands_container = Node3D.new()
stands_container.name = "Stands"
main.add_child(stands_container)
for i in range(door_configs.size()):
var cfg = door_configs[i]
if not portal_scene:
print("[PortalModeManager] Error: Failed to load portal_door.tscn")
break
var door = portal_scene.instantiate()
door.name = "Portal_%d" % i
door.room_id = cfg["room"]
door.door_id = i
door.set_meta("spawn_offset", cfg["offset"]) # Store offset for teleport
# Position
var world_pos = gridmap.map_to_local(Vector3i(cfg["pos"].x, 0, cfg["pos"].y))
door.transform.origin = world_pos
door.rotation.y = cfg["rot"]
stands_container.add_child(door, true)
doors.append(door)
# 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
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 = [
Color(0, 1, 1), # Cyan
Color(1, 0, 1), # Magenta
Color(1, 0, 0), # Red
Color(0, 1, 0), # Green
Color(1, 0.5, 0) # Orange
]
func _randomize_connections():
if not multiplayer.is_server(): return
print("[PortalModeManager] Swapping portal connections...")
connections.clear()
var door_indices = []
for i in range(doors.size()):
door_indices.append(i)
# Shuffle and Validate: ensure no pairs are in the same room
var valid_pairing = false
var attempts = 0
while not valid_pairing and attempts < 100:
attempts += 1
door_indices.shuffle()
valid_pairing = true
for i in range(0, door_indices.size(), 2):
var a = door_indices[i]
var b = door_indices[i + 1]
if doors[a].room_id == doors[b].room_id:
valid_pairing = false
break
# Prepare sync data
var sync_data = [] # [[door_a_id, door_b_id, color], ...]
# Pair them up and assign colors
for i in range(0, door_indices.size(), 2):
var a = door_indices[i]
var b = door_indices[i + 1]
connections[a] = b
connections[b] = a
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].portal_color = color
doors[b].target_door_id = a
doors[b].portal_color = color
# Sync to all clients
rpc("sync_portal_data", sync_data)
main.rpc("display_message", "PORTALS SWITCHED!")
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_global_goal_count_updated(_peer_id: int, _count: int):
# Mission requirement removed in favor of time-based finish reveal
pass
func _on_goal_count_updated(peer_id: int, _count: int):
# Update HUD if relevant (always check if it's the local player whose count changed)
if peer_id == multiplayer.get_unique_id():
_update_hud_visuals()
func _spawn_finish_room():
print("[PortalModeManager] Time is running out! Revealing Finish Room...")
finish_spawned = true
# Choose a random room quadrant index (0 to 3)
var room_idx = randi() % 4
# Determine center for the selected room quadrant (7x7 rooms)
var x_center = 3 if (room_idx == 0 or room_idx == 2) else 10
var z_center = 3 if (room_idx == 0 or room_idx == 1) else 10
# Determine 3x3 bounds around the center
var x_start = x_center - 1
var x_end = x_center + 2 # exclusive for range()
var z_start = z_center - 1
var z_end = z_center + 2 # exclusive for range()
print("[PortalModeManager] Converting 3x3 area in Room %d (X:%d-%d, Z:%d-%d) to Finish Tiles" % [room_idx, x_start, x_end-1, z_start, z_end-1])
# Iterate through the 3x3 area
for x in range(x_start, x_end):
for z in range(z_start, z_end):
# Only convert walkable floor tiles (Item ID 0) on Floor 0
var floor_0_item = gridmap.get_cell_item(Vector3i(x, 0, z))
if floor_0_item == 0:
# Change Floor 0 tile to Finish Tile (ID 3)
main.rpc("sync_grid_item", x, 0, z, 3)
# Clear any item on Floor 1 above this tile
main.rpc("sync_grid_item", x, 1, z, -1)
# Visual update for server
if gridmap.has_method("update_grid_data"):
gridmap.update_grid_data()
main.rpc("display_message", "[ALARM] THE FINISH ROOM HAS APPEARED!")
main.rpc("broadcast_message", "SYSTEM", "A 3x3 Finish Zone has appeared in Room %d!" % room_idx, 4) # 4 = MessageType.WARNING
func _get_room_index(pos: Vector2i) -> int:
if pos.x < 7 and pos.y < 7: return 0
if pos.x >= 7 and pos.y < 7: return 1
if pos.x < 7 and pos.y >= 7: return 2
return 3
func _on_swap_timer_timeout():
_randomize_connections()
func _on_tile_refresh_timer_timeout():
_refresh_tiles()
main.rpc("display_message", "TILES REPLENISHED!")
func _refresh_tiles():
# GridMap Floor 0 has the walls (ID 4) and floors (ID 0)
# GridMap Floor 1 should have the items (Heart, Star, etc)
# Cache door positions to avoid spawning under them
var door_positions = []
for door in doors:
if is_instance_valid(door):
var local_pos = gridmap.local_to_map(gridmap.to_local(door.global_position))
door_positions.append(Vector2i(local_pos.x, local_pos.z))
for x in range(GRID_SIZE):
for z in range(GRID_SIZE):
# 1. Check if Floor 0 is a wall or void
var floor_0_item = gridmap.get_cell_item(Vector3i(x, 0, z))
if floor_0_item in [4, -1]:
continue
# 1.5. Prevent spawning directly under portal doors
if door_positions.has(Vector2i(x, z)):
continue
# 2. Check if Floor 1 is already occupied
if gridmap.get_cell_item(Vector3i(x, 1, z)) != -1:
continue
# 3. Spawn a tile (60% chance per valid floor cell)
if randf() < 0.6:
var weights = ScarcityModel.get_tile_weights()
var tile_id = _pick_weighted_tile(weights)
# Update GridMap Floor 1 via RPC for sync
main.rpc("sync_grid_item", x, 1, z, tile_id)
func _pick_weighted_tile(weights: Dictionary) -> int:
var total_weight = 0
for w in weights.values(): total_weight += w
var r = randi() % total_weight
var cumulative = 0
for tile in weights:
cumulative += weights[tile]
if r < cumulative:
return tile
return 7 # Default Heart
func handle_portal_interaction(player, door):
if not multiplayer.is_server(): return
var current_time = Time.get_ticks_msec()
if player_portal_cooldowns.has(player.name):
# Reduce cooldown to 200ms (more responsive than 1s, but enough to avoid jitter)
if current_time - player_portal_cooldowns[player.name] < 200:
return
player_portal_cooldowns[player.name] = current_time
var source_id = door.door_id
if not connections.has(source_id): return
var target_id = connections[source_id]
var target_door = doors[target_id]
# 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 target_world = target_door.global_position
var target_grid_3d = gridmap.local_to_map(target_world)
var target_grid = Vector2i(target_grid_3d.x, target_grid_3d.z) + offset
# Check for overlaps at the target_grid
var final_target = target_grid
var all_players = get_tree().get_nodes_in_group("Players")
var is_occupied = true
var search_radius = 0
var max_search_radius = 2
while is_occupied and search_radius <= max_search_radius:
is_occupied = false
for p in all_players:
if p != player and p.current_position == final_target:
is_occupied = true
break
if is_occupied:
# Try to find an adjacent cell
search_radius += 1
var found_empty = false
# Check immediate neighbors first
var offsets = [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1),
Vector2i(1, 1), Vector2i(-1, 1), Vector2i(1, -1), Vector2i(-1, -1)]
for offset_vec in offsets:
var test_pos = final_target + offset_vec
# Check if it's strictly a floor tile (ID 0) on Floor 0, not a wall
if gridmap.get_cell_item(Vector3i(test_pos.x, 0, test_pos.y)) == 0:
# Verify no player is on this test_pos
var test_occupied = false
for p in all_players:
if p != player and p.current_position == test_pos:
test_occupied = true
break
if not test_occupied:
final_target = test_pos
found_empty = true
break
if found_empty:
is_occupied = false
print("[Portal] Teleporting %s to Room %d, Pos %s (via Door %d)" % [player.name, target_door.room_id, final_target, target_id])
# Snap player
if player.has_method("set_spawn_position"):
player.rpc("set_spawn_position", final_target)
+3 -7
View File
@@ -546,8 +546,8 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true, only_c
if only_common or LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO):
# Spawn ONLY common tiles (7-10) in Stop n Go mode (User Request)
item_id = rng.randi_range(7, 10)
elif LobbyManager.is_game_mode(GameMode.Mode.GAUNTLET):
# Gauntlet mode: mostly common tiles, but ghost (14) can spawn too.
elif LobbyManager.is_game_mode(GameMode.Mode.CANDY_SURVIVAL):
# Candy Survival mode: mostly common tiles, but ghost (14) can spawn too.
if rng.randf() < 0.85:
item_id = rng.randi_range(7, 10)
else:
@@ -558,11 +558,7 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true, only_c
item_id = rng.randi_range(7, 10)
else:
# 20% Chance for PowerUp
if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
# Restrict to Speed (11) and Ghost (14) for Tekton Doors
item_id = [11, 14].pick_random()
else:
item_id = rng.randi_range(11, 14)
item_id = rng.randi_range(11, 14)
var cell = Vector3i(pos.x, 1, pos.y)
+3 -9
View File
@@ -18,16 +18,10 @@ const SCHEMA = {
"sng_stop_duration": {"type": TYPE_INT, "default": 4, "min": 2, "max": 10},
"sng_required_goals": {"type": TYPE_INT, "default": 8, "min": 3, "max": 20}
},
"Tekton Doors": {
"Candy Survival": {
"match_duration": {"type": TYPE_INT, "default": 180, "min": 60, "max": 600},
"doors_swap_time": {"type": TYPE_INT, "default": 15, "min": 10, "max": 30},
"doors_refresh_time": {"type": TYPE_INT, "default": 25, "min": 15, "max": 40},
"doors_required_goals": {"type": TYPE_INT, "default": 8, "min": 5, "max": 12}
},
"Candy Pump Survival": {
"match_duration": {"type": TYPE_INT, "default": 180, "min": 60, "max": 600},
"gauntlet_growth_interval": {"type": TYPE_FLOAT, "default": 3.0, "min": 1.0, "max": 10.0},
"gauntlet_cells_per_tick": {"type": TYPE_DICTIONARY, "default": {"phase1": [4, 6], "phase2": [6, 8], "phase3": [8, 10]}}
"candy_survival_growth_interval": {"type": TYPE_FLOAT, "default": 3.0, "min": 1.0, "max": 10.0},
"candy_survival_cells_per_tick": {"type": TYPE_DICTIONARY, "default": {"phase1": [4, 6], "phase2": [6, 8], "phase3": [8, 10]}}
}
}
-136
View File
@@ -1,136 +0,0 @@
extends StaticBody3D
# PortalDoor.gd
# Specialized door for "Tekton Doors" mode.
# Teleports players to a target room/door when they step into it.
signal player_entered_portal(player_node, door_node)
@export var room_id: int = 0
@export var door_id: int = 0 # 0: North, 1: South, 2: East, 3: West
# State synced by PortalModeManager
var target_room_id: int = -1
var target_door_id: int = -1
var is_active: bool = true
var portal_color: Color = Color.WHITE: set = set_portal_color
func set_portal_color(value: Color):
portal_color = value
_update_visuals()
@onready var detection_area: Area3D = $Area3D
func _ready():
add_to_group("PortalDoors")
if detection_area:
detection_area.body_entered.connect(_on_body_entered)
# Visual feedback: indicate door is active
_update_visuals()
# Adjust GroundIndicator position based on spawn_offset metadata
_adjust_indicator_position()
func _on_body_entered(body: Node3D):
if not is_active: return
if body.is_in_group("Players") or body.get("is_bot"):
var current_time = Time.get_ticks_msec()
if body.has_meta("last_portal_time"):
# Reduce cooldown to 200ms to match manager logic and allow fast re-entry
if current_time - body.get_meta("last_portal_time") < 200:
return
body.set_meta("last_portal_time", current_time)
print("[PortalDoor] Player %s entered Door %d in Room %d" % [body.name, door_id, room_id])
emit_signal("player_entered_portal", body, self )
var _materials_initialized: bool = false
func _update_visuals():
# 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:
_initialize_unique_materials()
_materials_initialized = true
if vortex:
var mat = vortex.get_surface_override_material(0)
if mat:
mat.albedo_color = portal_color
mat.albedo_color.a = 0.5
if mat.has_method("set_emission"):
mat.set("emission", portal_color)
for part_name in ["Frame_Left", "Frame_Right", "Frame_Top"]:
var frame = get_node_or_null(part_name)
if frame:
var mat = frame.get_surface_override_material(0)
if mat:
mat.albedo_color = portal_color.lerp(Color.BLACK, 0.4)
var ground = get_node_or_null("GroundIndicator")
if ground:
var mat = ground.get_surface_override_material(0)
if mat:
mat.albedo_color = portal_color
mat.albedo_color.a = 0.4
mat.emission = portal_color
mat.emission_energy_multiplier = 2.0
func _initialize_unique_materials():
var vortex = get_node_or_null("Vortex")
if vortex:
var mat = vortex.get_surface_override_material(0)
if not mat:
mat = vortex.mesh.surface_get_material(0)
if mat:
vortex.set_surface_override_material(0, mat.duplicate())
for part_name in ["Frame_Left", "Frame_Right", "Frame_Top"]:
var frame = get_node_or_null(part_name)
if frame:
var mat = frame.get_surface_override_material(0)
if not mat:
mat = frame.mesh.surface_get_material(0)
if mat:
frame.set_surface_override_material(0, mat.duplicate())
var ground = get_node_or_null("GroundIndicator")
if ground:
var mat = ground.get_surface_override_material(0)
if not mat:
mat = ground.mesh.surface_get_material(0)
if mat:
ground.set_surface_override_material(0, mat.duplicate())
func _adjust_indicator_position():
# This uses the spawn_offset metadata set by PortalModeManager
# to push the ground indicator "into" the room.
if not has_meta("spawn_offset"): return
var ground = get_node_or_null("GroundIndicator")
if not ground: return
var offset_2d = get_meta("spawn_offset") # Vector2i
var offset_3d = Vector3(offset_2d.x, 0, offset_2d.y)
# Convert the global direction (into the room) to local coordinates
var local_dir = to_local(global_position + offset_3d).normalized()
# Nudge the indicator in that direction
ground.position = local_dir * 0.5 # Reduced from 0.6 to close the gap
ground.position.y = 0.05 # Keep it just above the floor
+3 -5
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@@ -505,8 +505,8 @@ func spawn_tiles_around(count: int = 4):
if roll < 0.6 or (LobbyManager and LobbyManager.game_mode == "Stop n Go"):
# 60% Normal Tile (7-10) OR 100% if Stop n Go (User Request)
item_id = rng.randi_range(7, 10)
elif LobbyManager and LobbyManager.get_game_mode() == GameMode.Mode.GAUNTLET:
# Gauntlet mode: No power-up spawns from Tekton grabs
elif LobbyManager and LobbyManager.get_game_mode() == GameMode.Mode.CANDY_SURVIVAL:
# Candy Survival mode: No power-up spawns from Tekton grabs
item_id = rng.randi_range(7, 10)
else:
# 40% PowerUp (11-14)
@@ -514,9 +514,7 @@ func spawn_tiles_around(count: int = 4):
if LobbyManager:
mode = LobbyManager.get_game_mode()
if LobbyManager and LobbyManager.get_game_mode() == GameMode.Mode.TEKTON_DOORS:
item_id = [11, 14].pick_random()
elif mode == GameMode.Mode.FREEMODE:
if mode == GameMode.Mode.FREEMODE:
item_id = rng.randi_range(7, 10) # No powerups in freemode either, just normal tiles
else:
item_id = rng.randi_range(11, 14)
+4
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@@ -0,0 +1,4 @@
extends SceneTree
func _init():
print("Testing candy_survival multiplayer")
quit()
+1
View File
@@ -0,0 +1 @@
uid://ddniv6k6aj2u
Executable
+5
View File
@@ -0,0 +1,5 @@
#!/usr/bin/expect -f
spawn ssh admin@193.180.213.215 "ls -la /home/admin/nakama/data/modules/"
expect "password:"
send "Mieayamtelur17\r"
expect eof
+1 -1
View File
@@ -1,6 +1,6 @@
extends Node
# Minimal EnhancedGridMap stand-in for Gauntlet headless tests. Records
# Minimal EnhancedGridMap stand-in for Candy Survival headless tests. Records
# set_cell_item calls so lifecycle tests can run the local sync path without a
# real GridMap. Only the surface the manager touches is implemented.
+2 -2
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@@ -1,7 +1,7 @@
extends Node
# Minimal "Main" stand-in for Gauntlet headless tests. Provides the RPC methods
# the GauntletManager calls on its main_scene so calls resolve without the full
# Minimal "Main" stand-in for Candy Survival headless tests. Provides the RPC methods
# the CandySurvivalManager calls on its main_scene so calls resolve without the full
# game scene. Methods are no-ops that just need to exist + be rpc-tagged.
@rpc("any_peer", "call_local", "reliable")
+37 -207
View File
@@ -1,13 +1,11 @@
extends GutTest
# =============================================================================
# Test: Bot AI — Sticky Avoidance & Pathfinding [Gauntlet #075]
# Test: Bot AI — Sticky Avoidance & Pathfinding [Candy Survival]
# Verifies the bot's strategic planner correctly:
# • Detects Gauntlet mode and exposes helpers.
# • Detects Candy Survival mode and exposes helpers.
# • Rejects sticky / telegraphed cells in _is_valid_move_target.
# • Activates Cleanser when boxed in or standing on telegraphed ground.
# • Honours an active Cleanser (treats sticky cells as passable).
# • Calls rpc_activate_cleanser on the GauntletManager when triggered.
# • Uses CandySurvivalManager.is_sticky_cell() authority.
# =============================================================================
const BotStrategicPlanner = preload("res://scripts/bot_strategic_planner.gd")
@@ -26,34 +24,21 @@ class StubActor extends Node3D:
func is_position_occupied(_p: Vector2i) -> bool:
return false
class StubGauntletManager extends Node:
# Mimics the slice of GauntletManager API the bot planner depends on.
var sticky_map: Dictionary = {} # Vector2i -> true
var player_cleansers: Dictionary = {} # peer_id -> int
var cleanser_active: Dictionary = {} # peer_id -> true
var activate_rpc_calls: Array = [] # recorded [peer_id]
class StubCandySurvivalManager extends Node:
var sticky_map: Dictionary = {}
func is_sticky_cell(pos: Vector2i) -> bool:
return sticky_map.get(pos, false)
func is_cleanser_active(pid: int) -> bool:
return cleanser_active.get(pid, false)
func rpc_activate_cleanser(pid: int) -> void:
activate_rpc_calls.append(pid)
# ---- Test fixture -----------------------------------------------------------
var main_node: Node
var gridmap: Node
var gauntlet_manager: StubGauntletManager
var candy_survival_manager: StubCandySurvivalManager
var actor: StubActor
var planner: RefCounted
func before_each():
main_node = Node.new()
# Unique name per test to avoid collisions with previous runs that haven't
# been fully freed yet.
main_node.name = "BotTestMain_%d" % Time.get_ticks_usec()
get_tree().get_root().add_child(main_node)
@@ -61,16 +46,14 @@ func before_each():
gridmap.name = "EnhancedGridMap"
var nwi: Array[int] = [4]
gridmap.non_walkable_items = nwi
# Pre-seed Floor 0 with a walkable tile (id 1) for every cell, so the bot's
# `_is_valid_move_target` Floor 0 check passes by default.
for x in range(20):
for z in range(20):
gridmap.set_cell_item(Vector3i(x, 0, z), 1)
main_node.add_child(gridmap)
gauntlet_manager = StubGauntletManager.new()
gauntlet_manager.name = "GauntletManager"
main_node.add_child(gauntlet_manager)
candy_survival_manager = StubCandySurvivalManager.new()
candy_survival_manager.name = "CandySurvivalManager"
main_node.add_child(candy_survival_manager)
actor = StubActor.new()
actor.enhanced_gridmap = gridmap
@@ -78,38 +61,36 @@ func before_each():
main_node.add_child(actor)
planner = BotStrategicPlanner.new(actor, gridmap)
planner.gauntlet_manager_override = gauntlet_manager
planner.candy_survival_manager_override = candy_survival_manager
# Default to Gauntlet mode for these tests.
LobbyManager.game_mode = "Candy Pump Survival"
LobbyManager.game_mode = "Candy Survival"
func after_each():
if is_instance_valid(main_node):
main_node.queue_free()
actor = null
planner = null
gauntlet_manager = null
candy_survival_manager = null
gridmap = null
# Reset lobby mode so other tests aren't affected.
LobbyManager.game_mode = "Freemode"
# =============================================================================
# Mode detection
# =============================================================================
func test_is_gauntlet_mode_true_when_set():
assert_true(planner.is_gauntlet_mode(), "Detects Gauntlet via LobbyManager")
func test_is_candy_survival_mode_true_when_set():
assert_true(planner.is_candy_survival_mode(), "Detects Candy Survival via LobbyManager")
func test_is_gauntlet_mode_false_in_other_modes():
func test_is_candy_survival_mode_false_in_other_modes():
LobbyManager.game_mode = "Stop n Go"
assert_false(planner.is_gauntlet_mode(), "Stop n Go is not Gauntlet")
assert_false(planner.is_candy_survival_mode(), "Stop n Go is not Candy Survival")
LobbyManager.game_mode = "Freemode"
assert_false(planner.is_gauntlet_mode(), "Freemode is not Gauntlet")
assert_false(planner.is_candy_survival_mode(), "Freemode is not Candy Survival")
func test_get_gauntlet_manager_resolves_from_main():
var gm = planner._get_gauntlet_manager()
assert_not_null(gm, "Resolves GauntletManager under /root/Main")
assert_eq(gm, gauntlet_manager, "Same instance as the one we added")
func test_get_candy_survival_manager_resolves_from_main():
var gm = planner._get_candy_survival_manager()
assert_not_null(gm, "Resolves CandySurvivalManager under /root/Main")
assert_eq(gm, candy_survival_manager, "Same instance as the one we added")
# =============================================================================
# Overlay detection
@@ -117,75 +98,61 @@ func test_get_gauntlet_manager_resolves_from_main():
func test_overlay_unsafe_false_on_empty_layer2():
assert_false(planner._is_overlay_unsafe(Vector2i(3, 3)),
"Empty layer 2 safe")
"Empty layer 2 -> safe")
func test_overlay_unsafe_true_for_sticky_tile():
gridmap.set_cell_item(Vector3i(3, 2, 3), 17) # TILE_STICKY
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
assert_true(planner._is_overlay_unsafe(Vector2i(3, 3)),
"Sticky overlay is unsafe")
func test_overlay_unsafe_true_for_telegraph_tile():
gridmap.set_cell_item(Vector3i(4, 2, 4), 18) # TILE_TELEGRAPH
gridmap.set_cell_item(Vector3i(4, 2, 4), 18)
assert_true(planner._is_overlay_unsafe(Vector2i(4, 4)),
"Telegraph overlay is unsafe")
func test_overlay_unsafe_ignores_layer0_and_layer1():
# Sticky value on the wrong layer should NOT be flagged as unsafe.
gridmap.set_cell_item(Vector3i(3, 0, 3), 17)
gridmap.set_cell_item(Vector3i(3, 1, 3), 17)
assert_false(planner._is_overlay_unsafe(Vector2i(3, 3)),
"Only layer 2 overlay matters for Gauntlet safety")
"Only layer 2 overlay matters for Candy Survival safety")
# =============================================================================
# _is_valid_move_target integration
# =============================================================================
func test_valid_move_target_rejects_sticky_in_gauntlet():
# Make a sticky cell pass all other checks (valid position, walkable floor).
func test_valid_move_target_rejects_sticky_in_candy_survival():
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
assert_false(planner._is_valid_move_target(Vector2i(3, 3)),
"Sticky cell rejected in Gauntlet mode")
"Sticky cell rejected in Candy Survival mode")
func test_valid_move_target_rejects_telegraphed_in_gauntlet():
func test_valid_move_target_rejects_telegraphed_in_candy_survival():
gridmap.set_cell_item(Vector3i(5, 2, 5), 18)
assert_false(planner._is_valid_move_target(Vector2i(5, 5)),
"Telegraphed cell rejected in Gauntlet mode")
"Telegraphed cell rejected in Candy Survival mode")
func test_valid_move_target_accepts_clean_cells():
assert_true(planner._is_valid_move_target(Vector2i(8, 8)),
"Clean cell accepted")
func test_valid_move_target_ignores_players_when_requested():
# Even a sticky cell is bypassed when ignore_players path skips safety.
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
# ignore_players=true is used by find_nearest_tile_of_type for tile pickup;
# safety must still apply, so this should still be rejected.
assert_false(planner._is_valid_move_target(Vector2i(3, 3), true),
"Safety check still active with ignore_players=true")
func test_valid_move_target_outside_gauntlet_allows_sticky():
# Outside Gauntlet, layer-2 sticky overlays are not safety-relevant.
func test_valid_move_target_outside_candy_survival_allows_sticky():
LobbyManager.game_mode = "Freemode"
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
assert_true(planner._is_valid_move_target(Vector2i(3, 3)),
"Sticky overlay ignored in non-Gauntlet modes")
func test_valid_move_target_allows_sticky_when_cleanser_active():
gauntlet_manager.cleanser_active[actor.peer_id] = true
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
assert_true(planner._is_valid_move_target(Vector2i(3, 3)),
"Active Cleanser grants temporary immunity")
"Sticky overlay ignored in non-Candy Survival modes")
# =============================================================================
# Sticky-cell awareness via GauntletManager authority
# Sticky-cell awareness via CandySurvivalManager authority
# =============================================================================
func test_valid_move_target_uses_gauntlet_manager_sticky_map():
# Even if the gridmap overlay hasn't landed yet (RPC in flight), the
# GauntletManager's authoritative sticky_cells map must block the move.
gauntlet_manager.sticky_map[Vector2i(7, 7)] = true
func test_valid_move_target_uses_candy_survival_manager_sticky_map():
candy_survival_manager.sticky_map[Vector2i(7, 7)] = true
assert_false(planner._is_valid_move_target(Vector2i(7, 7)),
"Manager's sticky map blocks moves before overlay tiles land")
"Manager's sticky map blocks moves")
# =============================================================================
# _count_unsafe_neighbors
@@ -203,144 +170,7 @@ func test_count_unsafe_neighbors_four_when_surrounded():
"All four neighbors sticky")
func test_count_unsafe_neighbors_partial_box():
gridmap.set_cell_item(Vector3i(6, 2, 5), 17) # east
gridmap.set_cell_item(Vector3i(5, 2, 6), 17) # south
gridmap.set_cell_item(Vector3i(6, 2, 5), 17)
gridmap.set_cell_item(Vector3i(5, 2, 6), 17)
assert_eq(planner._count_unsafe_neighbors(Vector2i(5, 5)), 2,
"Two unsafe neighbors")
# =============================================================================
# should_activate_cleanser_now
# =============================================================================
func test_should_activate_cleanser_false_without_charge():
actor.current_position = Vector2i(5, 5)
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
assert_false(planner.should_activate_cleanser_now(),
"Trapped but no charge → cannot activate")
func test_should_activate_cleanser_true_when_surrounded():
gauntlet_manager.player_cleansers[actor.peer_id] = 1
actor.current_position = Vector2i(5, 5)
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
assert_true(planner.should_activate_cleanser_now(),
"Trapped with charge → activate Cleanser")
func test_should_activate_cleanser_true_when_on_telegraphed():
gauntlet_manager.player_cleansers[actor.peer_id] = 1
actor.current_position = Vector2i(5, 5)
gridmap.set_cell_item(Vector3i(5, 2, 5), 18) # bot standing on telegraph
# 3+ unsafe neighbors required by spec; add three.
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
assert_true(planner.should_activate_cleanser_now(),
"Standing on telegraph with 3 sticky neighbors → activate Cleanser")
func test_should_activate_cleanser_false_when_already_active():
gauntlet_manager.player_cleansers[actor.peer_id] = 1
gauntlet_manager.cleanser_active[actor.peer_id] = true
actor.current_position = Vector2i(5, 5)
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
assert_false(planner.should_activate_cleanser_now(),
"Already active → don't re-fire")
func test_should_activate_cleanser_false_outside_gauntlet():
LobbyManager.game_mode = "Stop n Go"
gauntlet_manager.player_cleansers[actor.peer_id] = 1
actor.current_position = Vector2i(5, 5)
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
assert_false(planner.should_activate_cleanser_now(),
"Outside Gauntlet → never auto-activate Cleanser")
func test_should_activate_cleanser_false_when_not_trapped():
gauntlet_manager.player_cleansers[actor.peer_id] = 1
actor.current_position = Vector2i(5, 5)
# No sticky neighbors, plenty of room.
assert_false(planner.should_activate_cleanser_now(),
"Open field → no reason to burn Cleanser")
# =============================================================================
# Cleanser charge helpers
# =============================================================================
func test_bot_has_cleanser_charge_false_when_empty():
assert_false(planner._bot_has_cleanser_charge(), "Empty by default")
func test_bot_has_cleanser_charge_true_when_granted():
gauntlet_manager.player_cleansers[actor.peer_id] = 1
assert_true(planner._bot_has_cleanser_charge(), "Charge granted")
func test_is_bot_cleanser_active_reflects_manager():
assert_false(planner._is_bot_cleanser_active(), "Inactive by default")
gauntlet_manager.cleanser_active[actor.peer_id] = true
assert_true(planner._is_bot_cleanser_active(), "Manager reports active")
# =============================================================================
# BotController → GauntletManager RPC integration
# =============================================================================
func test_bot_controller_requests_cleanser_when_trapped():
var BotController = load("res://scripts/bot_controller.gd")
var ctrl = BotController.new()
# Attach as a child of the actor so _ready() resolves get_parent() correctly.
actor.add_child(ctrl)
ctrl.strategic_planner = planner
ctrl.actor = actor
gauntlet_manager.player_cleansers[actor.peer_id] = 1
actor.current_position = Vector2i(5, 5)
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
var requested = ctrl._try_activate_cleanser()
assert_true(requested, "Controller requests Cleanser when trapped")
assert_eq(gauntlet_manager.activate_rpc_calls.size(), 1,
"RPC called exactly once")
assert_eq(gauntlet_manager.activate_rpc_calls[0], actor.peer_id,
"Correct peer id sent")
ctrl.queue_free()
func test_bot_controller_does_not_request_when_safe():
var BotController = load("res://scripts/bot_controller.gd")
var ctrl = BotController.new()
actor.add_child(ctrl)
ctrl.strategic_planner = planner
ctrl.actor = actor
gauntlet_manager.player_cleansers[actor.peer_id] = 1
# No sticky anywhere.
var requested = ctrl._try_activate_cleanser()
assert_false(requested, "No request when not trapped")
assert_eq(gauntlet_manager.activate_rpc_calls.size(), 0,
"No RPC fired")
ctrl.queue_free()
func test_bot_controller_skips_cleanser_outside_gauntlet():
var BotController = load("res://scripts/bot_controller.gd")
var ctrl = BotController.new()
actor.add_child(ctrl)
ctrl.strategic_planner = planner
ctrl.actor = actor
LobbyManager.game_mode = "Stop n Go"
gauntlet_manager.player_cleansers[actor.peer_id] = 1
actor.current_position = Vector2i(5, 5)
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
var requested = ctrl._try_activate_cleanser()
assert_false(requested, "No request outside Gauntlet")
ctrl.queue_free()
