78 Commits

Author SHA1 Message Date
adtpdn 6971c27d77 ci: use GITEA_TOKEN env var, skip macOS upload if missing
Release / Build & Release (push) Successful in 24m57s
2026-07-04 01:59:48 +08:00
adtpdn 7e6e0f7bef ci: guard macOS mv if export fails
Release / Build & Release (push) Failing after 5m45s
2026-07-04 01:48:36 +08:00
adtpdn 869f670605 ci: macOS export can fail, allow continue
Release / Build & Release (push) Failing after 5m12s
2026-07-04 01:42:33 +08:00
adtpdn db061a7946 ci: fix second ref to .official dir
Release / Build & Release (push) Failing after 5m14s
2026-07-04 01:34:28 +08:00
adtpdn 20cd2d08b8 ci: fix export templates path 4.6.stable not .official
Release / Build & Release (push) Failing after 2m52s
2026-07-04 01:28:24 +08:00
adtpdn 1652630153 ci: update URLs from local to VPS
Release / Build & Release (push) Failing after 4m3s
2026-07-04 01:13:17 +08:00
adtpdn 34039db92c chore(ci): use HTTP manual clone with Gitea internal Docker network IP, ditch ssh
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2026-07-03 18:26:11 +08:00
adtpdn bf9ae51702 chore(ci): use explicit ip for gitea in ssh config
Release / Build & Release (push) Failing after 2m26s
2026-07-03 18:21:13 +08:00
adtpdn 7a02eee277 chore(ci): use manual clone because checkout action overrides ssh settings
Release / Build & Release (push) Failing after 33s
2026-07-03 18:17:21 +08:00
adtpdn d6daed62b8 chore(ci): use proper gitea act_runner network config to resolve gitea internally
Release / Build & Release (push) Failing after 1m14s
2026-07-03 18:14:05 +08:00
adtpdn 0548f54168 chore(ci): rewrite thunderobot without ts suffix down to port 22 as well
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2026-07-03 18:04:37 +08:00
adtpdn 3fe8de2e32 chore(ci): alias magicdns thunderobot.tail5d6e8e.ts.net and strip port 222
Release / Build & Release (push) Failing after 14m23s
2026-07-03 18:04:13 +08:00
adtpdn f40dae5a03 chore(ci): remap port 222 to port 22 via git config
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2026-07-03 18:02:08 +08:00
adtpdn ab3ffbbec8 chore(ci): alias both gitea and thunderobot directly to IP
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2026-07-03 18:01:36 +08:00
adtpdn da5c319a5b chore(ci): use internal gitea docker networking alias for checkout
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2026-07-03 17:56:10 +08:00
adtpdn 5e5d0c8ecf chore(ci): move network connect step before checkout
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2026-07-03 17:41:56 +08:00
adtpdn b5e22f3ca5 chore(ci): export to exe/x86_64 then zip, ignore gdscript warning
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2026-07-03 17:21:25 +08:00
adtpdn 8abf07a0d4 chore(ci): route SSH clone via docker bridge gateway instead of tailscale IP
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2026-07-03 17:13:30 +08:00
adtpdn 350ae269f2 chore(ci): bypass alias entirely and use explicit IP for clone
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2026-07-03 17:12:31 +08:00
adtpdn e8604e2c02 chore(ci): use correct tailscale IP and ssh format
Release / Build & Release (push) Failing after 4m52s
2026-07-03 17:10:39 +08:00
adtpdn c9995f8578 chore(ci): use manual git clone via ssh instead of checkout action
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2026-07-03 17:07:16 +08:00
adtpdn 4aa765c502 chore(ci): use printf for ssh config, drop ssh-keyscan
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2026-07-03 17:05:33 +08:00
adtpdn 1d653bb7d0 chore(ci): use ssh config alias for thunderobot host
Release / Build & Release (push) Failing after 9s
2026-07-03 17:02:28 +08:00
adtpdn 4fe0378d1c chore(ci): fix ssh-keyscan using direct IP
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2026-07-03 17:01:16 +08:00
adtpdn fb58e62fd9 chore(ci): fix ssh-keyscan host resolution
Release / Build & Release (push) Failing after 8s
2026-07-03 17:00:48 +08:00
adtpdn aa45bb0afd chore(ci): use cached templates, build to zip, export windows/linux/macos with prefix
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2026-07-03 16:50:02 +08:00
adtpdn d05ebdff05 chore(ci): docker network connect gitea_default for API access
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2026-07-03 16:00:35 +08:00
adtpdn e984c1f8b5 chore(ci): use git.klud.top API (internet-reachable)
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2026-07-03 15:44:30 +08:00
adtpdn 99d38134b8 chore(ci): host network, localhost API
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2026-07-03 15:37:43 +08:00
adtpdn 66bc1658a4 chore(ci): use Tailscale IP for API, not gitea hostname
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2026-07-03 15:21:56 +08:00
adtpdn 3cb8a606b5 chore(ci): use gitea:3000 internal API, fix upload URLs
Release / Build & Release (push) Failing after 4m17s
2026-07-03 15:07:22 +08:00
adtpdn 19e7f619ab feat(gauntlet): replace Cleanser with Ghost powerup sticky bypass (v2.4.2)
- Remove entire Cleanser system (signal, vars, HUD, input, RPCs, bot AI)
- Ghost (Invisible Mode) now bypasses sticky tiles in Gauntlet
- Grant Ghost powerup every 2 missions instead of Cleanser charges
- Ghost tiles spawn naturally on Gauntlet arena (15% chance)
- Bots use Ghost powerup when boxed in by sticky tiles
- Players pushed into sticky while Ghost are not slowed
- Remove use_cleanser input action from project.godot
- Remove CleanserHBox UI from gauntlet_hud.tscn
- Bump version to 2.4.2
2026-07-03 14:55:03 +08:00
adtpdn 5ba7de3fd6 chore(ci): single job, no upload-artifact (not supported)
Release / Build & Release (push) Failing after 4m14s
2026-07-03 14:51:57 +08:00
adtpdn a89e54783f chore(ci): cp from /cache with wget fallback, fix release tokens
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2026-07-03 14:38:26 +08:00
adtpdn 376be28366 fix(ci): switch autoload refs from uid:// to res:// paths
Nakama, Satori, and SettingsManager used uid:// references in
project.godot which fail in CI headless export (UID cache not
built). Switch to res:// file paths to fix infinite reimport loop.
