Compare commits
17 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| af6870f6a9 | |||
| 968808df6d | |||
| 472c49944b | |||
| 5c789cb37f | |||
| 9747f91b20 | |||
| 7699146811 | |||
| a7a4ca68aa | |||
| 717e8cedae | |||
| b3a421bb55 | |||
| 783b3b5894 | |||
| 25231859b8 | |||
| 2289be515a | |||
| 3a40ee8c52 | |||
| e55ce154f7 | |||
| c054406e38 | |||
| 357d84e2ce | |||
| 528e22875d |
@@ -3,7 +3,7 @@ name: Release
|
||||
on:
|
||||
push:
|
||||
tags:
|
||||
- 'v*'
|
||||
- "v*"
|
||||
|
||||
jobs:
|
||||
release:
|
||||
@@ -20,29 +20,29 @@ jobs:
|
||||
- name: Checkout Code
|
||||
run: |
|
||||
git config --global credential.helper store
|
||||
echo "http://god:${{ secrets.TEKTON_RELEASE_TOKEN }}@52.74.133.55:3000" > ~/.git-credentials
|
||||
git clone http://52.74.133.55:3000/danchie/tekton.git .
|
||||
echo "https://god:${{ secrets.TEKTON_RELEASE_TOKEN }}@git.klud.top" > ~/.git-credentials
|
||||
git clone https://git.klud.top/danchie/tekton.git .
|
||||
git checkout $TAG_NAME
|
||||
|
||||
- name: Setup Godot (Cached)
|
||||
run: |
|
||||
apt-get update -qq && apt-get install -y -qq unzip curl
|
||||
if [ ! -f /cache/godot_4.7 ]; then
|
||||
echo "Downloading Godot 4.7..."
|
||||
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"
|
||||
if [ ! -f /cache/godot_4.6.3 ]; then
|
||||
echo "Downloading Godot 4.6.3..."
|
||||
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/
|
||||
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
|
||||
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
|
||||
mkdir -p ~/.local/share/godot/export_templates/4.7.stable
|
||||
if [ ! -f /cache/Godot_v4.7-stable_export_templates.tpz ]; then
|
||||
mkdir -p ~/.local/share/godot/export_templates/4.6.3.stable
|
||||
if [ ! -f /cache/Godot_v4.6.3-stable_export_templates.tpz ]; then
|
||||
echo "Downloading templates..."
|
||||
curl -sL -o /cache/Godot_v4.7-stable_export_templates.tpz \
|
||||
"https://github.com/godotengine/godot-builds/releases/download/4.7-stable/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/4.6.3-stable/Godot_v4.6.3-stable_export_templates.tpz"
|
||||
fi
|
||||
cd ~/.local/share/godot/export_templates/4.7.stable
|
||||
unzip -q -o /cache/Godot_v4.7-stable_export_templates.tpz
|
||||
cd ~/.local/share/godot/export_templates/4.6.3.stable
|
||||
unzip -q -o /cache/Godot_v4.6.3-stable_export_templates.tpz
|
||||
mv templates/* .
|
||||
rm -rf templates
|
||||
cd $GITHUB_WORKSPACE
|
||||
@@ -85,7 +85,7 @@ jobs:
|
||||
- name: Create Gitea Release
|
||||
run: |
|
||||
set -e
|
||||
API="http://52.74.133.55:3000/api/v1/repos/danchie/tekton/releases"
|
||||
API="https://git.klud.top/api/v1/repos/danchie/tekton/releases"
|
||||
TAG="$TAG_NAME"
|
||||
echo "Checking existing release for $TAG..."
|
||||
RELEASE_JSON=$(curl -s -H "Authorization: token $GITEA_TOKEN" "$API/tags/$TAG" 2>/dev/null || echo "")
|
||||
@@ -116,7 +116,7 @@ jobs:
|
||||
-H "Authorization: token $GITEA_TOKEN" \
|
||||
-H "Content-Type: multipart/form-data" \
|
||||
-F "attachment=@build/tekton_armageddon_windows_${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"
|
||||
|
||||
- name: Upload Linux asset
|
||||
@@ -126,7 +126,7 @@ jobs:
|
||||
-H "Authorization: token $GITEA_TOKEN" \
|
||||
-H "Content-Type: multipart/form-data" \
|
||||
-F "attachment=@build/tekton_armageddon_linux_${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"
|
||||
|
||||
- name: Upload macOS asset
|
||||
@@ -137,7 +137,7 @@ jobs:
|
||||
-H "Authorization: token $GITEA_TOKEN" \
|
||||
-H "Content-Type: multipart/form-data" \
|
||||
-F "attachment=@build/tekton_armageddon_macos_${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"
|
||||
else
|
||||
echo "macOS asset not built, skipping"
|
||||
@@ -150,5 +150,5 @@ jobs:
|
||||
-H "Authorization: token $GITEA_TOKEN" \
|
||||
-H "Content-Type: application/json" \
|
||||
-d '{"draft":false}' \
|
||||
"http://52.74.133.55:3000/api/v1/repos/danchie/tekton/releases/$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"
|
||||
|
||||
@@ -4,11 +4,11 @@ on:
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
version:
|
||||
description: 'Patch version (e.g., 2.4.2)'
|
||||
description: "Patch version (e.g., 2.4.4)"
|
||||
required: true
|
||||
type: string
|
||||
notes:
|
||||
description: 'Release notes'
|
||||
description: "Release notes"
|
||||
required: false
|
||||
type: string
|
||||
|
||||
@@ -22,20 +22,20 @@ jobs:
|
||||
env:
|
||||
GITEA_TOKEN: ${{ secrets.TEKTON_RELEASE_TOKEN }}
|
||||
run: |
|
||||
git clone --depth 1 http://god:$GITEA_TOKEN@52.74.133.55:3000/danchie/tekton.git .
|
||||
git clone --depth 1 https://god:$GITEA_TOKEN@git.klud.top/danchie/tekton.git .
|
||||
git config user.name "god"
|
||||
git config user.email "god@noreply.git.klud.top"
|
||||
|
||||
- name: Setup Godot (Cached)
|
||||
run: |
|
||||
if [ ! -f /cache/godot_4.7 ]; then
|
||||
echo "Downloading Godot 4.7..."
|
||||
if [ ! -f /cache/godot_4.6.3 ]; then
|
||||
echo "Downloading Godot 4.6.3..."
|
||||
apt-get update -qq && apt-get install -y -qq unzip curl
|
||||
curl -sL -o /tmp/godot.zip "https://github.com/godotengine/godot-builds/releases/download/4.7-stable/Godot_v4.7-stable_linux.x86_64.zip"
|
||||
curl -sL -o /tmp/godot.zip "https://github.com/godotengine/godot-builds/releases/download/4.6.3-stable/Godot_v4.6.3-stable_linux.x86_64.zip"
|
||||
unzip -q -o /tmp/godot.zip -d /cache/
|
||||
mv /cache/Godot_v4.7-stable_linux.x86_64 /cache/godot_4.7
|
||||
mv /cache/Godot_v4.6.3-stable_linux.x86_64 /cache/godot_4.6.3
|
||||
fi
|
||||
cp /cache/godot_4.7 /usr/local/bin/godot
|
||||
cp /cache/godot_4.6.3 /usr/local/bin/godot
|
||||
chmod +x /usr/local/bin/godot
|
||||
mkdir -p build
|
||||
|
||||
@@ -61,7 +61,7 @@ jobs:
|
||||
git init
|
||||
git config user.name "god"
|
||||
git config user.email "god@noreply.git.klud.top"
|
||||
git remote add origin http://god:$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 add .
|
||||
git commit -m "patch ${{ github.event.inputs.version }}"
|
||||
|
||||
@@ -1,20 +1,122 @@
|
||||
# Tekton Game - TODO
|
||||
# Candy Survival: Complete Implementation & Architecture Log
|
||||
|
||||
## Bugs to fix (checked 2026-07-04)
|
||||
This document serves as an exhaustive, technical record of all modifications, refactors, and features implemented during the transition from the legacy "Gauntlet" mode to the new "Candy Survival" mode.
|
||||
|
||||
- [x] **Playerboard desync** — doesn't refresh correctly, stuck (fixed sync ready order)
|
||||
- [x] **Multiple punch SFX** — sounds play more than once per punch (fixed charged strike state clearance)
|
||||
- [x] **Currency not shared** — gacha wallet and shop wallet are separate (fixed UI state sync)
|
||||
- [x] **Multiplayer gauntlet mode broken** — single player works, multiplayer doesn't (fixed client crash from bad indentation)
|
||||
---
|
||||
|
||||
## In Progress
|
||||
## 1. Project-Wide Renaming & Metadata Scrubbing
|
||||
- **Global Find & Replace**: Executed across `scripts/`, `scenes/`, `tests/`, and `addons/`.
|
||||
- Replaced `GAUNTLET`, `GauntletManager`, `gauntlet_manager`, and `is_gauntlet_mode()`.
|
||||
- Replaced UI and enum display strings `"Gauntlet Arena"` → `"Candy Survival Arena"`.
|
||||
- **File System Refactoring**:
|
||||
- `git mv scripts/managers/gauntlet_manager.gd scripts/managers/candy_survival_manager.gd`
|
||||
- `git mv scripts/controllers/candy_cannon_controller.gd scripts/controllers/candy_survival_npc_controller.gd`
|
||||
- `git mv scenes/candy_cannon.tscn scenes/candy_survival_npc.tscn`
|
||||
- `git mv scenes/gauntlet_hud.tscn scenes/candy_survival_hud.tscn`
|
||||
- `git mv scenes/arena/gauntlet.tscn scenes/arena/candy_survival.tscn`
|
||||
- **Asset Scrubbing (`assets/models/arena/candy_survival/`)**:
|
||||
- Renamed the directory and all interior files (e.g., `Gauntlet terrain.gltf` → `candy_survival_terrain.gltf`).
|
||||
- Purged buried metadata: Modified `.import` and `.gltf` text structures to remove cached `"res://assets/models/arena/gauntlet/..."` paths to prevent headless Godot build corruption.
|
||||
- Updated legacy entries in `version.json` for historical consistency.
|
||||
|
||||
- [ ] CI release pipeline (`docker network connect` approach pending verification)
|
||||
---
|
||||
|
||||
## Done
|
||||
## 2. Arena Layout & Sticky Collision Overhaul
|
||||
- **Grid Properties**: Enforced strict `18x18` playable bounds via `_setup_arena()`.
|
||||
- **Sticky Mechanics Rewritten**:
|
||||
- *Legacy*: Sticky cells grew dynamically, gave telegraph warnings, and trapped players requiring a "cleanser".
|
||||
- *New*: `TILE_STICKY` now acts exclusively as static, pure-collision boundary walls. Placed solely on the arena perimeter and the center 3x3 NPC zone to block entry.
|
||||
- Movement check in `player_movement_manager.gd` strictly evaluates `if gm.is_sticky_cell(grid_position)` and rejects the move outright unless the player possesses the `is_invisible` (Ghost) buff.
|
||||
- **Spawn Point Correction**: Shifted `get_spawn_points()` coordinates from `row 1` to `row 2` and `row 15` to `row 16` (`(2,2), (16,2), (2,16), (16,16)`) to prevent players from spawning inside stairs/geometry.
|
||||
|
||||
- [x] Cleanup test runs 96-99
|
||||
- [x] Remove test tag `v9.9.9-test`
|
||||
- [x] Remove orphan Docker containers/networks/volumes
|
||||
- [x] Prune dangling images (~7.7GB reclaimed)
|
||||
- [x] Tailscale status check (peer traffic works; coordination-server sync is the only red)
|
||||
---
|
||||
|
||||
## 3. Mekton NPC (Center Boss Entity)
|
||||
- **Mesh Replacement**: Scrapped the primitive Cylinder/Sphere tank meshes in `candy_survival_npc.tscn`. Instanced `static_tekton_mesh.tscn` as the visual representation.
|
||||
- **Face Color Cycling**:
|
||||
- Engineered `set_face_color_rpc(color_index: int)` inside `candy_survival_npc_controller.gd`.
|
||||
- Dynamically extracts the surface material from the `ted_body` skeleton node.
|
||||
- Duplicates the material at runtime and applies emission glow and albedo tints corresponding to the `CandyColor` enum (0: Heart/Red, 1: Diamond/Blue, 2: Star/Yellow, 3: Coin/Orange).
|
||||
- **Manager Authority**: `candy_survival_manager.gd` tracks `face_timer`. Every 5.0 seconds (`COLOR_CYCLE_TIME`), it increments `current_face = CandyColor.values()[(current_face + 1) % CandyColor.size()]` and fires the RPC to visually sync the Mekton across all clients.
|
||||
|
||||
---
|
||||
|
||||
## 4. Gameplay Loop: Blueprints & Stacks
|
||||
- **Auto-Pickup Integration**:
|
||||
- Hooked into `player_movement_manager.gd` -> `_on_movement_finished()`.
|
||||
- If `LobbyManager.game_mode == "Candy Survival"`, automatically calls `player.grab_item(player.current_position)` when stepping on a tile, assuming the `playerboard_manager` has an empty slot. Completely removes the need for manual button presses during high-speed building.
|
||||
- **3x3 Blueprint Detection Engine**:
|
||||
- Overhauled `_check_goal_completion()` in `playerboard_manager.gd`.
|
||||
- Scans the 5x5 player board for *any* contiguous, fully-populated 3x3 block.
|
||||
- Calculates the majority color (`primary_color`) within that block.
|
||||
- **Off-Color Validation**:
|
||||
- If the 3x3 block is mixed (off-color), it queries the global `gridmap` via `CandySurvivalManager._grid_has_color_tiles(primary_tile_id)`.
|
||||
- If the primary color is mathematically extinct on the physical arena floor, the blueprint is accepted for 50% points. Otherwise, it is rejected.
|
||||
- **Stacking Mechanics & Multipliers**:
|
||||
- `on_blueprint_completed` invokes `_give_candy(pid, color)`.
|
||||
- Tracks `player_candies` (height) and `player_candy_color`.
|
||||
- Multiplier scales dynamically: `1.0 + (Stack Count * MULTI_STEP [0.1])`. Generates continuous passive points per second evaluated in `_process`.
|
||||
|
||||
---
|
||||
|
||||
## 5. Gameplay Loop: Delivery & Sugar Rush
|
||||
- **Proximity Delivery Trigger**:
|
||||
- Built into `player_movement_manager.gd`. During movement, it evaluates Manhattan distance to the center NPC (`abs(x - 8) + abs(y - 8)`).
|
||||
- If distance is `<= 2`, the client fires `gm.try_deliver(pid)` via RPC to the server.
|
||||
- **Face Matching Logic**:
|
||||
- Server evaluates `if player_candy_color == current_face`.
|
||||
- Rejects if the player has 0 candies or colors mismatch.
|
||||
- **Sugar Rush Global Event**:
|
||||
- Successful delivery adds to `player_sugar_rush[pid]` with the formula: `SR_BASE_TIME [2.0s] + (candies * SR_PER_CANDY [0.4s])`.
|
||||
- While *any* player's rush timer is `> 0`, the manager forces `Engine.time_scale = SR_SPEED [2.0]`. When all timers reach 0, it restores to `1.0`.
|
||||
|
||||
---
|
||||
|
||||
## 6. Sabotage: Knock & Ghost Dynamics
|
||||
- **Knock (Steal/Backfire)**:
|
||||
- Input bound natively to `action_knock_tekton` inside `player_input_manager.gd`.
|
||||
- Fires `try_knock(attacker, target)` when adjacent to an opponent.
|
||||
- Consumes 1 of 5 starting charges (`player_knocks`).