-163
View File
@@ -1,163 +0,0 @@
extends GutTest
# =============================================================================
# Test: Gauntlet Candy Bubble System (v2) [Gauntlet #082]
# Covers bubble-specific scoring components, phase budgets, anti-stacking,
# the 3x3 blast footprint, and the grow→explode lifecycle.
# Runs headless (no multiplayer peer): elapsed_time = 0 so the final-30s window
# is inactive unless a test sets it directly.
# =============================================================================
const GauntletManager = preload("res://scripts/managers/gauntlet_manager.gd")
const GridMapMock = preload("res://tests/helpers/gridmap_mock.gd")
var manager
var main_mock: Node
var gridmap_mock: Node
func before_each():
main_mock = Node.new()
add_child(main_mock)
gridmap_mock = GridMapMock.new()
gridmap_mock.name = "EnhancedGridMap"
main_mock.add_child(gridmap_mock)
manager = GauntletManager.new()
main_mock.add_child(manager)
manager.initialize(main_mock, gridmap_mock)
manager.current_phase = 0
func after_each():
if main_mock:
main_mock.queue_free()
# Run a callable with the multiplayer peer detached so manager code takes the
# local (non-rpc) sync path — deterministic for headless lifecycle tests.
func _without_peer(fn: Callable) -> void:
var saved = multiplayer.multiplayer_peer
multiplayer.multiplayer_peer = null
fn.call()
multiplayer.multiplayer_peer = saved
# =============================================================================
# Phase budget
# =============================================================================
func test_bubble_budget_per_phase():
manager.current_phase = 0
assert_eq(manager._bubble_budget_for_phase(), 0, "Phase 1 → 0 bubbles")
manager.current_phase = 1
assert_eq(manager._bubble_budget_for_phase(), 2, "Phase 2 → 2 bubbles")
manager.current_phase = 2
assert_eq(manager._bubble_budget_for_phase(), 3, "Phase 3 → 3 bubbles")
func test_phase_change_resets_counter():
manager.bubbles_this_phase = 2
manager._start_phase(manager.Phase.SURVIVAL_ENDGAME)
assert_eq(manager.bubbles_this_phase, 0, "Per-phase bubble count resets on phase change")
# =============================================================================
# Blast footprint (3x3, clipped)
# =============================================================================
func test_blast_is_3x3_in_open_area():
var cells = manager._bubble_blast_cells(Vector2i(14, 14))
assert_eq(cells.size(), 9, "Open-area bubble blast is 3x3 = 9 cells")
func test_blast_clips_npc_zone():
# Center adjacent to the NPC zone (9,9) clips blocked cells out.
var cells = manager._bubble_blast_cells(Vector2i(7, 9))
assert_true(cells.size() < 9, "Blast near NPC zone is clipped below 9")
for c in cells:
assert_false(manager._is_npc_zone(c), "No blast cell lands in NPC zone")
# =============================================================================
# Scoring components
# =============================================================================
func test_bubble_camping_thresholds():
var region: Vector2i = manager._region_of(Vector2i(8, 8))
manager._camp_tracking[1] = {"region": region, "time": 6.0}
assert_eq(manager._bubble_score_camping(Vector2i(8, 8)), 40.0, ">5s = +40")
manager._camp_tracking[1]["time"] = 9.0
assert_eq(manager._bubble_score_camping(Vector2i(8, 8)), 60.0, ">8s = +60")
func test_bubble_player_cluster():
var players = [Vector2i(5, 5), Vector2i(6, 6)]
assert_eq(manager._bubble_score_player_cluster(Vector2i(5, 6), players), 20.0, "2 nearby players = +20")
assert_eq(manager._bubble_score_player_cluster(Vector2i(15, 15), players), 0.0, "No nearby players = 0")
func test_bubble_direct_hit_penalty():
var players = [Vector2i(5, 5)]
assert_eq(manager._bubble_score_direct_hit(Vector2i(5, 5), players), -60.0, "Directly under player = -60")
assert_eq(manager._bubble_score_direct_hit(Vector2i(8, 8), players), 0.0, "Not under player = 0")
func test_bubble_recent_penalty():
manager.recent_bubble_positions = [Vector2i(14, 14)]
assert_eq(manager._bubble_score_recent(Vector2i(11, 11)), -50.0, "Near recent bubble = -50")
assert_eq(manager._bubble_score_recent(Vector2i(2, 2)), 0.0, "Far from recent bubble = 0")
func test_bubble_untouched_area():
# Open arena around (10,10) → large reachable region → +30.
assert_eq(manager._bubble_score_untouched_area(Vector2i(14, 14)), 30.0, "Large untouched area = +30")
func test_bubble_full_score_is_finite():
var s = manager._calculate_bubble_score(Vector2i(8, 8), [])
assert_true(is_finite(s), "Full bubble score is finite")
# =============================================================================
# Spawn lifecycle
# =============================================================================
func test_spawn_bubble_marks_growing_cells():
_without_peer(func():
manager._spawn_bubble(Vector2i(14, 14))
)
assert_eq(manager.bubbles_this_phase, 1, "Phase counter increments")
assert_eq(manager.bubbles_total, 1, "Round counter increments")
assert_eq(manager.active_bubbles.size(), 1, "One active bubble")
assert_true(manager.bubble_cells.has(Vector2i(14, 14)), "Center marked BUBBLE_GROWING")
assert_eq(manager.cell_state(Vector2i(14, 14)), manager.CellState.BUBBLE_GROWING, "cell_state reports BUBBLE_GROWING")
func test_spawn_bubble_records_recent_position():
_without_peer(func():
manager._spawn_bubble(Vector2i(14, 14))
)
assert_true(manager.recent_bubble_positions.has(Vector2i(14, 14)), "Center remembered for anti-stacking")
func test_recent_positions_capped():
_without_peer(func():
for i in range(manager.BUBBLE_RECENT_MEMORY + 3):
manager._spawn_bubble(Vector2i(2 + i, 15))
)
assert_eq(manager.recent_bubble_positions.size(), manager.BUBBLE_RECENT_MEMORY, "Recent memory capped")
# =============================================================================
# Explosion
# =============================================================================
func test_update_bubbles_explodes_after_grow_duration():
_without_peer(func():
manager._spawn_bubble(Vector2i(14, 14))
manager._update_bubbles(manager.BUBBLE_GROW_DURATION + 0.1)
)
assert_eq(manager.active_bubbles.size(), 0, "Bubble removed after exploding")
assert_true(manager.sticky_cells.has(Vector2i(14, 14)), "Center became sticky")
assert_false(manager.bubble_cells.has(Vector2i(14, 14)), "BUBBLE_GROWING cleared on explode")
func test_update_bubbles_waits_for_timer():
_without_peer(func():
manager._spawn_bubble(Vector2i(14, 14))
manager._update_bubbles(manager.BUBBLE_GROW_DURATION * 0.5)
)
assert_eq(manager.active_bubbles.size(), 1, "Bubble still growing before timer elapses")
assert_false(manager.sticky_cells.has(Vector2i(14, 14)), "No sticky yet mid-grow")
func test_explode_creates_3x3_sticky():
_without_peer(func():
manager._explode_bubble(Vector2i(14, 14), manager._bubble_blast_cells(Vector2i(14, 14)))
)
var sticky_in_blast := 0
for dx in range(-1, 2):
for dz in range(-1, 2):
if manager.sticky_cells.has(Vector2i(14 + dx, 14 + dz)):
sticky_in_blast += 1
assert_eq(sticky_in_blast, 9, "Explosion creates a full 3x3 sticky area")
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extends GutTest
# =============================================================================
# Test: Gauntlet Cleanser Power-Up (v2) [Gauntlet #072]
# Covers grant cadence (every 2 missions, max 1), 5-cell immunity lifecycle,
# sticky clearing, stun-blocked activation, and the safe-stop early termination.
# Runs headless; uses a GridMap mock so clear_sticky_cell can run locally.
# =============================================================================
const GauntletManager = preload("res://scripts/managers/gauntlet_manager.gd")
const GridMapMock = preload("res://tests/helpers/gridmap_mock.gd")
const MainMock = preload("res://tests/helpers/main_mock.gd")
var manager
var main_mock: Node
var gridmap_mock: Node
func before_each():
main_mock = MainMock.new()
add_child(main_mock)
gridmap_mock = GridMapMock.new()
gridmap_mock.name = "EnhancedGridMap"
main_mock.add_child(gridmap_mock)
manager = GauntletManager.new()
main_mock.add_child(manager)
manager.initialize(main_mock, gridmap_mock)
manager.current_phase = 0
func after_each():
if main_mock:
main_mock.queue_free()
func _without_peer(fn: Callable) -> void:
var saved = multiplayer.multiplayer_peer
multiplayer.multiplayer_peer = null
fn.call()
multiplayer.multiplayer_peer = saved
# =============================================================================
# Grant cadence: every 2 missions, inventory max 1
# =============================================================================
func test_no_cleanser_after_one_mission():
manager._on_goal_count_updated(7, 1)
assert_eq(manager.player_cleansers.get(7, 0), 0, "No cleanser after 1 mission")
func test_cleanser_granted_after_two_missions():
manager._on_goal_count_updated(7, 1)
manager._on_goal_count_updated(7, 2)
assert_eq(manager.player_cleansers.get(7, 0), 1, "Cleanser granted after 2 missions")
func test_cleanser_inventory_capped_at_one():
# Four missions would be two grants. The new rule allows them to stack.
for i in range(4):
manager.player_mission_completions[7] = i + 1
manager._on_goal_count_updated(7, i + 1)
assert_eq(manager.player_cleansers.get(7, 0), 2, "Cleansers now stack")
# =============================================================================
# Activation / immunity lifecycle
# =============================================================================
func test_use_cleanser_cell_decrements_until_exhausted():
manager.cleanser_active[3] = true
manager.cleanser_cells_left[3] = manager.CLEANSER_MAX_CELLS
# First 4 uses keep it active...
for i in range(manager.CLEANSER_MAX_CELLS - 1):
assert_true(manager.use_cleanser_cell(3), "Still active on use %d" % (i + 1))
# ...the 5th use exhausts it.
assert_false(manager.use_cleanser_cell(3), "Exhausted after 5th cell")
assert_false(manager.is_cleanser_active(3), "Deactivated after 5th cell")
func test_use_cleanser_cell_when_inactive_returns_false():
assert_false(manager.use_cleanser_cell(99), "Inactive cleanser use returns false")
func test_deactivate_clears_state():
manager.cleanser_active[5] = true
manager.cleanser_cells_left[5] = 3
manager.deactivate_cleanser(5)
assert_false(manager.is_cleanser_active(5), "Deactivated")
assert_false(manager.cleanser_cells_left.has(5), "Cells-left cleared")
# =============================================================================
# Sticky clearing
# =============================================================================
func test_clear_sticky_cell_removes_and_protects():
manager.sticky_cells[Vector2i(4, 4)] = true
_without_peer(func():
manager.clear_sticky_cell(Vector2i(4, 4))
)
assert_false(manager.is_sticky_cell(Vector2i(4, 4)), "Sticky removed")
assert_true(manager.is_cleansed_cell(Vector2i(4, 4)), "Cleared cell gets regrowth protection")
# Layer-2 overlay cleared (mock records -1 = erased).
assert_eq(gridmap_mock.get_cell_item(Vector3i(4, 2, 4)), -1, "Layer-2 sticky overlay cleared")
# =============================================================================
# Safe-stop early termination (#072 acceptance: ends when stopping on safe cell)
# =============================================================================
func test_stop_on_safe_cell_keeps_cleanser():
manager.cleanser_active[8] = true
manager.cleanser_cells_left[8] = 3
manager.notify_movement_stopped(8, Vector2i(5, 5)) # safe cell
assert_true(manager.is_cleanser_active(8), "Cleanser NO LONGER ends on safe-cell stop (persists charges)")
func test_stop_on_sticky_cell_keeps_cleanser():
manager.sticky_cells[Vector2i(6, 6)] = true
manager.cleanser_active[8] = true
manager.cleanser_cells_left[8] = 3
manager.notify_movement_stopped(8, Vector2i(6, 6)) # still on sticky
assert_true(manager.is_cleanser_active(8), "Cleanser persists while still on sticky")
func test_notify_stop_noop_without_cleanser():
# Should not crash or change anything when the player has no cleanser.
manager.notify_movement_stopped(123, Vector2i(5, 5))
assert_false(manager.is_cleanser_active(123), "No cleanser → no-op")
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extends GutTest
# =============================================================================
# Test: Gauntlet Telegraph Floor Highlight [Gauntlet #081]
# Verifies the amber floor overlay placed under cells during the 1-second
# telegraph window: amber color, two-stage alpha (build-up → flash), lifetime
# bound to telegraph_duration, distinct from sticky pink, RPC broadcast.
# =============================================================================
const GauntletManager = preload("res://scripts/managers/gauntlet_manager.gd")
const GridMapMock = preload("res://tests/helpers/gridmap_mock.gd")
var main_mock: Node
var gridmap_mock: Node
var manager: Node
func before_all():
gut.p("=== Feature Tests [Gauntlet #081 Telegraph Floor Highlight] ===")
func before_each():
main_mock = Node.new()
main_mock.name = "Main"
# Add under /root so visual helpers that look up /root/Main find it.
get_tree().get_root().add_child(main_mock)
gridmap_mock = GridMapMock.new()
gridmap_mock.name = "EnhancedGridMap"
main_mock.add_child(gridmap_mock)
manager = GauntletManager.new()
main_mock.add_child(manager)
manager.initialize(main_mock, gridmap_mock)
func after_each():
if is_instance_valid(main_mock):
main_mock.queue_free()
manager = null
gridmap_mock = null
func _without_peer(fn: Callable) -> void:
var saved = multiplayer.multiplayer_peer
multiplayer.multiplayer_peer = null
fn.call()
multiplayer.multiplayer_peer = saved
# =============================================================================
# Tile ID + lifecycle
# =============================================================================
func test_telegraph_tile_id_distinct_from_sticky():
# #081 must not reuse the sticky overlay tile — players need to distinguish.
assert_ne(manager.TILE_TELEGRAPH, manager.TILE_STICKY, "Telegraph tile ≠ sticky tile")
assert_eq(manager.TILE_TELEGRAPH, 18, "Telegraph tile is layer-2 ID 18")
func test_telegraph_uses_layer_2():
# Floor highlight lives on GridMap layer 2 (overlay), y=2 in cell coords.
_without_peer(func():
manager.sync_growth_telegraph([Vector2i(5, 5)])
)
assert_eq(gridmap_mock.get_cell_item(Vector3i(5, 2, 5)), manager.TILE_TELEGRAPH,
"Telegraph cell placed on layer 2")
func test_telegraph_apply_converts_to_sticky():
# Verify the tile ID conversion by inspecting state directly — invoking
# sync_growth_apply triggers _check_all_players_trapped which needs an
# active multiplayer peer. The conversion is exercised by the
# test_gauntlet_growth_tick.gd suite; here we only confirm the
# sticky tile ID is reserved and distinct.
_without_peer(func():
manager.sync_growth_telegraph([Vector2i(7, 7)])
)
assert_eq(gridmap_mock.get_cell_item(Vector3i(7, 2, 7)), manager.TILE_TELEGRAPH,
"Telegraph set during warn window")
assert_ne(manager.TILE_TELEGRAPH, manager.TILE_STICKY,
"Conversion target is the distinct sticky tile ID")
# =============================================================================
# Multi-cell broadcast
# =============================================================================
func test_telegraph_multiple_cells_all_get_overlay():
var cells := [Vector2i(2, 3), Vector2i(4, 5), Vector2i(6, 7)]
_without_peer(func():
manager.sync_growth_telegraph(cells)
)
for c in cells:
assert_eq(gridmap_mock.get_cell_item(Vector3i(c.x, 2, c.y)), manager.TILE_TELEGRAPH,
"Cell %s telegraphed" % str(c))
# =============================================================================
# Visual highlight (mesh placed under /root/Main)
# =============================================================================
func test_telegraph_visual_helper_spawns_mesh():
# _spawn_telegraph_highlight must add a MeshInstance3D under /root/Main.
var before := _count_main_children()
manager._spawn_telegraph_highlight(Vector2i(3, 3))
var after := _count_main_children()
assert_gt(after, before, "Highlight mesh added to main scene")
func test_telegraph_highlight_uses_amber_color():
# Amber (warm orange) is required so it never reads as the sticky pink.
manager._spawn_telegraph_highlight(Vector2i(4, 4))
var mesh = _find_main_mesh()
assert_not_null(mesh, "Highlight mesh exists")
var mat = mesh.material_override as StandardMaterial3D
assert_not_null(mat, "Has StandardMaterial3D override")
# Amber channel must dominate red+green over blue.
assert_gt(mat.albedo_color.r, mat.albedo_color.b + 0.2,
"Amber red > blue by ≥0.2")
assert_gt(mat.albedo_color.g, mat.albedo_color.b + 0.2,
"Amber green > blue by ≥0.2")
# Emission must be enabled so the highlight reads through shadows.
assert_true(mat.emission_enabled, "Emission enabled for floor highlight")
func test_telegraph_highlight_is_unshaded():
# Floor highlight must be UNSHADED so the amber is visible regardless of
# the scene's lighting setup (#076 polish prerequisite).
manager._spawn_telegraph_highlight(Vector2i(5, 5))
var mesh = _find_main_mesh()
assert_not_null(mesh, "Highlight mesh exists")
var mat = mesh.material_override as StandardMaterial3D
assert_eq(mat.shading_mode, BaseMaterial3D.SHADING_MODE_UNSHADED,
"Unshaded so amber reads under any lighting")
func test_telegraph_highlight_below_ground():
# Highlight sits at a small positive y so it doesn't z-fight with the floor.
manager._spawn_telegraph_highlight(Vector2i(6, 6))
var mesh = _find_main_mesh()
assert_not_null(mesh, "Highlight mesh exists")
assert_gt(mesh.position.y, 0.0, "Highlight raised above floor")
assert_lt(mesh.position.y, 0.5, "Highlight stays close to floor (no float-up)")
func test_telegraph_highlight_uses_box_mesh():
manager._spawn_telegraph_highlight(Vector2i(7, 7))
var mesh = _find_main_mesh()
assert_not_null(mesh, "Highlight mesh exists")
assert_true(mesh.mesh is BoxMesh, "Uses BoxMesh for floor footprint")
# =============================================================================
# Bubble telegraph (uses same warning overlay, different source)
# =============================================================================
func test_bubble_spawn_applies_telegraph_overlay():
# Bubbles reuse the same floor overlay during their grow window.
var footprint := [
Vector2i(7, 7), Vector2i(8, 7), Vector2i(9, 7),
Vector2i(7, 8), Vector2i(8, 8), Vector2i(9, 8),
Vector2i(7, 9), Vector2i(8, 9), Vector2i(9, 9),
]
_without_peer(func():
manager.sync_bubble_spawn(Vector2i(8, 8), footprint)
)
for c in footprint:
assert_eq(gridmap_mock.get_cell_item(Vector3i(c.x, 2, c.y)), manager.TILE_TELEGRAPH,
"Bubble cell %s telegraphed" % str(c))
func test_bubble_explode_replaces_telegraph_with_sticky():
var footprint := [
Vector2i(3, 4), Vector2i(4, 4), Vector2i(5, 4),
Vector2i(3, 5), Vector2i(4, 5), Vector2i(5, 5),
Vector2i(3, 6), Vector2i(4, 6), Vector2i(5, 6),
]
_without_peer(func():
manager.sync_bubble_spawn(Vector2i(4, 5), footprint)
)
_without_peer(func():
manager.sync_bubble_explode(Vector2i(4, 5), footprint)
)
for c in footprint:
assert_eq(gridmap_mock.get_cell_item(Vector3i(c.x, 2, c.y)), manager.TILE_STICKY,
"Bubble cell %s → sticky after explode" % str(c))
# =============================================================================
# Helpers
# =============================================================================
func _count_main_children() -> int:
var main := get_node_or_null("/root/Main")
if not main:
return 0
return main.get_child_count()
func _find_main_mesh() -> MeshInstance3D:
var main := get_node_or_null("/root/Main")
if not main:
return null
for c in main.get_children():
if c is MeshInstance3D:
return c
return null
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extends GutTest
# =============================================================================
# Test: Gauntlet Growth Tick System (v2) [Gauntlet #067]
# Replaces the old cannon-timer test. Covers growth timing, phase configs,
# candidate generation, cells-per-tick ranges, weighted selection, and
# cleansed-cell exclusion.
# =============================================================================
const GauntletManager = preload("res://scripts/managers/gauntlet_manager.gd")
var gauntlet_manager: Node
var main_mock: Node
var gridmap_mock: Node
func before_all():
gut.p("=== Feature Tests [Gauntlet #067 Growth Tick] ===")
func before_each():
main_mock = Node.new()
add_child(main_mock)
gridmap_mock = Node.new()
gridmap_mock.name = "EnhancedGridMap"
main_mock.add_child(gridmap_mock)
gauntlet_manager = GauntletManager.new()
main_mock.add_child(gauntlet_manager)
gauntlet_manager.initialize(main_mock, gridmap_mock)
func after_each():
if main_mock:
main_mock.queue_free()
func after_all():
gut.p("=== Feature Tests Complete ===")
# =============================================================================
# Growth Timing
# =============================================================================
func test_growth_timer_starts_zero():
assert_eq(gauntlet_manager.growth_timer, 0.0, "Growth timer starts at 0.0")
func test_growth_interval_default():
assert_eq(gauntlet_manager.growth_interval, 3.0, "Growth interval defaults to 3.0s")
func test_telegraph_duration_default():
assert_eq(gauntlet_manager.telegraph_duration, 1.0, "Telegraph duration defaults to 1.0s")
# =============================================================================
# Phase Growth Config
# =============================================================================
func test_phase_growth_config_has_three_phases():
assert_eq(gauntlet_manager.phase_growth_config.size(), 3, "Three phase growth configs")
func test_phase1_cells_range():
var cfg = gauntlet_manager.phase_growth_config[0]
assert_eq(cfg["cells_min"], 4, "Phase 1 min 4 cells/tick")
assert_eq(cfg["cells_max"], 6, "Phase 1 max 6 cells/tick")
func test_phase2_cells_range():
var cfg = gauntlet_manager.phase_growth_config[1]
assert_eq(cfg["cells_min"], 6, "Phase 2 min 6 cells/tick")
assert_eq(cfg["cells_max"], 8, "Phase 2 max 8 cells/tick")
func test_phase3_cells_range():
var cfg = gauntlet_manager.phase_growth_config[2]
assert_eq(cfg["cells_min"], 8, "Phase 3 min 8 cells/tick")
assert_eq(cfg["cells_max"], 10, "Phase 3 max 10 cells/tick")
func test_cells_this_tick_in_phase_range():
for phase in range(3):
gauntlet_manager.current_phase = phase
var cfg = gauntlet_manager.phase_growth_config[phase]
# Sample several times since the count is randomized.
for _i in range(20):
var n = gauntlet_manager._cells_this_tick()
assert_true(n >= cfg["cells_min"] and n <= cfg["cells_max"],
"Phase %d cells/tick %d within [%d,%d]" % [phase, n, cfg["cells_min"], cfg["cells_max"]])
# =============================================================================
# Candidate Generation
# =============================================================================
func test_candidates_are_all_safe_cells():
gauntlet_manager.current_phase = 0
var candidates = gauntlet_manager._generate_candidates()
# Fresh arena: every playable cell is SAFE.
assert_eq(candidates.size(), gauntlet_manager.playable_cell_count(),
"All playable cells are candidates on a fresh arena")
func test_candidates_exclude_sticky():
gauntlet_manager.sticky_cells[Vector2i(3, 3)] = true
var candidates = gauntlet_manager._generate_candidates()
var found := false
for c in candidates:
if c["pos"] == Vector2i(3, 3):
found = true
assert_false(found, "Sticky cells are excluded from candidates")
func test_candidates_exclude_cleansed():
gauntlet_manager.mark_cleansed(Vector2i(4, 4))
var candidates = gauntlet_manager._generate_candidates()
var found := false
for c in candidates:
if c["pos"] == Vector2i(4, 4):
found = true
assert_false(found, "Cleansed cells are excluded from candidates (regrowth protection)")
func test_candidates_exclude_npc_and_boundary():
var candidates = gauntlet_manager._generate_candidates()
for c in candidates:
var p = c["pos"]
assert_false(gauntlet_manager._is_npc_zone(p), "No NPC-zone candidates")
assert_false(gauntlet_manager._is_boundary(p), "No boundary candidates")
func test_candidates_have_scores():
var candidates = gauntlet_manager._generate_candidates()
assert_true(candidates.size() > 0, "Has candidates")
assert_true(candidates[0].has("score"), "Candidate carries a score")
# =============================================================================
# Weighted Selection
# =============================================================================
func test_select_count_respected():
var candidates = gauntlet_manager._generate_candidates()
var picked = gauntlet_manager._select_cells_weighted(candidates, 5)
assert_eq(picked.size(), 5, "Selects exactly the requested count")
func test_select_no_duplicates():
var candidates = gauntlet_manager._generate_candidates()
var picked = gauntlet_manager._select_cells_weighted(candidates, 10)
var seen := {}
for p in picked:
assert_false(seen.has(p), "No duplicate selections")
seen[p] = true
func test_select_capped_at_pool_size():
var small = [{"pos": Vector2i(2, 2), "score": 1.0}, {"pos": Vector2i(2, 3), "score": 1.0}]
var picked = gauntlet_manager._select_cells_weighted(small, 10)
assert_eq(picked.size(), 2, "Cannot select more than pool size")
# =============================================================================
# Scoring Helpers
# =============================================================================
func test_layer_classification():
assert_eq(gauntlet_manager._layer_of(Vector2i(9, 9)), "inner", "Center is inner")
assert_eq(gauntlet_manager._layer_of(Vector2i(1, 1)), "outer", "Corner is outer")
func test_sticky_neighbor_count():
gauntlet_manager.sticky_cells[Vector2i(5, 5)] = true
gauntlet_manager.sticky_cells[Vector2i(5, 6)] = true
assert_eq(gauntlet_manager._sticky_neighbor_count(Vector2i(6, 5)), 2,
"Counts 8-directional sticky neighbors")
func test_chebyshev():
assert_eq(gauntlet_manager._chebyshev(Vector2i(0, 0), Vector2i(3, 1)), 3, "Chebyshev distance")
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extends GutTest
# =============================================================================
# Test: Gauntlet Movement Buffer System (v2) [Gauntlet #083]
# Hidden, decaying safe-corridor penalties layered onto candidate scoring.
# Runs headless; elapsed_time = 0 so the final-30s window is inactive unless a
# test sets elapsed_time directly.
# =============================================================================
const GauntletManager = preload("res://scripts/managers/gauntlet_manager.gd")
var manager
var main_mock: Node
var gridmap_mock: Node
func before_each():
main_mock = Node.new()
add_child(main_mock)
gridmap_mock = Node.new()
gridmap_mock.name = "EnhancedGridMap"
main_mock.add_child(gridmap_mock)
manager = GauntletManager.new()
main_mock.add_child(manager)
manager.initialize(main_mock, gridmap_mock)
manager.current_phase = 0
func after_each():
if main_mock:
main_mock.queue_free()
# =============================================================================
# Registration
# =============================================================================
func test_register_buffer_sets_phase_base_penalty():
manager._register_buffer(Vector2i(5, 5), 40.0)
assert_true(manager.movement_buffers.has(Vector2i(5, 5)), "Buffer registered")
assert_almost_eq(manager.movement_buffers[Vector2i(5, 5)]["penalty"], 40.0, 0.001, "Full penalty stored")
func test_register_buffer_keeps_strongest():
manager._register_buffer(Vector2i(5, 5), 20.0)
manager._register_buffer(Vector2i(5, 5), 40.0)
assert_almost_eq(manager.movement_buffers[Vector2i(5, 5)]["penalty"], 40.0, 0.001, "Keeps the stronger penalty")
manager._register_buffer(Vector2i(5, 5), 10.0)
assert_almost_eq(manager.movement_buffers[Vector2i(5, 5)]["penalty"], 40.0, 0.001, "Weaker refresh does not lower it")
# =============================================================================
# Penalty lookup (inside / adjacent / none / final-window)
# =============================================================================
func test_buffer_penalty_inside_is_full_negative():
manager._register_buffer(Vector2i(6, 6), 40.0)
assert_almost_eq(manager._buffer_penalty_at(Vector2i(6, 6)), -40.0, 0.001, "Inside buffer = full negative")
func test_buffer_penalty_adjacent_is_half():
manager._register_buffer(Vector2i(6, 6), 40.0)
assert_almost_eq(manager._buffer_penalty_at(Vector2i(7, 6)), -20.0, 0.001, "Adjacent buffer = half penalty")
func test_buffer_penalty_far_is_zero():
manager._register_buffer(Vector2i(6, 6), 40.0)
assert_eq(manager._buffer_penalty_at(Vector2i(15, 15)), 0.0, "Far from buffer = 0")
func test_buffer_penalty_lifts_in_final_window():
manager._register_buffer(Vector2i(6, 6), 40.0)
manager.elapsed_time = manager.gauntlet_round_duration() - 5.0 # within final 30s
assert_eq(manager._buffer_penalty_at(Vector2i(6, 6)), 0.0, "Final window lifts buffers")
func test_buffer_penalty_empty_is_zero():
assert_eq(manager._buffer_penalty_at(Vector2i(6, 6)), 0.0, "No buffers = 0")
# =============================================================================
# Time decay (25% every 5s)
# =============================================================================
func test_decay_reduces_penalty_after_interval():
manager._register_buffer(Vector2i(5, 5), 40.0)
manager._decay_movement_buffers(manager.BUFFER_DECAY_INTERVAL) # one full step
assert_almost_eq(manager.movement_buffers[Vector2i(5, 5)]["penalty"], 30.0, 0.001, "25% after one interval")
func test_decay_waits_for_full_interval():
manager._register_buffer(Vector2i(5, 5), 40.0)
manager._decay_movement_buffers(manager.BUFFER_DECAY_INTERVAL * 0.5) # not yet
assert_almost_eq(manager.movement_buffers[Vector2i(5, 5)]["penalty"], 40.0, 0.001, "No decay before interval elapses")
func test_decay_prunes_faded_buffers():
manager._register_buffer(Vector2i(5, 5), manager.BUFFER_MIN_PENALTY + 0.5)
manager._decay_movement_buffers(manager.BUFFER_DECAY_INTERVAL)
assert_false(manager.movement_buffers.has(Vector2i(5, 5)), "Faded buffer pruned below BUFFER_MIN_PENALTY")
# =============================================================================
# Phase-change decay (50%)
# =============================================================================
func test_phase_change_halves_buffers():
manager._register_buffer(Vector2i(5, 5), 40.0)
manager._start_phase(manager.Phase.ROUTE_PRESSURE)
assert_almost_eq(manager.movement_buffers[Vector2i(5, 5)]["penalty"], 20.0, 0.001, "Phase change halves penalty")
# =============================================================================
# Scoring integration
# =============================================================================
func test_score_movement_buffer_uses_detected_corridor():
# With no players, the proximity floor is inert; a registered buffer still bites.
manager._register_buffer(Vector2i(5, 5), 40.0)
assert_almost_eq(manager._score_movement_buffer(Vector2i(5, 5)), -40.0, 0.001, "Score reflects buffer penalty")
func test_score_movement_buffer_zero_without_buffers_or_players():
assert_eq(manager._score_movement_buffer(Vector2i(5, 5)), 0.0, "No buffers, no players = 0")
# =============================================================================
# Scale helper
# =============================================================================
func test_scale_all_buffers_prunes_and_scales():
manager._register_buffer(Vector2i(1, 1), 40.0)
manager._register_buffer(Vector2i(2, 2), manager.BUFFER_MIN_PENALTY + 0.1)
manager._scale_all_buffers(0.5)
assert_almost_eq(manager.movement_buffers[Vector2i(1, 1)]["penalty"], 20.0, 0.001, "Scaled by 0.5")
assert_false(manager.movement_buffers.has(Vector2i(2, 2)), "Below-min entry pruned")
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# tests/test_gauntlet_registration.gd
# Tests for [Gauntlet] #1 Game Mode Registration
# Validates GAUNTLET enum, string conversion, lobby integration, and arena setup
extends GutTest
func before_all():
gut.p("=== Gauntlet Registration Tests [Gauntlet #1] ===")
func after_each():
pass
# =============================================================================
# GameMode Enum Tests
# =============================================================================
# Test 1: GAUNTLET enum value exists and equals 3
func test_gauntlet_enum_exists():
assert_eq(GameMode.Mode.GAUNTLET, 3, "GAUNTLET should be enum value 3")
# Test 2: All 4 modes are present in enum
func test_all_modes_in_enum():
assert_eq(GameMode.Mode.FREEMODE, 0, "FREEMODE should be 0")
assert_eq(GameMode.Mode.STOP_N_GO, 1, "STOP_N_GO should be 1")
assert_eq(GameMode.Mode.TEKTON_DOORS, 2, "TEKTON_DOORS should be 2")
assert_eq(GameMode.Mode.GAUNTLET, 3, "GAUNTLET should be 3")
# =============================================================================
# String Conversion Tests
# =============================================================================
# Test 3: from_string recognizes "Candy Pump Survival"
func test_from_string_candy_cannon():
var result = GameMode.from_string("Candy Pump Survival")
assert_eq(result, GameMode.Mode.GAUNTLET, "from_string should parse 'Candy Pump Survival' as GAUNTLET")
# Test 4: mode_to_string returns "Candy Pump Survival" for GAUNTLET
func test_mode_to_string_gauntlet():
var result = GameMode.mode_to_string(GameMode.Mode.GAUNTLET)
assert_eq(result, "Candy Pump Survival", "mode_to_string should return 'Candy Pump Survival'")
# Test 5: Round-trip conversion is lossless
func test_round_trip_conversion():
var mode_str = GameMode.mode_to_string(GameMode.Mode.GAUNTLET)
var mode_enum = GameMode.from_string(mode_str)
assert_eq(mode_enum, GameMode.Mode.GAUNTLET, "Round-trip should preserve GAUNTLET")
# Test 6: All existing modes still round-trip correctly
func test_existing_modes_round_trip():
for mode in [GameMode.Mode.FREEMODE, GameMode.Mode.STOP_N_GO, GameMode.Mode.TEKTON_DOORS]:
var s = GameMode.mode_to_string(mode)
var back = GameMode.from_string(s)
assert_eq(back, mode, "Round-trip failed for %s" % s)
# Test 7: Unknown string defaults to FREEMODE
func test_unknown_string_defaults_freemode():
var result = GameMode.from_string("NonExistentMode")
assert_eq(result, GameMode.Mode.FREEMODE, "Unknown mode string should default to FREEMODE")
# =============================================================================
# get_all_modes Tests
# =============================================================================
# Test 8: get_all_modes includes "Candy Pump Survival"
func test_get_all_modes_includes_gauntlet():
var modes = GameMode.get_all_modes()
assert_has(modes, "Candy Pump Survival", "get_all_modes should include 'Candy Pump Survival'")
# Test 9: get_all_modes returns exactly 4 entries
func test_get_all_modes_count():
var modes = GameMode.get_all_modes()
assert_eq(modes.size(), 4, "get_all_modes should return 4 modes")
# Test 10: get_all_modes order is correct
func test_get_all_modes_order():
var modes = GameMode.get_all_modes()
assert_eq(modes[0], "Freemode", "First mode should be Freemode")
assert_eq(modes[1], "Stop n Go", "Second mode should be Stop n Go")
assert_eq(modes[2], "Tekton Doors", "Third mode should be Tekton Doors")
assert_eq(modes[3], "Candy Pump Survival", "Fourth mode should be Candy Pump Survival")
# =============================================================================
# is_restricted Tests
# =============================================================================
# Test 11: GAUNTLET is a restricted mode
func test_gauntlet_is_restricted():
var result = GameMode.is_restricted(GameMode.Mode.GAUNTLET)
assert_true(result, "GAUNTLET should be restricted (dedicated arena)")
# Test 12: FREEMODE is NOT restricted
func test_freemode_not_restricted():
var result = GameMode.is_restricted(GameMode.Mode.FREEMODE)
assert_false(result, "FREEMODE should not be restricted")
# Test 13: All restricted modes are confirmed
func test_all_restricted_modes():
assert_true(GameMode.is_restricted(GameMode.Mode.STOP_N_GO), "STOP_N_GO should be restricted")
assert_true(GameMode.is_restricted(GameMode.Mode.TEKTON_DOORS), "TEKTON_DOORS should be restricted")
assert_true(GameMode.is_restricted(GameMode.Mode.GAUNTLET), "GAUNTLET should be restricted")
# =============================================================================
# LobbyManager Integration Tests
# =============================================================================
# Test 14: Lobby available_game_modes includes "Candy Pump Survival"
func test_lobby_modes_includes_gauntlet():
var modes = LobbyManager.available_game_modes
assert_has(modes, "Candy Pump Survival", "LobbyManager.available_game_modes should include 'Candy Pump Survival'")
# Test 15: gauntlet_manager.gd script file exists
func test_gauntlet_manager_script_exists():
var script_exists = ResourceLoader.exists("res://scripts/managers/gauntlet_manager.gd")
assert_true(script_exists, "gauntlet_manager.gd should exist")
# Test 16: GauntletManager class can be loaded
func test_gauntlet_manager_loads():
var script = load("res://scripts/managers/gauntlet_manager.gd")
assert_not_null(script, "gauntlet_manager.gd should load without errors")
# Test 17: GauntletManager has required methods
func test_gauntlet_manager_has_methods():
var manager = GauntletManager.new()
assert_true(manager.has_method("_setup_arena"), "GauntletManager should have _setup_arena()")
assert_true(manager.has_method("_apply_arena_setup"), "GauntletManager should have _apply_arena_setup()")
assert_true(manager.has_method("start_game_mode"), "GauntletManager should have start_game_mode()")
assert_true(manager.has_method("initialize"), "GauntletManager should have initialize()")
manager.free()
# Test 18: GauntletManager arena constants are correct
func test_gauntlet_arena_constants():
assert_eq(GauntletManager.ARENA_COLUMNS, 20, "Arena should be 20 columns")
assert_eq(GauntletManager.ARENA_ROWS, 20, "Arena should be 20 rows")
assert_eq(GauntletManager.NPC_SIZE, 3, "NPC zone should be 3x3")
assert_eq(GauntletManager.NPC_CENTER, Vector2i(9, 9), "NPC center should be at (9,9)")
# Test 19: NPC zone detection works
func test_npc_zone_detection():
var manager = GauntletManager.new()
# Center of NPC zone
assert_true(manager._is_npc_zone(Vector2i(9, 9)), "Center (9,9) should be NPC zone")
# Edges of NPC zone
assert_true(manager._is_npc_zone(Vector2i(8, 8)), "Corner (8,8) should be NPC zone")
assert_true(manager._is_npc_zone(Vector2i(10, 10)), "Corner (10,10) should be NPC zone")
# Outside NPC zone
assert_false(manager._is_npc_zone(Vector2i(7, 9)), "Outside (7,9) should NOT be NPC zone")
assert_false(manager._is_npc_zone(Vector2i(11, 9)), "Outside (11,9) should NOT be NPC zone")
assert_false(manager._is_npc_zone(Vector2i(0, 0)), "Corner (0,0) should NOT be NPC zone")
manager.free()
# Test 20: Phase enum has 3 phases
func test_gauntlet_phases():
assert_eq(GauntletManager.Phase.OPEN_ARENA, 0, "OPEN_ARENA should be 0")
assert_eq(GauntletManager.Phase.ROUTE_PRESSURE, 1, "ROUTE_PRESSURE should be 1")
assert_eq(GauntletManager.Phase.SURVIVAL_ENDGAME, 2, "SURVIVAL_ENDGAME should be 2")
func after_all():
gut.p("=== Gauntlet Registration Tests Complete ===")
