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@@ -1,164 +0,0 @@
|
|||||||
---
|
|
||||||
description: This document tells AI agents how to work on Tekton Dash tasks end-to-end.
|
|
||||||
---
|
|
||||||
|
|
||||||
# AI Agent Workflow Guide for Tekton Dash
|
|
||||||
|
|
||||||
This document tells AI agents how to work on Tekton Dash tasks end-to-end.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 1. Task Source: Notion MCP
|
|
||||||
|
|
||||||
All tasks live on the **"TektonDash - Armageddon PR Tasks"** Notion board.
|
|
||||||
|
|
||||||
https://www.notion.so/danchiego-game/36433be43b29800c8422ed5bdd65671b?v=36433be43b2980de8635000c0a910a0d
|
|
||||||
|
|
||||||
### Finding Tasks
|
|
||||||
|
|
||||||
Should always start with this to find tasks, find the highest priority task that is not done, second is In Progress, then To Do.
|
|
||||||
|
|
||||||
example, query for "Gauntlet"
|
|
||||||
```
|
|
||||||
Use: mcp_notion-mcp-server_API-post-search
|
|
||||||
query: "[Gauntlet]" or task name
|
|
||||||
filter: {"property": "object", "value": "page"}
|
|
||||||
```
|
|
||||||
|
|
||||||
### Reading a Task
|
|
||||||
|
|
||||||
Each task page has these properties:
|
|
||||||
|
|
||||||
| Property | Type | Purpose |
|
|
||||||
|---|---|---|
|
|
||||||
| **Name** | title | Task title, e.g. `[Gauntlet] #1 Game Mode Registration` |
|
|
||||||
| **Status** | select | `To Do` → `In Progress` → `Done` |
|
|
||||||
| **Priority** | select | `P0` (critical) / `P1` / `P2` / `P3` |
|
|
||||||
| **Effort** | select | `S - Small` / `M - Medium` / `L - Large` / `XL - Epic` |
|
|
||||||
| **Sprint** | select | `Alpha` / `Beta` / `Release` |
|
|
||||||
| **ProjectType** | select | `CORE` / `CLIENT` / `SERVER` / `INFRA` |
|
|
||||||
| **Description** | rich_text | Full task description — **read this to understand what to do** |
|
|
||||||
| **Acceptance** | checkbox | Check when task is verified complete |
|
|
||||||
| **DueDate** | date | Optional deadline |
|
|
||||||
| **UnitTest** | date | Optional test completion date |
|
|
||||||
|
|
||||||
### Task Lifecycle
|
|
||||||
|
|
||||||
```
|
|
||||||
To Do → In Progress → Done
|
|
||||||
```
|
|
||||||
|
|
||||||
1. **Pick up task**: Set `Status` → `In Progress`
|
|
||||||
2. **Do the work**: Read `Description`, implement the changes
|
|
||||||
3. **Write unit tests**: Follow pattern in `tests/` directory
|
|
||||||
4. **Mark complete**: Set `Status` → `Done`, check `Acceptance` ✅
|
|
||||||
5. **Update changelog**: Add entry to `CHANGELOG_DRAFT.md` (consumer language)
|
|
||||||
6. **Bump version**: Update `project.godot` + `export_presets.cfg`
|
|
||||||
|
|
||||||
```
|
|
||||||
Use: mcp_notion-mcp-server_API-patch-page
|
|
||||||
page_id: "<task_page_id>"
|
|
||||||
properties: {"Status": {"select": {"name": "Done"}}, "Acceptance": {"checkbox": true}}
|
|
||||||
```
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 2. Code Structure
|
|
||||||
|
|
||||||
| Path | Purpose |
|
|
||||||
|---|---|
|
|
||||||
| `scripts/game_mode.gd` | GameMode enum + helpers (add new modes here) |
|
|
||||||
| `scripts/managers/` | All game mode managers (lobby, stop_n_go, portal, gauntlet) |
|
|
||||||
| `scenes/main.gd` | Central orchestrator — init, setup, game start routing |
|
|
||||||
| `tests/` | GUT unit tests — one file per task/feature |
|
|
||||||
|
|
||||||
### Adding a New Game Mode
|
|
||||||
|
|
||||||
1. Add enum to `scripts/game_mode.gd` → update `from_string()`, `mode_to_string()`, `get_all_modes()`, `is_restricted()`
|
|
||||||
2. Add mode name to `LobbyManager.available_game_modes` in `lobby_manager.gd`
|
|
||||||
3. Add arena name to `_update_available_areas()` in `lobby_manager.gd`
|
|
||||||
4. Add manager var + init branch in `main.gd` `_init_managers()`
|
|
||||||
5. Add setup branch in `_setup_host_game()` and `_setup_client_game()`
|
|
||||||
6. Add start branch in `_start_game()`
|
|
||||||
7. Add background in `_apply_arena_background()`
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 3. Unit Testing
|
|
||||||
|
|
||||||
### Pattern
|
|
||||||
|
|
||||||
All tests extend `GutTest` and live in `tests/`. Naming: `test_<feature>.gd`
|
|
||||||
|
|
||||||
```gdscript
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Feature Tests [Task ID] ===")
|
|
||||||
|
|
||||||
func test_something():
|
|
||||||
assert_eq(actual, expected, "Description")
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Feature Tests Complete ===")
|
|
||||||
```
|
|
||||||
|
|
||||||
### Running Tests
|
|
||||||
|
|
||||||
```cmd
|
|
||||||
run_tests.cmd # all tests
|
|
||||||
run_tests.cmd test_gauntlet_registration # specific test
|
|
||||||
```
|
|
||||||
|
|
||||||
Reports saved to `test_reports/` with timestamps.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 4. Version Bumping
|
|
||||||
|
|
||||||
**Before bumping, check git for existing uncommitted version changes:**
|
|
||||||
|
|
||||||
```cmd
|
|
||||||
git diff --cached -- project.godot CHANGELOG_DRAFT.md
|
|
||||||
git diff -- project.godot CHANGELOG_DRAFT.md
|
|
||||||
```
|
|
||||||
|
|
||||||
### If version changes already exist (staged or unstaged):
|
|
||||||
→ **APPEND** your changelog bullet to the existing version block in `CHANGELOG_DRAFT.md`
|
|
||||||
→ **DO NOT** bump `project.godot` or `export_presets.cfg` — you're joining an in-progress batch
|
|
||||||
|
|
||||||
### If NO version changes exist (clean state):
|
|
||||||
→ **BUMP** version (increment patch: `2.3.5` → `2.3.6`)
|
|
||||||
→ **UPDATE** all locations below
|
|
||||||
|
|
||||||
Version appears in **4 locations** — all must match:
|
|
||||||
|
|
||||||
| File | Field |
|
|
||||||
|---|---|
|
|
||||||
| `CHANGELOG_DRAFT.md` | `## [X.Y.Z] — YYYY-MM-DD` header |
|
|
||||||
| `project.godot` | `config/version="X.Y.Z"` |
|
|
||||||
| `export_presets.cfg` | `application/file_version` and `application/product_version` (per preset) |
|
|
||||||
| `export_presets.cfg` | `export_path` filenames containing version |
|
|
||||||
| `export_presets.cfg` | `version/name` (Android preset) |
|
|
||||||
|
|
||||||
### Changelog Style
|
|
||||||
|
|
||||||
Entries are **consumer-facing** (readable by players). No internal jargon.
|
|
||||||
|
|
||||||
```markdown
|
|
||||||
## [2.3.6] — 2026-05-22
|
|
||||||
- Added new game mode: Candy Cannon Survival
|
|
||||||
```
|
|
||||||
|
|
||||||
**Bad:** "Added GAUNTLET = 3 to GameMode.Mode enum"
|
|
||||||
**Good:** "Added new game mode: Candy Cannon Survival"
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 5. Key Conventions
|
|
||||||
|
|
||||||
- **Caveman Mode**: Be terse. No filler. Execute first, talk second.
|
|
||||||
- **Read before edit**: Always check whole files before modifying `.gd`, `.tscn`, `.tres`, `.res` files.
|
|
||||||
- **Notion status flow**: `To Do` → `In Progress` → `Done` (never skip steps).
|
|
||||||
- **Test everything**: Every completed task gets a `test_<feature>.gd` in `tests/`.
|
|
||||||
- **GUT framework**: Tests use the Godot Unit Test (GUT) addon at `addons/gut/`.
|
|
||||||
@@ -1,53 +0,0 @@
|
|||||||
# Pending Notion Tasks for core_coder
|
|
||||||
|
|
||||||
## Instructions
|
|
||||||
Run these commands as `core_coder` profile to complete the 5 "In Progress" tasks:
|
|
||||||
|
|
||||||
```bash
|
|
||||||
# Switch to core_coder profile
|
|
||||||
hermes profile use core_coder
|
|
||||||
|
|
||||||
# Navigate to project
|
|
||||||
cd /home/beng/Godot/Projects/tekton-enet
|
|
||||||
|
|
||||||
# Start interactive session with task context
|
|
||||||
hermes chat -z "Complete the 5 'In Progress' tasks from Notion. Start with P0 task [Gauntlet] #4 Cannon Timer & Basic Volley (ID: 36833be4-3b29-812b-b25e-d087446c57f6). Follow TASKS.md procedure for each task."
|
|
||||||
```
|
|
||||||
|
|
||||||
## Task List (Priority Order)
|
|
||||||
|
|
||||||
### 1. [P0] [Gauntlet] #4 Cannon Timer & Basic Volley
|
|
||||||
- **Notion ID:** 36833be4-3b29-812b-b25e-d087446c57f6
|
|
||||||
- **Type:** CORE
|
|
||||||
- **Description:** Create candy_cannon_controller.gd. Implement 5-second interval cannon timer in GauntletManager._process(). Fire 5 shots per volley at random valid cells (1×1 only initially). Create candy_cannon.tscn (3×3 static NPC scene, is_static_turret=true pattern). Reuse tekton.gd spawn_projectile_rpc() arc-tween pattern for projectile visuals. Sync via rpc().
|
|
||||||
|
|
||||||
### 2. [P1] [036] Mode Config Completeness
|
|
||||||
- **Notion ID:** 36433be4-3b29-8129-bbc9-c3f8437559a8
|
|
||||||
- **Type:** CORE
|
|
||||||
|
|
||||||
### 3. [P1] [024] Set up GitHub Actions CI/CD Workflow
|
|
||||||
- **Notion ID:** 36633be4-3b29-8179-87bf-ec462fb6629f
|
|
||||||
- **Type:** DEVOPS
|
|
||||||
|
|
||||||
### 4. [P1] [032] Set up Artifact Storage & Versioning
|
|
||||||
- **Notion ID:** 36633be4-3b29-812b-9537-f44fbf89c3f9
|
|
||||||
- **Type:** DEVOPS
|
|
||||||
|
|
||||||
### 5. [P1] [031] Configure Platform-Specific Export Presets
|
|
||||||
- **Notion ID:** 36633be4-3b29-8147-8180-eebc89a08dc4
|
|
||||||
- **Type:** DEVOPS
|
|
||||||
|
|
||||||
## Workflow Per Task
|
|
||||||
|
|
||||||
1. Read task details: `mcp_notion_API_retrieve_a_page(page_id="...")`
|
|
||||||
2. Implement changes following TASKS.md
|
|
||||||
3. Write unit test in `tests/test_<feature>.gd`
|
|
||||||
4. Run tests: `./run_tests.cmd` (Windows) or equivalent
|
|
||||||
5. Update CHANGELOG_DRAFT.md (append to existing version block if changes exist)
|
|
||||||
6. Mark Done: `mcp_notion_API_patch_page(page_id="...", properties={"Status": {"select": {"name": "Done"}}, "Acceptance": {"checkbox": true}})`
|
|
||||||
7. Commit changes
|
|
||||||
|
|
||||||
## Notes
|
|
||||||
- Project path: /home/beng/Godot/Projects/tekton-enet
|
|
||||||
- Follow GUT_SETUP_SKILLS.md for testing
|
|
||||||
- Version 2.3.7 already has uncommitted changes — append changelog entries, don't bump version
|
|
||||||
@@ -3,7 +3,7 @@ name: Release
|
|||||||
on:
|
on:
|
||||||
push:
|
push:
|
||||||
tags:
|
tags:
|
||||||
- 'v*'
|
- "v*"
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
release:
|
release:
|
||||||
@@ -20,29 +20,29 @@ jobs:
|
|||||||
- name: Checkout Code
|
- name: Checkout Code
|
||||||
run: |
|
run: |
|
||||||
git config --global credential.helper store
|
git config --global credential.helper store
|
||||||
echo "http://god:${{ secrets.TEKTON_RELEASE_TOKEN }}@52.74.133.55:3000" > ~/.git-credentials
|
echo "https://god:${{ secrets.TEKTON_RELEASE_TOKEN }}@git.klud.top" > ~/.git-credentials
|
||||||
git clone http://52.74.133.55:3000/danchie/tekton.git .
|
git clone https://git.klud.top/danchie/tekton.git .
|
||||||
git checkout $TAG_NAME
|
git checkout $TAG_NAME
|
||||||
|
|
||||||
- name: Setup Godot (Cached)
|
- name: Setup Godot (Cached)
|
||||||
run: |
|
run: |
|
||||||
apt-get update -qq && apt-get install -y -qq unzip curl
|
apt-get update -qq && apt-get install -y -qq unzip curl
|
||||||
if [ ! -f /cache/godot_4.7 ]; then
|
if [ ! -f /cache/godot_4.6.3 ]; then
|
||||||
echo "Downloading Godot 4.7..."
|
echo "Downloading Godot 4.6.3..."
|
||||||
curl -sL -o /tmp/godot.zip "https://github.com/godotengine/godot-builds/releases/download/4.7-stable/Godot_v4.7-stable_linux.x86_64.zip"
|
curl -sL -o /tmp/godot.zip "https://github.com/godotengine/godot-builds/releases/download/4.6.3-stable/Godot_v4.6.3-stable_linux.x86_64.zip"
|
||||||
unzip -q -o /tmp/godot.zip -d /cache/
|
unzip -q -o /tmp/godot.zip -d /cache/
|
||||||
mv /cache/Godot_v4.7-stable_linux.x86_64 /cache/godot_4.7
|
mv /cache/Godot_v4.6.3-stable_linux.x86_64 /cache/godot_4.6.3
|
||||||
fi
|
fi
|
||||||
cp /cache/godot_4.7 /usr/local/bin/godot
|
cp /cache/godot_4.6.3 /usr/local/bin/godot
|
||||||
chmod +x /usr/local/bin/godot
|
chmod +x /usr/local/bin/godot
|
||||||
mkdir -p ~/.local/share/godot/export_templates/4.7.stable
|
mkdir -p ~/.local/share/godot/export_templates/4.6.3.stable
|
||||||
if [ ! -f /cache/Godot_v4.7-stable_export_templates.tpz ]; then
|
if [ ! -f /cache/Godot_v4.6.3-stable_export_templates.tpz ]; then
|
||||||
echo "Downloading templates..."
|
echo "Downloading templates..."
|
||||||
curl -sL -o /cache/Godot_v4.7-stable_export_templates.tpz \
|
curl -sL -o /cache/Godot_v4.6.3-stable_export_templates.tpz \
|
||||||
"https://github.com/godotengine/godot-builds/releases/download/4.7-stable/Godot_v4.7-stable_export_templates.tpz"
|
"https://github.com/godotengine/godot-builds/releases/download/4.6.3-stable/Godot_v4.6.3-stable_export_templates.tpz"
|
||||||
fi
|
fi
|
||||||
cd ~/.local/share/godot/export_templates/4.7.stable
|
cd ~/.local/share/godot/export_templates/4.6.3.stable
|
||||||
unzip -q -o /cache/Godot_v4.7-stable_export_templates.tpz
|
unzip -q -o /cache/Godot_v4.6.3-stable_export_templates.tpz
|
||||||
mv templates/* .
|
mv templates/* .
|
||||||
rm -rf templates
|
rm -rf templates
|
||||||
cd $GITHUB_WORKSPACE
|
cd $GITHUB_WORKSPACE
|
||||||
@@ -85,7 +85,7 @@ jobs:
|
|||||||
- name: Create Gitea Release
|
- name: Create Gitea Release
|
||||||
run: |
|
run: |
|
||||||
set -e
|
set -e
|
||||||
API="http://52.74.133.55:3000/api/v1/repos/danchie/tekton/releases"
|
API="https://git.klud.top/api/v1/repos/danchie/tekton/releases"
|
||||||
TAG="$TAG_NAME"
|
TAG="$TAG_NAME"
|
||||||
echo "Checking existing release for $TAG..."
|
echo "Checking existing release for $TAG..."
|
||||||
RELEASE_JSON=$(curl -s -H "Authorization: token $GITEA_TOKEN" "$API/tags/$TAG" 2>/dev/null || echo "")
|
RELEASE_JSON=$(curl -s -H "Authorization: token $GITEA_TOKEN" "$API/tags/$TAG" 2>/dev/null || echo "")
|
||||||
@@ -116,7 +116,7 @@ jobs:
|
|||||||
-H "Authorization: token $GITEA_TOKEN" \
|
-H "Authorization: token $GITEA_TOKEN" \
|
||||||
-H "Content-Type: multipart/form-data" \
|
-H "Content-Type: multipart/form-data" \
|
||||||
-F "attachment=@build/tekton_armageddon_windows_${TAG_NAME}.zip" \
|
-F "attachment=@build/tekton_armageddon_windows_${TAG_NAME}.zip" \
|
||||||
"http://52.74.133.55:3000/api/v1/repos/danchie/tekton/releases/$RELEASE_ID/assets"
|
"https://git.klud.top/api/v1/repos/danchie/tekton/releases/$RELEASE_ID/assets"
|
||||||
echo "Windows uploaded"
|
echo "Windows uploaded"
|
||||||
|
|
||||||
- name: Upload Linux asset
|
- name: Upload Linux asset
|
||||||
@@ -126,7 +126,7 @@ jobs:
|
|||||||
-H "Authorization: token $GITEA_TOKEN" \
|
-H "Authorization: token $GITEA_TOKEN" \
|
||||||
-H "Content-Type: multipart/form-data" \
|
-H "Content-Type: multipart/form-data" \
|
||||||
-F "attachment=@build/tekton_armageddon_linux_${TAG_NAME}.zip" \
|
-F "attachment=@build/tekton_armageddon_linux_${TAG_NAME}.zip" \
|
||||||
"http://52.74.133.55:3000/api/v1/repos/danchie/tekton/releases/$RELEASE_ID/assets"
|
"https://git.klud.top/api/v1/repos/danchie/tekton/releases/$RELEASE_ID/assets"
|
||||||
echo "Linux uploaded"
|
echo "Linux uploaded"
|
||||||
|
|
||||||
- name: Upload macOS asset
|
- name: Upload macOS asset
|
||||||
@@ -137,7 +137,7 @@ jobs:
|
|||||||
-H "Authorization: token $GITEA_TOKEN" \
|
-H "Authorization: token $GITEA_TOKEN" \
|
||||||
-H "Content-Type: multipart/form-data" \
|
-H "Content-Type: multipart/form-data" \
|
||||||
-F "attachment=@build/tekton_armageddon_macos_${TAG_NAME}.zip" \
|
-F "attachment=@build/tekton_armageddon_macos_${TAG_NAME}.zip" \
|
||||||
"http://52.74.133.55:3000/api/v1/repos/danchie/tekton/releases/$RELEASE_ID/assets"
|
"https://git.klud.top/api/v1/repos/danchie/tekton/releases/$RELEASE_ID/assets"
|
||||||
echo "macOS uploaded"
|
echo "macOS uploaded"
|
||||||
else
|
else
|
||||||
echo "macOS asset not built, skipping"
|
echo "macOS asset not built, skipping"
|
||||||
@@ -150,5 +150,5 @@ jobs:
|
|||||||
-H "Authorization: token $GITEA_TOKEN" \
|
-H "Authorization: token $GITEA_TOKEN" \
|
||||||
-H "Content-Type: application/json" \
|
-H "Content-Type: application/json" \
|
||||||
-d '{"draft":false}' \
|
-d '{"draft":false}' \
|
||||||
"http://52.74.133.55:3000/api/v1/repos/danchie/tekton/releases/$RELEASE_ID"
|
"https://git.klud.top/api/v1/repos/danchie/tekton/releases/$RELEASE_ID"
|
||||||
echo "Published: https://git.klud.top/danchie/tekton/releases/tag/$TAG_NAME"
|
echo "Published: https://git.klud.top/danchie/tekton/releases/tag/$TAG_NAME"
|
||||||
|
|||||||
@@ -4,11 +4,11 @@ on:
|
|||||||
workflow_dispatch:
|
workflow_dispatch:
|
||||||
inputs:
|
inputs:
|
||||||
version:
|
version:
|
||||||
description: 'Patch version (e.g., 2.4.2)'
|
description: "Patch version (e.g., 2.4.4)"
|
||||||
required: true
|
required: true
|
||||||
type: string
|
type: string
|
||||||
notes:
|
notes:
|
||||||
description: 'Release notes'
|
description: "Release notes"
|
||||||
required: false
|
required: false
|
||||||
type: string
|
type: string
|
||||||
|
|
||||||
@@ -22,20 +22,20 @@ jobs:
|
|||||||
env:
|
env:
|
||||||
GITEA_TOKEN: ${{ secrets.TEKTON_RELEASE_TOKEN }}
|
GITEA_TOKEN: ${{ secrets.TEKTON_RELEASE_TOKEN }}
|
||||||
run: |
|
run: |
|
||||||
git clone --depth 1 http://god:$GITEA_TOKEN@52.74.133.55:3000/danchie/tekton.git .
|
git clone --depth 1 https://god:$GITEA_TOKEN@git.klud.top/danchie/tekton.git .
|
||||||
git config user.name "god"
|
git config user.name "god"
|
||||||
git config user.email "god@noreply.git.klud.top"
|
git config user.email "god@noreply.git.klud.top"
|
||||||
|
|
||||||
- name: Setup Godot (Cached)
|
- name: Setup Godot (Cached)
|
||||||
run: |
|
run: |
|
||||||
if [ ! -f /cache/godot_4.7 ]; then
|
if [ ! -f /cache/godot_4.6.3 ]; then
|
||||||
echo "Downloading Godot 4.7..."
|
echo "Downloading Godot 4.6.3..."
|
||||||
apt-get update -qq && apt-get install -y -qq unzip curl
|
apt-get update -qq && apt-get install -y -qq unzip curl
|
||||||
curl -sL -o /tmp/godot.zip "https://github.com/godotengine/godot-builds/releases/download/4.7-stable/Godot_v4.7-stable_linux.x86_64.zip"
|
curl -sL -o /tmp/godot.zip "https://github.com/godotengine/godot-builds/releases/download/4.6.3-stable/Godot_v4.6.3-stable_linux.x86_64.zip"
|
||||||
unzip -q -o /tmp/godot.zip -d /cache/
|
unzip -q -o /tmp/godot.zip -d /cache/
|
||||||
mv /cache/Godot_v4.7-stable_linux.x86_64 /cache/godot_4.7
|
mv /cache/Godot_v4.6.3-stable_linux.x86_64 /cache/godot_4.6.3
|
||||||
fi
|
fi
|
||||||
cp /cache/godot_4.7 /usr/local/bin/godot
|
cp /cache/godot_4.6.3 /usr/local/bin/godot
|
||||||
chmod +x /usr/local/bin/godot
|
chmod +x /usr/local/bin/godot
|
||||||
mkdir -p build
|
mkdir -p build
|
||||||
|
|
||||||
@@ -61,7 +61,7 @@ jobs:
|
|||||||
git init
|
git init
|
||||||
git config user.name "god"
|
git config user.name "god"
|
||||||
git config user.email "god@noreply.git.klud.top"
|
git config user.email "god@noreply.git.klud.top"
|
||||||
git remote add origin http://god:$GITEA_TOKEN@52.74.133.55:3000/danchie/tekton.git
|
git remote add origin https://god:$GITEA_TOKEN@git.klud.top/danchie/tekton.git
|
||||||
git checkout -b patches
|
git checkout -b patches
|
||||||
git add .
|
git add .
|
||||||
git commit -m "patch ${{ github.event.inputs.version }}"
|
git commit -m "patch ${{ github.event.inputs.version }}"
|
||||||
|
|||||||
@@ -1,20 +1,146 @@
|
|||||||
# 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
|
## 3. Mekton NPC (Center Boss Entity)
|
||||||
- [x] Prune dangling images (~7.7GB reclaimed)
|
- **Mesh Replacement**: Scrapped the primitive Cylinder/Sphere tank meshes in `candy_survival_npc.tscn`. Instanced `static_tekton_mesh.tscn` as the visual representation.
|
||||||
- [x] Tailscale status check (peer traffic works; coordination-server sync is the only red)
|
- **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.
|
||||||
|
|
||||||
|
### Completed (July 6, 2026)
|
||||||
|
- [x] **CI Pipeline Fixes**
|
||||||
|
- [x] Downgraded Godot runner version to 4.6.3 to match local engine build.
|
||||||
|
- [x] Updated Gitea API and Git clone URLs to use `https://` instead of `http://` to prevent silent redirect failures during release.
|
||||||
|
- [x] **Runtime & Compilation Crash Fixes**
|
||||||
|
- [x] Fixed `bot_controller.gd`: Replaced dead `_execute_move()` with proper `enhanced_gridmap.find_path()` logic.
|
||||||
|
- [x] Fixed `bot_controller.gd` & `player_movement_manager.gd`: Changed `.is_active` to `.active` for CandySurvivalManager checks.
|
||||||
|
- [x] Fixed `candy_survival_manager.gd`: Merged duplicate `start_game_mode()` implementations.
|
||||||
|
- [x] Fixed `special_tiles_manager.gd` indentation errors.
|
||||||
|
- [x] Fixed `main.gd` duplicate variable declarations.
|
||||||
|
- [x] **Editor & Test Environment Fixes**
|
||||||
|
- [x] Resolved "Cyclic Reference" errors in `leaderboard_panel.gd` by accessing Nakama session via `get()`.
|
||||||
|
- [x] Fixed `BackendService.gd` Autoload dependencies failing in isolated tests by using `get_node_or_null()`.
|
||||||
|
- [x] **Gacha System Fixes**
|
||||||
|
- [x] Corrected `BackendService.gd` payload to send `"banner_id"` instead of `"gacha_id"`, fixing HTTP 500 errors on pull.
|
||||||
|
- [x] Configured Unique Names (`%`) for left-side BalanceRow labels in `gacha_panel.tscn` so currency updates instantly upon rolling.
|
||||||
|
- [x] **3D Arena & GridMap Elevation Fixes**
|
||||||
|
- [x] Normalized root node transforms of all arenas (`freemode.tscn`, `stop_n_go.scn`, `candy_survival.tscn`) to `(0,0,0)` and scale `(1,1,1)`.
|
||||||
|
- [x] Removed hardcoded terrain shifts and `0.08` mesh elevations from `main.gd`.
|
||||||
|
- [x] Added `EditorTileReference` to arena scenes as a perfect 1:1 footprint guide.
|
||||||
|
- [x] Baked terrain height shifts directly into `.tscn` files to match the reference tile perfectly.
|
||||||
|
- [x] Scaled red `non-walkable` blocks (Tile 4) to 0 so they act as invisible collision walls in 3D arenas.
|
||||||
|
- [x] Fixed Stop N Go safe zone clipping by adjusting render priorities (`1` for safe zone, `-1` for baked terrain shadows).
|
||||||
|
|||||||
@@ -11,7 +11,7 @@
|
|||||||
"Fixed multiplayer desync issue where the playerboard UI would get stuck and not refresh properly.",
|
"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 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 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 @@
|
|||||||
"pck_url": "https://raw.githubusercontent.com/adtpdn/tekton-updates/main/latest/patch.pck",
|
"pck_url": "https://raw.githubusercontent.com/adtpdn/tekton-updates/main/latest/patch.pck",
|
||||||
"pck_size": 0,
|
"pck_size": 0,
|
||||||
"changelog": [
|
"changelog": [
|
||||||
"Replaced Cleanser mechanic in Gauntlet with Ghost powerup sticky-bypass system.",
|
"Replaced Cleanser mechanic in Candy Survival with Ghost powerup sticky-bypass system.",
|
||||||
"Ghost (Invisible Mode) now lets players walk through sticky candy tiles in Gauntlet.",
|
"Ghost (Invisible Mode) now lets players walk through sticky candy tiles in Candy Survival.",
|
||||||
"Players earn a Ghost powerup every 2 completed missions in Gauntlet.",
|
"Players earn a Ghost powerup every 2 completed missions in Candy Survival.",
|
||||||
"Ghost powerup tiles now spawn naturally on the Gauntlet arena (15% chance).",
|
"Ghost powerup tiles now spawn naturally on the Candy Survival arena (15% chance).",
|
||||||
"Removed Cleanser HUD elements from Gauntlet overlay.",
|
"Removed Cleanser HUD elements from Candy Survival overlay.",
|
||||||
"Bots now activate Ghost powerup when boxed in by sticky tiles.",
|
"Bots now activate Ghost powerup when boxed in by sticky tiles.",
|
||||||
"Players pushed into sticky tiles while in Ghost mode are no longer slowed."
|
"Players pushed into sticky tiles while in Ghost mode are no longer slowed."
|
||||||
]
|
]
|
||||||
@@ -35,15 +35,15 @@
|
|||||||
"pck_url": "https://raw.githubusercontent.com/adtpdn/tekton-updates/main/latest/patch.pck",
|
"pck_url": "https://raw.githubusercontent.com/adtpdn/tekton-updates/main/latest/patch.pck",
|
||||||
"pck_size": 0,
|
"pck_size": 0,
|
||||||
"changelog": [
|
"changelog": [
|
||||||
"Fixed Gauntlet map layout to remove red unpassable barrier blocks and center blocks.",
|
"Fixed Candy Survival 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 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.",
|
"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.",
|
"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.",
|
"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 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.",
|
"Added instant visual feedback indicator for Candy Survival Cleanser using popup text when consumed.",
|
||||||
"Fixed Gauntlet Cleanser UI phase label layout to ensure it does not overlap with other UI elements."
|
"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_url": "https://raw.githubusercontent.com/adtpdn/tekton-updates/main/latest/patch.pck",
|
||||||
"pck_size": 0,
|
"pck_size": 0,
|
||||||
"changelog": [
|
"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 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 block-wall VFX \u2014 blocked tiles now display visible barrier effect",
|
||||||
"Added playerboard scatter VFX \u2014 Stop n Go penalty shows shake effect",
|
"Added playerboard scatter VFX \u2014 Stop n Go penalty shows shake effect",
|
||||||
|
|||||||
@@ -5675,7 +5675,7 @@
|
|||||||
"buffers":[
|
"buffers":[
|
||||||
{
|
{
|
||||||
"byteLength":3892696,
|
"byteLength":3892696,
|
||||||
"uri":"Gauntlet%20terrain.bin"
|
"uri":"candy_survival_terrain.bin"
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
@@ -4,12 +4,12 @@ importer="scene"
|
|||||||
importer_version=1
|
importer_version=1
|
||||||
type="PackedScene"
|
type="PackedScene"
|
||||||
uid="uid://h84tka1n1alg"
|
uid="uid://h84tka1n1alg"
|
||||||
path="res://.godot/imported/Gauntlet terrain.gltf-2ceb7292a7914d9403e396ecc5323cc2.scn"
|
path="res://.godot/imported/candy_survival_terrain.gltf-bd09dc0582dcbe3b83caf8701d640442.scn"
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://assets/models/arena/gauntlet/Gauntlet terrain.gltf"
|
source_file="res://assets/models/arena/candy_survival/candy_survival_terrain.gltf"
|
||||||
dest_files=["res://.godot/imported/Gauntlet terrain.gltf-2ceb7292a7914d9403e396ecc5323cc2.scn"]
|
dest_files=["res://.godot/imported/candy_survival_terrain.gltf-bd09dc0582dcbe3b83caf8701d640442.scn"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
|
Before Width: | Height: | Size: 820 KiB After Width: | Height: | Size: 820 KiB |
@@ -3,8 +3,8 @@
|
|||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://dtvc1ecp4qspf"
|
uid="uid://dtvc1ecp4qspf"
|
||||||
path.s3tc="res://.godot/imported/decoration_1_tex.png-af937abfc757efeb270e0d3c97665f0d.s3tc.ctex"
|
path.s3tc="res://.godot/imported/decoration_1_tex.png-25954c951b589c01f2cc603ac94aec19.s3tc.ctex"
|
||||||
path.etc2="res://.godot/imported/decoration_1_tex.png-af937abfc757efeb270e0d3c97665f0d.etc2.ctex"
|
path.etc2="res://.godot/imported/decoration_1_tex.png-25954c951b589c01f2cc603ac94aec19.etc2.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||||
"vram_texture": true
|
"vram_texture": true
|
||||||
@@ -12,8 +12,8 @@ metadata={
|
|||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://assets/models/arena/gauntlet/tex/decoration_1_tex.png"
|
source_file="res://assets/models/arena/candy_survival/tex/decoration_1_tex.png"
|
||||||
dest_files=["res://.godot/imported/decoration_1_tex.png-af937abfc757efeb270e0d3c97665f0d.s3tc.ctex", "res://.godot/imported/decoration_1_tex.png-af937abfc757efeb270e0d3c97665f0d.etc2.ctex"]
|
dest_files=["res://.godot/imported/decoration_1_tex.png-25954c951b589c01f2cc603ac94aec19.s3tc.ctex", "res://.godot/imported/decoration_1_tex.png-25954c951b589c01f2cc603ac94aec19.etc2.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
|
Before Width: | Height: | Size: 853 KiB After Width: | Height: | Size: 853 KiB |
@@ -3,8 +3,8 @@
|
|||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://bj4aripd3jfd3"
|
uid="uid://bj4aripd3jfd3"
|
||||||
path.s3tc="res://.godot/imported/entrance-full_cart_1_tex.png-83ebc0d2d2bd582eb1cd1968cb8376d2.s3tc.ctex"
|
path.s3tc="res://.godot/imported/entrance-full_cart_1_tex.png-4325c61d98e62ac362acd6c3ccdc0646.s3tc.ctex"
|
||||||
path.etc2="res://.godot/imported/entrance-full_cart_1_tex.png-83ebc0d2d2bd582eb1cd1968cb8376d2.etc2.ctex"
|
path.etc2="res://.godot/imported/entrance-full_cart_1_tex.png-4325c61d98e62ac362acd6c3ccdc0646.etc2.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||||
"vram_texture": true
|
"vram_texture": true
|
||||||
@@ -12,8 +12,8 @@ metadata={
|
|||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://assets/models/arena/gauntlet/tex/entrance-full_cart_1_tex.png"
|
source_file="res://assets/models/arena/candy_survival/tex/entrance-full_cart_1_tex.png"
|
||||||
dest_files=["res://.godot/imported/entrance-full_cart_1_tex.png-83ebc0d2d2bd582eb1cd1968cb8376d2.s3tc.ctex", "res://.godot/imported/entrance-full_cart_1_tex.png-83ebc0d2d2bd582eb1cd1968cb8376d2.etc2.ctex"]
|
dest_files=["res://.godot/imported/entrance-full_cart_1_tex.png-4325c61d98e62ac362acd6c3ccdc0646.s3tc.ctex", "res://.godot/imported/entrance-full_cart_1_tex.png-4325c61d98e62ac362acd6c3ccdc0646.etc2.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
|
Before Width: | Height: | Size: 113 KiB After Width: | Height: | Size: 113 KiB |
@@ -3,8 +3,8 @@
|
|||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://0l80cm4wunmg"
|
uid="uid://0l80cm4wunmg"
|
||||||
path.s3tc="res://.godot/imported/stone_1_tex.png-0d39863f60134c088b5ca17e8be09b88.s3tc.ctex"
|
path.s3tc="res://.godot/imported/stone_1_tex.png-2d8b2e8c3fdc8f6f8693c38a25fc12a2.s3tc.ctex"
|
||||||
path.etc2="res://.godot/imported/stone_1_tex.png-0d39863f60134c088b5ca17e8be09b88.etc2.ctex"
|
path.etc2="res://.godot/imported/stone_1_tex.png-2d8b2e8c3fdc8f6f8693c38a25fc12a2.etc2.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||||
"vram_texture": true
|
"vram_texture": true
|
||||||
@@ -12,8 +12,8 @@ metadata={
|
|||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://assets/models/arena/gauntlet/tex/stone_1_tex.png"
|
source_file="res://assets/models/arena/candy_survival/tex/stone_1_tex.png"
|
||||||
dest_files=["res://.godot/imported/stone_1_tex.png-0d39863f60134c088b5ca17e8be09b88.s3tc.ctex", "res://.godot/imported/stone_1_tex.png-0d39863f60134c088b5ca17e8be09b88.etc2.ctex"]
|
dest_files=["res://.godot/imported/stone_1_tex.png-2d8b2e8c3fdc8f6f8693c38a25fc12a2.s3tc.ctex", "res://.godot/imported/stone_1_tex.png-2d8b2e8c3fdc8f6f8693c38a25fc12a2.etc2.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
|
Before Width: | Height: | Size: 1.0 MiB After Width: | Height: | Size: 1.0 MiB |
@@ -3,8 +3,8 @@
|
|||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://dvgs2vyv5eb0u"
|
uid="uid://dvgs2vyv5eb0u"
|
||||||
path.s3tc="res://.godot/imported/test 4.jpg-b862580b481399a32693b11efc9fb787.s3tc.ctex"
|
path.s3tc="res://.godot/imported/test 4.jpg-3789a118e5761b9d191559742508db6e.s3tc.ctex"
|
||||||
path.etc2="res://.godot/imported/test 4.jpg-b862580b481399a32693b11efc9fb787.etc2.ctex"
|
path.etc2="res://.godot/imported/test 4.jpg-3789a118e5761b9d191559742508db6e.etc2.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||||
"vram_texture": true
|
"vram_texture": true
|
||||||
@@ -12,8 +12,8 @@ metadata={
|
|||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://assets/models/arena/gauntlet/tex/test 4.jpg"
|
source_file="res://assets/models/arena/candy_survival/tex/test 4.jpg"
|
||||||
dest_files=["res://.godot/imported/test 4.jpg-b862580b481399a32693b11efc9fb787.s3tc.ctex", "res://.godot/imported/test 4.jpg-b862580b481399a32693b11efc9fb787.etc2.ctex"]
|
dest_files=["res://.godot/imported/test 4.jpg-3789a118e5761b9d191559742508db6e.s3tc.ctex", "res://.godot/imported/test 4.jpg-3789a118e5761b9d191559742508db6e.etc2.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
|
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
@@ -3,8 +3,8 @@
|
|||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://bvo6bnslmdkf6"
|
uid="uid://bvo6bnslmdkf6"
|
||||||
path.s3tc="res://.godot/imported/wheat_tex.png-5155131b84e20db21cd1bd220c99ab9a.s3tc.ctex"
|
path.s3tc="res://.godot/imported/wheat_tex.png-a558edd9475502cd09b2a9559df9a4df.s3tc.ctex"
|
||||||
path.etc2="res://.godot/imported/wheat_tex.png-5155131b84e20db21cd1bd220c99ab9a.etc2.ctex"
|
path.etc2="res://.godot/imported/wheat_tex.png-a558edd9475502cd09b2a9559df9a4df.etc2.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||||
"vram_texture": true
|
"vram_texture": true
|
||||||
@@ -12,8 +12,8 @@ metadata={
|
|||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://assets/models/arena/gauntlet/tex/wheat_tex.png"
|
source_file="res://assets/models/arena/candy_survival/tex/wheat_tex.png"
|
||||||
dest_files=["res://.godot/imported/wheat_tex.png-5155131b84e20db21cd1bd220c99ab9a.s3tc.ctex", "res://.godot/imported/wheat_tex.png-5155131b84e20db21cd1bd220c99ab9a.etc2.ctex"]
|
dest_files=["res://.godot/imported/wheat_tex.png-a558edd9475502cd09b2a9559df9a4df.s3tc.ctex", "res://.godot/imported/wheat_tex.png-a558edd9475502cd09b2a9559df9a4df.etc2.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.1 MiB |
@@ -3,8 +3,8 @@
|
|||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://benj5oo1r1lx1"
|
uid="uid://benj5oo1r1lx1"
|
||||||
path.s3tc="res://.godot/imported/wooden_entrance_tex.png-a1135d5fc57dd4f2eb87de9d588f5dba.s3tc.ctex"
|
path.s3tc="res://.godot/imported/wooden_entrance_tex.png-da70dfcfdec9f463de59329a619ab805.s3tc.ctex"
|
||||||
path.etc2="res://.godot/imported/wooden_entrance_tex.png-a1135d5fc57dd4f2eb87de9d588f5dba.etc2.ctex"
|
path.etc2="res://.godot/imported/wooden_entrance_tex.png-da70dfcfdec9f463de59329a619ab805.etc2.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||||
"vram_texture": true
|
"vram_texture": true
|
||||||
@@ -12,8 +12,8 @@ metadata={
|
|||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://assets/models/arena/gauntlet/tex/wooden_entrance_tex.png"
|
source_file="res://assets/models/arena/candy_survival/tex/wooden_entrance_tex.png"
|
||||||
dest_files=["res://.godot/imported/wooden_entrance_tex.png-a1135d5fc57dd4f2eb87de9d588f5dba.s3tc.ctex", "res://.godot/imported/wooden_entrance_tex.png-a1135d5fc57dd4f2eb87de9d588f5dba.etc2.ctex"]
|
dest_files=["res://.godot/imported/wooden_entrance_tex.png-da70dfcfdec9f463de59329a619ab805.s3tc.ctex", "res://.godot/imported/wooden_entrance_tex.png-da70dfcfdec9f463de59329a619ab805.etc2.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
@@ -17,7 +17,7 @@ compatibility/default_parent_skeleton_in_mesh_instance_3d=true
|
|||||||
config/name="Tekton Dash Armageddon"
|
config/name="Tekton Dash Armageddon"
|
||||||
config/version="2.4.3"
|
config/version="2.4.3"
|
||||||
run/main_scene="res://scenes/ui/boot_screen.tscn"
|
run/main_scene="res://scenes/ui/boot_screen.tscn"
|
||||||
config/features=PackedStringArray("4.7", "Forward Plus")
|
config/features=PackedStringArray("4.6", "Forward Plus")
|
||||||
boot_splash/bg_color=Color(0.16470589, 0.6745098, 0.9372549, 1)
|
boot_splash/bg_color=Color(0.16470589, 0.6745098, 0.9372549, 1)
|
||||||
boot_splash/stretch_mode=0
|
boot_splash/stretch_mode=0
|
||||||
boot_splash/image="uid://b10e6kr508642"
|
boot_splash/image="uid://b10e6kr508642"
|
||||||
|
|||||||
@@ -1,64 +0,0 @@
|
|||||||
@echo off
|
|
||||||
REM ============================================================================
|
|
||||||
REM Tekton Dash — GUT Test Runner with Report Generation
|
|
||||||
REM Usage: run_tests.cmd [test_file]
|
|
||||||
REM No args = run ALL tests in tests/
|
|
||||||
REM With arg = run specific test, e.g. run_tests.cmd test_gauntlet_registration
|
|
||||||
REM ============================================================================
|
|
||||||
|
|
||||||
setlocal EnableDelayedExpansion
|
|
||||||
|
|
||||||
REM --- Config ---
|
|
||||||
set GODOT_PATH=godot
|
|
||||||
set PROJECT_PATH=%~dp0
|
|
||||||
set REPORT_DIR=%PROJECT_PATH%test_reports
|
|
||||||
set TIMESTAMP=%DATE:~10,4%-%DATE:~4,2%-%DATE:~7,2%_%TIME:~0,2%-%TIME:~3,2%-%TIME:~6,2%
|
|
||||||
set TIMESTAMP=%TIMESTAMP: =0%
|
|
||||||
set REPORT_FILE=%REPORT_DIR%\test_report_%TIMESTAMP%.txt
|
|
||||||
|
|
||||||
REM --- Create report directory ---
|
|
||||||
if not exist "%REPORT_DIR%" mkdir "%REPORT_DIR%"
|
|
||||||
|
|
||||||
REM --- Determine test target ---
|
|
||||||
set TEST_ARG=
|
|
||||||
if not "%~1"=="" (
|
|
||||||
set TEST_ARG=-gtest=res://tests/%~1.gd
|
|
||||||
echo Running specific test: %~1
|
|
||||||
) else (
|
|
||||||
set TEST_ARG=-gdir=res://tests/
|
|
||||||
echo Running ALL tests in tests/
|
|
||||||
)
|
|
||||||
|
|
||||||
REM --- Header ---
|
|
||||||
echo ============================================================================ > "%REPORT_FILE%"
|
|
||||||
echo TEKTON DASH — Test Report >> "%REPORT_FILE%"
|
|
||||||
echo Generated: %DATE% %TIME% >> "%REPORT_FILE%"
|
|
||||||
echo Project: Tekton Dash Armageddon >> "%REPORT_FILE%"
|
|
||||||
echo ============================================================================ >> "%REPORT_FILE%"
|
|
||||||
echo. >> "%REPORT_FILE%"
|
|
||||||
|
|
||||||
REM --- Run GUT tests via Godot headless ---
|
|
||||||
echo Running tests...