2026-07-03 13:52:04 +08:00
adtpdn 0415875128 chore: remove unused workflows
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2026-07-03 13:31:19 +08:00
adtpdn 03028413ca chore(ci): only tag release + patch, no testing, cp from /cache
Test Suite / Unit Tests (GUT) (push) Successful in 46s
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Upload PCK to Gitea Release / upload (push) Failing after 47s
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Build and Upload Binaries / build (push) Failing after 17m44s
2026-07-03 13:25:27 +08:00
adtpdn 340ba13a48 chore(ci): prefer shared host cache /home/dev/godot-cache, fallback to download
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Test Suite / Unit Tests (GUT) (push) Successful in 59s
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2026-07-03 12:34:08 +08:00
adtpdn 04f7fdd2dd chore(ci): use LAN mirror 192.168.0.114:9009 instead of docker bridge 172.17.0.1
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2026-07-03 12:19:45 +08:00
adtpdn edce1fa1fa chore(ci): use local godot mirror on 172.17.0.1:9009
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2026-07-03 12:03:35 +08:00
adtpdn 6ac9acea35 chore(ci): fix templates path nesting and replace failing android setup action with sdkmanager
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2026-07-03 11:18:03 +08:00
adtpdn 9ddb1dd199 chore(ci): fix export templates install and android cmdline version
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2026-07-03 11:03:14 +08:00
adtpdn 74de7f15ef chore: trigger CI verify SSH secret
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2026-07-03 10:52:12 +08:00
adtpdn d40a242cbc feat(gauntlet): shrink arena per phase 20x20 -> 18x18 -> 7x7; sticky cells block movement
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2026-07-02 18:11:14 +08:00
GMaysa 419771c50b ci: add diagnostic step for git remote connectivity in CI workflow
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2026-07-02 18:10:48 +08:00
GMaysa e7a0717aff ci: update SSH configuration for Gitea checkout step to improve security and fetch full history
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2026-07-02 18:07:34 +08:00
GMaysa 754fb0d0a3 ci: enable step debugging for Windows export job
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2026-07-02 17:58:39 +08:00
GMaysa 2fd8130743 ci: fix formatting of checkout step in CI workflow
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2026-07-02 17:55:24 +08:00
GMaysa 5ad9952750 ci: update checkout step to fetch full history in CI workflow
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2026-07-02 17:53:27 +08:00
GMaysa 720882f0dc ci: add network connectivity tests for Gitea in deploy_patch.yml
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2026-07-02 17:42:51 +08:00
GMaysa 456ca94786 ci: update SSH configuration in deploy_patch.yml to use user-specific config and improve security
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2026-07-02 17:39:38 +08:00
GMaysa 78f8c5bf5e ci: update SSH config in deploy_patch.yml to use correct host for Gitea
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2026-07-02 17:31:16 +08:00
GMaysa 58b66bcb8f ci: update SSH config setup to append instead of using sudo tee for Gitea
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2026-07-02 17:23:04 +08:00
GMaysa 477c7ca7ec ci: update SSH configuration setup for Gitea to use system-wide ssh_config
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2026-07-02 17:19:58 +08:00
GMaysa ecb080e943 ci: add SSH configuration setup for Gitea in workflows
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2026-07-02 16:53:31 +08:00
GMaysa e539a862d5 Clean the yml script
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2026-07-02 16:40:52 +08:00
adtpdn 82763e4d5a ci: fix ssh clone url in build_binaries and upload_pck
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2026-07-02 16:12:46 +08:00
adtpdn c30888b74c ci: enforce specific IP and Port 222 for gitea ssh route
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2026-07-02 16:08:36 +08:00
adtpdn 858bf08212 ci: map internal gitea hostname to external ip before checkout
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2026-07-02 16:01:13 +08:00
adtpdn 64630662ac ci: replace missing godot action with manual wget download
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2026-07-02 15:47:55 +08:00
adtpdn 187b530cbf ci: enforce ssh checkout on all gitea workflows
Adds ssh-key to actions/checkout configurations and fixes yaml indentation in upload_pck.yml
2026-07-02 15:40:37 +08:00
adtpdn 6da55003e2 Fix checkout to use SSH
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2026-07-02 15:04:07 +08:00
adtpdn 598065f255 feat: test workflows
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2026-07-02 10:33:50 +08:00
adtpdn c471afaee4 Merge branch 'experimental' of ssh://100.79.174.108:222/danchie/tekton into experimental
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2026-07-02 09:20:29 +08:00
adtpdn 0228fcfd92 update .gitignore 2026-07-02 09:15:45 +08:00
adtpdn 8fc3c1b915 Fix README breadcrumb/wiki links to absolute URLs
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2026-07-02 01:58:18 +08:00
adtpdn 74c1e86c32 Use absolute wiki URLs in README
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2026-07-02 01:56:46 +08:00
adtpdn 19f10a4486 Remove wiki folder from main repo; wiki pages live in tekton.wiki.git
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2026-07-02 01:54:18 +08:00
adtpdn 8255b1f465 Fix README wiki links to relative paths
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2026-07-02 01:50:54 +08:00
adtpdn 625ff5ec69 Replace SSH tutorial in README with wiki pages by OS
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Linux, macOS, Windows SSH setup guides moved to wiki. README becomes index with wiki links and breadcrumb to existing docs.
2026-07-02 01:35:51 +08:00
adtpdn ccd759da45 Add SSH clone tutorial for tailnet users via README
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2026-07-02 01:18:54 +08:00
adtpdn a708da8836 feat: update CI/CD for .gitea
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2026-07-01 18:33:27 +08:00
adtpdn d2156c6d1a feat: edit CI/CD 2026-07-01 18:33:08 +08:00
adtpdn 5b34f8b96f docs: move developer docs to wiki; README is now a pointer 2026-07-01 15:47:02 +08:00
adtpdn b4ce7453c3 feat: cleanup mess 2026-07-01 15:07:00 +08:00
adtpdn 594a0ce84d Fix gauntlet_manager indentation and scope 2026-07-01 11:28:07 +08:00
adtpdn cc584c3251 fix: hardcode NPC zone coordinates to strictly prevent tiles spawning underneath candy cannon 2026-06-30 01:59:59 +08:00
adtpdn 3ca2ff3c0f fix: empty out all gridmap layers under candy pump and use precise duration timer for projectile destruction (experimental branch) 2026-06-29 21:54:52 +08:00
30 changed files with 648 additions and 1273 deletions
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name: Release
on:
push:
tags:
- 'v*'
jobs:
release:
name: Build & Release
runs-on: ubuntu-latest
timeout-minutes: 30
env:
GITEA_TOKEN: ${{ secrets.TEKTON_RELEASE_TOKEN }}
TAG_NAME: ${{ github.ref_name }}
steps:
- name: Install tools
run: apt-get update -qq && apt-get install -y -qq curl unzip
- name: Checkout Code
run: |
git config --global credential.helper store
echo "http://adtpdn:${{ secrets.TEKTON_RELEASE_TOKEN }}@52.74.133.55:3000" > ~/.git-credentials
git clone http://52.74.133.55:3000/danchie/tekton.git .
git checkout $TAG_NAME
- name: Setup Godot (Cached)
run: |
apt-get install -y zip
if [ ! -f /cache/godot_4.6 ]; then
echo "Downloading Godot 4.6..."
curl -sL -o /tmp/godot.zip "https://github.com/godotengine/godot-builds/releases/download/4.6-stable/Godot_v4.6-stable_linux.x86_64.zip"
unzip -q -o /tmp/godot.zip -d /cache/
mv /cache/Godot_v4.6-stable_linux.x86_64 /cache/godot_4.6
fi
cp /cache/godot_4.6 /usr/local/bin/godot
chmod +x /usr/local/bin/godot
mkdir -p ~/.local/share/godot/export_templates/4.6.stable
if [ ! -f /cache/Godot_v4.6-stable_export_templates.tpz ]; then
echo "Downloading templates..."
curl -sL -o /cache/Godot_v4.6-stable_export_templates.tpz \
"https://github.com/godotengine/godot-builds/releases/download/4.6-stable/Godot_v4.6-stable_export_templates.tpz"
fi
cd ~/.local/share/godot/export_templates/4.6.stable
unzip -q -o /cache/Godot_v4.6-stable_export_templates.tpz
mv templates/* .
rm -rf templates
cd $GITHUB_WORKSPACE
mkdir -p build
- name: Export Windows
run: |
mkdir -p build/windows
cp addons/godotsteam/libgodotsteam* build/windows/ 2>/dev/null || true
godot --headless --export-release "Windows Desktop" build/windows/tekton_armageddon_windows.exe || true
cd build/windows && zip -r ../tekton_armageddon_windows_${TAG_NAME}.zip .