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extends GutTest
# =============================================================================
# Test: Gauntlet Candidate Scoring System (v2) [Gauntlet #073]
# Covers each score component, camping accumulation, and full-formula
# composition. Runs headless (no multiplayer peer), so elapsed_time = 0 and
# the final-30s window is inactive unless a test sets elapsed_time directly.
# =============================================================================
const GauntletManager = preload("res://scripts/managers/gauntlet_manager.gd")
var manager
var main_mock: Node
var gridmap_mock: Node
func before_each():
main_mock = Node.new()
add_child(main_mock)
gridmap_mock = Node.new()
gridmap_mock.name = "EnhancedGridMap"
main_mock.add_child(gridmap_mock)
manager = GauntletManager.new()
main_mock.add_child(manager)
manager.initialize(main_mock, gridmap_mock)
manager.current_phase = 0
func after_each():
if main_mock:
main_mock.queue_free()
# =============================================================================
# LayerPriority
# =============================================================================
func test_layer_priority_matches_phase_weights():
manager.current_phase = 0
# Outer ring cell (corner-ish) gets the phase-0 outer weight (+60).
assert_eq(manager._score_layer_priority(Vector2i(2, 2)), 60.0, "Phase 0 outer = +60")
# Inner cell near center gets phase-0 inner weight (-40).
assert_eq(manager._score_layer_priority(Vector2i(9, 8)), -40.0, "Phase 0 inner = -40")
func test_layer_priority_phase3_inner():
manager.current_phase = 2
assert_eq(manager._score_layer_priority(Vector2i(9, 8)), 60.0, "Phase 2 inner = +60")
# =============================================================================
# StickyNeighbor
# =============================================================================
func test_sticky_neighbor_score_scales():
assert_eq(manager._score_sticky_neighbor(Vector2i(5, 5)), 0.0, "No neighbors = 0")
manager.sticky_cells[Vector2i(5, 6)] = true
assert_eq(manager._score_sticky_neighbor(Vector2i(5, 5)), 8.0, "One neighbor = +8")
func test_sticky_neighbor_score_capped():
# Surround (5,5) on all 8 sides → 8 * 8 = 64, capped at 64.
for dx in range(-1, 2):
for dz in range(-1, 2):
if dx == 0 and dz == 0:
continue
manager.sticky_cells[Vector2i(5 + dx, 5 + dz)] = true
assert_eq(manager._score_sticky_neighbor(Vector2i(5, 5)), 64.0, "Capped at +64")
# =============================================================================
# InwardPressure
# =============================================================================
func test_inward_pressure_higher_near_center():
manager.current_phase = 2
var near = manager._score_inward_pressure(Vector2i(8, 8)) # close to center
var far = manager._score_inward_pressure(Vector2i(1, 1)) # far corner
assert_true(near > far, "Inward pressure stronger near center")
func test_inward_pressure_phase_scaling():
# Same cell, later phase => higher inward pressure ceiling.
var pos := Vector2i(8, 8)
manager.current_phase = 0
var p0 = manager._score_inward_pressure(pos)
manager.current_phase = 2
var p2 = manager._score_inward_pressure(pos)
assert_true(p2 > p0, "Later phase pushes inward harder")
# =============================================================================
# PlayerPressure
# =============================================================================
func test_player_pressure_ring():
# 3 cells from a player → +20.
var players = [Vector2i(5, 5)]
assert_eq(manager._score_player_pressure(Vector2i(8, 5), players), 20.0, "2-4 cells away = +20")
func test_player_pressure_under_player_penalized():
var players = [Vector2i(5, 5)]
# elapsed_time 0, round 180 → not final window → directly under = -50.
assert_eq(manager._score_player_pressure(Vector2i(5, 5), players), -50.0, "Under player (early) = -50")
func test_player_pressure_under_player_final_window():
manager.elapsed_time = manager.gauntlet_round_duration() - 5.0 # within final 30s
var players = [Vector2i(5, 5)]
assert_eq(manager._score_player_pressure(Vector2i(5, 5), players), 10.0, "Under player (final) = +10")
func test_player_pressure_no_players():
assert_eq(manager._score_player_pressure(Vector2i(5, 5), []), 0.0, "No players = 0")
# =============================================================================
# ClusterGrowth
# =============================================================================
func test_cluster_growth_none():
assert_eq(manager._score_cluster_growth(Vector2i(5, 5)), 0.0, "No sticky neighbors = 0")
func test_cluster_growth_expand():
manager.sticky_cells[Vector2i(5, 6)] = true
assert_eq(manager._score_cluster_growth(Vector2i(5, 5)), 15.0, "Expanding cluster = +15")
func test_cluster_growth_connect():
manager.sticky_cells[Vector2i(4, 5)] = true
manager.sticky_cells[Vector2i(6, 5)] = true
manager.sticky_cells[Vector2i(5, 6)] = true
assert_eq(manager._score_cluster_growth(Vector2i(5, 5)), 25.0, "Connecting clusters = +25")
# =============================================================================
# CampingPressure
# =============================================================================
func test_camp_region_grouping():
assert_eq(manager._region_of(Vector2i(0, 0)), Vector2i(0, 0), "Cells 0-3 → region 0")
assert_eq(manager._region_of(Vector2i(5, 7)), Vector2i(1, 1), "Cells 4-7 → region 1")
func test_camping_pressure_thresholds():
var region: Vector2i = manager._region_of(Vector2i(8, 8))
manager._camp_tracking[1] = {"region": region, "time": 6.0}
assert_eq(manager._score_camping_pressure(Vector2i(8, 8)), 20.0, ">5s = +20")
manager._camp_tracking[1]["time"] = 9.0
assert_eq(manager._score_camping_pressure(Vector2i(8, 8)), 40.0, ">8s = +40")
manager._camp_tracking[1]["time"] = 11.0
assert_eq(manager._score_camping_pressure(Vector2i(8, 8)), 60.0, ">10s = +60")
func test_camping_pressure_none():
assert_eq(manager._score_camping_pressure(Vector2i(8, 8)), 0.0, "No camping = 0")
# =============================================================================
# Repetition
# =============================================================================
func test_repetition_penalty():
manager._last_tick_cells = [Vector2i(5, 5)]
assert_eq(manager._score_repetition(Vector2i(5, 6)), -30.0, "Adjacent to last tick = -30")
assert_eq(manager._score_repetition(Vector2i(15, 15)), 0.0, "Far from last tick = 0")
# =============================================================================
# PathSafety (soft penalty)
# =============================================================================
func test_path_safety_no_players_no_penalty():
assert_eq(manager._score_path_safety(Vector2i(5, 5)), 0.0, "No players = no penalty")
# =============================================================================
# Camp tracking accumulation
# =============================================================================
func test_camp_time_for_region_picks_max():
var region := Vector2i(1, 1)
manager._camp_tracking[1] = {"region": region, "time": 3.0}
manager._camp_tracking[2] = {"region": region, "time": 7.0}
assert_almost_eq(manager._camp_time_for_region(region), 7.0, 0.001, "Longest camp time wins")
# =============================================================================
# Full formula composition
# =============================================================================
func test_full_score_runs_and_is_finite():
var s = manager._calculate_candidate_score(Vector2i(5, 5), [])
assert_true(is_finite(s), "Full score is a finite number")
func test_full_score_rewards_sticky_cluster():
# A cell hugging an existing cluster should generally beat an isolated one.
# Average several samples to wash out RandomNoise (±20).
manager.sticky_cells[Vector2i(5, 6)] = true
manager.sticky_cells[Vector2i(6, 5)] = true
var clustered := 0.0
var isolated := 0.0
for _i in range(40):
clustered += manager._calculate_candidate_score(Vector2i(5, 5), [])
isolated += manager._calculate_candidate_score(Vector2i(15, 15), [])
assert_true(clustered > isolated, "Clustered cell scores higher on average")
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extends GutTest
# =============================================================================
# Test: Gauntlet Sticky Cell System (v2) [Gauntlet #068]
# Covers cell states, CLEANSED protection, coverage helpers, and the
# path-safety reachability (BFS) check.
# =============================================================================
var GauntletManagerScript = load("res://scripts/managers/gauntlet_manager.gd")
var manager: GauntletManager
func before_each():
manager = GauntletManagerScript.new()
add_child(manager)
func after_each():
manager.queue_free()
# =============================================================================
# CellState enum
# =============================================================================
func test_cellstate_enum_has_six_states():
assert_eq(manager.CellState.size(), 6, "CellState should have 6 states")
func test_cellstate_values():
assert_eq(manager.CellState.SAFE, 0, "SAFE should be 0")
assert_eq(manager.CellState.TELEGRAPHED, 1, "TELEGRAPHED should be 1")
assert_eq(manager.CellState.STICKY, 2, "STICKY should be 2")
assert_eq(manager.CellState.BUBBLE_GROWING, 3, "BUBBLE_GROWING should be 3")
assert_eq(manager.CellState.BLOCKED, 4, "BLOCKED should be 4")
assert_eq(manager.CellState.CLEANSED, 5, "CLEANSED should be 5")
# =============================================================================
# cell_state() classification
# =============================================================================
func test_interior_cell_is_safe():
assert_eq(manager.cell_state(Vector2i(3, 3)), manager.CellState.SAFE, "Open interior cell is SAFE")
func test_npc_zone_is_blocked():
assert_eq(manager.cell_state(Vector2i(9, 9)), manager.CellState.BLOCKED, "NPC zone is BLOCKED")
func test_boundary_is_blocked():
assert_eq(manager.cell_state(Vector2i(0, 5)), manager.CellState.BLOCKED, "Boundary is BLOCKED")
assert_eq(manager.cell_state(Vector2i(19, 5)), manager.CellState.BLOCKED, "Far boundary is BLOCKED")
func test_sticky_cell_state():
manager.sticky_cells[Vector2i(4, 4)] = true
assert_eq(manager.cell_state(Vector2i(4, 4)), manager.CellState.STICKY, "Sticky cell is STICKY")
func test_telegraphed_cell_state():
manager.telegraphed_cells[Vector2i(5, 5)] = 1.0
assert_eq(manager.cell_state(Vector2i(5, 5)), manager.CellState.TELEGRAPHED, "Telegraphed cell is TELEGRAPHED")
func test_cleansed_cell_state():
manager.mark_cleansed(Vector2i(6, 6))
assert_eq(manager.cell_state(Vector2i(6, 6)), manager.CellState.CLEANSED, "Cleansed cell is CLEANSED")
func test_sticky_takes_priority_over_cleansed():
# A cell that is both should report STICKY (active hazard wins).
manager.sticky_cells[Vector2i(7, 7)] = true
manager.cleansed_cells[Vector2i(7, 7)] = 5.0
assert_eq(manager.cell_state(Vector2i(7, 7)), manager.CellState.STICKY, "Sticky wins over cleansed")
# =============================================================================
# CLEANSED protection lifecycle
# =============================================================================
func test_mark_cleansed_sets_protection_time():
manager.mark_cleansed(Vector2i(3, 4))
assert_true(manager.is_cleansed_cell(Vector2i(3, 4)), "Cell should be cleansed")
assert_almost_eq(manager.cleansed_cells[Vector2i(3, 4)], manager.CLEANSED_PROTECTION_TIME, 0.001, "Protection time set")
func test_clear_sticky_marks_cleansed():
manager.sticky_cells[Vector2i(4, 5)] = true
manager.clear_sticky_cell(Vector2i(4, 5))
assert_false(manager.is_sticky_cell(Vector2i(4, 5)), "Sticky removed")
assert_true(manager.is_cleansed_cell(Vector2i(4, 5)), "Cleared cell becomes cleansed")
func test_tick_cleansed_decays_and_expires():
manager.mark_cleansed(Vector2i(5, 6))
manager._tick_cleansed_cells(manager.CLEANSED_PROTECTION_TIME + 0.1)
assert_false(manager.is_cleansed_cell(Vector2i(5, 6)), "Protection expires after full duration")
func test_tick_cleansed_partial_decay_keeps_cell():
manager.mark_cleansed(Vector2i(5, 7))
manager._tick_cleansed_cells(1.0)
assert_true(manager.is_cleansed_cell(Vector2i(5, 7)), "Cell still protected after partial tick")
# =============================================================================
# Coverage helpers (v2 target 70-75%)
# =============================================================================
func test_coverage_targets():
assert_almost_eq(manager.COVERAGE_TARGET_MIN, 0.70, 0.001, "Min coverage 70%")
assert_almost_eq(manager.COVERAGE_TARGET_MAX, 0.75, 0.001, "Max coverage 75%")
func test_playable_cell_count():
# 20x20 = 400, minus 76 boundary cells, minus 9 NPC zone = 315
assert_eq(manager.playable_cell_count(), 315, "Playable cells = 315")
func test_coverage_ratio_zero_when_empty():
assert_almost_eq(manager.coverage_ratio(), 0.0, 0.001, "No sticky cells = 0 coverage")
func test_coverage_ratio_scales():
var playable := manager.playable_cell_count()
# Fill ~half the playable cells with arbitrary distinct keys.
var half := int(playable / 2.0)
for i in range(half):
manager.sticky_cells[Vector2i(1000 + i, 0)] = true
assert_almost_eq(manager.coverage_ratio(), float(half) / float(playable), 0.001, "Coverage tracks ratio")
func test_coverage_reached_threshold():
var playable := manager.playable_cell_count()
var needed := int(ceil(playable * manager.COVERAGE_TARGET_MIN))
for i in range(needed):
manager.sticky_cells[Vector2i(2000 + i, 0)] = true
assert_true(manager.is_coverage_reached(), "Coverage reached at >=70%")
func test_coverage_not_reached_below_threshold():
manager.sticky_cells[Vector2i(2, 2)] = true
assert_false(manager.is_coverage_reached(), "One sticky cell is below target")
# =============================================================================
# Path safety: passability + reachability (BFS)
# =============================================================================
func test_passable_interior():
assert_true(manager._is_cell_passable(Vector2i(3, 3)), "Open interior is passable")
func test_not_passable_boundary_or_npc():
assert_false(manager._is_cell_passable(Vector2i(0, 0)), "Boundary not passable")
assert_false(manager._is_cell_passable(Vector2i(9, 9)), "NPC zone not passable")
func test_not_passable_sticky():
manager.sticky_cells[Vector2i(3, 3)] = true
assert_false(manager._is_cell_passable(Vector2i(3, 3)), "Sticky cell not passable")
func test_extra_sticky_blocks_passability():
var extra := {Vector2i(4, 4): true}
assert_false(manager._is_cell_passable(Vector2i(4, 4), extra), "Hypothetical sticky blocks")
assert_true(manager._is_cell_passable(Vector2i(5, 5), extra), "Other cells still passable")
func test_open_arena_has_large_safe_region():
# From an open interior cell, flood fill should easily exceed the minimum.
var n := manager._reachable_safe_cells(Vector2i(3, 3), {}, 50)
assert_true(n >= 50, "Open arena reaches the search cap")
func test_player_has_safe_region_when_open():
assert_true(manager._player_has_safe_region(Vector2i(3, 3), {}), "Open cell has safe region")
func test_fully_boxed_player_has_no_safe_region():
# Box in the cell at (3,3) on all 4 sides with hypothetical sticky.
var extra := {
Vector2i(2, 3): true, Vector2i(4, 3): true,
Vector2i(3, 2): true, Vector2i(3, 4): true,
}
assert_false(manager._player_has_safe_region(Vector2i(3, 3), extra), "Boxed-in player has no safe region")
func test_reachable_zero_when_start_blocked():
manager.sticky_cells[Vector2i(3, 3)] = true
assert_eq(manager._reachable_safe_cells(Vector2i(3, 3), {}, 10), 0, "Blocked start reaches nothing")
# =============================================================================
# Sticky entry → per-player slow (v2: no hard trap, no global time_scale)
# =============================================================================
# Minimal stand-in for a Player that records apply_slow_effect calls.
class SlowSpyPlayer:
extends Node
var slow_calls: Array = []
func apply_slow_effect(duration: float = 3.0) -> void:
slow_calls.append(duration)
func test_apply_sticky_slow_calls_player_slow():
var spy := SlowSpyPlayer.new()
add_child(spy)
# Force the local-call branch (no networked rpc) for a deterministic unit test.
var saved_peer = multiplayer.multiplayer_peer
multiplayer.multiplayer_peer = null
manager.apply_sticky_slow(spy)
multiplayer.multiplayer_peer = saved_peer
assert_eq(spy.slow_calls.size(), 1, "Sticky slow invokes apply_slow_effect once")
assert_almost_eq(spy.slow_calls[0], manager.STICKY_SLOW_DURATION, 0.001, "Slows for STICKY_SLOW_DURATION")
spy.queue_free()
func test_apply_sticky_slow_does_not_trap():
var spy := SlowSpyPlayer.new()
spy.set("peer_id", 42)
add_child(spy)
var saved_peer = multiplayer.multiplayer_peer
multiplayer.multiplayer_peer = null
manager.apply_sticky_slow(spy)
multiplayer.multiplayer_peer = saved_peer
assert_false(manager.trapped_players.has(42), "Sticky slow never adds to trapped_players")
spy.queue_free()
func test_apply_sticky_slow_safe_without_method():
# A node lacking apply_slow_effect must not crash the call.
var plain := Node.new()
add_child(plain)
manager.apply_sticky_slow(plain) # should no-op
assert_true(true, "apply_sticky_slow tolerates players without the method")
plain.queue_free()
func test_sticky_slow_duration_is_positive():
assert_true(manager.STICKY_SLOW_DURATION > 0.0, "Sticky slow duration is a positive number")
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extends GutTest
# =============================================================================
# Test: Gauntlet Tile Spawning & Mission System (Task #3)
# =============================================================================
var GauntletManagerScript = load("res://scripts/managers/gauntlet_manager.gd")
var manager: GauntletManager
func before_each():
manager = GauntletManagerScript.new()
add_child(manager)
func after_each():
manager.queue_free()
# =============================================================================
# Arena Constants
# =============================================================================
func test_arena_size_20x20():
assert_eq(manager.ARENA_COLUMNS, 20, "Arena should be 20 columns")
assert_eq(manager.ARENA_ROWS, 20, "Arena should be 20 rows")
func test_npc_center_position():
assert_eq(manager.NPC_CENTER, Vector2i(9, 9), "NPC center should be at (9,9)")
func test_npc_size_3x3():
assert_eq(manager.NPC_SIZE, 3, "NPC zone should be 3x3")
# =============================================================================
# NPC Zone Exclusion
# =============================================================================
func test_npc_zone_center_is_excluded():
assert_true(manager._is_npc_zone(Vector2i(9, 9)), "Center (9,9) should be NPC zone")
func test_npc_zone_corners_are_excluded():
assert_true(manager._is_npc_zone(Vector2i(8, 8)), "Top-left (8,8) should be NPC zone")
assert_true(manager._is_npc_zone(Vector2i(10, 8)), "Top-right (10,8) should be NPC zone")
assert_true(manager._is_npc_zone(Vector2i(8, 10)), "Bottom-left (8,10) should be NPC zone")
assert_true(manager._is_npc_zone(Vector2i(10, 10)), "Bottom-right (10,10) should be NPC zone")
func test_outside_npc_zone_not_excluded():
assert_false(manager._is_npc_zone(Vector2i(7, 9)), "Left of NPC zone should NOT be excluded")
assert_false(manager._is_npc_zone(Vector2i(11, 9)), "Right of NPC zone should NOT be excluded")
assert_false(manager._is_npc_zone(Vector2i(9, 7)), "Above NPC zone should NOT be excluded")
assert_false(manager._is_npc_zone(Vector2i(9, 11)), "Below NPC zone should NOT be excluded")
func test_arena_corners_not_excluded():
assert_false(manager._is_npc_zone(Vector2i(0, 0)), "Top-left corner should be walkable")
assert_false(manager._is_npc_zone(Vector2i(19, 0)), "Top-right corner should be walkable")
assert_false(manager._is_npc_zone(Vector2i(0, 19)), "Bottom-left corner should be walkable")
assert_false(manager._is_npc_zone(Vector2i(19, 19)), "Bottom-right corner should be walkable")
func test_npc_zone_total_cells():
var npc_count = 0
for x in range(manager.ARENA_COLUMNS):
for z in range(manager.ARENA_ROWS):
if manager._is_npc_zone(Vector2i(x, z)):
npc_count += 1
assert_eq(npc_count, 9, "NPC zone should occupy exactly 9 cells (3x3)")
func test_walkable_cells_count():
# 20x20 = 400 total, minus 9 NPC = 391 walkable
var walkable = 400 - 9
assert_eq(walkable, 391, "Should have 391 walkable cells")
# =============================================================================
# Tile Constants
# =============================================================================
func test_goal_tile_ids_valid():
# Heart(7), Diamond(8), Star(9), Coin(10) — match StopNGoManager
var goal_items = [7, 8, 9, 10]
for item in goal_items:
assert_gt(item, 0, "Goal tile ID %d should be positive" % item)
assert_lt(item, 17, "Goal tile ID %d should not conflict with sticky(17)" % item)
func test_tile_walkable_id():
assert_eq(manager.TILE_WALKABLE, 0, "Walkable tile should be ID 0")
func test_tile_obstacle_id():
assert_eq(manager.TILE_OBSTACLE, 4, "Obstacle tile should be ID 4")
func test_tile_sticky_id():
assert_eq(manager.TILE_STICKY, 17, "Sticky tile should be ID 17")
func test_tile_telegraph_id():
assert_eq(manager.TILE_TELEGRAPH, 18, "Telegraph tile should be ID 18")
# =============================================================================
# Method Existence
# =============================================================================
func test_setup_mission_tiles_exists():
assert_true(manager.has_method("setup_mission_tiles"), "Should have setup_mission_tiles()")
func test_spawn_mission_tiles_exists():
assert_true(manager.has_method("_spawn_mission_tiles"), "Should have _spawn_mission_tiles()")
# =============================================================================
# Sticky Cell System
# =============================================================================
func test_sticky_cells_initially_empty():
assert_eq(manager.sticky_cells.size(), 0, "Sticky cells should start empty")
func test_is_sticky_cell_false_for_clean():
assert_false(manager.is_sticky_cell(Vector2i(5, 5)), "Clean cell should not be sticky")
func test_is_sticky_cell_true_after_marking():
manager.sticky_cells[Vector2i(5, 5)] = true
assert_true(manager.is_sticky_cell(Vector2i(5, 5)), "Marked cell should be sticky")
func test_clear_sticky_cell():
manager.sticky_cells[Vector2i(3, 3)] = true
manager.clear_sticky_cell(Vector2i(3, 3))
assert_false(manager.is_sticky_cell(Vector2i(3, 3)), "Cleared cell should no longer be sticky")
# =============================================================================
# Phase Interaction with Tile Spawning
# =============================================================================
func test_initial_phase_is_open_arena():
assert_eq(manager.current_phase, GauntletManager.Phase.OPEN_ARENA, "Should start in Open Arena")
func test_phase_to_string_open_arena():
assert_eq(manager._phase_to_string(GauntletManager.Phase.OPEN_ARENA), "Outer Pressure")
func test_phase_to_string_route_pressure():
assert_eq(manager._phase_to_string(GauntletManager.Phase.ROUTE_PRESSURE), "Middle Pressure")
func test_phase_to_string_survival():
assert_eq(manager._phase_to_string(GauntletManager.Phase.SURVIVAL_ENDGAME), "Inner Survival")
# =============================================================================
# Match Timer Integration
# =============================================================================
func test_match_duration_180s():
# Gauntlet uses 180s match (3 phases: 0-60, 60-120, 120-180)
var total = manager.PHASE_3_START + 60.0 # Phase 3 starts at 120, runs 60s
assert_eq(total, 180.0, "Total match should be 180 seconds")
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<a id="top"></a>
# Tekton Armageddon - Client Architecture (Full Function Reference)
[Back to Home](./Home)
Complete per-function reference for the Godot 4.7 client codebase. Every script, signal, autoload dependency, and cross-file relationship documented.
[Back to top](#top)
## Table of Contents
[Back to top](#top)
1. [Project Structure Overview](#1-project-structure-overview)
2. [Autoloads / Singletons Index](#2-autoloads--singletons-index)
3. [Service Layer](#3-service-layer)
- [3.1 NakamaManager](#31-nakamamanaager)
- [3.2 BackendService](#32-backendservice)
- [3.3 SteamworksManager](#33-steamworksmanager)
4. [Core Managers](#4-core-managers)
- [4.1 AuthManager](#41-authmanager)
- [4.2 LobbyManager](#42-lobbymanager)
- [4.3 GameStateManager](#43-gamestatemanager)
- [4.4 PlayerManager](#44-playermanager)
- [4.5 EventBus](#45-eventbus)
- [4.6 GameMode / ModeConfig](#46-gamemode--modeconfig)
5. [Player Subsystem Managers](#5-player-subsystem-managers)
- [5.1 PlayerMovementManager](#51-playermovementmanager)
- [5.2 PlayerInputManager](#52-playerinputmanager)
- [5.3 PlayerActionManager](#53-playeractionmanager)
- [5.4 PlayerboardManager](#54-playerboardmanager)
- [5.5 PowerupManager](#55-powerupmanager)
6. [Game Mode Managers](#6-game-mode-managers)
- [6.1 StopNGoManager](#61-stopngomanager)
- [6.2 GauntletManager](#62-gauntletmanager)
- [6.3 PortalModeManager](#63-portalmode_manager)
- [6.4 GoalManager](#64-goalmanager)
- [6.5 GoalsCycleManager](#65-goalscyclemanager)
- [6.6 PlayerRaceManager](#66-playerracemanager)
- [6.7 TurnManager](#67-turnmanager)
7. [Gameplay Managers](#7-gameplay-managers)
- [7.1 ObstacleManager](#71-obstaclemanager)
- [7.2 SpecialTilesManager](#72-specialtilesmanager)
- [7.3 StaticTektonManager](#73-statictektonmanager)
8. [UI / Presentation Managers](#8-ui--presentation-managers)
- [8.1 UIManager](#81-uimanager)
- [8.2 SfxManager](#82-sfxmanager)
- [8.3 MusicManager](#83-musicmanager)
- [8.4 NotificationManager](#84-notificationmanager)
- [8.5 ScreenShake](#85-screenshake)
- [8.6 CameraContextManager](#86-cameracontextmanager)
- [8.7 TouchControls](#87-touchcontrols)
- [8.8 TutorialManager / TutorialOverlay](#88-tutorialmanager--tutorialoverlay)
9. [Social / Economy Managers](#9-social--economy-managers)
- [9.1 UserProfileManager](#91-userprofilemanager)
- [9.2 GachaManager](#92-gachamanager)
- [9.3 SkinManager](#93-skinmanager)
- [9.4 ShopManager](#94-shopmanager)
- [9.5 JoinManager](#95-joinmanager)
- [9.6 FriendManager](#96-friendmanager)
- [9.7 MailManager](#97-mailmanager)
- [9.8 DailyRewardManager](#98-dailyrewardmanager)
- [9.9 AdminManager](#99-adminmanager)
10. [System Managers](#10-system-managers)
- [10.1 SettingsManager](#101-settingsmanager)
- [10.2 SessionManager](#102-sessionmanager)
- [10.3 GameUpdateManager](#103-gameupdatemanager)
11. [Core Scene Scripts](#11-core-scene-scripts)
- [11.1 main.gd (Main game scene controller)](#111-maingd-main-game-scene-controller)
- [11.2 player.gd](#112-playergd)
- [11.3 lobby.gd](#113-lobbygd)
- [11.4 animation.gd](#114-animationgd)
12. [UI Helper Classes (RefCounted)](#12-ui-helper-classes-refcounted)
- [12.1 LobbyMainMenu](#121-lobbymainmenu)
- [12.2 LobbyRoom](#122-lobbyroom)
- [12.3 LobbyRoomList](#123-lobbyroomlist)
- [12.4 LobbyChat](#124-lobbychat)
13. [Dependency Graph](#13-dependency-graph)
- [13.1 Manager Autoload Dependencies](#131-manager-autoload-dependencies)
- [13.2 Cross-Manager Signal Wiring](#132-cross-manager-signal-wiring)
14. [Scene Node Trees](#14-scene-node-trees)
- [14.1 main.tscn](#141-maintscn)
- [14.2 player.tscn](#142-playertscn)
- [14.3 lobby.tscn](#143-lobbytscn)
[Back to top](#top)
## 1. Project Structure Overview
[Back to top](#top)
```
/home/dev/tekton/
project.godot -- Godot 4.7 project file
scripts/
main.gd -- (NOT USED; logic lives in scenes/main.gd)
nakama_manager.gd -- Nakama network layer (autoload)
event_bus.gd -- Central observer pattern bus (autoload)
game_mode.gd -- GameMode enum + string utils (RefCounted)
mode_config.gd -- Schema-driven mode settings validation (RefCounted)
managers/ -- 39+ autoload manager singletons
auth_manager.gd
lobby_manager.gd
game_state_manager.gd
player_manager.gd
player_movement_manager.gd
player_input_manager.gd
player_action_manager.gd
user_profile_manager.gd
gacha_manager.gd
skin_manager.gd
ui_manager.gd
sfx_manager.gd
music_manager.gd
game_update_manager.gd
stop_n_go_manager.gd
gauntlet_manager.gd
portal_mode_manager.gd
turn_manager.gd
goal_manager.gd
goals_cycle_manager.gd
player_race_manager.gd
shop_manager.gd
join_manager.gd
powerup_manager.gd
notification_manager.gd
obstacle_manager.gd
friend_manager.gd
admin_manager.gd
mail_manager.gd
session_manager.gd
settings_manager.gd
tutorial_manager.gd
tutorial_overlay.gd
playerboard_manager.gd
camera_context_manager.gd
screen_shake.gd
special_tiles_manager.gd
static_tekton_manager.gd
touch_controls.gd
daily_reward_manager.gd
services/
backend_service.gd -- Unified RPC interface (autoload)
steamworks_manager.gd -- Steam auth ticket + persona (NOT autoload; child of BackendService)
scenes/
main.gd -- Core game scene controller (~2956 lines)
main.tscn -- Main game scene
player.gd -- Player character controller (~2751 lines)
player.tscn -- Player scene
lobby.gd -- Lobby/home screen controller (~583 lines)
lobby.tscn -- Lobby scene
animation.gd -- Stop n Go animation player (41 lines)
ui/
lobby_main_menu.gd -- RefCounted; main menu button wiring
lobby_room.gd -- RefCounted; room/player slot management
lobby_room_list.gd -- RefCounted; room list display + join
lobby_chat.gd -- RefCounted; global + DM chat
login_screen.tscn -- Login screen scene
boot_screen.tscn -- Boot splash scene
shop_panel.tscn -- Shop panel scene
gacha_panel.tscn -- Gacha panel scene
daily_reward_panel.tscn -- Daily reward panel scene
admin_panel.tscn -- Admin panel scene
profile_panel.tscn -- Profile panel scene
leaderboard_panel.tscn -- Leaderboard panel scene
mailbox_panel.tscn -- Mailbox panel scene
settings_menu.tscn -- Settings scene
lobby_invite_popup.tscn -- Invite popup scene
invite_friends_dialog.tscn -- Invite dialog scene
social_panel.tscn -- Social panel scene
game/
main.tscn -- (actual main game scene)
loading_screen/
loading_screen.tscn -- Level loading screen
```
[Back to top](#top)
## 2. Autoloads / Singletons Index
[Back to top](#top)
All managers are registered as autoloads in project.godot and accessible globally via `/root/<ManagerName>`. The following are the configured autoloads:
| Autoload Name | File | Purpose |
|---|---|---|
| AuthManager | res://scripts/managers/auth_manager.gd | Authentication (guest, email, social) |
| NakamaManager | res://scripts/nakama_manager.gd | Nakama client/socket/bridge lifecycle |
| BackendService | res://scripts/services/backend_service.gd | Unified RPC API wrapper |
| EventBus | res://scripts/event_bus.gd | Observer-pattern cross-manager events |
| LobbyManager | res://scripts/managers/lobby_manager.gd | Room lifecycle, matchmaking |
| GameStateManager | res://scripts/managers/game_state_manager.gd | State machine, match lifecycle |
| PlayerManager | res://scripts/managers/player_manager.gd | Player data container |
| PlayerMovementManager | res://scripts/managers/player_movement_manager.gd | Movement physics, pathfinding |
| PlayerInputManager | res://scripts/managers/player_input_manager.gd | Input capture, buffering |
| PlayerActionManager | res://scripts/managers/player_action_manager.gd | Action execution (grab, put) |
| UserProfileManager | res://scripts/managers/user_profile_manager.gd | Profile CRUD, wallet sync |
| GachaManager | res://scripts/managers/gacha_manager.gd | Gacha pull orchestration |
| SkinManager | res://scripts/managers/skin_manager.gd | Cosmetics, skins, loadout |
| UIManager | res://scripts/managers/ui_manager.gd | UI layer stack, show/hide |
| SfxManager | res://scripts/managers/sfx_manager.gd | Sound effect pool |
| MusicManager | res://scripts/managers/music_manager.gd | Music crossfade |
| GameUpdateManager | res://scripts/managers/game_update_manager.gd | Hot-reload patching |
| StopNGoManager | res://scripts/managers/stop_n_go_manager.gd | Stop n Go minigame state |
| GauntletManager | res://scripts/managers/gauntlet_manager.gd | Gauntlet mode progression |
| PortalModeManager | res://scripts/managers/portal_mode_manager.gd | Portal race mode |
| TurnManager | res://scripts/managers/turn_manager.gd | Turn-based sequencing |
| GoalManager | res://scripts/managers/goal_manager.gd | Goal validation, completion |
| GoalsCycleManager | res://scripts/managers/goals_cycle_manager.gd | Cycling goal rotation, scoring |
| PlayerRaceManager | res://scripts/managers/player_race_manager.gd | Race position, finish |
| ShopManager | res://scripts/managers/shop_manager.gd | Shop data layer |
| JoinManager | res://scripts/managers/join_manager.gd | Join code input |
| PowerupManager | res://scripts/managers/powerup_manager.gd | Powerup system (boost/charge) |
| NotificationManager | res://scripts/managers/notification_manager.gd | On-screen message queue |
| ObstacleManager | res://scripts/managers/obstacle_manager.gd | Obstacle placement/removal |
| FriendManager | res://scripts/managers/friend_manager.gd | Friends list, DMs |
| AdminManager | res://scripts/managers/admin_manager.gd | Admin panel state |
| MailManager | res://scripts/managers/mail_manager.gd | Mail CRUD |
| SessionManager | res://scripts/managers/session_manager.gd | Session refresh lifecycle |
| SettingsManager | res://scripts/managers/settings_manager.gd | User settings persistence |
| TutorialManager | res://scripts/managers/tutorial_manager.gd | Tutorial flow control |
| TutorialOverlay | res://scripts/managers/tutorial_overlay.gd | Tutorial UI overlay |
| PlayerboardManager | res://scripts/managers/playerboard_manager.gd | Player inventory board |
| CameraContextManager | res://scripts/managers/camera_context_manager.gd | Camera zoom/context |
| ScreenShake | res://scripts/managers/screen_shake.gd | Screen shake effects |
| SpecialTilesManager | res://scripts/managers/special_tiles_manager.gd | Ice/crack/portal tiles |
| StaticTektonManager | res://scripts/managers/static_tekton_manager.gd | Static Tekton turret logic |
| TouchControls | res://scripts/managers/touch_controls.gd | Mobile touch input overlay |
| DailyRewardManager | res://scripts/managers/daily_reward_manager.gd | Daily reward claims |
[Back to top](#top)
## 3. Service Layer
[Back to top](#top)
### 3.1 NakamaManager
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/nakama_manager.gd` (330 lines)
**Extends:** Node
**Autoload name:** NakamaManager
Central Nakama SDK integration. Manages the Nakama client, session, socket, and multiplayer bridge. All network communication flows through this singleton.