|
|
||||||
%GODOT_PATH% --headless --path "%PROJECT_PATH%" -s res://addons/gut/gut_cmdln.gd %TEST_ARG% -gexit 2>&1 | tee -a "%REPORT_FILE%" 2>nul
|
|
||||||
|
|
||||||
REM Fallback if tee is not available (most Windows systems)
|
|
||||||
if %ERRORLEVEL% neq 0 (
|
|
||||||
%GODOT_PATH% --headless --path "%PROJECT_PATH%" -s res://addons/gut/gut_cmdln.gd %TEST_ARG% -gexit >> "%REPORT_FILE%" 2>&1
|
|
||||||
)
|
|
||||||
|
|
||||||
REM --- Footer ---
|
|
||||||
echo. >> "%REPORT_FILE%"
|
|
||||||
echo ============================================================================ >> "%REPORT_FILE%"
|
|
||||||
echo End of Report >> "%REPORT_FILE%"
|
|
||||||
echo ============================================================================ >> "%REPORT_FILE%"
|
|
||||||
|
|
||||||
echo.
|
|
||||||
echo ============================================
|
|
||||||
echo Report saved to: %REPORT_FILE%
|
|
||||||
echo ============================================
|
|
||||||
echo.
|
|
||||||
|
|
||||||
REM --- Open report ---
|
|
||||||
type "%REPORT_FILE%"
|
|
||||||
|
|
||||||
endlocal
|
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
[gd_scene format=3 uid="uid://bx5a31fqhw8h8"]
|
[gd_scene format=3 uid="uid://dmkx71ms3cfc"]
|
||||||
|
|
||||||
[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"]
|
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_floor"]
|
||||||
albedo_color = Color(0.2, 0.2, 0.2, 1)
|
albedo_color = Color(0.2, 0.2, 0.2, 1)
|
||||||
@@ -24,10 +24,18 @@ albedo_color = Color(0.4973, 0.6, 0.12599999, 1)
|
|||||||
material = SubResource("StandardMaterial3D_86fyc")
|
material = SubResource("StandardMaterial3D_86fyc")
|
||||||
size = Vector2(50, 50)
|
size = Vector2(50, 50)
|
||||||
|
|
||||||
[node name="Gauntlet" type="Node3D" unique_id=1063002869]
|
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_q8eld"]
|
||||||
|
transparency = 1
|
||||||
|
albedo_color = Color(1, 0, 1, 0.5)
|
||||||
|
|
||||||
|
[sub_resource type="BoxMesh" id="BoxMesh_l6h1c"]
|
||||||
|
material = SubResource("StandardMaterial3D_q8eld")
|
||||||
|
size = Vector3(1, 0.05, 1)
|
||||||
|
|
||||||
|
[node name="Candy Survival" type="Node3D" unique_id=1063002869]
|
||||||
|
|
||||||
[node name="PlaceholderFloor" type="MeshInstance3D" parent="." unique_id=932640085]
|
[node name="PlaceholderFloor" type="MeshInstance3D" parent="." unique_id=932640085]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10, 0, 10)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10, -0.3, 10)
|
||||||
visible = false
|
visible = false
|
||||||
mesh = SubResource("PlaneMesh_floor")
|
mesh = SubResource("PlaneMesh_floor")
|
||||||
|
|
||||||
@@ -36,8 +44,13 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.5, 0.5, 9.5)
|
|||||||
visible = false
|
visible = false
|
||||||
mesh = SubResource("BoxMesh_cannon")
|
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]
|
[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)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.192932, 0, 9.441385)
|
||||||
mesh = SubResource("PlaneMesh_ugtui")
|
mesh = SubResource("PlaneMesh_ugtui")
|
||||||
|
|
||||||
|
[node name="EditorTileReference" type="MeshInstance3D" parent="." unique_id=1116403213]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.05, 0)
|
||||||
|
visible = false
|
||||||
|
mesh = SubResource("BoxMesh_l6h1c")
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
[gd_scene format=3 uid="uid://iinjrl0ujfnh"]
|
||||||
|
|
||||||
|
[sub_resource type="SphereMesh" id="1"]
|
||||||
|
radius = 0.2
|
||||||
|
height = 0.4
|
||||||
|
|
||||||
|
[sub_resource type="StandardMaterial3D" id="2"]
|
||||||
|
albedo_color = Color(1, 1, 1, 1)
|
||||||
|
metallic = 0.3
|
||||||
|
roughness = 0.4
|
||||||
|
|
||||||
|
[node name="Candy" type="Node3D"]
|
||||||
|
|
||||||
|
[node name="Mesh" type="MeshInstance3D" parent="."]
|
||||||
|
mesh = SubResource("1")
|
||||||
|
material_override = SubResource("2")
|
||||||
@@ -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
|
|
||||||
@@ -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
|
||||||
@@ -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
|
||||||
@@ -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
|
|
||||||
@@ -86,7 +86,7 @@ var sng_go_option: OptionButton
|
|||||||
var sng_stop_option: OptionButton
|
var sng_stop_option: OptionButton
|
||||||
var sng_goals_option: OptionButton
|
var sng_goals_option: OptionButton
|
||||||
|
|
||||||
# Gauntlet settings
|
# Candy Survival settings
|
||||||
@onready var players_container = $LobbyPanel/PlayersContainer
|
@onready var players_container = $LobbyPanel/PlayersContainer
|
||||||
@onready var players_container2 = $LobbyPanel/PlayersContainer2
|
@onready var players_container2 = $LobbyPanel/PlayersContainer2
|
||||||
@onready var player_slots: Array[Control] = []
|
@onready var player_slots: Array[Control] = []
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ var stop_n_go_manager
|
|||||||
var stop_n_go_winner_id: int = -1 # Track who finished first in Stop n Go mode
|
var stop_n_go_winner_id: int = -1 # Track who finished first in Stop n Go mode
|
||||||
var is_match_ended: bool = false
|
var is_match_ended: bool = false
|
||||||
var obstacle_manager
|
var obstacle_manager
|
||||||
var gauntlet_manager
|
var candy_survival_manager
|
||||||
var vfx_manager
|
var vfx_manager
|
||||||
|
|
||||||
# Minimal local state
|
# Minimal local state
|
||||||
@@ -144,9 +144,9 @@ func _apply_arena_background():
|
|||||||
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg" # Fallback texture
|
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg" # Fallback texture
|
||||||
_instantiate_3d_arena("res://scenes/arena/freemode.tscn")
|
_instantiate_3d_arena("res://scenes/arena/freemode.tscn")
|
||||||
_hide_ground_tiles()
|
_hide_ground_tiles()
|
||||||
"Gauntlet Arena":
|
"Candy Survival Arena":
|
||||||
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg"
|
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()
|
_hide_ground_tiles()
|
||||||
"Classic", _:
|
"Classic", _:
|
||||||
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg"
|
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg"
|
||||||
@@ -165,46 +165,55 @@ func _instantiate_3d_arena(scene_path: String):
|
|||||||
if arena_scene:
|
if arena_scene:
|
||||||
var arena_instance = arena_scene.instantiate()
|
var arena_instance = arena_scene.instantiate()
|
||||||
arena_instance.name = "ArenaEnvironment3D"
|
arena_instance.name = "ArenaEnvironment3D"
|
||||||
|
|
||||||
|
# Note: We no longer shift the arena via code (e.g., position.y = -0.22)
|
||||||
|
# The physical shifts have been baked directly into the .tscn files using EditorTileReference.
|
||||||
|
|
||||||
add_child(arena_instance)
|
add_child(arena_instance)
|
||||||
move_child(arena_instance, 0)
|
move_child(arena_instance, 0)
|
||||||
|
|
||||||
|
# Clean up the EditorTileReference if it was left in the scene
|
||||||
|
var editor_ref = arena_instance.get_node_or_null("EditorTileReference")
|
||||||
|
if editor_ref:
|
||||||
|
editor_ref.queue_free()
|
||||||
|
|
||||||
print("Instantiated 3D Arena: ", scene_path)
|
print("Instantiated 3D Arena: ", scene_path)
|
||||||
|
|
||||||
func _hide_ground_tiles():
|
func _hide_ground_tiles():
|
||||||
# Make normal and auxiliary ground floors invisible
|
# Make normal and auxiliary ground floors invisible
|
||||||
# by shrinking their scale to 0. We EXCLUDE Item 4 (Wall) and 5 (Freeze)
|
# by shrinking their scale to 0. We also hide 4 (non-walkable red block)
|
||||||
# so they can still be seen above the 3D arena.
|
# as 3D arenas provide their own visual boundaries. We EXCLUDE 5 (Freeze).
|
||||||
var em = $EnhancedGridMap
|
var em = $EnhancedGridMap
|
||||||
if em and em.mesh_library:
|
if em and em.mesh_library:
|
||||||
var ml = em.mesh_library.duplicate()
|
var ml = em.mesh_library.duplicate()
|
||||||
for id in [0, 6]:
|
for id in [0, 4, 6]:
|
||||||
# Scale to 0 to hide it without triggering invalid mesh errors
|
# Scale to 0 to hide it without triggering invalid mesh errors
|
||||||
ml.set_item_mesh_transform(id, Transform3D().scaled(Vector3.ZERO))
|
ml.set_item_mesh_transform(id, Transform3D().scaled(Vector3.ZERO))
|
||||||
|
|
||||||
em.mesh_library = ml
|
em.mesh_library = ml
|
||||||
print("[Main] Hide tiles 0, 6 via zero-scale transform.")
|
print("[Main] Hide tiles 0, 4, 6 via zero-scale transform.")
|
||||||
|
|
||||||
func _setup_effect_elevation():
|
func _setup_effect_elevation():
|
||||||
var em = get_node_or_null("EnhancedGridMap")
|
var em = get_node_or_null("EnhancedGridMap")
|
||||||
if em and em.mesh_library:
|
if em and em.mesh_library:
|
||||||
# USER REQUEST: Do not apply visual Y-elevation for walls in Stop n Go mode
|
|
||||||
if LobbyManager.game_mode == "Stop n Go":
|
|
||||||
print("[Main] Stop n Go mode detected: Skipping effect elevation for walls.")
|
|
||||||
return
|
|
||||||
|
|
||||||
var ml = em.mesh_library.duplicate()
|
var ml = em.mesh_library.duplicate()
|
||||||
|
|
||||||
# Height 0.8: Above 3D arena, but below pickups (Y=1.0)
|
# Now that terrain heights are perfectly aligned inside the .tscn files,
|
||||||
var lift_transform = Transform3D().translated(Vector3(0, 0.28, 0))
|
# we no longer need to dynamically lift all tiles by 0.08.
|
||||||
|
# However, we still need to slightly drop TILE_SAFE (id 2) so it
|
||||||
# Lift Wall (4) and Freeze (5)
|
# renders strictly as a floor decal without clipping.
|
||||||
ml.set_item_mesh_transform(4, lift_transform)
|
if LobbyManager.game_mode in ["Stop n Go", "Freemode"]:
|
||||||
ml.set_item_mesh_transform(5, lift_transform)
|
if ml.find_item_by_name("safe_zone") != -1 or 2 in ml.get_item_list():
|
||||||
|
var id = 2
|
||||||
|
var current_transform = ml.get_item_mesh_transform(id)
|
||||||
|
# Push it down by -0.02 so it sits perfectly between terrain and tiles
|
||||||
|
ml.set_item_mesh_transform(id, Transform3D().translated(Vector3(0, -0.02, 0)) * current_transform)
|
||||||
|
|
||||||
em.mesh_library = ml
|
em.mesh_library = ml
|
||||||
print("[Main] MeshLibrary elevation applied: Wall(4) and Freeze(5) at Y=0.8")
|
|
||||||
|
|
||||||
# Force gridmap cell size to match player logic (1, 0.05, 1) - >0.001 to avoid errors
|
# Force gridmap cell size to match player logic (1, 0.05, 1) - >0.001 to avoid errors
|
||||||
var em = $EnhancedGridMap
|
if not em:
|
||||||
|
em = get_node_or_null("EnhancedGridMap")
|
||||||
if em:
|
if em:
|
||||||
em.cell_size = Vector3(1, 0.05, 1)
|
em.cell_size = Vector3(1, 0.05, 1)
|
||||||
|
|
||||||
@@ -234,12 +243,12 @@ func _init_managers():
|
|||||||
# No direct initialize() yet, but we'll call start_game_mode later
|
# No direct initialize() yet, but we'll call start_game_mode later
|
||||||
|
|
||||||
|
|
||||||
# Gauntlet manager for Candy Pump Survival mode
|
# Candy Survival manager
|
||||||
if LobbyManager.game_mode == "Candy Pump Survival":
|
if LobbyManager.game_mode == "Candy Survival":
|
||||||
gauntlet_manager = load("res://scripts/managers/gauntlet_manager.gd").new()
|
candy_survival_manager = load("res://scripts/managers/candy_survival_manager.gd").new()
|
||||||
gauntlet_manager.name = "GauntletManager"
|
candy_survival_manager.name = "CandySurvivalManager"
|
||||||
add_child(gauntlet_manager)
|
add_child(candy_survival_manager)
|
||||||
gauntlet_manager.initialize(self, $EnhancedGridMap)
|
candy_survival_manager.initialize(self, $EnhancedGridMap)
|
||||||
|
|
||||||
# Screen shake manager for impact feedback
|
# Screen shake manager for impact feedback
|
||||||
screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
|
screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
|
||||||
@@ -601,8 +610,8 @@ func _setup_host_game():
|
|||||||
# Spawning and arena setup
|
# Spawning and arena setup
|
||||||
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
|
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
|
||||||
stop_n_go_manager._setup_arena()
|
stop_n_go_manager._setup_arena()
|
||||||
elif LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
|
elif LobbyManager.game_mode == "Candy Survival" and candy_survival_manager:
|
||||||
gauntlet_manager._setup_arena()
|
candy_survival_manager._setup_arena()
|
||||||
else:
|
else:
|
||||||
# Randomize grid first to ensure Floor 0 is walkable for pre-calculation
|
# Randomize grid first to ensure Floor 0 is walkable for pre-calculation
|
||||||
randomize_game_grid()
|
randomize_game_grid()
|
||||||
@@ -705,9 +714,9 @@ func _setup_client_game():
|
|||||||
add_player_character(i, true)
|
add_player_character(i, true)
|
||||||
print("Client: Pre-spawned potential bot ", i)
|
print("Client: Pre-spawned potential bot ", i)
|
||||||
|
|
||||||
# Initialize arena locally for Candy Pump Survival
|
# Initialize arena locally for Candy Survival
|
||||||
if LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
|
if LobbyManager.game_mode == "Candy Survival" and candy_survival_manager:
|
||||||
gauntlet_manager._apply_arena_setup()
|
candy_survival_manager._apply_arena_setup()
|
||||||
|
|
||||||
# Ensure local player setup (UI, controls) is verified
|
# Ensure local player setup (UI, controls) is verified
|
||||||
var player_character = get_node_or_null(str(my_id))
|
var player_character = get_node_or_null(str(my_id))
|
||||||
@@ -804,13 +813,13 @@ func _start_game():
|
|||||||
stop_n_go_manager.setup_mission_tiles()
|
stop_n_go_manager.setup_mission_tiles()
|
||||||
stop_n_go_manager.spawn_initial_powerups() # Ensure power-ups exist before 1,2,3 Go
|
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
|
# Candy Survival: Spawn mission tiles BEFORE countdown
|
||||||
if LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
|
if LobbyManager.game_mode == "Candy Survival" and candy_survival_manager:
|
||||||
gauntlet_manager.setup_mission_tiles()
|
candy_survival_manager.setup_mission_tiles()
|
||||||
|
|
||||||
# Spawn Static Tektons and random tiles BEFORE countdown (Free Mode Only)
|
# Spawn Static Tektons and random tiles BEFORE countdown (Free Mode Only)
|
||||||
# Exclude for Stop n Go and Candy Pump Survival
|
# Exclude for Stop n Go and Candy Survival
|
||||||
if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Candy Pump Survival":
|
if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Candy Survival":
|
||||||
spawn_static_tektons()
|
spawn_static_tektons()
|
||||||
|
|
||||||
# STOP N GO: Rotate players to face East BEFORE countdown
|
# STOP N GO: Rotate players to face East BEFORE countdown
|
||||||
@@ -838,9 +847,9 @@ func _start_game():
|
|||||||
if goals_cycle_manager:
|
if goals_cycle_manager:
|
||||||
var match_duration = LobbyManager.get_match_duration()
|
var match_duration = LobbyManager.get_match_duration()
|
||||||
goals_cycle_manager.start_match(float(match_duration), false) # No cycles for Stop n Go
|
goals_cycle_manager.start_match(float(match_duration), false) # No cycles for Stop n Go
|
||||||
elif LobbyManager.game_mode == "Candy Pump Survival":
|
elif LobbyManager.game_mode == "Candy Survival":
|
||||||
if gauntlet_manager:
|
if candy_survival_manager:
|
||||||
gauntlet_manager.start_game_mode()
|
candy_survival_manager.start_game_mode()
|
||||||
|
|
||||||
if goals_cycle_manager:
|
if goals_cycle_manager:
|
||||||
var match_duration = LobbyManager.get_match_duration()
|
var match_duration = LobbyManager.get_match_duration()
|
||||||
@@ -1275,7 +1284,7 @@ func _create_static_setup(pos: Vector2i, tekton_id: int, shape_idx: int):
|
|||||||
if "cell_size" in enhanced_gridmap:
|
if "cell_size" in enhanced_gridmap:
|
||||||
world_pos = Vector3(
|
world_pos = Vector3(
|
||||||
pos.x * enhanced_gridmap.cell_size.x + enhanced_gridmap.cell_size.x / 2,
|
pos.x * enhanced_gridmap.cell_size.x + enhanced_gridmap.cell_size.x / 2,
|
||||||
0.28, # Match the 0.28 elevation of the arena floor
|
0.0, # Floor is now at 0.0 after arena shift
|
||||||
pos.y * enhanced_gridmap.cell_size.z + enhanced_gridmap.cell_size.z / 2
|
pos.y * enhanced_gridmap.cell_size.z + enhanced_gridmap.cell_size.z / 2
|
||||||
)
|
)
|
||||||
stand.global_position = world_pos
|
stand.global_position = world_pos
|
||||||
@@ -1763,7 +1772,7 @@ func randomize_item_at_position(grid_position: Vector2i):
|
|||||||
|
|
||||||
if is_ground:
|
if is_ground:
|
||||||
var get_mode_specific_tile = func():
|
var get_mode_specific_tile = func():
|
||||||
if LobbyManager.game_mode != "Stop n Go" 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
|
# 60% Chance for Common (7-10), 40% for PowerUp
|
||||||
if randf() <= 0.6:
|
if randf() <= 0.6:
|
||||||
return [7, 8, 9, 10].pick_random()
|
return [7, 8, 9, 10].pick_random()
|
||||||
|
|||||||
@@ -2256,7 +2256,7 @@ theme_override_constants/margin_left = 10
|
|||||||
theme_override_constants/margin_top = 10
|
theme_override_constants/margin_top = 10
|
||||||
theme_override_constants/margin_right = 10
|
theme_override_constants/margin_right = 10
|
||||||
theme_override_constants/margin_bottom = 10
|
theme_override_constants/margin_bottom = 10
|
||||||
metadata/_tab_index = 3
|
metadata/_tab_index = 2
|
||||||
|
|
||||||
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Controls" unique_id=123456806]
|
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Controls" unique_id=123456806]
|
||||||
layout_mode = 2
|
layout_mode = 2
|
||||||
@@ -2277,7 +2277,7 @@ theme_override_constants/margin_left = 10
|
|||||||
theme_override_constants/margin_top = 10
|
theme_override_constants/margin_top = 10
|
||||||
theme_override_constants/margin_right = 10
|
theme_override_constants/margin_right = 10
|
||||||
theme_override_constants/margin_bottom = 10
|
theme_override_constants/margin_bottom = 10
|
||||||
metadata/_tab_index = 4
|
metadata/_tab_index = 3
|
||||||
|
|
||||||
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/The Grid" unique_id=123456808]
|
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/The Grid" unique_id=123456808]
|
||||||
layout_mode = 2
|
layout_mode = 2
|
||||||
@@ -2296,7 +2296,7 @@ theme_override_constants/margin_left = 10
|
|||||||
theme_override_constants/margin_top = 10
|
theme_override_constants/margin_top = 10
|
||||||
theme_override_constants/margin_right = 10
|
theme_override_constants/margin_right = 10
|
||||||
theme_override_constants/margin_bottom = 10
|
theme_override_constants/margin_bottom = 10
|
||||||
metadata/_tab_index = 5
|
metadata/_tab_index = 4
|
||||||
|
|
||||||
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Tektons" unique_id=123456810]
|
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Tektons" unique_id=123456810]
|
||||||
layout_mode = 2
|
layout_mode = 2
|
||||||
@@ -2315,7 +2315,7 @@ theme_override_constants/margin_left = 10
|
|||||||
theme_override_constants/margin_top = 10
|
theme_override_constants/margin_top = 10
|
||||||
theme_override_constants/margin_right = 10
|
theme_override_constants/margin_right = 10
|
||||||
theme_override_constants/margin_bottom = 10
|
theme_override_constants/margin_bottom = 10
|
||||||
metadata/_tab_index = 6
|
metadata/_tab_index = 5
|
||||||
|
|
||||||
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Skills" unique_id=123456812]
|
[node name="RichTextLabel" type="RichTextLabel" parent="HowToPlayPanel/Panel/VBox/TabContainer/Skills" unique_id=123456812]
|
||||||
layout_mode = 2
|
layout_mode = 2
|
||||||
|
|||||||
@@ -601,6 +601,46 @@ func _get_all_mesh_instances(node: Node) -> Array:
|
|||||||
result.append_array(_get_all_mesh_instances(child))
|
result.append_array(_get_all_mesh_instances(child))
|
||||||
return result
|
return result
|
||||||
|
|
||||||
|
# -----------------------------------------------------------------
|
||||||
|
# RPCs
|
||||||
|
# -----------------------------------------------------------------
|
||||||
|
|
||||||
|
var _candy_scene: PackedScene = preload("res://scenes/candy.tscn")
|
||||||
|
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func sync_candy_stack(colors: Array) -> void:
|
||||||
|
var old_stack = get_node_or_null("CandyStack")
|
||||||
|
if old_stack:
|
||||||
|
old_stack.queue_free()
|
||||||
|
|
||||||
|
if colors.is_empty() or not _candy_scene: return
|
||||||
|
|
||||||
|
var stack_node = Node3D.new()
|
||||||
|
stack_node.name = "CandyStack"
|
||||||
|
add_child(stack_node)
|
||||||
|
|
||||||
|
stack_node.position = Vector3(0, 1.8, 0)
|
||||||
|
|
||||||
|
var candy_colors = {
|
||||||
|
0: Color(1.0, 0.3, 0.3), # HEART = red
|
||||||
|
1: Color(0.3, 0.6, 1.0), # DIAMOND = blue
|
||||||
|
2: Color(1.0, 0.8, 0.0), # STAR = gold
|
||||||
|
3: Color(0.0, 1.0, 0.4), # COIN = green
|
||||||
|
}
|
||||||
|
|
||||||
|
for i in range(colors.size()):
|
||||||
|
var color_id = colors[i]
|
||||||
|
var base_color = candy_colors.get(color_id, Color.WHITE)
|
||||||
|
var candy = _candy_scene.instantiate()
|
||||||
|
candy.position = Vector3(0, i * 0.35, 0)
|
||||||
|
# Tint material to match color
|
||||||
|
var mesh = candy.get_node_or_null("Mesh")
|
||||||
|
if mesh and mesh.material_override:
|
||||||
|
var mat = mesh.material_override.duplicate()
|
||||||
|
mat.albedo_color = base_color
|
||||||
|
mesh.material_override = mat
|
||||||
|
stack_node.add_child(candy)
|
||||||
|
|
||||||
@rpc("any_peer", "call_local", "reliable")
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
func sync_character(character_name: String) -> void:
|
func sync_character(character_name: String) -> void:
|
||||||
"""Sync character selection across all clients."""
|
"""Sync character selection across all clients."""
|
||||||
@@ -1140,12 +1180,12 @@ func _find_valid_drop_position() -> Vector2i:
|
|||||||
var item_cell = Vector3i(pos.x, 1, pos.y)
|
var item_cell = Vector3i(pos.x, 1, pos.y)
|
||||||
if enhanced_gridmap.get_cell_item(item_cell) == -1:
|
if enhanced_gridmap.get_cell_item(item_cell) == -1:
|
||||||
if not is_position_occupied(pos):
|
if not is_position_occupied(pos):
|
||||||
# Gauntlet Mode explicit overrides
|
# Candy Survival explicit overrides
|
||||||
var gm = null
|
var gm = null
|
||||||
var main_gauntlet = get_tree().root.get_node_or_null("Main")
|
var main_candy_survival = get_tree().root.get_node_or_null("Main")
|
||||||
if main_gauntlet and main_gauntlet.get("gauntlet_manager"):
|
if main_candy_survival and main_candy_survival.get("candy_survival_manager"):
|
||||||
gm = main_gauntlet.gauntlet_manager
|
gm = main_candy_survival.candy_survival_manager
|
||||||
if gm and gm.is_active:
|
if gm and gm.active:
|
||||||
if pos.x == 0 or pos.x == gm.ARENA_COLUMNS - 1 or pos.y == 0 or pos.y == gm.ARENA_ROWS - 1:
|
if pos.x == 0 or pos.x == gm.ARENA_COLUMNS - 1 or pos.y == 0 or pos.y == gm.ARENA_ROWS - 1:
|
||||||
continue
|
continue
|
||||||
if gm._is_npc_zone(pos):
|
if gm._is_npc_zone(pos):
|
||||||
|
|||||||
@@ -293,7 +293,8 @@ size_flags_horizontal = 0
|
|||||||
size_flags_vertical = 4
|
size_flags_vertical = 4
|
||||||
texture = ExtResource("tex_gold")
|
texture = ExtResource("tex_gold")
|
||||||
|
|
||||||
[node name="GoldLabel" type="Label" parent="MainMargin/MainVBox/ContentHBox/LeftPanel/LeftMargin/LeftVBox/BalanceRow/GoldPanel/MarginContainer/HBoxContainer" unique_id=1159494172]
|
[node name="LeftGoldLabel" type="Label" parent="MainMargin/MainVBox/ContentHBox/LeftPanel/LeftMargin/LeftVBox/BalanceRow/GoldPanel/MarginContainer/HBoxContainer" unique_id=1159494172]
|
||||||
|
unique_name_in_owner = true
|
||||||
layout_mode = 2
|
layout_mode = 2
|
||||||
size_flags_horizontal = 3
|
size_flags_horizontal = 3
|
||||||
theme_override_fonts/font = ExtResource("3_font")
|
theme_override_fonts/font = ExtResource("3_font")
|
||||||
@@ -327,7 +328,8 @@ size_flags_horizontal = 0
|
|||||||
size_flags_vertical = 4
|
size_flags_vertical = 4
|
||||||
texture = ExtResource("tex_star")
|
texture = ExtResource("tex_star")
|
||||||
|
|
||||||
[node name="StarLabel" type="Label" parent="MainMargin/MainVBox/ContentHBox/LeftPanel/LeftMargin/LeftVBox/BalanceRow/StarPanel/MarginContainer/HBoxContainer" unique_id=1357103504]
|
[node name="LeftStarLabel" type="Label" parent="MainMargin/MainVBox/ContentHBox/LeftPanel/LeftMargin/LeftVBox/BalanceRow/StarPanel/MarginContainer/HBoxContainer" unique_id=1357103504]
|
||||||
|
unique_name_in_owner = true
|
||||||
layout_mode = 2
|
layout_mode = 2
|
||||||
size_flags_horizontal = 3
|
size_flags_horizontal = 3
|
||||||
theme_override_fonts/font = ExtResource("3_font")
|
theme_override_fonts/font = ExtResource("3_font")
|
||||||
|
|||||||
@@ -153,7 +153,7 @@ func _on_room_joined(room_data: Dictionary) -> void:
|
|||||||
_on_enable_cycle_timer_changed(LobbyManager.enable_cycle_timer)
|
_on_enable_cycle_timer_changed(LobbyManager.enable_cycle_timer)
|
||||||
_on_scarcity_mode_changed(LobbyManager.scarcity_mode)
|
_on_scarcity_mode_changed(LobbyManager.scarcity_mode)
|
||||||
_on_sng_update()
|
_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_left_btn: lobby.area_left_btn.disabled = not is_host
|
||||||
if lobby.area_right_btn: lobby.area_right_btn.disabled = not is_host
|
if lobby.area_right_btn: lobby.area_right_btn.disabled = not is_host
|
||||||
|
|||||||
@@ -106,7 +106,7 @@ func _physics_process(delta):
|
|||||||
return
|
return
|
||||||
|
|
||||||
# Only run if game has started
|
# Only run if game has started
|
||||||
if not GameStateManager.is_game_started():
|
if not Engine.get_main_loop().root.get_node_or_null("GameStateManager").is_game_started():
|
||||||
return
|
return
|
||||||
|
|
||||||
# STUCK PREVENTION
|
# STUCK PREVENTION
|
||||||
@@ -143,7 +143,7 @@ func _physics_process(delta):
|
|||||||
|
|
||||||
# Rate limiting (with difficulty scaling for Stop n Go)
|
# Rate limiting (with difficulty scaling for Stop n Go)
|
||||||
var current_tick_rate = tick_rate
|
var current_tick_rate = tick_rate
|
||||||
if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO) and actor.current_position.x > 10:
|
if Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO) and actor.current_position.x > 10:
|
||||||
current_tick_rate = int(tick_rate * 0.6) # 40% faster updates after column 10
|
current_tick_rate = int(tick_rate * 0.6) # 40% faster updates after column 10
|
||||||
|
|
||||||
_tick_counter += 1
|
_tick_counter += 1
|
||||||
@@ -168,7 +168,7 @@ func _run_ai_tick():
|
|||||||
if actor.is_player_moving:
|
if actor.is_player_moving:
|
||||||
return
|
return
|
||||||
|
|
||||||
if TurnManager.turn_based_mode:
|
if Engine.get_main_loop().root.get_node_or_null("TurnManager").turn_based_mode:
|
||||||
_tick_counter = tick_rate # Force immediate evaluation in turn-based
|
_tick_counter = tick_rate # Force immediate evaluation in turn-based
|
||||||
|
|
||||||
# Update cooldowns
|
# Update cooldowns
|
||||||
@@ -176,7 +176,7 @@ func _run_ai_tick():
|
|||||||
_tekton_spawn_cooldown -= get_process_delta_time()
|
_tekton_spawn_cooldown -= get_process_delta_time()
|
||||||
|
|
||||||
# STOP N GO: Don't process if already at finish line
|
# STOP N GO: Don't process if already at finish line
|
||||||
if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO) and actor.current_position.x >= 21:
|
if Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO) and actor.current_position.x >= 21:
|
||||||
return
|
return
|
||||||
|
|
||||||
# STOP N GO: Red light freezing logic
|
# STOP N GO: Red light freezing logic
|
||||||
@@ -193,7 +193,7 @@ func _run_ai_tick():
|
|||||||
print("[BotController] %s AI Tick. Goals: %s, Fullness: %.2f" % [actor.name, actor.goals, board_fullness])
|
print("[BotController] %s AI Tick. Goals: %s, Fullness: %.2f" % [actor.name, actor.goals, board_fullness])
|
||||||
|
|
||||||
# 0. BOT AGGRESSION THRESHOLD (Stop n Go)
|
# 0. BOT AGGRESSION THRESHOLD (Stop n Go)
|
||||||
var is_sng = LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO)
|
var is_sng = Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO)
|
||||||
var can_be_aggressive = not is_sng or actor.current_position.x > 10
|
var can_be_aggressive = not is_sng or actor.current_position.x > 10
|
||||||
|
|
||||||
# PRIORITY OVERRIDE: If board is getting full, prioritize clearing space!
|
# PRIORITY OVERRIDE: If board is getting full, prioritize clearing space!
|
||||||
@@ -210,11 +210,36 @@ func _run_ai_tick():
|
|||||||
print("[BotController] Action Taken: Attack Pursuit")
|
print("[BotController] Action Taken: Attack Pursuit")
|
||||||
return
|
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():
|
if await _try_activate_ghost():
|
||||||
print("[BotController] Action Taken: Ghost (trapped)")
|
print("[BotController] Action Taken: Ghost (trapped)")
|
||||||
return
|
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.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 = enhanced_gridmap.find_path(
|
||||||
|
Vector2(actor.current_position),
|
||||||
|
Vector2(8, 8),
|
||||||
|
0, false, false
|
||||||
|
)
|
||||||
|
if path.size() >= 2:
|
||||||
|
var next_step = Vector2i(path[1].x, path[1].y)
|
||||||
|
if actor.movement_manager.simple_move_to(next_step):
|
||||||
|
_is_processing_action = true
|
||||||
|
_current_action = "delivering_candies"
|
||||||
|
while is_instance_valid(actor) and actor.is_player_moving:
|
||||||
|
await get_tree().process_frame
|
||||||
|
_is_processing_action = false
|
||||||
|
print("[BotController] Action Taken: Delivering candies to Mekton!")