- name: Export Linux
run: |
mkdir -p build/linux
godot --headless --export-release "Linux/X11" build/linux/tekton_armageddon_linux.x86_64 || true
cd build/linux && zip -r ../tekton_armageddon_linux_${TAG_NAME}.zip .
- name: Export macOS
run: |
mkdir -p build/macos
godot --headless --export-release "macOS" build/macos/tekton_armageddon_macos.zip 2>&1 | tail -5 || true
if [ -f build/macos/tekton_armageddon_macos.zip ]; then
mv build/macos/tekton_armageddon_macos.zip build/tekton_armageddon_macos_${TAG_NAME}.zip
fi
- name: Create Gitea Release
run: |
set -e
API="http://52.74.133.55:3000/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/$TAG" 2>/dev/null || echo "")
RELEASE_ID=$(echo "$RELEASE_JSON" | grep -o '"id":[0-9]*' | head -1 | grep -o '[0-9]*' || true)
if [ -z "$RELEASE_ID" ]; then
echo "Creating new release for $TAG..."
RELEASE_JSON=$(curl -s -X POST \
-H "Authorization: token $GITEA_TOKEN" \
-H "Content-Type: application/json" \
-d "{\"tag_name\":\"$TAG\",\"name\":\"$TAG\",\"draft\":true}" \
"$API")
echo "API response: $RELEASE_JSON"
RELEASE_ID=$(echo "$RELEASE_JSON" | grep -o '"id":[0-9]*' | head -1 | grep -o '[0-9]*')
if [ -z "$RELEASE_ID" ]; then
echo "FATAL: Could not create release"
exit 1
fi
fi
echo "release_id=$RELEASE_ID"
echo "$RELEASE_ID" > /tmp/release_id.txt
- name: Upload Windows asset
run: |
RELEASE_ID=$(cat /tmp/release_id.txt)
curl -s -X POST \
-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/$RELEASE_ID/assets"
echo "Windows uploaded"
- name: Upload Linux asset
run: |
RELEASE_ID=$(cat /tmp/release_id.txt)
curl -s -X POST \
-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/$RELEASE_ID/assets"
echo "Linux uploaded"
- name: Upload macOS asset
run: |
RELEASE_ID=$(cat /tmp/release_id.txt)
if [ -f "build/tekton_armageddon_macos_${TAG_NAME}.zip" ]; then
curl -s -X POST \
-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/$RELEASE_ID/assets"
echo "macOS uploaded"
else
echo "macOS asset not built, skipping"
fi
- name: Publish release
run: |
RELEASE_ID=$(cat /tmp/release_id.txt)
curl -s -X PATCH \
-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"
echo "Published: https://git.klud.top/danchie/tekton/releases/tag/$TAG_NAME"
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name: Deploy Patch
on:
workflow_dispatch:
inputs:
version:
description: 'Patch version (e.g., 2.4.2)'
required: true
type: string
notes:
description: 'Release notes'
required: false
type: string
jobs:
build-patch:
name: Build Patch
runs-on: ubuntu-latest
timeout-minutes: 45
env:
ACTIONS_STEP_DEBUG: true
steps:
- name: Uji Koneksi Jaringan & SSH
run: |
echo "Test Ping ke IP Tailscale Gitea..."
ping -c 3 100.79.174.108 || echo "PING GAGAL: Runner tidak bisa akses jaringan Tailscale."
echo "Test Koneksi Port SSH..."
nc -zv 100.79.174.108 222 || echo "PORT GAGAL: Port 222 tertutup dari dalam runner."
- name: Setup SSH config for Gitea
run: |
mkdir -p ~/.ssh
echo -e "Host git.klud.top\n HostName 100.79.174.108\n Port 222\n StrictHostKeyChecking no" > ~/.ssh/config
chmod 600 ~/.ssh/config
git config --global url."ssh://git@100.79.174.108:222/".insteadOf "git@git.klud.top:"
git config --global url."ssh://git@100.79.174.108:222/".insteadOf "https://git.klud.top/"
- name: Checkout repository
uses: actions/checkout@v4
with:
fetch-depth: 0
ssh-key: ${{ secrets.TEKTON_SSH_KEY }}
ssh-strict: false
- name: Setup Godot
run: |
if [ -f /cache/Godot_v4.6-stable_linux.x86_64.zip ]; then
cp -a /cache/Godot_v4.6-stable_linux.x86_64.zip godot.zip
else
wget -q https://github.com/godotengine/godot-builds/releases/download/4.6-stable/Godot_v4.6-stable_linux.x86_64.zip -O godot.zip
fi
unzip -q godot.zip
mv Godot_v4.6-stable_linux.x86_64 /usr/local/bin/godot
chmod +x /usr/local/bin/godot
- name: Install export templates
run: |
mkdir -v -p ~/.local/share/godot/export_templates/4.6.stable
if [ -f /cache/Godot_v4.6-stable_export_templates.tpz ]; then
cp -a /cache/Godot_v4.6-stable_export_templates.tpz /tmp/godot-templates.tpz
else
wget -nv https://github.com/godotengine/godot-builds/releases/download/4.6-stable/Godot_v4.6-stable_export_templates.tpz -O /tmp/godot-templates.tpz
fi
unzip -o -q /tmp/godot-templates.tpz -d /tmp/godot-templates
if [ -d /tmp/godot-templates/templates ]; then
cp -a /tmp/godot-templates/templates/* ~/.local/share/godot/export_templates/4.6.stable/
else
cp -a /tmp/godot-templates/* ~/.local/share/godot/export_templates/4.6.stable/
fi
- name: Run patch build script
env:
PATCH_VERSION: ${{ github.event.inputs.version }}
PATCH_NOTES: ${{ github.event.inputs.notes }}
run: |
python3 patch_version.py "$PATCH_VERSION" "$PATCH_NOTES"
- name: Export Windows patch
run: |
mkdir -p build
godot --headless --export-release "Windows Desktop" build/tekton_armageddon_patch_windows.exe
- name: Export Linux patch
run: |
mkdir -p build
godot --headless --export-release "Linux/X11" build/tekton_armageddon_patch_linux.x86_64
- name: Upload patch artifacts
uses: actions/upload-artifact@v4
with:
name: tekton-patch-${{ github.event.inputs.version }}
path: |
build/tekton_armageddon_patch_windows.exe
build/tekton_armageddon_patch_linux.x86_64
retention-days: 30
deploy-patch:
name: Deploy Patch
runs-on: ubuntu-latest
timeout-minutes: 15
needs: build-patch
permissions:
contents: write
steps:
- name: Download patch artifacts
uses: actions/download-artifact@v4
with:
name: tekton-patch-${{ github.event.inputs.version }}
path: artifacts/patch
- name: Get or create Gitea patch release
id: gitea_release
env:
GITEA_TOKEN: ${{ secrets.TEKTON_RELEASE_TOKEN }}
TAG_NAME: patch-${{ github.event.inputs.version }}
RELEASE_NAME: "Patch ${{ github.event.inputs.version }}"
RELEASE_NOTES: ${{ github.event.inputs.notes }}
run: |
API="https://git.klud.top/api/v1/repos/danchie/tekton/releases"
RELEASE_JSON=$(curl -s -H "Authorization: token $GITEA_TOKEN" "$API/tags/$TAG_NAME")
RELEASE_ID=$(echo "$RELEASE_JSON" | python3 -c "import json,sys; print(json.load(sys.stdin).get('id',''))" 2>/dev/null)
if [ -z "$RELEASE_ID" ]; then