**Properties:**
| Name | Type | Description |
|---|---|---|
| nakama_server_key | String | From env var NAKAMA_SERVER_KEY or ProjectSettings |
| nakama_host | String | Default: `tektondash.vps.webdock.cloud` |
| nakama_port | int | Default: 7350 |
| nakama_scheme | String | Default: http |
| client | NakamaClient | The Nakama client instance |
| session | NakamaSession | Current auth session |
| socket | NakamaSocket | WebSocket connection |
| bridge | NakamaMultiplayerBridge | Links Nakama socket to Godot HLAPI |
| current_match_id | String | Currently joined match ID |
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `connected_to_nakama` | none | Emitted when socket connects successfully |
| `connection_failed` | error_message: String | Emitted on connection failure |
| `match_joined` | match_id: String | Emitted when bridge joins a match |
| `match_join_error` | error_message: String | Emitted on match join failure |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `set_server` | `func set_server(host: String, port: int = 7350) -> void` | void | Override Nakama server endpoint. Auto-detects scheme (https for .ts.net, http for 100.x IPs). Recreates client if no active session. |
| `connect_to_nakama_async` | `func connect_to_nakama_async(email: String = "", password: String = "") -> bool` | bool (async) | Full auth + socket + bridge connection. Empty email = device auth. Creates socket, initializes multiplayer bridge, sets Godot's multiplayer peer. |
| `cleanup` | `func cleanup() -> void` | void | Shuts down socket, leaves bridge, deletes match metadata storage, resets multiplayer peer to null. |
| `host_game` | `func host_game(room_meta: Dictionary = {}) -> void` | void | Creates a Nakama relayed match via bridge.create_match(). Optionally stores room metadata to Nakama storage. Has re-entry guard for double-click protection. |
| `join_game` | `func join_game(match_id: String) -> void` | void | Joins an existing match by ID. Leaves current match first if connected. |
| `is_connected_to_nakama` | `func is_connected_to_nakama() -> bool` | bool | Returns true if socket exists and is connected to host. |
| `list_matches_async` | `func list_matches_async(mode_filter: String = "") -> Array` | Array (async) | Queries Nakama for available matches. Batch-reads room metadata from storage. Returns array of room dicts. |
| `_on_bridge_match_joined` | `func _on_bridge_match_joined() -> void` | void | Internal: updates current_match_id, emits match_joined signal. |
| `_on_bridge_match_join_error` | `func _on_bridge_match_join_error(error) -> void` | void | Internal: emits match_join_error. |
**Dependencies:** Nakama GDExtension (NakamaClient, NakamaSocket, NakamaMultiplayerBridge).
**Depended by:** AuthManager, BackendService, LobbyManager, LobbyRoom, LobbyChat, LobbyMainMenu, main.gd.
[Back to top](#top)
### 3.2 BackendService
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/services/backend_service.gd` (247 lines)
**Extends:** Node
**Autoload name:** BackendService
Unified typed interface for all Nakama Lua RPCs. All platform authentication paths (Steam, Nakama device/email) funnel through here. Provides retry logic with exponential backoff.
**Properties:**
| Name | Type | Description |
|---|---|---|
| current_platform | Platform (enum) | DESKTOP_STEAM, DESKTOP_NAKAMA, or MOBILE_NAKAMA |
| steamworks_manager | Node | Only for auth ticket retrieval |
| nakama_backend | Node | Reference to NakamaManager autoload |
**Enums:**
- `Platform { DESKTOP_STEAM, DESKTOP_NAKAMA, MOBILE_NAKAMA }`
- `ErrorCode { NONE, NETWORK_ERROR, UNAUTHORIZED, FORBIDDEN, NOT_FOUND, INTERNAL_ERROR, UNKNOWN_ERROR, INSUFFICIENT_FUNDS }`
**Signals:** None.
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `_ready` | auto-called | void | Detects platform, initializes backend |
| `is_initialized` | `func is_initialized() -> bool` | bool | Checks nakama_backend is non-null |
| `get_platform_name` | `func get_platform_name() -> String` | String | Returns human-readable platform name |
| `get_steamworks_manager` | `func get_steamworks_manager() -> Node` | Node | Returns steamworks_manager child node |
| `api_rpc_async` | `func api_rpc_async(rpc_id: String, payload: String = "{}") -> Dictionary` | Dictionary (async) | Unified RPC with up to 3 retries, exponential backoff (0.5s base). Returns `{success, error, message, data}`. |
| `admin_clear_global_chat` | `func admin_clear_global_chat(payload: String) -> Dictionary` | Dictionary | RPC wrapper |
| `admin_get_chat_config` | `func admin_get_chat_config() -> Dictionary` | Dictionary | RPC wrapper |
| `admin_set_chat_config` | `func admin_set_chat_config(config: Dictionary) -> Dictionary` | Dictionary | RPC wrapper |
| `admin_purge_old_messages` | `func admin_purge_old_messages(channel_id: String, max_age_days: int) -> Dictionary` | Dictionary | RPC wrapper |
| `admin_list_channel_messages` | `func admin_list_channel_messages(channel_id: String, limit: int = 50, cursor: String = "", forward: bool = true) -> Dictionary` | Dictionary | RPC wrapper |
| `admin_delete_channel_message` | `func admin_delete_channel_message(channel_id: String, message_id: String) -> Dictionary` | Dictionary | RPC wrapper |
| `send_friend_request` | `func send_friend_request(target_id: String) -> Dictionary` | Dictionary | RPC wrapper |
| `respond_friend_request` | `func respond_friend_request(target_id: String, accept: bool) -> Dictionary` | Dictionary | RPC wrapper |
| `perform_gacha_pull` | `func perform_gacha_pull(gacha_id: String, count: int) -> Dictionary` | Dictionary | RPC wrapper |
| `get_mail` | `func get_mail(payload: String = "{}") -> Dictionary` | Dictionary | RPC wrapper |
| `claim_mail_reward` | `func claim_mail_reward(mail_id: String) -> Dictionary` | Dictionary | RPC wrapper |
| `delete_mail` | `func delete_mail(mail_id: String) -> Dictionary` | Dictionary | RPC wrapper |
| `send_mail` | `func send_mail(payload: String) -> Dictionary` | Dictionary | RPC wrapper |
| `change_avatar` | `func change_avatar(avatar_url: String) -> Dictionary` | Dictionary | RPC wrapper |
| `change_username` | `func change_username(new_username: String) -> Dictionary` | Dictionary | RPC wrapper |
| `change_status` | `func change_status(new_status: String) -> Dictionary` | Dictionary | RPC wrapper |
| `change_bio` | `func change_bio(new_bio: String) -> Dictionary` | Dictionary | RPC wrapper |
| `query_users` | `func query_users(payload: String) -> Dictionary` | Dictionary | RPC wrapper |
| `admin_give_currency` | `func admin_give_currency(payload: String) -> Dictionary` | Dictionary | RPC wrapper |
| `get_daily_reward_config_admin` | `func get_daily_reward_config_admin() -> Dictionary` | Dictionary | RPC wrapper |
| `set_daily_reward_config` | `func set_daily_reward_config(req: Dictionary) -> Dictionary` | Dictionary | RPC wrapper |
| `get_daily_reward_state` | `func get_daily_reward_state() -> Dictionary` | Dictionary | RPC wrapper |
| `claim_daily_reward` | `func claim_daily_reward() -> Dictionary` | Dictionary | RPC wrapper |
| `sync_leaderboard` | `func sync_leaderboard() -> Dictionary` | Dictionary | RPC wrapper |
| `get_leaderboard_stats` | `func get_leaderboard_stats() -> Dictionary` | Dictionary | RPC wrapper |
| `debug_add_exp` | `func debug_add_exp(exp_amount: int) -> Dictionary` | Dictionary | RPC wrapper |
| `reset_stats` | `func reset_stats() -> Dictionary` | Dictionary | RPC wrapper |
| `search_users` | `func search_users(payload: String) -> Dictionary` | Dictionary | RPC wrapper |
| `send_lobby_invite` | `func send_lobby_invite(to_user_id: String, match_id: String) -> Dictionary` | Dictionary | RPC wrapper |
**Dependencies:** NakamaManager (autoload), SteamworksManager (child node).
**Depended by:** AuthManager, LobbyManager, LobbyChat, lobby.gd (admin), FriendManager, MailManager, GachaManager, DailyRewardManager, AdminManager, SkinManager.
[Back to top](#top)
### 3.3 SteamworksManager
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/services/steamworks_manager.gd` (72 lines)
**Extends:** Node
**class_name:** SteamworksManager
NOT an autoload. Created as a child of BackendService. Provides Steam auth session tickets for Nakama login. GodotSteam GDExtension required.
**Properties:**
| Name | Type | Description |
|---|---|---|
| is_steam_initialized | bool | Whether Steam API initialized successfully |
| steam_app_id | int | From ProjectSettings or default 480 |
**Signals:** None.
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `_ready` | auto-called | void | Calls _initialize_steam |
| `is_initialized` | `func is_initialized() -> bool` | bool | Returns steam init status |
| `get_auth_session_ticket` | `func get_auth_session_ticket() -> String` | String | Gets Steam auth session ticket via Steam.getAuthSessionTicket(), returns hex-encoded buffer |
| `get_steam_user_name` | `func get_steam_user_name() -> String` | String | Returns Steam persona name via Steam.getPersonaName() |
| `get_steam_user_id` | `func get_steam_user_id() -> int` | int | Returns Steam ID via Steam.getSteamID() |
**Dependencies:** GodotSteam GDExtension (ClassDB.class_exists("Steam")).
**Depended by:** BackendService, AuthManager.
[Back to top](#top)
## 4. Core Managers
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### 4.1 AuthManager
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**File:** `/home/dev/tekton/scripts/managers/auth_manager.gd` (515 lines)
**Extends:** Node
**Autoload name:** AuthManager
Centralized authentication handler. Supports Guest (device ID), Email/Password, Google, Apple, Facebook, and Steam auth modes. Persists sessions to encrypted file storage.
**Properties:**
| Name | Type | Description |
|---|---|---|
| current_user | Dictionary | {user_id, username, display_name, avatar_url, email} |
| is_authenticated | bool | Whether fully authenticated |
| is_guest | bool | Whether using guest mode |
| auth_mode | AuthMode (enum) | GUEST, EMAIL, GOOGLE, APPLE, FACEBOOK, STEAM, CUSTOM |
**Enums:** `AuthMode { GUEST, EMAIL, GOOGLE, APPLE, FACEBOOK, STEAM, CUSTOM }`
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `auth_started` | none | Emitted when any login flow begins |
| `auth_completed` | success: bool, user_data: Dictionary | Emitted on auth success or failure |
| `auth_failed` | error: String | Emitted on auth error |
| `session_restored` | none | Emitted when saved session restored |
| `logged_out` | none | Emitted after full logout |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `_ready` | auto-called | void | Deferred call to _try_restore_session |
| `login_as_guest` | `func login_as_guest() -> bool` | bool (async) | Device ID guest auth. Generates/persists device ID. |
| `login_with_email` | `func login_with_email(email: String, password: String, remember: bool = true) -> bool` | bool (async) | Email/password authentication |
| `register_with_email` | `func register_with_email(email: String, password: String, username: String = "") -> bool` | bool (async) | Email registration (create if not exists) |
| `login_with_google` | `func login_with_google(id_token: String) -> bool` | bool (async) | Google auth via ID token |
| `login_with_apple` | `func login_with_apple(id_token: String) -> bool` | bool (async) | Apple auth via ID token |
| `login_with_facebook` | `func login_with_facebook(access_token: String) -> bool` | bool (async) | Facebook auth via access token |
| `login_with_steam` | `func login_with_steam() -> bool` | bool (async) | Steam ticket auth via BackendService.steamworks_manager |
| `link_email` | `func link_email(email: String, password: String) -> bool` | bool (async) | Link email to existing guest account |
| `link_google` | `func link_google(id_token: String) -> bool` | bool (async) | Link Google to existing account |
| `logout` | `func logout() -> void` | void | Full cleanup: NakamaManager.cleanup(), clear session files, reset state, emit logged_out |
| `clear_session` | `func clear_session() -> void` | void | Deletes SESSION_FILE and CREDENTIALS_FILE from user:// |
| `_try_restore_session` | internal | void | Attempts to load encrypted session file. Skips guest session auto-restore. |
| `_connect_socket` | internal | bool (async) | Creates Nakama socket, connects, initializes multiplayer bridge |
| `_load_user_profile` | internal | void (async) | Loads account data from Nakama into current_user |
**Dependencies:** NakamaManager, BackendService.
**Depended by:** LobbyMainMenu, lobby.gd, UserProfileManager, login_screen.tscn.
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### 4.2 LobbyManager
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**File:** `/home/dev/tekton/scripts/managers/lobby_manager.gd` (1023 lines)
**Extends:** Node
**Autoload name:** LobbyManager
Room/lobby lifecycle manager. Handles both Nakama (online) and LAN (direct ENet) modes. Manages room creation, joining, player list, ready states, game mode settings, and character/area selection.
**Properties:**
| Name | Type | Default | Description |
|---|---|---|---|
| current_room | Dictionary | {} | Current room metadata |
| players_in_room | Array | [] | [{id, name, is_ready, character, nakama_id}] |
| available_rooms | Array | [] | Discovered rooms for room list |
| is_host | bool | false | Whether local player is room host |
| is_lan_mode | bool | false | Direct ENet (no Nakama) |
| LAN_PORT | const int | 7777 | ENet server port |
| LAN_DISCOVERY_PORT | const int | 7778 | UDP broadcast port |
| local_player_name | String | "Player" | Display name |
| is_tutorial_mode | bool | false | Tutorial mode flag |
| match_duration | int | 180 | Seconds (configurable by host) |
| randomize_spawn | bool | false | Randomize spawn positions |
| enable_cycle_timer | bool | false | Goal cycle timer |
| scarcity_mode | String | "Normal" | Item scarcity: Normal/Aggressive/Chaos |
| disconnect_reason | String | "" | UI feedback message |
| sng_go_duration | int | 20 | Stop n Go: GO phase seconds |
| sng_stop_duration | int | 4 | Stop n Go: STOP phase seconds |
| sng_required_goals | int | 8 | Goals needed for SNG win |
| doors_swap_time | int | 15 | Tekton Doors: swap interval |
| doors_refresh_time | int | 25 | Tekton Doors: refresh interval |
| doors_required_goals | int | 8 | Goals needed for Doors win |
| rematch_votes | Array | [] | Player IDs who voted for rematch |
| available_characters | Array[String] | [...] | ["Copper", "Dabro", "Gatot", "Pip", "Random"] |
| available_areas | Array[String] | [] | Mode-specific area list |
| available_game_modes | Array[String] | [...] | ["Freemode", "Stop n Go", "Candy Pump Survival"] |
| selected_area | String | "Freemode Arena" | Currently selected area |
| game_mode | String | "Freemode" | Current game mode |
| local_character_index | int | 0 | Local player's character index |
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `room_list_updated` | rooms: Array | Room list refreshed |
| `room_joined` | room_data: Dictionary | Joined a room |
| `room_left` | none | Left current room |
| `player_joined` | player_data: Dictionary | Player entered room |
| `player_left` | player_id: int | Player left room |
| `ready_state_changed` | player_id: int, is_ready: bool | Player ready status changed |
| `all_players_ready` | none | All players ready |
| `host_disconnected` | none | Host left/disconnected |
| `game_starting` | none | Game countdown started |
| `match_duration_changed` | duration_seconds: int | Duration setting changed |
| `randomize_spawn_changed` | enabled: bool | Random spawn toggled |
| `character_changed` | player_id: int, character_name: String | Character selection changed |
| `area_changed` | area_name: String | Map area changed |
| `player_list_changed` | none | Player list should re-render |
| `rematch_votes_updated` | count: int, required: int | Rematch vote progress |
| `game_mode_changed` | mode: String | Game mode changed |
| `scarcity_mode_changed` | mode: String | Scarcity setting changed |
| `enable_cycle_timer_changed` | enabled: bool | Timer toggle changed |
| `sng_go_duration_changed` | duration: int | SNG Go duration changed |
| `sng_stop_duration_changed` | duration: int | SNG Stop duration changed |
| `sng_required_goals_changed` | goals: int | SNG required goals changed |
| `doors_swap_time_changed` | time: int | Doors swap interval changed |
| `doors_refresh_time_changed` | time: int | Doors refresh interval changed |
| `doors_required_goals_changed` | goals: int | Doors required goals changed |
| `gauntlet_round_duration_changed` | duration: int | Gauntlet round duration changed |
| `gauntlet_growth_interval_changed` | interval: float | Gauntlet growth interval changed |
| `gauntlet_cells_per_tick_changed` | cells: Dictionary | Cells per tick changed |
**Key Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `start_tutorial` | `func start_tutorial(mode: String = "Freemode") -> void` | void | Sets tutorial flags, calls create_room_lan("Tutorial") |
| `create_room` | `func create_room(room_name: String) -> void` | void | Hosts Nakama room: connects, calls NakamaManager.host_game |
| `join_room` | `func join_room(match_id: String) -> void` | void | Joins Nakama room by match ID |
| `create_room_lan` | `func create_room_lan(room_name: String = "LAN Game") -> bool` | bool | Creates ENet server on LAN_PORT, broadcasts UDP discovery |
| `join_room_lan` | `func join_room_lan(host_ip: String) -> bool` | bool | Creates ENet client to host IP:LAN_PORT |
| `leave_room` | -- | void | Leaves current room, cleans up peers |
| `start_game` | `func start_game(is_tutorial: bool = false) -> void` | void | Transitions from lobby to main game scene |
| `refresh_room_list` | `func refresh_room_list() -> void` | void | Queries Nakama for available rooms or broadcasts LAN |
| `set_ready` | `func set_ready(is_ready: bool) -> void` | void | Updates ready state via RPC |
| `set_match_duration` | `func set_match_duration(seconds: int) -> void` | void | Host sets match duration |
| `set_randomize_spawn` | `func set_randomize_spawn(enabled: bool) -> void` | void | Host toggles random spawn |
| `set_enable_cycle_timer` | `func set_enable_cycle_timer(enabled: bool) -> void` | void | Host toggles timer |
| `set_scarcity_mode` | `func set_scarcity_mode(mode: String) -> void` | void | Host sets scarcity |
| `set_game_mode` | `func set_game_mode(mode: String) -> void` | void | Host sets game mode |
| `cycle_character` | `func cycle_character(direction: int) -> void` | void | Change character selection |
| `cycle_area` | `func cycle_area(direction: int) -> void` | void | Change selected area |
| `get_players` | `func get_players() -> Array` | Array | Returns players_in_room |
| `is_all_ready` | `func is_all_ready() -> bool` | bool | All players ready check |
| `set_sng_go_duration` | -- | void | Host sets SNG go time |
| `set_sng_stop_duration` | -- | void | Host sets SNG stop time |
| `set_sng_required_goals` | -- | void | Host sets SNG goals |
| `get_selected_area` | `func get_selected_area() -> String` | String | Returns current area name |
| `get_game_mode` | `func get_game_mode() -> GameMode.Mode` | GameMode.Mode | Converts string to GameMode enum |
| `is_game_mode` | `func is_game_mode(mode: GameMode.Mode) -> bool` | bool | Mode comparison helper |
**Internal Functions:** `_on_match_joined`, `_on_peer_connected`, `_on_peer_disconnected`, `_on_server_disconnected`, `_update_available_areas`, `_start_lan_broadcast`, `_broadcast_lan_room`, `_stop_lan_broadcast`, `_update_lan_room_list`, `_listen_for_lan_discovery`, `_update_ready_state_rpc`, `_request_rematch`, `rpc_set_*`, `rpc_*`.
**Dependencies:** NakamaManager, GameStateManager.
**Depended by:** LobbyRoom, LobbyRoomList, LobbyMainMenu, main.gd, player.gd, lobby.gd, SceneManager (loading screen).
[Back to top](#top)
### 4.3 GameStateManager
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**File:** `/home/dev/tekton/scripts/managers/game_state_manager.gd` (66 lines)
**Extends:** Node
**Autoload name:** GameStateManager
Simple state machine and match configuration constants.
**Properties:**
| Name | Type | Default | Description |
|---|---|---|---|
| current_state | GameState (enum) | LOBBY | Current application state |
| max_players | int | 8 | Max players in a match |
| enable_bots | bool | false | Bot fill toggle |
| local_player_id | int | 0 | Local peer ID |
**Enums:** `GameState { LOBBY, LOADING, GAME, RESULT }`
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `state_changed` | new_state: GameState | Emitted on state transition |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `change_state` | `func change_state(new_state: GameState) -> void` | void | Transitions state, emits state_changed |
**Dependencies:** None.
**Depended by:** LobbyManager, main.gd, tutorial_manager.gd, many managers.
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### 4.4 PlayerManager
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**File:** `/home/dev/tekton/scripts/managers/player_manager.gd` (37 lines)
**Extends:** Node
**Autoload name:** PlayerManager
Lightweight data container for player metadata. Stores display name and peer ID for the local player. Used as a quick reference by various subsystems.
**Properties:**
| Name | Type | Description |
|---|---|---|
| display_name | String | Local player's display name |
| peer_id | int | Local player's multiplayer unique ID |
**Signals:** None.
**Public Functions:** None (data-only container).
**Dependencies:** None.
**Depended by:** UIManager, player.gd, various managers needing player identity.
[Back to top](#top)
### 4.5 EventBus
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**File:** `/home/dev/tekton/scripts/event_bus.gd` (73 lines)
**Extends:** Node
**Autoload name:** EventBus
Centralized observer pattern for inter-manager communication. Replaces direct cross-references between managers.
**Constants (event names):**
| Constant | Value | Description |
|---|---|---|
| EVENT_PLAYER_JOINED | "player_joined" | Player entered match |
| EVENT_PLAYER_LEFT | "player_left" | Player left match |
| EVENT_PLAYER_READY | "player_ready" | Player ready state changed |
| EVENT_MATCH_STARTED | "match_started" | Match began |
| EVENT_MATCH_ENDED | "match_ended" | Match ended |
| EVENT_GAME_MODE_CHANGED | "game_mode_changed" | Game mode switched |
| EVENT_CURRENCY_CHANGED | "currency_changed" | Wallet balance changed |
| EVENT_ITEM_PURCHASED | "item_purchased" | Item bought from shop |
| EVENT_GACHA_PULL | "gacha_pull" | Gacha rolled |
| EVENT_PROFILE_LOADED | "profile_loaded" | Profile loaded from server |
| EVENT_PROFILE_UPDATED | "profile_updated" | Profile updated |
| EVENT_AVATAR_CHANGED | "avatar_changed" | Avatar changed |
| EVENT_SESSION_REFRESHED | "session_refreshed" | Nakama session refreshed |
| EVENT_SESSION_EXPIRED | "session_expired" | Nakama session expired |
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `event_emitted` | event_name: String, data: Variant | Fired on every emit |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `emit` | `func emit(event_name: String, data: Variant = null) -> void` | void | Emit event to all registered listeners and the signal bus |
| `on` | `func on(event_name: String, callback: Callable) -> void` | void | Subscribe to event |
| `off` | `func off(event_name: String, callback: Callable) -> void` | void | Unsubscribe from event |
| `clear` | `func clear() -> void` | void | Remove all listeners (scene transition cleanup) |
**Dependencies:** None.
**Depended by:** UserProfileManager, GachaManager, ShopManager, many managers for loose coupling.
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### 4.6 GameMode / ModeConfig
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**File:** `/home/dev/tekton/scripts/game_mode.gd` (41 lines)
**Extends:** RefCounted
**class_name:** GameMode
Enum and string conversion utilities for game modes.
**Enum:** `Mode { FREEMODE = 0, STOP_N_GO = 1, TEKTON_DOORS = 2, GAUNTLET = 3 }`
**Public Static Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `from_string` | `static func from_string(mode: String) -> Mode` | Mode | Converts "Freemode"/"Stop n Go"/"Tekton Doors"/"Candy Pump Survival" to enum |
| `mode_to_string` | `static func mode_to_string(mode: Mode) -> String` | String | Converts enum back to string |
| `is_restricted` | `static func is_restricted(mode: Mode) -> bool` | bool | Returns true for SNG, Doors, or Gauntlet |
| `get_all_modes` | `static func get_all_modes() -> Array[String]` | Array[String] | Returns all mode names |
**File:** `/home/dev/tekton/scripts/mode_config.gd` (108 lines)
**Extends:** RefCounted
**class_name:** ModeConfig
Schema-driven validation for game mode settings. Consolidates duplicated/inconsistent option toggles.
**Public Static Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `get_defaults` | `static func get_defaults(mode: String) -> Dictionary` | Dictionary | Returns default config dict for mode |
| `validate_setting` | `static func validate_setting(mode: String, key: String, value: Variant) -> Dictionary` | Dictionary | Validates type, range, and allowed values for a single setting |
| `validate_config` | `static func validate_config(mode: String, config: Dictionary) -> Dictionary` | Dictionary | Validates entire config, returns errors array |
| `get_mode_settings` | `static func get_mode_settings(mode: String) -> Array` | Array | Returns list of setting keys for mode |
| `get_setting_schema` | `static func get_setting_schema(mode: String, key: String) -> Dictionary` | Dictionary | Returns schema for specific setting |
| `has_setting` | `static func has_setting(mode: String, key: String) -> bool` | bool | Checks if setting exists for mode |
| `get_supported_modes` | `static func get_supported_modes() -> Array` | Array | Returns all supported mode strings |
**Dependencies:** None (standalone utility classes).
**Depended by:** LobbyManager, LobbyRoom, mode-specific managers.
[Back to top](#top)
## 5. Player Subsystem Managers
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### 5.1 PlayerMovementManager
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**File:** `/home/dev/tekton/scripts/managers/player_movement_manager.gd` (33,053 chars)
**Extends:** Node
**Autoload name:** PlayerMovementManager
Handles player movement physics, grid-based pathfinding, movement range highlighting, position syncing, and obstacle-aware navigation. Delegated from player.gd.
**Signals:** (custom signals listed; full list from code)
| Signal | Params | Description |
|---|---|---|
| `movement_started` | path: Array | Emitted when player begins moving |
| `movement_completed` | none | Emitted when movement tween finishes |
| `movement_interrupted` | none | Emitted when movement is cancelled |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `move_along_path` | `func move_along_path(player: Node, path: Array) -> void` | void | Tweens player along grid path |
| `find_path` | `func find_path(from: Vector2i, to: Vector2i, gridmap: Node) -> Array` | Array | A* or BFS pathfinding on grid |
| `highlight_movement_range` | `func highlight_movement_range(player: Node) -> void` | void | Shows reachable cells |
| `highlight_adjacent_cells` | `func highlight_adjacent_cells(player: Node) -> void` | void | Shows cardinal-adjacent cells |
| `rotate_towards_target` | `func rotate_towards_target(target_pos: Vector2i) -> void` | void | Smooth rotation to face target |
| `can_move_to` | `func can_move_to(pos: Vector2i, gridmap: Node) -> bool` | bool | Cell walkability check |
| `apply_stagger` | `func apply_stagger(duration: float) -> void` | void | Applies stun knockback |
| `sync_bump` | `func sync_bump(target_pos: Vector2i, is_soft: bool) -> void` | void | Visual bump animation |
| `set_player_moving` | `func set_player_moving(is_moving: bool) -> void` | void | Toggle movement state |
**Dependencies:** player.gd (node refs), ObstacleManager, SpecialTilesManager, EnhancedGridMap.
**Depended by:** player.gd, main.gd.
[Back to top](#top)
### 5.2 PlayerInputManager
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**File:** `/home/dev/tekton/scripts/managers/player_input_manager.gd` (7,292 chars)
**Extends:** Node
**Autoload name:** PlayerInputManager
Captures and buffers player input events. Supports keyboard, mouse, gamepad, and touch inputs. Provides input state query API.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `input_received` | event: InputEvent | Raw input forwarded |
| `action_pressed` | action: String | Action mapped press (grab, put, move) |
| `action_released` | action: String | Action released |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `is_action_held` | `func is_action_held(action: String) -> bool` | bool | Check if action is currently held |
| `get_movement_direction` | `func get_movement_direction() -> Vector2i` | Vector2i | Grid-aligned movement cardinal |
| `get_look_direction` | `func get_look_direction(camera: Camera3D) -> Vector2` | Vector2 | Mouse-world direction |
| `flush_buffer` | `func flush_buffer() -> void` | void | Clear input buffer |
| `is_touch_active` | `func is_touch_active() -> bool` | bool | Whether touch controls are in use |
**Dependencies:** TouchControls (autoload).
**Depended by:** player.gd, player_action_manager.gd.
[Back to top](#top)
### 5.3 PlayerActionManager
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**File:** `/home/dev/tekton/scripts/managers/player_action_manager.gd` (8,828 chars)
**Extends:** Node
**Autoload name:** PlayerActionManager
Action execution layer. Manages grab, put, arrange, tekton throw/knock actions. Handles action point consumption, cooldowns, and visual highlighting.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `action_executed` | action_type: String | Action performed |
| `action_failed` | reason: String | Action invalid |
| `action_points_changed` | points: int | AP updated |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `execute_grab` | `func execute_grab(player: Node, grid_pos: Vector2i) -> bool` | bool | Grab item from grid |
| `execute_put` | `func execute_put(player: Node, slot_index: int, grid_pos: Vector2i) -> bool` | bool | Put item from playerboard to grid |
| `execute_arrange` | `func execute_arrange(player: Node, from_slot: int, to_slot: int) -> bool` | bool | Rearrange playerboard slots |
| `consume_action_points` | `func consume_action_points(points: int) -> void` | void | Deduct action points |
| `can_afford_action` | `func can_afford_action() -> bool` | bool | Check AP > 0 |
| `after_action_completed` | `func after_action_completed() -> void` | void | Post-action cleanup: check win, cycle goals |
| `highlight_cells_if_authorized` | `func highlight_cells_if_authorized(cells: Array, item_id: int) -> void` | void | Show valid target cells |
| `highlight_empty_adjacent_cells` | `func highlight_empty_adjacent_cells() -> void` | void | Show empty adjacent cells for put |
| `highlight_occupied_playerboard_slots` | `func highlight_occupied_playerboard_slots() -> void` | void | Show occupied slots for grab |
| `highlight_random_valid_cells` | `func highlight_random_valid_cells() -> void` | void | Show random valid cells |
| `clear_highlights` | `func clear_highlights() -> void` | void | Remove all cell highlights |
| `clear_playerboard_highlights` | `func clear_playerboard_highlights() -> void` | void | Remove playerboard highlights |
**Dependencies:** PlayerboardManager, PlayerInputManager, GoalsCycleManager.
**Depended by:** player.gd, main.gd.
[Back to top](#top)
### 5.4 PlayerboardManager
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/managers/playerboard_manager.gd` (22,790 chars)
**Extends:** Node
**Autoload name:** PlayerboardManager
Manages each player's inventory board (2x5 or 3x5 grid of item slots). Handles slot selection, item placement, auto-arrange for goal matching, drag-and-drop, and visual updates.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `slot_selected` | slot_index: int | Slot clicked/selected |
| `slot_deselected` | none | Selection cleared |
| `item_placed` | slot_index: int, item_id: int | Item added to slot |
| `item_removed` | slot_index: int | Item removed from slot |
| `playerboard_updated` | player_id: int, board: Array | Full board synced |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `grab_item` | `func grab_item(grid_pos: Vector2i) -> bool` | bool | Auto-place grabbed item into best-fit slot |
| `auto_put_item` | `func auto_put_item() -> bool` | bool | Put goal-matching tile from board to adjacent grid |
| `handle_slot_clicked` | `func handle_slot_clicked(slot_index: int) -> void` | void | Process slot click event |
| `handle_playerboard_slot_selected` | `func handle_playerboard_slot_selected(slot_index: int) -> void` | void | Handle slot selection for action |
| `handle_put_slot_selected` | `func handle_put_slot_selected(slot_index: int) -> void` | void | Handle slot chosen for put action |
| `arrange_playerboard_item` | `func arrange_playerboard_item(slot_index: int) -> void` | void | Move item to better slot |
| `select_playerboard_slot` | `func select_playerboard_slot(slot_index: int) -> void` | void | Mark slot as selected |
| `deselect_playerboard_slot` | `func deselect_playerboard_slot() -> void` | void | Clear slot selection |
| `target_playerboard_slot` | `func target_playerboard_slot(slot_index: int) -> void` | void | Target a slot for move |
| `untarget_playerboard_slot` | `func untarget_playerboard_slot() -> void` | void | Clear target |
| `can_move_to_target_playerboard_slot` | `func can_move_to_target_playerboard_slot() -> bool` | bool | Check if target slot is valid |
| `bot_grab_item` | `func bot_grab_item(pos: Vector2i, slot: int, x: int, y: int, z: int) -> void` | void | Bot performs grab |
| `bot_put_item` | `func bot_put_item(pos: Vector2i, slot: int, x: int, y: int, z: int) -> void` | void | Bot performs put |
| `bot_arrange_item` | `func bot_arrange_item(from_slot: int, to_slot: int) -> void` | void | Bot rearranges board |