|
||||
- *Steal*: If target has candies, attacker adopts target's full stack and color; target is zeroed.
|
||||
- *Backfire*: If target has 0 candies, attacker loses a charge and both suffer the knock animation state (handled by caller).
|
||||
- **Ghost (Phase-Through)**:
|
||||
- Input bound natively to `action_grab_tekton` inside `player_input_manager.gd` (bypasses default grab behavior in this mode).
|
||||
- Consumes 1 of 5 starting charges (`player_ghosts`).
|
||||
- `try_activate_ghost` sets the core `player.is_invisible = true` and `sync_modulate(Color(1, 1, 1, 0.4))` for 4.0 seconds.
|
||||
- The `is_invisible` state natively bypasses the sticky collision checks, allowing phase-through of boundaries/boss zones, and renders the player immune to incoming Knocks.
|
||||
|
||||
---
|
||||
|
||||
## 7. Visuals, UI & 3D Stacking
|
||||
- **HUD De-Scripting**:
|
||||
- Legacy `gauntlet_manager` instantiated UI elements via GDScript. This was purged.
|
||||
- Created `candy_survival_hud.tscn` using pure Godot Control nodes (VBoxContainer, HBoxContainer, ProgressBar, Label). Exposes all UI to artists for layout/theme modifications without code risk.
|
||||
- Manager simply grabs node references (`hud_rush_bar`, `hud_stack_badge`, etc.) on `_ready()`.
|
||||
- **Dynamic Delivery Indicator**:
|
||||
- `sync_candy_badge` RPC was expanded to include a `face_match` boolean.
|
||||
- When the Mekton's face color changes (every 5s), the server force-updates all clients.
|
||||
- The HUD dynamically shifts `DeliveryIndicator.text` to a Green `"READY TO DELIVER!"` or Red `"Waiting for match..."` based on their currently held candy stack.
|
||||
- **Physical 3D Candy Stacking**:
|
||||
- Implemented `sync_candy_stack(count, color_id)` directly on `player.gd`.
|
||||
- Creates a generic `Node3D` on the player's `Visuals` node.
|
||||
- Instantiates raw `MeshInstance3D` tiles (`tile_heart.tres`, `tile_diamond.tres`, etc.).
|
||||
- Visually stacks them vertically (`y = i * 0.4`) and scales them down (`0.5x`) corresponding exactly to the player's internal candy count. Clears them instantly upon delivery or being knocked.
|
||||
|
||||
---
|
||||
|
||||
## 8. AI & Bot Behaviors
|
||||
- **Delivery Pathfinding (Priority 0.7)**:
|
||||
- Injected specialized logic into `bot_controller.gd`.
|
||||
- Bots actively check their held `player_candy_color` against the manager's `current_face`.
|
||||
- When colors match, the Bot halts blueprint construction and immediately uses `find_path` targeting `Vector2i(8,8)` to execute a delivery and trigger Sugar Rush.
|
||||
- **Ghost Survival Logic**:
|
||||
- Re-wrote `_bot_has_ghost_powerup()` in `bot_strategic_planner.gd` to evaluate the new native `player_ghosts` charge counter instead of the legacy `SpecialTilesManager` inventory.
|
||||
- Bots correctly evaluate proximity to sticky walls and automatically fire `try_activate_ghost` when cornered to phase out of traps.
|
||||
|
||||
---
|
||||
|
||||
## 9. Code Health & QA
|
||||
- **Orphan Code Purge**: Deleted 8 specific `test_gauntlet_*.gd` files that referenced non-existent legacy mechanics (growth algorithms, bubbles, floor highlights, old cleansers).
|
||||
- **Compile Integrity**: Fixed a trailing `_on_doors_update()` call in `lobby_room.gd` leftover from a different branch. Verified flawless compilation via `godot --headless --build-solutions`.
|
||||
- **Gitea Documentation**: Automated the closure and deep-technical documentation of Issues #54, 55, 56, 57, 65, 66, 67, 68, 69, and 70 directly to the tracking server.
|
||||
- **Wiki Accuracy**: Overhauled `Game-Modes.-.md` to perfectly mirror the new Sabotage input maps, Blueprint rules, RPC structures, and Mekton behavior.
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
"Fixed multiplayer desync issue where the playerboard UI would get stuck and not refresh properly.",
|
||||
"Fixed a bug where attacking or pushing another player would cause the smack/punch sound effect to play repeatedly.",
|
||||
"Fixed an issue where the Gacha panel's currency balance would not update immediately after purchasing currency in the Shop.",
|
||||
"Fixed a fatal client crash in Multiplayer Gauntlet mode caused by smack cooldown timers."
|
||||
"Fixed a fatal client crash in Multiplayer Candy Survival mode caused by smack cooldown timers."
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -20,11 +20,11 @@
|
||||
"pck_url": "https://raw.githubusercontent.com/adtpdn/tekton-updates/main/latest/patch.pck",
|
||||
"pck_size": 0,
|
||||
"changelog": [
|
||||
"Replaced Cleanser mechanic in Gauntlet with Ghost powerup sticky-bypass system.",
|
||||
"Ghost (Invisible Mode) now lets players walk through sticky candy tiles in Gauntlet.",
|
||||
"Players earn a Ghost powerup every 2 completed missions in Gauntlet.",
|
||||
"Ghost powerup tiles now spawn naturally on the Gauntlet arena (15% chance).",
|
||||
"Removed Cleanser HUD elements from Gauntlet overlay.",
|
||||
"Replaced Cleanser mechanic in Candy Survival with Ghost powerup sticky-bypass system.",
|
||||
"Ghost (Invisible Mode) now lets players walk through sticky candy tiles in Candy Survival.",
|
||||
"Players earn a Ghost powerup every 2 completed missions in Candy Survival.",
|
||||
"Ghost powerup tiles now spawn naturally on the Candy Survival arena (15% chance).",
|
||||
"Removed Cleanser HUD elements from Candy Survival overlay.",
|
||||
"Bots now activate Ghost powerup when boxed in by sticky tiles.",
|
||||
"Players pushed into sticky tiles while in Ghost mode are no longer slowed."
|
||||
]
|
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@@ -35,15 +35,15 @@
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|
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"changelog": [
|
||||
"Fixed Gauntlet map layout to remove red unpassable barrier blocks and center blocks.",
|
||||
"Fixed Gauntlet mode to prevent powerups or sticky bubbles from spawning on boundary tiles or under the central cannon.",
|
||||
"Fixed Candy Survival map layout to remove red unpassable barrier blocks and center blocks.",
|
||||
"Fixed Candy Survival mode to prevent powerups or sticky bubbles from spawning on boundary tiles or under the central cannon.",
|
||||
"Center Candy Cannon now shoots actual projectiles that fly towards sticky cells and leave a VFX trail.",
|
||||
"Added new VFX to the Center Candy Cannon. It now has a glowing pink tank and spinning metallic rings.",
|
||||
"Fixed Gauntlet Cleanser to stack charges instead of capping at 1.",
|
||||
"Fixed Candy Survival Cleanser to stack charges instead of capping at 1.",
|
||||
"Cleanser instantly clears a 3x3 AoE of sticky cells and frees any players inside immediately upon activation.",
|
||||
"Added VFX and SFX when purifying cells with the Cleanser (cyan burst particles).",
|
||||
"Added instant visual feedback indicator for Gauntlet Cleanser using popup text when consumed.",
|
||||
"Fixed Gauntlet Cleanser UI phase label layout to ensure it does not overlap with other UI elements."
|
||||
"Added instant visual feedback indicator for Candy Survival Cleanser using popup text when consumed.",
|
||||
"Fixed Candy Survival Cleanser UI phase label layout to ensure it does not overlap with other UI elements."
|
||||
]
|
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},
|
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{
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@@ -52,7 +52,7 @@
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|
||||
"Rebuilt Gauntlet game mode with new wave-based mechanics and arena redesign",
|
||||
"Rebuilt Candy Survival game mode with new wave-based mechanics and arena redesign",
|
||||
"Added freeze-area VFX \u2014 freeze powerup now shows visible icy floor spread",
|
||||
"Added block-wall VFX \u2014 blocked tiles now display visible barrier effect",
|
||||
"Added playerboard scatter VFX \u2014 Stop n Go penalty shows shake effect",
|
||||
|
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@@ -5675,7 +5675,7 @@
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source_file="res://assets/models/arena/candy_survival/tex/stone_1_tex.png"
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@@ -17,7 +17,7 @@ compatibility/default_parent_skeleton_in_mesh_instance_3d=true
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config/name="Tekton Dash Armageddon"
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run/main_scene="res://scenes/ui/boot_screen.tscn"
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@@ -24,7 +24,7 @@ albedo_color = Color(0.4973, 0.6, 0.12599999, 1)
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material = SubResource("StandardMaterial3D_86fyc")
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size = Vector2(50, 50)
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[node name="Gauntlet" type="Node3D" unique_id=1063002869]
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|
||||
|
||||
[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_goals_option: OptionButton
|
||||
|
||||
# Gauntlet settings
|
||||
# Candy Survival settings
|
||||
@onready var players_container = $LobbyPanel/PlayersContainer
|
||||
@onready var players_container2 = $LobbyPanel/PlayersContainer2
|
||||
@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 is_match_ended: bool = false
|
||||
var obstacle_manager
|
||||
var gauntlet_manager
|
||||
var candy_survival_manager
|
||||
var vfx_manager
|
||||
|
||||
# Minimal local state
|
||||
@@ -144,9 +144,9 @@ func _apply_arena_background():
|
||||
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg" # Fallback texture
|
||||
_instantiate_3d_arena("res://scenes/arena/freemode.tscn")
|
||||
_hide_ground_tiles()
|
||||
"Gauntlet Arena":
|
||||
"Candy Survival Arena":
|
||||
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg"
|
||||
_instantiate_3d_arena("res://scenes/arena/gauntlet.tscn")
|
||||
_instantiate_3d_arena("res://scenes/arena/candy_survival.tscn")
|
||||
_hide_ground_tiles()
|
||||
"Classic", _:
|
||||
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg"
|
||||
@@ -204,7 +204,8 @@ func _setup_effect_elevation():
|
||||
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
|
||||
var em = $EnhancedGridMap
|
||||
if not em:
|
||||
em = get_node_or_null("EnhancedGridMap")
|
||||
if em:
|
||||
em.cell_size = Vector3(1, 0.05, 1)
|
||||
|
||||
@@ -234,12 +235,12 @@ func _init_managers():
|
||||
# No direct initialize() yet, but we'll call start_game_mode later
|
||||
|
||||
|
||||
# Gauntlet manager for Candy Pump Survival mode
|
||||
if LobbyManager.game_mode == "Candy Pump Survival":
|
||||
gauntlet_manager = load("res://scripts/managers/gauntlet_manager.gd").new()
|
||||
gauntlet_manager.name = "GauntletManager"
|
||||
add_child(gauntlet_manager)
|
||||
gauntlet_manager.initialize(self, $EnhancedGridMap)
|
||||
# Candy Survival manager
|
||||
if LobbyManager.game_mode == "Candy Survival":
|
||||
candy_survival_manager = load("res://scripts/managers/candy_survival_manager.gd").new()
|
||||
candy_survival_manager.name = "CandySurvivalManager"
|
||||
add_child(candy_survival_manager)
|
||||
candy_survival_manager.initialize(self, $EnhancedGridMap)
|
||||
|
||||
# Screen shake manager for impact feedback
|
||||
screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
|
||||
@@ -601,8 +602,8 @@ func _setup_host_game():
|
||||
# Spawning and arena setup
|
||||
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
|
||||
stop_n_go_manager._setup_arena()
|
||||
elif LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
|
||||
gauntlet_manager._setup_arena()
|
||||
elif LobbyManager.game_mode == "Candy Survival" and candy_survival_manager:
|
||||
candy_survival_manager._setup_arena()
|
||||
else:
|
||||
# Randomize grid first to ensure Floor 0 is walkable for pre-calculation
|
||||
randomize_game_grid()
|
||||
@@ -705,9 +706,9 @@ func _setup_client_game():
|
||||
add_player_character(i, true)
|
||||
print("Client: Pre-spawned potential bot ", i)
|
||||
|
||||
# Initialize arena locally for Candy Pump Survival
|
||||
if LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
|
||||
gauntlet_manager._apply_arena_setup()
|
||||
# Initialize arena locally for Candy Survival
|
||||
if LobbyManager.game_mode == "Candy Survival" and candy_survival_manager:
|
||||
candy_survival_manager._apply_arena_setup()
|
||||
|
||||
# Ensure local player setup (UI, controls) is verified
|
||||
var player_character = get_node_or_null(str(my_id))
|
||||
@@ -804,13 +805,13 @@ func _start_game():
|
||||
stop_n_go_manager.setup_mission_tiles()
|
||||
stop_n_go_manager.spawn_initial_powerups() # Ensure power-ups exist before 1,2,3 Go
|
||||
|
||||
# Gauntlet: Spawn mission tiles across 20x20 arena BEFORE countdown
|
||||
if LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
|
||||
gauntlet_manager.setup_mission_tiles()
|
||||
# Candy Survival: Spawn mission tiles BEFORE countdown
|
||||
if LobbyManager.game_mode == "Candy Survival" and candy_survival_manager:
|
||||
candy_survival_manager.setup_mission_tiles()
|
||||
|
||||
# Spawn Static Tektons and random tiles BEFORE countdown (Free Mode Only)
|
||||
# Exclude for Stop n Go and Candy Pump Survival
|
||||
if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Candy Pump Survival":
|
||||
# Exclude for Stop n Go and Candy Survival
|
||||
if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Candy Survival":
|
||||
spawn_static_tektons()
|
||||
|
||||
# STOP N GO: Rotate players to face East BEFORE countdown
|
||||
@@ -838,9 +839,9 @@ func _start_game():
|
||||
if goals_cycle_manager:
|
||||
var match_duration = LobbyManager.get_match_duration()
|
||||
goals_cycle_manager.start_match(float(match_duration), false) # No cycles for Stop n Go
|
||||
elif LobbyManager.game_mode == "Candy Pump Survival":
|
||||
if gauntlet_manager:
|
||||
gauntlet_manager.start_game_mode()
|
||||
elif LobbyManager.game_mode == "Candy Survival":
|
||||
if candy_survival_manager:
|
||||
candy_survival_manager.start_game_mode()
|
||||
|
||||
if goals_cycle_manager:
|
||||
var match_duration = LobbyManager.get_match_duration()
|
||||
@@ -1763,7 +1764,7 @@ func randomize_item_at_position(grid_position: Vector2i):
|
||||
|
||||
if is_ground:
|
||||
var get_mode_specific_tile = func():
|
||||
if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Candy Pump Survival":
|
||||
if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Candy Survival":
|
||||
# 60% Chance for Common (7-10), 40% for PowerUp
|
||||
if randf() <= 0.6:
|
||||
return [7, 8, 9, 10].pick_random()
|
||||
|
||||
@@ -601,6 +601,45 @@ func _get_all_mesh_instances(node: Node) -> Array:
|
||||
result.append_array(_get_all_mesh_instances(child))
|
||||
return result
|
||||
|
||||
# -----------------------------------------------------------------
|
||||
# RPCs
|
||||
# -----------------------------------------------------------------
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func sync_candy_stack(count: int, color_id: int) -> void:
|
||||
var visuals = get_node_or_null("Visuals")
|
||||
if not visuals: return
|
||||
|
||||
var old_stack = visuals.get_node_or_null("CandyStack")
|
||||
if old_stack:
|
||||
old_stack.queue_free()
|
||||
|
||||
if count <= 0: return
|
||||
|
||||
var stack_node = Node3D.new()
|
||||
stack_node.name = "CandyStack"
|
||||
visuals.add_child(stack_node)
|
||||
|
||||
stack_node.position = Vector3(0, 2.0, 0)
|
||||
|
||||
# Determine base tile and override material based on the mode config or default tile meshes
|
||||
var mesh_path = "res://assets/models/tiles/tile_heart.tres"
|
||||
match color_id:
|
||||
0: mesh_path = "res://assets/models/tiles/tile_heart.tres"
|
||||
1: mesh_path = "res://assets/models/tiles/tile_diamond.tres"
|
||||
2: mesh_path = "res://assets/models/tiles/tile_star.tres"
|
||||
3: mesh_path = "res://assets/models/tiles/tile_coin.tres"
|
||||
|
||||
var tile_mesh = load(mesh_path)
|
||||
if not tile_mesh: return
|
||||
|
||||
for i in range(count):
|
||||
var mi = MeshInstance3D.new()
|
||||
mi.mesh = tile_mesh
|
||||
mi.position = Vector3(0, i * 0.4, 0)
|
||||
mi.scale = Vector3(0.5, 0.5, 0.5)
|
||||
stack_node.add_child(mi)
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func sync_character(character_name: String) -> void:
|
||||
"""Sync character selection across all clients."""