PAYLOAD=$(python3 -c "import json, os; print(json.dumps({'tag_name': os.environ['TAG_NAME'], 'name': os.environ['RELEASE_NAME'], 'body': os.environ['RELEASE_NOTES'], 'prerelease': True}))")
RELEASE_JSON=$(curl -s -X POST \
-H "Authorization: token $GITEA_TOKEN" \
-H "Content-Type: application/json" \
-d "$PAYLOAD" \
"$API")
RELEASE_ID=$(echo "$RELEASE_JSON" | python3 -c "import json,sys; print(json.load(sys.stdin)['id'])")
fi
echo "release_id=$RELEASE_ID" >> "$GITHUB_OUTPUT"
- name: Upload Windows patch asset
run: |
curl -X POST \
-H "Authorization: token ${{ secrets.TEKTON_RELEASE_TOKEN }}" \
-H "Content-Type: multipart/form-data" \
-F "attachment=@artifacts/patch/tekton_armageddon_patch_windows.exe" \
"https://git.klud.top/api/v1/repos/danchie/tekton/releases/${{ steps.gitea_release.outputs.release_id }}/assets"
- name: Upload Linux patch asset
run: |
curl -X POST \
-H "Authorization: token ${{ secrets.TEKTON_RELEASE_TOKEN }}" \
-H "Content-Type: multipart/form-data" \
-F "attachment=@artifacts/patch/tekton_armageddon_patch_linux.x86_64" \
"https://git.klud.top/api/v1/repos/danchie/tekton/releases/${{ steps.gitea_release.outputs.release_id }}/assets"
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name: Build and Export
on:
push:
tags:
- 'v*'
workflow_dispatch:
inputs:
version:
description: 'Version to build (e.g., 2.4.0)'
required: true
type: string
jobs:
build-windows:
runs-on: ubuntu-latest
permissions:
contents: write
steps:
- name: Checkout Source Code
uses: actions/checkout@v4
- name: Setup Godot
uses: chickensoft-games/setup-godot@v1
with:
version: '4.6.0'
use-dotnet: false
- name: Setup Export Templates
run: |
TEMPLATES_DIR=~/.local/share/godot/export_templates/4.6.stable
mkdir -p "$TEMPLATES_DIR"
wget -q https://github.com/godotengine/godot/releases/download/4.6-stable/Godot_v4.6-stable_export_templates.tpz -O templates.tpz
unzip -q templates.tpz -d "$TEMPLATES_DIR"
mv "$TEMPLATES_DIR/templates/"* "$TEMPLATES_DIR/"
rmdir "$TEMPLATES_DIR/templates"
- name: Export Windows Build
run: |
mkdir -p build
godot --headless --export-release "Windows Desktop" build/tekton_armageddon_windows.exe
- name: Zip Windows Build
run: cd build && zip tekton_armageddon_windows.zip tekton_armageddon_windows.exe
- name: Upload Windows Artifact
uses: actions/upload-artifact@v4
with:
name: windows-build
path: build/tekton_armageddon_windows.zip
retention-days: 30
build-linux:
runs-on: ubuntu-latest
permissions:
contents: write
steps:
- name: Checkout Source Code
uses: actions/checkout@v4
- name: Setup Godot
uses: chickensoft-games/setup-godot@v1
with:
version: '4.6.0'
use-dotnet: false
- name: Setup Export Templates
run: |
TEMPLATES_DIR=~/.local/share/godot/export_templates/4.6.stable
mkdir -p "$TEMPLATES_DIR"
wget -q https://github.com/godotengine/godot/releases/download/4.6-stable/Godot_v4.6-stable_export_templates.tpz -O templates.tpz
unzip -q templates.tpz -d "$TEMPLATES_DIR"
mv "$TEMPLATES_DIR/templates/"* "$TEMPLATES_DIR/"
rmdir "$TEMPLATES_DIR/templates"
- name: Export Linux Build
run: |
mkdir -p build
godot --headless --export-release "Linux/X11" build/tekton_armageddon_linux.x86_64
- name: Zip Linux Build
run: cd build && zip tekton_armageddon_linux.zip tekton_armageddon_linux.x86_64
- name: Upload Linux Artifact
uses: actions/upload-artifact@v4
with:
name: linux-build
path: build/tekton_armageddon_linux.zip
retention-days: 30
create-release:
needs: [build-windows, build-linux]
runs-on: ubuntu-latest
if: always() && startsWith(github.ref, 'refs/tags/')
permissions:
contents: write
steps:
- name: Extract Version
id: version
run: echo "version=${GITHUB_REF#refs/tags/v}" >> $GITHUB_OUTPUT
- name: Download All Artifacts
uses: actions/download-artifact@v4
- name: Create GitHub Release
uses: softprops/action-gh-release@v1
with:
files: |
windows-build/tekton_armageddon_windows.zip
linux-build/tekton_armageddon_linux.zip
draft: false
prerelease: false
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Mirror to tekton-updates
env:
GITHUB_TOKEN: ${{ secrets.PUBLIC_REPO_PAT }}
run: |
gh release create "v${{ steps.version.outputs.version }}" \
--repo "${{ github.actor }}/tekton-updates" \
--title "v${{ steps.version.outputs.version }}" \
--notes "Mirror of https://github.com/${{ github.repository }}/releases/tag/v${{ steps.version.outputs.version }}" \
"windows-build/tekton_armageddon_windows.zip#Windows" \
"linux-build/tekton_armageddon_linux.zip#Linux"
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name: Build Platform Artifacts
on:
push:
tags:
- 'v*.*.*'
workflow_dispatch:
inputs:
version:
description: 'Version to build (e.g., 2.4.0)'
required: true
type: string
jobs:
build-artifacts:
runs-on: ubuntu-latest
permissions:
contents: write
strategy:
matrix:
platform:
- name: Windows
preset: "Windows Desktop"
extension: exe
- name: Linux
preset: "Linux/X11"
extension: x86_64
- name: Android
preset: "Android"
extension: apk
steps:
- name: Checkout Source Code
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Setup Godot
uses: chickensoft-games/setup-godot@v1
with:
version: '4.6.0'
use-dotnet: false
- name: Setup Export Templates
run: |
TEMPLATES_DIR=~/.local/share/godot/export_templates/4.6.stable
mkdir -p "$TEMPLATES_DIR"
wget -q https://github.com/godotengine/godot/releases/download/4.6-stable/Godot_v4.6-stable_export_templates.tpz -O templates.tpz
unzip -q templates.tpz -d "$TEMPLATES_DIR"
mv "$TEMPLATES_DIR/templates/"* "$TEMPLATES_DIR/"
rmdir "$TEMPLATES_DIR/templates"
- name: Setup Android SDK (Android only)
if: matrix.platform.name == 'Android'
uses: android-actions/setup-android@v3
- name: Extract Version
id: version
run: |
if [ "${{ github.event_name }}" == "workflow_dispatch" ]; then
VERSION="${{ inputs.version }}"
else
VERSION="${GITHUB_REF#refs/tags/v}"
fi
echo "version=$VERSION" >> $GITHUB_OUTPUT
echo "Building version: $VERSION"
- name: Create Build Directory
run: mkdir -p build
- name: Export Game
run: |
godot --headless --export-release "${{ matrix.platform.preset }}" \
"build/tekton_armageddon_${{ matrix.platform.name }}_v${{ steps.version.outputs.version }}.${{ matrix.platform.extension }}"