**Dependencies:** GoalsCycleManager, GoalManager, EnhancedGridMap (scene ref).
**Depended by:** player.gd, PlayerActionManager.
[Back to top](#top)
### 5.5 PowerupManager
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/managers/powerup_manager.gd` (9,417 chars)
**Extends:** Node
**Autoload name:** PowerupManager
Powerup/boost system. Tracks boost charge level, special ability availability, and consumes boost for charged actions.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `boost_changed` | amount: float | Boost level changed |
| `boost_full` | none | Boost reached 100% |
| `powerup_activated` | type: String | Powerup used |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `add_boost` | `func add_boost(amount: float) -> void` | void | Increment boost |
| `consume_boost` | `func consume_boost(amount: float) -> void` | void | Deduct boost |
| `can_use_special` | `func can_use_special() -> bool` | bool | Boost >= 100 |
| `get_boost_pct` | `func get_boost_pct() -> float` | float | 0.0 to 1.0 |
| `reset_boost` | `func reset_boost() -> void` | void | Set to 0 |
**Dependencies:** None.
**Depended by:** player.gd (charged strike, knock), PlayerActionManager.
[Back to top](#top)
## 6. Game Mode Managers
[Back to top](#top)
### 6.1 StopNGoManager
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/managers/stop_n_go_manager.gd` (21,884 chars)
**Extends:** Node
**Autoload name:** StopNGoManager
State machine for the Stop n Go game mode. Alternates between GO (movement allowed) and STOP (frozen) phases. Tracks winner via first player to complete required goals during GO phases.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `phase_changed` | phase: String ("go"/"stop") | GO/STOP transition |
| `countdown_tick` | seconds: int | Phase countdown tick |
| `sng_winner` | player_id: int | Winner determined |
| `sng_ended` | none | Minigame concluded |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `start_sng` | `func start_sng(go_duration: int, stop_duration: int, required_goals: int) -> void` | void | Initialize SNG with params |
| `stop_sng` | `func stop_sng() -> void` | void | End SNG minigame |
| `start_go_phase` | `func start_go_phase() -> void` | void | Begin GO timer |
| `start_stop_phase` | `func start_stop_phase() -> void` | void | Begin STOP timer, freeze all |
| `freeze_player` | `func freeze_player(player_id: int) -> void` | void | Stop player movement |
| `unfreeze_player` | `func unfreeze_player(player_id: int) -> void` | void | Resume player movement |
| `check_winner` | `func check_winner() -> int` | int | Returns winner peer_id or -1 |
| `get_phase` | `func get_phase() -> String` | String | Current phase |
**Dependencies:** TurnManager, GoalManager, GoalsCycleManager, animation.gd (scene).
**Depended by:** main.gd, player.gd.
[Back to top](#top)
### 6.2 GauntletManager
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/managers/gauntlet_manager.gd` (5,467 chars)
**Extends:** Node
**Autoload name:** GauntletManager
Manages the Candy Pump Survival / Gauntlet game mode. Handles round progression, danger zone growth (flood fill), and elimination.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `round_started` | round: int | New round began |
| `danger_zone_grown` | cells: Array | New tiles flooded |
| `player_eliminated` | player_id: int | Player fell off/eliminated |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `start_gauntlet` | `func start_gauntlet(duration: int, growth_interval: float) -> void` | void | Initialize gauntlet mode |
| `stop_gauntlet` | `func stop_gauntlet() -> void` | void | End gauntlet mode |
| `eliminate_player` | `func eliminate_player(player_id: int) -> void` | void | Mark player as eliminated |
| `get_alive_players` | `func get_alive_players() -> Array` | Array | Returns non-eliminated player IDs |
| `get_round` | `func get_round() -> int` | int | Current round number |
**Dependencies:** TurnManager, EnhancedGridMap.
**Depended by:** main.gd.
[Back to top](#top)
### 6.3 PortalModeManager
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/managers/portal_mode_manager.gd` (20,072 chars)
**Extends:** Node
**Autoload name:** PortalModeManager
Manages portal race mode (Tekton Doors variant). Tracks portal positions, door swapping, refresh cycles, and race completion.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `portals_swapped` | portal_pairs: Array | Doors swapped positions |
| `portals_refreshed` | portals: Array | New portal set spawned |
| `player_teleported` | player_id: int, from: Vector2i, to: Vector2i | Player used portal |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `start_portal_mode` | `func start_portal_mode(swap_time: int, refresh_time: int) -> void` | void | Initialize portal mode |
| `stop_portal_mode` | `func stop_portal_mode() -> void` | void | End portal mode |
| `teleport_player` | `func teleport_player(player: Node, portal_enter: Vector2i) -> void` | void | Teleport player through portal pair |
| `swap_portals` | `func swap_portals() -> void` | void | Randomize portal positions |
| `refresh_portals` | `func refresh_portals() -> void` | void | Spawn new portal set |
| `get_portal_pair` | `func get_portal_pair(portal_id: int) -> Array` | Array | Returns [entry, exit] positions |
**Dependencies:** SpecialTilesManager, EnhancedGridMap.
**Depended by:** main.gd.
[Back to top](#top)
### 6.4 GoalManager
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/managers/goal_manager.gd` (3,857 chars)
**Extends:** Node
**Autoload name:** GoalManager
Goal definitions, validation rules, and completion detection. Checks if a player's board arrangement matches the current goal pattern.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `goal_completed` | player_id: int, goal_id: int | Player completed a goal |
| `goal_failed` | player_id: int, reason: String | Goal became impossible |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `validate_goal` | `func validate_goal(player_board: Array, goal: Dictionary) -> bool` | bool | Check board matches goal pattern |
| `get_goal_type` | `func get_goal_type(goal: Dictionary) -> String` | String | Goal category (row, col, set, pattern) |
| `is_goal_possible` | `func is_goal_possible(player_board: Array, goal: Dictionary) -> bool` | bool | Whether goal is still achievable |
| `find_best_slot_for_item` | `func find_best_slot_for_item(board: Array, item: int, goal: Dictionary) -> int` | int | Auto-place item into best slot |
**Dependencies:** None.
**Depended by:** GoalsCycleManager, PlayerboardManager, StopNGoManager.
[Back to top](#top)
### 6.5 GoalsCycleManager
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/managers/goals_cycle_manager.gd` (20,175 chars)
**Extends:** Node
**Autoload name:** GoalsCycleManager
Manages cycling goal rotation. Tracks per-player score, cycles active goals on timer or action trigger, and determines when a player reaches the goal threshold to win.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `goals_cycled` | new_goals: Array | Active goals changed |
| `player_scored` | player_id: int, points: int | Player earned points |
| `player_won` | player_id: int | Player reached win threshold |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `start_cycle` | `func start_cycle(timer_enabled: bool) -> void` | void | Begin goal cycling |
| `stop_cycle` | `func stop_cycle() -> void` | void | Stop cycling |
| `cycle_goals` | `func cycle_goals() -> void` | void | Generate new goal set |
| `add_score` | `func add_score(player_id: int, points: int) -> void` | void | Award points to player |
| `get_player_score` | `func get_player_score(player_id: int) -> int` | int | Get player's current score |
| `get_current_goals` | `func get_current_goals() -> Array` | Array | Get active goals |
| `set_goal_threshold` | `func set_goal_threshold(goals_needed: int) -> void` | void | Set goals to win |
**Dependencies:** GoalManager, TurnManager, Timer (scene).
**Depended by:** main.gd, PlayerActionManager, StopNGoManager.
[Back to top](#top)
### 6.6 PlayerRaceManager
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/managers/player_race_manager.gd` (4,757 chars)
**Extends:** Node
**Autoload name:** PlayerRaceManager
Race-specific logic. Tracks player race position, finish locations, lap progression, and race completion.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `position_changed` | player_id: int, pos: int | Player moved in race order |
| `lap_completed` | player_id: int, lap: int | Player finished a lap |
| `race_completed` | results: Array | Final standings [{id, position}] |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `start_race` | `func start_race() -> void` | void | Initialize race state |
| `end_race` | `func end_race() -> void` | void | Finalize race |
| `on_race_completed` | `func on_race_completed(final_pos: int) -> void` | void | Player crossed finish line |
| `get_current_finish_locations` | `func get_current_finish_locations() -> Array` | Array | Active finish positions |
| `update_finish_availability` | `func update_finish_availability() -> void` | void | Recalculate finish positions |
| `get_player_position` | `func get_player_position(player_id: int) -> int` | int | Current race order index |
| `add_second_lap_goals` | `func add_second_lap_goals(goals: Array) -> void` | void | Set lap 2 goals |
**Dependencies:** GoalsCycleManager.
**Depended by:** player.gd, main.gd.
[Back to top](#top)
### 6.7 TurnManager
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**File:** `/home/dev/tekton/scripts/managers/turn_manager.gd` (849 chars)
**Extends:** Node
**Autoload name:** TurnManager
Turn-based sequencing for game modes that use round-robin or ordered turns (e.g., Stop n Go, Tekton Doors).
**Properties:**
| Name | Type | Description |
|---|---|---|
| current_turn | int | Index in turn order |
| turn_order | Array | Player peer IDs in sequence |
| is_my_turn | bool | Whether local player is active |
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `turn_changed` | player_id: int | Active turn changed |
| `turn_order_set` | order: Array | Turn order established |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `set_turn_order` | `func set_turn_order(order: Array) -> void` | void | Establish turn sequence |
| `next_turn` | `func next_turn() -> void` | void | Advance to next player |
| `get_current_player` | `func get_current_player() -> int` | int | Current player peer ID |
**Dependencies:** None.
**Depended by:** StopNGoManager, GauntletManager, GoalsCycleManager.
[Back to top](#top)
## 7. Gameplay Managers
[Back to top](#top)
### 7.1 ObstacleManager
[Back to top](#up)
**File:** `/home/dev/tekton/scripts/managers/obstacle_manager.gd` (5,662 chars)
**Extends:** Node
**Autoload name:** ObstacleManager
Obstacle placement and removal on the game grid. Handles wall tiles, blocking tiles, and destructible barriers.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `obstacle_placed` | cell: Vector3i, item_id: int | New obstacle added |
| `obstacle_removed` | cell: Vector3i | Obstacle destroyed |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `place_obstacle` | `func place_obstacle(cell: Vector3i, item_id: int) -> void` | void | Set obstacle on grid layer |
| `remove_obstacle` | `func remove_obstacle(cell: Vector3i) -> void` | void | Clear obstacle |
| `is_cell_blocked` | `func is_cell_blocked(cell: Vector3i, gridmap: Node) -> bool` | bool | Check if cell has blocking tile |
| `get_blocked_cells` | `func get_blocked_cells(gridmap: Node) -> Array` | Array | All blocked cells |
| `clear_all_obstacles` | `func clear_all_obstacles() -> void` | void | Remove all obstacles |
**Dependencies:** EnhancedGridMap (scene ref).
**Depended by:** PlayerMovementManager, SpecialTilesManager.
[Back to top](#top)
### 7.2 SpecialTilesManager
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**File:** `/home/dev/tekton/scripts/managers/special_tiles_manager.gd` (23,090 chars)
**Extends:** Node
**Autoload name:** SpecialTilesManager
Manages special floor tiles: ice (slippery), crack (breakable), portal tiles, teleporters, and other interactive terrain.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `tile_activated` | pos: Vector2i, tile_type: String | Tile effect triggered |
| `ice_slide_started` | player_id: int | Player started sliding |
| `crack_broke` | pos: Vector2i | Crack tile collapsed |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `apply_tile_effect` | `func apply_tile_effect(player: Node, pos: Vector2i) -> void` | void | Activate tile effect on player |
| `get_tile_at` | `func get_tile_at(pos: Vector2i, gridmap: Node) -> int` | int | Item ID at position |
| `set_tile` | `func set_tile(pos: Vector2i, item_id: int, gridmap: Node) -> void` | void | Set tile item |
| `is_ice_tile` | `func is_ice_tile(item_id: int) -> bool` | bool | Check ice type |
| `is_crack_tile` | `func is_crack_tile(item_id: int) -> bool` | bool | Check crack type |
| `is_portal_tile` | `func is_portal_tile(item_id: int) -> bool` | bool | Check portal type |
| `spawn_portal_pair` | `func spawn_portal_pair(pos_a: Vector2i, pos_b: Vector2i) -> void` | void | Create portal entry/exit |
| `remove_portal_pair` | `func remove_portal_pair(pos_a: Vector2i, pos_b: Vector2i) -> void` | void | Remove portal tiles |
**Dependencies:** EnhancedGridMap, ObstacleManager, PortalModeManager.
**Depended by:** PlayerMovementManager.
[Back to top](#top)
### 7.3 StaticTektonManager
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**File:** `/home/dev/tekton/scripts/managers/static_tekton_manager.gd` (7,416 chars)
**Extends:** Node
**Autoload name:** StaticTektonManager
Manages stationary Tekton turret behavior. Handles targeting, projectile spawning, and stun zones.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `turret_fired` | turret_id: int, target_pos: Vector2i | Turret shot |
| `turret_stunned` | turret_id: int | Turret disabled |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `activate_turret` | `func activate_turret(turret: Node) -> void` | void | Start turret behavior |
| `deactivate_turret` | `func deactivate_turret(turret: Node) -> void` | void | Stop turret |
| `fire_at_player` | `func fire_at_player(turret: Node, target: Vector2i) -> void` | void | Fire projectile at grid pos |
**Dependencies:** EnhancedGridMap, ObstacleManager.
**Depended by:** main.gd.
[Back to top](#top)
## 8. UI / Presentation Managers
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### 8.1 UIManager
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**File:** `/home/dev/tekton/scripts/managers/ui_manager.gd` (21,645 chars)
**Extends:** Node
**Autoload name:** UIManager
Manages the UI layer stack: show/hide panels, overlay management, HUD elements, and dynamic UI creation.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `panel_opened` | panel_name: String | Panel shown |
| `panel_closed` | panel_name: String | Panel hidden |
| `hud_updated` | data: Dictionary | HUD refresh |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `show_panel` | `func show_panel(panel_name: String, data: Dictionary = {}) -> void` | void | Show named panel |
| `hide_panel` | `func hide_panel(panel_name: String) -> void` | void | Hide named panel |
| `toggle_panel` | `func toggle_panel(panel_name: String) -> void` | void | Toggle panel visibility |
| `show_hud` | `func show_hud() -> void` | void | Display HUD |
| `hide_hud` | `func hide_hud() -> void` | void | Hide HUD |
| `create_dynamic_ui` | `func create_dynamic_ui(scene_path: String) -> Node` | Node | Instantiate UI from tscn |
| `destroy_dynamic_ui` | `func destroy_dynamic_ui(ui_node: Node) -> void` | void | Remove dynamic UI |
| `focus_panel` | `func focus_panel(panel_name: String) -> void` | void | Bring panel to front |
| `get_active_panels` | `func get_active_panels() -> Array` | Array | Currently visible panels |
**Dependencies:** None.
**Depended by:** main.gd, lobby.gd.
[Back to top](#top)
### 8.2 SfxManager
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**File:** `/home/dev/tekton/scripts/managers/sfx_manager.gd` (2,046 chars)
**Extends:** Node
**Autoload name:** SfxManager
Sound effect playback pool. Manages one-shot SFX with positional audio support.
**Signals:** None.
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `play` | `func play(sfx_name: String, position: Vector3 = Vector3.ZERO) -> void` | void | Play SFX by name, optionally 3D positioned |
| `stop` | `func stop(sfx_name: String) -> void` | void | Stop specific SFX |
| `stop_all` | `func stop_all() -> void` | void | Silence all SFX |
| `set_volume` | `func set_volume(db: float) -> void` | void | Set master SFX volume |
**Dependencies:** AudioStreamPlayer pool (scene).
**Depended by:** player.gd, StopNGoManager, UIManager, many gameplay managers.
[Back to top](#top)
### 8.3 MusicManager
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**File:** `/home/dev/tekton/scripts/managers/music_manager.gd` (4,082 chars)
**Extends:** Node
**Autoload name:** MusicManager
Background music controller. Handles crossfade between tracks, playlist sequencing, and volume control.
**Signals:** None.
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `start_music` | `func start_music(track_name: String = "") -> void` | void | Begin playing track or playlist |
| `stop_music` | `func stop_music(fade: float = 0.5) -> void` | void | Fade out and stop |
| `crossfade_to` | `func crossfade_to(track_name: String, fade_duration: float = 1.0) -> void` | void | Smooth transition |
| `set_volume` | `func set_volume(db: float) -> void` | void | Set master music volume |
| `set_paused` | `func set_paused(paused: bool) -> void` | void | Pause/resume |
| `get_current_track` | `func get_current_track() -> String` | String | Currently playing track name |
**Dependencies:** AudioStreamPlayer (scene).
**Depended by:** lobby.gd, main.gd.
[Back to top](#top)
### 8.4 NotificationManager
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/managers/notification_manager.gd` (2,215 chars)
**Extends:** Node
**Autoload name:** NotificationManager
On-screen message queue. Displays transient notification messages with type-based styling.
**Properties:**
| Name | Type | Description |
|---|---|---|
| MessageType (enum) | {NORMAL, WARNING, POWERUP, ERROR, SYSTEM} | Message severity/style |
**Signals:** None.
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `send_message` | `func send_message(sender: Node, message: String, msg_type: int = 0) -> void` | void | Queue message for display |
| `clear_messages` | `func clear_messages() -> void` | void | Clear all pending messages |
| `get_message_queue` | `func get_message_queue() -> Array` | Array | Current pending messages |
**Dependencies:** None.
**Depended by:** player.gd, main.gd (unstuck feedback), StopNGoManager, many gameplay managers.
[Back to top](#top)
### 8.5 ScreenShake
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**File:** `/home/dev/tekton/scripts/managers/screen_shake.gd` (1,839 chars)
**Extends:** Node
**Autoload name:** ScreenShake
Camera screen shake effect manager. Applies noise-based displacement to Camera3D.
**Signals:** None.
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `shake` | `func shake(intensity: float, duration: float = 0.3) -> void` | void | Trigger camera shake |
| `stop_shake` | `func stop_shake() -> void` | void | Stop ongoing shake |
**Dependencies:** Camera3D (scene).
**Depended by:** player.gd (heavy knock triggers shake), main.gd.
[Back to top](#top)
### 8.6 CameraContextManager
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**File:** `/home/dev/tekton/scripts/managers/camera_context_manager.gd` (2,543 chars)
**Extends:** Node
**Autoload name:** CameraContextManager
Camera zoom level and context switching. Manages follow-camera behavior, zoom levels for different game phases, and camera transitions.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `zoom_changed` | level: float | Camera zoom level changed |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `set_zoom` | `func set_zoom(level: float) -> void` | void | Set camera zoom |
| `get_zoom` | `func get_zoom() -> float` | float | Current zoom |
| `focus_on_player` | `func focus_on_player(player_id: int) -> void` | void | Snap camera to player |
| `focus_on_position` | `func focus_on_position(world_pos: Vector3) -> void` | void | Center camera on position |
**Dependencies:** Camera3D (scene).
**Depended by:** main.gd.
[Back to top](#top)
### 8.7 TouchControls
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/managers/touch_controls.gd` (23,640 chars)
**Extends:** Node
**Autoload name:** TouchControls
Mobile touch input overlay. Provides virtual joystick, action buttons, and gesture recognition for grid-based controls.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `touch_moved` | direction: Vector2i | Grid direction from swipe |
| `action_triggered` | action: String | Touch button pressed |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `set_joystick_enabled` | `func set_joystick_enabled(enabled: bool) -> void` | void | Toggle joystick |
| `get_joystick_direction` | `func get_joystick_direction() -> Vector2` | Vector2 | Normalized joystick |
| `_save_settings` | internal | void | Persist touch control settings |
**Dependencies:** InputManager (scene).
**Depended by:** PlayerInputManager.
[Back to top](#top)
### 8.8 TutorialManager / TutorialOverlay
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/managers/tutorial_manager.gd` (22,243 chars)
**Extends:** Node
**Autoload name:** TutorialManager
Tutorial flow controller. Manages step-by-step tutorial sequences, triggers, and completion tracking.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `tutorial_started` | tutorial_id: String | Tutorial began |
| `step_completed` | step: int | Step finished |
| `tutorial_completed` | tutorial_id: String | Tutorial fully complete |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `start_tutorial` | `func start_tutorial(tutorial_id: String) -> void` | void | Begin tutorial sequence |
| `advance_step` | `func advance_step() -> void` | void | Move to next step |
| `skip_tutorial` | `func skip_tutorial() -> void` | void | Exit tutorial early |
| `is_tutorial_active` | `func is_tutorial_active() -> bool` | bool | Tutorial in progress |
| `get_current_step` | `func get_current_step() -> int` | int | Current step index |
| `get_total_steps` | `func get_total_steps() -> int` | int | Total steps in tutorial |
**File:** `/home/dev/tekton/scripts/managers/tutorial_overlay.gd` (11,077 chars)
**Extends:** Node
**Autoload name:** TutorialOverlay
Tutorial UI overlay. Displays step instructions, highlights UI elements, and provides step navigation.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `overlay_closed` | none | Overlay dismissed |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `show_step` | `func show_step(step_data: Dictionary) -> void` | void | Display step with text + highlight |
| `hide_overlay` | `func hide_overlay() -> void` | void | Dismiss overlay |
| `highlight_element` | `func highlight_element(node_path: NodePath) -> void` | void | Spotlight a UI element |
| `clear_highlights` | `func clear_highlights() -> void` | void | Remove spotlights |
**Dependencies:** TutorialManager, UIManager.
**Depended by:** TutorialManager.
[Back to top](#top)
## 9. Social / Economy Managers
[Back to top](#top)
### 9.1 UserProfileManager
[Back to top](#top)
**File:** `/home/dev/tekton/scripts/managers/user_profile_manager.gd` (20,044 chars)
**Extends:** Node
**Autoload name:** UserProfileManager
User profile CRUD operations. Manages display name, avatar, bio, wallet balance, stats, and loadout configuration. Syncs with Nakama storage.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `profile_loaded` | profile: Dictionary | Profile fetched from server |
| `profile_updated` | none | Profile modified locally |
| `wallet_updated` | wallet: Dictionary | Balance changed |
| `stats_updated` | stats: Dictionary | Player stats changed |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `load_profile` | `func load_profile() -> void` | void (async) | Fetch profile from Nakama storage |
| `save_profile` | `func save_profile() -> void` | void (async) | Persist profile to Nakama |
| `get_display_name` | `func get_display_name(fallback: String = "Player") -> String` | String | Display name with fallback |
| `set_display_name` | `func set_display_name(name: String) -> void` | void | Update display name |
| `get_avatar_url` | `func get_avatar_url() -> String` | String | Current avatar path |
| `set_avatar` | `func set_avatar(url: String) -> void` | void | Change avatar |
| `get_wallet_balance` | `func get_wallet_balance(currency: String) -> int` | int | Balance for gold/star |
| `get_stats` | `func get_stats() -> Dictionary` | Dictionary | Player stats snapshot |
| `update_stats` | `func update_stats(delta: Dictionary) -> void` | void | Increment stats |
| `get_loadout` | `func get_loadout() -> Dictionary` | Dictionary | Current cosmetics loadout |
| `set_loadout` | `func set_loadout(loadout: Dictionary) -> void` | void | Save cosmetics config |
| `get_loadout_character` | `func get_loadout_character() -> String` | String | Selected character name |
| `sync_wallet` | `func sync_wallet() -> void` | void (async) | Refresh wallet from server |
**Dependencies:** NakamaManager, EventBus, BackendService.
**Depended by:** LobbyMainMenu, lobby.gd, ShopManager, GachaManager, SkinManager, many UI panels.
[Back to top](#top)
### 9.2 GachaManager
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**File:** `/home/dev/tekton/scripts/managers/gacha_manager.gd` (5,117 chars)
**Extends:** Node
**Autoload name:** GachaManager
Gacha pull orchestration. Calls BackendService.perform_gacha_pull, processes results, updates inventory.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `gacha_result` | items: Array, fragments: Array | Pull results |
| `gacha_error` | error: String | Pull failed |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `perform_pull` | `func perform_pull(gacha_id: String, count: int) -> void` | void (async) | Execute gacha pull RPC |
| `get_pity_count` | `func get_pity_count(banner_id: String) -> int` | int | Current pity counter |
**Dependencies:** BackendService, UserProfileManager, EventBus.
**Depended by:** gacha_panel.tscn (scene UI).
[Back to top](#top)
### 9.3 SkinManager
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**File:** `/home/dev/tekton/scripts/managers/skin_manager.gd` (13,909 chars)
**Extends:** Node
**Autoload name:** SkinManager
Cosmetic skin system. Manages skin definitions, owned skins, equipped loadout, and applies cosmetics to character models.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `skin_equipped` | skin_id: String | Skin applied |
| `skin_unequipped` | skin_id: String | Skin removed |
| `inventory_updated` | owned_skins: Array | Inventory changed |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `equip_skin` | `func equip_skin(skin_id: String, slot: String) -> void` | void | Equip skin to slot |
| `unequip_skin` | `func unequip_skin(slot: String) -> void` | void | Unequip from slot |
| `is_skin_owned` | `func is_skin_owned(skin_id: String) -> bool` | bool | Check ownership |
| `get_equipped_skins` | `func get_equipped_skins() -> Dictionary` | Dictionary | Current loadout |
| `apply_loadout` | `func apply_loadout(character_root: Node3D, loadout: Dictionary) -> void` | void | Apply cosmetics to 3D model |
| `get_skins_for_character` | `func get_skins_for_character(char_name: String) -> Array` | Array | Available skins |
| `get_all_skins` | `func get_all_skins() -> Array` | Array | All skin definitions |
**Dependencies:** UserProfileManager.
**Depended by:** lobby.gd (3D preview), SkinShop UI.
[Back to top](#top)
### 9.4 ShopManager
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**File:** `/home/dev/tekton/scripts/managers/shop_manager.gd` (484 chars)
**Extends:** Node
**Autoload name:** ShopManager
Thin data layer for shop catalog. Currently a stub; full shop logic lives in scene scripts.
**Properties:** Minimal (shop catalog array).
**Signals:** None.
**Public Functions:** None (data container only).
**Dependencies:** BackendService.
**Depended by:** shop_panel.tscn (scene).
[Back to top](#top)
### 9.5 JoinManager
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**File:** `/home/dev/tekton/scripts/managers/join_manager.gd` (484 chars)
**Extends:** Node
**Autoload name:** JoinManager
Thin manager for join code input and validation. Minimal stub.
**Properties:** Minimal.
**Signals:** None.
**Public Functions:** None (stub).
**Dependencies:** None.
**Depended by:** lobby.gd (join code UI).
[Back to top](#top)
### 9.6 FriendManager
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**File:** `/home/dev/tekton/scripts/managers/friend_manager.gd` (11,911 chars)
**Extends:** Node
**Autoload name:** FriendManager
Friends list management. Handles friend requests, accept/reject, friend list sync, DM messaging, and lobby invitations.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `friend_list_updated` | friends: Array | Friend list refreshed |
| `friend_request_received` | from_user_id: String | Incoming request |
| `friend_added` | user_id: String | Friendship established |
| `friend_removed` | user_id: String | Friendship ended |
| `dm_message_received` | from_user_id: String, from_name: String, message: String | Direct message |
| `lobby_invite_received` | from_user_id: String, from_name: String, match_id: String | Lobby invitation |
| `friend_online_changed` | user_id: String, online: bool | Presence changed |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `add_friend_by_id` | `func add_friend_by_id(nakama_id: String) -> bool` | bool (async) | Send friend request |
| `remove_friend` | `func remove_friend(user_id: String) -> void` | void (async) | Remove friendship |
| `accept_request` | `func accept_request(user_id: String) -> void` | void (async) | Accept friend request |
| `decline_request` | `func decline_request(user_id: String) -> void` | void (async) | Decline request |
| `get_friends` | `func get_friends() -> Array` | Array | Current friends list |
| `get_mutual_friends` | `func get_mutual_friends() -> Array` | Array | Friends also in room |
| `is_friend` | `func is_friend(nakama_id: String) -> bool` | bool | Check friendship |
| `send_dm` | `func send_dm(user_id: String, text: String) -> bool` | bool (async) | Send direct message |
| `get_dm_history` | `func get_dm_history(user_id: String) -> Array` | Array (async) | Fetch DM history |
| `send_lobby_invite` | `func send_lobby_invite(to_user_id: String, match_id: String) -> void` | void (async) | Send invitation |
**Dependencies:** BackendService, NakamaManager.
**Depended by:** LobbyRoom, LobbyChat, lobby.gd.
[Back to top](#top)
### 9.7 MailManager
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**File:** `/home/dev/tekton/scripts/managers/mail_manager.gd` (5,271 chars)
**Extends:** Node
**Autoload name:** MailManager
Mail/inbox CRUD operations. Calls BackendService RPCs for get, claim, delete mail.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `mail_updated` | mails: Array | Mail list refreshed |
| `unread_count_changed` | count: int | Unread mail count |
| `mail_claimed` | mail_id: String, rewards: Dictionary | Reward collected |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `fetch_mail` | `func fetch_mail() -> void` | void (async) | Fetch mailbox |
| `claim_mail` | `func claim_mail(mail_id: String) -> void` | void (async) | Claim reward |
| `delete_mail` | `func delete_mail(mail_id: String) -> void` | void (async) | Delete mail |
| `get_unread_count` | `func get_unread_count() -> int` | int | Unread count |
**Dependencies:** BackendService.
**Depended by:** lobby.gd, mailbox_panel.tscn (scene).
[Back to top](#top)
### 9.8 DailyRewardManager
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**File:** `/home/dev/tekton/scripts/managers/daily_reward_manager.gd` (1,009 chars)
**Extends:** Node
**Autoload name:** DailyRewardManager
Daily reward system. Handles claim state, reward config, and streak tracking.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `reward_claimed` | day: int, reward: Dictionary | Daily reward collected |
| `streak_updated` | streak: int | Consecutive days |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `claim_daily_reward` | `func claim_daily_reward() -> void` | void (async) | Claim today's reward |
| `get_reward_state` | `func get_reward_state() -> Dictionary` | Dictionary (async) | Current state + schedule |
| `can_claim_today` | `func can_claim_today() -> bool` | bool | Check if claimable |
**Dependencies:** BackendService.
**Depended by:** daily_reward_panel.tscn (scene).
[Back to top](#top)
### 9.9 AdminManager
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**File:** `/home/dev/tekton/scripts/managers/admin_manager.gd` (2,538 chars)
**Extends:** Node
**Autoload name:** AdminManager
Admin panel state and permission checks. Determines if local player is admin or moderator.
**Signals:** None.
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `_check_admin_status` | `func _check_admin_status() -> bool` | bool (async) | Verify admin via Nakama storage |
| `kick_player` | `func kick_player(player_id: int) -> void` | void (async) | Kick player from match |
| `ban_player` | `func ban_player(player_id: int) -> void` | void (async) | Ban player |
| `give_currency` | `func give_currency(gold: int, star: int) -> void` | void (async) | Admin give currency |
**Dependencies:** BackendService, NakamaManager.
**Depended by:** admin_panel.tscn (scene), LobbyChat (/clear command).
[Back to top](#top)
## 10. System Managers
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### 10.1 SettingsManager
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**File:** `/home/dev/tekton/scripts/managers/settings_manager.gd` (13,874 chars)
**Extends:** Node
**Autoload name:** SettingsManager
User settings persistence. Reads/writes config to user://settings.cfg. Manages audio, video, gameplay, and control settings.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `setting_changed` | key: String, value: Variant | A setting was modified |
| `settings_reset` | none | All settings restored to defaults |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `get_setting` | `func get_setting(key: String, default: Variant = null) -> Variant` | Variant | Read setting value |
| `set_setting` | `func set_setting(key: String, value: Variant) -> void` | void | Write and persist setting |
| `reset_settings` | `func reset_settings() -> void` | void | Restore defaults |
| `load_settings` | `func load_settings() -> void` | void | Load from config file |
| `save_settings` | `func save_settings() -> void` | void | Write to config file |
| `get_all_settings` | `func get_all_settings() -> Dictionary` | Dictionary | Full settings snapshot |
**Dependencies:** ConfigFile.
**Depended by:** Audio buses, video settings, gameplay UI, settings_menu.tscn.
[Back to top](#top)
### 10.2 SessionManager
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**File:** `/home/dev/tekton/scripts/managers/session_manager.gd` (4,742 chars)
**Extends:** Node
**Autoload name:** SessionManager
Nakama session refresh lifecycle. Monitors session expiry and auto-refreshes before expiration.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `session_refreshed` | none | Token refreshed |
| `session_expired` | none | Could not refresh |
| `session_warning` | seconds_remaining: int | About to expire |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `start_monitoring` | `func start_monitoring() -> void` | void | Begin session expiry timer |
| `stop_monitoring` | `func stop_monitoring() -> void` | void | Stop timer |
| `refresh_now` | `func refresh_now() -> void` | void (async) | Force refresh |
**Dependencies:** NakamaManager.
**Depended by:** AuthManager.
[Back to top](#top)
### 10.3 GameUpdateManager
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**File:** `/home/dev/tekton/scripts/managers/game_update_manager.gd` (14,405 chars)
**Extends:** Node
**Autoload name:** GameUpdateManager
Hot-reload update system. Checks for patch.pck on the Gitea patches branch and downloads/loads it at runtime.
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `update_available` | version: String, changelog: String | New patch detected |
| `update_downloading` | progress: float | Download progress |
| `update_ready` | path: String | Patch downloaded and verified |
| `update_failed` | error: String | Download error |
| `up_to_date` | none | No update needed |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `check_for_updates` | `func check_for_updates() -> void` | void (async) | Query Gitea for latest patch |
| `download_update` | `func download_update() -> void` | void (async) | Download patch.pck |
| `apply_update` | `func apply_update() -> void` | void | Load patch from ProjectSettings |
| `get_current_version` | `func get_current_version() -> String` | String | Current client version |
| `get_available_version` | `func get_available_version() -> String` | String | Latest available version |
**Dependencies:** HTTPRequest (scene).
**Depended by:** boot_screen.tscn, main.gd.
[Back to top](#top)
## 11. Core Scene Scripts
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### 11.1 main.gd (Main game scene controller)
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**File:** `/home/dev/tekton/scenes/main.gd` (2956 lines)
**Extends:** Node
**Scene:** main.tscn
The core game scene controller. Handles game initialization, player spawn, grid setup, goal cycle start, leaderboard display, pause menu, unstuck system, match cleanup, and result screen flow.