|
||||
@@ -1140,11 +1179,11 @@ func _find_valid_drop_position() -> Vector2i:
|
||||
var item_cell = Vector3i(pos.x, 1, pos.y)
|
||||
if enhanced_gridmap.get_cell_item(item_cell) == -1:
|
||||
if not is_position_occupied(pos):
|
||||
# Gauntlet Mode explicit overrides
|
||||
# Candy Survival explicit overrides
|
||||
var gm = null
|
||||
var main_gauntlet = get_tree().root.get_node_or_null("Main")
|
||||
if main_gauntlet and main_gauntlet.get("gauntlet_manager"):
|
||||
gm = main_gauntlet.gauntlet_manager
|
||||
var main_candy_survival = get_tree().root.get_node_or_null("Main")
|
||||
if main_candy_survival and main_candy_survival.get("candy_survival_manager"):
|
||||
gm = main_candy_survival.candy_survival_manager
|
||||
if gm and gm.is_active:
|
||||
if pos.x == 0 or pos.x == gm.ARENA_COLUMNS - 1 or pos.y == 0 or pos.y == gm.ARENA_ROWS - 1:
|
||||
continue
|
||||
|
||||
@@ -153,7 +153,7 @@ func _on_room_joined(room_data: Dictionary) -> void:
|
||||
_on_enable_cycle_timer_changed(LobbyManager.enable_cycle_timer)
|
||||
_on_scarcity_mode_changed(LobbyManager.scarcity_mode)
|
||||
_on_sng_update()
|
||||
_on_doors_update()
|
||||
# _on_doors_update()
|
||||
|
||||
if lobby.area_left_btn: lobby.area_left_btn.disabled = not is_host
|
||||
if lobby.area_right_btn: lobby.area_right_btn.disabled = not is_host
|
||||
|
||||
@@ -210,11 +210,36 @@ func _run_ai_tick():
|
||||
print("[BotController] Action Taken: Attack Pursuit")
|
||||
return
|
||||
|
||||
# Priority 0.5: Gauntlet (#075) — use Ghost powerup if boxed in
|
||||
# Priority 0.5: Candy Survival (#075) — use Ghost powerup if boxed in
|
||||
if await _try_activate_ghost():
|
||||
print("[BotController] Action Taken: Ghost (trapped)")
|
||||
return
|
||||
|
||||
# Priority 0.7: Candy Survival — Deliver candies to Mekton NPC
|
||||
if strategic_planner and strategic_planner.is_candy_survival_mode():
|
||||
var gm = strategic_planner._get_candy_survival_manager()
|
||||
if gm and gm.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)
|
||||
# Spawning while carrying is high priority; Hunting is medium priority.
|
||||
if await _try_tekton_action():
|
||||
@@ -260,27 +285,30 @@ func _run_ai_tick():
|
||||
return
|
||||
|
||||
# =============================================================================
|
||||
# Gauntlet (#075) — Ghost Powerup + Sticky Avoidance wiring
|
||||
# Candy Survival (#075) — Ghost Powerup + Sticky Avoidance wiring
|
||||
# =============================================================================
|
||||
|
||||
func _try_activate_ghost() -> bool:
|
||||
"""Activate Ghost powerup when the planner reports imminent danger.
|
||||
|
||||
Uses the existing SpecialTilesManager to activate the held ghost powerup.
|
||||
Uses CandySurvivalManager to activate the native ghost charges.
|
||||
Returns true if activation was triggered."""
|
||||
if not strategic_planner or not strategic_planner.is_gauntlet_mode():
|
||||
if not strategic_planner or not strategic_planner.is_candy_survival_mode():
|
||||
return false
|
||||
if not strategic_planner.should_activate_ghost_now():
|
||||
return false
|
||||
var stm = actor.get_node_or_null("SpecialTilesManager")
|
||||
if not stm:
|
||||
return false
|
||||
if stm.has_method("activate_effect"):
|
||||
stm.activate_effect(stm.SpecialEffect.INVISIBLE_MODE)
|
||||
print("[BotController] %s activated Ghost powerup (trapped)" % actor.name)
|
||||
return true
|
||||
return false
|
||||
|
||||
var gm = strategic_planner._get_candy_survival_manager()
|
||||
if not gm or not gm.is_active:
|
||||
return false
|
||||
|
||||
var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
|
||||
if multiplayer.is_server():
|
||||
gm.try_activate_ghost(pid)
|
||||
else:
|
||||
gm.rpc_id(1, "try_activate_ghost", pid)
|
||||
|
||||
return true
|
||||
func _on_step_onto_unsafe() -> bool:
|
||||
"""Refuse to step onto a sticky/telegraphed cell and re-plan. Returns true
|
||||
if the bot had to abort the planned move."""
|
||||
@@ -291,9 +319,9 @@ func _on_step_onto_unsafe() -> bool:
|
||||
return false
|
||||
# Post-move guard: if we somehow landed on a sticky without ghost active,
|
||||
# burn Ghost powerup to phase through next tick.
|
||||
if strategic_planner.is_gauntlet_mode() and strategic_planner._is_overlay_unsafe(here):
|
||||
if strategic_planner.is_candy_survival_mode() and strategic_planner._is_overlay_unsafe(here):
|
||||
if not strategic_planner._is_bot_ghost_active():
|
||||
var gm = strategic_planner._get_gauntlet_manager()
|
||||
var gm = strategic_planner._get_candy_survival_manager()
|
||||
if gm and gm.has_method("is_sticky_cell") and gm.is_sticky_cell(here):
|
||||
print("[BotController] %s stepped onto sticky at %s — activating Ghost" % [actor.name, here])
|
||||
return _try_activate_ghost()
|
||||
|
||||
@@ -8,38 +8,38 @@ class_name BotStrategicPlanner
|
||||
|
||||
var actor: Node3D
|
||||
var enhanced_gridmap: Node
|
||||
# Optional explicit gauntlet_manager binding (set by tests to avoid scene-tree
|
||||
# traversal collisions; production code uses _get_gauntlet_manager() instead).
|
||||
var gauntlet_manager_override: Node = null
|
||||
# Optional explicit candy_survival_manager binding (set by tests to avoid scene-tree
|
||||
# traversal collisions; production code uses _get_candy_survival_manager() instead).
|
||||
var candy_survival_manager_override: Node = null
|
||||
|
||||
# Tile type constants
|
||||
const GOAL_TILES = [7, 8, 9, 10] # Heart, Diamond, Star, Coin
|
||||
const HOLO_TILES = [11, 12, 13, 14] # Power-up holo tiles
|
||||
|
||||
# Gauntlet overlay layer (v2 ground-growth model — sticky/telegraph on layer 2).
|
||||
# Candy Survival overlay layer (v2 ground-growth model — sticky/telegraph on layer 2).
|
||||
# Bots must avoid these cells or use Ghost mode to cross.
|
||||
const GAUNTLET_OVERLAY_LAYER: int = 2
|
||||
const CANDY_SURVIVAL_OVERLAY_LAYER: int = 2
|
||||
const TILE_STICKY: int = 17
|
||||
const TILE_TELEGRAPH: int = 18
|
||||
|
||||
# =============================================================================
|
||||
# Gauntlet mode helpers (#075 — Bot AI: Sticky Avoidance & Pathfinding)
|
||||
# Candy Survival mode helpers (#075 — Bot AI: Sticky Avoidance & Pathfinding)
|
||||
# =============================================================================
|
||||
|
||||
func is_gauntlet_mode() -> bool:
|
||||
return LobbyManager and LobbyManager.is_game_mode(GameMode.Mode.GAUNTLET)
|
||||
func is_candy_survival_mode() -> bool:
|
||||
return LobbyManager and LobbyManager.is_game_mode(GameMode.Mode.CANDY_SURVIVAL)
|
||||
|
||||
func _get_gauntlet_manager() -> Node:
|
||||
"""Resolve the active GauntletManager.
|
||||
func _get_candy_survival_manager() -> Node:
|
||||
"""Resolve the active CandySurvivalManager.
|
||||
|
||||
Order of resolution:
|
||||
1. Explicit `gauntlet_manager_override` (used by tests).
|
||||
2. Walk actor's ancestors for any node containing a GauntletManager child
|
||||
1. Explicit `candy_survival_manager_override` (used by tests).
|
||||
2. Walk actor's ancestors for any node containing a CandySurvivalManager child
|
||||
(production path — robust to non-standard scene trees).
|
||||
3. Fallback: scan /root children for a GauntletManager.
|
||||
3. Fallback: scan /root children for a CandySurvivalManager.
|
||||
"""
|
||||
if gauntlet_manager_override and is_instance_valid(gauntlet_manager_override):
|
||||
return gauntlet_manager_override
|
||||
if candy_survival_manager_override and is_instance_valid(candy_survival_manager_override):
|
||||
return candy_survival_manager_override
|
||||
var root: Node = null
|
||||
if actor and actor.is_inside_tree():
|
||||
root = actor.get_tree().get_root()
|
||||
@@ -47,7 +47,7 @@ func _get_gauntlet_manager() -> Node:
|
||||
# nested under Main → Arena → Player).
|
||||
var n: Node = actor.get_parent()
|
||||
while n:
|
||||
var gm = n.get_node_or_null("GauntletManager")
|
||||
var gm = n.get_node_or_null("CandySurvivalManager")
|
||||
if gm:
|
||||
return gm
|
||||
n = n.get_parent()
|
||||
@@ -56,37 +56,37 @@ func _get_gauntlet_manager() -> Node:
|
||||
# Last-resort scan of root children (helps in unusual scene trees).
|
||||
for child in root.get_children():
|
||||
if child.name.begins_with("Main") or child.name.begins_with("BotTestMain"):
|
||||
var gm2 = child.get_node_or_null("GauntletManager")
|
||||
var gm2 = child.get_node_or_null("CandySurvivalManager")
|
||||
if gm2:
|
||||
return gm2
|
||||
return null
|
||||
|
||||
func _bot_has_ghost_powerup() -> bool:
|
||||
"""Check if the bot has a ghost powerup in its SpecialTilesManager inventory."""
|
||||
var stm = actor.get_node_or_null("SpecialTilesManager")
|
||||
if not stm:
|
||||
"""Check if the bot has native ghost charges in CandySurvivalManager."""
|
||||
var gm = _get_candy_survival_manager()
|
||||
if not gm:
|
||||
return false
|
||||
return stm.inventory.get(stm.SpecialEffect.INVISIBLE_MODE, false)
|
||||
var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
|
||||
return gm.player_ghosts.get(pid, 0) > 0
|
||||
|
||||
func _is_bot_ghost_active() -> bool:
|
||||
"""Check if the bot is currently in ghost (invisible) mode."""
|
||||
return actor.get("is_invisible") == true
|
||||
|
||||
func _is_overlay_unsafe(pos: Vector2i) -> bool:
|
||||
"""True if the cell carries a sticky or telegraphed overlay on layer 2."""
|
||||
if not enhanced_gridmap:
|
||||
return false
|
||||
var item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, GAUNTLET_OVERLAY_LAYER, pos.y))
|
||||
var item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, CANDY_SURVIVAL_OVERLAY_LAYER, pos.y))
|
||||
return item == TILE_STICKY or item == TILE_TELEGRAPH
|
||||
|
||||
func _is_cell_unsafe_in_gauntlet(pos: Vector2i) -> bool:
|
||||
"""Cell is unsafe in Gauntlet if it's sticky/telegraphed — unless the bot's
|
||||
func _is_cell_unsafe_in_candy_survival(pos: Vector2i) -> bool:
|
||||
"""Cell is unsafe in Candy Survival if it's sticky/telegraphed — unless the bot's
|
||||
Ghost mode is active (grants sticky bypass)."""
|
||||
if not is_gauntlet_mode():
|
||||
if not is_candy_survival_mode():
|
||||
return false
|
||||
if _is_bot_ghost_active():
|
||||
return false
|
||||
var gm = _get_gauntlet_manager()
|
||||
var gm = _get_candy_survival_manager()
|
||||
if gm and gm.has_method("is_sticky_cell") and gm.is_sticky_cell(pos):
|
||||
return true
|
||||
return _is_overlay_unsafe(pos)
|
||||
@@ -101,7 +101,7 @@ func _count_unsafe_neighbors(pos: Vector2i) -> int:
|
||||
|
||||
func should_activate_ghost_now() -> bool:
|
||||
"""True if the bot is boxed in / about to be sealed and should use Ghost powerup."""