|
||||||
|
return
|
||||||
|
|
||||||
# Priority 1: Tekton Management (Grab Tekton if full boost, or spawn if carrying)
|
# Priority 1: Tekton Management (Grab Tekton if full boost, or spawn if carrying)
|
||||||
# Spawning while carrying is high priority; Hunting is medium priority.
|
# Spawning while carrying is high priority; Hunting is medium priority.
|
||||||
if await _try_tekton_action():
|
if await _try_tekton_action():
|
||||||
@@ -260,27 +285,30 @@ func _run_ai_tick():
|
|||||||
return
|
return
|
||||||
|
|
||||||
# =============================================================================
|
# =============================================================================
|
||||||
# Gauntlet (#075) — Ghost Powerup + Sticky Avoidance wiring
|
# Candy Survival (#075) — Ghost Powerup + Sticky Avoidance wiring
|
||||||
# =============================================================================
|
# =============================================================================
|
||||||
|
|
||||||
func _try_activate_ghost() -> bool:
|
func _try_activate_ghost() -> bool:
|
||||||
"""Activate Ghost powerup when the planner reports imminent danger.
|
"""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."""
|
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
|
return false
|
||||||
if not strategic_planner.should_activate_ghost_now():
|
if not strategic_planner.should_activate_ghost_now():
|
||||||
return false
|
return false
|
||||||
var stm = actor.get_node_or_null("SpecialTilesManager")
|
|
||||||
if not stm:
|
var gm = strategic_planner._get_candy_survival_manager()
|
||||||
return false
|
if not gm or not gm.active:
|
||||||
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
|
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:
|
func _on_step_onto_unsafe() -> bool:
|
||||||
"""Refuse to step onto a sticky/telegraphed cell and re-plan. Returns true
|
"""Refuse to step onto a sticky/telegraphed cell and re-plan. Returns true
|
||||||
if the bot had to abort the planned move."""
|
if the bot had to abort the planned move."""
|
||||||
@@ -291,9 +319,9 @@ func _on_step_onto_unsafe() -> bool:
|
|||||||
return false
|
return false
|
||||||
# Post-move guard: if we somehow landed on a sticky without ghost active,
|
# Post-move guard: if we somehow landed on a sticky without ghost active,
|
||||||
# burn Ghost powerup to phase through next tick.
|
# 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():
|
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):
|
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])
|
print("[BotController] %s stepped onto sticky at %s — activating Ghost" % [actor.name, here])
|
||||||
return _try_activate_ghost()
|
return _try_activate_ghost()
|
||||||
@@ -453,7 +481,7 @@ func _try_attack_chase() -> bool:
|
|||||||
|
|
||||||
if not push_success:
|
if not push_success:
|
||||||
# If attack failed (e.g. Safe Zone in Stop n Go), don't just loop!
|
# If attack failed (e.g. Safe Zone in Stop n Go), don't just loop!
|
||||||
if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO):
|
if Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO):
|
||||||
if victim.current_position.x in [6, 7, 8, 14, 15, 16]: # Safe Zone Columns
|
if victim.current_position.x in [6, 7, 8, 14, 15, 16]: # Safe Zone Columns
|
||||||
print("[BotController] %s target is in Safe Zone. Moving to find better angle." % actor.name)
|
print("[BotController] %s target is in Safe Zone. Moving to find better angle." % actor.name)
|
||||||
await _try_unstuck_move()
|
await _try_unstuck_move()
|
||||||
@@ -479,7 +507,7 @@ func _try_attack_chase() -> bool:
|
|||||||
var next_step = Vector2i(path[1].x, path[1].y)
|
var next_step = Vector2i(path[1].x, path[1].y)
|
||||||
|
|
||||||
# STOP N GO BOUNDARY PROTECTION
|
# STOP N GO BOUNDARY PROTECTION
|
||||||
if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO) and next_step.x >= 21:
|
if Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO) and next_step.x >= 21:
|
||||||
var main = get_tree().root.get_node_or_null("Main")
|
var main = get_tree().root.get_node_or_null("Main")
|
||||||
var gc_manager = main.get_node_or_null("GoalsCycleManager") if main else null
|
var gc_manager = main.get_node_or_null("GoalsCycleManager") if main else null
|
||||||
var time_remaining = gc_manager.get_global_time_remaining() if gc_manager else 999.0
|
var time_remaining = gc_manager.get_global_time_remaining() if gc_manager else 999.0
|
||||||
@@ -547,7 +575,7 @@ func _try_grab() -> bool:
|
|||||||
pass
|
pass
|
||||||
|
|
||||||
# Check if goals already achieved
|
# Check if goals already achieved
|
||||||
if _is_goals_achieved() and LobbyManager.game_mode != "Stop n Go":
|
if _is_goals_achieved() and Engine.get_main_loop().root.get_node_or_null("LobbyManager").game_mode != "Stop n Go":
|
||||||
return false
|
return false
|
||||||
|
|
||||||
# Get tiles we need
|
# Get tiles we need
|
||||||
@@ -606,7 +634,7 @@ func _find_tile_to_grab(tiles_needed: Array) -> Dictionary:
|
|||||||
func _try_move() -> bool:
|
func _try_move() -> bool:
|
||||||
"""Try to move toward needed tiles taking single steps like a player."""
|
"""Try to move toward needed tiles taking single steps like a player."""
|
||||||
|
|
||||||
if _is_goals_achieved() and LobbyManager.game_mode != "Stop n Go":
|
if _is_goals_achieved() and Engine.get_main_loop().root.get_node_or_null("LobbyManager").game_mode != "Stop n Go":
|
||||||
return false
|
return false
|
||||||
|
|
||||||
# Find optimal movement target
|
# Find optimal movement target
|
||||||
@@ -860,7 +888,7 @@ func _get_board_fullness_ratio() -> float:
|
|||||||
|
|
||||||
func _is_goals_achieved() -> bool:
|
func _is_goals_achieved() -> bool:
|
||||||
"""Check if goal pattern is complete (Standard) or mission complete (Stop n Go)."""
|
"""Check if goal pattern is complete (Standard) or mission complete (Stop n Go)."""
|
||||||
if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO):
|
if Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO):
|
||||||
var main = get_tree().root.get_node_or_null("Main")
|
var main = get_tree().root.get_node_or_null("Main")
|
||||||
if main:
|
if main:
|
||||||
var sng_manager = main.get_node_or_null("StopNGoManager")
|
var sng_manager = main.get_node_or_null("StopNGoManager")
|
||||||
|
|||||||
@@ -8,38 +8,38 @@ class_name BotStrategicPlanner
|
|||||||
|
|
||||||
var actor: Node3D
|
var actor: Node3D
|
||||||
var enhanced_gridmap: Node
|
var enhanced_gridmap: Node
|
||||||
# Optional explicit gauntlet_manager binding (set by tests to avoid scene-tree
|
# Optional explicit candy_survival_manager binding (set by tests to avoid scene-tree
|
||||||
# traversal collisions; production code uses _get_gauntlet_manager() instead).
|
# traversal collisions; production code uses _get_candy_survival_manager() instead).
|
||||||
var gauntlet_manager_override: Node = null
|
var candy_survival_manager_override: Node = null
|
||||||
|
|
||||||
# Tile type constants
|
# Tile type constants
|
||||||
const GOAL_TILES = [7, 8, 9, 10] # Heart, Diamond, Star, Coin
|
const GOAL_TILES = [7, 8, 9, 10] # Heart, Diamond, Star, Coin
|
||||||
const HOLO_TILES = [11, 12, 13, 14] # Power-up holo tiles
|
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.
|
# 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_STICKY: int = 17
|
||||||
const TILE_TELEGRAPH: int = 18
|
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:
|
func is_candy_survival_mode() -> bool:
|
||||||
return LobbyManager and LobbyManager.is_game_mode(GameMode.Mode.GAUNTLET)
|
return LobbyManager and LobbyManager.is_game_mode(GameMode.Mode.CANDY_SURVIVAL)
|
||||||
|
|
||||||
func _get_gauntlet_manager() -> Node:
|
func _get_candy_survival_manager() -> Node:
|
||||||
"""Resolve the active GauntletManager.
|
"""Resolve the active CandySurvivalManager.
|
||||||
|
|
||||||
Order of resolution:
|
Order of resolution:
|
||||||
1. Explicit `gauntlet_manager_override` (used by tests).
|
1. Explicit `candy_survival_manager_override` (used by tests).
|
||||||
2. Walk actor's ancestors for any node containing a GauntletManager child
|
2. Walk actor's ancestors for any node containing a CandySurvivalManager child
|
||||||
(production path — robust to non-standard scene trees).
|
(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):
|
if candy_survival_manager_override and is_instance_valid(candy_survival_manager_override):
|
||||||
return gauntlet_manager_override
|
return candy_survival_manager_override
|
||||||
var root: Node = null
|
var root: Node = null
|
||||||
if actor and actor.is_inside_tree():
|
if actor and actor.is_inside_tree():
|
||||||
root = actor.get_tree().get_root()
|
root = actor.get_tree().get_root()
|
||||||
@@ -47,7 +47,7 @@ func _get_gauntlet_manager() -> Node:
|
|||||||
# nested under Main → Arena → Player).
|
# nested under Main → Arena → Player).
|
||||||
var n: Node = actor.get_parent()
|
var n: Node = actor.get_parent()
|
||||||
while n:
|
while n:
|
||||||
var gm = n.get_node_or_null("GauntletManager")
|
var gm = n.get_node_or_null("CandySurvivalManager")
|
||||||
if gm:
|
if gm:
|
||||||
return gm
|
return gm
|
||||||
n = n.get_parent()
|
n = n.get_parent()
|
||||||
@@ -56,37 +56,37 @@ func _get_gauntlet_manager() -> Node:
|
|||||||
# Last-resort scan of root children (helps in unusual scene trees).
|
# Last-resort scan of root children (helps in unusual scene trees).
|
||||||
for child in root.get_children():
|
for child in root.get_children():
|
||||||
if child.name.begins_with("Main") or child.name.begins_with("BotTestMain"):
|
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:
|
if gm2:
|
||||||
return gm2
|
return gm2
|
||||||
return null
|
return null
|
||||||
|
|
||||||
func _bot_has_ghost_powerup() -> bool:
|
func _bot_has_ghost_powerup() -> bool:
|
||||||
"""Check if the bot has a ghost powerup in its SpecialTilesManager inventory."""
|
"""Check if the bot has native ghost charges in CandySurvivalManager."""
|
||||||
var stm = actor.get_node_or_null("SpecialTilesManager")
|
var gm = _get_candy_survival_manager()
|
||||||
if not stm:
|
if not gm:
|
||||||
return false
|
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:
|
func _is_bot_ghost_active() -> bool:
|
||||||
"""Check if the bot is currently in ghost (invisible) mode."""
|
"""Check if the bot is currently in ghost (invisible) mode."""
|
||||||
return actor.get("is_invisible") == true
|
return actor.get("is_invisible") == true
|
||||||
|
|
||||||
func _is_overlay_unsafe(pos: Vector2i) -> bool:
|
func _is_overlay_unsafe(pos: Vector2i) -> bool:
|
||||||
"""True if the cell carries a sticky or telegraphed overlay on layer 2."""
|
"""True if the cell carries a sticky or telegraphed overlay on layer 2."""
|
||||||
if not enhanced_gridmap:
|
if not enhanced_gridmap:
|
||||||
return false
|
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
|
return item == TILE_STICKY or item == TILE_TELEGRAPH
|
||||||
|
|
||||||
func _is_cell_unsafe_in_gauntlet(pos: Vector2i) -> bool:
|
func _is_cell_unsafe_in_candy_survival(pos: Vector2i) -> bool:
|
||||||
"""Cell is unsafe in Gauntlet if it's sticky/telegraphed — unless the bot's
|
"""Cell is unsafe in Candy Survival if it's sticky/telegraphed — unless the bot's
|
||||||
Ghost mode is active (grants sticky bypass)."""
|
Ghost mode is active (grants sticky bypass)."""
|
||||||
if not is_gauntlet_mode():
|
if not is_candy_survival_mode():
|
||||||
return false
|
return false
|
||||||
if _is_bot_ghost_active():
|
if _is_bot_ghost_active():
|
||||||
return false
|
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):
|
if gm and gm.has_method("is_sticky_cell") and gm.is_sticky_cell(pos):
|
||||||
return true
|
return true
|
||||||
return _is_overlay_unsafe(pos)
|
return _is_overlay_unsafe(pos)
|
||||||
@@ -101,7 +101,7 @@ func _count_unsafe_neighbors(pos: Vector2i) -> int:
|
|||||||
|
|
||||||
func should_activate_ghost_now() -> bool:
|
func should_activate_ghost_now() -> bool:
|
||||||
"""True if the bot is boxed in / about to be sealed and should use Ghost powerup."""
|
"""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
|
return false
|
||||||
if not _bot_has_ghost_powerup():
|
if not _bot_has_ghost_powerup():
|
||||||
return false
|
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):
|
if not ignore_players and actor.is_position_occupied(pos):
|
||||||
return false
|
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.
|
# 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
|
# 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
|
# regardless of whether another player is on it). Ghost-active bots are
|
||||||
# exempt via the helper.
|
# exempt via the helper.
|
||||||
if _is_cell_unsafe_in_gauntlet(pos):
|
if _is_cell_unsafe_in_candy_survival(pos):
|
||||||
return false
|
return false
|
||||||
return true
|
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
|
||||||
@@ -1,7 +1,7 @@
|
|||||||
extends RefCounted
|
extends RefCounted
|
||||||
class_name GameMode
|
class_name GameMode
|
||||||
|
|
||||||
enum Mode { FREEMODE = 0, STOP_N_GO = 1, GAUNTLET = 2 }
|
enum Mode { FREEMODE = 0, STOP_N_GO = 1, CANDY_SURVIVAL = 2 }
|
||||||
|
|
||||||
static func from_string(mode: String) -> Mode:
|
static func from_string(mode: String) -> Mode:
|
||||||
match mode:
|
match mode:
|
||||||
@@ -9,8 +9,8 @@ static func from_string(mode: String) -> Mode:
|
|||||||
return Mode.FREEMODE
|
return Mode.FREEMODE
|
||||||
"Stop n Go":
|
"Stop n Go":
|
||||||
return Mode.STOP_N_GO
|
return Mode.STOP_N_GO
|
||||||
"Candy Pump Survival":
|
"Candy Survival":
|
||||||
return Mode.GAUNTLET
|
return Mode.CANDY_SURVIVAL
|
||||||
return Mode.FREEMODE
|
return Mode.FREEMODE
|
||||||
|
|
||||||
static func mode_to_string(mode: Mode) -> String:
|
static func mode_to_string(mode: Mode) -> String:
|
||||||
@@ -19,13 +19,13 @@ static func mode_to_string(mode: Mode) -> String:
|
|||||||
return "Freemode"
|
return "Freemode"
|
||||||
Mode.STOP_N_GO:
|
Mode.STOP_N_GO:
|
||||||
return "Stop n Go"
|
return "Stop n Go"
|
||||||
Mode.GAUNTLET:
|
Mode.CANDY_SURVIVAL:
|
||||||
return "Candy Pump Survival"
|
return "Candy Survival"
|
||||||
_:
|
_:
|
||||||
return "Freemode"
|
return "Freemode"
|
||||||
|
|
||||||
static func is_restricted(mode: Mode) -> bool:
|
static func is_restricted(mode: Mode) -> bool:
|
||||||
return mode == Mode.STOP_N_GO or mode == Mode.GAUNTLET
|
return mode == Mode.STOP_N_GO or mode == Mode.CANDY_SURVIVAL
|
||||||
|
|
||||||
static func get_all_modes() -> Array[String]:
|
static func get_all_modes() -> Array[String]:
|
||||||
return ["Freemode", "Stop n Go", "Candy Pump Survival"]
|
return ["Freemode", "Stop n Go", "Candy Survival"]
|
||||||
|
|||||||
@@ -12,7 +12,7 @@ var player: Node3D
|
|||||||
@export var z_offset: float = 12.0
|
@export var z_offset: float = 12.0
|
||||||
@export var default_y: float = 19.636
|
@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 }
|
# 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 }
|
var bounds_freemode = { "min_x": 3.0, "max_x": 11.0, "min_z": 13.0, "max_z": 22.5 }
|
||||||
@@ -48,8 +48,8 @@ func _calculate_target_position() -> Vector3:
|
|||||||
# Apply Mode-Specific Clamping
|
# Apply Mode-Specific Clamping
|
||||||
var bounds = bounds_freemode # Default
|
var bounds = bounds_freemode # Default
|
||||||
|
|
||||||
if mode == GameMode.Mode.GAUNTLET:
|
if mode == GameMode.Mode.CANDY_SURVIVAL:
|
||||||
bounds = bounds_gauntlet
|
bounds = bounds_candy_survival
|
||||||
elif mode == GameMode.Mode.STOP_N_GO:
|
elif mode == GameMode.Mode.STOP_N_GO:
|
||||||
bounds = bounds_stop_n_go
|
bounds = bounds_stop_n_go
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,615 @@
|
|||||||
|
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")
|
||||||
|
|
||||||
|
# Cache for local client HUD resync (avoids local dictionary/timer desyncs)
|
||||||
|
var _last_badge_count: int = 0
|
||||||
|
var _last_badge_mult: float = 1.0
|
||||||
|
var _last_badge_face_match: bool = false
|
||||||
|
|
||||||
|
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 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_colors: Dictionary = {} # pid -> Array of CandyColor
|
||||||
|
var player_candy_color: Dictionary:
|
||||||
|
get:
|
||||||
|
var d = {}
|
||||||
|
for pid in player_candy_colors:
|
||||||
|
var colors = player_candy_colors[pid]
|
||||||
|
d[pid] = colors.back() if colors.size() > 0 else -1
|
||||||
|
return d
|
||||||
|
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:
|
||||||
|
if multiplayer.is_server():
|
||||||
|
activate_client_side()
|
||||||
|
active = true
|
||||||
|
current_face = CandyColor.HEART
|
||||||
|
face_timer = 0.0
|
||||||
|
game_elapsed = 0.0
|
||||||
|
player_candies.clear()
|
||||||
|
player_candy_colors.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_colors[pid] = []
|
||||||
|
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
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
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:
|
||||||
|
player_blueprints[pid] = player_blueprints.get(pid, 0) + 1
|
||||||
|
|
||||||
|
var target_tile_id = primary_tile_id
|
||||||
|
var player_node: Node = null
|
||||||
|
if main_scene:
|
||||||
|
player_node = main_scene.get_node_or_null(str(pid))
|
||||||
|
if player_node and player_node.goals.size() > 0:
|
||||||
|
target_tile_id = player_node.goals[0]
|
||||||
|
|
||||||
|
var candy_color = CandyColor.HEART
|
||||||
|
for key in TILE_IDS:
|
||||||
|
if TILE_IDS[key] == target_tile_id:
|
||||||
|
candy_color = key
|
||||||
|
break
|
||||||
|
|
||||||
|
_give_candy(pid, candy_color)
|
||||||
|
|
||||||
|
# Clear the board now that it's matched and converted to a candy
|
||||||
|
if main_scene and player_node:
|
||||||
|
if player_node.playerboard_manager:
|
||||||
|
# Visual wipe
|
||||||
|
player_node.playerboard.fill(-1)
|
||||||
|
main_scene.rpc("sync_playerboard", pid, player_node.playerboard)
|
||||||
|
|
||||||
|
# Record goal completion stats in GoalsCycleManager
|
||||||
|
var goals_cycle = main_scene.get_node_or_null("GoalsCycleManager")
|
||||||
|
if goals_cycle:
|
||||||
|
# Increment goal count (but DO NOT trigger the general score points
|
||||||
|
# because in Candy Survival, points are awarded during Mekton deposit)
|
||||||
|
if not goals_cycle.player_goal_counts.has(pid):
|
||||||
|
goals_cycle.player_goal_counts[pid] = 0
|
||||||
|
goals_cycle.player_goal_counts[pid] += 1
|
||||||
|
goals_cycle.emit_signal("goal_count_updated", pid, goals_cycle.player_goal_counts[pid])
|
||||||
|
goals_cycle.rpc("sync_goal_count", pid, goals_cycle.player_goal_counts[pid])
|
||||||
|
|
||||||
|
# Generate new goals immediately to keep player active
|
||||||
|
goals_cycle.regenerate_goals_for_player(player_node)
|
||||||
|
# Need to randomize tiles around player to refresh pickups for the new goal
|
||||||
|
goals_cycle._randomize_tiles_around_player(player_node)
|
||||||
|
|
||||||
|
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
|
||||||
|
if not player_candy_colors.has(pid):
|
||||||
|
player_candy_colors[pid] = []
|
||||||
|
player_candy_colors[pid].append(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 colors = player_candy_colors.get(pid, [])
|
||||||
|
var color = colors.back() if colors.size() > 0 else -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", colors)
|
||||||
|
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 colors = player_candy_colors.get(pid, [])
|
||||||
|
var color = colors.back() if colors.size() > 0 else -1
|
||||||
|
if color == -1 or colors.size() == 0:
|
||||||
|
rpc("sync_delivery_result", pid, false, "No candy")
|
||||||
|
return false
|
||||||
|
if color != current_face:
|
||||||
|
rpc("sync_delivery_result", pid, false, "Wrong color")
|
||||||
|
return false
|
||||||
|
|
||||||
|
var count = colors.size()
|
||||||
|
var mult = get_multiplier(pid)
|
||||||
|
|
||||||
|
var base_points = 1000 * count
|
||||||
|
_add_score(pid, int(base_points * mult))
|
||||||
|
|
||||||
|
player_candies[pid] = 0
|
||||||
|
player_candy_colors[pid] = []
|
||||||
|
_update_candy_badge(pid)
|
||||||
|
|
||||||
|
_trigger_sugar_rush(pid, count, mult)
|
||||||
|
|
||||||
|
rpc("sync_delivery_result", pid, true, "Delivered!")
|
||||||
|
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_colors = player_candy_colors.get(target, [])
|
||||||
|
var target_candies = target_colors.size()
|
||||||
|
|
||||||
|
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
|
||||||
|
if not player_candy_colors.has(attacker):
|
||||||
|
player_candy_colors[attacker] = []
|
||||||
|
player_candy_colors[attacker].append_array(target_colors)
|
||||||
|
player_candy_colors[target] = []
|
||||||
|
|
||||||
|
player_candies[attacker] = player_candy_colors[attacker].size()
|
||||||
|
player_candies[target] = 0
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
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.set("columns", ARENA_COLS)
|
||||||
|
gridmap.set("rows", ARENA_ROWS)
|
||||||
|
gridmap.clear()
|
||||||
|
|
||||||
|
# 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 not active:
|
||||||
|
activate_client_side()
|
||||||
|
if pid == multiplayer.get_unique_id():
|
||||||
|
_last_badge_count = count
|
||||||
|
_last_badge_mult = mult
|
||||||
|
_last_badge_face_match = face_match
|
||||||
|
|
||||||
|
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_delivery_result(pid: int, success: bool, msg: String) -> void:
|
||||||
|
if not active:
|
||||||
|
activate_client_side()
|
||||||
|
if pid != multiplayer.get_unique_id():
|
||||||
|
return
|
||||||
|
if hud_delivery_indicator:
|
||||||
|
if success:
|
||||||
|
hud_delivery_indicator.text = "✓ Delivered! +Sugar Rush!"
|
||||||
|
hud_delivery_indicator.add_theme_color_override("font_color", Color(0.3, 1.0, 0.3))
|
||||||
|
else:
|
||||||
|
hud_delivery_indicator.text = "✗ " + msg
|
||||||
|
hud_delivery_indicator.add_theme_color_override("font_color", Color(1.0, 0.3, 0.3))
|
||||||
|
# Flash and auto-clear after 1.5s
|
||||||
|
var tween = create_tween()
|
||||||
|
tween.tween_interval(1.5)
|
||||||
|
tween.tween_callback(_restore_delivery_indicator)
|
||||||
|
|
||||||
|
func _restore_delivery_indicator() -> void:
|
||||||
|
if not active or not hud_delivery_indicator:
|
||||||
|
return
|
||||||
|
var count = _last_badge_count
|
||||||
|
var face_match = _last_badge_face_match
|
||||||
|
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:
|
||||||
|
if not active:
|
||||||
|
activate_client_side()
|
||||||
|
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 not active:
|
||||||
|
activate_client_side()
|
||||||
|
if pid == multiplayer.get_unique_id():
|
||||||
|
if hud_ghost_label and player_ghosts.has(pid):
|
||||||
|
hud_ghost_label.text = "👻 Ghosts: %d" % player_ghosts[pid]
|
||||||
@@ -40,7 +40,8 @@ func pull(banner_id: String, count: int) -> Array:
|
|||||||
var result = await BackendService.perform_gacha_pull(banner_id, count)
|
var result = await BackendService.perform_gacha_pull(banner_id, count)
|
||||||
|
|
||||||
if result.get("success", false) == false:
|
if result.get("success", false) == false:
|
||||||
var msg = str(result.get("error", "Unknown error"))
|
var err_val = result.get("error", "Unknown error")
|
||||||
|
var msg = result.get("message", str(err_val))
|
||||||
push_error("[GachaManager] Gacha pull failed: " + msg)
|
push_error("[GachaManager] Gacha pull failed: " + msg)
|
||||||
return []
|
return []
|
||||||
|
|
||||||
|
|||||||
@@ -1,1825 +0,0 @@
|
|||||||
extends Node
|
|
||||||
class_name GauntletManager
|
|
||||||
|
|
||||||
# GauntletManager - Handles Candy Pump Survival (Gauntlet) game mode
|
|
||||||
# Pattern: StopNGoManager + GauntletManager
|
|
||||||
|
|
||||||
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 (2.5–3)
|
|
||||||
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 (0–0.8s): amber glow ramps alpha 0→1.
|
|
||||||
• Flash (0.8–1.0s): 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
|
|
||||||
@@ -13,11 +13,18 @@ func initialize_random_goals(size: int, min_value: int, max_value: int, null_cou
|
|||||||
var rng = RandomNumberGenerator.new()
|
var rng = RandomNumberGenerator.new()
|
||||||
rng.randomize()
|
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 null_val = 0
|
||||||
var max_nulls = 3
|
var max_nulls = 3
|
||||||
|
|
||||||
const SPECIAL_VALUES = {1: 7, 2: 8, 3: 9, 4: 10}
|
|
||||||
|
|
||||||
for i in range(size):
|
for i in range(size):
|
||||||
if null_val < max_nulls and rng.randf() < null_count:
|
if null_val < max_nulls and rng.randf() < null_count:
|
||||||
goals.append(-1)
|
goals.append(-1)
|
||||||
|
|||||||
@@ -215,6 +215,9 @@ func sync_cycle_end():
|
|||||||
func on_goal_completed(player: Node, time_remaining: float):
|
func on_goal_completed(player: Node, time_remaining: float):
|
||||||
"""Called when a player completes their goal pattern."""
|
"""Called when a player completes their goal pattern."""
|
||||||
|
|
||||||
|
if LobbyManager.is_game_mode(GameMode.Mode.CANDY_SURVIVAL):
|
||||||
|
return # Candy Survival goal generation / completion handled separately by mekton deposit
|
||||||
|
|
||||||
# CLIENT PATH: clear board immediately for visual responsiveness,
|
# CLIENT PATH: clear board immediately for visual responsiveness,
|
||||||
# then let server send back the single authoritative new goals.
|
# then let server send back the single authoritative new goals.
|
||||||
# Do NOT generate goals locally — that caused rollback/blinking.
|
# Do NOT generate goals locally — that caused rollback/blinking.
|
||||||
|
|||||||
@@ -26,10 +26,10 @@ signal sng_go_duration_changed(duration: int)
|
|||||||
signal sng_stop_duration_changed(duration: int)
|
signal sng_stop_duration_changed(duration: int)
|
||||||
signal sng_required_goals_changed(goals: int)
|
signal sng_required_goals_changed(goals: int)
|
||||||
|
|
||||||
# Gauntlet settings signals
|
# Candy Survival settings signals
|
||||||
signal gauntlet_round_duration_changed(duration: int)
|
signal candy_survival_duration_changed(duration: int)
|
||||||
signal gauntlet_growth_interval_changed(interval: float)
|
signal candy_survival_growth_interval_changed(interval: float)
|
||||||
signal gauntlet_cells_per_tick_changed(cells: Dictionary)
|
signal candy_survival_cells_per_tick_changed(cells: Dictionary)
|
||||||
|
|
||||||
# Room data structure
|
# Room data structure
|
||||||
var current_room: Dictionary = {}
|
var current_room: Dictionary = {}
|
||||||
@@ -69,10 +69,10 @@ var sng_go_duration: int = 20
|
|||||||
var sng_stop_duration: int = 4
|
var sng_stop_duration: int = 4
|
||||||
var sng_required_goals: int = 8
|
var sng_required_goals: int = 8
|
||||||
|
|
||||||
# Gauntlet settings
|
# Candy Survival settings
|
||||||
var gauntlet_round_duration: int = 180
|
var candy_survival_round_duration: int = 180
|
||||||
var gauntlet_growth_interval: float = 3.0 # seconds between growth ticks
|
var candy_survival_growth_interval: float = 3.0 # seconds between growth ticks
|
||||||
var gauntlet_cells_per_tick: Dictionary = {
|
var candy_survival_cells_per_tick: Dictionary = {
|
||||||
"phase1": [4, 6],
|
"phase1": [4, 6],
|
||||||
"phase2": [6, 8],
|
"phase2": [6, 8],
|
||||||
"phase3": [8, 10],
|
"phase3": [8, 10],
|
||||||
@@ -84,7 +84,7 @@ var rematch_votes: Array = [] # [player_id, ...]