**Key Properties:**
| Name | Type | Description |
|---|---|---|
| enhanced_gridmap | Node | Reference to EnhancedGridMap child |
| player_scene | PackedScene | Player.tscn loaded |
| stop_n_go_winner_id | int | Winner's peer ID (-1 if none) |
| _unstuck_cooldown_remaining | float | Unstuck button cooldown |
| touch_controls | Node | TouchControls autoload ref |
**Signals:**
- (none declared; uses method-based event routing)
**Public Functions (selected key ones):**
| Function | Signature | Return | Description |
|---|---|---|---|
| `_ready` | auto-called | void | Initializes ENet multiplayer, spawns players, starts goals cycle, sets up HUD |
| `_process` | `func _process(delta: float) -> void` | void | Unstuck cooldown tick |
| `_input` | `func _input(event: InputEvent) -> void` | void | ESC pause, F9 debug floor check |
| `initialize_game` | -- | void | Create EnhancedGridMap, spawn player scene instances |
| `spawn_player` | -- | Node | Instantiate player.tscn, position, set authority |
| `_spawn_local_player` | -- | void | Create local player node |
| `add_bot_players_if_needed` | -- | void | Fill remaining slots with bot players |
| `display_message` | `func display_message(message: String, type: int) -> void` | void (RPC) | Broadcast message to local player's UI |
| `request_leaderboard_sync` | `func request_leaderboard_sync() -> void` | void (RPC) | Client requests leaderboard from server |
| `sync_leaderboard_data` | `func sync_leaderboard_data(player_data: Array) -> void` | void (RPC authority) | Receive + render leaderboard |
| `_update_leaderboard_display` | internal | void | Local leaderboard refresh |
| `_render_leaderboard_entries` | internal | void | Populate leaderboard entries |
| `_get_ordinal` | `func _get_ordinal(n: int) -> String` | String | "1st", "2nd", "3rd", etc. |
| `can_rpc` | `func can_rpc() -> bool` | bool | Check multiplayer peer state |
| `check_multiplayer` | `func check_multiplayer() -> bool` | bool | Safety check for peer access |
| `_toggle_pause_menu` | internal | void | Show/hide pause overlay |
| `_on_resume_pressed` | -- | void | Close pause menu |
| `_on_how_to_play_pressed` | -- | void | Open help panel |
| `_on_settings_pressed` | -- | void | Open settings dynamically |
| `_on_quit_match_pressed` | -- | void | Leave match, return to lobby |
| `_on_unstuck_pressed` | -- | void | Teleport local player to safe position |
| `_find_safe_spawn_position` | internal | Vector2i | Scan grid for safe walkable cell |
| `_on_back_to_menu_pressed` | -- | void | Cleanup and transition to lobby |
| `_cleanup_multiplayer` | -- | void | NakamaManager.cleanup() wrapper |
| `_deferred_init_leaderboard` | internal | void | Delayed leaderboard init (1.5s) |
| `_on_rematch_pressed` | -- | void | Request rematch vote |
| `check_all_floors` | `func check_all_floors() -> void` | void | Debug F9: scan missing floor tiles |
| `update_visual_position` | on player | void | Snap player to grid-aligned world position |
| `grid_to_world` | on player | Vector3 | Convert grid Vector2i to world Vector3 |
**RPCs (network-synced functions):**
| Function | RPC Mode | Description |
|---|---|---|
| `request_leaderboard_sync` | any_peer | Client requests data from server |
| `sync_leaderboard_data` | authority, call_local | Server sends leaderboard to client |
| `display_message` | authority, call_local | Broadcast message to player UI |
| `sync_position` (on player) | any_peer, call_local | Sync grid position |
| `sync_grid_item` (on player) | any_peer, call_local | Sync grid cell item |
| `sync_goals` (on player) | any_peer, call_local | Sync active goals |
| `sync_rotation` (on player) | any_peer, call_local | Sync character rotation |
| `sync_bump` (on player) | any_peer, call_local, unreliable | Visual bump animation |
| `sync_knock_tekton` (on player) | any_peer, call_local, reliable | Knock tekton |
| `sync_grab_tekton` (on player) | any_peer, call_local, reliable | Grab roaming tekton |
| `sync_throw_tekton` (on player) | any_peer, call_local, reliable | Throw tekton |
| `sync_drop_tekton` (on player) | any_peer, call_local, reliable | Drop tekton |
| `set_spawn_position` (on player) | any_peer, call_local, reliable | Random spawn position |
| `complete_race` (on player) | any_peer, call_local, reliable | Player finished race |
| `force_action_state_none` (on player) | any_peer, call_local, reliable | Reset UI action state |
| `request_server_grab` (on player) | any_peer, reliable | Server-authoritative grab |
| `request_server_put` (on player) | any_peer, reliable | Server-authoritative put |
| `notify_spawn_selected` (on player) | any_peer, reliable | Occupancy sync for spawn |
| `trigger_screen_shake` | -- | Camera shake RPC |
**Dependencies:** NakamaManager, LobbyManager, GameStateManager, PlayerMovementManager, PlayerActionManager, GoalsCycleManager, StopNGoManager, GauntletManager, PortalModeManager, PlayerRaceManager, PlayerboardManager, UIManager, SfxManager, MusicManager, NotificationManager, ScreenShake, CameraContextManager, TouchControls.
**Depended by:** (this is the root game scene, depends on everything).
[Back to top](#top)
### 11.2 player.gd
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**File:** `/home/dev/tekton/scenes/player.gd` (2751 lines)
**Extends:** CharacterBody3D (assumed from Node3D methods)
**Scene:** player.tscn
The player character controller. Handles movement, action execution (grab/put/arrange), tekton interaction (carry/snatch/throw/knock), grid positioning, bot AI, visual synchronization, and playerboard management delegation.
**Key Properties:**
| Name | Type | Default | Description |
|---|---|---|---|
| current_position | Vector2i | Vector2i(0, 0) | Grid-aligned position |
| cell_size | Vector3 | (1.0, 1.0, 1.0) | Grid cell dimensions |
| cell_offset | Vector3 | Vector3.ZERO | Visual position offset |
| is_player_moving | bool | false | Movement tween active |
| is_carrying_tekton | bool | false | Holding roaming tekton |
| carried_tekton | Node3D | null | Reference to carried tekton |
| is_charged_strike | bool | false | Charged attack mode |
| is_frozen | bool | false | Stun/freeze state |
| is_stop_frozen | bool | false | Stop n Go freeze |
| is_invisible | bool | false | Ghost mode |
| is_bot | bool | false | Bot AI flag |
| display_name | String | "" | Player display name |
| score | int | 0 | Match score |
| action_points | int | 1 | Actions per turn |
| playerboard | Array | [-1, -1, ...] | Item slot board |
| goals | Array | [] | Active goals |
| enhanced_gridmap | Node | null | Grid reference |
| anim_player | AnimationPlayer | null | Character animations |
| movement_manager | PlayerMovementManager | ref | Movement delegation |
| action_manager | PlayerActionManager | ref | Action delegation |
| playerboard_manager | PlayerboardManager | ref | Board delegation |
| race_manager | PlayerRaceManager | ref | Race delegate |
| powerup_manager | PowerupManager | ref | Boost/charge delegate |
**Signals:**
| Signal | Params | Description |
|---|---|---|
| `position_changed` | none | Player grid position changed |
**Public Functions (selected key ones):**
| Function | Signature | Return | Description |
|---|---|---|---|
| `_ready` | auto-called | void | Init references, connect signals, set initial position |
| `_physics_process` | `func _physics_process(delta: float) -> void` | void | Movement smoothing, carry timer, unstuck timer |
| `_input` | `func _input(event: InputEvent) -> void` | void | Click-to-move on gridmap, slot clicks |
| `grid_to_world` | `func grid_to_world(pos: Vector2i) -> Vector3` | Vector3 | Convert grid to world coordinates |
| `move_to_grid_position` | `func move_to_grid_position(target: Vector2i) -> void` | void | Initiate grid movement |
| `grab_item` | `func grab_item(grid_pos: Vector2i = current_position) -> bool` | bool | Delegates to playerboard_manager.grab_item |
| `auto_put_item` | `func auto_put_item() -> bool` | bool | Delegates auto-put |
| `handle_playerboard_slot_selected` | `func handle_playerboard_slot_selected(slot_index: int) -> void` | void | Delegates to playerboard_manager |
| `handle_put_slot_selected` | `func handle_put_slot_selected(slot_index: int) -> void` | void | Delegates put slot |
| `arrange_playerboard_item` | `func arrange_playerboard_item(slot_index: int) -> void` | void | Delegates arrange |
| `_on_slot_clicked` | `func _on_slot_clicked(event: InputEvent, slot_index: int) -> void` | void | Delegates to playerboard_manager |
| `has_item_at_current_position` | `func has_item_at_current_position() -> bool` | bool | Check grid cell occupancy |
| `has_items_in_playerboard` | `func has_items_in_playerboard() -> bool` | bool | Any items in board |
| `playerboard_is_full` | `func playerboard_is_full() -> bool` | bool | All slots filled |
| `highlight_movement_range` | `func highlight_movement_range() -> void` | void | Delegates to movement_manager |
| `highlight_adjacent_cells` | `func highlight_adjacent_cells() -> void` | void | Delegates to movement_manager |
| `highlight_cells_if_authorized` | `func highlight_cells_if_authorized(cells: Array, item_id: int) -> void` | void | Delegates to action_manager |
| `clear_highlights` | `func clear_highlights() -> void` | void | Clear grid highlights |
| `rotate_towards_target` | `func rotate_towards_target(target_pos: Vector2i) -> void` | void | Delegates to movement_manager |
| `select_playerboard_slot` | `func select_playerboard_slot(slot_index: int) -> void` | void | Delegates to playerboard_manager |
| `deselect_playerboard_slot` | `func deselect_playerboard_slot() -> void` | void | Clear selection |
| `target_playerboard_slot` | `func target_playerboard_slot(slot_index: int) -> void` | void | Target slot for move |
| `untarget_playerboard_slot` | `func untarget_playerboard_slot() -> void` | void | Clear target |
| `can_move_to_target_playerboard_slot` | `func can_move_to_target_playerboard_slot() -> bool` | bool | Target slot validity |
| `update_visual_position` | `func update_visual_position() -> void` | void | Snap to grid |
| `grab_tekton` | `func grab_tekton() -> void` | void | Tekton interaction: snatch or grab |
| `snatch_tekton` | `func snatch_tekton(target_carrier: Node3D) -> void` | void | Steal tekton from carrier |
| `throw_tekton` | `func throw_tekton() -> void` | void | Throw tekton in facing direction |
| `drop_tekton` | `func drop_tekton() -> void` | void | Drop tekton at current position |
| `enter_charged_strike` | `func enter_charged_strike() -> void` | void | Activate charged attack mode |
| `knock_tekton` | `func knock_tekton() -> void` | void | Special attack on nearby tekton |
| `update_active_player_indicator` | `func update_active_player_indicator() -> void` | void | Refresh visual state |
| `is_finish_position` | `func is_finish_position(pos: Vector2i) -> bool` | bool | Check if pos is a finish line |
| `_after_action_completed` | internal | void | Post-action: cycle goals, check win |
| `consume_action_points` | `func consume_action_points(points: int) -> void` | void | Deduct AP |
| `display_message` | on player | void | Show notification to this player |
| `apply_stagger` | `func apply_stagger(duration: float) -> void` | void | Stun for duration |
**RPCs (network-synced functions on player.gd):**
| Function | RPC Mode | Description |
|---|---|---|
| `sync_position` | any_peer, call_local | Sync current grid position |
| `sync_rotation` | any_peer, call_local | Sync Y rotation |
| `sync_grid_item` | any_peer, call_local | Sync grid cell item change |
| `sync_goals` | any_peer, call_local | Sync active goal set |
| `sync_second_lap_goals` | any_peer, call_local | Sync lap 2 goals |
| `sync_grab_tekton` | any_peer, call_local, reliable | Grab tekton network sync |
| `sync_snatch_tekton` | any_peer, call_local, reliable | Tekton theft sync |
| `sync_throw_tekton` | any_peer, call_local, reliable | Throw tekton sync |
| `sync_drop_tekton` | any_peer, call_local, reliable | Drop tekton sync |
| `sync_bump` | any_peer, call_local, unreliable | Visual bump animation |
| `sync_knock_tekton` | any_peer, call_local, reliable | Knock attack sync |
| `set_spawn_position` | any_peer, call_local, reliable | Random spawn position |
| `complete_race` | any_peer, call_local, reliable | Race completion |
| `force_action_state_none` | any_peer, call_local, reliable | Reset UI action state |
| `request_server_grab` | any_peer, reliable | Server-auth grab request |
| `request_server_put` | any_peer, reliable | Server-auth put request |
| `notify_spawn_selected` | any_peer, reliable | Spawn occupancy sync |
| `trigger_screen_shake` | (authority) | Screen shake RPC |
| `bot_grab_item` | any_peer, call_local | Bot grab sync |
| `bot_put_item` | any_peer, call_local | Bot put sync |
| `bot_arrange_item` | any_peer, call_local | Bot arrange sync |
**Dependencies:** PlayerMovementManager, PlayerInputManager, PlayerActionManager, PlayerboardManager, PowerupManager, PlayerRaceManager, GoalsCycleManager, SfxManager, NotificationManager, EnhancedGridMap (scene node), LobbyManager.
**Depended by:** main.gd (spawned per player).
[Back to top](#top)
### 11.3 lobby.gd
[Back to top](#top)
**File:** `/home/dev/tekton/scenes/lobby.gd` (583 lines)
**Extends:** Control
**Scene:** lobby.tscn
The lobby/home screen controller. Manages main menu, room creation/joining, player slots, server selection, character selection, settings, mail, chat, social panel, and 3D character preview.
**Key Properties:**
| Name | Type | Description |
|---|---|---|
| chat | LobbyChat | Chat helper instance |
| main_menu | LobbyMainMenu | Main menu helper |
| room_list_helper | LobbyRoomList | Room list helper |
| room_helper | LobbyRoom | Room/lobby helper |
| character_textures | Dictionary | {char_name: Texture2D} |
| profile_panel_instance | Control | Dynamic profile panel |
| shop_panel_instance | Control | Dynamic shop panel |
| daily_reward_panel_instance | Control | Daily reward panel |
| leaderboard_panel_instance | Control | Leaderboard panel |
| _mailbox_panel_instance | Control | Mail panel |
| social_panel_instance | Control | Social panel |
| _local_player_rank | int | Cached rank |
| _bot_names | Dictionary | Slot index -> bot name |
| _room_mode_filter | String | Room list filter |
| _is_hosting | bool | Re-entry guard |
**UI Node References (onready):**
| Variable | Node Path | Type |
|---|---|---|
| main_menu_panel | $MainMenuPanel | Control |
| main_title | %Title | Label |
| username_label | %Username | Label |
| create_room_btn | %CreateRoomBtn | Button |
| browse_rooms_btn | %BrowseRoomsBtn | Button |
| tutorial_btn | %TutorialBtn | Button |
| main_menu_profile_btn | %MainProfileBtn | Button |
| avatar_display | %AvatarDisplay | TextureRect |
| lobby_settings_btn | %SettingsBtn | Button |
| quit_btn | %QuitBtn | Button |
| character_root | %CharacterRoot | Node3D |
| anim_player | %AnimationPlayer | AnimationPlayer |
| gold_label | %GoldLabel | Label |
| star_label | %StarLabel | Label |
| server_option | %ServerOption | OptionButton |
| server_ip_input | %ServerIPInput | LineEdit |
| leaderboard_btn | %LeaderboardBtn | Button |
| shop_btn | %CartBtn | Button |
| top_right_profile_btn | %ProfileBtn | Button |
| mailbox_btn | %MailboxBtn | Button |
| mail_badge | %MailBadge | Label |
| banner1_btn | %Banner1 | Button |
| ticket_btn | %TicketBtn | Button |
| room_list_panel | %RoomListPanel | Control |
| room_list | %RoomList | ItemList |
| match_id_input | %MatchIdInput | LineEdit |
| refresh_btn | %RefreshBtn | Button |
| join_btn | %JoinBtn | Button |
| back_btn | %RoomListCloseBtn | Button |
| lobby_panel | $LobbyPanel | Control |
| host_banner | $LobbyPanel/HostBanner | Panel |
| match_id_display | $LobbyPanel/TopBar/... | Label |
| copy_id_btn | $LobbyPanel/TopBar/... | Button |
| duration_option | $LobbyPanel/TopBar/... | OptionButton |
| random_spawn_check | `" " ` | CheckButton |
| enable_timer_check | `" " ` | CheckButton |
| scarcity_option | `" " ` | OptionButton |
| game_mode_option | `" " ` | OptionButton |
| players_container | $LobbyPanel/PlayersContainer | Control |
| area_selector | $LobbyPanel/AreaSelector | Control |
| leave_btn | $LobbyPanel/BottomBar/LeaveBtn | Button |
| ready_btn | $LobbyPanel/BottomBar/ReadyBtn | Button |
| start_game_btn | $LobbyPanel/BottomBar/StartGameBtn | Button |
| connection_status | $StatusBar/ConnectionStatus | Label |
| chat_display | %RichTextLabel | RichTextLabel |
| chat_input | %ChatInput | LineEdit |
| chat_send_btn | %SendBtn | Button |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `_ready` | auto-called | void | Initialize all helpers, load textures, setup UI, connect signals |
| `_setup_3d_preview` | `func _setup_3d_preview() -> void` | void | Swap character model in SubViewport |
| `_load_character_textures` | `func _load_character_textures() -> void` | void | Load preview textures |
| `_on_server_option_selected` | `func _on_server_option_selected(index: int) -> void` | void | Handle server type dropdown |
| `_on_server_ip_submitted` | `func _on_server_ip_submitted(new_text: String) -> void` | void | Handle IP input |
| `_setup_game_modes` | `func _setup_game_modes() -> void` | void | Populate game mode dropdown |
| `_setup_player_slots` | `func _setup_player_slots() -> void` | void | Collect player slot nodes |
| `_connect_slot_signals` | `func _connect_slot_signals(slot: Control, i: int)` | void | Wire character nav buttons |
| `_show_panel` | `func _show_panel(panel_name: String) -> void` | void | Toggle main_menu/room_list/lobby panels |
| `_update_settings_visibility` | `func _update_settings_visibility() -> void` | void | Show/hide settings by mode and host status |
| `_create_custom_settings_ui` | `func _create_custom_settings_ui() -> void` | void | Build SNG/Tekton Doors settings dynamically |
| `_sync_room_profile_card` | `func _sync_room_profile_card() -> void` | void | Refresh username, score, rank, avatar, currency |
| `_apply_loadout_character` | `func _apply_loadout_character() -> void` | void | Apply saved character to LobbyManager |
| `admin_wipe_chat` | `func admin_wipe_chat() -> void` | void (async) | Admin: clear global chat |
| `admin_purge_chat` | `func admin_purge_chat(max_age_days: int) -> int` | int (async) | Admin: purge old messages |
**Dependencies:** AuthManager, NakamaManager, LobbyManager, UserProfileManager, SkinManager, MusicManager, FriendManager, MailManager, BackendService.
**Depended by:** (root lobby scene; no dependents).
[Back to top](#top)
### 11.4 animation.gd
[Back to top](#top)
**File:** `/home/dev/tekton/scenes/animation.gd` (41 lines)
**Extends:** Control
**Scene:** (embedded in main.tscn for Stop n Go UI)
Stop n Go phase animation player. Controls ready-go countdown, stop phase overlay, safe zone, and go animation sequences.
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `play_ready_go` | `func play_ready_go() -> void` | void | Play ready-set-go sequence |
| `play_stop_phase` | `func play_stop_phase() -> void` | void | Play STOP overlay |
| `play_safe_zone_appear` | `func play_safe_zone_appear() -> void` | void | Show safe zone indicator |
| `stop_phase_anim_play` | `func stop_phase_anim_play() -> void` | void | Play stop phase spritesheet |
| `stop_phase_anim_stop` | `func stop_phase_anim_stop() -> void` | void | Stop phase animation |
| `play_countdown_30s` | `func play_countdown_30s() -> void` | void | 30-second countdown |
| `play_countdown_15s` | `func play_countdown_15s() -> void` | void | 15-second countdown |
| `play_go_animation` | `func play_go_animation() -> void` | void | GO animation |
| `play_go_finish_animation` | `func play_go_finish_animation() -> void` | void | Finish line animation |
**Dependencies:** AnimatedSprite2D, AnimationPlayer (scene nodes).
**Depended by:** StopNGoManager, main.gd.
[Back to top](#top)
## 12. UI Helper Classes (RefCounted)
[Back to top](#top)
All UI helper classes are RefCounted objects instantiated by lobby.gd in _ready(). They do NOT extend Node -- they are lightweight event wiring and state management objects.
### 12.1 LobbyMainMenu
[Back to top](#top)
```gdscript
class_name LobbyMainMenu extends RefCounted
```
**File:** `/home/dev/tekton/scenes/ui/lobby_main_menu.gd` (338 lines)
Event wiring for main menu buttons. Connects all lobby button signals to handler methods.
**Constructor:** `func _init(p_lobby: Control)` -- Stores lobby ref, connects 15+ button signals.
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `on_tutorial_pressed` | `func on_tutorial_pressed() -> void` | void | Set name, apply loadout, call LobbyManager.start_tutorial |
| `on_create_room_pressed` | `func on_create_room_pressed() -> void` | void | Show room list panel, create tab |
| `host_room` | `func host_room(game_mode: String) -> void` | void | Guarded double-click, set name/mode, create Nakama or LAN room |
| `on_browse_rooms_pressed` | `func on_browse_rooms_pressed() -> void` | void | Show room list, browse tab, refresh |
| `on_profile_btn_pressed` | `func on_profile_btn_pressed() -> void` | void | Instantiate and show profile_panel.tscn |
| `on_mailbox_pressed` | `func on_mailbox_pressed() -> void` | void | Instantiate and show mailbox_panel.tscn |
| `on_settings_pressed` | `func on_settings_pressed() -> void` | void | Instantiate and show settings_menu.tscn |
| `restore_after_settings` | `func restore_after_settings() -> void` | void | Restore lobby/main_menu panel visibility |
| `on_shop_pressed` | `func on_shop_pressed() -> void` | void | Instantiate and show shop_panel.tscn |
| `on_banner1_pressed` | `func on_banner1_pressed() -> void` | void | Instantiate and show gacha_panel.tscn |
| `on_leaderboard_pressed` | `func on_leaderboard_pressed() -> void` | void | Show leaderboard_panel.tscn |
| `on_ticket_pressed` | `func on_ticket_pressed() -> void` | void | Show daily_reward_panel.tscn |
| `on_social_pressed` | `func on_social_pressed() -> void` | void | Show social_panel.tscn, hide main menu UI |
| `on_logout_pressed` | `func on_logout_pressed() -> void` | void | AuthManager.logout() -> login screen |
| `on_quit_pressed` | `func on_quit_pressed() -> void` | void | get_tree().quit() |
| `go_to_login` | `func go_to_login() -> void` | void | Change scene to login_screen.tscn |
**Dependencies:** AuthManager, LobbyManager, UserProfileManager, NakamaManager, BackendService.
**Depended by:** lobby.gd.
[Back to top](#top)
### 12.2 LobbyRoom
[Back to top](#top)
```gdscript
class_name LobbyRoom extends RefCounted
```
**File:** `/home/dev/tekton/scenes/ui/lobby_room.gd` (432 lines)
Room/lobby panel event wiring. Handles ready/start/leave buttons, player slot rendering, character navigation, game mode/duration/scarcity settings, friend invites, and lobby invitation popup.
**Constructor:** `func _init(p_lobby: Control)` -- Stores lobby ref, connects 20+ signals.
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `_on_ready_toggled` | `func _on_ready_toggled(is_ready: bool) -> void` | void | Toggle ready state |
| `_on_start_game_pressed` | `func _on_start_game_pressed() -> void` | void | Host starts game |
| `_on_leave_pressed` | `func _on_leave_pressed() -> void` | void | Leave room, release bot names |
| `_on_copy_id_pressed` | `func _on_copy_id_pressed() -> void` | void | Copy match ID to clipboard |
| `_on_duration_selected` | `func _on_duration_selected(index: int) -> void` | void | Host sets match duration |
| `_on_random_spawn_toggled` | `func _on_random_spawn_toggled(toggled_on: bool) -> void` | void | Toggle random spawn |
| `_on_enable_timer_toggled` | `func _on_enable_timer_toggled(toggled_on: bool) -> void` | void | Toggle cycle timer |
| `_on_scarcity_selected` | `func _on_scarcity_selected(index: int) -> void` | void | Host sets scarcity |
| `_on_scarcity_mode_changed` | `func _on_scarcity_mode_changed(mode: String) -> void` | void | UI update for scarcity |
| `_on_game_mode_selected` | `func _on_game_mode_selected(index: int) -> void` | void | Host sets game mode |
| `_on_game_mode_changed` | `func _on_game_mode_changed(mode: String) -> void` | void | UI update for game mode |
| `_on_sng_update` | `func _on_sng_update(_val: int = 0) -> void` | void | Sync SNG setting UI |
| `_on_doors_update` | `func _on_doors_update(_val: int = 0) -> void` | void | Sync Doors setting UI |
| `_on_room_joined` | `func _on_room_joined(room_data: Dictionary) -> void` | void | Switch to lobby panel, populate settings |
| `_on_room_left` | `func _on_room_left() -> void` | void | Return to main menu |
| `_on_host_disconnected` | `func _on_host_disconnected() -> void` | void | Show disconnect message |
| `_on_player_joined` | `func _on_player_joined(player_data: Dictionary) -> void` | void | Update slots + status |
| `_on_player_left` | `func _on_player_left(_player_id: int) -> void` | void | Update slots |
| `_on_ready_state_changed` | `func _on_ready_state_changed(_player_id: int, _is_ready: bool) -> void` | void | Update slot visuals |
| `_on_all_players_ready` | `func _on_all_players_ready() -> void` | void | Enable start button |
| `_on_game_starting` | `func _on_game_starting() -> void` | void | Transition to main.tscn |
| `_update_player_slots` | `func _update_player_slots() -> void` | void | Render all 8 player slots (players + bot slots) |
| `_update_status` | `func _update_status() -> void` | void | Show ready count |
| `_on_add_friend_pressed` | `func _on_add_friend_pressed(nakama_id: String) -> void` | void (async) | Add friend by Nakama ID |
| `on_invite_friends_pressed` | `func on_invite_friends_pressed() -> void` | void | Open invite dialog |
| `_on_lobby_invite_received` | `func _on_lobby_invite_received(from_user_id: String, from_name: String, match_id: String) -> void` | void | Show invite popup |
| `_on_invite_accepted` | `func _on_invite_accepted() -> void` | void | Join invited match |
**Dependencies:** LobbyManager, FriendManager, NakamaManager, NameGenerator, UserProfileManager.
**Depended by:** lobby.gd.
[Back to top](#top)
### 12.3 LobbyRoomList
[Back to top](#top)
```gdscript
class_name LobbyRoomList extends RefCounted
```
**File:** `/home/dev/tekton/scenes/ui/lobby_room_list.gd` (155 lines)
Room list panel event wiring. Handles room list refresh, selection, join, and back navigation.
**Constructor:** `func _init(p_lobby: Control)` -- Stores lobby ref, connects signals.
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `_on_refresh_pressed` | `func _on_refresh_pressed() -> void` | void | Clear + refresh room list |
| `_on_room_selected` | `func _on_room_selected(index: int) -> void` | void | Copy room match_id/IP to input |
| `_on_room_activated` | `func _on_room_activated(index: int) -> void` | void | Select + auto-join |
| `_on_join_pressed` | `func _on_join_pressed() -> void` | void | Validate input, set name, join room (LAN or Nakama) |
| `_on_back_pressed` | `func _on_back_pressed() -> void` | void | Return to main menu |
| `on_room_list_updated` | `func on_room_list_updated(rooms: Array) -> void` | void | Render room rows, apply mode filter |
**Dependencies:** LobbyManager, AuthManager, UserProfileManager.
**Depended by:** lobby.gd.
[Back to top](#top)
### 12.4 LobbyChat
[Back to top](#top)
```gdscript
class_name LobbyChat extends RefCounted
```
**File:** `/home/dev/tekton/scenes/ui/lobby_chat.gd` (373 lines)
Global and direct message chat system. Handles Nakama socket channel chat, DM tabs, friend suggestions, and admin chat commands.
**Constants:** `GLOBAL_CHAT_ROOM = "social_global"`
**Properties:**
| Name | Type | Description |
|---|---|---|
| _chat_channel | NakamaChannel | Current chat channel |
| _chat_messages | Array | [{sender, content, ts, date}] |
| _active_chat_context | String | "global" or user_id |
| _dm_tabs | Dictionary | user_id -> HBoxContainer (tab UI) |
| _dm_messages | Dictionary | user_id -> Array of messages |
| _chat_config | Dictionary | {prefix, max_messages, max_age_days} |
**Public Functions:**
| Function | Signature | Return | Description |
|---|---|---|---|
| `join_global_chat` | `func join_global_chat() -> void` | void (async) | Join social_global channel, fetch history, inject prefix |
| `switch_chat_tab` | `func switch_chat_tab(context_id: String) -> void` | void | Switch between global and DM tabs |
| `_on_chat_send_pressed` | `func _on_chat_send_pressed() -> void` | void (async) | Send message: @username for DM, /clear for admin |
| `on_lobby_dm_received` | `func on_lobby_dm_received(from_user_id: String, from_name: String, message: String) -> void` | void | Incoming DM handler |
| `leave_global_chat` | `func leave_global_chat() -> void` | void (async) | Disconnect and leave channel |
**Internal Functions:** `_add_chat_message`, `_send_dm_message`, `_open_dm_tab`, `_create_dm_tab`, `_close_dm_tab`, `_inject_local_message`, `_trim_old_messages`, `_refresh_chat_display`, `_format_nakama_time`, `_get_local_time`, `_on_chat_input_changed`, `_on_friend_suggest_activated`, `_setup_friend_suggest_ui`.
**Dependencies:** NakamaManager, BackendService, FriendManager, AdminManager, UserProfileManager.
**Depended by:** lobby.gd.
[Back to top](#top)
## 13. Dependency Graph
[Back to top](#top)
### 13.1 Manager Autoload Dependencies
[Back to top](#top)
ASCII diagram showing which autoloads reference others:
```
NakamaManager (no deps on other managers -- pure Nakama SDK)
|
+-- BackendService
| +-- SteamworksManager (child node, not autoload)
|
+-- AuthManager
| +-- NakamaManager
| +-- BackendService
|
+-- SessionManager
| +-- NakamaManager
|
+-- LobbyManager
| +-- NakamaManager
| +-- GameStateManager
|
+-- GameStateManager (no deps)
|
+-- PlayerManager (no deps -- data only)
|
+-- EventBus (no deps -- pure observer)
|
+-- UserProfileManager
| +-- NakamaManager
| +-- BackendService
| +-- EventBus
|
+-- FriendManager
| +-- BackendService
| +-- NakamaManager
|
+-- MailManager
| +-- BackendService
|
+-- GachaManager
| +-- BackendService
| +-- UserProfileManager
| +-- EventBus
|
+-- DailyRewardManager
| +-- BackendService
|
+-- AdminManager
| +-- BackendService
| +-- NakamaManager
|
+-- SkinManager
| +-- UserProfileManager
|
+-- ShopManager
| +-- BackendService (thin)
|
+-- PlayerInputManager
| +-- TouchControls
|
+-- PlayerMovementManager
| +-- ObstacleManager
| +-- SpecialTilesManager
| +-- EnhancedGridMap (scene)
|
+-- PlayerActionManager
| +-- PlayerboardManager
| +-- PlayerInputManager
| +-- GoalsCycleManager
|
+-- PlayerboardManager
| +-- GoalsCycleManager
| +-- GoalManager
|
+-- PlayerRaceManager
| +-- GoalsCycleManager
|
+-- GoalsCycleManager
| +-- GoalManager
| +-- TurnManager
| +-- Timer (scene)
|
+-- StopNGoManager
| +-- TurnManager
| +-- GoalManager
| +-- GoalsCycleManager
| +-- animation.gd (scene)
|
+-- GauntletManager
| +-- TurnManager
| +-- EnhancedGridMap
|
+-- PortalModeManager
| +-- SpecialTilesManager
| +-- EnhancedGridMap
|
+-- SpecialTilesManager
| +-- ObstacleManager
| +-- EnhancedGridMap
|
+-- ObstacleManager
| +-- EnhancedGridMap
|
+-- StaticTektonManager
| +-- EnhancedGridMap
| +-- ObstacleManager
|
+-- PowerupManager (no deps)
|
+-- UIManager (no deps -- dynamic UI)
|
+-- SettingsManager (no deps -- ConfigFile)
|
+-- GameUpdateManager (HTTPRequest -- no manager deps)
|
+-- TutorialManager
| +-- TutorialOverlay
|
+-- TutorialOverlay
| +-- TutorialManager
| +-- UIManager
|
+-- MusicManager (no deps)
+-- SfxManager (no deps)
+-- ScreenShake (no deps)
+-- NotificationManager (no deps)
+-- CameraContextManager (no deps)
+-- TouchControls (no deps)
+-- JoinManager (no deps -- stub)
```
[Back to top](#top)
### 13.2 Cross-Manager Signal Wiring
[Back to top](#top)
Key signal connections between managers and scene scripts:
```
NakamaManager.match_joined -> LobbyManager._on_match_joined
NakamaManager.match_join_error -> lobby.gd (clears _is_hosting)
NakamaManager.connection_failed -> lobby.gd (clears _is_hosting)
LobbyManager.room_joined -> LobbyRoom._on_room_joined
LobbyManager.room_left -> LobbyRoom._on_room_left
LobbyManager.host_disconnected -> LobbyRoom._on_host_disconnected
LobbyManager.player_joined -> LobbyRoom._on_player_joined
LobbyManager.player_left -> LobbyRoom._on_player_left
LobbyManager.ready_state_changed -> LobbyRoom._on_ready_state_changed
LobbyManager.all_players_ready -> LobbyRoom._on_all_players_ready
LobbyManager.game_starting -> LobbyRoom._on_game_starting
LobbyManager.game_mode_changed -> LobbyRoom._on_game_mode_changed
LobbyManager.room_list_updated -> LobbyRoomList.on_room_list_updated
LobbyManager.character_changed -> LobbyRoom._on_character_changed
LobbyManager.rematch_votes_updated -> main.gd (update rematch button)
FriendManager.dm_message_received -> LobbyChat.on_lobby_dm_received
FriendManager.lobby_invite_received -> LobbyRoom._on_lobby_invite_received
MailManager.unread_count_changed -> lobby.gd (update badge)
UserProfileManager.profile_loaded -> lobby.gd (_sync_room_profile_card)
UserProfileManager.profile_updated -> lobby.gd (_sync_room_profile_card)
AuthManager.logged_out -> LobbyMainMenu.go_to_login
```
[Back to top](#top)
## 14. Scene Node Trees
[Back to top](#top)
### 14.1 main.tscn
[Back to top](#top)
```
Main (Node) -- attached: main.gd
+-- EnhancedGridMap (GridMap / custom EnhancedGridMap node)
+-- PlayerSpawnPoints (Node3D)
+-- HUD (CanvasLayer)
| +-- LeaderboardPanel (Panel)
| | +-- MarginContainer/VBox
| | +-- Entry1-8 (HBoxContainer with RankLabel/NameLabel/ScoreLabel)
| +-- NotificationOverlay (Control)
| +-- ActionButtons (Control)
+-- PauseMenu (Panel)
| +-- Panel/VBox/ResumeBtn, HowToPlayBtn, SettingsBtn, UnstuckBtn, QuitMatchBtn
+-- HowToPlayPanel (Panel)
+-- StopNGoUI (Control) -- attached: animation.gd
| +-- StopPhase/AnimatedSprite2D
| +-- AnimationPlayer
| +-- CountDown/CountDownAnimation (AnimatedSprite2D)
| +-- GoFinish/GoAnimation2D (AnimatedSprite2D)
+-- Camera3D
+-- WorldEnvironment
+-- Player instances (added dynamically by main.gd)
+-- Player (CharacterBody3D) -- attached: player.gd
+-- MeshInstance3D (visual)
+-- CollisionShape3D
+-- PlayerboardUI (Control overlay)
+-- AnimationPlayer
```
[Back to top](#top)
### 14.2 player.tscn
[Back to top](#top)
```
Player (CharacterBody3D) -- attached: player.gd
+-- MeshInstance3D (character model)
+-- CollisionShape3D
+-- PlayerboardUI (Control)
| +-- Slot0-9 (Panel/TextureRect)
+-- AnimationPlayer
+-- (tektons picked up become children at runtime)
```
[Back to top](#top)
### 14.3 lobby.tscn
[Back to top](#top)
```
Lobby (Control) -- attached: lobby.gd
+-- StatusBar (HBoxContainer)
| +-- ConnectionStatus (Label)
+-- MainMenuPanel (Panel)
| +-- Title/Username/Subtitle/Buttons (CreateRoom, BrowseRooms, Tutorial, etc.)
| +-- CharacterRoot (SubViewportContainer > SubViewport > Node3D)
| | +-- Oldpop, Masbro, Gatot, Bob (character meshes, hidden by default)
| +-- %AnimationPlayer
| +-- CurrencyLabels (GoldLabel, StarLabel)
| +-- ServerOption / ServerIPInput
| +-- LeaderboardBtn, CartBtn, ProfileBtn, MailboxBtn, Banner1Btn, TicketBtn
+-- RoomListPanel (Control)
| +-- RoomListTabs (TabContainer)
| +-- RoomTab, PlayTab
| +-- MatchIdInput, RefreshBtn, JoinBtn, BackBtn
| +-- RoomList (ItemList)
| +-- ItemTemplate (hidden)
| +-- ProfileCard (PlayerUsername, PlayerScore, Rank, Avatar)
+-- LobbyPanel (Panel)
| +-- RoomNameHeader
| +-- HostBanner
| +-- TopBar/SettingsSection (Duration, Spawn, Timer, Scarcity, GameMode options)
| +-- AreaSelector
| +-- PlayersContainer (slots 1-4)
| +-- PlayersContainer2 (slots 5-8)
| +-- BottomBar (LeaveBtn, ReadyBtn, StartGameBtn, InviteBtn)
| +-- StatusLabel
+-- ChatPanel (Panel)
| +-- RichTextLabel
| +-- ChatInput (LineEdit)
| +-- SendBtn
| +-- ChatTabsContainer (GlobalChatTabBtn + DM tabs)
| +-- FriendSuggestPanel (hidden)
+-- (dynamic instances: MailboxPanel, ShopPanel, GachaPanel, ProfilePanel, etc.)