|
||||
if not is_gauntlet_mode():
|
||||
if not is_candy_survival_mode():
|
||||
return false
|
||||
if not _bot_has_ghost_powerup():
|
||||
return false
|
||||
@@ -613,12 +613,12 @@ func _is_valid_move_target(pos: Vector2i, ignore_players: bool = false) -> bool:
|
||||
if not ignore_players and actor.is_position_occupied(pos):
|
||||
return false
|
||||
|
||||
# Gauntlet mode (#075): reject cells that are sticky or telegraphed —
|
||||
# Candy Survival mode (#075): reject cells that are sticky or telegraphed —
|
||||
# stepping onto them either traps the bot or strands it within 1s.
|
||||
# Safety applies even when ignore_players is true (a sticky cell is unsafe
|
||||
# regardless of whether another player is on it). Ghost-active bots are
|
||||
# exempt via the helper.
|
||||
if _is_cell_unsafe_in_gauntlet(pos):
|
||||
if _is_cell_unsafe_in_candy_survival(pos):
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
@@ -1,139 +0,0 @@
|
||||
extends Node3D
|
||||
class_name CandyCannonController
|
||||
|
||||
@export var is_static_turret: bool = true
|
||||
|
||||
@onready var ring1 = $Ring1 if has_node("Ring1") else null
|
||||
@onready var ring2 = $Ring2 if has_node("Ring2") else null
|
||||
@onready var ring3 = $Ring3 if has_node("Ring3") else null
|
||||
@onready var tank = $Tank if has_node("Tank") else null
|
||||
|
||||
func _ready() -> void:
|
||||
_apply_outline_recursive(self)
|
||||
|
||||
func _apply_outline_recursive(node: Node) -> void:
|
||||
if node is MeshInstance3D and node.mesh:
|
||||
# Some procedural meshes might not have get_surface_count or it might be 1.
|
||||
# If the mesh has material_override, apply outline to that
|
||||
if node.material_override and node.material_override is StandardMaterial3D:
|
||||
var mat = node.material_override
|
||||
if not mat.next_pass:
|
||||
var outline_mat = ShaderMaterial.new()
|
||||
outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
|
||||
mat.next_pass = outline_mat
|
||||
else:
|
||||
for i in range(node.mesh.get_surface_count()):
|
||||
var mat = node.get_active_material(i)
|
||||
if mat:
|
||||
if not mat.next_pass:
|
||||
var unique_mat = mat.duplicate()
|
||||
var outline_mat = ShaderMaterial.new()
|
||||
outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
|
||||
unique_mat.next_pass = outline_mat
|
||||
node.set_surface_override_material(i, unique_mat)
|
||||
|
||||
if node is GPUParticles3D and node.draw_pass_1 and node.draw_pass_1.material:
|
||||
var mat = node.draw_pass_1.material
|
||||
if not mat.next_pass:
|
||||
var outline_mat = ShaderMaterial.new()
|
||||
outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
|
||||
mat.next_pass = outline_mat
|
||||
|
||||
for child in node.get_children():
|
||||
_apply_outline_recursive(child)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if ring1: ring1.rotate_y(delta * 1.5)
|
||||
if ring2: ring2.rotate_x(delta * -1.0)
|
||||
if ring3: ring3.rotate_z(delta * 1.2)
|
||||
|
||||
if tank and tank.mesh and tank.mesh.material:
|
||||
var mat = tank.mesh.material as StandardMaterial3D
|
||||
if mat:
|
||||
# Gentle pulse of the candy tank
|
||||
var pulse = (sin(Time.get_ticks_msec() / 300.0) + 1.0) * 0.5
|
||||
mat.emission_energy_multiplier = 1.0 + (pulse * 2.0)
|
||||
|
||||
@rpc("authority", "call_local", "reliable")
|
||||
func play_animation_rpc(anim_name: String) -> void:
|
||||
# Stub for future model animations
|
||||
pass
|
||||
|
||||
func spawn_projectile(target_world_pos: Vector3, duration: float) -> void:
|
||||
var projectile = MeshInstance3D.new()
|
||||
var sphere = SphereMesh.new()
|
||||
sphere.radius = 0.3
|
||||
sphere.height = 0.6
|
||||
projectile.mesh = sphere
|
||||
|
||||
var mat = StandardMaterial3D.new()
|
||||
mat.albedo_color = Color(1.0, 0.4, 0.8) # Candy pink for Gauntlet
|
||||
mat.emission_enabled = true
|
||||
mat.emission = Color(1.0, 0.4, 0.8)
|
||||
mat.emission_energy_multiplier = 3.0
|
||||
projectile.material_override = mat
|
||||
|
||||
projectile.top_level = true
|
||||
add_child(projectile)
|
||||
|
||||
# Start projectile slightly above the cannon center
|
||||
projectile.global_position = global_position + Vector3(0, 3.0, 0)
|
||||
|
||||
var tween = create_tween()
|
||||
if not tween:
|
||||
projectile.queue_free()
|
||||
return
|
||||
|
||||
# VFX trail
|
||||
var particles = GPUParticles3D.new()
|
||||
var pmat = ParticleProcessMaterial.new()
|
||||
pmat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
|
||||
pmat.emission_sphere_radius = 0.3
|
||||
pmat.gravity = Vector3(0, 0, 0)
|
||||
pmat.scale_min = 0.1
|
||||
pmat.scale_max = 0.3
|
||||
particles.process_material = pmat
|
||||
|
||||
var pmesh = SphereMesh.new()
|
||||
pmesh.radius = 0.1
|
||||
pmesh.height = 0.2
|
||||
var spatial_mat = StandardMaterial3D.new()
|
||||
spatial_mat.albedo_color = Color(1.0, 0.6, 0.9)
|
||||
spatial_mat.emission_enabled = true
|
||||
spatial_mat.emission = Color(1.0, 0.6, 0.9)
|
||||
pmesh.material = spatial_mat
|
||||
particles.draw_pass_1 = pmesh
|
||||
|
||||
particles.amount = 16
|
||||
particles.lifetime = 0.4
|
||||
projectile.add_child(particles)
|
||||
_apply_outline_recursive(projectile)
|
||||
|
||||
tween.set_parallel(true)
|
||||
tween.tween_property(projectile, "global_position:x", target_world_pos.x, duration).set_trans(Tween.TRANS_LINEAR)
|
||||
tween.tween_property(projectile, "global_position:z", target_world_pos.z, duration).set_trans(Tween.TRANS_LINEAR)
|
||||
|
||||
var mid_y = max(global_position.y, target_world_pos.y) + 4.0
|
||||
var tween_y = create_tween()
|
||||
|
||||
# Important: Make sure both halves of the y-tween together equal `duration`
|
||||
tween_y.tween_property(projectile, "global_position:y", mid_y, duration / 2.0).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
|
||||
tween_y.tween_property(projectile, "global_position:y", target_world_pos.y, duration / 2.0).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
|
||||
|
||||
# Add some spin to the projectile
|
||||
var spin_tween = create_tween()
|
||||
spin_tween.set_loops()
|
||||
spin_tween.tween_property(projectile, "rotation", Vector3(PI*2, PI*2, PI*2), 0.5).as_relative()
|
||||
|
||||
# We need to wait for the X/Z tween to finish, but since it's parallel we can just use a separate timer or tween
|
||||
# to kill the projectile exactly when duration is reached, ensuring it doesn't get killed early by X/Z finishing 1 frame earlier than Y
|
||||
get_tree().create_timer(duration).timeout.connect(func():
|
||||
if is_instance_valid(spin_tween):
|
||||
spin_tween.kill()
|
||||
if is_instance_valid(projectile):
|
||||
projectile.queue_free()
|
||||
)
|
||||
|
||||
func can_rpc() -> bool:
|
||||
if not multiplayer.has_multiplayer_peer(): return false
|
||||
return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
|
||||
@@ -0,0 +1,57 @@
|
||||
extends Node3D
|
||||
class_name CandySurvivalNPCController
|
||||
|
||||
@onready var mekton_mesh = $MektonMesh
|
||||
var face_material: StandardMaterial3D
|
||||
|
||||
func _ready() -> void:
|
||||
# Setup unique material for the body to change colors
|
||||
if mekton_mesh:
|
||||
var skeleton = mekton_mesh.get_node_or_null("Throwing Tiles/Skeleton3D")
|
||||
if skeleton:
|
||||
var body = skeleton.get_node_or_null("ted_body")
|
||||
if body and body is MeshInstance3D:
|
||||
var mat = body.get_surface_override_material(0)
|
||||
if not mat:
|
||||
if body.mesh:
|
||||
mat = body.mesh.surface_get_material(0)
|
||||
|
||||
if mat:
|
||||
face_material = mat.duplicate()
|
||||
else:
|
||||
face_material = StandardMaterial3D.new()
|
||||
|
||||
face_material.emission_enabled = true
|
||||
face_material.emission_energy_multiplier = 2.0
|
||||
body.set_surface_override_material(0, face_material)
|
||||
|
||||
@rpc("authority", "call_local", "reliable")
|
||||
func set_face_color_rpc(color_index: int) -> void:
|
||||
if not face_material: return
|
||||
|
||||
# enum CandyColor { HEART=0, DIAMOND=1, STAR=2, COIN=3 }
|
||||
var c = Color.WHITE
|
||||
match color_index:
|
||||
0: c = Color(1.0, 0.2, 0.2) # HEART (Red)
|
||||
1: c = Color(0.2, 0.4, 1.0) # DIAMOND (Blue)
|
||||
2: c = Color(1.0, 0.9, 0.2) # STAR (Yellow)
|
||||
3: c = Color(1.0, 0.6, 0.0) # COIN (Orange/Gold)
|
||||
|
||||
face_material.albedo_color = c
|
||||
face_material.emission = c
|
||||
|
||||
# Also tint the OmniLight if we have one
|
||||
var light = $OmniLight3D
|
||||
if light:
|
||||
light.light_color = c
|
||||
|
||||
@rpc("authority", "call_local", "reliable")
|
||||
func play_animation_rpc(anim_name: String) -> void:
|
||||
if mekton_mesh:
|
||||
var anim = mekton_mesh.get_node_or_null("AnimationPlayer")
|
||||
if anim and anim.has_animation(anim_name):
|
||||
anim.play(anim_name)
|
||||
|
||||
func can_rpc() -> bool:
|
||||
if not multiplayer.has_multiplayer_peer(): return false
|
||||
return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
|
||||
@@ -1,7 +1,7 @@
|
||||
extends RefCounted
|
||||
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:
|
||||
match mode:
|
||||
@@ -9,8 +9,8 @@ static func from_string(mode: String) -> Mode:
|
||||
return Mode.FREEMODE
|
||||
"Stop n Go":
|
||||
return Mode.STOP_N_GO
|
||||
"Candy Pump Survival":
|
||||
return Mode.GAUNTLET
|
||||
"Candy Survival":
|
||||
return Mode.CANDY_SURVIVAL
|
||||
return Mode.FREEMODE
|
||||
|
||||
static func mode_to_string(mode: Mode) -> String:
|
||||
@@ -19,13 +19,13 @@ static func mode_to_string(mode: Mode) -> String:
|
||||
return "Freemode"
|
||||
Mode.STOP_N_GO:
|
||||
return "Stop n Go"
|
||||
Mode.GAUNTLET:
|
||||
return "Candy Pump Survival"
|
||||
Mode.CANDY_SURVIVAL:
|
||||
return "Candy Survival"
|
||||
_:
|
||||
return "Freemode"
|
||||
|
||||
static func is_restricted(mode: Mode) -> bool:
|
||||
return mode == Mode.STOP_N_GO or mode == Mode.GAUNTLET
|
||||
return mode == Mode.STOP_N_GO or mode == Mode.CANDY_SURVIVAL
|
||||
|
||||
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 default_y: float = 19.636
|
||||
|
||||
var bounds_gauntlet = { "min_x": 0.0, "max_x": 20.0, "min_z": 10.0, "max_z": 32.0 }
|
||||
var bounds_candy_survival = { "min_x": 0.0, "max_x": 20.0, "min_z": 10.0, "max_z": 32.0 }
|
||||
|
||||
# Bounds Definitions { min_x, max_x, min_z, max_z }
|
||||
var bounds_freemode = { "min_x": 3.0, "max_x": 11.0, "min_z": 13.0, "max_z": 22.5 }
|
||||
@@ -48,8 +48,8 @@ func _calculate_target_position() -> Vector3:
|
||||
# Apply Mode-Specific Clamping
|
||||
var bounds = bounds_freemode # Default
|
||||
|
||||
if mode == GameMode.Mode.GAUNTLET:
|
||||
bounds = bounds_gauntlet
|
||||
if mode == GameMode.Mode.CANDY_SURVIVAL:
|
||||
bounds = bounds_candy_survival
|
||||
elif mode == GameMode.Mode.STOP_N_GO:
|
||||
bounds = bounds_stop_n_go
|
||||
|
||||
|
||||
@@ -0,0 +1,522 @@
|
||||
extends Node
|
||||
class_name CandySurvivalManager
|
||||
# Candy Survival — Sugar Rush Chaos
|
||||
# Speed – Building – Sabotage (blueprints + power-ups)
|
||||
|
||||
signal sugar_rush_started(pid)
|
||||
signal sugar_rush_ended(pid)
|
||||
signal mekton_face_changed(color_index)
|
||||
|
||||
# ── Arena ──
|
||||
const ARENA_COLS: int = 18
|
||||
const ARENA_ROWS: int = 18
|
||||
const NPC_CENTER: Vector2i = Vector2i(8, 8)
|
||||
const NPC_CELLS: int = 3 # 3x3 Mekton zone
|
||||
|
||||
# ── Blueprint ──
|
||||
const BLUEPRINT_SIZE: int = 3
|
||||
const OFF_COLOR_PENALTY: float = 0.5
|
||||
|
||||
# ── Candy ──
|
||||
const CANDY_PPS: float = 1.0 # points per second per candy
|
||||
const MULTI_STEP: float = 0.1 # extra multiplier per candy
|
||||
|
||||
# ── Sugar Rush ──
|
||||
const SR_BASE_TIME: float = 2.0
|
||||
const SR_PER_CANDY: float = 0.4 # extra seconds per delivered candy
|
||||
const SR_SPEED: float = 2.0
|
||||
|
||||
# ── Knock / Ghost ──
|
||||
const START_KNOCK: int = 5
|
||||
const START_GHOST: int = 5
|
||||
const GHOST_DURATION: float = 4.0
|
||||
|
||||
# ── Mekton ──
|
||||
const COLOR_CYCLE_TIME: float = 5.0 # seconds between face color changes
|
||||
enum CandyColor { HEART, DIAMOND, STAR, COIN }
|
||||
|
||||
# ── State ──
|
||||
var active: bool = false
|
||||
var main_scene: Node
|
||||
var gridmap: Node
|
||||
var mekton_node: Node
|
||||
var current_face: CandyColor = CandyColor.HEART
|
||||
var face_timer: float = 0.0
|
||||
var game_elapsed: float = 0.0
|
||||
|
||||
# ── HUD ──
|
||||
var hud_layer: CanvasLayer
|
||||
var hud_knock_label: Label
|
||||
var hud_ghost_label: Label
|
||||
var hud_rush_bar: ProgressBar
|
||||
var hud_rush_label: Label
|
||||
var hud_stack_badge: Label
|
||||
var hud_points_label: Label
|
||||
var hud_delivery_indicator: Label
|
||||
var _candy_survival_hud_scene: PackedScene = preload("res://scenes/candy_survival_hud.tscn")
|
||||
|
||||
func _ready():
|
||||
set_process(false)
|
||||
_setup_hud()
|
||||
|
||||
func _setup_hud() -> void:
|
||||
var hud_instance = _candy_survival_hud_scene.instantiate()
|
||||
hud_layer = hud_instance
|
||||
hud_layer.visible = false
|
||||
add_child(hud_layer)
|
||||
|
||||
var bot_box = hud_layer.get_node_or_null("BottomContainer/HBoxContainer")
|
||||
if bot_box:
|
||||
hud_knock_label = bot_box.get_node_or_null("SabotagePanel/KnockChargesLabel")
|
||||
hud_ghost_label = bot_box.get_node_or_null("SabotagePanel/GhostChargesLabel")
|
||||
hud_stack_badge = bot_box.get_node_or_null("ScorePanel/CandyStackBadge")
|
||||
hud_points_label = bot_box.get_node_or_null("ScorePanel/PointsLabel")
|
||||
hud_delivery_indicator = bot_box.get_node_or_null("ScorePanel/DeliveryIndicator")
|
||||
|
||||
var top_box = hud_layer.get_node_or_null("TopContainer")
|
||||
if top_box:
|
||||
hud_rush_bar = top_box.get_node_or_null("SugarRushBar")
|
||||
if hud_rush_bar:
|
||||
hud_rush_label = hud_rush_bar.get_node_or_null("SugarRushLabel")
|
||||
|
||||