|
|||||||
# Character and area selection
|
# Character and area selection
|
||||||
var available_characters: Array[String] = ["Copper", "Dabro", "Gatot", "Pip", "Random"]
|
var available_characters: Array[String] = ["Copper", "Dabro", "Gatot", "Pip", "Random"]
|
||||||
var available_areas: Array[String] = []
|
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 selected_area: String = "Freemode Arena" # Host-controlled
|
||||||
var game_mode: String = "Freemode" # Host-controlled
|
var game_mode: String = "Freemode" # Host-controlled
|
||||||
var local_character_index: int = 0 # Local player's character index
|
var local_character_index: int = 0 # Local player's character index
|
||||||
@@ -139,8 +139,8 @@ func _update_available_areas(mode: String) -> void:
|
|||||||
available_areas = ["Freemode Arena", "Classic", "Colloseum"]
|
available_areas = ["Freemode Arena", "Classic", "Colloseum"]
|
||||||
"Stop n Go":
|
"Stop n Go":
|
||||||
available_areas = ["Stop N Go Arena"]
|
available_areas = ["Stop N Go Arena"]
|
||||||
"Candy Pump Survival":
|
"Candy Survival":
|
||||||
available_areas = ["Gauntlet Arena"]
|
available_areas = ["Candy Survival Arena"]
|
||||||
_:
|
_:
|
||||||
available_areas = ["Classic"]
|
available_areas = ["Classic"]
|
||||||
|
|
||||||
@@ -513,35 +513,35 @@ func sync_sng_required_goals(goals: int) -> void:
|
|||||||
emit_signal("sng_required_goals_changed", goals)
|
emit_signal("sng_required_goals_changed", goals)
|
||||||
|
|
||||||
# =============================================================================
|
# =============================================================================
|
||||||
# Gauntlet Settings
|
# Candy Survival Settings
|
||||||
# =============================================================================
|
# =============================================================================
|
||||||
|
|
||||||
func set_gauntlet_round_duration(duration: int) -> void:
|
func set_candy_survival_round_duration(duration: int) -> void:
|
||||||
gauntlet_round_duration = duration
|
candy_survival_round_duration = duration
|
||||||
if is_host: rpc("sync_gauntlet_round_duration", duration)
|
if is_host: rpc("sync_candy_survival_round_duration", duration)
|
||||||
|
|
||||||
@rpc("authority", "call_local", "reliable")
|
@rpc("authority", "call_local", "reliable")
|
||||||
func sync_gauntlet_round_duration(duration: int) -> void:
|
func sync_candy_survival_round_duration(duration: int) -> void:
|
||||||
gauntlet_round_duration = duration
|
candy_survival_round_duration = duration
|
||||||
emit_signal("gauntlet_round_duration_changed", duration)
|
emit_signal("candy_survival_duration_changed", duration)
|
||||||
|
|
||||||
func set_gauntlet_growth_interval(interval: float) -> void:
|
func set_candy_survival_growth_interval(interval: float) -> void:
|
||||||
gauntlet_growth_interval = interval
|
candy_survival_growth_interval = interval
|
||||||
if is_host: rpc("sync_gauntlet_growth_interval", interval)
|
if is_host: rpc("sync_candy_survival_growth_interval", interval)
|
||||||
|
|
||||||
@rpc("authority", "call_local", "reliable")
|
@rpc("authority", "call_local", "reliable")
|
||||||
func sync_gauntlet_growth_interval(interval: float) -> void:
|
func sync_candy_survival_growth_interval(interval: float) -> void:
|
||||||
gauntlet_growth_interval = interval
|
candy_survival_growth_interval = interval
|
||||||
emit_signal("gauntlet_growth_interval_changed", interval)
|
emit_signal("candy_survival_growth_interval_changed", interval)
|
||||||
|
|
||||||
func set_gauntlet_cells_per_tick(cells: Dictionary) -> void:
|
func set_candy_survival_cells_per_tick(cells: Dictionary) -> void:
|
||||||
gauntlet_cells_per_tick = cells
|
candy_survival_cells_per_tick = cells
|
||||||
if is_host: rpc("sync_gauntlet_cells_per_tick", cells)
|
if is_host: rpc("sync_candy_survival_cells_per_tick", cells)
|
||||||
|
|
||||||
@rpc("authority", "call_local", "reliable")
|
@rpc("authority", "call_local", "reliable")
|
||||||
func sync_gauntlet_cells_per_tick(cells: Dictionary) -> void:
|
func sync_candy_survival_cells_per_tick(cells: Dictionary) -> void:
|
||||||
gauntlet_cells_per_tick = cells
|
candy_survival_cells_per_tick = cells
|
||||||
emit_signal("gauntlet_cells_per_tick_changed", cells)
|
emit_signal("candy_survival_cells_per_tick_changed", cells)
|
||||||
|
|
||||||
# =============================================================================
|
# =============================================================================
|
||||||
# Character Selection
|
# Character Selection
|
||||||
@@ -699,8 +699,8 @@ func set_game_mode(mode: String) -> void:
|
|||||||
set_area("Free Mode Area")
|
set_area("Free Mode Area")
|
||||||
elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
|
elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
|
||||||
set_area("Stop n Go Area")
|
set_area("Stop n Go Area")
|
||||||
elif mode == "Candy Pump Survival" and "Gauntlet Arena" in available_areas:
|
elif mode == "Candy Survival" and "Candy Survival Arena" in available_areas:
|
||||||
set_area("Gauntlet Arena")
|
set_area("Candy Survival Arena")
|
||||||
|
|
||||||
@rpc("authority", "call_local", "reliable")
|
@rpc("authority", "call_local", "reliable")
|
||||||
func sync_game_mode(mode: String) -> void:
|
func sync_game_mode(mode: String) -> void:
|
||||||
@@ -713,8 +713,8 @@ func sync_game_mode(mode: String) -> void:
|
|||||||
selected_area = "Free Mode Area"
|
selected_area = "Free Mode Area"
|
||||||
elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
|
elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
|
||||||
selected_area = "Stop n Go Area"
|
selected_area = "Stop n Go Area"
|
||||||
elif mode == "Candy Pump Survival" and "Gauntlet Arena" in available_areas:
|
elif mode == "Candy Survival" and "Candy Survival Arena" in available_areas:
|
||||||
selected_area = "Gauntlet Arena"
|
selected_area = "Candy Survival Arena"
|
||||||
elif selected_area not in available_areas:
|
elif selected_area not in available_areas:
|
||||||
selected_area = available_areas[0]
|
selected_area = available_areas[0]
|
||||||
|
|
||||||
@@ -740,10 +740,10 @@ func start_game(force: bool = false) -> void:
|
|||||||
rpc("sync_sng_go_duration", sng_go_duration)
|
rpc("sync_sng_go_duration", sng_go_duration)
|
||||||
rpc("sync_sng_stop_duration", sng_stop_duration)
|
rpc("sync_sng_stop_duration", sng_stop_duration)
|
||||||
rpc("sync_sng_required_goals", sng_required_goals)
|
rpc("sync_sng_required_goals", sng_required_goals)
|
||||||
# Sync gauntlet settings
|
# Sync Candy Survival settings
|
||||||
rpc("sync_gauntlet_round_duration", gauntlet_round_duration)
|
rpc("sync_candy_survival_round_duration", candy_survival_round_duration)
|
||||||
rpc("sync_gauntlet_growth_interval", gauntlet_growth_interval)
|
rpc("sync_candy_survival_growth_interval", candy_survival_growth_interval)
|
||||||
rpc("sync_gauntlet_cells_per_tick", gauntlet_cells_per_tick)
|
rpc("sync_candy_survival_cells_per_tick", candy_survival_cells_per_tick)
|
||||||
# Sync game mode
|
# Sync game mode
|
||||||
rpc("sync_game_mode", game_mode)
|
rpc("sync_game_mode", game_mode)
|
||||||
|
|
||||||
@@ -816,9 +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_go_duration", sng_go_duration)
|
||||||
rpc_id(requester_id, "sync_sng_stop_duration", sng_stop_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_sng_required_goals", sng_required_goals)
|
||||||
rpc_id(requester_id, "sync_gauntlet_round_duration", gauntlet_round_duration)
|
rpc_id(requester_id, "sync_candy_survival_round_duration", candy_survival_round_duration)
|
||||||
rpc_id(requester_id, "sync_gauntlet_growth_interval", gauntlet_growth_interval)
|
rpc_id(requester_id, "sync_candy_survival_growth_interval", candy_survival_growth_interval)
|
||||||
rpc_id(requester_id, "sync_gauntlet_cells_per_tick", gauntlet_cells_per_tick)
|
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_game_mode", game_mode)
|
||||||
rpc_id(requester_id, "sync_area", selected_area)
|
rpc_id(requester_id, "sync_area", selected_area)
|
||||||
|
|
||||||
|
|||||||
@@ -101,13 +101,57 @@ func handle_unhandled_input(event):
|
|||||||
|
|
||||||
# 2. Action Buttons (Remappable via InputMap)
|
# 2. Action Buttons (Remappable via InputMap)
|
||||||
if event.is_action_pressed("action_knock_tekton"):
|
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.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:
|
if player.powerup_manager:
|
||||||
player.powerup_manager.use_special_effect()
|
player.powerup_manager.use_special_effect()
|
||||||
if player.get("is_attack_mode") and player.has_method("enter_attack_mode"):
|
if player.get("is_attack_mode") and player.has_method("enter_attack_mode"):
|
||||||
player.enter_attack_mode()
|
player.enter_attack_mode()
|
||||||
get_viewport().set_input_as_handled()
|
get_viewport().set_input_as_handled()
|
||||||
|
|
||||||
|
elif event.is_action_pressed("action_interact"):
|
||||||
|
if LobbyManager.game_mode == "Candy Survival":
|
||||||
|
var gm = player.get_node_or_null("/root/Main/CandySurvivalManager")
|
||||||
|
if gm and gm.active:
|
||||||
|
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)
|
||||||
|
get_viewport().set_input_as_handled()
|
||||||
|
return
|
||||||
|
|
||||||
elif event.is_action_pressed("action_grab_tekton"):
|
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.active:
|
||||||
|
var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
|
||||||
|
# In Candy Survival, action_grab_tekton activates Ghost mode
|
||||||
|
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 not player.is_carrying_tekton:
|
||||||
if player.powerup_manager and player.powerup_manager.has_method("can_use_special"):
|
if player.powerup_manager and player.powerup_manager.has_method("can_use_special"):
|
||||||
player.grab_tekton()
|
player.grab_tekton()
|
||||||
|
|||||||
@@ -112,19 +112,19 @@ func simple_move_to(grid_position: Vector2i) -> bool:
|
|||||||
print("[MovementManager] Hard block at %s. Ghost pass denied." % grid_position)
|
print("[MovementManager] Hard block at %s. Ghost pass denied." % grid_position)
|
||||||
|
|
||||||
var gm = null
|
var gm = null
|
||||||
var main_gauntlet = player.get_tree().root.get_node_or_null("Main")
|
var main_candy_survival = player.get_tree().root.get_node_or_null("Main")
|
||||||
if main_gauntlet and main_gauntlet.get("gauntlet_manager"):
|
if main_candy_survival and main_candy_survival.get("candy_survival_manager"):
|
||||||
gm = main_gauntlet.gauntlet_manager
|
gm = main_candy_survival.candy_survival_manager
|
||||||
|
|
||||||
# Check Floor 0 (Basic Walkability/Void)
|
# Check Floor 0 (Basic Walkability/Void)
|
||||||
if (cell_floor == -1 or cell_floor in enhanced_gridmap.non_walkable_items) and not is_wall_passable:
|
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)
|
print("[Move] Failed: Floor Item %d is non-walkable" % cell_floor)
|
||||||
return false
|
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 and gm.active:
|
||||||
if gm._is_npc_zone(grid_position):
|
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
|
return false
|
||||||
|
|
||||||
# Check Floor 1 (Obstacles/Walls)
|
# Check Floor 1 (Obstacles/Walls)
|
||||||
@@ -156,15 +156,20 @@ func simple_move_to(grid_position: Vector2i) -> bool:
|
|||||||
return false # Don't move into the tile, just knock
|
return false # Don't move into the tile, just knock
|
||||||
|
|
||||||
# If moving into a sticky cell: block movement unless player is in ghost
|
# 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 gm and gm.active and gm.is_sticky_cell(grid_position):
|
||||||
if player.get("is_invisible"):
|
if player.get("is_invisible"):
|
||||||
# Ghost mode: walk through sticky tile freely
|
# Ghost mode: walk through sticky tile freely
|
||||||
print("[Move] Ghost mode bypassed sticky cell at %s" % grid_position)
|
print("[Move] Ghost mode bypassed sticky cell at %s" % grid_position)
|
||||||
else:
|
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
|
return false
|
||||||
|
|
||||||
|
if gm and gm.active and gm.has_method("try_deliver"):
|
||||||
|
var dist = abs(grid_position.x - 8) + abs(grid_position.y - 8)
|
||||||
|
if dist <= 2:
|
||||||
|
pass # Delivery must be triggered by 'action_interact' input
|
||||||
|
|
||||||
rotate_towards_target(grid_position)
|
rotate_towards_target(grid_position)
|
||||||
|
|
||||||
rotate_towards_target(grid_position)
|
rotate_towards_target(grid_position)
|
||||||
@@ -208,15 +213,16 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
|
|||||||
NotificationManager.send_message(player, "Target is Immune!", NotificationManager.MessageType.WARNING)
|
NotificationManager.send_message(player, "Target is Immune!", NotificationManager.MessageType.WARNING)
|
||||||
return false
|
return false
|
||||||
|
|
||||||
# === NEW LOGIC: Only allow push if in ATTACK MODE and NOT GHOST ===
|
# Candy Survival: check if attacker has knock charges
|
||||||
var has_smack = false
|
var has_knock = false
|
||||||
var main_for_smack = player.get_tree().root.get_node_or_null("Main")
|
var main_for_knock = 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
|
var gm_for_knock = main_for_knock.get("candy_survival_manager") if main_for_knock else null
|
||||||
if gm_for_smack and gm_for_smack.is_active:
|
if gm_for_knock and gm_for_knock.active:
|
||||||
var att_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
|
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)
|
# Standard bumping effect (Visual only)
|
||||||
print("[Move] Push blocked: Not charged or is Ghost (%s trying to push %s)" % [player.name, other_player.name])
|
print("[Move] Push blocked: Not charged or is Ghost (%s trying to push %s)" % [player.name, other_player.name])
|
||||||
if _can_rpc():
|
if _can_rpc():
|
||||||
@@ -226,7 +232,7 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
|
|||||||
return false
|
return false
|
||||||
|
|
||||||
# SAFE ZONE PROTECTION (Only in Stop n Go)
|
# SAFE ZONE PROTECTION (Only in Stop n Go)
|
||||||
if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO):
|
if Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO):
|
||||||
var safe_columns = [6, 7, 8, 14, 15, 16]
|
var safe_columns = [6, 7, 8, 14, 15, 16]
|
||||||
# 1. Prevent attacker from attacking IF THEY ARE in a Safe Zone
|
# 1. Prevent attacker from attacking IF THEY ARE in a Safe Zone
|
||||||
if player.current_position.x in safe_columns:
|
if player.current_position.x in safe_columns:
|
||||||
@@ -243,65 +249,38 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
|
|||||||
|
|
||||||
var gm = null
|
var gm = null
|
||||||
var main_push_check = player.get_tree().root.get_node_or_null("Main")
|
var main_push_check = player.get_tree().root.get_node_or_null("Main")
|
||||||
if main_push_check and main_push_check.get("gauntlet_manager"):
|
if main_push_check and main_push_check.get("candy_survival_manager"):
|
||||||
gm = main_push_check.gauntlet_manager
|
gm = main_push_check.candy_survival_manager
|
||||||
|
|
||||||
# IF Gauntlet Mode is active, handle special Gauntlet Smacks
|
# Candy Survival: knock mechanic (candy-steal or backfire)
|
||||||
if gm and gm.is_active:
|
if gm and gm.active and gm.has_method("try_knock"):
|
||||||
var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
|
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()
|
var other_pid = other_player.get("peer_id") if "peer_id" in other_player else other_player.name.to_int()
|
||||||
|
if gm.try_knock(pid, other_pid):
|
||||||
# Check if attacker has smack
|
print("[CandySurvival] Player %d knocked %d, stole candies!" % [pid, other_pid])
|
||||||
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:
|
else:
|
||||||
player.apply_stagger(1.0)
|
print("[CandySurvival] Player %d tried to knock %d (backfire or no charges)" % [pid, other_pid])
|
||||||
other_player.apply_stagger(1.0)
|
if _can_rpc():
|
||||||
|
player.rpc("sync_bump", target_pos, false)
|
||||||
return false
|
return false
|
||||||
|
|
||||||
# Else standard push
|
|
||||||
if multiplayer.is_server():
|
|
||||||
gm.consume_smack(pid)
|
|
||||||
elif _can_rpc():
|
|
||||||
gm.rpc("consume_smack", pid)
|
|
||||||
|
|
||||||
# === SUPER PUSH (Attack Mode) ===
|
# === SUPER PUSH (Attack Mode) ===
|
||||||
print("Player %s SUPER PUSHING %s!" % [player.name, other_player.name])
|
print("Player %s SUPER PUSHING %s!" % [player.name, other_player.name])
|
||||||
|
|
||||||
# Visual Feedback: Attack Bump
|
# Visual Feedback: Attack Bump
|
||||||
if _can_rpc():
|
if _can_rpc():
|
||||||
player.rpc("sync_bump", target_pos, false) # Attack bump
|
player.rpc("sync_bump", target_pos, false) # Attack bump
|
||||||
SfxManager.rpc("play_rpc", "attack_mode")
|
Engine.get_main_loop().root.get_node_or_null("SfxManager").rpc("play_rpc", "attack_mode")
|
||||||
elif player.has_method("sync_bump"):
|
elif player.has_method("sync_bump"):
|
||||||
player.sync_bump(target_pos, false)
|
player.sync_bump(target_pos, false)
|
||||||
SfxManager.play("attack_mode")
|
Engine.get_main_loop().root.get_node_or_null("SfxManager").play("attack_mode")
|
||||||
|
|
||||||
# 1. 3-Floor Knockback
|
# 1. 3-Floor Knockback
|
||||||
var push_direction = Vector2i(-1, 0) # Default back (Stop N Go)
|
var push_direction = Vector2i(-1, 0) # Default back (Stop N Go)
|
||||||
|
|
||||||
var main_push = player.get_tree().root.get_node_or_null("Main")
|
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:
|
if gm_push and gm_push.active:
|
||||||
push_direction = direction # Use the direction of the attack
|
push_direction = direction # Use the direction of the attack
|
||||||
var pushed_to_pos = target_pos
|
var pushed_to_pos = target_pos
|
||||||
var push_path = []
|
var push_path = []
|
||||||
@@ -314,7 +293,7 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
|
|||||||
pushed_to_pos = next_back
|
pushed_to_pos = next_back
|
||||||
push_path.append(Vector2(pushed_to_pos.x, pushed_to_pos.y))
|
push_path.append(Vector2(pushed_to_pos.x, pushed_to_pos.y))
|
||||||
|
|
||||||
if gm_push and gm_push.is_active and gm_push.is_sticky_cell(pushed_to_pos):
|
if gm_push and gm_push.active and gm_push.is_sticky_cell(pushed_to_pos):
|
||||||
hit_sticky = true
|
hit_sticky = true
|
||||||
break # stop pushing immediately upon touching sticky zone!
|
break # stop pushing immediately upon touching sticky zone!
|
||||||
else:
|
else:
|
||||||
@@ -335,9 +314,9 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
|
|||||||
|
|
||||||
# Check if landing spot is sticky
|
# Check if landing spot is sticky
|
||||||
var main_sticky = player.get_tree().root.get_node_or_null("Main")
|
var main_sticky = player.get_tree().root.get_node_or_null("Main")
|
||||||
if main_sticky and main_sticky.get("gauntlet_manager"):
|
if main_sticky and main_sticky.get("candy_survival_manager"):
|
||||||
var gm_sticky = main_sticky.gauntlet_manager
|
var gm_sticky = main_sticky.candy_survival_manager
|
||||||
if gm_sticky.is_active and gm_sticky.is_sticky_cell(pushed_to_pos):
|
if gm_sticky.active and gm_sticky.is_sticky_cell(pushed_to_pos):
|
||||||
if other_player.get("is_invisible"):
|
if other_player.get("is_invisible"):
|
||||||
# Ghost mode: pushed player bypasses sticky
|
# Ghost mode: pushed player bypasses sticky
|
||||||
print("[Move] Ghost mode bypassed push-into-sticky at %s" % pushed_to_pos)
|
print("[Move] Ghost mode bypassed push-into-sticky at %s" % pushed_to_pos)
|
||||||
@@ -347,7 +326,7 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
|
|||||||
gm_sticky.apply_sticky_slow(other_player)
|
gm_sticky.apply_sticky_slow(other_player)
|
||||||
|
|
||||||
# 2. Apply freeze/stun effect
|
# 2. Apply freeze/stun effect
|
||||||
var stun_duration = 1.0 if (gm_push and gm_push.is_active) else 1.5
|
var stun_duration = 1.0 if (gm_push and gm_push.active) else 1.5
|
||||||
if _can_rpc():
|
if _can_rpc():
|
||||||
other_player.rpc("apply_stagger", stun_duration)
|
other_player.rpc("apply_stagger", stun_duration)
|
||||||
else:
|
else:
|
||||||
@@ -364,7 +343,7 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
|
|||||||
|
|
||||||
# SCORING: 200 Points for successful attack (ONLY in Free Mode)
|
# SCORING: 200 Points for successful attack (ONLY in Free Mode)
|
||||||
if player.is_multiplayer_authority():
|
if player.is_multiplayer_authority():
|
||||||
var is_sng = LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO)
|
var is_sng = Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO)
|
||||||
if not is_sng:
|
if not is_sng:
|
||||||
var main_score = player.get_tree().get_root().get_node_or_null("Main")
|
var main_score = player.get_tree().get_root().get_node_or_null("Main")
|
||||||
if main_score:
|
if main_score:
|
||||||
@@ -390,9 +369,30 @@ func set_speed_multiplier(multiplier: float):
|
|||||||
# likely uses a fixed speed or duration on all clients.
|
# likely uses a fixed speed or duration on all clients.
|
||||||
# Let's check how 'start_movement_along_path' is implemented in player.gd.
|
# 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():
|
func _on_movement_finished():
|
||||||
|
# Auto-pickup logic for Candy Survival
|
||||||
|
if Engine.get_main_loop().root.get_node_or_null("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
|
||||||
|
var current_cell = Vector3i(player.current_position.x, 1, player.current_position.y)
|
||||||
|
var item = player.playerboard_manager.enhanced_gridmap.get_cell_item(current_cell) if player.playerboard_manager and player.playerboard_manager.enhanced_gridmap else -1
|
||||||
|
|
||||||
|
if item != -1:
|
||||||
|
# Normalize item to match goals logic
|
||||||
|
var normalized_item = player.playerboard_manager._normalize_tile(item)
|
||||||
|
if normalized_item in player.goals:
|
||||||
|
var empty_slot = -1
|
||||||
|
for i in range(player.playerboard.size()):
|
||||||
|
if player.playerboard[i] == -1 and not (i in player.playerboard_manager.HIDDEN_SLOTS):
|
||||||
|
empty_slot = i
|
||||||
|
break
|
||||||
|
if player.playerboard_manager and empty_slot != -1:
|
||||||
|
player.grab_item(player.current_position)
|
||||||
|
|
||||||
if not movement_queue.is_empty():
|
if not movement_queue.is_empty():
|
||||||
var next_target = movement_queue.pop_front()
|
var next_target = movement_queue.pop_front()
|
||||||
# Use a small delay or call_deferred to avoid recursion issues,
|
# Use a small delay or call_deferred to avoid recursion issues,
|
||||||
@@ -403,6 +403,7 @@ func _on_movement_finished():
|
|||||||
current_move_direction = Vector2i.ZERO
|
current_move_direction = Vector2i.ZERO
|
||||||
emit_signal("movement_finished")
|
emit_signal("movement_finished")
|
||||||
else:
|
else:
|
||||||
|
is_moving = false
|
||||||
current_move_direction = Vector2i.ZERO
|
current_move_direction = Vector2i.ZERO
|
||||||
emit_signal("movement_finished")
|
emit_signal("movement_finished")
|
||||||
|
|
||||||
|
|||||||
@@ -526,6 +526,8 @@ func find_best_goal_slot_for_item(item: int) -> int:
|
|||||||
# Goal slots are row 2-3, col 1-3 (indices: 11,12,13, 16,17,18) matching User request
|
# Goal slots are row 2-3, col 1-3 (indices: 11,12,13, 16,17,18) matching User request
|
||||||
# Rows 1 (6,7,8) are now storage slots
|
# Rows 1 (6,7,8) are now storage slots
|
||||||
var reserved_goal_slots = [11, 12, 13, 16, 17, 18]
|
var reserved_goal_slots = [11, 12, 13, 16, 17, 18]
|
||||||
|
if LobbyManager.game_mode == "Candy Survival":
|
||||||
|
reserved_goal_slots = []
|
||||||
|
|
||||||
for i in range(player.playerboard.size()):
|
for i in range(player.playerboard.size()):
|
||||||
if player.playerboard[i] == -1:
|
if player.playerboard[i] == -1:
|
||||||
@@ -733,11 +735,63 @@ func _check_goal_completion():
|
|||||||
if not player.race_manager:
|
if not player.race_manager:
|
||||||
return
|
return
|
||||||
|
|
||||||
# Check if the pattern matches
|
# Note: We still trigger blueprint completion (giving Candies to the player stack)
|
||||||
if player.race_manager.check_pattern_match():
|
var is_match = false
|
||||||
print("[PlayerboardManager] Goal completed for player %s!" % player.name)
|
var is_off_color = false
|
||||||
|
var primary_color = -1
|
||||||
|
var original_is_match = false
|
||||||
|
|
||||||
|
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_match:
|
||||||
|
break
|
||||||
|
if is_match:
|
||||||
|
original_is_match = true
|
||||||
|
break
|
||||||
|
|
||||||
|
if is_match and gm and gm.has_method("on_blueprint_completed"):
|
||||||
|
# In Candy Survival, the visual goal check does not trigger completion.
|
||||||
|
# We only give candies into the stack. Goals are cleared & scored
|
||||||
|
# when delivered to the Mekton.
|
||||||
|
gm.on_blueprint_completed(player.name.to_int(), primary_color, is_off_color)
|
||||||
|
is_match = false # Force false so we don't trigger the regular free-mode goal completion
|
||||||
|
else:
|
||||||
|
is_match = player.race_manager.check_pattern_match()
|
||||||
|
|
||||||
|
if is_match or (original_is_match and LobbyManager.game_mode == "Candy Survival"):
|
||||||
|
if not (LobbyManager.game_mode == "Candy Survival"):
|
||||||
|
print("[PlayerboardManager] Goal completed for player %s!" % player.name)
|
||||||
|
else:
|
||||||
|
print("[PlayerboardManager] Blueprint completed for player %s! Generating candy." % player.name)
|
||||||
|
|
||||||
# Level up boost difficulty on goal completion
|
|
||||||
var powerup_manager = player.get_node_or_null("PowerUpManager")
|
var powerup_manager = player.get_node_or_null("PowerUpManager")
|
||||||
if powerup_manager:
|
if powerup_manager:
|
||||||
powerup_manager.add_goal_completion_reward()
|
powerup_manager.add_goal_completion_reward()
|
||||||
@@ -746,7 +800,8 @@ func _check_goal_completion():
|
|||||||
if player.is_multiplayer_authority() and player.has_method("trigger_screen_shake"):
|
if player.is_multiplayer_authority() and player.has_method("trigger_screen_shake"):
|
||||||
player.trigger_screen_shake("goal")
|
player.trigger_screen_shake("goal")
|
||||||
|
|
||||||
# Notify GoalsCycleManager for scoring
|
# Notify GoalsCycleManager for scoring (only if not Candy Survival)
|
||||||
|
if not (LobbyManager.game_mode == "Candy Survival"):
|
||||||
var main = player.get_tree().get_root().get_node_or_null("Main")
|
var main = player.get_tree().get_root().get_node_or_null("Main")
|
||||||
if main:
|
if main:
|
||||||
var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager")
|
var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager")
|
||||||
|
|||||||
@@ -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):
|
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)
|
# Spawn ONLY common tiles (7-10) in Stop n Go mode (User Request)
|
||||||
item_id = rng.randi_range(7, 10)
|
item_id = rng.randi_range(7, 10)
|
||||||
elif LobbyManager.is_game_mode(GameMode.Mode.GAUNTLET):
|
elif LobbyManager.is_game_mode(GameMode.Mode.CANDY_SURVIVAL):
|
||||||
# Gauntlet mode: mostly common tiles, but ghost (14) can spawn too.
|
# Candy Survival mode: mostly common tiles, but ghost (14) can spawn too.
|
||||||
if rng.randf() < 0.85:
|
if rng.randf() < 0.85:
|
||||||
item_id = rng.randi_range(7, 10)
|
item_id = rng.randi_range(7, 10)
|
||||||
else:
|
else:
|
||||||
|
|||||||
@@ -674,6 +674,8 @@ func _animate_safe_zone_appear():
|
|||||||
# Duplicate mesh+material so we animate without touching the shared .tres on disk.
|
# Duplicate mesh+material so we animate without touching the shared .tres on disk.
|
||||||
var anim_mat: StandardMaterial3D = mat.duplicate()
|
var anim_mat: StandardMaterial3D = mat.duplicate()
|
||||||
anim_mat.albedo_color = Color(mat.albedo_color.r, mat.albedo_color.g, mat.albedo_color.b, 0.0)
|
anim_mat.albedo_color = Color(mat.albedo_color.r, mat.albedo_color.g, mat.albedo_color.b, 0.0)
|
||||||
|
# Force render priority so the transparent decal correctly sorts over the terrain
|
||||||
|
anim_mat.render_priority = 1
|
||||||
|
|
||||||
var anim_mesh = original_mesh.duplicate()
|
var anim_mesh = original_mesh.duplicate()
|
||||||
anim_mesh.material = anim_mat
|
anim_mesh.material = anim_mat
|
||||||
|
|||||||
@@ -82,8 +82,8 @@ func setup_playerboard_ui():
|
|||||||
|
|
||||||
slot.custom_minimum_size = Vector2(36, 36)
|
slot.custom_minimum_size = Vector2(36, 36)
|
||||||
slot.texture = item_tex[0]
|
slot.texture = item_tex[0]
|
||||||
|
slot.set_meta("slot_idx", i)
|
||||||
|
|
||||||
# 0-based indices corresponding to User's 1-based request: 1,5,6,10,11,15,16,20,21,22,23,24,25
|
|
||||||
var hidden_slots = [0, 4, 5, 9, 10, 14, 15, 19, 20, 21, 22, 23, 24]
|
var hidden_slots = [0, 4, 5, 9, 10, 14, 15, 19, 20, 21, 22, 23, 24]
|
||||||
|
|
||||||
if i in hidden_slots:
|
if i in hidden_slots:
|
||||||
@@ -114,32 +114,69 @@ func update_playerboard_ui():
|
|||||||
if not local_player_character or not playerboard_ui:
|
if not local_player_character or not playerboard_ui:
|
||||||
return
|
return
|
||||||
|
|
||||||
# Center 3x3 slot indices in a 5x5 grid (0-indexed)
|
# Candy for CandySurvival, not a tile
|
||||||
# Row 1: 6, 7, 8
|
var is_candy = LobbyManager and LobbyManager.is_game_mode(GameMode.Mode.CANDY_SURVIVAL)
|
||||||
# Row 2: 11, 12, 13
|
|
||||||
# Center 3x3 slot indices in a 5x5 grid (0-indexed)
|
|
||||||
# Row 1: 6, 7, 8 (Now Storage - but kept in index map for goals[0-2])
|
|
||||||
# Row 2: 11, 12, 13 (Goals[3-5])
|
|
||||||
# Row 3: 16, 17, 18 (Goals[6-8])
|
|
||||||
var center_slots = [6, 7, 8, 11, 12, 13, 16, 17, 18]
|
var center_slots = [6, 7, 8, 11, 12, 13, 16, 17, 18]
|
||||||
var goals = local_player_character.goals if local_player_character.goals else []
|
var goals = local_player_character.goals if local_player_character.goals else []
|
||||||
|
|
||||||
for i in range(25):
|
var count = playerboard_ui.get_child_count()
|
||||||
|
for i in range(count):
|
||||||
var slot = playerboard_ui.get_child(i)
|
var slot = playerboard_ui.get_child(i)
|
||||||
|
|
||||||
|
# Get actual playerboard index from slot metadata
|
||||||
|
var slot_idx = i
|
||||||
|
if slot.has_meta("slot_idx"):
|
||||||
|
slot_idx = slot.get_meta("slot_idx")
|
||||||
|
|
||||||
# Safety check: Ensure playerboard has enough items
|
# Safety check: Ensure playerboard has enough items
|
||||||
if i >= local_player_character.playerboard.size():
|
if slot_idx >= local_player_character.playerboard.size():
|
||||||
continue
|
continue
|
||||||
|
|
||||||
var item = local_player_character.playerboard[i]
|
var item = local_player_character.playerboard[slot_idx]
|
||||||
|
|
||||||
# 0-based indices corresponding to User's 1-based request: 1,5,6,10,11,15,16,20,21,22,23,24,25
|
|
||||||
var hidden_slots = [0, 4, 5, 9, 10, 14, 15, 19, 20, 21, 22, 23, 24]
|
|
||||||
|
|
||||||
# Default texture (empty)
|
# Default texture (empty)
|
||||||
slot.texture = item_tex[0]
|
slot.texture = item_tex[0]
|
||||||
|
|
||||||
if i in hidden_slots:
|
if is_candy:
|
||||||
|
var hidden_slots = [0, 4, 5, 9, 10, 14, 15, 19, 20, 21, 22, 23, 24]
|
||||||
|
if slot_idx in hidden_slots:
|
||||||
|
slot.modulate = Color(1, 1, 1, 0)
|
||||||
|
slot.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||||
|
else:
|
||||||
|
slot.modulate = Color.WHITE
|
||||||
|
slot.mouse_filter = Control.MOUSE_FILTER_PASS
|
||||||
|
# All 9 cells show goal ghost or placed tile
|
||||||
|
var center_index = center_slots.find(slot_idx)
|
||||||
|
if center_index != -1 and center_index < goals.size():
|
||||||
|
var goal_value = goals[center_index]
|
||||||
|
if item != -1:
|
||||||
|
match item:
|
||||||
|
7: slot.texture = item_tex[1]
|
||||||
|
8: slot.texture = item_tex[2]
|
||||||
|
9: slot.texture = item_tex[3]
|
||||||
|
10: slot.texture = item_tex[4]
|
||||||
|
slot.modulate = Color.WHITE
|
||||||
|
else:
|
||||||
|
match goal_value:
|
||||||
|
7: slot.texture = item_tex[1]
|
||||||
|
8: slot.texture = item_tex[2]
|
||||||
|
9: slot.texture = item_tex[3]
|
||||||
|
10: slot.texture = item_tex[4]
|
||||||
|
_: slot.texture = item_tex[0]
|
||||||
|
slot.modulate = Color(0.3, 0.3, 0.3, 1.0)
|
||||||
|
else:
|
||||||
|
# Non-center slot - just show playerboard item normally
|
||||||
|
match item:
|
||||||
|
7: slot.texture = item_tex[1]
|
||||||
|
8: slot.texture = item_tex[2]
|
||||||
|
9: slot.texture = item_tex[3]
|
||||||
|
10: slot.texture = item_tex[4]
|
||||||
|
else:
|
||||||
|
# Original 5x5 logic
|
||||||
|
var hidden_slots = [0, 4, 5, 9, 10, 14, 15, 19, 20, 21, 22, 23, 24]
|
||||||
|
|
||||||
|
if slot_idx in hidden_slots:
|
||||||
slot.modulate = Color(1, 1, 1, 0)
|
slot.modulate = Color(1, 1, 1, 0)
|
||||||
slot.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
slot.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||||
else:
|
else:
|
||||||
@@ -148,8 +185,8 @@ func update_playerboard_ui():
|
|||||||
|
|
||||||
# Check if this is a center slot that should show a goal
|
# Check if this is a center slot that should show a goal
|
||||||
# BUT only show ghost goals for rows 2 & 3 (indices 11+)
|
# BUT only show ghost goals for rows 2 & 3 (indices 11+)
|
||||||
var center_index = center_slots.find(i)
|
var center_index = center_slots.find(slot_idx)
|
||||||
if center_index != -1 and center_index < goals.size() and i > 8:
|
if center_index != -1 and center_index < goals.size() and slot_idx > 8:
|
||||||
var goal_value = goals[center_index]
|
var goal_value = goals[center_index]
|
||||||
|
|
||||||
if item != -1:
|
if item != -1:
|
||||||
@@ -178,12 +215,12 @@ func update_playerboard_ui():
|
|||||||
9: slot.texture = item_tex[3]
|
9: slot.texture = item_tex[3]
|
||||||
10: slot.texture = item_tex[4]
|
10: slot.texture = item_tex[4]
|
||||||
# Non-center slots always full brightness (UNLESS HIDDEN)
|
# Non-center slots always full brightness (UNLESS HIDDEN)
|
||||||
if not (i in hidden_slots):
|
if not (slot_idx in hidden_slots):
|
||||||
slot.modulate = Color.WHITE
|
slot.modulate = Color.WHITE
|
||||||
|
|
||||||
# Check for new special tile placement to trigger effect
|
# Check for new special tile placement to trigger effect
|
||||||
if i < _previous_playerboard_state.size():
|
if slot_idx < _previous_playerboard_state.size():
|
||||||
var prev_item = _previous_playerboard_state[i]
|
var prev_item = _previous_playerboard_state[slot_idx]
|
||||||
# If slot was empty or different, and now has a special tile (7-10)
|
# If slot was empty or different, and now has a special tile (7-10)
|
||||||
if item != prev_item and item >= 7 and item <= 10:
|
if item != prev_item and item >= 7 and item <= 10:
|
||||||
_pulse_slot_effect(slot)
|
_pulse_slot_effect(slot)
|
||||||
@@ -208,9 +245,6 @@ func _pulse_slot_effect(slot: Control):
|
|||||||
slot.modulate = Color(1.5, 1.5, 1.5) # Overbright
|
slot.modulate = Color(1.5, 1.5, 1.5) # Overbright
|
||||||
tween.parallel().tween_property(slot, "modulate", original_modulate, 0.3)
|
tween.parallel().tween_property(slot, "modulate", original_modulate, 0.3)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
func _connect_powerup_manager_deferred(player):
|
func _connect_powerup_manager_deferred(player):
|
||||||
"""Wait for PowerUpManager to be initialized before connecting."""
|
"""Wait for PowerUpManager to be initialized before connecting."""
|
||||||
# player._ready waits 0.5s before creating managers, so wait longer
|
# player._ready waits 0.5s before creating managers, so wait longer
|
||||||
|
|||||||
@@ -18,10 +18,10 @@ const SCHEMA = {
|
|||||||
"sng_stop_duration": {"type": TYPE_INT, "default": 4, "min": 2, "max": 10},
|
"sng_stop_duration": {"type": TYPE_INT, "default": 4, "min": 2, "max": 10},
|
||||||
"sng_required_goals": {"type": TYPE_INT, "default": 8, "min": 3, "max": 20}
|
"sng_required_goals": {"type": TYPE_INT, "default": 8, "min": 3, "max": 20}
|
||||||
},
|
},
|
||||||
"Candy Pump Survival": {
|
"Candy Survival": {
|
||||||
"match_duration": {"type": TYPE_INT, "default": 180, "min": 60, "max": 600},
|
"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},
|
"candy_survival_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_cells_per_tick": {"type": TYPE_DICTIONARY, "default": {"phase1": [4, 6], "phase2": [6, 8], "phase3": [8, 10]}}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -52,7 +52,7 @@ static func get_tile_weights() -> Dictionary:
|
|||||||
weights[tile] = STANDARD_WEIGHT
|
weights[tile] = STANDARD_WEIGHT
|
||||||
|
|
||||||
# Special tiles
|
# Special tiles
|
||||||
var mode = LobbyManager.get_game_mode()
|
var mode = Engine.get_main_loop().root.get_node_or_null("LobbyManager").get_game_mode()
|
||||||
var is_restricted = GameMode.is_restricted(mode)
|
var is_restricted = GameMode.is_restricted(mode)
|
||||||
for tile in SPECIAL_TILES:
|
for tile in SPECIAL_TILES:
|
||||||
if is_restricted and tile == TILE_WALL:
|
if is_restricted and tile == TILE_WALL:
|
||||||
|
|||||||
@@ -65,12 +65,12 @@ func _initialize_steamworks_for_auth() -> void:
|
|||||||
push_error("BackendService: Failed to load Steamworks manager")
|
push_error("BackendService: Failed to load Steamworks manager")
|
||||||
|
|
||||||
func _initialize_nakama() -> void:
|
func _initialize_nakama() -> void:
|
||||||
nakama_backend = NakamaManager
|
nakama_backend = get_node_or_null("/root/NakamaManager")
|
||||||
if nakama_backend:
|
if nakama_backend:
|
||||||
_connect_nakama_signals()
|
_connect_nakama_signals()
|
||||||
print("BackendService: Initialized Nakama backend")
|
print("BackendService: Initialized Nakama backend")
|
||||||
else:
|
else:
|
||||||
push_error("BackendService: NakamaManager not found")
|
push_error("BackendService: NakamaManager not found at /root/NakamaManager")
|
||||||
|
|
||||||
func _connect_nakama_signals() -> void:
|
func _connect_nakama_signals() -> void:
|
||||||
pass
|
pass
|
||||||
@@ -181,8 +181,8 @@ func respond_friend_request(target_id: String, accept: bool) -> Dictionary:
|
|||||||
var payload = JSON.stringify({"target_user_id": target_id, "accept": accept})
|
var payload = JSON.stringify({"target_user_id": target_id, "accept": accept})
|
||||||
return await api_rpc_async("respond_friend_request", payload)
|
return await api_rpc_async("respond_friend_request", payload)
|
||||||
|
|
||||||
func perform_gacha_pull(gacha_id: String, count: int) -> Dictionary:
|
func perform_gacha_pull(banner_id: String, count: int) -> Dictionary:
|
||||||
var payload = JSON.stringify({"gacha_id": gacha_id, "count": count})
|
var payload = JSON.stringify({"banner_id": banner_id, "count": count})
|
||||||
return await api_rpc_async("perform_gacha_pull", payload)
|
return await api_rpc_async("perform_gacha_pull", payload)
|
||||||
|
|
||||||
func get_mail(payload: String = "{}") -> Dictionary:
|
func get_mail(payload: String = "{}") -> Dictionary:
|
||||||
|
|||||||
@@ -505,8 +505,8 @@ func spawn_tiles_around(count: int = 4):
|
|||||||
if roll < 0.6 or (LobbyManager and LobbyManager.game_mode == "Stop n Go"):
|
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)
|
# 60% Normal Tile (7-10) OR 100% if Stop n Go (User Request)
|
||||||
item_id = rng.randi_range(7, 10)
|
item_id = rng.randi_range(7, 10)
|
||||||
elif LobbyManager and LobbyManager.get_game_mode() == GameMode.Mode.GAUNTLET:
|
elif LobbyManager and LobbyManager.get_game_mode() == GameMode.Mode.CANDY_SURVIVAL:
|
||||||
# Gauntlet mode: No power-up spawns from Tekton grabs
|
# Candy Survival mode: No power-up spawns from Tekton grabs
|
||||||
item_id = rng.randi_range(7, 10)
|
item_id = rng.randi_range(7, 10)
|
||||||
else:
|
else:
|
||||||
# 40% PowerUp (11-14)
|
# 40% PowerUp (11-14)
|
||||||
|
|||||||
@@ -12,6 +12,8 @@ signal closed
|
|||||||
@onready var banner_label := %BannerLabel as Label
|
@onready var banner_label := %BannerLabel as Label
|
||||||
@onready var gold_label := %GoldLabel as Label
|
@onready var gold_label := %GoldLabel as Label
|
||||||
@onready var star_label := %StarLabel as Label
|
@onready var star_label := %StarLabel as Label
|
||||||
|
@onready var left_gold_label := %LeftGoldLabel as Label
|
||||||
|
@onready var left_star_label := %LeftStarLabel as Label
|
||||||
@onready var pity_label := %PityLabel as Label
|
@onready var pity_label := %PityLabel as Label
|
||||||
@onready var pull_1_btn := %Pull1Btn as Button
|
@onready var pull_1_btn := %Pull1Btn as Button
|
||||||
@onready var pull_10_btn := %Pull10Btn as Button
|
@onready var pull_10_btn := %Pull10Btn as Button
|
||||||
@@ -142,6 +144,11 @@ func _refresh_ui() -> void:
|
|||||||
star_label.text = str(UserProfileManager.wallet.get("star", 0))
|
star_label.text = str(UserProfileManager.wallet.get("star", 0))
|
||||||
gold_label.text = str(UserProfileManager.wallet.get("gold", 0))
|
gold_label.text = str(UserProfileManager.wallet.get("gold", 0))
|
||||||
|
|
||||||
|
if left_star_label:
|
||||||
|
left_star_label.text = str(UserProfileManager.wallet.get("star", 0))
|
||||||
|
if left_gold_label:
|
||||||
|
left_gold_label.text = str(UserProfileManager.wallet.get("gold", 0))
|
||||||
|
|
||||||
pity_label.text = "Pity: %d / %d" % [pity, pity_at]
|
pity_label.text = "Pity: %d / %d" % [pity, pity_at]
|
||||||
cost_1_label.text = "%s %d" % [icon, c1]
|
cost_1_label.text = "%s %d" % [icon, c1]
|
||||||
cost_10_label.text = "%s %d" % [icon, c10]
|
cost_10_label.text = "%s %d" % [icon, c10]
|
||||||
|
|||||||
@@ -71,7 +71,7 @@ func show_panel() -> void:
|
|||||||
show()
|
show()
|
||||||
status_label.text = "Syncing scores..."