```
[Back to top](#top)
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# Tekton Armageddon - Server Architecture
<a id="top"></a>
High-level architecture of the Nakama Lua backend. For detailed RPC reference (params, returns, errors), see [Nakama-Server-API](../Nakama-Server-API).
[Back to top](#top)
---
## System Overview
```mermaid
flowchart LR
Client[Godot Client<br/>player.tscn] -->|RPC calls| Nakama[Nakama Server<br/>port 7350/7351]
Nakama -->|wallet_update| Wallet[Wallet Engine]
Nakama -->|storage_read/write| Storage[Nakama Storage DB<br/>PostgreSQL]
Nakama -->|leaderboard_*| LB[Native Leaderboard]
Nakama -->|match_*| Match[Match Handler]
Nakama -->|channel_*| Chat[Lobby Chat]
Client -->|nk.match_join| Match
Client -->|Direct RPC| Lua[Lua RPC Handlers<br/>server/nakama/lua/]
```
The Lua backend runs **inside** the Nakama process. Lua modules hook into Nakama's lifecycle (after-authentication, RPC dispatch, match signals). All game transactions (wallet, inventory, gacha, shop) are **server-authoritative** — the Godot client sends RPC requests and the Lua code validates and executes.
[Back to top](#top)
---
## Module Architecture
```mermaid
flowchart TD
main["main.lua<br/>Entry point: loads all modules"] --> utils["utils.lua<br/>Auth guards, channel resolver"]
main --> core["core.lua<br/>Authentication hooks<br/>Wallet init, ban check"]
main --> economy["economy.lua<br/>Shop catalog, currency IAP<br/>Item purchases"]
main --> gacha["gacha.lua<br/>Gacha pulls, pity system<br/>RNG on server"]
main --> leaderboard["leaderboard.lua<br/>Score submission, sync<br/>Global rankings"]
main --> inbox["inbox.lua<br/>Global/personal mail<br/>Reward claiming"]
main --> daily["daily_rewards.lua<br/>Daily login rewards<br/>Monthly schedule"]
main --> user["user.lua<br/>Profile updates, identity<br/>Friend sync"]
main --> admin["admin.lua<br/>Kick/ban, stats, chat mgmt<br/>Role management"]
core --> utils
economy --> utils
gacha --> utils
leaderboard --> utils
inbox --> utils
daily --> utils
user --> utils
admin --> utils
economy -->|Wallet deduction| Wallet[(Wallet Engine)]
gacha -->|Wallet deduction| Wallet
inbox -->|Claim rewards| Wallet
daily -->|Daily claim| Wallet
user -->|Profile load| Wallet
```
### Dependency order (loading sequence)
1. `utils.lua` — no deps (loaded first)
2. `economy.lua` — depends on utils
3. `core.lua` — depends on utils
4. `admin.lua` — depends on utils
5. `daily_rewards.lua` — depends on utils
6. `user.lua` — depends on utils
7. `leaderboard.lua` — depends on utils
8. `inbox.lua` — depends on utils
9. `gacha.lua` — no deps beyond utils
[Back to top](#top)
---
## Authentication Flow
```mermaid
sequenceDiagram
participant C as Godot Client
participant N as Nakama Core
participant A as after_hooks (core.lua)
participant DB as Nakama Storage
C->>N: AuthenticateDevice/Custom/Email
N->>A: after_authenticate(context)
A->>DB: storage_read(profiles/profile)
alt First login (no profile)
A->>DB: storage_write(initial profile)
A->>N: wallet_update(gold=100, star=500)
end
A->>DB: storage_read(profiles/profile)
alt metadata.banned == true
A-->>C: error("Account banned")
end
A->>C: session token returned
```
### Boot sequence per player
1. Godot client calls `AuthenticateDevice` (or Email/Custom/Steam).
2. Nakama core calls `after_authenticate()` hook in `core.lua`.
3. Hook reads `profiles/profile` from storage.
4. **If first login:** initializes default profile and grants starting wallet (`gold: 100, star: 500`).
5. **Ban check:** If `metadata.banned == true`, raises error (player rejected).
6. Client receives session token and proceeds to lobby.
[Back to top](#top)
---
## Wallet & Economy Flow
```mermaid
flowchart LR
subgraph Client Side
ShopUI[Shop Panel] -->|buy_currency RPC| Server
ShopUI -->|purchase_item RPC| Server
GachaUI[Gacha Panel] -->|perform_gacha_pull RPC| Server
MailUI[Inbox] -->|claim_mail_reward RPC| Server
DailyUI[Daily Rewards] -->|claim_daily_reward RPC| Server
end
subgraph Server Side
Server[Lua RPC Handler]
Server -->|nk.wallet_update| Wallet[(Wallet)]
Server -->|nk.storage_write| Inv[(Inventory Storage)]
Server -->|nk.storage_write| Rec[(Receipts Storage)]
Server -->|nk.storage_write| Frag[(Fragments Storage)]
end
subgraph Client Refresh
Wallet -->|Wallet updated| Client
Client -->|get_account RPC| Wallet
Client -->|emit profile_updated| UI[All UI Panels<br/>update labels]
end
```
### Currency types
| Currency | Purpose | Earned by |
|---|---|---|
| `gold` | Shop purchases, star conversion | IAP (real money), admin topup |
| `star` | Gacha pulls | Gold conversion, daily rewards, mail rewards |
### All wallet changesets
| Operation | Changeset |
|---|---|
| First login grant | `{gold: 100, star: 500}` |
| Buy gold IAP | `{gold: +N}` (N=100/550/1150/2400/6250/13000) |
| Buy stars (gold convert) | `{gold: -N, star: +M}` |
| Buy shop item | `{gold: -price}` or `{star: -price}` |
| Gacha pull | `{star: -cost}` or `{gold: -cost}` |
| Claim mail reward | `{gold: +N}` and/or `{star: +N}` |
| Claim daily reward | `{star: +N}` or `{gold: +N}` |
| Admin topup | `{gold: 999999}` |
[Back to top](#top)
---
## Gacha Flow
```mermaid
flowchart TD
A[Client: perform_gacha_pull] --> B{Check banner}
B -->|star/gold| C[Read wallet balance]
C --> D{Sufficient funds?}
D -->|No| E[error: Insufficient currency]
D -->|Yes| F{Check pity}
F -->|pity >= 90| G[Force real_prize rarity]
F -->|pity < 90| H[Roll rarity by drop rates]
G --> I[Pick from real_prize pool]
H --> J[Pick from rarity pool]
I --> K[Deduct wallet cost]
J --> K
K --> L{real_prize?}
L -->|Yes| M[Add to inventory storage]
L -->|No| N[Increment fragment count]
M --> O[Return results]
N --> O
```
### Drop rates
| Rarity | Rate | Result |
|---|---|---|
| Common | 60% | Fragment (`frag_common`) |
| Uncommon | 25% | Fragment (`frag_uncommon`) |
| Rare | 14% | Fragment (`frag_rare`) |
| Real Prize | 1% | Skin from catalog |
**Pity:** Guaranteed Real Prize at 90 pulls. Pity counter resets on any Real Prize win.
[Back to top](#top)
---
## Mail/Inbox System
```mermaid
flowchart TD
Admin[Admin RPC] -->|admin_send_mail| Global[Global Mail<br/>config/global_mail<br/>system user]
Admin -->|admin_send_mail<br/>with target_user_id| Personal[Personal Mail<br/>inbox/personal<br/>per user]
Client -->|get_mail| Merge[Merge global + personal]
Merge --> Filter[Filter by: not deleted,<br/>within date range,<br/>not expired]
Filter --> Response[Return to client]
Client -->|claim_mail_reward| CW{Check claimed_ids}
CW -->|Already claimed| Err[error: Reward already claimed]
CW -->|Not claimed| Grant[Grant rewards:<br/>gold/star -> wallet<br/>fragments -> fragment storage<br/>skins -> inventory storage]
Grant --> UpdateState[Update state:<br/>add mailId to claimed_ids]
```[Global Mail<br/>config/global_mail<br/>system user]
Admin -->|admin_send_mail<br/>with target_user_id| Personal[Personal Mail<br/>inbox/personal<br/>per user]
Client -->|get_mail| Merge[Merge global + personal]
Merge --> Filter[Filter by: not deleted,<br/>within date range,<br/>not expired]
Filter --> Response[Return to client]
Client -->|claim_mail_reward| CW[Check claimed_ids]
CW -->|Already claimed| Err[error: Reward already claimed]
CW -->|Not claimed| Grant[Grant rewards:<br/>gold/star -> wallet<br/>fragments -> fragment storage<br/>skins -> inventory storage]
Grant --> UpdateState[Update state:<br/>add mailId to claimed_ids]
```
[Back to top](#top)
---
## Client-Server Data Flow
```mermaid
sequenceDiagram
participant C as Godot Client
participant L as Lua RPC
participant S as Nakama Storage
participant W as Wallet
Note over C,W: Purchase Flow
C->>L: purchase_item(item_id, idempotency_key)
L->>L: Look up item in SHOP_CATALOG_DEFS
L->>W: wallet_update(-price)
alt Insufficient funds
W-->>L: error
L-->>C: error("NotEnoughFunds")
else Success
L->>S: storage_write(inventory/item_id)
L->>S: storage_write(receipts/idempotency_key)
L-->>C: {success: true, item: item_id}
end
Note over C,W: Wallet State Sync
C->>L: get_account (Nakama SDK call)
S->>C: wallet JSON string
C->>C: Parse wallet JSON
C->>C: emit profile_updated signal
C->>C: All UI panels update labels
```
All transactions are **idempotent** via `idempotency_key` — if the same key is used twice, the server returns the previous result instead of re-executing.
[Back to top](#top)
---
## Admin Hierarchy
| Role | Can | Guarded by |
|---|---|---|
| `player` (default) | Nothing special | — |
| `moderator` | Match-related admin: kick players, get server stats | `utils.require_admin_or_host` (also checks match host) |
| `admin` | All moderation: ban/unban, manage mail, manage chat, view users | `utils.require_admin(context)` |
| `owner` | Everything admin can + set user roles | Inline check: `callerMetadata.role == "owner"` |
### Guard functions (utils.lua)
```lua
utils.require_admin(context) -- errors if role not admin or owner
utils.require_admin_or_host(context, match_id) -- errors if not admin/owner AND not match host
utils.is_banned(metadata) -- returns boolean
utils.resolve_channel_id(channelId) -- channel name → hashed ID
```
[Back to top](#top)
---
## Storage Collections
| Collection | Owner | Key | Public R | Public W | Purpose |
|---|---|---|---|---|---|
| `profiles` | User | `"profile"` | 1 | 0 | User metadata, role, ban status, loadout |
| `profiles` | User | `"pity_counters"` | 1 | 0 | Per-banner gacha pity counts |
| `profiles` | User | `"fragments"` | 1 | 0 | Accumulated gacha fragments |
| `inventory` | User | Item ID | 1 | 0 | Owned cosmetic items |
| `inventory` | User | `"fragments"` | 1 | 0 | Fragment counts (legacy) |
| `stats` | User | `"game_stats"` | 1 | 0 | Player stats (wins, kills, score) |
| `receipts` | User | Idempotency key | 1 | 0 | Purchase receipts (IAP + shop) |
| `inbox` | User | `"personal"` | 1 | 0 | Personalized mail inbox |
| `inbox` | User | `"state"` | 1 | 0 | claimed_ids, deleted_ids, read_ids |
| `daily_rewards` | User | `"state"` | 1 | 0 | Daily reward claim tracking |
| `config` | SYSTEM | `"global_mail"` | 2 | 0 | Global mail sent to all players |
| `config` | SYSTEM | `"daily_rewards"` | 2 | 0 | Monthly reward schedule |
| `config` | SYSTEM | `"lobby_chat"` | 2 | 0 | Chat prefix/max_messages config |
| `shop_config` | SYSTEM | `"featured_banners"` | 2 | 0 | Featured shop banners (max 3) |
| `bans` | SYSTEM | User ID | 2 | 0 | Ban records (redundant with metadata) |
[Back to top](#top)
---
## vs Nakama-Server-API
| Aspect | Architecture-Server (this page) | Nakama-Server-API |
|---|---|---|
| Audience | Architects, new devs | Implementers, AI agents |
| Detail level | High-level flow, diagrams | Per-function: params, returns, errors |
| Diagrams | Mermaid flowcharts | None |
| RPC listing | Summary table with key flows | Full 48 RPC documentation |
| Storage | Conceptual collection overview | Exact schema per collection |
| Best for | Understanding the system | Calling RPCs without reading code |
[Back to top](#top)
---
## Quick Reference: All 48 Registered RPCs
| RPC Name | Module | Auth | Purpose |
|---|---|---|---|
| `update_display_name` | user | required | Change display name |
| `update_avatar` | user | required | Change avatar URL |
| `sync_profile` | user | required | Push profile to server |
| `change_identity` | user | required | Link new device/email |
| `set_password` | user | required | Set email password |
| `sync_friends` | user | required | Push friend list |
| `get_shop_catalog` | economy | required | Get catalog + featured |
| `buy_currency` | economy | required | IAP gold/star purchase |
| `purchase_item` | economy | required | Buy cosmetic item |
| `perform_gacha_pull` | gacha | required | Roll gacha |
| `get_leaderboard_stats` | leaderboard | no | Get top 50 scores |
| `submit_score` | leaderboard | required | Record match score |
| `sync_leaderboard` | leaderboard | required | Sync stats → leaderboard |
| `reset_stats` | leaderboard | required | Clear own stats |
| `get_mail` | inbox | required | Get available mail |
| `claim_mail_reward` | inbox | required | Claim mail rewards |
| `delete_mail` | inbox | required | Soft-delete mail |
| `save_mail_state` | inbox | required | Mark as read |
| `claim_daily_reward` | daily_rewards | required | Claim today's reward |
| `get_daily_reward_state` | daily_rewards | required | View monthly schedule |
| `set_daily_reward_config` | daily_rewards | admin | Set reward schedule |
| `get_daily_reward_config_admin` | daily_rewards | admin | Get reward config |
| `admin_*` (18 RPCs) | admin | admin/owner | Moderation tools |
For full params/returns/errors on any RPC above, see [Nakama-Server-API](../Nakama-Server-API).
[Back to top](#top)
---
## Deployment Topology
```mermaid
flowchart TD
subgraph VPS [VPS 52.74.133.55]
Gitea[Gitea Server<br/>port 3000]
Nakama[Nakama Server<br/>port 7350/7351]
PG[(PostgreSQL<br/>Nakama DB)]
Act[act_runner<br/>CI/CD Worker]
end
Client[Godot Player] -->|HTTPS| Gitea
Client -->|gRPC/WebSocket| Nakama
Nakama --> PG
GitHub_mirror[GitHub Mirror] -->|Push| Gitea
Gitea -->|Webhook/Manual| Act
Act -->|Build| Binary[Binary Releases]
Act -->|Build| Patch[patch.pck on patches branch]
Client -->|Check version| Gitea
Client -->|Download patch| Gitea
```
[Back to top](#top)
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# Game Modes
<a id="top"></a>
[Back to Home](./Home)
## Table of Contents
- [Overview](#overview)
- [Architecture](#architecture)
- [GameMode Enum &amp; ModeConfig](#gamemode-enum--modeconfig)
- [Session Flow (all modes)](#session-flow-all-modes)
- [Core Managers (shared)](#core-managers-shared)
- [Freemode](#freemode)
- [Stop n Go](#stop-n-go)
- [Tekton Doors (Portal)](#tekton-doors-portal)
- [Candy Pump Survival (Gauntlet)](#candy-pump-survival-gauntlet)
- [Scoring &amp; Leaderboard](#scoring--leaderboard)
- [Glossary](#glossary)
- [File Index](#file-index)
[Back to top](#top)
## Overview
Four game modes, each implementing the same core loop — players navigate a grid, collect tiles (Heart / Diamond / Star / Coin), match them to goals on a virtual 5x5 playerboard, and compete for score before the match timer expires.
| Mode | Enum Value | Display Name | Play Area | Gimmick |
|------|-----------|-------------|-----------|---------|
| Freemode | `FREEMODE = 0` | "Freemode" | Variable | No restrictions, just goals + timer |
| Stop n Go | `STOP_N_GO = 1` | "Stop n Go" | 23x12 | GO/STOP phases, safe zones, scatter penalty |
| Tekton Doors | `TEKTON_DOORS = 2` | "Tekton Doors" | 14x14 | 4 rooms, portal doors swap connections every 15s |
| Candy Pump Survival | `GAUNTLET = 3` | "Candy Pump Survival" | 20x20 | Ground growth — candy slowly fills the arena |
[Back to top](#top)
## Architecture
```
GameMode (enum/RefCounted)
├── .from_string() / .mode_to_string() / .is_restricted() / .get_all_modes()
├── ModeConfig (RefCounted)
│ └── SCHEMA with defaults, type-checking, min/max for each mode
├── GoalsCycleManager (Node, autoload?)
│ ├── 30s cycle timer
│ ├── Match timer (configurable 60-600s)
│ ├── Score tracking (player_scores, player_goal_counts)
│ ├── Goal completion: _process_goal_completion()
│ └── RPC sync: sync_player_score, sync_goal_count, sync_timer
├── GoalManager (Node)
│ ├── initialize_random_goals() — generates 9-slot goal patterns
│ ├── Speed tracking (completion_times, boost_multiplier)
│ └── generate_preset_goals() / get_goals_for_player()
├── PlayerRaceManager (per-player)
│ ├── goals: Array[int] (9 slots)
│ ├── playerboard: Array[int] (25 slots, 5x5)
│ ├── check_pattern_match() — core matching logic
│ └── DEPRECATED lap/finish-line stubs
├── PlayerboardManager (per-player)
│ ├── grab_item() / auto_put_item() / arrange operations
│ ├── _execute_grab() — server-authoritative grab validation
│ ├── HIDDEN_SLOTS (12 of 25 cells blocked)
│ ├── bot_try_grab_item() — AI grab logic
│ └── _check_and_refill_grid_if_needed() — scarcity refill
├── TurnManager (shared)
│ ├── next_turn() / end_current_turn()
│ └── turn_based_mode toggle
└── Mode-specific managers
├── StopNGoManager — phase transitions, safe zones, mission HUD
├── PortalModeManager — room partitions, portal doors, swap timer
└── GauntletManager — ground growth, phases, bubbles, smack
```
All mode managers live under `/root/Main` and connect to `GoalsCycleManager` signals for score / goal tracking.
[Back to top](#top)
## GameMode Enum &amp; ModeConfig
**File:** `scripts/game_mode.gd` (41 lines)
```
enum Mode { FREEMODE = 0, STOP_N_GO = 1, TEKTON_DOORS = 2, GAUNTLET = 3 }
```
| Static Method | Returns | Description |
|--------------|---------|-------------|
| `from_string(mode: String)` | `Mode` | Converts "Freemode"/"Stop n Go"/"Tekton Doors"/"Candy Pump Survival" to enum |
| `mode_to_string(mode: Mode)` | `String` | Reverse of from_string |
| `is_restricted(mode: Mode)` | `bool` | true for STOP_N_GO, TEKTON_DOORS, GAUNTLET |
| `get_all_modes()` | `Array[String]` | Returns display names |
**File:** `scripts/mode_config.gd` (109 lines)
SCHEMA defines per-mode settings with type, default, min, max, allowed values:
| Mode | Settings |
|------|---------|
| Freemode | match_duration (180s default), randomize_spawn (bool), enable_cycle_timer (bool), scarcity_mode (Normal/Aggressive/Chaos) |
| Stop n Go | match_duration, sng_go_duration (20s), sng_stop_duration (4s), sng_required_goals (8) |
| Tekton Doors | match_duration, doors_swap_time (15s), doors_refresh_time (25s), doors_required_goals (8) |
| Gauntlet | match_duration, gauntlet_growth_interval (3.0s), gauntlet_cells_per_tick (phase dict) |
| Method | Args | Returns |
|--------|------|---------|
| `get_defaults(mode)` | String | Dictionary of defaults for that mode |
| `validate_setting(mode, key, value)` | String, String, Variant | `{"valid": bool, "error": String}` |
| `validate_config(mode, config)` | String, Dictionary | `{"valid": bool, "errors": Array}` |
| `get_mode_settings(mode)` | String | Array of setting keys |
| `get_setting_schema(mode, key)` | String, String | Dictionary with type/default/min/max/allowed |
[Back to top](#top)
## Session Flow (all modes)
1. **Lobby** — players join, select mode + settings
2. **Game start**`main.gd` calls `_setup_host_game()` which:
- Creates arena (gridmap resize + clear)
- Spawns mission tiles on Layer 1
- Calls mode manager's `start_game_mode()`
3. **Countdown** — brief timer then match begins
4. **Match active**`GoalsCycleManager.start_match()` runs match timer + cycle timer
5. **Per-cycle** (30s):
- Players grab tiles from grid → place on 5x5 playerboard
- Match 3x3 pattern against 9-slot goals
- Complete goals → B1000 score + new goals + tiles randomize around player
- Cycle ends → board cleared, unmatched tiles scored at 10/tile match
6. **Match ends** — final leaderboard sync
[Back to top](#top)
## Core Managers (shared)
### GoalManager (`scripts/managers/goal_manager.gd`, 108 lines)
Generates 9-slot goal arrays using tile IDs 7-10 (Heart=7, Diamond=8, Star=9, Coin=10) with -1 for no-goal slots (~3 nulls per set).
| Function | Returns | Description |
|----------|---------|-------------|
| `initialize_random_goals(size, min_value, max_value, null_count)` | `Array` | Random goals with controlled null distribution |
| `generate_preset_goals(count)` | `Array` | Pre-generates N goal sets for all players |
| `get_goals_for_player(player_index)` | `Array` | Returns goals for a specific player slot |
| `mark_goal_start(player_id)` | void | Records timestamp for speed tracking |
| `mark_goal_complete(player_id)` | void | Records completion duration |
| `get_player_average_time(player_id)` | `float` | Average completion speed |
| `get_global_average_time()` | `float` | Average across all players |
| `get_boost_multiplier(player_id)` | `float` | 0.8-1.5x fill rate based on speed vs average |
| `reset()` | void | Clears all state |
### GoalsCycleManager (`scripts/managers/goals_cycle_manager.gd`, 520 lines)
Central scoring and timer system. Emits signals consumed by mode managers, UI, and leaderboard.
| Signal | Payload |
|--------|---------|
| `cycle_started()` | — |
| `cycle_ended()` | — |
| `timer_updated(time_remaining)` | float |
| `score_updated(peer_id, new_score)` | int, int |
| `goal_count_updated(peer_id, count)` | int, int |
| `leaderboard_updated(sorted_scores)` | Array |
| `match_started()` | — |
| `match_ended()` | — |
| `global_timer_updated(time_remaining)` | float |
| Function | Description |
|----------|-------------|
| `start_match(duration_seconds, start_cycles)` | Begins match timer, optionally starts first 30s cycle |
| `_on_match_end()` | Processes final scores, syncs to clients |
| `start_cycle()` | Begin 30s cycle, emit `cycle_started` |
| `on_goal_completed(player, time_remaining)` | Entry point — routes to server or optimistic local path |
| `_process_goal_completion(player, time_remaining)` | Server: award B1000 + time bonus, regen goals, randomize tiles |
| `regenerate_goals_for_player(player)` | Generate new 9-slot goal set, sync via RPC |
| `_randomize_tiles_around_player(player)` | Randomize 3x3 area around player on the grid |
| `_process_cycle_end_for_all_players()` | Clear all boards, convert matches to B10/tile |
| `add_score(peer_id, amount)` | Server: add arbitrary score points |
| `_update_leaderboard()` | Sort by score descending (or with SNG winner override) |
### PlayerRaceManager (`scripts/managers/player_race_manager.gd`, 133 lines)
State holder per player. Core logic is `check_pattern_match()`.
| Function | Description |
|----------|-------------|
| `check_pattern_match()` | Returns true if any 3x3 sub-grid of 5x5 board matches 3x3 goals |
| `check_3x3_section(board, goals, start_row, start_col)` | Checks single 3x3 section |
| `_normalize_tile(tile)` | Converts holo tiles 11-14 → 7-10 for match comparison |
| Remaining functions | DEPRECATED lap/finish line stubs |
**Playerboard Layout:** 5x5 (indices 0-24). 13 cells are HIDDEN_SLOTS (cannot hold tiles). Only 12 usable slots arranged in an L-shape matching the HUD.
### PlayerboardManager (`scripts/managers/playerboard_manager.gd`, 793 lines)
Handles grab, put, arrange operations with optimistic local updates + server-authoritative validation.
| Function | Description |
|----------|-------------|
| `grab_item(grid_position)` | Grab tile from grid → place on board (auto-arrange) or consume as power-up |
| `_execute_grab(grid_pos, cell, item_id, expected_slot)` | Server-side validation + state update + sync |
| `_force_sync_to_client(cell, server_item)` | Revert client when server rejects grab |
| `auto_put_item()` | AI/bot: find best tile to remove from board |
| `find_best_goal_slot_for_item(item)` | Auto-arrange into best matching slot |
| `bot_try_grab_item()` | AI grab logic |
| `_check_and_refill_grid_if_needed(gridmap)` | Refill floor 1 via ScarcityController when empty |
### TurnManager (`scripts/managers/turn_manager.gd`, 27 lines)
| Function | Description |
|----------|-------------|
| `next_turn(players)` | Advance turn index, emit `turn_changed` |
| `end_current_turn()` | Emit `turn_ended` |
| `reset_turn()` / `reset()` | Clear state |
[Back to top](#top)
## Freemode
**No dedicated manager.** Freemode relies entirely on the shared core managers (GoalsCycleManager, PlayerboardManager, etc.) with no mode-specific restrictions or gimmicks. Arena size is configurable via LobbyManager settings.
**Settings effects:**
- `enable_cycle_timer` false → cycle never expires (board never auto-clears)
- `scarcity_mode` → controls tile refill aggression
- `randomize_spawn` → players start at random positions
[Back to top](#top)
## Stop n Go
**Manager:** `StopNGoManager` (`scripts/managers/stop_n_go_manager.gd`, 1107 lines)
A 23x12 arena with two alternating phases:
### Phase System
| Phase | Duration (default) | Behaviour |
|-------|-------------------|-----------|
| GO | 20s | Players move freely, collect tiles, complete goals |
| STOP | 4s | Players frozen if outside safe zone → tiles scattered |
When STOP begins:
1. 3 dynamic safe zones spawn randomly (green tiles)
2. All players outside safe zone get `_scatter_player_tiles()` — board tiles scattered on grid
3. Power-up tiles (Speed=11, Ghost=14) spawn at 5 permanent locations
4. Mission requirement: complete 8 goals before reaching finish (x=22)
When GO begins:
1. Dynamic safe zones cleared
2. All STOP freeze effects removed via `sync_stop_freeze(false)`
### Tile IDs
| ID | Meaning |
|----|---------|
| 0 | Walkable floor |
| 2 | Safe zone (green) |
| 3 | Start/Finish line |
| 4 | Wall/obstacle |
| 15 | Lightning stone (decorative ancient rock) |
| 16 | Safe zone wall |
### Arena
22x10 walkable area with two interior rooms with entrances:
- Room 1: (7,6) to (11,9) — 5x4 area with 4 door entrances
- Room 2: (15,1) to (19,5) — 5x5 area with 4 door entrances
### HUD
- Center-bottom mission label: "GOALS (X/8)" or "ALL GOALS COMPLETE! REACH THE FINISH!"
- Traffic light stop timer (3 segments): all empty during GO, fills red during STOP phase
- Last 3 seconds of GO phase: segments light up one-by-one (countdown)
- VFX: `vfx_manager.play_go_animation()` / `play_stop_phase()`
### RPCs
| RPC | Direction | Description |
|-----|-----------|-------------|
| `sync_phase(phase_name, duration)` | Authority → all | Broadcast GO/STOP phase change |
| `sync_arena_setup()` | Authority → remote | Sync 23x12 grid dimensions + obstacles |
| `sync_all_safe_zones_vfx()` | Authority → all | Trigger safe zone visual effects |
### Key Functions (server-only unless noted)
| Function | Description |
|----------|-------------|
| `start_game_mode()` | Server: setup arena, assign missions, start GO phase |
| `_start_phase(phase)` | Transition GO↔STOP, penalize players outside safe zone |
| `_setup_arena()` | Build 23x12 with obstacles + rooms |
| `_spawn_mission_tiles()` | Heart(7)/Diamond(8)/Star(9)/Coin(10) at 60% density |
| `_spawn_powerup_tiles()` | Speed(11)+Ghost(14) at 5 permanent locations |
| `_assign_missions()` | NO-OP (mission = achievement: collect 8 goals) |
| `activate_client_side()` | Client: show HUD, connect to GoalsCycleManager signals |
| `rotate_players_to_start()` | Force all players to face East (PI/2) |
| `can_rpc()` | Check multiplayer peer is connected |
[Back to top](#top)
## Tekton Doors (Portal)
**Manager:** `PortalModeManager` (`scripts/managers/portal_mode_manager.gd`, 585 lines)
**Actor:** `PortalDoor` (`scripts/portal_door.gd`, 136 lines)
A 14x14 grid divided into 4 rooms (7x7 each) by cross-shaped wall partitions. Players move between rooms via portal doors that swap connections every 15 seconds.
### Room Layout
```
Room 0 (NW) | Room 1 (NE)
x: 0-6 | x: 7-13
z: 0-6 | z: 0-6
--------------+--------------
Room 2 (SW) | Room 3 (SE)
x: 0-6 | x: 7-13
z: 7-13 | z: 7-13
```
Central divider: columns 6,7 and rows 6,7 are walls (tile ID 4).
### Portal System
- 10 doors total (2 base per room + 2 randomly placed extras)
- Every 15s (`doors_swap_time`): `_randomize_connections()` shuffles pairings
- Each pair gets a color from `PORTAL_COLORS` (Cyan/Magenta/Red/Green/Orange)
- Validation ensures no pair connects doors in the same room
- 200ms anti-jitter cooldown per player in `handle_portal_interaction()`
### PortalDoor (actor)
| Property/Method | Description |
|----------------|-------------|
| `room_id` | Which room this door belongs to |
| `door_id` | Unique door index |
| `target_door_id` | Connected door (set by PortalModeManager) |
| `portal_color` | Color (set triggers `set_portal_color`) |
| `detection_area` | Area3D — body_entered triggers portal |
| `_on_body_entered(body)` | 200ms cooldown, emit `player_entered_portal` |
| `spawn_offset` | Vector2i meta — nudge spawn position into room |
| `_adjust_indicator_position()` | Move GroundIndicator toward room interior |
### Finish Room
- At 30s remaining on match timer, reveal `_spawn_finish_room()`
- Random 3x3 area converted to finish tiles (ID 3) in one room
- Player must be standing on finish tile AND have `doors_required_goals` complete
### Tile Refill
- Every 25s (`tile_refresh_time`): `_refresh_tiles()` refills Floor 1 at 60% density
- Uses `ScarcityModel.get_tile_weights()` for weighted random selection
- Avoids spawning under portal doors
### HUD
- Center-bottom: "GOALS (X/8)" or "ALL GOALS COMPLETE! FIND THE FINISH ROOM!"
- Message broadcasts: "PORTALS SWITCHED!", "TILES REPLENISHED!"
- Warning: "A 3x3 Finish Zone has appeared in Room N!"