- name: Generate Checksums
run: |
cd build
sha256sum tekton_armageddon_${{ matrix.platform.name }}_v${{ steps.version.outputs.version }}.${{ matrix.platform.extension }} \
> tekton_armageddon_${{ matrix.platform.name }}_v${{ steps.version.outputs.version }}.sha256
- name: Upload Artifacts
uses: actions/upload-artifact@v4
with:
name: tekton-${{ matrix.platform.name }}-v${{ steps.version.outputs.version }}
path: |
build/tekton_armageddon_${{ matrix.platform.name }}_v${{ steps.version.outputs.version }}.${{ matrix.platform.extension }}
build/tekton_armageddon_${{ matrix.platform.name }}_v${{ steps.version.outputs.version }}.sha256
retention-days: 90
compression-level: 0
- name: Create Release Asset
if: startsWith(github.ref, 'refs/tags/')
uses: softprops/action-gh-release@v1
with:
files: |
build/tekton_armageddon_${{ matrix.platform.name }}_v${{ steps.version.outputs.version }}.${{ matrix.platform.extension }}
build/tekton_armageddon_${{ matrix.platform.name }}_v${{ steps.version.outputs.version }}.sha256
draft: false
prerelease: false
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
build-patch:
runs-on: ubuntu-latest
permissions:
contents: write
steps:
- name: Checkout Source Code
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Setup Godot
uses: chickensoft-games/setup-godot@v1
with:
version: '4.6.0'
use-dotnet: false
- name: Extract Version
id: version
run: |
if [ "${{ github.event_name }}" == "workflow_dispatch" ]; then
VERSION="${{ inputs.version }}"
else
VERSION="${GITHUB_REF#refs/tags/v}"
fi
echo "version=$VERSION" >> $GITHUB_OUTPUT
- name: Generate Changed Files List
run: |
find scripts/ scenes/ assets/ -type f > changed_files.txt
echo "Patching $(wc -l < changed_files.txt) files"
- name: Build Patch PCK
run: godot --headless -s tools/build_patch.gd
- name: Generate Patch Checksum
run: |
sha256sum patch.pck > patch.pck.sha256
- name: Upload Patch Artifact
uses: actions/upload-artifact@v4
with:
name: tekton-patch-v${{ steps.version.outputs.version }}
path: |
patch.pck
patch.pck.sha256
retention-days: 90
- name: Push to Updates Repository
if: startsWith(github.ref, 'refs/tags/')
uses: dmnemec/copy_file_to_another_repo_action@main
env:
API_TOKEN_GITHUB: ${{ secrets.PUBLIC_REPO_PAT }}
with:
source_file: 'patch.pck'
destination_repo: '${{ github.actor }}/tekton-updates'
destination_folder: 'v${{ steps.version.outputs.version }}'
user_email: 'action@github.com'
user_name: 'PatchBot'
commit_message: '[AUTO] Release v${{ steps.version.outputs.version }} patch'
- name: Push Checksum to Updates Repository
if: startsWith(github.ref, 'refs/tags/')
uses: dmnemec/copy_file_to_another_repo_action@main
env:
API_TOKEN_GITHUB: ${{ secrets.PUBLIC_REPO_PAT }}
with:
source_file: 'patch.pck.sha256'
destination_repo: '${{ github.actor }}/tekton-updates'
destination_folder: 'v${{ steps.version.outputs.version }}'
user_email: 'action@github.com'
user_name: 'PatchBot'
commit_message: '[AUTO] Release v${{ steps.version.outputs.version }} checksum'
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name: Build and Release Patch PCK
on:
push:
branches:
- 'patch-release'
paths:
- 'scripts/**'
- 'scenes/**'
- 'assets/**'
- 'CHANGELOG_DRAFT.md'
workflow_dispatch:
jobs:
build-and-deploy-patch:
runs-on: ubuntu-latest
permissions:
contents: write
steps:
- name: Checkout Source Code
uses: actions/checkout@v4
with:
fetch-depth: 0
token: ${{ secrets.GITHUB_TOKEN }}
# ── 1. Auto-generate version.json from CHANGELOG_DRAFT.md ────────────
- name: Generate Version JSON & Bump Version
run: python3 tools/generate_version_json.py
# ── 2. Commit bumped files back to the repo ───────────────────────────
- name: Commit Version Bump
run: |
git config user.name "PatchBot"
git config user.email "action@github.com"
git add assets/data/version.json project.godot CHANGELOG_DRAFT.md
git diff --staged --quiet || git commit -m "[AUTO] Version bump & changelog update"
git push
# ── 3. Detect changed files for patch PCK ────────────────────────────
- name: Generate Changed Files List
run: |
git diff --name-only HEAD^ HEAD -- 'scripts/**' 'scenes/**' 'assets/**' > changed_files.txt
echo "Files to patch:"
cat changed_files.txt
# ── 4. Build patch.pck ────────────────────────────────────────────────
- name: Setup Godot
uses: chickensoft-games/setup-godot@v1
with:
version: '4.6.0'
use-dotnet: false
- name: Run Build Patch Script
run: godot --headless -s tools/build_patch.gd
# ── 5. Generate checksums ─────────────────────────────────────────────────
- name: Generate Checksums
run: |
sha256sum patch.pck > patch.pck.sha256
sha256sum assets/data/version.json > version.json.sha256
# ── 6. Upload artifacts to GitHub ─────────────────────────────────────────
- name: Upload Patch Artifacts
uses: actions/upload-artifact@v4
with:
name: patch-pck-${{ github.sha }}
path: |
patch.pck
patch.pck.sha256
retention-days: 90
- name: Upload Version Manifest
uses: actions/upload-artifact@v4
with:
name: version-manifest-${{ github.sha }}
path: |
assets/data/version.json
version.json.sha256
retention-days: 90
# ── 7. Push patch.pck to public repo ─────────────────────────────────────
- name: Push patch.pck to Public Repository
uses: dmnemec/copy_file_to_another_repo_action@main
env:
API_TOKEN_GITHUB: ${{ secrets.PUBLIC_REPO_PAT }}
with:
source_file: 'patch.pck'
destination_repo: '${{ github.actor }}/tekton-updates'
destination_folder: 'latest'
user_email: 'action@github.com'
user_name: 'PatchBot'
commit_message: '[AUTO] Pushed new patch.pck'
- name: Push patch checksum to Public Repository
uses: dmnemec/copy_file_to_another_repo_action@main
env:
API_TOKEN_GITHUB: ${{ secrets.PUBLIC_REPO_PAT }}
with:
source_file: 'patch.pck.sha256'
destination_repo: '${{ github.actor }}/tekton-updates'
destination_folder: 'latest'
user_email: 'action@github.com'
user_name: 'PatchBot'
commit_message: '[AUTO] Pushed patch checksum'
# ── 8. Push version.json to public repo ──────────────────────────────────
- name: Push version.json to Public Repository