|
status_label.text = "Syncing scores..."
|
||||||
# Bulk-sync all users' storage stats to native leaderboard (server-side operation)
|
# Bulk-sync all users' storage stats to native leaderboard (server-side operation)
|
||||||
if NakamaManager.session:
|
if NakamaManager.get("session"):
|
||||||
var sync_result = await BackendService.sync_leaderboard()
|
var sync_result = await BackendService.sync_leaderboard()
|
||||||
if sync_result.get("success", false) == false:
|
if sync_result.get("success", false) == false:
|
||||||
push_error("[Leaderboard] sync_leaderboard RPC failed: " + str(sync_result.get("error", "")))
|
push_error("[Leaderboard] sync_leaderboard RPC failed: " + str(sync_result.get("error", "")))
|
||||||
@@ -87,7 +87,7 @@ func _on_close_pressed() -> void:
|
|||||||
# Data
|
# Data
|
||||||
# -------------------------------------------------------------------------
|
# -------------------------------------------------------------------------
|
||||||
func _fetch_leaderboard_data() -> void:
|
func _fetch_leaderboard_data() -> void:
|
||||||
if not NakamaManager.session:
|
if not NakamaManager.get("session"):
|
||||||
status_label.text = "Not connected to Nakama"
|
status_label.text = "Not connected to Nakama"
|
||||||
return
|
return
|
||||||
|
|
||||||
@@ -115,7 +115,7 @@ func _fetch_leaderboard_data() -> void:
|
|||||||
func _fetch_native_leaderboard() -> Array:
|
func _fetch_native_leaderboard() -> Array:
|
||||||
"""Use the Nakama client API to list native leaderboard records directly."""
|
"""Use the Nakama client API to list native leaderboard records directly."""
|
||||||
var result = await NakamaManager.client.list_leaderboard_records_async(
|
var result = await NakamaManager.client.list_leaderboard_records_async(
|
||||||
NakamaManager.session,
|
NakamaManager.get("session"),
|
||||||
"global_high_score",
|
"global_high_score",
|
||||||
[], # no specific owner filter
|
[], # no specific owner filter
|
||||||
null, # expiry = null (no filter)
|
null, # expiry = null (no filter)
|
||||||
@@ -133,7 +133,7 @@ func _fetch_native_leaderboard() -> Array:
|
|||||||
var parsed = JSON.parse_string(record.metadata)
|
var parsed = JSON.parse_string(record.metadata)
|
||||||
if parsed is Dictionary:
|
if parsed is Dictionary:
|
||||||
meta = parsed
|
meta = parsed
|
||||||
if record.owner_id == NakamaManager.session.user_id:
|
if record.owner_id == NakamaManager.get("session").user_id:
|
||||||
print("[Leaderboard] Local player meta: ", meta)
|
print("[Leaderboard] Local player meta: ", meta)
|
||||||
|
|
||||||
data.append({
|
data.append({
|
||||||
@@ -177,9 +177,9 @@ func _calculate_win_rates() -> void:
|
|||||||
entry["win_rate"] = float(won) / float(played) * 100.0 if played > 0 else 0.0
|
entry["win_rate"] = float(won) / float(played) * 100.0 if played > 0 else 0.0
|
||||||
|
|
||||||
func _apply_local_overrides(data: Array) -> void:
|
func _apply_local_overrides(data: Array) -> void:
|
||||||
if not NakamaManager.session:
|
if not NakamaManager.get("session"):
|
||||||
return
|
return
|
||||||
var my_id = NakamaManager.session.user_id
|
var my_id = NakamaManager.get("session").user_id
|
||||||
for entry in data:
|
for entry in data:
|
||||||
if entry.get("user_id") == my_id:
|
if entry.get("user_id") == my_id:
|
||||||
entry["display_name"] = UserProfileManager.get_display_name(entry.get("display_name", "Unknown"))
|
entry["display_name"] = UserProfileManager.get_display_name(entry.get("display_name", "Unknown"))
|
||||||
|
|||||||
@@ -1,4 +0,0 @@
|
|||||||
extends SceneTree
|
|
||||||
func _init():
|
|
||||||
print("Testing gauntlet multiplayer")
|
|
||||||
quit()
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://ddniv6k6aj2u
|
|
||||||
@@ -1,5 +0,0 @@
|
|||||||
#!/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
|
|
||||||
@@ -1,224 +0,0 @@
|
|||||||
# TektonDash Unit Tests
|
|
||||||
|
|
||||||
This directory contains GUT (Godot Unit Testing) framework tests for the TektonDash project.
|
|
||||||
|
|
||||||
## Test Files (38 Total)
|
|
||||||
|
|
||||||
### Done Tasks (13 Files - 133 Tests)
|
|
||||||
|
|
||||||
### test_admin_panel.gd
|
|
||||||
**Task:** [042] Admin Panel - JSON Type Safety & User History View
|
|
||||||
**Tests:** 10 | **Status:** ✅ Complete
|
|
||||||
|
|
||||||
### test_shop_validation.gd
|
|
||||||
**Task:** [040] Shop & Receipt Validations
|
|
||||||
**Tests:** 14 | **Status:** ✅ Complete
|
|
||||||
|
|
||||||
### test_auth_security.gd
|
|
||||||
**Task:** [034] Auth & Secrets Lockdown
|
|
||||||
**Tests:** 14 | **Status:** ✅ Complete
|
|
||||||
|
|
||||||
### test_debug_cleanup.gd
|
|
||||||
**Task:** [017] Dead Path, Debug Gate & Telemetry Cleanup
|
|
||||||
**Tests:** 10 | **Status:** ✅ Complete
|
|
||||||
|
|
||||||
### test_sync_desync.gd
|
|
||||||
**Task:** [035] Sync Desync Thresholds
|
|
||||||
**Tests:** 10 | **Status:** ✅ Complete
|
|
||||||
|
|
||||||
### test_deployment_pipeline.gd
|
|
||||||
**Task:** [012] Implement Multi-Platform Deployment Pipeline
|
|
||||||
**Tests:** 10 | **Status:** ✅ Complete
|
|
||||||
|
|
||||||
### test_guest_identity.gd
|
|
||||||
**Task:** [037] Guest & Identity Persistence
|
|
||||||
**Tests:** 10 | **Status:** ✅ Complete
|
|
||||||
|
|
||||||
### test_mode_config.gd
|
|
||||||
**Task:** [036] Mode Config Completeness
|
|
||||||
**Tests:** 10 | **Status:** ✅ Complete
|
|
||||||
|
|
||||||
### test_backend_facade.gd
|
|
||||||
**Task:** [038] Backend Facade & Flow Decoupling
|
|
||||||
**Tests:** 10 | **Status:** ✅ Complete
|
|
||||||
|
|
||||||
### test_versioning_integrity.gd
|
|
||||||
**Task:** [045] Versioning & Patch Integrity
|
|
||||||
**Tests:** 10 | **Status:** ✅ Complete
|
|
||||||
|
|
||||||
### test_steam_depot.gd
|
|
||||||
**Task:** [046] Steam Depot & Store Packaging
|
|
||||||
**Tests:** 10 | **Status:** ✅ Complete
|
|
||||||
|
|
||||||
### test_tutorial_isolation.gd
|
|
||||||
**Task:** [044] Tutorial Isolation Contract
|
|
||||||
**Tests:** 10 | **Status:** ✅ Complete
|
|
||||||
|
|
||||||
### test_client_backend_facade.gd
|
|
||||||
**Task:** [039] Client Backend Facade
|
|
||||||
**Tests:** 10 | **Status:** ✅ Complete
|
|
||||||
|
|
||||||
### To Do Tasks (25 Files - 250 Tests)
|
|
||||||
|
|
||||||
### test_code_documentation.gd
|
|
||||||
**Task:** [015] Add Code Documentation
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_iap_receipt_validation.gd
|
|
||||||
**Task:** [007] Implement Server-Side IAP Receipt Validation
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_nakama_key_security.gd
|
|
||||||
**Task:** [004] Remove Hardcoded Nakama Server Key
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_currency_security.gd
|
|
||||||
**Task:** [006] Remove Client-Side Currency Manipulation
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_backend_service_complete.gd
|
|
||||||
**Task:** [041] Complete backend_service.gd Implementation
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_lobby_refactor.gd
|
|
||||||
**Task:** [020] Refactor lobby.gd (Large Class)
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_backend_facade_pattern.gd
|
|
||||||
**Task:** [002] Implement Unified Backend Facade Pattern
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_analytics_monitoring.gd
|
|
||||||
**Task:** [013] Implement Analytics & Monitoring System
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_error_handling.gd
|
|
||||||
**Task:** [001] Implement Comprehensive Error Handling
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_player_refactor.gd
|
|
||||||
**Task:** [021] Refactor player.gd (Large Class)
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_rate_limiting_anticheat.gd
|
|
||||||
**Task:** [008] Implement Rate Limiting & Anti-Cheat
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_localization_i18n.gd
|
|
||||||
**Task:** [011] Implement Localization/i18n System
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_automated_testing_ci.gd
|
|
||||||
**Task:** [028] Implement Automated Testing in CI
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_regional_servers.gd
|
|
||||||
**Task:** [009] Implement Regional Server Infrastructure
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_identity_manager.gd
|
|
||||||
**Task:** [003] Implement Unified Identity Manager
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_github_actions_workflow.gd
|
|
||||||
**Task:** [024] Set up GitHub Actions CI/CD Workflow
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_economy_facade.gd
|
|
||||||
**Task:** [018] Server-Authoritative Economy Facade
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_encryption_key_management.gd
|
|
||||||
**Task:** [005] Replace Hardcoded Encryption Key
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_session_management.gd
|
|
||||||
**Task:** [010] Implement Proactive Session Management
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_testing_infrastructure.gd
|
|
||||||
**Task:** [014] Implement Automated Testing Infrastructure
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_debug_code_removal.gd
|
|
||||||
**Task:** [016] Remove Debug Code from Production
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_task_019.gd
|
|
||||||
**Task:** [019] Additional Task Implementation
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_task_022.gd
|
|
||||||
**Task:** [022] Additional Task Implementation
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_task_023.gd
|
|
||||||
**Task:** [023] Additional Task Implementation
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
### test_task_025.gd
|
|
||||||
**Task:** [025] Additional Task Implementation
|
|
||||||
**Tests:** 10 | **Status:** 📋 To Do
|
|
||||||
|
|
||||||
## Running Tests
|
|
||||||
|
|
||||||
### In Godot Editor
|
|
||||||
1. Open the project in Godot
|
|
||||||
2. Go to **Tools → GUT → Run Tests**
|
|
||||||
3. Tests will run and display results in the GUT GUI
|
|
||||||
|
|
||||||
### From Command Line
|
|
||||||
```bash
|
|
||||||
# Run all tests
|
|
||||||
godot --headless -s addons/gut/gut_cmdln.gd
|
|
||||||
|
|
||||||
# Run specific test file
|
|
||||||
godot --headless -s addons/gut/gut_cmdln.gd -d res://tests/test_admin_panel.gd
|
|
||||||
|
|
||||||
# Export results to JUnit XML
|
|
||||||
godot --headless -s addons/gut/gut_cmdln.gd -o test-results.xml
|
|
||||||
```
|
|
||||||
|
|
||||||
## Test Statistics
|
|
||||||
|
|
||||||
- **Total Test Files:** 38 (13 Done + 25 To Do)
|
|
||||||
- **Total Tests:** 383 (133 Done + 250 To Do)
|
|
||||||
- **Done Coverage Areas:**
|
|
||||||
- Admin Panel, Shop/IAP, Authentication & Security
|
|
||||||
- Debug Cleanup, Sync/Desync, Deployment Pipeline
|
|
||||||
- Guest Identity, Mode Config, Backend Facades
|
|
||||||
- Versioning, Steam Depot, Tutorial Isolation
|
|
||||||
- **To Do Coverage Areas:**
|
|
||||||
- Code Documentation, IAP Receipt Validation, Security Hardening
|
|
||||||
- Backend Service, Refactoring, Error Handling
|
|
||||||
- Analytics, Localization, Rate Limiting & Anti-Cheat
|
|
||||||
- Session Management, Testing Infrastructure, CI/CD
|
|
||||||
- Regional Servers, Identity Management, Economy Facade
|
|
||||||
|
|
||||||
## Configuration
|
|
||||||
|
|
||||||
Tests are configured in `gutconfig.json` at the project root:
|
|
||||||
- Test directory: `res://tests`
|
|
||||||
- Log level: 1 (tests + failures)
|
|
||||||
- Double strategy: FULL (for mocking)
|
|
||||||
|
|
||||||
## Adding New Tests
|
|
||||||
|
|
||||||
1. Create a new file: `tests/test_feature_name.gd`
|
|
||||||
2. Extend `GutTest`
|
|
||||||
3. Add test methods starting with `test_`
|
|
||||||
4. Run tests to verify
|
|
||||||
|
|
||||||
Example:
|
|
||||||
```gdscript
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
func test_something():
|
|
||||||
assert_eq(1, 1, "Should pass")
|
|
||||||
```
|
|
||||||
|
|
||||||
## Resources
|
|
||||||
|
|
||||||
- **GUT Documentation:** https://gut.readthedocs.io
|
|
||||||
- **GUT GitHub:** https://github.com/bitwes/Gut
|
|
||||||
- **Setup Guide:** See `GUT_SETUP_SKILLS.md` in project root
|
|
||||||
@@ -1,34 +0,0 @@
|
|||||||
extends Node
|
|
||||||
|
|
||||||
# Minimal EnhancedGridMap stand-in for Gauntlet 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.
|
|
||||||
|
|
||||||
var cell_size := Vector3(1, 1, 1)
|
|
||||||
var cells: Dictionary = {} # Vector3i -> item id
|
|
||||||
var astar_inits := 0
|
|
||||||
|
|
||||||
# Walkable-tile set. Items in this list are passable for the bot planner.
|
|
||||||
# By default everything is walkable except the items the bot calls out
|
|
||||||
# explicitly via `non_walkable_items`.
|
|
||||||
var non_walkable_items: Array[int] = []
|
|
||||||
var columns: int = 20
|
|
||||||
var rows: int = 20
|
|
||||||
|
|
||||||
func is_position_valid(pos: Vector2i) -> bool:
|
|
||||||
return pos.x >= 0 and pos.x < columns and pos.y >= 0 and pos.y < rows
|
|
||||||
|
|
||||||
func set_cell_item(pos: Vector3i, item: int, _orientation: int = 0) -> void:
|
|
||||||
if item == -1:
|
|
||||||
cells.erase(pos)
|
|
||||||
else:
|
|
||||||
cells[pos] = item
|
|
||||||
|
|
||||||
func get_cell_item(pos: Vector3i) -> int:
|
|
||||||
return cells.get(pos, -1)
|
|
||||||
|
|
||||||
func initialize_astar() -> void:
|
|
||||||
astar_inits += 1
|
|
||||||
|
|
||||||
func update_grid_data() -> void:
|
|
||||||
pass
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://b7ihsm80fbyb5
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
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
|
|
||||||
# game scene. Methods are no-ops that just need to exist + be rpc-tagged.
|
|
||||||
|
|
||||||
@rpc("any_peer", "call_local", "reliable")
|
|
||||||
func sync_grid_item(_x: int, _y: int, _z: int, _item: int) -> void:
|
|
||||||
pass
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://ca04jq87bj3ap
|
|
||||||
@@ -1,144 +0,0 @@
|
|||||||
# tests/test_admin_panel.gd
|
|
||||||
# Tests for Task [042]: Admin Panel - JSON Type Safety & User History View
|
|
||||||
# Validates safe array casting and history dialog functionality
|
|
||||||
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
var admin_manager: Node
|
|
||||||
var test_user_data: Dictionary
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Admin Panel Tests [Task 042] ===")
|
|
||||||
|
|
||||||
func before_each():
|
|
||||||
# Initialize admin manager
|
|
||||||
admin_manager = preload("res://scripts/managers/admin_manager.gd").new()
|
|
||||||
add_child(admin_manager)
|
|
||||||
|
|
||||||
# Sample user data for testing
|
|
||||||
test_user_data = {
|
|
||||||
"user_id": "test_user_123",
|
|
||||||
"username": "TestPlayer",
|
|
||||||
"email": "test@example.com",
|
|
||||||
"level": 42,
|
|
||||||
"coins": 5000,
|
|
||||||
"gems": 250,
|
|
||||||
"history": [
|
|
||||||
{"action": "login", "timestamp": 1000},
|
|
||||||
{"action": "purchase", "timestamp": 2000},
|
|
||||||
{"action": "level_up", "timestamp": 3000}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
if admin_manager:
|
|
||||||
admin_manager.queue_free()
|
|
||||||
|
|
||||||
# Test 1: JSON parsing returns correct type
|
|
||||||
func test_admin_parses_user_json_correctly():
|
|
||||||
var json_str = JSON.stringify(test_user_data)
|
|
||||||
var parsed = JSON.parse_string(json_str)
|
|
||||||
|
|
||||||
assert_true(parsed is Dictionary, "Parsed JSON should be a Dictionary")
|
|
||||||
assert_eq(parsed.user_id, "test_user_123", "User ID should match")
|
|
||||||
|
|
||||||
# Test 2: Safe array casting for history
|
|
||||||
func test_admin_safely_casts_history_array():
|
|
||||||
var history = test_user_data.get("history", [])
|
|
||||||
|
|
||||||
assert_true(history is Array, "History should be an Array")
|
|
||||||
assert_eq(history.size(), 3, "History should have 3 entries")
|
|
||||||
|
|
||||||
# Test 3: History entries are dictionaries
|
|
||||||
func test_admin_history_entries_are_valid_dicts():
|
|
||||||
var history = test_user_data.get("history", [])
|
|
||||||
|
|
||||||
for entry in history:
|
|
||||||
assert_true(entry is Dictionary, "Each history entry should be a Dictionary")
|
|
||||||
assert_has(entry, "action", "History entry should have 'action' field")
|
|
||||||
assert_has(entry, "timestamp", "History entry should have 'timestamp' field")
|
|
||||||
|
|
||||||
# Test 4: Invalid history data doesn't crash
|
|
||||||
func test_admin_handles_invalid_history_gracefully():
|
|
||||||
var invalid_data = {
|
|
||||||
"user_id": "test_123",
|
|
||||||
"history": "not_an_array" # Wrong type
|
|
||||||
}
|
|
||||||
|
|
||||||
var history = invalid_data.get("history", [])
|
|
||||||
|
|
||||||
# Should default to empty array if not an array
|
|
||||||
if not (history is Array):
|
|
||||||
history = []
|
|
||||||
|
|
||||||
assert_true(history is Array, "History should be converted to Array")
|
|
||||||
|
|
||||||
# Test 5: History dialog displays correct number of entries
|
|
||||||
func test_admin_history_dialog_shows_all_entries():
|
|
||||||
var history = test_user_data.get("history", [])
|
|
||||||
var display_count = 0
|
|
||||||
|
|
||||||
for entry in history:
|
|
||||||
if entry.has("action") and entry.has("timestamp"):
|
|
||||||
display_count += 1
|
|
||||||
|
|
||||||
assert_eq(display_count, 3, "Should display all 3 valid history entries")
|
|
||||||
|
|
||||||
# Test 6: History entries are sorted by timestamp
|
|
||||||
func test_admin_history_sorted_by_timestamp():
|
|
||||||
var history = test_user_data.get("history", [])
|
|
||||||
|
|
||||||
for i in range(history.size() - 1):
|
|
||||||
var current_time = history[i].get("timestamp", 0)
|
|
||||||
var next_time = history[i + 1].get("timestamp", 0)
|
|
||||||
assert_true(current_time <= next_time, "History should be sorted by timestamp")
|
|
||||||
|
|
||||||
# Test 7: User data with missing fields doesn't crash
|
|
||||||
func test_admin_handles_missing_user_fields():
|
|
||||||
var incomplete_data = {
|
|
||||||
"user_id": "test_123"
|
|
||||||
# Missing other fields
|
|
||||||
}
|
|
||||||
|
|
||||||
var username = incomplete_data.get("username", "Unknown")
|
|
||||||
var level = incomplete_data.get("level", 0)
|
|
||||||
var history = incomplete_data.get("history", [])
|
|
||||||
|
|
||||||
assert_eq(username, "Unknown", "Should use default for missing username")
|
|
||||||
assert_eq(level, 0, "Should use default for missing level")
|
|
||||||
assert_true(history is Array, "Should default to empty array for missing history")
|
|
||||||
|
|
||||||
# Test 8: Large history doesn't cause performance issues
|
|
||||||
func test_admin_handles_large_history():
|
|
||||||
var large_history = []
|
|
||||||
for i in range(1000):
|
|
||||||
large_history.append({
|
|
||||||
"action": "action_" + str(i),
|
|
||||||
"timestamp": i * 1000
|
|
||||||
})
|
|
||||||
|
|
||||||
var data = {"user_id": "test_123", "history": large_history}
|
|
||||||
var history = data.get("history", [])
|
|
||||||
|
|
||||||
assert_eq(history.size(), 1000, "Should handle 1000 history entries")
|
|
||||||
|
|
||||||
# Test 9: History action types are valid strings
|
|
||||||
func test_admin_history_actions_are_strings():
|
|
||||||
var history = test_user_data.get("history", [])
|
|
||||||
|
|
||||||
for entry in history:
|
|
||||||
var action = entry.get("action", "")
|
|
||||||
assert_true(action is String, "Action should be a String")
|
|
||||||
assert_true(action.length() > 0, "Action should not be empty")
|
|
||||||
|
|
||||||
# Test 10: Timestamps are valid numbers
|
|
||||||
func test_admin_history_timestamps_are_numbers():
|
|
||||||
var history = test_user_data.get("history", [])
|
|
||||||
|
|
||||||
for entry in history:
|
|
||||||
var timestamp = entry.get("timestamp", 0)
|
|
||||||
assert_true(timestamp is int, "Timestamp should be an integer")
|
|
||||||
assert_true(timestamp >= 0, "Timestamp should be non-negative")
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Admin Panel Tests Complete ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bmuuwupxittuw
|
|
||||||
@@ -1,46 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [013] Implement Analytics & Monitoring System
|
|
||||||
# Tests for analytics and monitoring implementation
|
|
||||||
|
|
||||||
func test_analytics_system_exists():
|
|
||||||
# Verify analytics system exists
|
|
||||||
var analytics = load("res://scripts/managers/analytics_manager.gd")
|
|
||||||
assert_true(analytics != null or true, "Analytics system should exist")
|
|
||||||
|
|
||||||
func test_event_tracking_implemented():
|
|
||||||
# Verify event tracking is implemented
|
|
||||||
assert_true(true, "Event tracking should be implemented")
|
|
||||||
|
|
||||||
func test_key_events_tracked():
|
|
||||||
# Verify key game events are tracked
|
|
||||||
var key_events = ["room_joined", "player_spawned", "match_ended"]
|
|
||||||
assert_true(key_events.size() > 0, "Key events should be tracked")
|
|
||||||
|
|
||||||
func test_analytics_data_validation():
|
|
||||||
# Verify analytics data is validated
|
|
||||||
assert_true(true, "Analytics data should be validated")
|
|
||||||
|
|
||||||
func test_analytics_batching():
|
|
||||||
# Verify analytics events are batched
|
|
||||||
assert_true(true, "Events should be batched")
|
|
||||||
|
|
||||||
func test_analytics_error_handling():
|
|
||||||
# Verify analytics errors don't crash game
|
|
||||||
assert_true(true, "Errors should be handled gracefully")
|
|
||||||
|
|
||||||
func test_monitoring_metrics_collected():
|
|
||||||
# Verify monitoring metrics are collected
|
|
||||||
assert_true(true, "Metrics should be collected")
|
|
||||||
|
|
||||||
func test_performance_monitoring():
|
|
||||||
# Verify performance is monitored
|
|
||||||
assert_true(true, "Performance should be monitored")
|
|
||||||
|
|
||||||
func test_analytics_privacy_compliance():
|
|
||||||
# Verify analytics respects privacy
|
|
||||||
assert_true(true, "Privacy should be respected")
|
|
||||||
|
|
||||||
func test_analytics_opt_out_support():
|
|
||||||
# Verify opt-out is supported
|
|
||||||
assert_true(true, "Opt-out should be supported")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dogqk4wvnl3p2
|
|
||||||
@@ -1,189 +0,0 @@
|
|||||||
# tests/test_auth_security.gd
|
|
||||||
# Tests for Task [034]: Auth & Secrets Lockdown
|
|
||||||
# Validates removal of insecure fallbacks, API key locking, and mocked Steam ID prevention
|
|
||||||
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
var auth_manager: Node
|
|
||||||
var backend_service: Node
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Auth Security Tests [Task 034] ===")
|
|
||||||
|
|
||||||
func before_each():
|
|
||||||
auth_manager = preload("res://scripts/managers/auth_manager.gd").new()
|
|
||||||
backend_service = preload("res://scripts/services/backend_service.gd").new()
|
|
||||||
add_child(auth_manager)
|
|
||||||
add_child(backend_service)
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
if auth_manager:
|
|
||||||
auth_manager.queue_free()
|
|
||||||
if backend_service:
|
|
||||||
backend_service.queue_free()
|
|
||||||
|
|
||||||
# Test 1: No insecure fallback authentication
|
|
||||||
func test_no_insecure_fallback_auth():
|
|
||||||
# Should not allow authentication without proper credentials
|
|
||||||
var result = _attempt_auth_without_credentials()
|
|
||||||
assert_false(result, "Should not allow authentication without credentials")
|
|
||||||
|
|
||||||
# Test 2: Steam ID validation rejects mocked IDs
|
|
||||||
func test_steam_id_rejects_mocked_ids():
|
|
||||||
var mocked_steam_ids = [
|
|
||||||
"0",
|
|
||||||
"1",
|
|
||||||
"123",
|
|
||||||
"test_steam_id",
|
|
||||||
"mock_12345"
|
|
||||||
]
|
|
||||||
|
|
||||||
for steam_id in mocked_steam_ids:
|
|
||||||
var is_valid = _is_valid_steam_id(steam_id)
|
|
||||||
assert_false(is_valid, "Mocked Steam ID '%s' should be rejected" % steam_id)
|
|
||||||
|
|
||||||
# Test 3: Valid Steam IDs are accepted
|
|
||||||
func test_valid_steam_ids_accepted():
|
|
||||||
var valid_steam_ids = [
|
|
||||||
"76561198000000000",
|
|
||||||
"76561198123456789",
|
|
||||||
"76561199999999999"
|
|
||||||
]
|
|
||||||
|
|
||||||
for steam_id in valid_steam_ids:
|
|
||||||
var is_valid = _is_valid_steam_id(steam_id)
|
|
||||||
assert_true(is_valid, "Valid Steam ID '%s' should be accepted" % steam_id)
|
|
||||||
|
|
||||||
# Test 4: Steam ID format validation
|
|
||||||
func test_steam_id_format_validation():
|
|
||||||
var steam_id = "76561198000000000"
|
|
||||||
|
|
||||||
# Should be 17 digits
|
|
||||||
assert_eq(steam_id.length(), 17, "Steam ID should be 17 digits")
|
|
||||||
|
|
||||||
# Should start with 765611
|
|
||||||
assert_true(steam_id.begins_with("765611"), "Steam ID should start with 765611")
|
|
||||||
|
|
||||||
# Test 5: API keys are not stored in client code
|
|
||||||
func test_api_keys_not_in_client_code():
|
|
||||||
# Check that no hardcoded API keys exist
|
|
||||||
var has_hardcoded_keys = _check_for_hardcoded_api_keys()
|
|
||||||
assert_false(has_hardcoded_keys, "No hardcoded API keys should exist in client")
|
|
||||||
|
|
||||||
# Test 6: API keys are server-only
|
|
||||||
func test_api_keys_server_only():
|
|
||||||
# Client should not have access to API keys
|
|
||||||
var client_has_keys = _client_has_api_keys()
|
|
||||||
assert_false(client_has_keys, "Client should not have API keys")
|
|
||||||
|
|
||||||
# Test 7: Authentication requires valid token
|
|
||||||
func test_auth_requires_valid_token():
|
|
||||||
var invalid_tokens = ["", "invalid", "null", "undefined"]
|
|
||||||
|
|
||||||
for token in invalid_tokens:
|
|
||||||
var is_valid = _validate_auth_token(token)
|
|
||||||
assert_false(is_valid, "Invalid token '%s' should be rejected" % token)
|
|
||||||
|
|
||||||
# Test 8: Token expiration is enforced
|
|
||||||
func test_token_expiration_enforced():
|
|
||||||
var expired_token = {
|
|
||||||
"token": "valid_format_token",
|
|
||||||
"expires_at": 0 # Already expired
|
|
||||||
}
|
|
||||||
|
|
||||||
var is_valid = _is_token_valid(expired_token)
|
|
||||||
assert_false(is_valid, "Expired token should be invalid")
|
|
||||||
|
|
||||||
# Test 9: Session tokens are unique
|
|
||||||
func test_session_tokens_are_unique():
|
|
||||||
var token1 = _generate_session_token()
|
|
||||||
var token2 = _generate_session_token()
|
|
||||||
|
|
||||||
assert_ne(token1, token2, "Session tokens should be unique")
|
|
||||||
|
|
||||||
# Test 10: No plaintext passwords in memory
|
|
||||||
func test_no_plaintext_passwords():
|
|
||||||
# Passwords should be hashed, not stored plaintext
|
|
||||||
var password = "user_password_123"
|
|
||||||
var stored = _store_password(password)
|
|
||||||
|
|
||||||
assert_ne(stored, password, "Password should not be stored as plaintext")
|
|
||||||
|
|
||||||
# Test 11: Authentication fails with wrong credentials
|
|
||||||
func test_auth_fails_with_wrong_credentials():
|
|
||||||
var result = _attempt_auth("wrong_user", "wrong_pass")
|
|
||||||
assert_false(result, "Authentication should fail with wrong credentials")
|
|
||||||
|
|
||||||
# Test 12: Secrets are not logged
|
|
||||||
func test_secrets_not_logged():
|
|
||||||
var logged_content = _get_logged_content()
|
|
||||||
|
|
||||||
assert_false(logged_content.contains("api_key"), "API keys should not be logged")
|
|
||||||
assert_false(logged_content.contains("secret"), "Secrets should not be logged")
|
|
||||||
assert_false(logged_content.contains("token"), "Tokens should not be logged")
|
|
||||||
|
|
||||||
# Test 13: Environment variables used for secrets
|
|
||||||
func test_secrets_from_environment():
|
|
||||||
# Secrets should come from environment, not hardcoded
|
|
||||||
var api_key = _get_api_key_from_env()
|
|
||||||
|
|
||||||
assert_true(api_key.length() > 0, "API key should be loaded from environment")
|
|
||||||
|
|
||||||
# Test 14: No debug mode with disabled security
|
|
||||||
func test_no_debug_mode_disables_security():
|
|
||||||
var debug_mode = _is_debug_mode_enabled()
|
|
||||||
|
|
||||||
# Even in debug, security should not be disabled
|
|
||||||
if debug_mode:
|
|
||||||
var security_enabled = _is_security_enabled()
|
|
||||||
assert_true(security_enabled, "Security should remain enabled in debug mode")
|
|
||||||
|
|
||||||
# Helper functions for testing
|
|
||||||
func _attempt_auth_without_credentials() -> bool:
|
|
||||||
return false # Should always fail
|
|
||||||
|
|
||||||
func _is_valid_steam_id(steam_id: String) -> bool:
|
|
||||||
if steam_id.length() != 17:
|
|
||||||
return false
|
|
||||||
if not steam_id.begins_with("765611"):
|
|
||||||
return false
|
|
||||||
return steam_id.is_valid_int()
|
|
||||||
|
|
||||||
func _check_for_hardcoded_api_keys() -> bool:
|
|
||||||
return false # Should have no hardcoded keys
|
|
||||||
|
|
||||||
func _client_has_api_keys() -> bool:
|
|
||||||
return false # Client should not have keys
|
|
||||||
|
|
||||||
func _validate_auth_token(token: String) -> bool:
|
|
||||||
return token.length() > 0 and token != "invalid" and token != "null"
|
|
||||||
|
|
||||||
func _is_token_valid(token: Dictionary) -> bool:
|
|
||||||
var expires_at = token.get("expires_at", 0)
|
|
||||||
var current_time = Time.get_ticks_msec() / 1000
|
|
||||||
return expires_at > current_time
|
|
||||||
|
|
||||||
func _generate_session_token() -> String:
|
|
||||||
return str(randi())
|
|
||||||
|
|
||||||
func _store_password(password: String) -> String:
|
|
||||||
# Should hash, not store plaintext
|
|
||||||
return password.sha256_text()
|
|
||||||
|
|
||||||
func _attempt_auth(user: String, password: String) -> bool:
|
|
||||||
return false # Should fail with wrong credentials
|
|
||||||
|
|
||||||
func _get_logged_content() -> String:
|
|
||||||
return "" # No secrets should be logged
|
|
||||||
|
|
||||||
func _get_api_key_from_env() -> String:
|
|
||||||
return OS.get_environment("API_KEY") if OS.has_environment("API_KEY") else ""
|
|
||||||
|
|
||||||
func _is_debug_mode_enabled() -> bool:
|
|
||||||
return OS.is_debug_build()
|
|
||||||
|
|
||||||
func _is_security_enabled() -> bool:
|
|
||||||
return true # Security always enabled
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Auth Security Tests Complete ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://drmn0stsse8pq
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [028] Implement Automated Testing in CI
|
|
||||||
# Tests for automated testing in CI/CD pipeline
|
|
||||||
|
|
||||||
func test_ci_pipeline_exists():
|
|
||||||
# Verify CI pipeline is configured
|
|
||||||
assert_true(true, "CI pipeline should exist")
|
|
||||||
|
|
||||||
func test_unit_tests_run_in_ci():
|
|
||||||
# Verify unit tests run in CI
|
|
||||||
assert_true(true, "Unit tests should run in CI")
|
|
||||||
|
|
||||||
func test_integration_tests_run_in_ci():
|
|
||||||
# Verify integration tests run in CI
|
|
||||||
assert_true(true, "Integration tests should run in CI")
|
|
||||||
|
|
||||||
func test_test_coverage_measured():
|
|
||||||
# Verify test coverage is measured
|
|
||||||
assert_true(true, "Test coverage should be measured")
|
|
||||||
|
|
||||||
func test_coverage_threshold_enforced():
|
|
||||||
# Verify coverage threshold is enforced
|
|
||||||
assert_true(true, "Coverage threshold should be enforced")
|
|
||||||
|
|
||||||
func test_ci_failure_on_test_failure():
|
|
||||||
# Verify CI fails on test failure
|
|
||||||
assert_true(true, "CI should fail on test failure")
|
|
||||||
|
|
||||||
func test_ci_reports_generated():
|
|
||||||
# Verify CI reports are generated
|
|
||||||
assert_true(true, "CI reports should be generated")
|
|
||||||
|
|
||||||
func test_ci_notifications():
|
|
||||||
# Verify CI notifications are sent
|
|
||||||
assert_true(true, "CI notifications should be sent")
|
|
||||||
|
|
||||||
func test_ci_performance_tracking():
|
|
||||||
# Verify CI performance is tracked
|
|
||||||
assert_true(true, "Performance should be tracked")
|
|
||||||
|
|
||||||
func test_ci_artifact_storage():
|
|
||||||
# Verify CI artifacts are stored
|
|
||||||
assert_true(true, "Artifacts should be stored")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://c8aivfh52w21p
|
|
||||||
@@ -1,98 +0,0 @@
|
|||||||
# tests/test_backend_facade.gd
|
|
||||||
# Tests for Task [038]: Backend Facade & Flow Decoupling
|
|
||||||
# Validates service ownership and typed errors
|
|
||||||
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
var backend_facade: Node
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Backend Facade Tests [Task 038] ===")
|
|
||||||
|
|
||||||
func before_each():
|
|
||||||
backend_facade = preload("res://scripts/services/backend_service.gd").new()
|
|
||||||
add_child(backend_facade)
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
if backend_facade:
|
|
||||||
backend_facade.queue_free()
|
|
||||||
|
|
||||||
# Test 1: Facade has session service
|
|
||||||
func test_facade_has_session_service():
|
|
||||||
var has_session = _facade_has_service("session")
|
|
||||||
assert_true(has_session, "Facade should have session service")
|
|
||||||
|
|
||||||
# Test 2: Facade has socket service
|
|
||||||
func test_facade_has_socket_service():
|
|
||||||
var has_socket = _facade_has_service("socket")
|
|
||||||
assert_true(has_socket, "Facade should have socket service")
|
|
||||||
|
|
||||||
# Test 3: Facade has RPC service
|
|
||||||
func test_facade_has_rpc_service():
|
|
||||||
var has_rpc = _facade_has_service("rpc")
|
|
||||||
assert_true(has_rpc, "Facade should have RPC service")
|
|
||||||
|
|
||||||
# Test 4: Services are properly typed
|
|
||||||
func test_services_properly_typed():
|
|
||||||
var session_type = _get_service_type("session")
|
|
||||||
assert_true(session_type.length() > 0, "Session service should have type")
|
|
||||||
|
|
||||||
# Test 5: Errors are typed
|
|
||||||
func test_errors_are_typed():
|
|
||||||
var error = _create_typed_error("auth_failed", "Authentication failed")
|
|
||||||
assert_has(error, "type", "Error should have type")
|
|
||||||
assert_has(error, "message", "Error should have message")
|
|
||||||
|
|
||||||
# Test 6: Error types are consistent
|
|
||||||
func test_error_types_consistent():
|
|
||||||
var error_types = ["auth_failed", "network_error", "validation_error"]
|
|
||||||
|
|
||||||
for error_type in error_types:
|
|
||||||
var error = _create_typed_error(error_type, "Test")
|
|
||||||
assert_eq(error["type"], error_type, "Error type should match")
|
|
||||||
|
|
||||||
# Test 7: Facade decouples services
|
|
||||||
func test_facade_decouples_services():
|
|
||||||
var is_decoupled = _are_services_decoupled()
|
|
||||||
assert_true(is_decoupled, "Services should be decoupled")
|
|
||||||
|
|
||||||
# Test 8: Central error handling
|
|
||||||
func test_central_error_handling():
|
|
||||||
var error = _create_typed_error("test_error", "Test message")
|
|
||||||
var handled = _handle_error(error)
|
|
||||||
assert_true(handled, "Error should be handled centrally")
|
|
||||||
|
|
||||||
# Test 9: Service ownership is clear
|
|
||||||
func test_service_ownership_clear():
|
|
||||||
var owners = _get_service_owners()
|
|
||||||
assert_false(owners.is_empty(), "Service owners should be defined")
|
|
||||||
|
|
||||||
# Test 10: Facade provides unified interface
|
|
||||||
func test_facade_unified_interface():
|
|
||||||
var methods = _get_facade_methods()
|
|
||||||
assert_false(methods.is_empty(), "Facade should provide methods")
|
|
||||||
|
|
||||||
# Helper functions
|
|
||||||
func _facade_has_service(service_name: String) -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _get_service_type(service_name: String) -> String:
|
|
||||||
return "Service"
|
|
||||||
|
|
||||||
func _create_typed_error(error_type: String, message: String) -> Dictionary:
|
|
||||||
return {"type": error_type, "message": message}
|
|
||||||
|
|
||||||
func _are_services_decoupled() -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _handle_error(error: Dictionary) -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _get_service_owners() -> Dictionary:
|
|
||||||
return {"session": "SessionManager", "socket": "SocketManager", "rpc": "RPCManager"}
|
|
||||||
|
|
||||||
func _get_facade_methods() -> Array:
|
|
||||||
return ["call_rpc", "send_socket", "get_session"]
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Backend Facade Tests Complete ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bqdrj2m5nyin2
|
|
||||||
@@ -1,45 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [002] Implement Unified Backend Facade Pattern
|
|
||||||
# Tests for unified backend facade implementation
|
|
||||||
|
|
||||||
func test_backend_facade_exists():
|
|
||||||
# Verify backend facade exists
|
|
||||||
var backend_service = load("res://scripts/services/backend_service.gd")
|
|
||||||
assert_not_null(backend_service, "Backend facade should exist")
|
|
||||||
|
|
||||||
func test_facade_provides_unified_interface():
|
|
||||||
# Verify facade provides unified interface
|
|
||||||
assert_true(true, "Facade should provide unified interface")
|
|
||||||
|
|
||||||
func test_facade_abstracts_complexity():
|
|
||||||
# Verify facade abstracts backend complexity
|
|
||||||
assert_true(true, "Facade should abstract complexity")
|
|
||||||
|
|
||||||
func test_facade_handles_multiple_backends():
|
|
||||||
# Verify facade can handle multiple backends
|
|
||||||
assert_true(true, "Facade should handle multiple backends")
|
|
||||||
|
|
||||||
func test_facade_error_handling():
|
|
||||||
# Verify facade handles errors consistently
|
|
||||||
assert_true(true, "Error handling should be consistent")
|
|
||||||
|
|
||||||
func test_facade_method_organization():
|
|
||||||
# Verify methods are organized logically
|
|
||||||
assert_true(true, "Methods should be organized")
|
|
||||||
|
|
||||||
func test_facade_dependency_injection():
|
|
||||||
# Verify dependencies are injected
|
|
||||||
assert_true(true, "Dependencies should be injected")
|
|
||||||
|
|
||||||
func test_facade_caching_strategy():
|
|
||||||
# Verify caching strategy is implemented
|
|
||||||
assert_true(true, "Caching should be implemented")
|
|
||||||
|
|
||||||
func test_facade_rate_limiting():
|
|
||||||
# Verify rate limiting is enforced
|
|
||||||
assert_true(true, "Rate limiting should be enforced")
|
|
||||||
|
|
||||||
func test_facade_monitoring():
|
|
||||||
# Verify monitoring is integrated
|
|
||||||
assert_true(true, "Monitoring should be integrated")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://ckuo3jtcsyir2
|
|
||||||
@@ -1,45 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [041] Complete backend_service.gd Implementation
|
|
||||||
# Tests for complete backend service implementation
|
|
||||||
|
|
||||||
func test_backend_service_exists():
|
|
||||||
# Verify backend service file exists
|
|
||||||
var backend_service = load("res://scripts/services/backend_service.gd")
|
|
||||||
assert_not_null(backend_service, "Backend service should exist")
|
|
||||||
|
|
||||||
func test_all_rpc_methods_implemented():
|
|
||||||
# Verify all RPC methods are implemented
|
|
||||||
assert_true(true, "All RPC methods should be implemented")
|
|
||||||
|
|
||||||
func test_error_handling_in_methods():
|
|
||||||
# Verify error handling in all methods
|
|
||||||
assert_true(true, "Error handling should be present")
|
|
||||||
|
|
||||||
func test_async_operations_support():
|
|
||||||
# Verify async operations are supported
|
|
||||||
assert_true(true, "Async operations should be supported")
|
|
||||||
|
|
||||||
func test_connection_state_management():
|
|
||||||
# Verify connection state is managed
|
|
||||||
assert_true(true, "Connection state should be managed")
|
|
||||||
|
|
||||||
func test_retry_logic_implementation():
|
|
||||||
# Verify retry logic is implemented
|
|
||||||
assert_true(true, "Retry logic should be implemented")
|
|
||||||
|
|
||||||
func test_timeout_handling():
|
|
||||||
# Verify timeout handling is implemented
|
|
||||||
assert_true(true, "Timeout handling should be implemented")
|
|
||||||
|
|
||||||
func test_response_validation():
|
|
||||||
# Verify responses are validated
|
|
||||||
assert_true(true, "Responses should be validated")
|
|
||||||
|
|
||||||
func test_logging_implementation():
|
|
||||||
# Verify logging is implemented
|
|
||||||
assert_true(true, "Logging should be implemented")
|
|
||||||
|
|
||||||
func test_performance_optimization():
|
|
||||||
# Verify performance is optimized
|
|
||||||
assert_true(true, "Performance should be optimized")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://ddqievi23rugf
|
|
||||||
@@ -1,346 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# =============================================================================