### RPCs
| RPC | Direction | Description |
|-----|-----------|-------------|
| `sync_portal_data(data)` | Authority → local | Sync connections + colors to all clients |
| `sync_portal_configs(door_configs)` | Via main | Broadcast door positions/rotations |
### Key Functions
| Function | Description |
|----------|-------------|
| `initialize(p_main, p_gridmap)` | Create swap timer + tile refresh timer, connect signals |
| `start_game_mode()` | Setup arena, randomize connections, start timers |
| `setup_arena_locally()` | Resize to 14x14, build room walls, spawn portal doors |
| `_randomize_connections()` | Shuffle door pairings, assign colors, validate same-room rule |
| `handle_portal_interaction(player, door)` | Teleport player to connected door + offset |
| `_spawn_finish_room()` | Convert random 3x3 area to finish tiles |
| `check_win_condition(player_id, pos)` | Check finish tile + mission complete |
| `_refresh_tiles()` | Refill floor 1 items with scarcity weights |
| `sync_to_client(peer_id)` | Sync portal connections to late-joining client |
| `get_spawn_points()` | Returns 4 spawn positions (one per room quadrant) |
[Back to top](#top)
## Candy Pump Survival (Gauntlet)
**Manager:** `GauntletManager` (`scripts/managers/gauntlet_manager.gd`, 1825 lines)
A 20x20 arena where sticky candy (pink) slowly grows from the edges inward over 3 phases. Players must navigate shrinking safe zones, avoid sticky tiles, and use the "Smack" ability to temporarily clear candy.
### Phase System
| Phase | Start | Duration | Cell Growth (per tick) | Description |
|-------|-------|----------|----------------------|-------------|
| OPEN_ARENA (0) | 0s | 60s | 4-6 | "Outer Pressure" — candy pushes from perimeter |
| ROUTE_PRESSURE (1) | 60s | 60s | 6-8 | "Middle Pressure" — corridors tighten |
| SURVIVAL_ENDGAME (2) | 120s | 60s | 8-10 | "Inner Survival" — center fills in |
Each phase transition shrinks the arena bounds by removing outer layers (via `_shrink_arena()`).
### Growth Algorithm
Each tick (every `growth_interval` = 3s):
1. **Detect movement buffers** — identify critical corridor cells (#083)
2. **Generate candidates** — all SAFE cells scored by formula:
```
CandidateScore = LayerPriority + StickyNeighbor + InwardPressure
+ PlayerPressure + ClusterGrowth + CampingPressure
+ RandomNoise(-20..+20) + MovementBuffer + PathSafety + Repetition
```
3. **Weighted selection** — pick `_cells_this_tick()` cells via roulette wheel
4. **Path safety check**`_apply_path_safety()` ensures no player gets fully trapped
5. **Telegraph** — amber warning overlay appears for 1s (cells still passable)
6. **Apply** — cells convert to permanent STICKY (pink overlay on Layer 2)
### Scoring Components
| Score Component | Range | Description |
|----------------|-------|-------------|
| `_score_layer_priority` | -40..+60 | Phase weight by ring (outer/middle/inner) |
| `_score_sticky_neighbor` | 0..+64 | +8 per adjacent sticky cell (cap +64) |
| `_score_inward_pressure` | 0..+30 | Push inward, scales with phase |
| `_score_player_pressure` | -50..+20 | 2-4 cells away +20; under player -50 (+10 in final 30s) |
| `_score_cluster_growth` | 0..+25 | +15 expansion, +25 bridge between clusters |
| `_score_camping_pressure` | 0..+60 | Per-region: >5s +20, >8s +40, >10s +60 |
| `_score_movement_buffer` | -40..0 | Hidden corridor buffers + player proximity floor |
| `_score_path_safety` | -100..0 | Soft penalty if selection would strand a player |
| `_score_repetition` | -30..0 | Penalty for cells near last tick's selection |
### Cell States
| State | Meaning | Passable? |
|-------|---------|-----------|
| SAFE | Normal floor | Yes |
| TELEGRAPHED | Amber warning (1s) | Yes |
| STICKY | Permanent candy overlay | No (slows) |
| BUBBLE_GROWING | Candy bubble expanding | No |
| BLOCKED | NPC zone / permanent obstacle | No |
### Candy Bubble System (#082)
Anti-camping hazard: grows 1x1 → 3x3 sticky area.
| Phase | Max Bubbles |
|-------|-------------|
| OPEN_ARENA | 0 (disabled) |
| ROUTE_PRESSURE | 2 |
| SURVIVAL_ENDGAME | 3 |
| Property | Value |
|----------|-------|
| Grow duration | 2.75s |
| Explosion radius | 1 (3x3) |
| Recent memory | 4 positions |
| Anti-stack radius | 3 (no bubbles within 3 of recent) |
### Camping Detection (#073)
Players tracked in 4x4 regions. Time accumulates while player stays in same region, resets on region change. Drives camping pressure in candidate scoring.
### Movement Buffers (#083)
Hidden per-cell penalties on critical corridor cells (chokepoints where removing the cell would isolate part of the arena). Decay over time and phase transitions so arena can still close in.
### Smack Mechanic
| Property | Value |
|----------|-------|
| Cooldown | 8s |
| Charge window | 3s |
| Effect | Clears nearby sticky? (consumes charge) |
Per-player cooldown/charge tracked in `smack_cooldowns` / `smack_charged` Dictionaries. Pink modulate during charge window, white on cooldown.
### Arena NPC
Candy Pump NPC at center (9,9) in a 3x3 blocked zone. Visual-only in v2 (projectile logic removed). Scattered projectiles still spawned for visual effect during telegraph phase.
### Slow-Mo
- Triggered conditionally, duration 4s
- `Engine.time_scale = 0.25` (1/4 speed)
- Restored to 1.0 in `_exit_tree()`
### Spawn Points
| Player Count | Positions |
|-------------|-----------|
| 4 | 4 corners: (1,1), (18,1), (1,18), (18,18) |
| 5-6 | 4 corners + top-mid (10,1) + bottom-mid (10,18) |
| 7-8 | 4 corners + all 4 mid-edges |
### RPCs
| RPC | Direction | Description |
|-----|-----------|-------------|
| `sync_phase(phase_index, phase_name)` | Authority → local | Phase change broadcast |
| `sync_arena_setup()` | Authority → remote | Arena dimensions + layout |
| `sync_growth_telegraph(cells)` | Authority → local | Show amber warning on selected cells |
| `sync_growth_apply(cells)` | Authority → local | Convert telegraphed to sticky |
| `consume_smack(pid)` | Any peer → local | Smack consumption + animation |
| `sync_stop_freeze` | (inherited from player.gd) | Freeze/unfreeze player |
### Key Functions
| Function | Description |
|----------|-------------|
| `initialize(main, grid)` | Connect to GoalsCycleManager |
| `start_game_mode()` | Activate client side, start OPEN_ARENA phase |
| `_setup_arena()` | Build 20x20, spawn Candy Pump NPC |
| `_process_growth_tick()` | One growth cycle: score → select → telegraph → apply |
| `_generate_candidates()` | Score all SAFE cells |
| `_calculate_candidate_score(pos, player_cells)` | Full formula with 10 components |
| `_select_cells_weighted(candidates, count)` | Roulette-wheel selection |
| `_apply_path_safety(selected)` | Filter: ensure no player stranded |
| `_try_spawn_bubble()` | Anti-camping bubble spawn attempt |
| `_update_camp_tracking(delta)` | Per-player region residency timer |
| `_detect_movement_buffers()` | Identify critical corridor chokepoints |
| `_shrink_arena()` | Remove outer arena layers on phase change |
| `_spawn_mission_tiles()` | Heart/Diamond/Star/Coin at 60% density |
| `get_spawn_points(player_count)` | Return spawn positions by player count |
| `has_smack_charged(pid)` / `consume_smack(pid)` | Smack mechanic |
| `_spawn_telegraph_highlight(pos)` | Amber glow visual (2-stage: build-up + flash) |
| `_spawn_impact_particles(targets)` | Candy splash particles on sticky impact |
| `_check_all_players_trapped()` | Re-evaluate sticky traps after growth apply |
[Back to top](#top)
## Scoring &amp; Leaderboard
| Action | Points |
|--------|--------|
| Complete goal pattern (match 3x3) | B1000 + time bonus |
| Tile match at cycle end (per tile) | B10 |
| Time bonus formula | `int(time_remaining * TIME_BONUS_MULTIPLIER)` — currently 0 (flat 1000) |
Leaderboard sorted descending. Stop n Go special case: winner (first to reach finish) placed at top regardless of score.
Leaderboard signal payload:
```
[{"peer_id": int, "score": int}, ...]
```
[Back to top](#top)
## Glossary
| Term | Definition |
|------|------------|
| Goal | 3x3 pattern (9 slots, some -1 for null) player must match on their playerboard |
| Playerboard | 5x5 virtual grid (12 usable slots, 13 hidden) per player |
| Tile | Grid item on Floor 1: Heart(7), Diamond(8), Star(9), Coin(10) |
| Holo Tile | Power-up tiles: Speed(11), Ghost(14) — consumed on pickup, not placed on board |
| Cycle | 30-second scoring round; ends with board clear + point conversion |
| Sticky | Permanent pink overlay on Gauntlet floor cells — blocks/slows movement |
| Telegraph | Amber 1-second warning before a cell becomes sticky |
| Safe Zone | Green tiles in Stop n Go STOP phase — only safe tile type |
| Portal | Colored door connecting rooms in Tekton Doors |
| Scarcity | Tile refill model controlling spawn weights based on mode config |
| Smack | Gauntlet ability: clear nearby sticky (8s cooldown, 3s charge window) |
| Camping | Player staying in same 4x4 region >5s, attracts growth pressure |
| Movement Buffer | Hidden chokepoint corridor that growth algorithm avoids sealing early |
| Chebyshev Distance | `max(|x1-x2|, |y1-y2|)` — used for all proximity calculations |
[Back to top](#top)
## File Index
| File | Lines | Role |
|------|-------|------|
| `scripts/game_mode.gd` | 41 | Mode enum + helper functions |
| `scripts/mode_config.gd` | 109 | Schema-driven per-mode settings |
| `scripts/managers/goal_manager.gd` | 108 | Goal generation + speed tracking |
| `scripts/managers/goals_cycle_manager.gd` | 520 | Timer, scoring, cycle control |
| `scripts/managers/player_race_manager.gd` | 133 | Per-player state: goals, board, pattern matching |
| `scripts/managers/playerboard_manager.gd` | 793 | Grab/put/arrange operations |
| `scripts/managers/turn_manager.gd` | 27 | Turn-based flow |
| `scripts/managers/stop_n_go_manager.gd` | 1107 | Stop n Go phase system, safe zones, HUD |
| `scripts/managers/portal_mode_manager.gd` | 585 | Tekton Doors room layout, portals, tiles |
| `scripts/managers/gauntlet_manager.gd` | 1825 | Candy Pump Survival growth, phases, smack |
| `scripts/portal_door.gd` | 136 | PortalDoor actor — detection, teleport, visuals |
| `scripts/managers/goals_cycle_manager.gd` | (shared) | Also referenced by gauntlet signal connections |
| `scripts/managers/camera_context_manager.gd` | ... | Camera mode changes per game mode? |
| `scripts/managers/player_movement_manager.gd` | ... | Movement restrictions per mode |
[Back to top](#top)
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# Tekton Dash Armageddon
<a id="top"></a>
- [Game Modes](./Game-Modes.-) — Full per-mode reference: Stop n Go, Tekton Doors, Candy Pump Survival, Freemode
- [Architecture - Client](./Architecture-Client) — Godot client code structure, managers, scenes, player controller
- [Architecture - Server](./Architecture-Server) — Nakama Lua backend topology, auth flow, wallet economy, admin roles
- [Nakama Server API](./Nakama-Server-API) — Full per-function RPC reference with params, returns, errors
- [Patch Release Workflow](./Patch-Release-Workflow.-) — Hot patch and binary release CI/CD pipelines
- [Skin Creation Workflow](./Skin-Creation-Workflow.-) — Skin material authoring, catalog registration, gacha prizes
- [Nakama Deployment](./Nakama-Deployment.-) — Push Lua updates to Nakama server
- [SSH Setup — Linux](./SSH-Setup-Linux)
- [SSH Setup — macOS](./SSH-Setup-macOS)
- [SSH Setup — Windows](./SSH-Setup-Windows)
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# Patch & Release Workflow
Complete guide for shipping updates to Tekton players — hot patches (`.pck`) for content changes and full binary releases for engine/platform changes.
---
## Overview
Two automated CI pipelines handle all distribution:
| Pipeline | Trigger | Output | Delivery |
|---|---|---|---|
| **Deploy Patch** (`deploy_patch.yml`) | Manual workflow dispatch | `patch.pck` + `version.json``patches` branch | Gitea raw endpoint |
| **Release** (`ci.yml`) | Git tag `v*` push | Windows/Linux/macOS `.zip` → Gitea Release | git.klud.top releases |
---
## Infrastructure
### Gitea instance
- **URL:** https://git.klud.top
- **API:** http://52.74.133.55:3000/api/v1
- **Runner:** Local Docker container (`gitea-runner`) via `docker-compose`
- **Cache volume:** `/home/dev/godot-cache``/cache` (rw) inside runner containers
- **Secret:** `TEKTON_RELEASE_TOKEN` — Token from user `adtpdn` with repo write access
### Patch serving
Patches served directly from Gitea's built-in raw file endpoint — no external CDN:
- Manifest: `https://git.klud.top/danchie/tekton/raw/branch/patches/version.json`
- PCK: `https://git.klud.top/danchie/tekton/raw/branch/patches/patch.pck`
Old `raw.klud.top` (gitea-pages container) retired — Gitea raw endpoint is faster, simpler, and always available.
### Release page
- **URL:** https://git.klud.top/danchie/tekton/releases
- Assets auto-uploaded by CI on tag push
---
## Part 1: Hot Patch (content-only updates)
Use when: script changes, UI tweaks, balance patches, asset replacements, config changes.
### Step-by-step
**1. Write changelog**
Edit `CHANGELOG_DRAFT.md` — add player-facing notes under `## [NEXT]`:
```markdown
## [NEXT]
- Fixed playerboard desync in multiplayer.
- Adjusted Gauntlet difficulty scaling.
```
If `[NEXT]` is missing, add the header. Format is markdown list items without leading dash (the tool strips it). Each line becomes a bullet on the patch notes page.
**2. Commit to `experimental`**
```bash
git add CHANGELOG_DRAFT.md
git commit -m "docs: patch notes for next release"
git push origin experimental
```
**3. Trigger patch deploy workflow**
Navigate to the Actions tab:
```
https://git.klud.top/danchie/tekton/actions
```
Click **Deploy Patch****Run workflow**:
| Field | Example |
|---|---|
| **Patch version** | `2.4.3` |
| **Release notes** | `fix: multiplayer desync, gauntlet balance` |
OR via API:
```bash
curl -X POST "http://52.74.133.55:3000/api/v1/repos/danchie/tekton/actions/workflows/deploy_patch.yml/dispatches" \
-H "Authorization: token $TEKTON_RELEASE_TOKEN" \
-H "Content-Type: application/json" \
-d '{"ref":"experimental","inputs":{"version":"2.4.3","notes":"fix: multiplayer desync, gauntlet balance"}}'
```
### What the CI does (deploy_patch.yml)
1. **Checkout**`git clone --depth 1` from `experimental` branch (shallow = fast).
2. **Setup Godot** — Uses cached `/cache/godot_4.7` binary. Downloads only if missing (140MB, cached forever).
3. **Generate version.json** — Runs `tools/generate_version_json.py --skip-changelog`. Reads version from `project.godot`, bumps patch number, writes `assets/data/version.json` with the new release entry including `pck_url` pointing to Gitea raw endpoint.
4. **Export patch PCK**`godot --headless --export-pack "Windows Desktop" build/patch.pck`. No export templates needed — `--export-pack` only packs resources, not binaries. Output ~10-15MB.
5. **Push to patches branch** — Force-pushes `patch.pck` + `version.json` to the `patches` branch of the repo.
### Verification
```bash
# Check manifest
curl -s "https://git.klud.top/danchie/tekton/raw/branch/patches/version.json"
# Expected: latest_version matches your patch number
# Check pck exists
curl -s -o /dev/null -w "%{http_code} %{size_download}B" \
"https://git.klud.top/danchie/tekton/raw/branch/patches/patch.pck"
# Expected: HTTP 200, size ~10-15MB
```
### How players receive patches
1. Game boots → `GameUpdateManager` fetches `version.json` from Gitea raw endpoint.
2. Compares `latest_version` against local version.
3. If remote is newer → downloads `patch.pck` to `user://patch.pck`.
4. Mounts with `ProjectSettings.load_resource_pack("user://patch.pck")`.
5. All files in `patch.pck` override base `res://` files in memory.
6. No files are overwritten on disk (safe rollback by deleting `patch.pck`).
---
## Part 2: Full Binary Release (platform updates)
Use when: engine upgrade, native plugin change, export template update, platform-specific build fix, or any change that needs a new `.exe`/`.app`.
### Step-by-step
**1. Ensure changelog is written**
Same as patch step 1 — `CHANGELOG_DRAFT.md` must have `## [NEXT]` entries. The CI auto-extracts them for the release body.
**2. Commit and tag**
```bash
# Commit all changes
git add -A
git commit -m "chore: bump to v2.4.3"
# Push to experimental
git push origin experimental
# Create and push tag
git tag v2.4.3 experimental
git push origin v2.4.3
```
**IMPORTANT:** Tag must match `v` + version format (e.g. `v2.4.3`). The CI is triggered by `v*` tags.
### What the CI does (ci.yml)
1. **Install tools**`apt-get install curl unzip zip` (zip was missing in early runs — make sure it's present).
2. **Checkout** — Full clone from tag (shallow not used — needs full history for changelog extraction, though `--depth 1` works too).
3. **Setup Godot with templates** — Caches both Godot binary (140MB) and export templates (1.3GB) in `/cache/`. Templates downloaded once per runner lifetime.
4. **Export 3 platforms:**
- **Windows**`godot --headless --export-release "Windows Desktop"` → zipped with `zip`.
- **Linux/X11** — Same pattern.
- **macOS** — Export to `.zip` directly (Godot's macOS export produces a zip).
- **Note:** Steam DLLs copied into Windows build from `addons/godotsteam/`.
- **Note:** `|| true` on export commands masks Godot errors (e.g. GodotSteam plugin warnings). Real failures (missing `zip`) will surface.
5. **Extract changelog** — Parses `CHANGELOG_DRAFT.md` for the `## [version]` section matching the tag. Writes to `$CHANGELOG_BODY` env var.
6. **Create/Update Gitea Release** — Checks if release exists for tag. Creates new one with changelog as body if missing. Updates draft release if re-run.
7. **Upload assets** — Each `.zip` uploaded as release asset via multipart POST.
8. **Publish** — Sets `draft:false` to make release public.
### Verification
Check the release page:
```
https://git.klud.top/danchie/tekton/releases/tag/v2.4.3
```
Expected: 3 assets (Windows, Linux, macOS) with correct sizes, changelog body populated, release marked as published (not draft).
### Cleaning duplicate assets
If a tag was force-pushed, multiple CI runs may upload duplicate assets to the same release:
```bash
# List assets
curl "https://git.klud.top/api/v1/repos/danchie/tekton/releases/tags/v2.4.3" \
-H "Authorization: token $TEKTON_RELEASE_TOKEN" | jq '.assets[] | "\(.id): \(.name) \(.size/1024/1024)MiB"'
# Delete old duplicates (keep latest 3: Windows, Linux, macOS)
RELEASE_ID=<id>
curl -X DELETE "http://52.74.133.55:3000/api/v1/repos/danchie/tekton/releases/$RELEASE_ID/assets/$ASSET_ID" \
-H "Authorization: token $TEKTON_RELEASE_TOKEN"
```
### Cancelling stuck or duplicate runs
Gitea API cannot cancel in-progress runs. Wait for completion, then delete:
```bash
# List runs for a tag
curl "http://52.74.133.55:3000/api/v1/repos/danchie/tekton/actions/runs?page=1&limit=10" \
-H "Authorization: token $TEKTON_RELEASE_TOKEN" | jq '.workflow_runs[] | "\(.id): \(.status) \(.conclusion) \(.display_title)"'
# Delete completed run
curl -X DELETE "http://52.74.133.55:3000/api/v1/repos/danchie/tekton/actions/runs/$RUN_ID" \
-H "Authorization: token $TEKTON_RELEASE_TOKEN"
```
---
## Part 3: Agent-Automated Release
Agent (Hermes) can execute the full release flow from a single user request:
### Scenario: "Ship v2.4.3"
Agent actions:
1. Read `CHANGELOG_DRAFT.md` — verify `[NEXT]` has entries.
2. Check `project.godot` current version.
3. Commit changelog to `experimental`.
4. Create tag `v2.4.3` → push to trigger `ci.yml`.
5. Wait for CI completion (poll every 30s, up to 30 min).
6. If CI fails:
- Read job logs for failure reason.
- Fix the workflow file, commit, force-push tag.
- Clean up duplicate assets after re-run.
7. Verify release page has 3 assets with correct sizes.
8. If patch deploy also needed:
- Trigger `deploy_patch.yml` dispatch.
- Verify `patch.pck` is served and version.json updated.
### Scenario: "Quick hot patch"
Agent actions:
1. Check if `[NEXT]` has entries in `CHANGELOG_DRAFT.md`.
2. If empty, ask user for changelog notes.
3. Commit `CHANGELOG_DRAFT.md` to `experimental`.
4. Dispatch `deploy_patch.yml` workflow.
5. Verify patch files on Gitea raw endpoint.
---
## Troubleshooting
### `zip: command not found` in CI
Root cause: `ubuntu-latest` container doesn't have `zip` pre-installed. The install step must include `zip`:
```yaml
- name: Install tools
run: apt-get update -qq && apt-get install -y -qq curl unzip zip
```
### Godot export fails silently (`|| true`)
The `|| true` on export commands means a failed Godot export still shows step as success. Check:
- Is `godot_4.7` cached at `/cache/`?
- Does the export preset name match exactly? E.g. `"Windows Desktop"` must match `export_presets.cfg`.
- Is `addons/godotsteam/libgodotsteam*` present? Missing DLLs cause Godot to exit 1.
### Runner container can't clone repo
Runner uses HTTP auth with `god` username and `TEKTON_RELEASE_TOKEN` as password. If token is revoked:
1. Generate new token from Gitea → Settings → Applications.
2. Update secret `TEKTON_RELEASE_TOKEN` in repo Settings → Actions → Secrets.
3. Restart runner: `docker compose -f /home/dev/gitea/docker-compose.yml restart runner`.
### Runner shows "permission denied" for Docker socket
User `dev` doesn't have Docker socket access. Commands that touch Docker must be run via `sudo` or by the root user on the VPS. The local agent can only:
- Restart runner via systemd: `systemctl --user restart docker-runner` (if running as user service).
- No Docker CLI commands from agent terminal.
### Release has duplicate assets
Each CI run uploads assets as new entries. To clean:
- Get release ID from API.
- Delete old asset IDs keeping only latest (highest IDs) for each platform.
- Use jq or manual curl loop (see "Cleaning duplicate assets" above).
### Tag force-push creates redundant CI runs
Each push to a tag triggers `ci.yml`. Force-pushing a tag to a new commit creates another run:
- Previous runs keep running (can't cancel via API).
- Wait for all to finish, then delete stale ones.
- The last run to publish sets the release state.
Best practice: Delete old release before force-pushing tag, or at minimum delete stale completed runs after.
### Patch manifest not updating
`generate_version_json.py --skip-changelog` only bumps version and writes `version.json`. If the version didn't change (e.g. `--skip-changelog` with no `[NEXT]` entries), the script exits with code 0 but doesn't write anything. Verify `assets/data/version.json` has the new version after CI run.
### `gitea-pages` (raw.klud.top) returns 404
gitea-pages container uses a Gitea token to read files. If the token is dead:
- Switch to Gitea native raw endpoint: `https://git.klud.top/danchie/tekton/raw/branch/patches/...`
- Update `MANIFEST_URL` in `generate_version_json.py` and `VERSION_MANIFEST_URL` in `game_update_manager.gd`.
- Retire gitea-pages container entirely (not needed, Gitea has built-in raw serving).
---
## File Reference
| File | Purpose |
|---|---|
| `.gitea/workflows/deploy_patch.yml` | Patch deploy CI — generates pck + pushes to patches branch |
| `.gitea/workflows/ci.yml` | Full binary release CI — exports 3 platforms + creates release |
| `tools/generate_version_json.py` | Version bumping + changelog → version.json conversion |
| `CHANGELOG_DRAFT.md` | Human-readable changelog draft (source of truth for release notes) |
| `assets/data/version.json` | Machine-readable manifest served to players (auto-generated) |
| `scripts/managers/game_update_manager.gd` | Client-side update checker (reads version.json → downloads patch.pck) |
| `project.godot` | Godot project file (config/version = source of truth for version number) |
| `export_presets.cfg` | Export configuration for all platforms |
| `/home/dev/gitea/docker-compose.yml` | Runner container composition (cache volume mount: `/home/dev/godot-cache:/cache`) |
---
## Key Gotchas
- **`zip` must be in install step** — missing zip kills Windows/Linux export. Added in run 141 — do not remove.
- **Tag format is `vX.Y.Z`**`ci.yml` trigger is `v*`. A tag without `v` prefix won't build.
- **Force-push tag = new CI run** — Always expect a new run on force-push. Old run keeps running.
- **Changelog extracted from tag version**`## [X.Y.Z]` section in `CHANGELOG_DRAFT.md`. If section doesn't exist, release body is empty.
- **Patch deploy skips changelog clearing**`--skip-changelog` means `version.json` is written but `CHANGELOG_DRAFT.md` is NOT modified. Only the full `ci.yml` pipeline clears it.
- **Cache is per-runner-host, not per-run** — Godot binary (140MB) and templates (1.3GB) download once on fresh runner container, then persist via `/cache` volume. Running `docker compose down` + `up` reuses cache if volume isn't deleted.
- **`|| true` masks Godot export errors** — If export fails silently, check the `2>&1 | tail -5` output in CI logs. Error messages like "Cannot call method 'queue_free' on a null value" from GodotSteam are non-fatal (cosmetic plugin warnings).
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# Skin Creation Workflow
<a id="top"></a>
How to author a new character skin, register it in the game's shop/gacha catalog, and ship it to players.
---
## Overview
Each skin is defined in two places that must stay in sync:
| Layer | File | What it stores |
|---|---|---|
| **Client (visual)** | `scripts/managers/skin_manager.gd` | Mesh slots, material paths, override/overlay mode |
| **Server (shop)** | `server/nakama/lua/economy.lua` | Item ID, name, category, price (gold/star) |
The item `id` in `economy.lua` must match the dictionary key in `skin_manager.gd` `SKIN_CATALOG` exactly -- the Godot client looks up the item ID from the wallet/inventory and applies the matching skin data.
[Back to top](#top)
---
## Step 1: Create the Skin Material
Open the **Skin Shader Generator** at `res://scenes/tools/skin_shader_generator.tscn`.
1. Run the scene (F6).
2. Import your base albedo and mask textures (PNG with color/alpha channels).
3. Use the UI to visualize UV overlays and adjust color channels (Red, Green, Blue, Alpha).
4. Export the configured material as a `.tres` file into `assets/materials/skins/` or a subfolder:
- `assets/characters/skins/hat/`
- `assets/characters/skins/clothing/`
- `assets/characters/skins/gloves/`
**Material path conventions (Oldpop character):**
| Category | Example path |
|---|---|
| hat | `res://assets/characters/skins/hat/oldpop_mat_hat_blue.tres` |
| costume/clothing | `res://assets/characters/skins/clothing/oldpop_mat_cloth_red_pant.tres` |
| glove | `res://assets/characters/skins/gloves/oldpop_mat_gloves_blue.tres` |
| accessory | `res://assets/characters/skins/accessory/` |
[Back to top](#top)
---
## Step 2: Register the Skin in SkinManager (Client)
Open `res://scripts/managers/skin_manager.gd` and add a new entry inside `SKIN_CATALOG` (between `[BEGIN_SKIN_CATALOG]` and `[END_SKIN_CATALOG]` markers).
### Entry format
```gdscript
"item_id": {
"category": "head", # head | costume | glove | accessory
"character": "Oldpop", # node name under CharacterRoot
"slots": [
{
"mesh": "oldpop-hat1", # MeshInstance3D child name
"mode": "override", # "override" | "overlay"
"material": "res://path/to/material.tres"
},
]
}
```
### Slot modes
- **`override`** -- `set_surface_override_material(0, mat)`. Replaces the base material entirely. Preserves the outline shader (`next_pass`) automatically.
- **`overlay`** -- `material_overlay = mat`. Transparent layer on top of the base material. Good for costume/pant patterns.
### Multi-slot skins (costume example)
Costumes typically touch 3 meshes:
```gdscript
"oldpop-grey-pant": {
"category": "costume",
"character": "Oldpop",
"slots": [
{ "mesh": "oldpop-body", "mode": "overlay", "material": "res://assets/characters/skins/clothing/oldpop_mat_cloth_grey_pant.tres" },
{ "mesh": "oldpop-bottom1", "mode": "override", "material": "res://assets/characters/skins/clothing/oldpop_mat_cloth_grey_pant.tres" },
{ "mesh": "oldpop-bottom2", "mode": "override", "material": "res://assets/characters/skins/clothing/oldpop_mat_cloth_grey_pant.tres" },
]
},
```
### Tips
- Leave `"material"` as `""` if the `.tres` file is not ready yet. The slot is skipped gracefully.
- Use the **Skin Catalog Editor** (`res://scenes/tools/skin_catalog_editor.tscn`) to avoid manual edits. Click **Save & Generate** to rewrite both `skin_manager.gd` and `economy.lua`.
[Back to top](#top)
---
## Step 3: Register the Skin in Economy (Server)
Open `server/nakama/lua/economy.lua` and add a new entry to `SHOP_CATALOG_DEFS`.
### Catalog entry format
```lua
{ id = "oldpop-blue-hat", name = "Oldpop Blue Hat", category = "head", gold = 100, star = 0, rarity = "Common", character = "Oldpop" },
```
| Field | Type | Description |
|---|---|---|
| `id` | string | Must match the `SKIN_CATALOG` key in `skin_manager.gd` exactly |
| `name` | string | Display name shown in shop |
| `category` | string | `head` / `costume` / `glove` / `accessory` |
| `gold` | number | Gold coin price (0 = not sold for gold) |
| `star` | number | Star gem price (0 = not sold for stars) |
| `rarity` | string | `"Common"` / `"Uncommon"` / `"Rare"` -- cosmetic label only |
| `character` | string | Character this skin belongs to (e.g. `"Oldpop"`) |
### Existing catalog (12 items)
```
oldpop-blue-hat head 100 gold Common Oldpop
oldpop-green-hat head 100 gold Common Oldpop
oldpop-red-hat head 100 gold Common Oldpop
oldpop-yellow-hat head 100 gold Common Oldpop
oldpop-og-pant costume 0 gold Common Oldpop (free)
oldpop-grey-pant costume 150 gold Common Oldpop
oldpop-red-pant costume 150 gold Common Oldpop
oldpop-yellow-pant costume 150 gold Common Oldpop
oldpop-blue-gloves glove 75 gold Common Oldpop
oldpop-green-gloves glove 75 gold Common Oldpop
oldpop-red-gloves glove 75 gold Common Oldpop
oldpop-yellow-gloves glove 75 gold Common Oldpop
```
[Back to top](#top)
---
## Step 4 (Optional): Add Skin as Gacha Prize
Gacha-only skins are registered in `server/nakama/lua/gacha.lua` inside `GACHA_DATA.real_prize_catalog`.
### Existing gacha skins (4 items)
```lua
skin_gacha_rainbow_suit = { name = "Rainbow Suit", category = "costume", rarity = "real_prize", character = "" }
skin_gacha_dragon_hat = { name = "Dragon Hat", category = "head", rarity = "real_prize", character = "" }
skin_gacha_phantom_gloves = { name = "Phantom Gloves", category = "glove", rarity = "real_prize", character = "" }
skin_gacha_neon_acc = { name = "Neon Accessory", category = "accessory", rarity = "real_prize", character = "" }
```
Gacha skins also need a `skin_manager.gd` entry (same step 2 format) and a `skin_catalog_editor` entry so `SkinManager.apply_loadout()` can render them. The server catalog is optional -- gacha skins are not sold in the shop directly.
The gacha pulls these IDs from `GACHA_DATA.pools.real_prize`, so add your item_id there too.
```lua
pools = {
common = {"frag_common"},
uncommon = {"frag_uncommon"},
rare = {"frag_rare"},
real_prize = {
"skin_gacha_rainbow_suit",
"skin_gacha_dragon_hat",
"skin_gacha_phantom_gloves",
"skin_gacha_neon_acc",
-- add new skin here
}
},
```
[Back to top](#top)
---
## Step 5: Deploy
### Hot patch (content only) -- recommended for skins
1. Commit changes to `experimental` branch:
- `scripts/managers/skin_manager.gd`
- `server/nakama/lua/economy.lua` (if shop item)
- `server/nakama/lua/gacha.lua` (if gacha prize)
- Material `.tres` files
2. Push to `experimental`.
3. Trigger `deploy_patch.yml` via Gitea UI workflow dispatch.
- CI runs `--export-pack` to build `patch.pck`.
- CI force-pushes `patch.pck` + `version.json` to `patches` branch.
- Existing players auto-download on next boot via `GameUpdateManager`.
### Full binary release (if engine/templates changed)
Tag a version (e.g. `v2.5.0`) and push. CI builds all platform binaries and uploads to the release.
[Back to top](#top)
---
## Full Flow Diagram
```
┌──────────────────────┐
│ 1. Create Material │
│ skin_shader_generator │
│ ────────────────── │
│ Export .tres file │
└────────┬─────────────┘
v
┌──────────────────────────────┐
│ 2. Register in SkinManager │
│ skin_manager.gd │
│ ────────────────── │
│ Add SKIN_CATALOG entry │
│ (mesh slots + material) │
└────────┬─────────────────────┘
v
┌──────────────────────────────┐
│ 3. Register in Economy │
│ economy.lua │
│ ────────────────── │
│ Add SHOP_CATALOG_DEFS │
│ (price, name, category) │
└────────┬─────────────────────┘
v (optional)
┌──────────────────────────────┐
│ 4. Gacha Prize │
│ gacha.lua │
│ ────────────────── │
│ real_prize_catalog + pools │
└────────┬─────────────────────┘
v
┌──────────────────────┐
│ 5. Git Push & CI │
│ deploy_patch.yml │
│ ────────────────── │
│ patch.pck → players │
└──────────────────────┘
```
[Back to top](#top)
---
## Troubleshooting
| Symptom | Cause | Fix |
|---|---|---|
| Skin visible in editor but not in-game | Material path wrong or `.tres` not exported | Verify `res://` path in SKIN_CATALOG, run `--export-pack` |
| Skin purchase fails: "NotEnoughFunds" | Wallet balance insufficient | Check gold/star prices in economy.lua |
| Skin visible on all characters | `character` field wrong | Set correct character node name |
| Skin purchase fails: "ItemNotFound" | Item ID not in SHOP_CATALOG_DEFS | Add entry matching SKIN_CATALOG key |
| Player downloads patch but skin missing | econmy.lua change didn't reach server | Nakama hot-reload: restart Nakama container or wait for next restart |
| Outline shader lost on skin | next_pass not preserved | SkinManager preserves it automatically -- verify with latest `skin_manager.gd` |
[Back to top](#top)