uses: dmnemec/copy_file_to_another_repo_action@main
env:
API_TOKEN_GITHUB: ${{ secrets.PUBLIC_REPO_PAT }}
with:
source_file: 'assets/data/version.json'
destination_repo: '${{ github.actor }}/tekton-updates'
destination_folder: 'latest'
user_email: 'action@github.com'
user_name: 'PatchBot'
commit_message: '[AUTO] Pushed new version.json'
- name: Push version checksum to Public Repository
uses: dmnemec/copy_file_to_another_repo_action@main
env:
API_TOKEN_GITHUB: ${{ secrets.PUBLIC_REPO_PAT }}
with:
source_file: 'version.json.sha256'
destination_repo: '${{ github.actor }}/tekton-updates'
destination_folder: 'latest'
user_email: 'action@github.com'
user_name: 'PatchBot'
commit_message: '[AUTO] Pushed version checksum'
-59
View File
@@ -1,59 +0,0 @@
name: Automated Testing
on:
push:
branches:
- main
- develop
- 'feature/**'
- 'patch-release'
pull_request:
branches:
- main
- develop
workflow_dispatch:
jobs:
test:
runs-on: ubuntu-latest
permissions:
contents: read
steps:
- name: Checkout Source Code
uses: actions/checkout@v4
- name: Setup Godot
uses: chickensoft-games/setup-godot@v1
with:
version: '4.6.0'
use-dotnet: false
- name: Verify GUT Installation
run: |
if [ ! -d "addons/gut" ]; then
echo "ERROR: GUT addon not found at addons/gut"
exit 1
fi
echo "GUT addon found"
- name: Run Unit Tests
run: |
godot --headless --path . -s res://addons/gut/gut_cmdln.gd \
-gdir=res://tests/ \
-gexit \
-glog=2
- name: Check Test Results
if: failure()
run: |
echo "Tests failed. Check logs above for details."
exit 1
- name: Upload Test Reports
if: always()
uses: actions/upload-artifact@v4
with:
name: test-reports
path: test_reports/
retention-days: 30
+3
View File
@@ -4,7 +4,10 @@
.agent/
_daily_basis/
_daily_changes/
tools/gitea-kanban
build/
label_mapping.json
milestone_mapping.json
/android/
.tmp
+11 -1
View File
@@ -152,7 +152,17 @@
- Fragment Craft system — collect drops to craft exclusive skins
- Fixed boot screen stuck on "Checking versions..."
## [2.4.1] — $(date +"%Y-%m-%d")
## [2.4.2] — 2026-07-03
- Replaced the **Cleanser** mechanic in Gauntlet mode with a **Ghost powerup** sticky-bypass system.
- Ghost (Invisible Mode) now lets players walk through sticky candy tiles in Gauntlet — no more hard block.
- Players earn a Ghost powerup every 2 completed missions in Gauntlet (replaces Cleanser charge grants).
- Ghost powerup tiles now spawn naturally on the Gauntlet arena (15% chance alongside common tiles).
- Removed Cleanser HUD elements (icon, label, charge counter) from the Gauntlet overlay.
- Removed `use_cleanser` input action — Ghost uses the existing powerup activation keybind.
- Bots now activate Ghost powerup when boxed in by sticky tiles instead of using Cleanser.
- Players pushed into sticky tiles while in Ghost mode are no longer slowed.
## [2.4.1] — 2026-06-28
- Fixed Gauntlet map layout to remove red unpassable barrier blocks and center blocks. They are now standard walkable floors but act as hard blockers in physics so players cannot pass them.
- Fixed Gauntlet 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 behind them.
+43
View File
@@ -0,0 +1,43 @@
# Cloning from any tailnet machine
## Prerequisites
- The remote machine must be on your tailnet (registered + can ping `100.85.x.x`)
- You must have an account on the Gitea instance (`http://git.klud.top`)
- You must have an SSH key on the remote machine (`ssh-keygen` if you don't)
## Step 1: Add your SSH key to Gitea
1. Open `http://git.klud.top/user/settings/keys` in browser
2. Paste the content of `~/.ssh/id_ed25519.pub` (or `id_rsa.pub`)
3. Click "Add Key"
## Step 2: Test SSH reachability
```bash
ssh -T git@thunderobot -p 222
# Expected output: "Hello from Gitea!\n\nPlease come over!"
# If asked about fingerprint, type "yes" and press Enter
```
## Step 3: Clone a repo
```bash
# Using tea CLI
tea repos clone --git-protocol ssh danchie/tekton
# Or plain git
git clone git@thunderobot:222/danchie/tekton.git
```
## Troubleshooting
- `ssh: connect to host thunderobot port 222: Connection refused`
→ Ensure the remote machine has `tailscale ping thunderobot` resolving to `100.93.226.13`
→ Ensure the host's port `222` is reachable from the remote (it's bound to `0.0.0.0:222` in Docker)
- `Permission denied (publickey)`
→ Your SSH key wasn't added via Gitea web UI
→ Run `ssh-add ~/.ssh/id_ed25519` if you use an agent
- `Host key verification failed`
→ Run `ssh -T git@thunderobot -p 222` interactively once to accept the fingerprint
## HTTPS is disabled
`DISABLE_HTTP_GIT = true` is set on the server. All clones MUST use SSH.
If you need to fetch via HTTPS for CI or other non-ssh environments, this must be remapped.
+15 -131
View File
@@ -1,141 +1,25 @@
# Tekton Dash Armageddon
> Full developer documentation lives in this repo's **wiki** (sidebar link).
>
> See in particular: [Skin Creation Workflow](https://git.klud.top/danchie/tekton/wiki/Skin-Creation-Workflow), [Nakama Deployment](https://git.klud.top/danchie/tekton/wiki/Nakama-Deployment), and [Patch Release Workflow](https://git.klud.top/danchie/tekton/wiki/Patch-Release-Workflow).
## 🛠️ Developer Workflows
## SSH setup for cloning
### Creating a Skin Material
To create dynamic, color-maskable 3D materials for new character skins:
- Open the **Skin Shader Generator** tool in the editor: `res://scenes/tools/skin_shader_generator.tscn`
- Run the scene.
- Import your base albedo and mask textures.
- Use the UI to visualize UV overlays and adjust color channels (Red, Green, Blue, Alpha masks).
- Export the configured material as a `.tres` file into the `assets/materials/skins/` directory.
All clones **must use SSH** over Tailscale. HTTPS is disabled on this instance.
### Adding a Skin to the Shop
Once your material is ready, you need to update the game's catalog and deploy the changes to the Nakama server.
Guides by operating system:
#### Using the Catalog Editor Tool
- Open the **Skin Catalog Editor** tool in the Godot Editor: `res://scenes/tools/skin_catalog_editor.tscn`
- Press **F6** (or Right-click -> Run Current Scene).