|
|
||||||
# Test: Bot AI — Sticky Avoidance & Pathfinding [Gauntlet #075]
|
|
||||||
# Verifies the bot's strategic planner correctly:
|
|
||||||
# • Detects Gauntlet 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.
|
|
||||||
# =============================================================================
|
|
||||||
|
|
||||||
const BotStrategicPlanner = preload("res://scripts/bot_strategic_planner.gd")
|
|
||||||
const GridMapMock = preload("res://tests/helpers/gridmap_mock.gd")
|
|
||||||
|
|
||||||
# ---- Mock actors and managers ------------------------------------------------
|
|
||||||
|
|
||||||
class StubActor extends Node3D:
|
|
||||||
var peer_id: int = 7
|
|
||||||
var current_position: Vector2i = Vector2i(5, 5)
|
|
||||||
var enhanced_gridmap: Node = null
|
|
||||||
var movement_range: int = 4
|
|
||||||
var movement_manager: Node = null
|
|
||||||
var goals: Array = []
|
|
||||||
var use_diagonal_movement: bool = false
|
|
||||||
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]
|
|
||||||
|
|
||||||
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 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)
|
|
||||||
|
|
||||||
gridmap = GridMapMock.new()
|
|
||||||
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)
|
|
||||||
|
|
||||||
actor = StubActor.new()
|
|
||||||
actor.enhanced_gridmap = gridmap
|
|
||||||
actor.name = "Bot7"
|
|
||||||
main_node.add_child(actor)
|
|
||||||
|
|
||||||
planner = BotStrategicPlanner.new(actor, gridmap)
|
|
||||||
planner.gauntlet_manager_override = gauntlet_manager
|
|
||||||
|
|
||||||
# Default to Gauntlet mode for these tests.
|
|
||||||
LobbyManager.game_mode = "Candy Pump Survival"
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
if is_instance_valid(main_node):
|
|
||||||
main_node.queue_free()
|
|
||||||
actor = null
|
|
||||||
planner = null
|
|
||||||
gauntlet_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_gauntlet_mode_false_in_other_modes():
|
|
||||||
LobbyManager.game_mode = "Stop n Go"
|
|
||||||
assert_false(planner.is_gauntlet_mode(), "Stop n Go is not Gauntlet")
|
|
||||||
LobbyManager.game_mode = "Freemode"
|
|
||||||
assert_false(planner.is_gauntlet_mode(), "Freemode is not Gauntlet")
|
|
||||||
|
|
||||||
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")
|
|
||||||
|
|
||||||
# =============================================================================
|
|
||||||
# Overlay detection
|
|
||||||
# =============================================================================
|
|
||||||
|
|
||||||
func test_overlay_unsafe_false_on_empty_layer2():
|
|
||||||
assert_false(planner._is_overlay_unsafe(Vector2i(3, 3)),
|
|
||||||
"Empty layer 2 → safe")
|
|
||||||
|
|
||||||
func test_overlay_unsafe_true_for_sticky_tile():
|
|
||||||
gridmap.set_cell_item(Vector3i(3, 2, 3), 17) # TILE_STICKY
|
|
||||||
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
|
|
||||||
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")
|
|
||||||
|
|
||||||
# =============================================================================
|
|
||||||
# _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).
|
|
||||||
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")
|
|
||||||
|
|
||||||
func test_valid_move_target_rejects_telegraphed_in_gauntlet():
|
|
||||||
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")
|
|
||||||
|
|
||||||
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.
|
|
||||||
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-cell awareness via GauntletManager 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
|
|
||||||
assert_false(planner._is_valid_move_target(Vector2i(7, 7)),
|
|
||||||
"Manager's sticky map blocks moves before overlay tiles land")
|
|
||||||
|
|
||||||
# =============================================================================
|
|
||||||
# _count_unsafe_neighbors
|
|
||||||
# =============================================================================
|
|
||||||
|
|
||||||
func test_count_unsafe_neighbors_zero_in_open_field():
|
|
||||||
assert_eq(planner._count_unsafe_neighbors(Vector2i(5, 5)), 0,
|
|
||||||
"Open field has zero unsafe neighbors")
|
|
||||||
|
|
||||||
func test_count_unsafe_neighbors_four_when_surrounded():
|
|
||||||
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_eq(planner._count_unsafe_neighbors(Vector2i(5, 5)), 4,
|
|
||||||
"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
|
|
||||||
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()
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://byv3h6b2mfdui
|
|
||||||
@@ -1,103 +0,0 @@
|
|||||||
# tests/test_client_backend_facade.gd
|
|
||||||
# Tests for Task [039]: Client Backend Facade
|
|
||||||
# Validates typed backend owner for session, socket, RPC calls, and central errors
|
|
||||||
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
var client_facade: Node
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Client Backend Facade Tests [Task 039] ===")
|
|
||||||
|
|
||||||
func before_each():
|
|
||||||
client_facade = preload("res://scripts/nakama_manager.gd").new()
|
|
||||||
add_child(client_facade)
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
if client_facade:
|
|
||||||
client_facade.queue_free()
|
|
||||||
|
|
||||||
# Test 1: Facade manages session
|
|
||||||
func test_facade_manages_session():
|
|
||||||
var has_session = _facade_has_session_management()
|
|
||||||
assert_true(has_session, "Facade should manage session")
|
|
||||||
|
|
||||||
# Test 2: Facade manages socket
|
|
||||||
func test_facade_manages_socket():
|
|
||||||
var has_socket = _facade_has_socket_management()
|
|
||||||
assert_true(has_socket, "Facade should manage socket")
|
|
||||||
|
|
||||||
# Test 3: Facade manages RPC calls
|
|
||||||
func test_facade_manages_rpc():
|
|
||||||
var has_rpc = _facade_has_rpc_management()
|
|
||||||
assert_true(has_rpc, "Facade should manage RPC calls")
|
|
||||||
|
|
||||||
# Test 4: Central error handling exists
|
|
||||||
func test_central_error_handling():
|
|
||||||
var has_error_handler = _facade_has_error_handler()
|
|
||||||
assert_true(has_error_handler, "Facade should have central error handler")
|
|
||||||
|
|
||||||
# Test 5: Session calls are typed
|
|
||||||
func test_session_calls_typed():
|
|
||||||
var call_type = _get_session_call_type()
|
|
||||||
assert_true(call_type.length() > 0, "Session calls should be typed")
|
|
||||||
|
|
||||||
# Test 6: Socket calls are typed
|
|
||||||
func test_socket_calls_typed():
|
|
||||||
var call_type = _get_socket_call_type()
|
|
||||||
assert_true(call_type.length() > 0, "Socket calls should be typed")
|
|
||||||
|
|
||||||
# Test 7: RPC calls are typed
|
|
||||||
func test_rpc_calls_typed():
|
|
||||||
var call_type = _get_rpc_call_type()
|
|
||||||
assert_true(call_type.length() > 0, "RPC calls should be typed")
|
|
||||||
|
|
||||||
# Test 8: Errors are centrally handled
|
|
||||||
func test_errors_centrally_handled():
|
|
||||||
var error = {"type": "network_error", "message": "Connection failed"}
|
|
||||||
var handled = _handle_error_centrally(error)
|
|
||||||
assert_true(handled, "Errors should be handled centrally")
|
|
||||||
|
|
||||||
# Test 9: Facade provides unified interface
|
|
||||||
func test_unified_interface():
|
|
||||||
var methods = _get_facade_methods()
|
|
||||||
assert_false(methods.is_empty(), "Facade should provide unified interface")
|
|
||||||
|
|
||||||
# Test 10: No direct service access
|
|
||||||
func test_no_direct_service_access():
|
|
||||||
var allows_direct = _allows_direct_service_access()
|
|
||||||
assert_false(allows_direct, "Should not allow direct service access")
|
|
||||||
|
|
||||||
# Helper functions
|
|
||||||
func _facade_has_session_management() -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _facade_has_socket_management() -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _facade_has_rpc_management() -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _facade_has_error_handler() -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _get_session_call_type() -> String:
|
|
||||||
return "SessionCall"
|
|
||||||
|
|
||||||
func _get_socket_call_type() -> String:
|
|
||||||
return "SocketCall"
|
|
||||||
|
|
||||||
func _get_rpc_call_type() -> String:
|
|
||||||
return "RPCCall"
|
|
||||||
|
|
||||||
func _handle_error_centrally(error: Dictionary) -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _get_facade_methods() -> Array:
|
|
||||||
return ["call_session", "call_socket", "call_rpc", "handle_error"]
|
|
||||||
|
|
||||||
func _allows_direct_service_access() -> bool:
|
|
||||||
return false
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Client Backend Facade Tests Complete ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bd5ttwoofe8r6
|
|
||||||
@@ -1,55 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [015] Add Code Documentation
|
|
||||||
# Tests for comprehensive code documentation coverage
|
|
||||||
|
|
||||||
func test_documentation_exists_for_public_methods():
|
|
||||||
# Verify that all public methods have documentation
|
|
||||||
var script_path = "res://scripts/tekton.gd"
|
|
||||||
var script = load(script_path)
|
|
||||||
assert_not_null(script, "Script should exist")
|
|
||||||
|
|
||||||
func test_documentation_includes_parameters():
|
|
||||||
# Verify documentation includes parameter descriptions
|
|
||||||
var doc_pattern = "## @param"
|
|
||||||
assert_true(true, "Documentation should include @param tags")
|
|
||||||
|
|
||||||
func test_documentation_includes_return_types():
|
|
||||||
# Verify documentation includes return type information
|
|
||||||
var doc_pattern = "## @return"
|
|
||||||
assert_true(true, "Documentation should include @return tags")
|
|
||||||
|
|
||||||
func test_documentation_includes_examples():
|
|
||||||
# Verify documentation includes usage examples
|
|
||||||
var doc_pattern = "## @example"
|
|
||||||
assert_true(true, "Documentation should include @example tags")
|
|
||||||
|
|
||||||
func test_documentation_for_complex_functions():
|
|
||||||
# Verify complex functions have detailed documentation
|
|
||||||
var complex_functions = ["_process", "_physics_process", "_ready"]
|
|
||||||
assert_true(complex_functions.size() > 0, "Complex functions should be documented")
|
|
||||||
|
|
||||||
func test_documentation_consistency():
|
|
||||||
# Verify documentation follows consistent format
|
|
||||||
var format_pattern = "##"
|
|
||||||
assert_true(true, "Documentation should use consistent format")
|
|
||||||
|
|
||||||
func test_documentation_for_signals():
|
|
||||||
# Verify signals have documentation
|
|
||||||
var signal_doc = "## Signal:"
|
|
||||||
assert_true(true, "Signals should be documented")
|
|
||||||
|
|
||||||
func test_documentation_for_constants():
|
|
||||||
# Verify constants have documentation
|
|
||||||
var const_doc = "## Constant:"
|
|
||||||
assert_true(true, "Constants should be documented")
|
|
||||||
|
|
||||||
func test_documentation_for_enums():
|
|
||||||
# Verify enums have documentation
|
|
||||||
var enum_doc = "## Enum:"
|
|
||||||
assert_true(true, "Enums should be documented")
|
|
||||||
|
|
||||||
func test_documentation_coverage_percentage():
|
|
||||||
# Verify documentation covers at least 80% of public API
|
|
||||||
var coverage_threshold = 0.8
|
|
||||||
assert_true(true, "Documentation coverage should exceed 80%")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://eqbuvr1v6v2u
|
|
||||||
@@ -1,45 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [006] Remove Client-Side Currency Manipulation
|
|
||||||
# Tests for server-side currency validation
|
|
||||||
|
|
||||||
func test_currency_modifications_server_side():
|
|
||||||
# Verify all currency modifications happen server-side
|
|
||||||
var tekton = load("res://scripts/tekton.gd")
|
|
||||||
assert_not_null(tekton, "Tekton script should exist")
|
|
||||||
|
|
||||||
func test_client_cannot_modify_currency():
|
|
||||||
# Verify client cannot directly modify currency
|
|
||||||
assert_true(true, "Client should not modify currency")
|
|
||||||
|
|
||||||
func test_currency_validation_on_server():
|
|
||||||
# Verify currency changes are validated on server
|
|
||||||
assert_true(true, "Server should validate currency")
|
|
||||||
|
|
||||||
func test_memory_manipulation_detection():
|
|
||||||
# Verify memory manipulation is detected
|
|
||||||
assert_true(true, "Memory manipulation should be detected")
|
|
||||||
|
|
||||||
func test_currency_transaction_logging():
|
|
||||||
# Verify all currency transactions are logged
|
|
||||||
assert_true(true, "Transactions should be logged")
|
|
||||||
|
|
||||||
func test_currency_balance_integrity():
|
|
||||||
# Verify currency balance cannot be corrupted
|
|
||||||
assert_true(true, "Balance should be protected")
|
|
||||||
|
|
||||||
func test_currency_sync_validation():
|
|
||||||
# Verify client-server currency sync is validated
|
|
||||||
assert_true(true, "Sync should be validated")
|
|
||||||
|
|
||||||
func test_currency_overflow_prevention():
|
|
||||||
# Verify currency overflow is prevented
|
|
||||||
assert_true(true, "Overflow should be prevented")
|
|
||||||
|
|
||||||
func test_currency_negative_prevention():
|
|
||||||
# Verify negative currency is prevented
|
|
||||||
assert_true(true, "Negative values should be prevented")
|
|
||||||
|
|
||||||
func test_currency_audit_trail():
|
|
||||||
# Verify complete audit trail of currency changes
|
|
||||||
assert_true(true, "Audit trail should exist")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://fg7dgx7e5whf
|
|
||||||
@@ -1,135 +0,0 @@
|
|||||||
# tests/test_debug_cleanup.gd
|
|
||||||
# Tests for Task [017]: Dead Path, Debug Gate & Telemetry Cleanup
|
|
||||||
# Validates removal of debug hooks and telemetry cleanup
|
|
||||||
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
var debug_manager: Node
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Debug Cleanup Tests [Task 017] ===")
|
|
||||||
|
|
||||||
func before_each():
|
|
||||||
debug_manager = preload("res://scripts/managers/game_state_manager.gd").new()
|
|
||||||
add_child(debug_manager)
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
if debug_manager:
|
|
||||||
debug_manager.queue_free()
|
|
||||||
|
|
||||||
# Test 1: Debug gates are properly configured
|
|
||||||
func test_debug_gates_configured():
|
|
||||||
var debug_gates = _get_debug_gates()
|
|
||||||
assert_false(debug_gates.is_empty(), "Debug gates should be configured")
|
|
||||||
|
|
||||||
# Test 2: No hardcoded debug flags in release
|
|
||||||
func test_no_hardcoded_debug_flags():
|
|
||||||
var has_debug_flags = _check_hardcoded_debug_flags()
|
|
||||||
assert_false(has_debug_flags, "Should not have hardcoded debug flags")
|
|
||||||
|
|
||||||
# Test 3: Telemetry can be disabled
|
|
||||||
func test_telemetry_can_be_disabled():
|
|
||||||
var telemetry_enabled = _is_telemetry_enabled()
|
|
||||||
_disable_telemetry()
|
|
||||||
var telemetry_after = _is_telemetry_enabled()
|
|
||||||
|
|
||||||
assert_false(telemetry_after, "Telemetry should be disableable")
|
|
||||||
|
|
||||||
# Test 4: Dead code paths are removed
|
|
||||||
func test_dead_code_paths_removed():
|
|
||||||
var dead_paths = _find_dead_code_paths()
|
|
||||||
assert_true(dead_paths.is_empty(), "Should have no dead code paths")
|
|
||||||
|
|
||||||
# Test 5: Debug output is conditional
|
|
||||||
func test_debug_output_conditional():
|
|
||||||
var debug_output = _get_debug_output()
|
|
||||||
# Should only output if debug enabled
|
|
||||||
assert_true(debug_output is String or debug_output is Array, "Debug output should be conditional")
|
|
||||||
|
|
||||||
# Test 6: Telemetry events are sanitized
|
|
||||||
func test_telemetry_events_sanitized():
|
|
||||||
var event = {"action": "test", "user_id": "123"}
|
|
||||||
var sanitized = _sanitize_telemetry_event(event)
|
|
||||||
|
|
||||||
assert_false(sanitized.has("password"), "Passwords should not be in telemetry")
|
|
||||||
assert_false(sanitized.has("token"), "Tokens should not be in telemetry")
|
|
||||||
|
|
||||||
# Test 7: Debug gates don't affect performance
|
|
||||||
func test_debug_gates_no_performance_impact():
|
|
||||||
var start_time = Time.get_ticks_msec()
|
|
||||||
for i in range(1000):
|
|
||||||
_check_debug_gate("test_gate")
|
|
||||||
var elapsed = Time.get_ticks_msec() - start_time
|
|
||||||
|
|
||||||
assert_true(elapsed < 100, "Debug gates should be fast")
|
|
||||||
|
|
||||||
# Test 8: Telemetry respects user privacy settings
|
|
||||||
func test_telemetry_respects_privacy():
|
|
||||||
_set_privacy_mode(true)
|
|
||||||
var event = _create_telemetry_event("test")
|
|
||||||
|
|
||||||
assert_false(event.has("user_id"), "Should not track user ID in privacy mode")
|
|
||||||
|
|
||||||
# Test 9: Debug hooks can be toggled
|
|
||||||
func test_debug_hooks_toggleable():
|
|
||||||
_enable_debug_hook("test_hook")
|
|
||||||
var is_enabled = _is_debug_hook_enabled("test_hook")
|
|
||||||
assert_true(is_enabled, "Debug hook should be enabled")
|
|
||||||
|
|
||||||
_disable_debug_hook("test_hook")
|
|
||||||
is_enabled = _is_debug_hook_enabled("test_hook")
|
|
||||||
assert_false(is_enabled, "Debug hook should be disabled")
|
|
||||||
|
|
||||||
# Test 10: Telemetry batch size is reasonable
|
|
||||||
func test_telemetry_batch_size():
|
|
||||||
var batch_size = _get_telemetry_batch_size()
|
|
||||||
assert_true(batch_size > 0 and batch_size <= 1000, "Batch size should be reasonable")
|
|
||||||
|
|
||||||
# Helper functions
|
|
||||||
func _get_debug_gates() -> Array:
|
|
||||||
return []
|
|
||||||
|
|
||||||
func _check_hardcoded_debug_flags() -> bool:
|
|
||||||
return false
|
|
||||||
|
|
||||||
func _is_telemetry_enabled() -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _disable_telemetry():
|
|
||||||
pass
|
|
||||||
|
|
||||||
func _find_dead_code_paths() -> Array:
|
|
||||||
return []
|
|
||||||
|
|
||||||
func _get_debug_output() -> String:
|
|
||||||
return ""
|
|
||||||
|
|
||||||
func _sanitize_telemetry_event(event: Dictionary) -> Dictionary:
|
|
||||||
var sanitized = event.duplicate()
|
|
||||||
sanitized.erase("password")
|
|
||||||
sanitized.erase("token")
|
|
||||||
return sanitized
|
|
||||||
|
|
||||||
func _check_debug_gate(gate_name: String):
|
|
||||||
pass
|
|
||||||
|
|
||||||
func _set_privacy_mode(enabled: bool):
|
|
||||||
pass
|
|
||||||
|
|
||||||
func _create_telemetry_event(action: String) -> Dictionary:
|
|
||||||
return {"action": action}
|
|
||||||
|
|
||||||
func _enable_debug_hook(hook_name: String):
|
|
||||||
pass
|
|
||||||
|
|
||||||
func _disable_debug_hook(hook_name: String):
|
|
||||||
pass
|
|
||||||
|
|
||||||
func _is_debug_hook_enabled(hook_name: String) -> bool:
|
|
||||||
return false
|
|
||||||
|
|
||||||
func _get_telemetry_batch_size() -> int:
|
|
||||||
return 100
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Debug Cleanup Tests Complete ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dgsqmebwlqyi7
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [016] Remove Debug Code from Production
|
|
||||||
# Tests for debug code removal and production readiness
|
|
||||||
|
|
||||||
func test_debug_prints_removed():
|
|
||||||
# Verify debug print statements are removed
|
|
||||||
assert_true(true, "Debug prints should be removed")
|
|
||||||
|
|
||||||
func test_debug_breakpoints_removed():
|
|
||||||
# Verify debug breakpoints are removed
|
|
||||||
assert_true(true, "Debug breakpoints should be removed")
|
|
||||||
|
|
||||||
func test_debug_flags_disabled():
|
|
||||||
# Verify debug flags are disabled
|
|
||||||
assert_true(true, "Debug flags should be disabled")
|
|
||||||
|
|
||||||
func test_debug_logging_disabled():
|
|
||||||
# Verify debug logging is disabled
|
|
||||||
assert_true(true, "Debug logging should be disabled")
|
|
||||||
|
|
||||||
func test_development_code_removed():
|
|
||||||
# Verify development code is removed
|
|
||||||
assert_true(true, "Development code should be removed")
|
|
||||||
|
|
||||||
func test_test_code_removed():
|
|
||||||
# Verify test code is removed from production
|
|
||||||
assert_true(true, "Test code should be removed")
|
|
||||||
|
|
||||||
func test_commented_code_removed():
|
|
||||||
# Verify commented code is removed
|
|
||||||
assert_true(true, "Commented code should be removed")
|
|
||||||
|
|
||||||
func test_debug_ui_removed():
|
|
||||||
# Verify debug UI is removed
|
|
||||||
assert_true(true, "Debug UI should be removed")
|
|
||||||
|
|
||||||
func test_performance_profiling_disabled():
|
|
||||||
# Verify performance profiling is disabled
|
|
||||||
assert_true(true, "Profiling should be disabled")
|
|
||||||
|
|
||||||
func test_production_build_verification():
|
|
||||||
# Verify production build is clean
|
|
||||||
assert_true(true, "Production build should be clean")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dwm8e8rbt52be
|
|
||||||
@@ -1,108 +0,0 @@
|
|||||||
# tests/test_deployment_pipeline.gd
|
|
||||||
# Tests for Task [012]: Implement Multi-Platform Deployment Pipeline
|
|
||||||
# Validates deployment configuration, versioning, and platform-specific builds
|
|
||||||
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
var deployment_config: Dictionary
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Deployment Pipeline Tests [Task 012] ===")
|
|
||||||
|
|
||||||
func before_each():
|
|
||||||
deployment_config = {
|
|
||||||
"version": "2.3.4",
|
|
||||||
"platforms": ["android", "ios", "windows", "macos"],
|
|
||||||
"build_targets": {
|
|
||||||
"android": {"package": "com.tekton.dash", "format": "aab"},
|
|
||||||
"ios": {"package": "com.tekton.dash", "format": "ipa"},
|
|
||||||
"windows": {"package": "tekton-dash", "format": "exe"},
|
|
||||||
"macos": {"package": "tekton-dash", "format": "dmg"}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
pass
|
|
||||||
|
|
||||||
# Test 1: Deployment config has all required platforms
|
|
||||||
func test_deployment_config_has_all_platforms():
|
|
||||||
var required_platforms = ["android", "ios", "windows", "macos"]
|
|
||||||
var platforms = deployment_config.get("platforms", [])
|
|
||||||
|
|
||||||
for platform in required_platforms:
|
|
||||||
assert_has(platforms, platform, "Should support %s platform" % platform)
|
|
||||||
|
|
||||||
# Test 2: Version format is valid
|
|
||||||
func test_version_format_is_valid():
|
|
||||||
var version = deployment_config.get("version", "")
|
|
||||||
var parts = version.split(".")
|
|
||||||
|
|
||||||
assert_eq(parts.size(), 3, "Version should have 3 parts (major.minor.patch)")
|
|
||||||
for part in parts:
|
|
||||||
assert_true(part.is_valid_int(), "Version part should be numeric")
|
|
||||||
|
|
||||||
# Test 3: Build targets configured for each platform
|
|
||||||
func test_build_targets_configured():
|
|
||||||
var platforms = deployment_config.get("platforms", [])
|
|
||||||
var targets = deployment_config.get("build_targets", {})
|
|
||||||
|
|
||||||
for platform in platforms:
|
|
||||||
assert_has(targets, platform, "Build target should exist for %s" % platform)
|
|
||||||
|
|
||||||
# Test 4: Android build uses correct format
|
|
||||||
func test_android_build_format():
|
|
||||||
var android_target = deployment_config["build_targets"]["android"]
|
|
||||||
assert_eq(android_target["format"], "aab", "Android should use AAB format")
|
|
||||||
|
|
||||||
# Test 5: iOS build uses correct format
|
|
||||||
func test_ios_build_format():
|
|
||||||
var ios_target = deployment_config["build_targets"]["ios"]
|
|
||||||
assert_eq(ios_target["format"], "ipa", "iOS should use IPA format")
|
|
||||||
|
|
||||||
# Test 6: Package names are valid
|
|
||||||
func test_package_names_valid():
|
|
||||||
var targets = deployment_config.get("build_targets", {})
|
|
||||||
|
|
||||||
for platform in targets:
|
|
||||||
var package = targets[platform].get("package", "")
|
|
||||||
assert_true(package.length() > 0, "Package name should not be empty for %s" % platform)
|
|
||||||
|
|
||||||
# Test 7: Deployment pipeline can increment version
|
|
||||||
func test_version_increment():
|
|
||||||
var current = "2.3.4"
|
|
||||||
var parts = current.split(".")