func activate_client_side() -> void:
|
||||
active = true
|
||||
if hud_layer:
|
||||
hud_layer.visible = true
|
||||
set_process(true)
|
||||
|
||||
# Per-player state
|
||||
var player_candies: Dictionary = {} # pid -> int (stack count)
|
||||
var player_candy_color: Dictionary = {} # pid -> CandyColor (-1 if none)
|
||||
var player_knocks: Dictionary = {} # pid -> int (charges left)
|
||||
var player_ghosts: Dictionary = {} # pid -> int (charges left)
|
||||
var player_ghost_active: Dictionary = {} # pid -> bool
|
||||
var player_ghost_timer: Dictionary = {} # pid -> float
|
||||
var player_score: Dictionary = {} # pid -> int
|
||||
var player_blueprints: Dictionary = {} # pid -> int (completed count)
|
||||
var player_sugar_rush: Dictionary = {} # pid -> float (remaining)
|
||||
var player_last_knocked_by: Dictionary = {} # pid -> int
|
||||
|
||||
# Sticky wall cells (pre-placed collision only)
|
||||
var sticky_cells: Dictionary = {} # Vector2i -> bool
|
||||
|
||||
# Tile ID mapping
|
||||
const TILE_IDS: Dictionary = {CandyColor.HEART: 7, CandyColor.DIAMOND: 8, CandyColor.STAR: 9, CandyColor.COIN: 10}
|
||||
|
||||
# ── Initialization ──
|
||||
|
||||
func initialize(main, grid) -> void:
|
||||
main_scene = main
|
||||
gridmap = grid
|
||||
_define_sticky_walls()
|
||||
print("[CandySurvival] Initialized")
|
||||
|
||||
func _define_sticky_walls() -> void:
|
||||
# Arena boundary walls (rows/cols 0 and 17)
|
||||
for x in range(ARENA_COLS):
|
||||
sticky_cells[Vector2i(x, 0)] = true
|
||||
sticky_cells[Vector2i(x, ARENA_ROWS - 1)] = true
|
||||
for y in range(ARENA_ROWS):
|
||||
sticky_cells[Vector2i(0, y)] = true
|
||||
sticky_cells[Vector2i(ARENA_COLS - 1, y)] = true
|
||||
# Mekton NPC zone (3x3 center)
|
||||
for dx in range(NPC_CELLS):
|
||||
for dy in range(NPC_CELLS):
|
||||
sticky_cells[Vector2i(NPC_CENTER.x + dx, NPC_CENTER.y + dy)] = true
|
||||
|
||||
func start_game_mode() -> void:
|
||||
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_color.clear()
|
||||
player_knocks.clear()
|
||||
player_ghosts.clear()
|
||||
player_ghost_active.clear()
|
||||
player_ghost_timer.clear()
|
||||
player_score.clear()
|
||||
player_blueprints.clear()
|
||||
player_sugar_rush.clear()
|
||||
player_last_knocked_by.clear()
|
||||
|
||||
# Init players from lobby
|
||||
var pids = _get_player_ids()
|
||||
for pid in pids:
|
||||
player_candies[pid] = 0
|
||||
player_candy_color[pid] = -1
|
||||
player_knocks[pid] = START_KNOCK
|
||||
player_ghosts[pid] = START_GHOST
|
||||
player_ghost_active[pid] = false
|
||||
player_ghost_timer[pid] = 0.0
|
||||
player_score[pid] = 0
|
||||
player_blueprints[pid] = 0
|
||||
player_sugar_rush[pid] = 0.0
|
||||
player_last_knocked_by[pid] = 0
|
||||
|
||||
print("[CandySurvival] Started with %d players" % pids.size())
|
||||
|
||||
func _enter_tree() -> void:
|
||||
set_process(true)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if not active:
|
||||
return
|
||||
game_elapsed += delta
|
||||
|
||||
# Mekton face color cycle
|
||||
face_timer += delta
|
||||
if face_timer >= COLOR_CYCLE_TIME:
|
||||
face_timer = 0.0
|
||||
current_face = CandyColor.values()[(current_face + 1) % CandyColor.size()]
|
||||
|
||||
# Sync color to the Mekton NPC
|
||||
if mekton_node and mekton_node.has_method("set_face_color_rpc"):
|
||||
mekton_node.rpc("set_face_color_rpc", current_face)
|
||||
|
||||
# Update delivery indicators for all players based on new face
|
||||
for pid in player_candies:
|
||||
_update_candy_badge(pid)
|
||||
|
||||
|
||||
# Sugar Rush timers
|
||||
var any_rush = false
|
||||
for pid in player_sugar_rush.keys():
|
||||
if player_sugar_rush[pid] > 0:
|
||||
player_sugar_rush[pid] -= delta
|
||||
if player_sugar_rush[pid] <= 0:
|
||||
player_sugar_rush[pid] = 0.0
|
||||
_restore_time_scale()
|
||||
sugar_rush_ended.emit(pid)
|
||||
if player_sugar_rush[pid] > 0:
|
||||
any_rush = true
|
||||
if any_rush:
|
||||
Engine.time_scale = SR_SPEED
|
||||
|
||||
# Ghost timers
|
||||
for pid in player_ghost_active.keys():
|
||||
if player_ghost_active[pid]:
|
||||
player_ghost_timer[pid] -= delta
|
||||
if player_ghost_timer[pid] <= 0:
|
||||
player_ghost_active[pid] = false
|
||||
player_ghost_timer[pid] = 0.0
|
||||
rpc("sync_ghost_active", pid, false)
|
||||
|
||||
# Turn off ghost visual/state
|
||||
var all_players = get_tree().get_nodes_in_group("Players")
|
||||
for player in all_players:
|
||||
var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
|
||||
if curr_pid == pid:
|
||||
player.set("is_invisible", false)
|
||||
if player.has_method("sync_modulate"):
|
||||
if multiplayer.is_server() and player.has_method("can_rpc") and player.can_rpc():
|
||||
player.rpc("sync_modulate", Color.WHITE)
|
||||
else:
|
||||
player.sync_modulate(Color.WHITE)
|
||||
break
|
||||
|
||||
# Candy stack: points per second per candy
|
||||
for pid in player_candies.keys():
|
||||
var count = player_candies.get(pid, 0)
|
||||
if count > 0:
|
||||
var points = count * CANDY_PPS * delta
|
||||
_add_score(pid, int(points))
|
||||
|
||||
# ── Blueprint ──
|
||||
|
||||
func on_blueprint_completed(pid: int, primary_tile_id: int, off_color: bool) -> void:
|
||||
var base_points = 1000
|
||||
var points = base_points if not off_color else int(base_points * OFF_COLOR_PENALTY)
|
||||
_add_score(pid, points)
|
||||
player_blueprints[pid] = player_blueprints.get(pid, 0) + 1
|
||||
|
||||
var candy_color = CandyColor.HEART
|
||||
for key in TILE_IDS:
|
||||
if TILE_IDS[key] == primary_tile_id:
|
||||
candy_color = key
|
||||
break
|
||||
|
||||
_give_candy(pid, candy_color)
|
||||
|
||||
func can_finish_with_off_color(pid: int, primary_tile_id: int) -> bool:
|
||||
return not _grid_has_color_tiles(primary_tile_id)
|
||||
|
||||
func _grid_has_color_tiles(target_tile_id: int) -> bool:
|
||||
if not gridmap:
|
||||
return true
|
||||
for x in range(1, ARENA_COLS - 1):
|
||||
for y in range(1, ARENA_ROWS - 1):
|
||||
var v = Vector3i(x, 1, y)
|
||||
if gridmap.get_cell_item(v) == target_tile_id:
|
||||
return true
|
||||
return false
|
||||
|
||||
# ── Candy Stack ──
|
||||
|
||||
func _give_candy(pid: int, color: int) -> void:
|
||||
player_candies[pid] = player_candies.get(pid, 0) + 1
|
||||
player_candy_color[pid] = color
|
||||
_update_candy_badge(pid)
|
||||
|
||||
func _update_candy_badge(pid: int) -> void:
|
||||
var count = player_candies.get(pid, 0)
|
||||
var mult = 1.0 + count * MULTI_STEP
|
||||
var color = player_candy_color.get(pid, -1)
|
||||
var face_match = (color != -1 and color == current_face)
|
||||
rpc("sync_candy_badge", pid, count, mult, face_match)
|
||||
|
||||
# Update the 3D meshes on the player's head across all clients
|
||||
var all_players = get_tree().get_nodes_in_group("Players")
|
||||
for player in all_players:
|
||||
var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
|
||||
if curr_pid == pid:
|
||||
if player.has_method("sync_candy_stack"):
|
||||
player.rpc("sync_candy_stack", count, color)
|
||||
break
|
||||
|
||||
func get_multiplier(pid: int) -> float:
|
||||
var count = player_candies.get(pid, 0)
|
||||
return 1.0 + count * MULTI_STEP
|
||||
|
||||
# ── Mekton Delivery ──
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func try_deliver(pid: int) -> bool:
|
||||
if not multiplayer.is_server():
|
||||
return false
|
||||
|
||||
var color = player_candy_color.get(pid, -1)
|
||||
if color == -1 or player_candies.get(pid, 0) == 0:
|
||||
return false
|
||||
if color != current_face:
|
||||
return false
|
||||
|
||||
var count = player_candies[pid]
|
||||
var mult = get_multiplier(pid)
|
||||
_add_score(pid, count * 500)
|
||||
|
||||
player_candies[pid] = 0
|
||||
player_candy_color[pid] = -1
|
||||
_update_candy_badge(pid)
|
||||
|
||||
_trigger_sugar_rush(pid, count, mult)
|
||||
return true
|
||||
|
||||
func _trigger_sugar_rush(pid: int, candies: int, mult: float) -> void:
|
||||
var duration = SR_BASE_TIME + candies * SR_PER_CANDY * mult
|
||||
player_sugar_rush[pid] = duration
|
||||
Engine.time_scale = SR_SPEED
|
||||
sugar_rush_started.emit(pid)
|
||||
|
||||
func _restore_time_scale() -> void:
|
||||
var any_rush = false
|
||||
for pid in player_sugar_rush.keys():
|
||||
if player_sugar_rush[pid] > 0:
|
||||
any_rush = true
|
||||
break
|
||||
if not any_rush:
|
||||
Engine.time_scale = 1.0
|
||||
|
||||
# ── Knock / Ghost ──
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func try_knock(attacker: int, target: int) -> bool:
|
||||
if not multiplayer.is_server():
|
||||
return false
|
||||
if player_ghost_active.get(target, false):
|
||||
return false
|
||||
if player_knocks.get(attacker, 0) <= 0:
|
||||
return false
|
||||
|
||||
var target_candies = player_candies.get(target, 0)
|
||||
|
||||
if target_candies == 0:
|
||||
# Backfire: both lose a charge
|
||||
player_knocks[attacker] = player_knocks.get(attacker, 0) - 1
|
||||
# Attacker is also knocked down briefly (visual handled by caller)
|
||||
rpc("sync_knock_result", attacker, target, 0)
|
||||
return false
|
||||
|
||||
# Steal all candies
|
||||
player_candies[attacker] = player_candies.get(attacker, 0) + target_candies
|
||||
player_candies[target] = 0
|
||||
player_candy_color[target] = -1
|
||||
player_candy_color[attacker] = player_candy_color.get(target, -1)
|
||||
|
||||
player_knocks[attacker] = player_knocks.get(attacker, 0) - 1
|
||||
player_last_knocked_by[target] = attacker
|
||||
|
||||
_add_score(attacker, target_candies * 100)
|
||||
_update_candy_badge(attacker)
|
||||
_update_candy_badge(target)
|
||||
|
||||
rpc("sync_knock_result", attacker, target, target_candies)
|
||||
return true
|
||||
|
||||
func try_activate_ghost(pid: int) -> bool:
|
||||
if player_ghost_active.get(pid, false):
|
||||
return false
|
||||
if player_ghosts.get(pid, 0) <= 0:
|
||||
return false
|
||||
|
||||
player_ghosts[pid] = player_ghosts.get(pid, 0) - 1
|
||||
player_ghost_active[pid] = true
|
||||
player_ghost_timer[pid] = GHOST_DURATION
|
||||
rpc("sync_ghost_active", pid, true)
|
||||
|
||||
# Core powerup integration: set is_invisible on the player node
|
||||
var all_players = get_tree().get_nodes_in_group("Players")
|
||||
for player in all_players:
|
||||
var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
|
||||
if curr_pid == pid:
|
||||
player.set("is_invisible", true)
|
||||
if player.has_method("sync_modulate"):
|
||||
if multiplayer.is_server() and player.has_method("can_rpc") and player.can_rpc():
|
||||
player.rpc("sync_modulate", Color(1.0, 1.0, 1.0, 0.4))
|
||||
else:
|
||||
player.sync_modulate(Color(1.0, 1.0, 1.0, 0.4))
|
||||
break
|
||||
|
||||
return true
|
||||
|
||||
func is_ghost_active(pid: int) -> bool:
|
||||
return player_ghost_active.get(pid, false)
|
||||
|
||||
# ── Arena ──
|
||||
|
||||
func _setup_arena() -> void:
|
||||
if not gridmap:
|
||||
return
|
||||
gridmap.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():
|
||||
if hud_stack_badge:
|
||||
hud_stack_badge.text = "Stack: %d (x%.1f)" % [count, mult]
|
||||
if hud_delivery_indicator:
|
||||
if count > 0:
|
||||
if face_match:
|
||||
hud_delivery_indicator.text = "READY TO DELIVER!"
|
||||
hud_delivery_indicator.add_theme_color_override("font_color", Color(0.4, 1.0, 0.4))
|
||||
else:
|
||||
hud_delivery_indicator.text = "Waiting for match..."
|
||||
hud_delivery_indicator.add_theme_color_override("font_color", Color(1.0, 0.4, 0.4))
|
||||
else:
|
||||
hud_delivery_indicator.text = ""
|
||||
|
||||
@rpc("authority", "call_remote", "unreliable")
|
||||
func sync_knock_result(attacker: int, target: int, candies: int) -> void:
|
||||
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]
|
||||
@@ -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()
|
||||
rng.randomize()
|
||||
|
||||
const SPECIAL_VALUES = {1: 7, 2: 8, 3: 9, 4: 10}
|
||||
|
||||
if LobbyManager.game_mode == "Candy Survival":
|
||||
var val = rng.randi_range(min_value, max_value)
|
||||
var chosen_tile = val if not val in SPECIAL_VALUES else SPECIAL_VALUES[val]
|
||||
for i in range(size):
|
||||
goals.append(chosen_tile)
|
||||
return goals
|
||||
|
||||
var null_val = 0
|
||||
var max_nulls = 3
|
||||
|
||||
const SPECIAL_VALUES = {1: 7, 2: 8, 3: 9, 4: 10}
|
||||
|
||||
for i in range(size):
|
||||
if null_val < max_nulls and rng.randf() < null_count:
|
||||
goals.append(-1)
|
||||
|
||||
@@ -26,10 +26,10 @@ signal sng_go_duration_changed(duration: int)
|
||||
signal sng_stop_duration_changed(duration: int)
|
||||
signal sng_required_goals_changed(goals: int)
|
||||
|
||||
# Gauntlet settings signals
|
||||
signal gauntlet_round_duration_changed(duration: int)
|
||||
signal gauntlet_growth_interval_changed(interval: float)
|
||||
signal gauntlet_cells_per_tick_changed(cells: Dictionary)
|
||||
# Candy Survival settings signals
|
||||
signal candy_survival_duration_changed(duration: int)
|
||||
signal candy_survival_growth_interval_changed(interval: float)
|
||||
signal candy_survival_cells_per_tick_changed(cells: Dictionary)
|
||||
|
||||
# Room data structure
|
||||
var current_room: Dictionary = {}
|
||||
@@ -69,10 +69,10 @@ var sng_go_duration: int = 20
|
||||
var sng_stop_duration: int = 4
|
||||
var sng_required_goals: int = 8
|
||||
|
||||
# Gauntlet settings
|
||||
var gauntlet_round_duration: int = 180
|
||||
var gauntlet_growth_interval: float = 3.0 # seconds between growth ticks
|
||||
var gauntlet_cells_per_tick: Dictionary = {
|
||||
# Candy Survival settings
|
||||
var candy_survival_round_duration: int = 180
|
||||
var candy_survival_growth_interval: float = 3.0 # seconds between growth ticks
|
||||
var candy_survival_cells_per_tick: Dictionary = {
|
||||
"phase1": [4, 6],
|
||||
"phase2": [6, 8],
|
||||
"phase3": [8, 10],
|
||||
@@ -84,7 +84,7 @@ var rematch_votes: Array = [] # [player_id, ...]