- **Manage Skins:**
- Click **" New Skin"** to create a new entry.
- Fill in the **ID**, **Name**, **Category**, and **Price** (Gold/Stars).
- Assign the `.tres` material path generated in Step 1.
- Click **"💾 Save & Generate"**. This automatically rewrites:
- `res://scripts/managers/skin_manager.gd` (Local catalog)
- `res://server/nakama/tekton_admin.js` (Server-side shop logic)
- [Linux](https://git.klud.top/danchie/tekton/wiki/SSH-Setup-Linux)
- [macOS](https://git.klud.top/danchie/tekton/wiki/SSH-Setup-macOS)
- [Windows](https://git.klud.top/danchie/tekton/wiki/SSH-Setup-Windows)
#### Nakama VPS Deployment
After generating the updated `tekton_admin.js` locally, you must sync it with your remote server.
- **Copy the latest script:** Open `server/nakama/tekton_admin.js` locally and copy its updated contents (including your new skin).
- **Connect to your VPS** via SSH.
- **Create/Edit the file on the remote server:**
```bash
nano ~/tekton_admin.js
# Or use micro (recommended): micro ~/tekton_admin.js
```
Paste the copied contents and save the file.
- **Find your Nakama Container ID:**
It is highly recommended to use **lazydocker** to manage containers.
*(To install on Ubuntu: `curl https://raw.githubusercontent.com/jesseduffield/lazydocker/master/scripts/install_update_linux.sh | bash`)*
Open lazydocker or run `docker ps` to find the Container ID for your Nakama server.
- **Copy the file into the Nakama container:**
```bash
# Replace ed21ac5d442a with your actual Container ID
docker cp ~/tekton_admin.js ed21ac5d442a:/nakama/data/modules/tekton_admin.js
```
- **Restart the container** (via lazydocker or `docker restart <Container ID>`) for Nakama to load the new modules. Live game clients will fetch this new catalog automatically upon booting.
#### 🎨 Skin Creation & Deployment Flow
```mermaid
flowchart TD
%% Creation Phase
subgraph phase1 [Skin Material Creation]
A[Albedo & Mask Textures] --> B{Skin Shader Generator}
B -->|Export| C[material.tres]
end
%% Catalog Phase
subgraph phase2 [Catalog Definition]
C --> D{Skin Catalog Editor}
D -->|Save & Generate| E[tekton_admin.js]
D -->|Save & Generate| F[skin_manager.gd]
end
%% Deployment Phase (Dual Path)
subgraph phase3 ["Shop Backend (VPS)"]
E -->|SSH & nano| G[VPS: ~/tekton_admin.js]
G -->|docker cp| H[Nakama Container]
H -->|Restart| I[Live Shop Logic Sync]
end
subgraph phase4 ["Asset Delivery (CI/CD)"]
C --> J[Git Push]
F --> J
J -->|GitHub Actions| K[patch.pck]
K -->|Automatic Download| L[Player Client Assets Sync]
end
Quick verification after setup:
```bash
ssh -T git@thunderobot -p 222
```
### Pushing a New Version (Automated Patching)
When you're ready to deploy new features or assets to players:
- Document your changes in `CHANGELOG_DRAFT.md` using player-friendly language.
- Run the version generation script from the terminal:
```bash
python generate_version_json.py --bump patch
```
*(Use `--bump minor` or `--bump major` for larger updates.)*
- Commit and push your changes to the `main` branch on GitHub:
```bash
git add .
git commit -m "Release version X.Y.Z"
git push origin main
```
- The **GitHub Actions Workflow** (`deploy_patch.yml`) will automatically detect the push, build the patch manifest (`version.json`), and deploy it to the public `gh-pages` branch.
- Live game clients will detect the new version on boot, download the updated files, and apply the patch seamlessly.
### Local Testing & Understanding the Patch System
When a player (or you) downloads an in-game patch, Godot downloads a `patch.pck` file to the system's `user://` directory.
- **Virtual File System:** Godot mounts this `.pck` file over the `res://` directory purely in memory. **It does not physically overwrite your local source files** (like `assets/data/version.json`).
- **Editor Bypass:** When testing locally in the Godot Editor, the `BootScreen` is configured to skip the remote network download and instead automatically parse your *local* `assets/data/version.json`.
- **Previewing Changelogs:** To preview how your changelog will look before pushing to GitHub:
- Add your notes under the `## [NEXT]` section in `CHANGELOG_DRAFT.md`.
- Run `py tools/generate_version_json.py` from the terminal.
- Run the `BootScreen` scene in the Godot Editor. It will instantly display the updated local UI!
- **Syncing:** After the GitHub Actions CI builds a release online, remember to run `git pull origin main` to sync your local project files with the CI-generated files.
#### 🗺️ Architecture Flowchart
```mermaid
flowchart TD
%% Local Dev Flow
subgraph Local Dev Environment
A[📝 CHANGELOG_DRAFT.md] -->|py tools/generate_version_json.py| B[(📄 version.json)]
B -.->|Test in Editor| C{BootScreen}
C -- Editor Bypass --> D[Reads Local version.json directly]
end
%% CI Pipeline
subgraph "CI/CD Pipeline"
B -->|git push| E[⚡ GitHub Actions]
E -->|Compiles & Builds| F[📦 patch.pck]
F -->|Deploys| G((🌍 Public Repository))
end
%% Live Client Flow
subgraph Player Client
G -.->|HTTP Download on Boot| H[📂 user://patch.pck]
H -->|ProjectSettings.load_resource_pack| I[🧠 Godot Virtual File System]
I -.->|Overrides res:// in Memory| J[Game Starts Updated!]
end
Once verified, clone:
```bash
git clone git@thunderobot:222/danchie/tekton.git
```
---
## 🚀 Ongoing Features (Incoming)
### 🎰 Gacha System Backend Editor
Currently in development: A dedicated backend editor tool (similar to `skin_catalog_editor.tscn`) specifically for managing the Gacha System.
- **Nakama Syncing:** Will allow developers to push updated gacha pools, rates, and fragment costs directly to Nakama Storage.
- **Dynamic Banners:** Will support updating specific slots on the gacha banner dynamically.
- **Seasonal Rotations:** Will introduce automated scheduling so banners rotate based on active seasons and automatically remove themselves when the season ends.
+16 -1
View File
@@ -1,7 +1,22 @@
{
"latest_version": "2.4.1",
"latest_version": "2.4.2",
"minimum_app_version": "2.1.0",
"releases": [
{
"version": "2.4.2",
"date": "2026-07-03",
"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.",
"Bots now activate Ghost powerup when boxed in by sticky tiles.",
"Players pushed into sticky tiles while in Ghost mode are no longer slowed."
]
},
{
"version": "2.4.1",
"date": "2026-06-28",
Binary file not shown.