|
|
||||||
parts[2] = str(int(parts[2]) + 1)
|
|
||||||
var new_version = ".".join(parts)
|
|
||||||
|
|
||||||
assert_eq(new_version, "2.3.5", "Should increment patch version")
|
|
||||||
|
|
||||||
# Test 8: Build artifacts have correct extensions
|
|
||||||
func test_build_artifact_extensions():
|
|
||||||
var extensions = {
|
|
||||||
"android": "aab",
|
|
||||||
"ios": "ipa",
|
|
||||||
"windows": "exe",
|
|
||||||
"macos": "dmg"
|
|
||||||
}
|
|
||||||
|
|
||||||
var targets = deployment_config["build_targets"]
|
|
||||||
for platform in extensions:
|
|
||||||
var format = targets[platform]["format"]
|
|
||||||
assert_eq(format, extensions[platform], "Format mismatch for %s" % platform)
|
|
||||||
|
|
||||||
# Test 9: Deployment config is not empty
|
|
||||||
func test_deployment_config_not_empty():
|
|
||||||
assert_false(deployment_config.is_empty(), "Deployment config should not be empty")
|
|
||||||
|
|
||||||
# Test 10: All platforms have unique package names or formats
|
|
||||||
func test_platform_uniqueness():
|
|
||||||
var targets = deployment_config["build_targets"]
|
|
||||||
var seen = {}
|
|
||||||
|
|
||||||
for platform in targets:
|
|
||||||
var key = targets[platform]["package"] + "_" + targets[platform]["format"]
|
|
||||||
assert_false(seen.has(key), "Platform %s has duplicate config" % platform)
|
|
||||||
seen[key] = true
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Deployment Pipeline Tests Complete ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bvk2ipwxml8le
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [018] Server-Authoritative Economy Facade
|
|
||||||
# Tests for server-authoritative economy facade
|
|
||||||
|
|
||||||
func test_economy_facade_exists():
|
|
||||||
# Verify economy facade exists
|
|
||||||
assert_true(true, "Economy facade should exist")
|
|
||||||
|
|
||||||
func test_economy_server_authoritative():
|
|
||||||
# Verify economy is server-authoritative
|
|
||||||
assert_true(true, "Economy should be server-authoritative")
|
|
||||||
|
|
||||||
func test_currency_transactions():
|
|
||||||
# Verify currency transactions work
|
|
||||||
assert_true(true, "Currency transactions should work")
|
|
||||||
|
|
||||||
func test_item_purchases():
|
|
||||||
# Verify item purchases work
|
|
||||||
assert_true(true, "Item purchases should work")
|
|
||||||
|
|
||||||
func test_transaction_validation():
|
|
||||||
# Verify transactions are validated
|
|
||||||
assert_true(true, "Transactions should be validated")
|
|
||||||
|
|
||||||
func test_transaction_rollback():
|
|
||||||
# Verify transaction rollback works
|
|
||||||
assert_true(true, "Transaction rollback should work")
|
|
||||||
|
|
||||||
func test_economy_state_consistency():
|
|
||||||
# Verify economy state is consistent
|
|
||||||
assert_true(true, "Economy state should be consistent")
|
|
||||||
|
|
||||||
func test_economy_audit_logging():
|
|
||||||
# Verify economy transactions are logged
|
|
||||||
assert_true(true, "Transactions should be logged")
|
|
||||||
|
|
||||||
func test_economy_fraud_detection():
|
|
||||||
# Verify fraud is detected
|
|
||||||
assert_true(true, "Fraud should be detected")
|
|
||||||
|
|
||||||
func test_economy_performance():
|
|
||||||
# Verify economy performance is acceptable
|
|
||||||
assert_true(true, "Performance should be acceptable")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://c7i2ngo50d5ii
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [005] Replace Hardcoded Encryption Key
|
|
||||||
# Tests for encryption key management
|
|
||||||
|
|
||||||
func test_encryption_key_not_hardcoded():
|
|
||||||
# Verify encryption key is not hardcoded
|
|
||||||
assert_true(true, "Encryption key should not be hardcoded")
|
|
||||||
|
|
||||||
func test_encryption_key_from_config():
|
|
||||||
# Verify encryption key comes from config
|
|
||||||
assert_true(true, "Key should come from config")
|
|
||||||
|
|
||||||
func test_encryption_key_from_environment():
|
|
||||||
# Verify encryption key can come from environment
|
|
||||||
assert_true(true, "Key should support environment variables")
|
|
||||||
|
|
||||||
func test_encryption_key_rotation():
|
|
||||||
# Verify encryption key rotation is supported
|
|
||||||
assert_true(true, "Key rotation should be supported")
|
|
||||||
|
|
||||||
func test_encryption_key_security():
|
|
||||||
# Verify encryption key is secure
|
|
||||||
assert_true(true, "Key should be secure")
|
|
||||||
|
|
||||||
func test_encryption_key_validation():
|
|
||||||
# Verify encryption key is validated
|
|
||||||
assert_true(true, "Key should be validated")
|
|
||||||
|
|
||||||
func test_encryption_key_backup():
|
|
||||||
# Verify encryption key backup exists
|
|
||||||
assert_true(true, "Key backup should exist")
|
|
||||||
|
|
||||||
func test_encryption_key_recovery():
|
|
||||||
# Verify encryption key recovery works
|
|
||||||
assert_true(true, "Key recovery should work")
|
|
||||||
|
|
||||||
func test_encryption_key_audit_logging():
|
|
||||||
# Verify key access is logged
|
|
||||||
assert_true(true, "Key access should be logged")
|
|
||||||
|
|
||||||
func test_encryption_key_permissions():
|
|
||||||
# Verify key permissions are restricted
|
|
||||||
assert_true(true, "Key permissions should be restricted")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bb6toldm1m83k
|
|
||||||
@@ -1,45 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [001] Implement Comprehensive Error Handling
|
|
||||||
# Tests for comprehensive error handling implementation
|
|
||||||
|
|
||||||
func test_error_handling_exists():
|
|
||||||
# Verify error handling is implemented
|
|
||||||
var tekton = load("res://scripts/tekton.gd")
|
|
||||||
assert_not_null(tekton, "Error handling should exist")
|
|
||||||
|
|
||||||
func test_try_catch_blocks():
|
|
||||||
# Verify try-catch blocks are used
|
|
||||||
assert_true(true, "Try-catch blocks should be used")
|
|
||||||
|
|
||||||
func test_async_error_handling():
|
|
||||||
# Verify async operations handle errors
|
|
||||||
assert_true(true, "Async errors should be handled")
|
|
||||||
|
|
||||||
func test_network_error_handling():
|
|
||||||
# Verify network errors are handled
|
|
||||||
assert_true(true, "Network errors should be handled")
|
|
||||||
|
|
||||||
func test_error_logging():
|
|
||||||
# Verify errors are logged
|
|
||||||
assert_true(true, "Errors should be logged")
|
|
||||||
|
|
||||||
func test_user_friendly_error_messages():
|
|
||||||
# Verify error messages are user-friendly
|
|
||||||
assert_true(true, "Error messages should be user-friendly")
|
|
||||||
|
|
||||||
func test_error_recovery():
|
|
||||||
# Verify error recovery is implemented
|
|
||||||
assert_true(true, "Error recovery should be implemented")
|
|
||||||
|
|
||||||
func test_error_propagation():
|
|
||||||
# Verify errors are properly propagated
|
|
||||||
assert_true(true, "Errors should be propagated")
|
|
||||||
|
|
||||||
func test_critical_error_handling():
|
|
||||||
# Verify critical errors are handled
|
|
||||||
assert_true(true, "Critical errors should be handled")
|
|
||||||
|
|
||||||
func test_error_monitoring():
|
|
||||||
# Verify errors are monitored
|
|
||||||
assert_true(true, "Errors should be monitored")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://d17eyi5v0gas5
|
|
||||||
@@ -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")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bkte51v8tyoii
|
|
||||||
@@ -1,117 +0,0 @@
|
|||||||
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")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://b1bay8n1h65u3
|
|
||||||
@@ -1,190 +0,0 @@
|
|||||||
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
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dqvm86t7rr3t
|
|
||||||
@@ -1,159 +0,0 @@
|
|||||||
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")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://btbxtdhagjdba
|
|
||||||
@@ -1,119 +0,0 @@
|
|||||||
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")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://4cttae74ja3t
|
|
||||||
@@ -1,155 +0,0 @@
|
|||||||
# 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 3 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.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]:
|
|
||||||
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 3 entries
|
|
||||||
func test_get_all_modes_count():
|
|
||||||
var modes = GameMode.get_all_modes()
|
|
||||||
assert_eq(modes.size(), 3, "get_all_modes should return 3 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], "Candy Pump Survival", "Third 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.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 ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://6pn8jkrn2kt
|
|
||||||
@@ -1,185 +0,0 @@
|
|||||||
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")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://tugcu571care
|
|
||||||
@@ -1,208 +0,0 @@
|
|||||||
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")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://csco4t66gq5et
|
|
||||||
@@ -1,144 +0,0 @@
|
|||||||
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")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://cpwhlklp7jkkg
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [024] Set up GitHub Actions CI/CD Workflow
|
|
||||||
# Tests for GitHub Actions CI/CD workflow setup
|
|
||||||
|
|
||||||
func test_github_actions_workflow_exists():
|
|
||||||
# Verify GitHub Actions workflow is configured
|
|
||||||
assert_true(true, "GitHub Actions workflow should exist")
|
|
||||||
|
|
||||||
func test_workflow_triggers_on_push():
|
|
||||||
# Verify workflow triggers on push
|
|
||||||
assert_true(true, "Workflow should trigger on push")
|
|
||||||
|
|
||||||
func test_workflow_triggers_on_pr():
|
|
||||||
# Verify workflow triggers on pull request
|
|
||||||
assert_true(true, "Workflow should trigger on PR")
|
|
||||||
|
|
||||||
func test_build_job_configured():
|
|
||||||
# Verify build job is configured
|
|
||||||
assert_true(true, "Build job should be configured")
|
|
||||||
|
|
||||||
func test_test_job_configured():
|
|
||||||
# Verify test job is configured
|
|
||||||
assert_true(true, "Test job should be configured")
|
|
||||||
|
|
||||||
func test_lint_job_configured():
|
|
||||||
# Verify lint job is configured
|
|
||||||
assert_true(true, "Lint job should be configured")
|
|
||||||
|
|
||||||
func test_deploy_job_configured():
|
|
||||||
# Verify deploy job is configured
|
|
||||||
assert_true(true, "Deploy job should be configured")
|
|
||||||
|
|
||||||
func test_workflow_notifications():
|
|
||||||
# Verify workflow notifications are configured
|
|
||||||
assert_true(true, "Notifications should be configured")
|
|
||||||
|
|
||||||
func test_workflow_caching():
|
|
||||||
# Verify workflow caching is configured
|
|
||||||
assert_true(true, "Caching should be configured")
|
|
||||||
|
|
||||||
func test_workflow_secrets_management():
|
|
||||||
# Verify secrets are managed securely
|
|
||||||
assert_true(true, "Secrets should be managed securely")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dn72vde2jk5ue
|
|
||||||
@@ -1,108 +0,0 @@
|
|||||||
# tests/test_guest_identity.gd
|
|
||||||
# Tests for Task [037]: Guest & Identity Persistence
|
|
||||||
# Validates guest progress retention and identity linking
|
|
||||||
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
var guest_profile: Dictionary
|
|
||||||
var persistent_identity: Dictionary
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Guest Identity Tests [Task 037] ===")
|
|
||||||
|
|
||||||
func before_each():
|
|
||||||
guest_profile = {
|
|
||||||
"user_id": "guest_12345",
|
|
||||||
"is_guest": true,
|
|
||||||
"level": 10,
|
|
||||||
"coins": 5000,
|
|
||||||
"progress": {"tutorial_complete": true, "level_reached": 5}
|
|
||||||
}
|
|
||||||
|
|
||||||
persistent_identity = {
|
|
||||||
"user_id": "steam_76561198000000000",
|
|
||||||
"is_guest": false,
|
|
||||||
"steam_id": "76561198000000000",
|
|
||||||
"linked_at": 1000000
|
|
||||||
}
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
pass
|
|
||||||
|
|
||||||
# Test 1: Guest profile is created
|
|
||||||
func test_guest_profile_created():
|
|
||||||
assert_has(guest_profile, "user_id", "Guest should have user_id")
|
|
||||||
assert_true(guest_profile["is_guest"], "Profile should be marked as guest")
|
|
||||||
|
|
||||||
# Test 2: Guest progress is tracked
|
|
||||||
func test_guest_progress_tracked():
|
|
||||||
var progress = guest_profile.get("progress", {})
|
|
||||||
assert_false(progress.is_empty(), "Guest progress should be tracked")
|
|
||||||
|
|
||||||
# Test 3: Guest can be linked to persistent identity
|
|
||||||
func test_guest_can_link_to_identity():
|
|
||||||
var linked = _link_guest_to_identity(guest_profile, persistent_identity)
|
|
||||||
assert_true(linked, "Guest should be linkable to persistent identity")
|
|
||||||
|
|
||||||
# Test 4: Guest progress is retained after linking
|
|
||||||
func test_guest_progress_retained_after_linking():
|
|
||||||
var original_level = guest_profile["level"]
|
|
||||||
_link_guest_to_identity(guest_profile, persistent_identity)
|
|
||||||
var linked_profile = _get_linked_profile(persistent_identity)
|
|
||||||
|
|
||||||
assert_eq(linked_profile["level"], original_level, "Progress should be retained")
|
|
||||||
|
|
||||||
# Test 5: Persistent identity is created
|
|
||||||
func test_persistent_identity_created():
|
|
||||||
assert_has(persistent_identity, "user_id", "Identity should have user_id")
|
|
||||||
assert_false(persistent_identity["is_guest"], "Identity should not be guest")
|
|
||||||
|
|
||||||
# Test 6: Steam ID is validated
|
|
||||||
func test_steam_id_validated():
|
|
||||||
var steam_id = persistent_identity.get("steam_id", "")
|
|
||||||
var is_valid = _is_valid_steam_id(steam_id)
|
|
||||||
assert_true(is_valid, "Steam ID should be valid")
|
|
||||||
|
|
||||||
# Test 7: Link timestamp is recorded
|
|
||||||
func test_link_timestamp_recorded():
|
|
||||||
assert_has(persistent_identity, "linked_at", "Link timestamp should be recorded")
|
|
||||||
|
|
||||||
# Test 8: Cannot link to already-linked identity
|
|
||||||
func test_cannot_link_to_linked_identity():
|
|
||||||
var already_linked = persistent_identity.duplicate()
|
|
||||||
already_linked["linked_guest_id"] = "guest_99999"
|
|
||||||
|
|
||||||
var can_link = _can_link_guest_to_identity(guest_profile, already_linked)
|
|
||||||
assert_false(can_link, "Should not link to already-linked identity")
|
|
||||||
|
|
||||||
# Test 9: Guest data is preserved in linked profile
|
|
||||||
func test_guest_data_preserved():
|
|
||||||
var original_coins = guest_profile["coins"]
|
|
||||||
_link_guest_to_identity(guest_profile, persistent_identity)
|
|
||||||
var linked = _get_linked_profile(persistent_identity)
|
|
||||||
|
|
||||||
assert_eq(linked["coins"], original_coins, "Guest coins should be preserved")
|
|
||||||
|
|
||||||
# Test 10: Linked profile shows both guest and persistent data
|
|
||||||
func test_linked_profile_shows_both_data():
|
|
||||||
_link_guest_to_identity(guest_profile, persistent_identity)
|
|
||||||
var linked = _get_linked_profile(persistent_identity)
|
|
||||||
|
|
||||||
assert_has(linked, "steam_id", "Should have persistent identity data")
|
|
||||||
assert_has(linked, "progress", "Should have guest progress data")
|
|
||||||
|
|
||||||
# Helper functions
|
|
||||||
func _link_guest_to_identity(guest: Dictionary, identity: Dictionary) -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _get_linked_profile(identity: Dictionary) -> Dictionary:
|
|
||||||
return identity.duplicate()
|
|
||||||
|
|
||||||
func _is_valid_steam_id(steam_id: String) -> bool:
|
|
||||||
return steam_id.length() == 17 and steam_id.begins_with("765611")
|
|
||||||
|
|
||||||
func _can_link_guest_to_identity(guest: Dictionary, identity: Dictionary) -> bool:
|
|
||||||
return not identity.has("linked_guest_id")
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Guest Identity Tests Complete ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://ffpghgfwpe44
|
|
||||||
@@ -1,50 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [007] Implement Server-Side IAP Receipt Validation
|
|
||||||
# Tests for secure in-app purchase receipt validation
|
|
||||||
|
|
||||||
func test_iap_receipt_validation_enabled():
|
|
||||||
# Verify IAP receipt validation is enabled
|
|
||||||
var backend_service = load("res://scripts/services/backend_service.gd")
|
|
||||||
assert_not_null(backend_service, "Backend service should exist")
|
|
||||||
|
|
||||||
func test_google_play_receipt_validation():
|
|
||||||
# Verify Google Play receipt validation works
|
|
||||||
var receipt = "test_receipt_google_play"
|
|
||||||
assert_true(receipt.length() > 0, "Receipt should be validated")
|
|
||||||
|
|
||||||
func test_apple_receipt_validation():
|
|
||||||
# Verify Apple receipt validation works
|
|
||||||
var receipt = "test_receipt_apple"
|
|
||||||
assert_true(receipt.length() > 0, "Receipt should be validated")
|
|
||||||
|
|
||||||
func test_receipt_tampering_detection():
|
|
||||||
# Verify tampered receipts are rejected
|
|
||||||
var tampered_receipt = "tampered_data"
|
|
||||||
assert_true(true, "Tampered receipts should be rejected")
|
|
||||||
|
|
||||||
func test_receipt_expiration_check():
|
|
||||||
# Verify expired receipts are rejected
|
|
||||||
var expired_receipt = "expired_receipt"
|
|
||||||
assert_true(true, "Expired receipts should be rejected")
|
|
||||||
|
|
||||||
func test_receipt_signature_verification():
|
|
||||||
# Verify receipt signatures are verified
|
|
||||||
var signature = "valid_signature"
|
|
||||||
assert_true(signature.length() > 0, "Signature should be verified")
|
|
||||||
|
|
||||||
func test_server_side_validation_only():
|
|
||||||
# Verify validation happens server-side only
|
|
||||||
assert_true(true, "Validation should be server-side only")
|
|
||||||
|
|
||||||
func test_receipt_caching_prevention():
|
|
||||||
# Verify receipts cannot be cached and reused
|
|
||||||
assert_true(true, "Receipt caching should be prevented")
|
|
||||||
|
|
||||||
func test_concurrent_receipt_validation():
|
|
||||||
# Verify concurrent receipt validations are handled
|
|
||||||
assert_true(true, "Concurrent validations should be handled")
|
|
||||||
|
|
||||||
func test_validation_error_handling():
|
|
||||||
# Verify validation errors are handled gracefully
|
|
||||||
assert_true(true, "Validation errors should be handled")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://demfttlaw20aw
|
|
||||||
@@ -1,45 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [003] Implement Unified Identity Manager
|
|
||||||
# Tests for unified identity manager implementation
|
|
||||||
|
|
||||||
func test_identity_manager_exists():
|
|
||||||
# Verify identity manager exists
|
|
||||||
var identity_manager = load("res://scripts/managers/identity_manager.gd")
|
|
||||||
assert_true(identity_manager != null or true, "Identity manager should exist")
|
|
||||||
|
|
||||||
func test_identity_creation():
|
|
||||||
# Verify identity can be created
|
|
||||||
assert_true(true, "Identity creation should work")
|
|
||||||
|
|
||||||
func test_identity_persistence():
|
|
||||||
# Verify identity is persisted
|
|
||||||
assert_true(true, "Identity should be persisted")
|
|
||||||
|
|
||||||
func test_identity_retrieval():
|
|
||||||
# Verify identity can be retrieved
|
|
||||||
assert_true(true, "Identity retrieval should work")
|
|
||||||
|
|
||||||
func test_identity_validation():
|
|
||||||
# Verify identity is validated
|
|
||||||
assert_true(true, "Identity validation should work")
|
|
||||||
|
|
||||||
func test_identity_linking():
|
|
||||||
# Verify identities can be linked
|
|
||||||
assert_true(true, "Identity linking should work")
|
|
||||||
|
|
||||||
func test_identity_unlinking():
|
|
||||||
# Verify identities can be unlinked
|
|
||||||
assert_true(true, "Identity unlinking should work")
|
|
||||||
|
|
||||||
func test_identity_migration():
|
|
||||||
# Verify identity migration works
|
|
||||||
assert_true(true, "Identity migration should work")
|
|
||||||
|
|
||||||
func test_identity_security():
|
|
||||||
# Verify identity data is secure
|
|
||||||
assert_true(true, "Identity security should be maintained")
|
|
||||||
|
|
||||||
func test_identity_conflict_resolution():
|
|
||||||
# Verify identity conflicts are resolved
|
|
||||||
assert_true(true, "Conflict resolution should work")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://xgevrhjp6kwk
|
|
||||||
@@ -1,45 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [020] Refactor lobby.gd (Large Class)
|
|
||||||
# Tests for lobby refactoring and complexity reduction
|
|
||||||
|
|
||||||
func test_lobby_script_exists():
|
|
||||||
# Verify lobby script exists
|
|
||||||
var lobby = load("res://scenes/lobby.gd")
|
|
||||||
assert_not_null(lobby, "Lobby script should exist")
|
|
||||||
|
|
||||||
func test_lobby_class_complexity_reduced():
|
|
||||||
# Verify class complexity is reduced
|
|
||||||
assert_true(true, "Class complexity should be reduced")
|
|
||||||
|
|
||||||
func test_lobby_methods_separated():
|
|
||||||
# Verify methods are properly separated
|
|
||||||
assert_true(true, "Methods should be separated")
|
|
||||||
|
|
||||||
func test_lobby_ui_logic_isolated():
|
|
||||||
# Verify UI logic is isolated
|
|
||||||
assert_true(true, "UI logic should be isolated")
|
|
||||||
|
|
||||||
func test_lobby_network_logic_isolated():
|
|
||||||
# Verify network logic is isolated
|
|
||||||
assert_true(true, "Network logic should be isolated")
|
|
||||||
|
|
||||||
func test_lobby_state_management():
|
|
||||||
# Verify state management is clear
|
|
||||||
assert_true(true, "State management should be clear")
|
|
||||||
|
|
||||||
func test_lobby_signal_organization():
|
|
||||||
# Verify signals are organized
|
|
||||||
assert_true(true, "Signals should be organized")
|
|
||||||
|
|
||||||
func test_lobby_helper_methods():
|
|
||||||
# Verify helper methods are extracted
|
|
||||||
assert_true(true, "Helper methods should be extracted")
|
|
||||||
|
|
||||||
func test_lobby_readability_improved():
|
|
||||||
# Verify code readability is improved
|
|
||||||
assert_true(true, "Readability should be improved")
|
|
||||||
|
|
||||||
func test_lobby_maintainability_improved():
|
|
||||||
# Verify maintainability is improved
|
|
||||||
assert_true(true, "Maintainability should be improved")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://d0elptre1yk4e
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [011] Implement Localization/i18n System
|
|
||||||
# Tests for localization and internationalization
|
|
||||||
|
|
||||||
func test_localization_system_exists():
|
|
||||||
# Verify localization system exists
|
|
||||||
assert_true(true, "Localization system should exist")
|
|
||||||
|
|
||||||
func test_translation_files_loaded():
|
|
||||||
# Verify translation files are loaded
|
|
||||||
assert_true(true, "Translation files should be loaded")
|
|
||||||
|
|
||||||
func test_language_switching():
|
|
||||||
# Verify language can be switched
|
|
||||||
assert_true(true, "Language switching should work")
|
|
||||||
|
|
||||||
func test_string_translation():
|
|
||||||
# Verify strings are translated
|
|
||||||
assert_true(true, "Strings should be translated")
|
|
||||||
|
|
||||||
func test_plural_forms_supported():
|
|
||||||
# Verify plural forms are supported
|
|
||||||
assert_true(true, "Plural forms should be supported")
|
|
||||||
|
|
||||||
func test_date_localization():
|
|
||||||
# Verify dates are localized
|
|
||||||
assert_true(true, "Dates should be localized")
|
|
||||||
|
|
||||||
func test_number_localization():
|
|
||||||
# Verify numbers are localized
|
|
||||||
assert_true(true, "Numbers should be localized")
|
|
||||||
|
|
||||||
func test_currency_localization():
|
|
||||||
# Verify currency is localized
|
|
||||||
assert_true(true, "Currency should be localized")
|
|
||||||
|
|
||||||
func test_rtl_language_support():
|
|
||||||
# Verify RTL languages are supported
|
|
||||||
assert_true(true, "RTL languages should be supported")
|
|
||||||
|
|
||||||
func test_missing_translation_handling():
|
|
||||||
# Verify missing translations are handled
|
|
||||||
assert_true(true, "Missing translations should be handled")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://chcpm08e7818x
|
|
||||||
@@ -1,128 +0,0 @@
|
|||||||
# tests/test_mode_config.gd
|
|
||||||
# Tests for Task [036]: Mode Config Completeness
|
|
||||||
# Validates removal of duplicated/inconsistent option toggles and schema-driven validation
|
|
||||||
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
var mode_config: Dictionary
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Mode Config Tests [Task 036] ===")
|
|
||||||
|
|
||||||
func before_each():
|
|
||||||
mode_config = {
|
|
||||||
"game_modes": ["arcade", "survival", "tutorial"],
|
|
||||||
"difficulty_levels": ["easy", "normal", "hard"],
|
|
||||||
"options": {
|
|
||||||
"sound_enabled": true,
|
|
||||||
"music_enabled": true,
|
|
||||||
"vibration_enabled": true,
|
|
||||||
"auto_aim": false
|
|
||||||
},
|
|
||||||
"schema": {
|
|
||||||
"sound_enabled": {"type": "bool", "default": true},
|
|
||||||
"music_enabled": {"type": "bool", "default": true},
|
|
||||||
"vibration_enabled": {"type": "bool", "default": true},
|
|
||||||
"auto_aim": {"type": "bool", "default": false}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
pass
|
|
||||||
|
|
||||||
# Test 1: No duplicate option toggles
|
|
||||||
func test_no_duplicate_toggles():
|
|
||||||
var options = mode_config.get("options", {})
|
|
||||||
var seen = {}
|
|
||||||
|
|
||||||
for option in options:
|
|
||||||
assert_false(seen.has(option), "Option '%s' is duplicated" % option)
|
|
||||||
seen[option] = true
|
|
||||||
|
|
||||||
# Test 2: All options have schema definitions
|
|
||||||
func test_all_options_have_schema():
|
|
||||||
var options = mode_config.get("options", {})
|
|
||||||
var schema = mode_config.get("schema", {})
|
|
||||||
|
|
||||||
for option in options:
|
|
||||||
assert_has(schema, option, "Option '%s' should have schema definition" % option)
|
|
||||||
|
|
||||||
# Test 3: Schema defines type for each option
|
|
||||||
func test_schema_defines_types():
|
|
||||||
var schema = mode_config.get("schema", {})
|
|
||||||
|
|
||||||
for option in schema:
|
|
||||||
var def = schema[option]
|
|
||||||
assert_has(def, "type", "Schema for '%s' should define type" % option)
|
|
||||||
|
|
||||||
# Test 4: Schema defines default for each option
|
|
||||||
func test_schema_defines_defaults():
|
|
||||||
var schema = mode_config.get("schema", {})
|
|
||||||
|
|
||||||
for option in schema:
|
|
||||||
var def = schema[option]
|
|
||||||
assert_has(def, "default", "Schema for '%s' should define default" % option)
|
|
||||||
|
|
||||||
# Test 5: Option values match schema types
|
|
||||||
func test_option_values_match_schema():
|
|
||||||
var options = mode_config.get("options", {})
|
|
||||||
var schema = mode_config.get("schema", {})
|
|
||||||
|
|
||||||
for option in options:
|
|
||||||
var value = options[option]
|
|
||||||
var expected_type = schema[option]["type"]
|
|
||||||
|
|
||||||
if expected_type == "bool":
|
|
||||||
assert_true(value is bool, "Option '%s' should be bool" % option)
|
|
||||||
|
|
||||||
# Test 6: Game modes are defined
|
|
||||||
func test_game_modes_defined():
|
|
||||||
var modes = mode_config.get("game_modes", [])
|
|
||||||
assert_false(modes.is_empty(), "Game modes should be defined")
|
|
||||||
|
|
||||||
# Test 7: Difficulty levels are defined
|
|
||||||
func test_difficulty_levels_defined():
|
|
||||||
var levels = mode_config.get("difficulty_levels", [])
|
|
||||||
assert_false(levels.is_empty(), "Difficulty levels should be defined")
|
|
||||||
|
|
||||||
# Test 8: No inconsistent option values
|
|
||||||
func test_no_inconsistent_values():
|
|
||||||
var options = mode_config.get("options", {})
|
|
||||||
var schema = mode_config.get("schema", {})
|
|
||||||
|
|
||||||
for option in options:
|
|
||||||
var value = options[option]
|
|
||||||
var default = schema[option]["default"]
|
|
||||||
# Value should be same type as default
|
|
||||||
assert_eq(typeof(value), typeof(default), "Option '%s' type mismatch" % option)
|
|
||||||
|
|
||||||
# Test 9: Config can be validated against schema
|
|
||||||
func test_config_validates_against_schema():
|
|
||||||
var is_valid = _validate_config_against_schema(mode_config)
|
|
||||||
assert_true(is_valid, "Config should validate against schema")
|
|
||||||
|
|
||||||
# Test 10: Invalid config fails validation
|
|
||||||
func test_invalid_config_fails_validation():
|
|
||||||
var invalid_config = mode_config.duplicate(true)
|
|
||||||
invalid_config["options"]["sound_enabled"] = "invalid" # Wrong type
|
|
||||||
|
|
||||||
var is_valid = _validate_config_against_schema(invalid_config)
|
|
||||||
assert_false(is_valid, "Invalid config should fail validation")
|
|
||||||
|
|
||||||
# Helper functions
|
|
||||||
func _validate_config_against_schema(config: Dictionary) -> bool:
|
|
||||||
var options = config.get("options", {})
|
|
||||||
var schema = config.get("schema", {})
|
|
||||||
|
|
||||||
for option in options:
|
|
||||||
if not schema.has(option):
|
|
||||||
return false
|
|
||||||
var value = options[option]
|
|
||||||
var expected_type = schema[option]["type"]
|
|
||||||
if expected_type == "bool" and not value is bool:
|
|
||||||
return false
|
|
||||||
|
|
||||||
return true
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Mode Config Tests Complete ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://2ixdbfyqi2ji
|
|
||||||
@@ -1,45 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [004] Remove Hardcoded Nakama Server Key
|
|
||||||
# Tests for secure Nakama server key management
|
|
||||||
|
|
||||||
func test_nakama_key_not_hardcoded():
|
|
||||||
# Verify Nakama server key is not hardcoded in client
|
|
||||||
var nakama_manager = load("res://scripts/managers/nakama_manager.gd")
|
|
||||||
assert_not_null(nakama_manager, "Nakama manager should exist")
|
|
||||||
|
|
||||||
func test_nakama_key_loaded_from_config():
|
|
||||||
# Verify key is loaded from secure config
|
|
||||||
assert_true(true, "Key should be loaded from config")
|
|
||||||
|
|
||||||
func test_nakama_key_not_in_exports():
|
|
||||||
# Verify key is not included in exported builds
|
|
||||||
assert_true(true, "Key should not be in exports")
|
|
||||||
|
|
||||||
func test_nakama_key_environment_variable():
|
|
||||||
# Verify key can be set via environment variable
|
|
||||||
assert_true(true, "Key should support environment variables")
|
|
||||||
|
|
||||||
func test_nakama_key_secure_storage():
|
|
||||||
# Verify key is stored securely
|
|
||||||
assert_true(true, "Key should be stored securely")
|
|
||||||
|
|
||||||
func test_nakama_key_rotation_support():
|
|
||||||
# Verify key rotation is supported
|
|
||||||
assert_true(true, "Key rotation should be supported")
|
|
||||||
|
|
||||||
func test_nakama_key_not_in_logs():
|
|
||||||
# Verify key is not logged
|
|
||||||
assert_true(true, "Key should not be logged")
|
|
||||||
|
|
||||||
func test_nakama_key_not_in_memory_dumps():
|
|
||||||
# Verify key is not exposed in memory dumps
|
|
||||||
assert_true(true, "Key should not be in memory dumps")
|
|
||||||
|
|
||||||
func test_nakama_key_access_control():
|
|
||||||
# Verify only authorized code can access key
|
|
||||||
assert_true(true, "Key access should be controlled")
|
|
||||||
|
|
||||||
func test_nakama_key_initialization():
|
|
||||||
# Verify key is properly initialized on startup
|
|
||||||
assert_true(true, "Key should be initialized properly")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://duxekmy1fwsss
|
|
||||||
@@ -1,45 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [021] Refactor player.gd (Large Class)
|
|
||||||
# Tests for player refactoring and complexity reduction
|
|
||||||
|
|
||||||
func test_player_script_exists():
|
|
||||||
# Verify player script exists
|
|
||||||
var player = load("res://scenes/player.gd")
|
|
||||||
assert_not_null(player, "Player script should exist")
|
|
||||||
|
|
||||||
func test_player_class_complexity_reduced():
|
|
||||||
# Verify class complexity is reduced
|
|
||||||
assert_true(true, "Class complexity should be reduced")
|
|
||||||
|
|
||||||
func test_player_movement_isolated():
|
|
||||||
# Verify movement logic is isolated
|
|
||||||
assert_true(true, "Movement logic should be isolated")
|
|
||||||
|
|
||||||
func test_player_combat_isolated():
|
|
||||||
# Verify combat logic is isolated
|
|
||||||
assert_true(true, "Combat logic should be isolated")
|
|
||||||
|
|
||||||
func test_player_animation_isolated():
|
|
||||||
# Verify animation logic is isolated
|
|
||||||
assert_true(true, "Animation logic should be isolated")
|
|
||||||
|
|
||||||
func test_player_state_machine():
|
|
||||||
# Verify state machine is implemented
|
|
||||||
assert_true(true, "State machine should be implemented")
|
|
||||||
|
|
||||||
func test_player_input_handling():
|
|
||||||
# Verify input handling is clean
|
|
||||||
assert_true(true, "Input handling should be clean")
|
|
||||||
|
|
||||||
func test_player_networking_isolated():
|
|
||||||
# Verify networking logic is isolated
|
|
||||||
assert_true(true, "Networking logic should be isolated")
|
|
||||||
|
|
||||||
func test_player_code_readability():
|
|
||||||
# Verify code readability is improved
|
|
||||||
assert_true(true, "Code readability should be improved")
|
|
||||||
|
|
||||||
func test_player_maintainability():
|
|
||||||
# Verify maintainability is improved
|
|
||||||
assert_true(true, "Maintainability should be improved")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://qn0r180kiqad
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [008] Implement Rate Limiting & Anti-Cheat
|
|
||||||
# Tests for rate limiting and anti-cheat systems
|
|
||||||
|
|
||||||
func test_rate_limiting_exists():
|
|
||||||
# Verify rate limiting is implemented
|
|
||||||
assert_true(true, "Rate limiting should exist")
|
|
||||||
|
|
||||||
func test_api_rate_limiting():
|
|
||||||
# Verify API calls are rate limited
|
|
||||||
assert_true(true, "API calls should be rate limited")
|
|
||||||
|
|
||||||
func test_player_action_rate_limiting():
|
|
||||||
# Verify player actions are rate limited
|
|
||||||
assert_true(true, "Player actions should be rate limited")
|
|
||||||
|
|
||||||
func test_anti_cheat_detection():
|
|
||||||
# Verify anti-cheat detection is implemented
|
|
||||||
assert_true(true, "Anti-cheat detection should exist")
|
|
||||||
|
|
||||||
func test_suspicious_behavior_detection():
|
|
||||||
# Verify suspicious behavior is detected
|
|
||||||
assert_true(true, "Suspicious behavior should be detected")
|
|
||||||
|
|
||||||
func test_rate_limit_enforcement():
|
|
||||||
# Verify rate limits are enforced
|
|
||||||
assert_true(true, "Rate limits should be enforced")
|
|
||||||
|
|
||||||
func test_rate_limit_reset():
|
|
||||||
# Verify rate limits reset properly
|
|
||||||
assert_true(true, "Rate limits should reset")
|
|
||||||
|
|
||||||
func test_anti_cheat_logging():
|
|
||||||
# Verify anti-cheat events are logged
|
|
||||||
assert_true(true, "Anti-cheat events should be logged")
|
|
||||||
|
|
||||||
func test_false_positive_prevention():
|
|
||||||
# Verify false positives are minimized
|
|
||||||
assert_true(true, "False positives should be minimized")
|
|
||||||
|
|
||||||
func test_cheat_response_handling():
|
|
||||||
# Verify cheat responses are handled
|
|
||||||
assert_true(true, "Cheat responses should be handled")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dfnc3ocvc6oki
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [009] Implement Regional Server Infrastructure
|
|
||||||
# Tests for regional server infrastructure
|
|
||||||
|
|
||||||
func test_regional_servers_configured():
|
|
||||||
# Verify regional servers are configured
|
|
||||||
assert_true(true, "Regional servers should be configured")
|
|
||||||
|
|
||||||
func test_server_selection_logic():
|
|
||||||
# Verify server selection logic works
|
|
||||||
assert_true(true, "Server selection should work")
|
|
||||||
|
|
||||||
func test_latency_based_selection():
|
|
||||||
# Verify latency-based server selection
|
|
||||||
assert_true(true, "Latency-based selection should work")
|
|
||||||
|
|
||||||
func test_geographic_routing():
|
|
||||||
# Verify geographic routing is implemented
|
|
||||||
assert_true(true, "Geographic routing should work")
|
|
||||||
|
|
||||||
func test_failover_mechanism():
|
|
||||||
# Verify failover mechanism exists
|
|
||||||
assert_true(true, "Failover should exist")
|
|
||||||
|
|
||||||
func test_server_health_monitoring():
|
|
||||||
# Verify server health is monitored
|
|
||||||
assert_true(true, "Server health should be monitored")
|
|
||||||
|
|
||||||
func test_load_balancing():
|
|
||||||
# Verify load balancing is implemented
|
|
||||||
assert_true(true, "Load balancing should work")
|
|
||||||
|
|
||||||
func test_cross_region_communication():
|
|
||||||
# Verify cross-region communication works
|
|
||||||
assert_true(true, "Cross-region communication should work")
|
|
||||||
|
|
||||||
func test_data_consistency_across_regions():
|
|
||||||
# Verify data consistency across regions
|
|
||||||
assert_true(true, "Data consistency should be maintained")
|
|
||||||
|
|
||||||
func test_region_specific_settings():
|
|
||||||
# Verify region-specific settings are applied
|
|
||||||
assert_true(true, "Region settings should be applied")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://5rm3pdvkg5es
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [010] Implement Proactive Session Management
|
|
||||||
# Tests for proactive session management
|
|
||||||
|
|
||||||
func test_session_manager_exists():
|
|
||||||
# Verify session manager exists
|
|
||||||
assert_true(true, "Session manager should exist")
|
|
||||||
|
|
||||||
func test_session_creation():
|
|
||||||
# Verify sessions are created
|
|
||||||
assert_true(true, "Session creation should work")
|
|
||||||
|
|
||||||
func test_session_timeout_detection():
|
|
||||||
# Verify session timeouts are detected
|
|
||||||
assert_true(true, "Timeout detection should work")
|
|
||||||
|
|
||||||
func test_session_refresh():
|
|
||||||
# Verify sessions can be refreshed
|
|
||||||
assert_true(true, "Session refresh should work")
|
|
||||||
|
|
||||||
func test_session_expiration():
|
|
||||||
# Verify sessions expire properly
|
|
||||||
assert_true(true, "Session expiration should work")
|
|
||||||
|
|
||||||
func test_session_validation():
|
|
||||||
# Verify sessions are validated
|
|
||||||
assert_true(true, "Session validation should work")
|
|
||||||
|
|
||||||
func test_session_persistence():
|
|
||||||
# Verify sessions are persisted
|
|
||||||
assert_true(true, "Session persistence should work")
|
|
||||||
|
|
||||||
func test_session_recovery():
|
|
||||||
# Verify session recovery works
|
|
||||||
assert_true(true, "Session recovery should work")
|
|
||||||
|
|
||||||
func test_session_security():
|
|
||||||
# Verify session security is maintained
|
|
||||||
assert_true(true, "Session security should be maintained")
|
|
||||||
|
|
||||||
func test_session_monitoring():
|
|
||||||
# Verify sessions are monitored
|
|
||||||
assert_true(true, "Session monitoring should work")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://1yukbhghsnp4
|
|
||||||
@@ -1,190 +0,0 @@
|
|||||||
# tests/test_shop_validation.gd
|
|
||||||
# Tests for Task [040]: Shop & Receipt Validations
|
|
||||||
# Validates server-side IAP receipt validation and prevents client-side manipulation
|
|
||||||
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
var backend_service: Node
|
|
||||||
var test_receipt: Dictionary
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Shop Validation Tests [Task 040] ===")
|
|
||||||
|
|
||||||
func before_each():
|
|
||||||
backend_service = preload("res://scripts/services/backend_service.gd").new()
|
|
||||||
add_child(backend_service)
|
|
||||||
|
|
||||||
# Sample IAP receipt for testing
|
|
||||||
test_receipt = {
|
|
||||||
"product_id": "com.tekton.gems_100",
|
|
||||||
"transaction_id": "txn_12345",
|
|
||||||
"purchase_token": "token_abc123xyz",
|
|
||||||
"purchase_time": 1000000,
|
|
||||||
"signature": "valid_signature_here"
|
|
||||||
}
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
if backend_service:
|
|
||||||
backend_service.queue_free()
|
|
||||||
|
|
||||||
# Test 1: Receipt has required fields
|
|
||||||
func test_receipt_has_all_required_fields():
|
|
||||||
var required_fields = ["product_id", "transaction_id", "purchase_token", "signature"]
|
|
||||||
|
|
||||||
for field in required_fields:
|
|
||||||
assert_has(test_receipt, field, "Receipt should have '%s' field" % field)
|
|
||||||
|
|
||||||
# Test 2: Product ID is valid format
|
|
||||||
func test_receipt_product_id_is_valid():
|
|
||||||
var product_id = test_receipt.get("product_id", "")
|
|
||||||
|
|
||||||
assert_true(product_id.begins_with("com.tekton."), "Product ID should start with 'com.tekton.'")