|
||||
# Character and area selection
|
||||
var available_characters: Array[String] = ["Copper", "Dabro", "Gatot", "Pip", "Random"]
|
||||
var available_areas: Array[String] = []
|
||||
var available_game_modes: Array[String] = ["Freemode", "Stop n Go", "Candy Pump Survival"]
|
||||
var available_game_modes: Array[String] = ["Freemode", "Stop n Go", "Candy Survival"]
|
||||
var selected_area: String = "Freemode Arena" # Host-controlled
|
||||
var game_mode: String = "Freemode" # Host-controlled
|
||||
var local_character_index: int = 0 # Local player's character index
|
||||
@@ -139,8 +139,8 @@ func _update_available_areas(mode: String) -> void:
|
||||
available_areas = ["Freemode Arena", "Classic", "Colloseum"]
|
||||
"Stop n Go":
|
||||
available_areas = ["Stop N Go Arena"]
|
||||
"Candy Pump Survival":
|
||||
available_areas = ["Gauntlet Arena"]
|
||||
"Candy Survival":
|
||||
available_areas = ["Candy Survival Arena"]
|
||||
_:
|
||||
available_areas = ["Classic"]
|
||||
|
||||
@@ -513,35 +513,35 @@ func sync_sng_required_goals(goals: int) -> void:
|
||||
emit_signal("sng_required_goals_changed", goals)
|
||||
|
||||
# =============================================================================
|
||||
# Gauntlet Settings
|
||||
# Candy Survival Settings
|
||||
# =============================================================================
|
||||
|
||||
func set_gauntlet_round_duration(duration: int) -> void:
|
||||
gauntlet_round_duration = duration
|
||||
if is_host: rpc("sync_gauntlet_round_duration", duration)
|
||||
func set_candy_survival_round_duration(duration: int) -> void:
|
||||
candy_survival_round_duration = duration
|
||||
if is_host: rpc("sync_candy_survival_round_duration", duration)
|
||||
|
||||
@rpc("authority", "call_local", "reliable")
|
||||
func sync_gauntlet_round_duration(duration: int) -> void:
|
||||
gauntlet_round_duration = duration
|
||||
emit_signal("gauntlet_round_duration_changed", duration)
|
||||
func sync_candy_survival_round_duration(duration: int) -> void:
|
||||
candy_survival_round_duration = duration
|
||||
emit_signal("candy_survival_duration_changed", duration)
|
||||
|
||||
func set_gauntlet_growth_interval(interval: float) -> void:
|
||||
gauntlet_growth_interval = interval
|
||||
if is_host: rpc("sync_gauntlet_growth_interval", interval)
|
||||
func set_candy_survival_growth_interval(interval: float) -> void:
|
||||
candy_survival_growth_interval = interval
|
||||
if is_host: rpc("sync_candy_survival_growth_interval", interval)
|
||||
|
||||
@rpc("authority", "call_local", "reliable")
|
||||
func sync_gauntlet_growth_interval(interval: float) -> void:
|
||||
gauntlet_growth_interval = interval
|
||||
emit_signal("gauntlet_growth_interval_changed", interval)
|
||||
func sync_candy_survival_growth_interval(interval: float) -> void:
|
||||
candy_survival_growth_interval = interval
|
||||
emit_signal("candy_survival_growth_interval_changed", interval)
|
||||
|
||||
func set_gauntlet_cells_per_tick(cells: Dictionary) -> void:
|
||||
gauntlet_cells_per_tick = cells
|
||||
if is_host: rpc("sync_gauntlet_cells_per_tick", cells)
|
||||
func set_candy_survival_cells_per_tick(cells: Dictionary) -> void:
|
||||
candy_survival_cells_per_tick = cells
|
||||
if is_host: rpc("sync_candy_survival_cells_per_tick", cells)
|
||||
|
||||
@rpc("authority", "call_local", "reliable")
|
||||
func sync_gauntlet_cells_per_tick(cells: Dictionary) -> void:
|
||||
gauntlet_cells_per_tick = cells
|
||||
emit_signal("gauntlet_cells_per_tick_changed", cells)
|
||||
func sync_candy_survival_cells_per_tick(cells: Dictionary) -> void:
|
||||
candy_survival_cells_per_tick = cells
|
||||
emit_signal("candy_survival_cells_per_tick_changed", cells)
|
||||
|
||||
# =============================================================================
|
||||
# Character Selection
|
||||
@@ -699,8 +699,8 @@ func set_game_mode(mode: String) -> void:
|
||||
set_area("Free Mode Area")
|
||||
elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
|
||||
set_area("Stop n Go Area")
|
||||
elif mode == "Candy Pump Survival" and "Gauntlet Arena" in available_areas:
|
||||
set_area("Gauntlet Arena")
|
||||
elif mode == "Candy Survival" and "Candy Survival Arena" in available_areas:
|
||||
set_area("Candy Survival Arena")
|
||||
|
||||
@rpc("authority", "call_local", "reliable")
|
||||
func sync_game_mode(mode: String) -> void:
|
||||
@@ -713,8 +713,8 @@ func sync_game_mode(mode: String) -> void:
|
||||
selected_area = "Free Mode Area"
|
||||
elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
|
||||
selected_area = "Stop n Go Area"
|
||||
elif mode == "Candy Pump Survival" and "Gauntlet Arena" in available_areas:
|
||||
selected_area = "Gauntlet Arena"
|
||||
elif mode == "Candy Survival" and "Candy Survival Arena" in available_areas:
|
||||
selected_area = "Candy Survival Arena"
|
||||
elif selected_area not in available_areas:
|
||||
selected_area = available_areas[0]
|
||||
|
||||
@@ -740,10 +740,10 @@ func start_game(force: bool = false) -> void:
|
||||
rpc("sync_sng_go_duration", sng_go_duration)
|
||||
rpc("sync_sng_stop_duration", sng_stop_duration)
|
||||
rpc("sync_sng_required_goals", sng_required_goals)
|
||||
# Sync gauntlet settings
|
||||
rpc("sync_gauntlet_round_duration", gauntlet_round_duration)
|
||||
rpc("sync_gauntlet_growth_interval", gauntlet_growth_interval)
|
||||
rpc("sync_gauntlet_cells_per_tick", gauntlet_cells_per_tick)
|
||||
# Sync Candy Survival settings
|
||||
rpc("sync_candy_survival_round_duration", candy_survival_round_duration)
|
||||
rpc("sync_candy_survival_growth_interval", candy_survival_growth_interval)
|
||||
rpc("sync_candy_survival_cells_per_tick", candy_survival_cells_per_tick)
|
||||
# Sync game mode
|
||||
rpc("sync_game_mode", game_mode)
|
||||
|
||||
@@ -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_stop_duration", sng_stop_duration)
|
||||
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_gauntlet_growth_interval", gauntlet_growth_interval)
|
||||
rpc_id(requester_id, "sync_gauntlet_cells_per_tick", gauntlet_cells_per_tick)
|
||||
rpc_id(requester_id, "sync_candy_survival_round_duration", candy_survival_round_duration)
|
||||
rpc_id(requester_id, "sync_candy_survival_growth_interval", candy_survival_growth_interval)
|
||||
rpc_id(requester_id, "sync_candy_survival_cells_per_tick", candy_survival_cells_per_tick)
|
||||
rpc_id(requester_id, "sync_game_mode", game_mode)
|
||||
rpc_id(requester_id, "sync_area", selected_area)
|
||||
|
||||
|
||||
@@ -101,6 +101,26 @@ func handle_unhandled_input(event):
|
||||
|
||||
# 2. Action Buttons (Remappable via InputMap)
|
||||
if event.is_action_pressed("action_knock_tekton"):
|
||||
if LobbyManager.game_mode == "Candy Survival":
|
||||
var gm = player.get_node_or_null("/root/Main/CandySurvivalManager")
|
||||
if gm and gm.is_active:
|
||||
# Find a target to knock (first adjacent player)
|
||||
var p_pos = player.current_position
|
||||
var all_players = get_tree().get_nodes_in_group("Players")
|
||||
for other in all_players:
|
||||
if other == player: continue
|
||||
var other_pos = other.current_position
|
||||
if abs(p_pos.x - other_pos.x) + abs(p_pos.y - other_pos.y) == 1:
|
||||
# Adjacent
|
||||
var att_id = player.get("peer_id") if "peer_id" in player else player.name.to_int()
|
||||
var tgt_id = other.get("peer_id") if "peer_id" in other else other.name.to_int()
|
||||
if multiplayer.is_server():
|
||||
gm.try_knock(att_id, tgt_id)
|
||||
else:
|
||||
gm.rpc_id(1, "try_knock", att_id, tgt_id)
|
||||
get_viewport().set_input_as_handled()
|
||||
return
|
||||
|
||||
if player.powerup_manager:
|
||||
player.powerup_manager.use_special_effect()
|
||||
if player.get("is_attack_mode") and player.has_method("enter_attack_mode"):
|
||||
@@ -108,6 +128,17 @@ func handle_unhandled_input(event):
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
elif event.is_action_pressed("action_grab_tekton"):
|
||||
if LobbyManager.game_mode == "Candy Survival":
|
||||
var gm = player.get_node_or_null("/root/Main/CandySurvivalManager")
|
||||
if gm and gm.is_active:
|
||||
var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
|
||||
if multiplayer.is_server():
|
||||
gm.try_activate_ghost(pid)
|
||||
else:
|
||||
gm.rpc_id(1, "try_activate_ghost", pid)
|
||||
get_viewport().set_input_as_handled()
|
||||
return
|
||||
|
||||
if not player.is_carrying_tekton:
|
||||
if player.powerup_manager and player.powerup_manager.has_method("can_use_special"):
|
||||
player.grab_tekton()
|
||||
|
||||
@@ -112,19 +112,19 @@ func simple_move_to(grid_position: Vector2i) -> bool:
|
||||
print("[MovementManager] Hard block at %s. Ghost pass denied." % grid_position)
|
||||
|
||||
var gm = null
|
||||
var main_gauntlet = player.get_tree().root.get_node_or_null("Main")
|
||||
if main_gauntlet and main_gauntlet.get("gauntlet_manager"):
|
||||
gm = main_gauntlet.gauntlet_manager
|
||||
var main_candy_survival = player.get_tree().root.get_node_or_null("Main")
|
||||
if main_candy_survival and main_candy_survival.get("candy_survival_manager"):
|
||||
gm = main_candy_survival.candy_survival_manager
|
||||
|
||||
# Check Floor 0 (Basic Walkability/Void)
|
||||
if (cell_floor == -1 or cell_floor in enhanced_gridmap.non_walkable_items) and not is_wall_passable:
|
||||
print("[Move] Failed: Floor Item %d is non-walkable" % cell_floor)
|
||||
return false
|
||||
|
||||
# Gauntlet Mode explicit wall overrides (since we visually removed the wall blocks)
|
||||
if gm and gm.is_active:
|
||||
# Candy Survival explicit wall overrides (since we visually removed the wall blocks)
|
||||
if gm and gm.active:
|
||||
if gm._is_npc_zone(grid_position):
|
||||
print("[Move] Failed: Blocked by Gauntlet NPC center at %s" % grid_position)
|
||||
print("[Move] Failed: Blocked by Candy Survival NPC center at %s" % grid_position)
|
||||
return false
|
||||
|
||||
# Check Floor 1 (Obstacles/Walls)
|
||||
@@ -156,15 +156,24 @@ func simple_move_to(grid_position: Vector2i) -> bool:
|
||||
return false # Don't move into the tile, just knock
|
||||
|
||||
# If moving into a sticky cell: block movement unless player is in ghost
|
||||
# mode (is_invisible), which lets them bypass sticky tiles in gauntlet.
|
||||
# mode (is_invisible), which lets them bypass sticky tiles in Candy Survival
|
||||
if gm and gm.is_active and gm.is_sticky_cell(grid_position):
|
||||
if player.get("is_invisible"):
|
||||
# Ghost mode: walk through sticky tile freely
|
||||
print("[Move] Ghost mode bypassed sticky cell at %s" % grid_position)
|
||||
else:
|
||||
print("[Move] Failed: Blocked by Gauntlet Sticky cell at %s" % grid_position)
|
||||
print("[Move] Failed: Blocked by Candy Survival Sticky cell at %s" % grid_position)
|
||||
return false
|
||||
|
||||
if gm and gm.is_active and gm.has_method("try_deliver"):
|
||||
var dist = abs(grid_position.x - 8) + abs(grid_position.y - 8)
|
||||
if dist <= 2:
|
||||
var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
|
||||
if multiplayer.is_server():
|
||||
gm.try_deliver(pid)
|
||||
else:
|
||||
gm.rpc_id(1, "try_deliver", pid)
|
||||
|
||||
rotate_towards_target(grid_position)
|
||||
|
||||
rotate_towards_target(grid_position)
|
||||
@@ -208,15 +217,16 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
|
||||
NotificationManager.send_message(player, "Target is Immune!", NotificationManager.MessageType.WARNING)
|
||||
return false
|
||||
|
||||
# === NEW LOGIC: Only allow push if in ATTACK MODE and NOT GHOST ===
|
||||
var has_smack = false
|
||||
var main_for_smack = player.get_tree().root.get_node_or_null("Main")
|
||||
var gm_for_smack = main_for_smack.get("gauntlet_manager") if main_for_smack else null
|
||||
if gm_for_smack and gm_for_smack.is_active:
|
||||
# Candy Survival: check if attacker has knock charges
|
||||
var has_knock = false
|
||||
var main_for_knock = player.get_tree().root.get_node_or_null("Main")
|
||||
var gm_for_knock = main_for_knock.get("candy_survival_manager") if main_for_knock else null
|
||||
if gm_for_knock and gm_for_knock.is_active:
|
||||
var att_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
|
||||
has_smack = gm_for_smack.has_smack_charged(att_pid)
|
||||
var charges = gm_for_knock.player_knocks.get(att_pid, 0) if gm_for_knock.player_knocks else 0
|
||||
has_knock = charges > 0
|
||||
|
||||
if (not player.get("is_charged_strike") and not has_smack) or player.get("is_invisible"):
|
||||
if (not player.get("is_charged_strike") and not has_knock) or player.get("is_invisible"):
|
||||
# Standard bumping effect (Visual only)
|
||||
print("[Move] Push blocked: Not charged or is Ghost (%s trying to push %s)" % [player.name, other_player.name])
|
||||
if _can_rpc():
|
||||
@@ -243,47 +253,20 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
|
||||
|
||||
var gm = null
|
||||
var main_push_check = player.get_tree().root.get_node_or_null("Main")
|
||||
if main_push_check and main_push_check.get("gauntlet_manager"):
|
||||
gm = main_push_check.gauntlet_manager
|
||||
if main_push_check and main_push_check.get("candy_survival_manager"):
|
||||
gm = main_push_check.candy_survival_manager
|
||||
|
||||
# IF Gauntlet Mode is active, handle special Gauntlet Smacks
|
||||
if gm and gm.is_active:
|
||||
# Candy Survival: knock mechanic (candy-steal or backfire)
|
||||
if gm and gm.is_active and gm.has_method("try_knock"):
|
||||
var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
|
||||
var other_pid = other_player.get("peer_id") if "peer_id" in other_player else other_player.name.to_int()
|
||||
|
||||
# Check if attacker has smack
|
||||
if not gm.has_smack_charged(pid):
|
||||
# bump visuals
|
||||
if _can_rpc():
|
||||
player.rpc("sync_bump", target_pos, true)
|
||||
elif player.has_method("sync_bump"):
|
||||
player.sync_bump(target_pos, true)
|
||||
return false
|
||||
|
||||
# Smack Clash: Both charged
|
||||
if gm.has_smack_charged(other_pid):
|
||||
print("[Move] SMACK CLASH! Both %s and %s consumed." % [player.name, other_player.name])
|
||||
if multiplayer.is_server():
|
||||
gm.consume_smack(pid)
|
||||
gm.consume_smack(other_pid)
|
||||
elif _can_rpc():
|
||||
gm.rpc("consume_smack", pid) # Assuming consume_smack is @rpc
|
||||
gm.rpc("consume_smack", other_pid)
|
||||
|
||||
if _can_rpc():
|
||||
player.rpc("apply_stagger", 1.0)
|
||||
other_player.rpc("apply_stagger", 1.0)
|
||||
else:
|
||||
player.apply_stagger(1.0)
|
||||
other_player.apply_stagger(1.0)
|
||||
|
||||
return false
|
||||
|
||||
# Else standard push
|
||||
if multiplayer.is_server():
|
||||
gm.consume_smack(pid)
|
||||
elif _can_rpc():
|
||||
gm.rpc("consume_smack", pid)
|
||||
if gm.try_knock(pid, other_pid):
|
||||
print("[CandySurvival] Player %d knocked %d, stole candies!" % [pid, other_pid])
|
||||
else:
|
||||
print("[CandySurvival] Player %d tried to knock %d (backfire or no charges)" % [pid, other_pid])
|
||||
if _can_rpc():
|
||||
player.rpc("sync_bump", target_pos, false)
|
||||
return false
|
||||
|
||||
# === SUPER PUSH (Attack Mode) ===
|
||||
print("Player %s SUPER PUSHING %s!" % [player.name, other_player.name])
|
||||
@@ -300,7 +283,7 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
|
||||
var push_direction = Vector2i(-1, 0) # Default back (Stop N Go)
|
||||
|
||||
var main_push = player.get_tree().root.get_node_or_null("Main")
|
||||
var gm_push = main_push.gauntlet_manager if main_push and main_push.has_node("GauntletManager") else (main_push.get("gauntlet_manager") if main_push else null)
|
||||
var gm_push = main_push.candy_survival_manager if main_push and main_push.has_node("CandySurvivalManager") else (main_push.get("candy_survival_manager") if main_push else null)
|
||||
if gm_push and gm_push.is_active:
|
||||
push_direction = direction # Use the direction of the attack
|
||||
var pushed_to_pos = target_pos
|
||||
@@ -335,8 +318,8 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
|
||||
|
||||
# Check if landing spot is sticky
|
||||
var main_sticky = player.get_tree().root.get_node_or_null("Main")
|
||||
if main_sticky and main_sticky.get("gauntlet_manager"):
|
||||
var gm_sticky = main_sticky.gauntlet_manager
|
||||
if main_sticky and main_sticky.get("candy_survival_manager"):
|
||||
var gm_sticky = main_sticky.candy_survival_manager
|
||||
if gm_sticky.is_active and gm_sticky.is_sticky_cell(pushed_to_pos):
|
||||
if other_player.get("is_invisible"):
|
||||
# Ghost mode: pushed player bypasses sticky
|
||||
@@ -390,9 +373,18 @@ func set_speed_multiplier(multiplier: float):
|
||||
# likely uses a fixed speed or duration on all clients.
|
||||
# Let's check how 'start_movement_along_path' is implemented in player.gd.
|
||||
|
||||
|
||||
# Handle goal pickups (shared logic)
|
||||
# ... (This happens after the move is completed, or during the move)
|
||||
pass
|
||||
|
||||
func _on_movement_finished():
|
||||
# Auto-pickup logic for Candy Survival
|
||||
if LobbyManager.game_mode == "Candy Survival":
|
||||
if player.has_method("grab_item"):
|
||||
# Check if there is an item at current_position and if the board has space
|
||||
if player.playerboard_manager and player.playerboard_manager.has_empty_slot():
|
||||
player.grab_item(player.current_position)
|
||||
|
||||
if not movement_queue.is_empty():
|
||||
var next_target = movement_queue.pop_front()
|
||||
# Use a small delay or call_deferred to avoid recursion issues,
|
||||
@@ -403,6 +395,7 @@ func _on_movement_finished():
|
||||
current_move_direction = Vector2i.ZERO
|
||||
emit_signal("movement_finished")
|
||||
else:
|
||||
is_moving = false
|
||||
current_move_direction = Vector2i.ZERO
|
||||
emit_signal("movement_finished")
|
||||
|
||||
|
||||
@@ -733,11 +733,56 @@ func _check_goal_completion():
|
||||
if not player.race_manager:
|
||||
return
|
||||
|
||||
# Check if the pattern matches
|
||||
if player.race_manager.check_pattern_match():
|
||||
var is_match = false
|
||||
var is_off_color = false
|
||||
var primary_color = -1
|
||||
|
||||
if LobbyManager.game_mode == "Candy Survival":
|
||||
# Custom Candy Survival blueprint check (can be off-color)
|
||||
var main = player.get_tree().get_root().get_node_or_null("Main")
|
||||
var gm = main.get_node_or_null("CandySurvivalManager") if main else null
|
||||
|
||||
# Find any 3x3 block that is completely filled with tiles (no -1)
|
||||
for start_row in range(3):
|
||||
for start_col in range(3):
|
||||
var filled = true
|
||||
var dominant_colors = {}
|
||||
|
||||
for i in range(3):
|
||||
for j in range(3):
|
||||
var val = player.playerboard[(start_row + i) * 5 + (start_col + j)]
|
||||
if val == -1:
|
||||
filled = false
|
||||
else:
|
||||
dominant_colors[val] = dominant_colors.get(val, 0) + 1
|
||||
|
||||
if filled:
|
||||
is_match = true
|
||||
# Find majority color
|
||||
var max_count = 0
|
||||
for c in dominant_colors:
|
||||
if dominant_colors[c] > max_count:
|
||||
max_count = dominant_colors[c]
|
||||
primary_color = c
|
||||
|
||||
is_off_color = (max_count < 9)
|
||||
if is_off_color and gm and gm.has_method("can_finish_with_off_color"):
|
||||
if not gm.can_finish_with_off_color(player.name.to_int(), primary_color):
|
||||
is_match = false # Reject if primary color is still available on grid
|
||||
|
||||
if is_match:
|
||||
break
|
||||
if is_match:
|
||||
break
|
||||
|
||||
if is_match and gm and gm.has_method("on_blueprint_completed"):
|
||||
gm.on_blueprint_completed(player.name.to_int(), primary_color, is_off_color)
|
||||
else:
|
||||
is_match = player.race_manager.check_pattern_match()
|
||||
|
||||
if is_match:
|
||||
print("[PlayerboardManager] Goal completed for player %s!" % player.name)
|
||||
|
||||
# Level up boost difficulty on goal completion
|
||||
var powerup_manager = player.get_node_or_null("PowerUpManager")
|
||||
if powerup_manager:
|
||||
powerup_manager.add_goal_completion_reward()
|
||||
|
||||
@@ -546,8 +546,8 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true, only_c
|
||||
if only_common or LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO):
|
||||
# Spawn ONLY common tiles (7-10) in Stop n Go mode (User Request)
|
||||
item_id = rng.randi_range(7, 10)
|
||||
elif LobbyManager.is_game_mode(GameMode.Mode.GAUNTLET):
|
||||
# Gauntlet mode: mostly common tiles, but ghost (14) can spawn too.
|
||||
elif LobbyManager.is_game_mode(GameMode.Mode.CANDY_SURVIVAL):
|
||||
# Candy Survival mode: mostly common tiles, but ghost (14) can spawn too.
|
||||
if rng.randf() < 0.85:
|
||||
item_id = rng.randi_range(7, 10)
|
||||
else:
|
||||
@@ -558,7 +558,7 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true, only_c
|
||||
item_id = rng.randi_range(7, 10)
|
||||
else:
|
||||
# 20% Chance for PowerUp
|
||||
item_id = rng.randi_range(11, 14)
|
||||
item_id = rng.randi_range(11, 14)
|
||||
|
||||
var cell = Vector3i(pos.x, 1, pos.y)
|
||||
|
||||
|
||||
@@ -18,10 +18,10 @@ const SCHEMA = {
|
||||
"sng_stop_duration": {"type": TYPE_INT, "default": 4, "min": 2, "max": 10},
|
||||
"sng_required_goals": {"type": TYPE_INT, "default": 8, "min": 3, "max": 20}
|
||||
},
|
||||
"Candy Pump Survival": {
|
||||
"Candy Survival": {
|
||||
"match_duration": {"type": TYPE_INT, "default": 180, "min": 60, "max": 600},
|
||||
"gauntlet_growth_interval": {"type": TYPE_FLOAT, "default": 3.0, "min": 1.0, "max": 10.0},
|
||||
"gauntlet_cells_per_tick": {"type": TYPE_DICTIONARY, "default": {"phase1": [4, 6], "phase2": [6, 8], "phase3": [8, 10]}}
|
||||
"candy_survival_growth_interval": {"type": TYPE_FLOAT, "default": 3.0, "min": 1.0, "max": 10.0},
|
||||
"candy_survival_cells_per_tick": {"type": TYPE_DICTIONARY, "default": {"phase1": [4, 6], "phase2": [6, 8], "phase3": [8, 10]}}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -505,8 +505,8 @@ func spawn_tiles_around(count: int = 4):
|
||||
if roll < 0.6 or (LobbyManager and LobbyManager.game_mode == "Stop n Go"):
|
||||
# 60% Normal Tile (7-10) OR 100% if Stop n Go (User Request)
|
||||
item_id = rng.randi_range(7, 10)
|
||||
elif LobbyManager and LobbyManager.get_game_mode() == GameMode.Mode.GAUNTLET:
|
||||
# Gauntlet mode: No power-up spawns from Tekton grabs
|
||||
elif LobbyManager and LobbyManager.get_game_mode() == GameMode.Mode.CANDY_SURVIVAL:
|
||||
# Candy Survival mode: No power-up spawns from Tekton grabs
|
||||
item_id = rng.randi_range(7, 10)
|
||||
else:
|
||||
# 40% PowerUp (11-14)
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
extends SceneTree
|
||||
func _init():
|
||||
print("Testing gauntlet multiplayer")
|
||||
print("Testing candy_survival multiplayer")
|
||||
quit()
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
extends Node
|
||||
|
||||
# Minimal EnhancedGridMap stand-in for Gauntlet headless tests. Records
|
||||
# Minimal EnhancedGridMap stand-in for Candy Survival headless tests. Records
|
||||
# set_cell_item calls so lifecycle tests can run the local sync path without a
|
||||
# real GridMap. Only the surface the manager touches is implemented.
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
extends Node
|
||||
|
||||
# Minimal "Main" stand-in for Gauntlet headless tests. Provides the RPC methods
|
||||
# the GauntletManager calls on its main_scene so calls resolve without the full
|
||||
# Minimal "Main" stand-in for Candy Survival headless tests. Provides the RPC methods
|
||||
# the CandySurvivalManager calls on its main_scene so calls resolve without the full
|
||||
# game scene. Methods are no-ops that just need to exist + be rpc-tagged.
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
|
||||
@@ -1,13 +1,11 @@
|
||||
extends GutTest
|
||||
|
||||
# =============================================================================
|
||||
# Test: Bot AI — Sticky Avoidance & Pathfinding [Gauntlet #075]
|
||||
# Test: Bot AI — Sticky Avoidance & Pathfinding [Candy Survival]
|
||||
# Verifies the bot's strategic planner correctly:
|
||||
# • Detects Gauntlet mode and exposes helpers.
|
||||
# • Detects Candy Survival mode and exposes helpers.
|
||||
# • Rejects sticky / telegraphed cells in _is_valid_move_target.
|
||||
# • Activates Cleanser when boxed in or standing on telegraphed ground.
|
||||
# • Honours an active Cleanser (treats sticky cells as passable).
|
||||
# • Calls rpc_activate_cleanser on the GauntletManager when triggered.
|
||||
# • Uses CandySurvivalManager.is_sticky_cell() authority.
|
||||
# =============================================================================
|
||||
|
||||
const BotStrategicPlanner = preload("res://scripts/bot_strategic_planner.gd")
|
||||
@@ -26,34 +24,21 @@ class StubActor extends Node3D:
|
||||
func is_position_occupied(_p: Vector2i) -> bool:
|
||||
return false
|
||||
|
||||
class StubGauntletManager extends Node:
|
||||
# Mimics the slice of GauntletManager API the bot planner depends on.
|
||||
var sticky_map: Dictionary = {} # Vector2i -> true
|
||||
var player_cleansers: Dictionary = {} # peer_id -> int
|
||||
var cleanser_active: Dictionary = {} # peer_id -> true
|
||||
var activate_rpc_calls: Array = [] # recorded [peer_id]
|
||||
|
||||
class StubCandySurvivalManager extends Node:
|
||||
var sticky_map: Dictionary = {}
|
||||
func is_sticky_cell(pos: Vector2i) -> bool:
|
||||
return sticky_map.get(pos, false)
|
||||
|
||||
func is_cleanser_active(pid: int) -> bool:
|
||||
return cleanser_active.get(pid, false)
|
||||
|
||||
func rpc_activate_cleanser(pid: int) -> void:
|
||||
activate_rpc_calls.append(pid)
|
||||
|
||||
# ---- Test fixture -----------------------------------------------------------
|
||||
|
||||
var main_node: Node
|
||||
var gridmap: Node
|
||||
var gauntlet_manager: StubGauntletManager
|
||||
var candy_survival_manager: StubCandySurvivalManager
|
||||
var actor: StubActor
|
||||
var planner: RefCounted
|
||||
|
||||
func before_each():
|
||||
main_node = Node.new()
|
||||
# Unique name per test to avoid collisions with previous runs that haven't
|
||||
# been fully freed yet.
|
||||
main_node.name = "BotTestMain_%d" % Time.get_ticks_usec()
|
||||
get_tree().get_root().add_child(main_node)
|
||||
|
||||
@@ -61,16 +46,14 @@ func before_each():
|
||||
gridmap.name = "EnhancedGridMap"
|
||||
var nwi: Array[int] = [4]
|
||||
gridmap.non_walkable_items = nwi
|
||||
# Pre-seed Floor 0 with a walkable tile (id 1) for every cell, so the bot's
|
||||
# `_is_valid_move_target` Floor 0 check passes by default.
|
||||
for x in range(20):
|
||||
for z in range(20):
|
||||
gridmap.set_cell_item(Vector3i(x, 0, z), 1)
|
||||
main_node.add_child(gridmap)
|
||||
|
||||
gauntlet_manager = StubGauntletManager.new()
|
||||
gauntlet_manager.name = "GauntletManager"
|
||||
main_node.add_child(gauntlet_manager)
|
||||
candy_survival_manager = StubCandySurvivalManager.new()
|
||||
candy_survival_manager.name = "CandySurvivalManager"
|
||||
main_node.add_child(candy_survival_manager)
|
||||
|
||||
actor = StubActor.new()
|
||||
actor.enhanced_gridmap = gridmap
|
||||
@@ -78,38 +61,36 @@ func before_each():
|
||||
main_node.add_child(actor)
|
||||
|
||||
planner = BotStrategicPlanner.new(actor, gridmap)
|
||||
planner.gauntlet_manager_override = gauntlet_manager
|
||||
planner.candy_survival_manager_override = candy_survival_manager
|
||||
|
||||
# Default to Gauntlet mode for these tests.
|
||||
LobbyManager.game_mode = "Candy Pump Survival"
|
||||
LobbyManager.game_mode = "Candy Survival"
|
||||
|
||||
func after_each():
|
||||
if is_instance_valid(main_node):
|
||||
main_node.queue_free()
|
||||
actor = null
|
||||
planner = null
|
||||
gauntlet_manager = null
|
||||
candy_survival_manager = null
|
||||
gridmap = null
|
||||
# Reset lobby mode so other tests aren't affected.
|
||||
LobbyManager.game_mode = "Freemode"
|
||||
|
||||
# =============================================================================
|
||||
# Mode detection
|
||||
# =============================================================================
|
||||
|
||||
func test_is_gauntlet_mode_true_when_set():
|
||||
assert_true(planner.is_gauntlet_mode(), "Detects Gauntlet via LobbyManager")
|
||||
func test_is_candy_survival_mode_true_when_set():
|
||||
assert_true(planner.is_candy_survival_mode(), "Detects Candy Survival via LobbyManager")
|
||||
|
||||
func test_is_gauntlet_mode_false_in_other_modes():
|
||||
func test_is_candy_survival_mode_false_in_other_modes():
|
||||
LobbyManager.game_mode = "Stop n Go"
|
||||
assert_false(planner.is_gauntlet_mode(), "Stop n Go is not Gauntlet")
|
||||
assert_false(planner.is_candy_survival_mode(), "Stop n Go is not Candy Survival")
|
||||
LobbyManager.game_mode = "Freemode"
|
||||
assert_false(planner.is_gauntlet_mode(), "Freemode is not Gauntlet")
|
||||
assert_false(planner.is_candy_survival_mode(), "Freemode is not Candy Survival")
|
||||
|
||||
func test_get_gauntlet_manager_resolves_from_main():
|
||||
var gm = planner._get_gauntlet_manager()
|
||||
assert_not_null(gm, "Resolves GauntletManager under /root/Main")
|
||||
assert_eq(gm, gauntlet_manager, "Same instance as the one we added")
|
||||
func test_get_candy_survival_manager_resolves_from_main():
|
||||
var gm = planner._get_candy_survival_manager()
|
||||
assert_not_null(gm, "Resolves CandySurvivalManager under /root/Main")
|
||||
assert_eq(gm, candy_survival_manager, "Same instance as the one we added")
|
||||
|
||||
# =============================================================================
|
||||
# Overlay detection
|
||||
@@ -117,75 +98,61 @@ func test_get_gauntlet_manager_resolves_from_main():
|
||||
|
||||
func test_overlay_unsafe_false_on_empty_layer2():
|
||||
assert_false(planner._is_overlay_unsafe(Vector2i(3, 3)),
|
||||
"Empty layer 2 → safe")
|
||||
"Empty layer 2 -> safe")
|
||||
|
||||
func test_overlay_unsafe_true_for_sticky_tile():
|
||||
gridmap.set_cell_item(Vector3i(3, 2, 3), 17) # TILE_STICKY
|
||||
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
|
||||
assert_true(planner._is_overlay_unsafe(Vector2i(3, 3)),
|
||||
"Sticky overlay is unsafe")
|
||||
|
||||
func test_overlay_unsafe_true_for_telegraph_tile():
|
||||
gridmap.set_cell_item(Vector3i(4, 2, 4), 18) # TILE_TELEGRAPH
|
||||
gridmap.set_cell_item(Vector3i(4, 2, 4), 18)
|
||||
assert_true(planner._is_overlay_unsafe(Vector2i(4, 4)),
|
||||
"Telegraph overlay is unsafe")
|
||||
|
||||
func test_overlay_unsafe_ignores_layer0_and_layer1():
|
||||
# Sticky value on the wrong layer should NOT be flagged as unsafe.
|
||||
gridmap.set_cell_item(Vector3i(3, 0, 3), 17)
|
||||
gridmap.set_cell_item(Vector3i(3, 1, 3), 17)
|
||||
assert_false(planner._is_overlay_unsafe(Vector2i(3, 3)),
|
||||
"Only layer 2 overlay matters for Gauntlet safety")
|
||||
"Only layer 2 overlay matters for Candy Survival safety")
|
||||
|
||||
# =============================================================================
|
||||
# _is_valid_move_target integration
|
||||
# =============================================================================
|
||||
|
||||
func test_valid_move_target_rejects_sticky_in_gauntlet():
|
||||
# Make a sticky cell pass all other checks (valid position, walkable floor).
|
||||
func test_valid_move_target_rejects_sticky_in_candy_survival():
|
||||
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
|
||||
assert_false(planner._is_valid_move_target(Vector2i(3, 3)),
|
||||
"Sticky cell rejected in Gauntlet mode")
|
||||
"Sticky cell rejected in Candy Survival mode")
|
||||
|
||||
func test_valid_move_target_rejects_telegraphed_in_gauntlet():
|
||||
func test_valid_move_target_rejects_telegraphed_in_candy_survival():
|
||||
gridmap.set_cell_item(Vector3i(5, 2, 5), 18)
|
||||
assert_false(planner._is_valid_move_target(Vector2i(5, 5)),
|
||||
"Telegraphed cell rejected in Gauntlet mode")
|
||||
"Telegraphed cell rejected in Candy Survival mode")
|
||||
|
||||
func test_valid_move_target_accepts_clean_cells():
|
||||
assert_true(planner._is_valid_move_target(Vector2i(8, 8)),
|
||||
"Clean cell accepted")
|
||||
|
||||
func test_valid_move_target_ignores_players_when_requested():
|
||||
# Even a sticky cell is bypassed when ignore_players path skips safety.
|
||||
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
|
||||
# ignore_players=true is used by find_nearest_tile_of_type for tile pickup;
|
||||
# safety must still apply, so this should still be rejected.
|
||||
assert_false(planner._is_valid_move_target(Vector2i(3, 3), true),
|
||||
"Safety check still active with ignore_players=true")
|
||||
|
||||
func test_valid_move_target_outside_gauntlet_allows_sticky():
|
||||
# Outside Gauntlet, layer-2 sticky overlays are not safety-relevant.
|
||||
func test_valid_move_target_outside_candy_survival_allows_sticky():
|
||||
LobbyManager.game_mode = "Freemode"
|
||||
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
|
||||
assert_true(planner._is_valid_move_target(Vector2i(3, 3)),
|
||||
"Sticky overlay ignored in non-Gauntlet modes")
|
||||
|
||||
func test_valid_move_target_allows_sticky_when_cleanser_active():
|
||||
gauntlet_manager.cleanser_active[actor.peer_id] = true
|
||||
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
|
||||
assert_true(planner._is_valid_move_target(Vector2i(3, 3)),
|
||||
"Active Cleanser grants temporary immunity")
|
||||
"Sticky overlay ignored in non-Candy Survival modes")
|
||||
|
||||
# =============================================================================
|
||||
# Sticky-cell awareness via GauntletManager authority
|
||||
# Sticky-cell awareness via CandySurvivalManager authority
|
||||
# =============================================================================
|
||||
|
||||
func test_valid_move_target_uses_gauntlet_manager_sticky_map():
|
||||
# Even if the gridmap overlay hasn't landed yet (RPC in flight), the
|
||||
# GauntletManager's authoritative sticky_cells map must block the move.
|
||||
gauntlet_manager.sticky_map[Vector2i(7, 7)] = true
|
||||
func test_valid_move_target_uses_candy_survival_manager_sticky_map():
|
||||
candy_survival_manager.sticky_map[Vector2i(7, 7)] = true
|
||||
assert_false(planner._is_valid_move_target(Vector2i(7, 7)),
|
||||
"Manager's sticky map blocks moves before overlay tiles land")
|
||||
"Manager's sticky map blocks moves")
|
||||
|
||||
# =============================================================================
|
||||
# _count_unsafe_neighbors
|
||||
@@ -203,144 +170,7 @@ func test_count_unsafe_neighbors_four_when_surrounded():
|
||||
"All four neighbors sticky")
|
||||
|
||||
func test_count_unsafe_neighbors_partial_box():
|
||||
gridmap.set_cell_item(Vector3i(6, 2, 5), 17) # east
|
||||
gridmap.set_cell_item(Vector3i(5, 2, 6), 17) # south
|
||||
gridmap.set_cell_item(Vector3i(6, 2, 5), 17)
|
||||
gridmap.set_cell_item(Vector3i(5, 2, 6), 17)
|
||||
assert_eq(planner._count_unsafe_neighbors(Vector2i(5, 5)), 2,
|
||||
"Two unsafe neighbors")
|
||||
|
||||
# =============================================================================
|
||||
# should_activate_cleanser_now
|
||||
# =============================================================================
|
||||
|
||||
func test_should_activate_cleanser_false_without_charge():
|
||||
actor.current_position = Vector2i(5, 5)
|
||||
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
|
||||
var n = Vector2i(5, 5) + d
|
||||
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
|
||||
assert_false(planner.should_activate_cleanser_now(),
|
||||
"Trapped but no charge → cannot activate")
|
||||
|
||||
func test_should_activate_cleanser_true_when_surrounded():
|
||||
gauntlet_manager.player_cleansers[actor.peer_id] = 1
|
||||
actor.current_position = Vector2i(5, 5)
|
||||
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
|
||||
var n = Vector2i(5, 5) + d
|
||||
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
|
||||
assert_true(planner.should_activate_cleanser_now(),
|
||||
"Trapped with charge → activate Cleanser")
|
||||
|
||||
func test_should_activate_cleanser_true_when_on_telegraphed():
|
||||
gauntlet_manager.player_cleansers[actor.peer_id] = 1
|
||||
actor.current_position = Vector2i(5, 5)
|
||||
gridmap.set_cell_item(Vector3i(5, 2, 5), 18) # bot standing on telegraph
|
||||
# 3+ unsafe neighbors required by spec; add three.
|
||||
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1)]:
|
||||
var n = Vector2i(5, 5) + d
|
||||
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
|
||||
assert_true(planner.should_activate_cleanser_now(),
|
||||
"Standing on telegraph with 3 sticky neighbors → activate Cleanser")
|
||||
|
||||
func test_should_activate_cleanser_false_when_already_active():
|
||||
gauntlet_manager.player_cleansers[actor.peer_id] = 1
|
||||
gauntlet_manager.cleanser_active[actor.peer_id] = true
|
||||
actor.current_position = Vector2i(5, 5)
|
||||
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
|
||||
var n = Vector2i(5, 5) + d
|
||||
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
|
||||
assert_false(planner.should_activate_cleanser_now(),
|
||||
"Already active → don't re-fire")
|
||||
|
||||
func test_should_activate_cleanser_false_outside_gauntlet():
|
||||
LobbyManager.game_mode = "Stop n Go"
|
||||
gauntlet_manager.player_cleansers[actor.peer_id] = 1
|
||||
actor.current_position = Vector2i(5, 5)
|
||||
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
|
||||
var n = Vector2i(5, 5) + d
|
||||
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
|
||||
assert_false(planner.should_activate_cleanser_now(),
|
||||
"Outside Gauntlet → never auto-activate Cleanser")
|
||||
|
||||
func test_should_activate_cleanser_false_when_not_trapped():
|
||||
gauntlet_manager.player_cleansers[actor.peer_id] = 1
|
||||
actor.current_position = Vector2i(5, 5)
|
||||
# No sticky neighbors, plenty of room.
|
||||
assert_false(planner.should_activate_cleanser_now(),
|
||||
"Open field → no reason to burn Cleanser")
|
||||
|
||||
# =============================================================================
|
||||
# Cleanser charge helpers
|
||||
# =============================================================================
|
||||
|
||||
func test_bot_has_cleanser_charge_false_when_empty():
|
||||
assert_false(planner._bot_has_cleanser_charge(), "Empty by default")
|
||||
|
||||
func test_bot_has_cleanser_charge_true_when_granted():
|
||||
gauntlet_manager.player_cleansers[actor.peer_id] = 1
|
||||
assert_true(planner._bot_has_cleanser_charge(), "Charge granted")
|
||||
|
||||
func test_is_bot_cleanser_active_reflects_manager():
|
||||
assert_false(planner._is_bot_cleanser_active(), "Inactive by default")
|
||||
gauntlet_manager.cleanser_active[actor.peer_id] = true
|
||||
assert_true(planner._is_bot_cleanser_active(), "Manager reports active")
|
||||
|
||||
# =============================================================================
|
||||
# BotController → GauntletManager RPC integration
|
||||
# =============================================================================
|
||||
|
||||
func test_bot_controller_requests_cleanser_when_trapped():
|
||||
var BotController = load("res://scripts/bot_controller.gd")
|
||||
var ctrl = BotController.new()
|
||||
# Attach as a child of the actor so _ready() resolves get_parent() correctly.
|
||||
actor.add_child(ctrl)
|
||||
ctrl.strategic_planner = planner
|
||||
ctrl.actor = actor
|
||||
|
||||
gauntlet_manager.player_cleansers[actor.peer_id] = 1
|
||||
actor.current_position = Vector2i(5, 5)
|
||||
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
|
||||
var n = Vector2i(5, 5) + d
|
||||
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
|
||||
|
||||
var requested = ctrl._try_activate_cleanser()
|
||||
assert_true(requested, "Controller requests Cleanser when trapped")
|
||||
assert_eq(gauntlet_manager.activate_rpc_calls.size(), 1,
|
||||
"RPC called exactly once")
|
||||
assert_eq(gauntlet_manager.activate_rpc_calls[0], actor.peer_id,
|
||||
"Correct peer id sent")
|
||||
|
||||
ctrl.queue_free()
|
||||
|
||||
func test_bot_controller_does_not_request_when_safe():
|
||||
var BotController = load("res://scripts/bot_controller.gd")
|
||||
var ctrl = BotController.new()
|
||||
actor.add_child(ctrl)
|
||||
ctrl.strategic_planner = planner
|
||||
ctrl.actor = actor
|
||||
|
||||
gauntlet_manager.player_cleansers[actor.peer_id] = 1
|
||||
# No sticky anywhere.
|
||||
var requested = ctrl._try_activate_cleanser()
|
||||
assert_false(requested, "No request when not trapped")
|
||||
assert_eq(gauntlet_manager.activate_rpc_calls.size(), 0,
|
||||
"No RPC fired")
|
||||
|
||||
ctrl.queue_free()
|
||||
|
||||
func test_bot_controller_skips_cleanser_outside_gauntlet():
|
||||
var BotController = load("res://scripts/bot_controller.gd")
|
||||
var ctrl = BotController.new()
|
||||
actor.add_child(ctrl)
|
||||
ctrl.strategic_planner = planner
|
||||
ctrl.actor = actor
|
||||
|
||||
LobbyManager.game_mode = "Stop n Go"
|
||||
gauntlet_manager.player_cleansers[actor.peer_id] = 1
|
||||
actor.current_position = Vector2i(5, 5)
|
||||
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
|
||||
var n = Vector2i(5, 5) + d
|
||||
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
|
||||
|
||||
var requested = ctrl._try_activate_cleanser()
|
||||
assert_false(requested, "No request outside Gauntlet")
|
||||
|
||||
ctrl.queue_free()
|
||||
@@ -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
|
||||