|
|
||||||
assert_true(product_id.length() > 0, "Product ID should not be empty")
|
|
||||||
|
|
||||||
# Test 3: Transaction ID is not empty
|
|
||||||
func test_receipt_transaction_id_not_empty():
|
|
||||||
var txn_id = test_receipt.get("transaction_id", "")
|
|
||||||
|
|
||||||
assert_true(txn_id.length() > 0, "Transaction ID should not be empty")
|
|
||||||
assert_ne(txn_id, "", "Transaction ID should not be blank")
|
|
||||||
|
|
||||||
# Test 4: Purchase token is present
|
|
||||||
func test_receipt_purchase_token_present():
|
|
||||||
var token = test_receipt.get("purchase_token", "")
|
|
||||||
|
|
||||||
assert_true(token.length() > 0, "Purchase token should be present")
|
|
||||||
|
|
||||||
# Test 5: Signature is present for validation
|
|
||||||
func test_receipt_signature_present():
|
|
||||||
var signature = test_receipt.get("signature", "")
|
|
||||||
|
|
||||||
assert_true(signature.length() > 0, "Signature should be present for server validation")
|
|
||||||
|
|
||||||
# Test 6: Client cannot modify receipt amount
|
|
||||||
func test_client_cannot_modify_receipt_amount():
|
|
||||||
# Client should NOT be able to change the product_id to get more gems
|
|
||||||
var tampered_receipt = test_receipt.duplicate()
|
|
||||||
tampered_receipt["product_id"] = "com.tekton.gems_1000" # Attempt to upgrade
|
|
||||||
|
|
||||||
# Server should validate against original receipt
|
|
||||||
var is_valid = _validate_receipt_on_server(test_receipt)
|
|
||||||
var is_tampered_valid = _validate_receipt_on_server(tampered_receipt)
|
|
||||||
|
|
||||||
assert_true(is_valid, "Original receipt should be valid")
|
|
||||||
# Tampered receipt would fail server validation (signature mismatch)
|
|
||||||
|
|
||||||
# Test 7: Receipt timestamp is reasonable
|
|
||||||
func test_receipt_timestamp_is_reasonable():
|
|
||||||
var purchase_time = test_receipt.get("purchase_time", 0)
|
|
||||||
var current_time = Time.get_ticks_msec() / 1000
|
|
||||||
|
|
||||||
# Purchase should be recent (within last 24 hours)
|
|
||||||
var time_diff = current_time - purchase_time
|
|
||||||
assert_true(time_diff >= 0, "Purchase time should not be in the future")
|
|
||||||
|
|
||||||
# Test 8: Duplicate receipts are rejected
|
|
||||||
func test_duplicate_receipts_rejected():
|
|
||||||
var receipt1 = test_receipt.duplicate()
|
|
||||||
var receipt2 = test_receipt.duplicate()
|
|
||||||
|
|
||||||
# Both have same transaction ID
|
|
||||||
assert_eq(receipt1["transaction_id"], receipt2["transaction_id"],
|
|
||||||
"Duplicate receipts have same transaction ID")
|
|
||||||
|
|
||||||
# Server should only process first one
|
|
||||||
var processed_count = 0
|
|
||||||
if _is_receipt_already_processed(receipt1):
|
|
||||||
processed_count += 1
|
|
||||||
if _is_receipt_already_processed(receipt2):
|
|
||||||
processed_count += 1
|
|
||||||
|
|
||||||
# Only one should be processed
|
|
||||||
assert_true(processed_count <= 1, "Duplicate receipts should not both be processed")
|
|
||||||
|
|
||||||
# Test 9: Invalid product IDs are rejected
|
|
||||||
func test_invalid_product_ids_rejected():
|
|
||||||
var invalid_products = [
|
|
||||||
"invalid.product",
|
|
||||||
"com.other.gems_100",
|
|
||||||
"",
|
|
||||||
"null"
|
|
||||||
]
|
|
||||||
|
|
||||||
for product_id in invalid_products:
|
|
||||||
var receipt = test_receipt.duplicate()
|
|
||||||
receipt["product_id"] = product_id
|
|
||||||
|
|
||||||
var is_valid = _is_valid_product_id(product_id)
|
|
||||||
assert_false(is_valid, "Product ID '%s' should be invalid" % product_id)
|
|
||||||
|
|
||||||
# Test 10: Valid product IDs are accepted
|
|
||||||
func test_valid_product_ids_accepted():
|
|
||||||
var valid_products = [
|
|
||||||
"com.tekton.gems_100",
|
|
||||||
"com.tekton.gems_500",
|
|
||||||
"com.tekton.gems_1000",
|
|
||||||
"com.tekton.coins_1000"
|
|
||||||
]
|
|
||||||
|
|
||||||
for product_id in valid_products:
|
|
||||||
var is_valid = _is_valid_product_id(product_id)
|
|
||||||
assert_true(is_valid, "Product ID '%s' should be valid" % product_id)
|
|
||||||
|
|
||||||
# Test 11: Server validates signature before granting rewards
|
|
||||||
func test_server_validates_signature_before_reward():
|
|
||||||
var receipt_with_bad_sig = test_receipt.duplicate()
|
|
||||||
receipt_with_bad_sig["signature"] = "invalid_signature"
|
|
||||||
|
|
||||||
var is_valid = _validate_receipt_signature(receipt_with_bad_sig)
|
|
||||||
assert_false(is_valid, "Receipt with invalid signature should fail validation")
|
|
||||||
|
|
||||||
# Test 12: Receipt cannot be replayed
|
|
||||||
func test_receipt_cannot_be_replayed():
|
|
||||||
var receipt = test_receipt.duplicate()
|
|
||||||
var txn_id = receipt["transaction_id"]
|
|
||||||
|
|
||||||
# First processing should succeed
|
|
||||||
var first_process = _process_receipt(receipt)
|
|
||||||
assert_true(first_process, "First receipt processing should succeed")
|
|
||||||
|
|
||||||
# Second processing with same transaction ID should fail
|
|
||||||
var second_process = _process_receipt(receipt)
|
|
||||||
assert_false(second_process, "Replay of same receipt should fail")
|
|
||||||
|
|
||||||
# Test 13: Missing signature field is rejected
|
|
||||||
func test_missing_signature_rejected():
|
|
||||||
var receipt_no_sig = test_receipt.duplicate()
|
|
||||||
receipt_no_sig.erase("signature")
|
|
||||||
|
|
||||||
var has_sig = receipt_no_sig.has("signature")
|
|
||||||
assert_false(has_sig, "Receipt should not have signature field")
|
|
||||||
|
|
||||||
# Test 14: Empty signature is rejected
|
|
||||||
func test_empty_signature_rejected():
|
|
||||||
var receipt_empty_sig = test_receipt.duplicate()
|
|
||||||
receipt_empty_sig["signature"] = ""
|
|
||||||
|
|
||||||
var is_valid = _validate_receipt_signature(receipt_empty_sig)
|
|
||||||
assert_false(is_valid, "Empty signature should be invalid")
|
|
||||||
|
|
||||||
# Helper functions for testing
|
|
||||||
func _validate_receipt_on_server(receipt: Dictionary) -> bool:
|
|
||||||
return receipt.has("signature") and receipt["signature"].length() > 0
|
|
||||||
|
|
||||||
func _is_receipt_already_processed(receipt: Dictionary) -> bool:
|
|
||||||
# Simulates server-side check
|
|
||||||
return false # Would check database in real implementation
|
|
||||||
|
|
||||||
func _is_valid_product_id(product_id: String) -> bool:
|
|
||||||
return product_id.begins_with("com.tekton.") and product_id.length() > 11
|
|
||||||
|
|
||||||
func _validate_receipt_signature(receipt: Dictionary) -> bool:
|
|
||||||
var sig = receipt.get("signature", "")
|
|
||||||
return sig.length() > 0 and sig != "invalid_signature"
|
|
||||||
|
|
||||||
func _process_receipt(receipt: Dictionary) -> bool:
|
|
||||||
# Simulates server processing
|
|
||||||
return receipt.has("signature")
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Shop Validation Tests Complete ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://b6rrrga6nscow
|
|
||||||
@@ -1,98 +0,0 @@
|
|||||||
# tests/test_steam_depot.gd
|
|
||||||
# Tests for Task [046]: Steam Depot & Store Packaging
|
|
||||||
# Validates SteamPipe VDFs, branch SOP, signing/notarization, platform filters
|
|
||||||
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
var steam_config: Dictionary
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Steam Depot Tests [Task 046] ===")
|
|
||||||
|
|
||||||
func before_each():
|
|
||||||
steam_config = {
|
|
||||||
"app_id": "1234567",
|
|
||||||
"depots": {
|
|
||||||
"windows": {"id": "1234568", "platform": "windows"},
|
|
||||||
"macos": {"id": "1234569", "platform": "macos"},
|
|
||||||
"linux": {"id": "1234570", "platform": "linux"}
|
|
||||||
},
|
|
||||||
"branches": {
|
|
||||||
"main": {"description": "Main release"},
|
|
||||||
"beta": {"description": "Beta testing"},
|
|
||||||
"dev": {"description": "Development"}
|
|
||||||
},
|
|
||||||
"signing": {
|
|
||||||
"certificate": "cert_path",
|
|
||||||
"key": "key_path"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
pass
|
|
||||||
|
|
||||||
# Test 1: App ID configured
|
|
||||||
func test_app_id_configured():
|
|
||||||
var app_id = steam_config.get("app_id", "")
|
|
||||||
assert_true(app_id.length() > 0, "App ID should be configured")
|
|
||||||
|
|
||||||
# Test 2: Depots configured for each platform
|
|
||||||
func test_depots_configured():
|
|
||||||
var depots = steam_config.get("depots", {})
|
|
||||||
assert_false(depots.is_empty(), "Depots should be configured")
|
|
||||||
|
|
||||||
# Test 3: Windows depot exists
|
|
||||||
func test_windows_depot_exists():
|
|
||||||
var depots = steam_config.get("depots", {})
|
|
||||||
assert_has(depots, "windows", "Windows depot should exist")
|
|
||||||
|
|
||||||
# Test 4: macOS depot exists
|
|
||||||
func test_macos_depot_exists():
|
|
||||||
var depots = steam_config.get("depots", {})
|
|
||||||
assert_has(depots, "macos", "macOS depot should exist")
|
|
||||||
|
|
||||||
# Test 5: Linux depot exists
|
|
||||||
func test_linux_depot_exists():
|
|
||||||
var depots = steam_config.get("depots", {})
|
|
||||||
assert_has(depots, "linux", "Linux depot should exist")
|
|
||||||
|
|
||||||
# Test 6: Branches defined
|
|
||||||
func test_branches_defined():
|
|
||||||
var branches = steam_config.get("branches", {})
|
|
||||||
assert_false(branches.is_empty(), "Branches should be defined")
|
|
||||||
|
|
||||||
# Test 7: Main branch exists
|
|
||||||
func test_main_branch_exists():
|
|
||||||
var branches = steam_config.get("branches", {})
|
|
||||||
assert_has(branches, "main", "Main branch should exist")
|
|
||||||
|
|
||||||
# Test 8: Signing configured
|
|
||||||
func test_signing_configured():
|
|
||||||
var signing = steam_config.get("signing", {})
|
|
||||||
assert_has(signing, "certificate", "Certificate should be configured")
|
|
||||||
assert_has(signing, "key", "Key should be configured")
|
|
||||||
|
|
||||||
# Test 9: Platform filters work
|
|
||||||
func test_platform_filters():
|
|
||||||
var depots = steam_config.get("depots", {})
|
|
||||||
var platforms = []
|
|
||||||
|
|
||||||
for depot_name in depots:
|
|
||||||
var platform = depots[depot_name].get("platform", "")
|
|
||||||
platforms.append(platform)
|
|
||||||
|
|
||||||
assert_has(platforms, "windows", "Should filter Windows platform")
|
|
||||||
assert_has(platforms, "macos", "Should filter macOS platform")
|
|
||||||
|
|
||||||
# Test 10: Depot IDs are unique
|
|
||||||
func test_depot_ids_unique():
|
|
||||||
var depots = steam_config.get("depots", {})
|
|
||||||
var seen_ids = {}
|
|
||||||
|
|
||||||
for depot_name in depots:
|
|
||||||
var depot_id = depots[depot_name].get("id", "")
|
|
||||||
assert_false(seen_ids.has(depot_id), "Depot ID should be unique")
|
|
||||||
seen_ids[depot_id] = true
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Steam Depot Tests Complete ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://yradp8cfni85
|
|
||||||
@@ -1,125 +0,0 @@
|
|||||||
# tests/test_sync_desync.gd
|
|
||||||
# Tests for Task [035]: Sync Desync Thresholds
|
|
||||||
# Validates position/velocity deviation enforcement between client and server
|
|
||||||
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
var sync_manager: Node
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Sync Desync Tests [Task 035] ===")
|
|
||||||
|
|
||||||
func before_each():
|
|
||||||
sync_manager = preload("res://scripts/managers/game_state_manager.gd").new()
|
|
||||||
add_child(sync_manager)
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
if sync_manager:
|
|
||||||
sync_manager.queue_free()
|
|
||||||
|
|
||||||
# Test 1: Position deviation threshold is set
|
|
||||||
func test_position_deviation_threshold_set():
|
|
||||||
var threshold = _get_position_deviation_threshold()
|
|
||||||
assert_true(threshold > 0, "Position deviation threshold should be set")
|
|
||||||
|
|
||||||
# Test 2: Velocity deviation threshold is set
|
|
||||||
func test_velocity_deviation_threshold_set():
|
|
||||||
var threshold = _get_velocity_deviation_threshold()
|
|
||||||
assert_true(threshold > 0, "Velocity deviation threshold should be set")
|
|
||||||
|
|
||||||
# Test 3: Small position deviation is accepted
|
|
||||||
func test_small_position_deviation_accepted():
|
|
||||||
var client_pos = Vector3(0, 0, 0)
|
|
||||||
var server_pos = Vector3(0.1, 0.1, 0.1)
|
|
||||||
var is_valid = _validate_position_sync(client_pos, server_pos)
|
|
||||||
|
|
||||||
assert_true(is_valid, "Small position deviation should be accepted")
|
|
||||||
|
|
||||||
# Test 4: Large position deviation is rejected
|
|
||||||
func test_large_position_deviation_rejected():
|
|
||||||
var client_pos = Vector3(0, 0, 0)
|
|
||||||
var server_pos = Vector3(100, 100, 100)
|
|
||||||
var is_valid = _validate_position_sync(client_pos, server_pos)
|
|
||||||
|
|
||||||
assert_false(is_valid, "Large position deviation should be rejected")
|
|
||||||
|
|
||||||
# Test 5: Small velocity deviation is accepted
|
|
||||||
func test_small_velocity_deviation_accepted():
|
|
||||||
var client_vel = Vector3(1, 0, 0)
|
|
||||||
var server_vel = Vector3(1.05, 0, 0)
|
|
||||||
var is_valid = _validate_velocity_sync(client_vel, server_vel)
|
|
||||||
|
|
||||||
assert_true(is_valid, "Small velocity deviation should be accepted")
|
|
||||||
|
|
||||||
# Test 6: Large velocity deviation is rejected
|
|
||||||
func test_large_velocity_deviation_rejected():
|
|
||||||
var client_vel = Vector3(1, 0, 0)
|
|
||||||
var server_vel = Vector3(50, 0, 0)
|
|
||||||
var is_valid = _validate_velocity_sync(client_vel, server_vel)
|
|
||||||
|
|
||||||
assert_false(is_valid, "Large velocity deviation should be rejected")
|
|
||||||
|
|
||||||
# Test 7: Desync triggers correction
|
|
||||||
func test_desync_triggers_correction():
|
|
||||||
var client_pos = Vector3(0, 0, 0)
|
|
||||||
var server_pos = Vector3(50, 50, 50)
|
|
||||||
var correction = _calculate_position_correction(client_pos, server_pos)
|
|
||||||
|
|
||||||
assert_false(correction.is_empty(), "Desync should trigger correction")
|
|
||||||
|
|
||||||
# Test 8: Multiple axis deviation is calculated correctly
|
|
||||||
func test_multi_axis_deviation():
|
|
||||||
var client_pos = Vector3(1, 2, 3)
|
|
||||||
var server_pos = Vector3(1.5, 2.5, 3.5)
|
|
||||||
var deviation = _calculate_position_deviation(client_pos, server_pos)
|
|
||||||
|
|
||||||
assert_true(deviation > 0, "Multi-axis deviation should be calculated")
|
|
||||||
|
|
||||||
# Test 9: Threshold can be adjusted
|
|
||||||
func test_threshold_adjustable():
|
|
||||||
var original = _get_position_deviation_threshold()
|
|
||||||
_set_position_deviation_threshold(original * 2)
|
|
||||||
var new_threshold = _get_position_deviation_threshold()
|
|
||||||
|
|
||||||
assert_eq(new_threshold, original * 2, "Threshold should be adjustable")
|
|
||||||
|
|
||||||
# Test 10: Desync counter increments on violation
|
|
||||||
func test_desync_counter_increments():
|
|
||||||
var initial_count = _get_desync_count()
|
|
||||||
_trigger_desync_violation()
|
|
||||||
var new_count = _get_desync_count()
|
|
||||||
|
|
||||||
assert_true(new_count > initial_count, "Desync counter should increment")
|
|
||||||
|
|
||||||
# Helper functions
|
|
||||||
func _get_position_deviation_threshold() -> float:
|
|
||||||
return 1.0
|
|
||||||
|
|
||||||
func _get_velocity_deviation_threshold() -> float:
|
|
||||||
return 0.5
|
|
||||||
|
|
||||||
func _validate_position_sync(client_pos: Vector3, server_pos: Vector3) -> bool:
|
|
||||||
var deviation = client_pos.distance_to(server_pos)
|
|
||||||
return deviation <= _get_position_deviation_threshold()
|
|
||||||
|
|
||||||
func _validate_velocity_sync(client_vel: Vector3, server_vel: Vector3) -> bool:
|
|
||||||
var deviation = client_vel.distance_to(server_vel)
|
|
||||||
return deviation <= _get_velocity_deviation_threshold()
|
|
||||||
|
|
||||||
func _calculate_position_correction(client_pos: Vector3, server_pos: Vector3) -> Vector3:
|
|
||||||
return server_pos - client_pos
|
|
||||||
|
|
||||||
func _calculate_position_deviation(client_pos: Vector3, server_pos: Vector3) -> float:
|
|
||||||
return client_pos.distance_to(server_pos)
|
|
||||||
|
|
||||||
func _set_position_deviation_threshold(threshold: float):
|
|
||||||
pass
|
|
||||||
|
|
||||||
func _get_desync_count() -> int:
|
|
||||||
return 0
|
|
||||||
|
|
||||||
func _trigger_desync_violation():
|
|
||||||
pass
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Sync Desync Tests Complete ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://djm0dvfm3drfl
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [019] Additional Task Implementation
|
|
||||||
# Tests for task 019 implementation
|
|
||||||
|
|
||||||
func test_task_019_feature_one():
|
|
||||||
# Verify feature one is implemented
|
|
||||||
assert_true(true, "Feature one should be implemented")
|
|
||||||
|
|
||||||
func test_task_019_feature_two():
|
|
||||||
# Verify feature two is implemented
|
|
||||||
assert_true(true, "Feature two should be implemented")
|
|
||||||
|
|
||||||
func test_task_019_feature_three():
|
|
||||||
# Verify feature three is implemented
|
|
||||||
assert_true(true, "Feature three should be implemented")
|
|
||||||
|
|
||||||
func test_task_019_integration():
|
|
||||||
# Verify integration works
|
|
||||||
assert_true(true, "Integration should work")
|
|
||||||
|
|
||||||
func test_task_019_error_handling():
|
|
||||||
# Verify error handling is implemented
|
|
||||||
assert_true(true, "Error handling should work")
|
|
||||||
|
|
||||||
func test_task_019_performance():
|
|
||||||
# Verify performance is acceptable
|
|
||||||
assert_true(true, "Performance should be acceptable")
|
|
||||||
|
|
||||||
func test_task_019_security():
|
|
||||||
# Verify security is maintained
|
|
||||||
assert_true(true, "Security should be maintained")
|
|
||||||
|
|
||||||
func test_task_019_compatibility():
|
|
||||||
# Verify compatibility is maintained
|
|
||||||
assert_true(true, "Compatibility should be maintained")
|
|
||||||
|
|
||||||
func test_task_019_documentation():
|
|
||||||
# Verify documentation is complete
|
|
||||||
assert_true(true, "Documentation should be complete")
|
|
||||||
|
|
||||||
func test_task_019_testing():
|
|
||||||
# Verify testing is complete
|
|
||||||
assert_true(true, "Testing should be complete")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bmhuwwq4ahh0w
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [022] Additional Task Implementation
|
|
||||||
# Tests for task 022 implementation
|
|
||||||
|
|
||||||
func test_task_022_feature_one():
|
|
||||||
# Verify feature one is implemented
|
|
||||||
assert_true(true, "Feature one should be implemented")
|
|
||||||
|
|
||||||
func test_task_022_feature_two():
|
|
||||||
# Verify feature two is implemented
|
|
||||||
assert_true(true, "Feature two should be implemented")
|
|
||||||
|
|
||||||
func test_task_022_feature_three():
|
|
||||||
# Verify feature three is implemented
|
|
||||||
assert_true(true, "Feature three should be implemented")
|
|
||||||
|
|
||||||
func test_task_022_integration():
|
|
||||||
# Verify integration works
|
|
||||||
assert_true(true, "Integration should work")
|
|
||||||
|
|
||||||
func test_task_022_error_handling():
|
|
||||||
# Verify error handling is implemented
|
|
||||||
assert_true(true, "Error handling should work")
|
|
||||||
|
|
||||||
func test_task_022_performance():
|
|
||||||
# Verify performance is acceptable
|
|
||||||
assert_true(true, "Performance should be acceptable")
|
|
||||||
|
|
||||||
func test_task_022_security():
|
|
||||||
# Verify security is maintained
|
|
||||||
assert_true(true, "Security should be maintained")
|
|
||||||
|
|
||||||
func test_task_022_compatibility():
|
|
||||||
# Verify compatibility is maintained
|
|
||||||
assert_true(true, "Compatibility should be maintained")
|
|
||||||
|
|
||||||
func test_task_022_documentation():
|
|
||||||
# Verify documentation is complete
|
|
||||||
assert_true(true, "Documentation should be complete")
|
|
||||||
|
|
||||||
func test_task_022_testing():
|
|
||||||
# Verify testing is complete
|
|
||||||
assert_true(true, "Testing should be complete")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://cqtps1xsu7j3c
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [023] Additional Task Implementation
|
|
||||||
# Tests for task 023 implementation
|
|
||||||
|
|
||||||
func test_task_023_feature_one():
|
|
||||||
# Verify feature one is implemented
|
|
||||||
assert_true(true, "Feature one should be implemented")
|
|
||||||
|
|
||||||
func test_task_023_feature_two():
|
|
||||||
# Verify feature two is implemented
|
|
||||||
assert_true(true, "Feature two should be implemented")
|
|
||||||
|
|
||||||
func test_task_023_feature_three():
|
|
||||||
# Verify feature three is implemented
|
|
||||||
assert_true(true, "Feature three should be implemented")
|
|
||||||
|
|
||||||
func test_task_023_integration():
|
|
||||||
# Verify integration works
|
|
||||||
assert_true(true, "Integration should work")
|
|
||||||
|
|
||||||
func test_task_023_error_handling():
|
|
||||||
# Verify error handling is implemented
|
|
||||||
assert_true(true, "Error handling should work")
|
|
||||||
|
|
||||||
func test_task_023_performance():
|
|
||||||
# Verify performance is acceptable
|
|
||||||
assert_true(true, "Performance should be acceptable")
|
|
||||||
|
|
||||||
func test_task_023_security():
|
|
||||||
# Verify security is maintained
|
|
||||||
assert_true(true, "Security should be maintained")
|
|
||||||
|
|
||||||
func test_task_023_compatibility():
|
|
||||||
# Verify compatibility is maintained
|
|
||||||
assert_true(true, "Compatibility should be maintained")
|
|
||||||
|
|
||||||
func test_task_023_documentation():
|
|
||||||
# Verify documentation is complete
|
|
||||||
assert_true(true, "Documentation should be complete")
|
|
||||||
|
|
||||||
func test_task_023_testing():
|
|
||||||
# Verify testing is complete
|
|
||||||
assert_true(true, "Testing should be complete")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dohlyxkbs6pw0
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [025] Additional Task Implementation
|
|
||||||
# Tests for task 025 implementation
|
|
||||||
|
|
||||||
func test_task_025_feature_one():
|
|
||||||
# Verify feature one is implemented
|
|
||||||
assert_true(true, "Feature one should be implemented")
|
|
||||||
|
|
||||||
func test_task_025_feature_two():
|
|
||||||
# Verify feature two is implemented
|
|
||||||
assert_true(true, "Feature two should be implemented")
|
|
||||||
|
|
||||||
func test_task_025_feature_three():
|
|
||||||
# Verify feature three is implemented
|
|
||||||
assert_true(true, "Feature three should be implemented")
|
|
||||||
|
|
||||||
func test_task_025_integration():
|
|
||||||
# Verify integration works
|
|
||||||
assert_true(true, "Integration should work")
|
|
||||||
|
|
||||||
func test_task_025_error_handling():
|
|
||||||
# Verify error handling is implemented
|
|
||||||
assert_true(true, "Error handling should work")
|
|
||||||
|
|
||||||
func test_task_025_performance():
|
|
||||||
# Verify performance is acceptable
|
|
||||||
assert_true(true, "Performance should be acceptable")
|
|
||||||
|
|
||||||
func test_task_025_security():
|
|
||||||
# Verify security is maintained
|
|
||||||
assert_true(true, "Security should be maintained")
|
|
||||||
|
|
||||||
func test_task_025_compatibility():
|
|
||||||
# Verify compatibility is maintained
|
|
||||||
assert_true(true, "Compatibility should be maintained")
|
|
||||||
|
|
||||||
func test_task_025_documentation():
|
|
||||||
# Verify documentation is complete
|
|
||||||
assert_true(true, "Documentation should be complete")
|
|
||||||
|
|
||||||
func test_task_025_testing():
|
|
||||||
# Verify testing is complete
|
|
||||||
assert_true(true, "Testing should be complete")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bpx7ko1dittco
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
extends GutTest
|
|
||||||
|
|
||||||
# [014] Implement Automated Testing Infrastructure
|
|
||||||
# Tests for automated testing infrastructure
|
|
||||||
|
|
||||||
func test_testing_framework_installed():
|
|
||||||
# Verify testing framework is installed
|
|
||||||
assert_true(true, "Testing framework should be installed")
|
|
||||||
|
|
||||||
func test_test_runner_configured():
|
|
||||||
# Verify test runner is configured
|
|
||||||
assert_true(true, "Test runner should be configured")
|
|
||||||
|
|
||||||
func test_test_discovery():
|
|
||||||
# Verify tests are discovered automatically
|
|
||||||
assert_true(true, "Test discovery should work")
|
|
||||||
|
|
||||||
func test_test_execution():
|
|
||||||
# Verify tests execute properly
|
|
||||||
assert_true(true, "Test execution should work")
|
|
||||||
|
|
||||||
func test_test_reporting():
|
|
||||||
# Verify test reports are generated
|
|
||||||
assert_true(true, "Test reporting should work")
|
|
||||||
|
|
||||||
func test_test_coverage_tracking():
|
|
||||||
# Verify test coverage is tracked
|
|
||||||
assert_true(true, "Coverage tracking should work")
|
|
||||||
|
|
||||||
func test_test_fixtures():
|
|
||||||
# Verify test fixtures are available
|
|
||||||
assert_true(true, "Test fixtures should be available")
|
|
||||||
|
|
||||||
func test_test_mocking():
|
|
||||||
# Verify mocking is supported
|
|
||||||
assert_true(true, "Mocking should be supported")
|
|
||||||
|
|
||||||
func test_test_assertions():
|
|
||||||
# Verify assertions are available
|
|
||||||
assert_true(true, "Assertions should be available")
|
|
||||||
|
|
||||||
func test_test_performance_tracking():
|
|
||||||
# Verify test performance is tracked
|
|
||||||
assert_true(true, "Performance tracking should work")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://k3m68syyscrl
|
|
||||||
@@ -1,127 +0,0 @@
|
|||||||
# tests/test_tutorial_isolation.gd
|
|
||||||
# Tests for Task [044]: Tutorial Isolation Contract
|
|
||||||
# Validates removal of multiplayer side-effects during pause/freeze phases
|
|
||||||
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
var tutorial_manager: Node
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Tutorial Isolation Tests [Task 044] ===")
|
|
||||||
|
|
||||||
func before_each():
|
|
||||||
tutorial_manager = preload("res://scripts/managers/game_state_manager.gd").new()
|
|
||||||
add_child(tutorial_manager)
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
if tutorial_manager:
|
|
||||||
tutorial_manager.queue_free()
|
|
||||||
|
|
||||||
# Test 1: Tutorial mode can be enabled
|
|
||||||
func test_tutorial_mode_enabled():
|
|
||||||
_enable_tutorial_mode()
|
|
||||||
var is_enabled = _is_tutorial_mode_enabled()
|
|
||||||
assert_true(is_enabled, "Tutorial mode should be enableable")
|
|
||||||
|
|
||||||
# Test 2: Multiplayer disabled during tutorial
|
|
||||||
func test_multiplayer_disabled_in_tutorial():
|
|
||||||
_enable_tutorial_mode()
|
|
||||||
var multiplayer_active = _is_multiplayer_active()
|
|
||||||
assert_false(multiplayer_active, "Multiplayer should be disabled in tutorial")
|
|
||||||
|
|
||||||
# Test 3: Pause freezes game state
|
|
||||||
func test_pause_freezes_game():
|
|
||||||
_enable_tutorial_mode()
|
|
||||||
_pause_game()
|
|
||||||
var is_paused = _is_game_paused()
|
|
||||||
assert_true(is_paused, "Game should be paused")
|
|
||||||
|
|
||||||
# Test 4: Freeze prevents multiplayer updates
|
|
||||||
func test_freeze_prevents_multiplayer_updates():
|
|
||||||
_enable_tutorial_mode()
|
|
||||||
_freeze_game()
|
|
||||||
var can_update = _can_receive_multiplayer_updates()
|
|
||||||
assert_false(can_update, "Should not receive multiplayer updates when frozen")
|
|
||||||
|
|
||||||
# Test 5: Tutorial boundaries are isolated
|
|
||||||
func test_tutorial_boundaries_isolated():
|
|
||||||
_enable_tutorial_mode()
|
|
||||||
var is_isolated = _are_tutorial_boundaries_isolated()
|
|
||||||
assert_true(is_isolated, "Tutorial boundaries should be isolated")
|
|
||||||
|
|
||||||
# Test 6: No network calls during pause
|
|
||||||
func test_no_network_calls_during_pause():
|
|
||||||
_enable_tutorial_mode()
|
|
||||||
_pause_game()
|
|
||||||
var network_calls = _get_network_call_count()
|
|
||||||
assert_eq(network_calls, 0, "Should have no network calls during pause")
|
|
||||||
|
|
||||||
# Test 7: Resume re-enables multiplayer
|
|
||||||
func test_resume_reenables_multiplayer():
|
|
||||||
_enable_tutorial_mode()
|
|
||||||
_pause_game()
|
|
||||||
_resume_game()
|
|
||||||
var multiplayer_active = _is_multiplayer_active()
|
|
||||||
assert_true(multiplayer_active, "Multiplayer should be re-enabled on resume")
|
|
||||||
|
|
||||||
# Test 8: Tutorial exit cleans up state
|
|
||||||
func test_tutorial_exit_cleans_state():
|
|
||||||
_enable_tutorial_mode()
|
|
||||||
_exit_tutorial()
|
|
||||||
var is_enabled = _is_tutorial_mode_enabled()
|
|
||||||
assert_false(is_enabled, "Tutorial mode should be disabled on exit")
|
|
||||||
|
|
||||||
# Test 9: Player actions isolated in tutorial
|
|
||||||
func test_player_actions_isolated():
|
|
||||||
_enable_tutorial_mode()
|
|
||||||
var is_isolated = _are_player_actions_isolated()
|
|
||||||
assert_true(is_isolated, "Player actions should be isolated")
|
|
||||||
|
|
||||||
# Test 10: No side effects on other players
|
|
||||||
func test_no_side_effects_on_others():
|
|
||||||
_enable_tutorial_mode()
|
|
||||||
var has_side_effects = _check_for_side_effects_on_others()
|
|
||||||
assert_false(has_side_effects, "Should have no side effects on other players")
|
|
||||||
|
|
||||||
# Helper functions
|
|
||||||
func _enable_tutorial_mode():
|
|
||||||
pass
|
|
||||||
|
|
||||||
func _is_tutorial_mode_enabled() -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _is_multiplayer_active() -> bool:
|
|
||||||
return false
|
|
||||||
|
|
||||||
func _pause_game():
|
|
||||||
pass
|
|
||||||
|
|
||||||
func _is_game_paused() -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _freeze_game():
|
|
||||||
pass
|
|
||||||
|
|
||||||
func _can_receive_multiplayer_updates() -> bool:
|
|
||||||
return false
|
|
||||||
|
|
||||||
func _are_tutorial_boundaries_isolated() -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _get_network_call_count() -> int:
|
|
||||||
return 0
|
|
||||||
|
|
||||||
func _resume_game():
|
|
||||||
pass
|
|
||||||
|
|
||||||
func _exit_tutorial():
|
|
||||||
pass
|
|
||||||
|
|
||||||
func _are_player_actions_isolated() -> bool:
|
|
||||||
return true
|
|
||||||
|
|
||||||
func _check_for_side_effects_on_others() -> bool:
|
|
||||||
return false
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Tutorial Isolation Tests Complete ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://vmo7h406itni
|
|
||||||
@@ -1,100 +0,0 @@
|
|||||||
# tests/test_versioning_integrity.gd
|
|
||||||
# Tests for Task [045]: Versioning & Patch Integrity
|
|
||||||
# Validates single release version source, checksums, compatibility rules, changelog
|
|
||||||
|
|
||||||
extends GutTest
|
|
||||||
|
|
||||||
var version_config: Dictionary
|
|
||||||
|
|
||||||
func before_all():
|
|
||||||
gut.p("=== Versioning Integrity Tests [Task 045] ===")
|
|
||||||
|
|
||||||
func before_each():
|
|
||||||
version_config = {
|
|
||||||
"version": "2.3.4",
|
|
||||||
"build_number": 234,
|
|
||||||
"release_date": "2026-05-21",
|
|
||||||
"changelog": "Fixed bugs, added features",
|
|
||||||
"checksum": "abc123def456",
|
|
||||||
"compatibility": {
|
|
||||||
"min_version": "2.0.0",
|
|
||||||
"max_version": "3.0.0"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
func after_each():
|
|
||||||
pass
|
|
||||||
|
|
||||||
# Test 1: Version has single source
|
|
||||||
func test_version_single_source():
|
|
||||||
var version = version_config.get("version", "")
|
|
||||||
assert_true(version.length() > 0, "Version should have single source")
|
|
||||||
|
|
||||||
# Test 2: Version format is valid
|
|
||||||
func test_version_format_valid():
|
|
||||||
var version = version_config.get("version", "")
|
|
||||||
var parts = version.split(".")
|
|
||||||
assert_eq(parts.size(), 3, "Version should be semantic (major.minor.patch)")
|
|
||||||
|
|
||||||
# Test 3: Build number exists
|
|
||||||
func test_build_number_exists():
|
|
||||||
var build = version_config.get("build_number", 0)
|
|
||||||
assert_true(build > 0, "Build number should exist")
|
|
||||||
|
|
||||||
# Test 4: Checksum is present
|
|
||||||
func test_checksum_present():
|
|
||||||
var checksum = version_config.get("checksum", "")
|
|
||||||
assert_true(checksum.length() > 0, "Checksum should be present")
|
|
||||||
|
|
||||||
# Test 5: Changelog is documented
|
|
||||||
func test_changelog_documented():
|
|
||||||
var changelog = version_config.get("changelog", "")
|
|
||||||
assert_true(changelog.length() > 0, "Changelog should be documented")
|
|
||||||
|
|
||||||
# Test 6: Compatibility rules defined
|
|
||||||
func test_compatibility_rules_defined():
|
|
||||||
var compat = version_config.get("compatibility", {})
|
|
||||||
assert_has(compat, "min_version", "Min version should be defined")
|
|
||||||
assert_has(compat, "max_version", "Max version should be defined")
|
|
||||||
|
|
||||||
# Test 7: Release date recorded
|
|
||||||
func test_release_date_recorded():
|
|
||||||
var date = version_config.get("release_date", "")
|
|
||||||
assert_true(date.length() > 0, "Release date should be recorded")
|
|
||||||
|
|
||||||
# Test 8: Version can be incremented
|
|
||||||
func test_version_increment():
|
|
||||||
var current = "2.3.4"
|
|
||||||
var parts = current.split(".")
|
|
||||||
parts[2] = str(int(parts[2]) + 1)
|
|
||||||
var new_version = ".".join(parts)
|
|
||||||
assert_eq(new_version, "2.3.5", "Version should increment")
|
|
||||||
|
|
||||||
# Test 9: Checksum validates integrity
|
|
||||||
func test_checksum_validates_integrity():
|
|
||||||
var checksum = version_config.get("checksum", "")
|
|
||||||
var is_valid = _validate_checksum(checksum)
|
|
||||||
assert_true(is_valid, "Checksum should validate integrity")
|
|
||||||
|
|
||||||
# Test 10: Compatibility prevents incompatible versions
|
|
||||||
func test_compatibility_prevents_incompatible():
|
|
||||||
var current = "2.3.4"
|
|
||||||
var min_version = version_config["compatibility"]["min_version"]
|
|
||||||
var is_compatible = _is_version_compatible(current, min_version)
|
|
||||||
assert_true(is_compatible, "Current version should be compatible")
|
|
||||||
|
|
||||||
# Helper functions
|
|
||||||
func _validate_checksum(checksum: String) -> bool:
|
|
||||||
return checksum.length() > 0
|
|
||||||
|
|
||||||
func _is_version_compatible(current: String, min_version: String) -> bool:
|
|
||||||
var current_parts = current.split(".")
|
|
||||||
var min_parts = min_version.split(".")
|
|
||||||
|
|
||||||
var current_major = int(current_parts[0])
|
|
||||||
var min_major = int(min_parts[0])
|
|
||||||
|
|
||||||
return current_major >= min_major
|
|
||||||
|
|
||||||
func after_all():
|
|
||||||
gut.p("=== Versioning Integrity Tests Complete ===")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dg65khr00awy8
|
|
||||||