+23 -16
View File
@@ -1,14 +1,20 @@
[runnable_presets]
"Windows Desktop"="Windows Desktop"
Android="Android"
macOS="macOS"
Linux="Linux/X11"
[preset.0]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="build/tekton_armageddon_v2.4.1.exe"
export_path="build/windows/tekton_armageddon_v2.4.2.exe"
patches=PackedStringArray()
patch_delta_encoding=false
patch_delta_compression_level_zstd=19
@@ -42,8 +48,8 @@ application/modify_resources=false
application/icon=""
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version="2.4.1"
application/product_version="2.4.1"
application/file_version="2.4.2"
application/product_version="2.4.2"
application/company_name="DanchieGo"
application/product_name="Tekton Armageddon"
application/file_description=""
@@ -74,13 +80,12 @@ Remove-Item -Recurse -Force '{temp_dir}'"
name="Android"
platform="Android"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="build/tekton-dash-armageddon-v.2.4.1.apk"
export_path="build/tekton-dash-armageddon-v.2.4.2.apk"
patches=PackedStringArray()
patch_delta_encoding=false
patch_delta_compression_level_zstd=19
@@ -111,7 +116,7 @@ architectures/arm64-v8a=true
architectures/x86=false
architectures/x86_64=false
version/code=3
version/name="2.4.1"
version/name="2.4.2"
package/unique_name="com.danchiego.$genname"
package/name="Tekton Dash Armageddon"
package/signed=true
@@ -136,11 +141,12 @@ screen/support_normal=true
screen/support_large=true
screen/support_xlarge=true
screen/background_color=Color(0, 0, 0, 1)
splash_screen/disable_godot_boot_splash=false
splash_screen/icon=""
splash_screen/branding_image=""
splash_screen/background_color=Color(0, 0, 0, 1)
user_data_backup/allow=false
command_line/extra_args=""
apk_expansion/enable=false
apk_expansion/SALT=""
apk_expansion/public_key=""
permissions/custom_permissions=PackedStringArray()
permissions/access_checkin_properties=false
permissions/access_coarse_location=false
@@ -295,18 +301,20 @@ permissions/write_sms=false
permissions/write_social_stream=false
permissions/write_sync_settings=false
permissions/write_user_dictionary=false
apk_expansion/enable=false
apk_expansion/SALT=""
apk_expansion/public_key=""
[preset.2]
name="macOS"
platform="macOS"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="build/tekton_armageddon_v2.4.1.zip"
export_path="build/tekton_armageddon_v2.4.2.zip"
patches=PackedStringArray()
patch_delta_encoding=false
patch_delta_compression_level_zstd=19
@@ -565,8 +573,8 @@ codesign/digest_algorithm=1
codesign/identity_type=0
application/modify_resources=false
application/console_wrapper_icon=""
application/file_version="2.4.1"
application/product_version="2.4.1"
application/file_version="2.4.2"
application/product_version="2.4.2"
application/company_name="DanchieGo"
application/product_name="Tekton Armageddon"
application/file_description=""
@@ -576,13 +584,12 @@ application/trademarks=""
name="Linux/X11"
platform="Linux"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="build/tekton_armageddon_v2.4.1.x86_64"
export_path="build/linux/tekton_armageddon_v2.4.22.x86_64"
patches=PackedStringArray()
patch_delta_encoding=false
patch_delta_compression_level_zstd=19
-6
View File
@@ -1,6 +0,0 @@
@rpc("any_peer", "call_local")
func remove_slow_effect():
slow_timer = 0.0
self.is_slowed = false
if movement_manager:
movement_manager.set_speed_multiplier(1.0)
-6
View File
@@ -1,6 +0,0 @@
@rpc("authority", "call_local", "reliable")
func sync_clear_sticky_cell(pos: Vector2i) -> void:
sticky_cells.erase(pos)
mark_cleansed(pos)
if gridmap:
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), -1)
-68
View File
@@ -1,68 +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
[node name="CleanserHBox" type="HBoxContainer" parent="BottomContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 6
alignment = 1
[node name="CleanserIcon" type="TextureRect" parent="BottomContainer/VBoxContainer/CleanserHBox"]
layout_mode = 2
custom_minimum_size = Vector2(20, 20)
stretch_mode = 5
[node name="CleanserLabel" type="Label" parent="BottomContainer/VBoxContainer/CleanserHBox"]
layout_mode = 2
theme_override_font_sizes/font_size = 20
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 = "[E] Cleanser (0)"
horizontal_alignment = 1
-48
View File
@@ -1,48 +0,0 @@
func _spawn_cleanser_particles(pos: Vector2i) -> void:
"""Spawn bright cleansing particles when sticky is cleared."""
if not main_scene or not gridmap:
return
var 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
)
var particles = GPUParticles3D.new()
particles.emitting = true
particles.one_shot = true
particles.amount = 12
particles.lifetime = 0.6
particles.explosiveness = 0.9
var material = ParticleProcessMaterial.new()
material.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
material.emission_sphere_radius = 0.3
material.direction = Vector3(0, 1, 0)
material.spread = 180.0
material.initial_velocity_min = 3.0
material.initial_velocity_max = 5.0
material.gravity = Vector3(0, -5.0, 0)
material.scale_min = 0.05
material.scale_max = 0.15
var mesh = SphereMesh.new()
mesh.radius = 0.2
mesh.height = 0.4
var spatial_mat = StandardMaterial3D.new()
spatial_mat.albedo_color = Color(0.2, 1.0, 1.0) # Cyan/Blue for cleanser
spatial_mat.emission_enabled = true
spatial_mat.emission = Color(0.2, 1.0, 1.0)
spatial_mat.emission_energy_multiplier = 3.0
mesh.material = spatial_mat
particles.draw_pass_1 = mesh
particles.process_material = material
particles.position = world_pos
main_scene.add_child(particles)
await get_tree().create_timer(1.2).timeout
if particles and is_instance_valid(particles):
particles.queue_free()
-24
View File
@@ -1,24 +0,0 @@
func _find_valid_drop_position() -> Vector2i:
# Try random adjacent cells
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
neighbors.shuffle()
for neighbor in neighbors:
var pos = neighbor.position
# Check item layer
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
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
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
if gm._is_npc_zone(pos):
continue
return pos
return Vector2i(-1, -1)
-8
View File
@@ -1,8 +0,0 @@
@rpc("any_peer", "call_local")
func remove_slow_effect():
slow_timer = 0.0
self.is_slowed = false
if movement_manager:
# INSTANT response: restore speed multiplier to 1.0 immediately
movement_manager.set_speed_multiplier(1.0)
print("Player %s slow effect removed early" % name)
-25
View File
@@ -1,25 +0,0 @@
/func _find_valid_drop_position/,/return Vector2i(-1, -1)/c\
func _find_valid_drop_position() -> Vector2i:\
# Try random adjacent cells\
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)\
neighbors.shuffle()\
\
for neighbor in neighbors:\
var pos = neighbor.position\
# Check item layer\
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\
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\
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\
if gm._is_npc_zone(pos):\
continue\
return pos\
\
return Vector2i(-1, -1)
+14 -17
View File
@@ -1,36 +1,33 @@
import json
import sys
from datetime import date
if len(sys.argv) < 2:
print("Usage: patch_version.py <version> [notes]")
sys.exit(1)
version = sys.argv[1]
notes = sys.argv[2] if len(sys.argv) > 2 else ""
with open("assets/data/version.json", "r", encoding="utf-8") as f:
data = json.load(f)
# Find the 2.4.0 entry or just add 2.4.1 at the top
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.",
"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.",
"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."
]
changelog = [line.strip() for line in notes.splitlines() if line.strip()]
new_release = {
"version": "2.4.1",
"date": "2026-06-28",
"version": version,
"date": date.today().isoformat(),
"pck_url": "https://raw.githubusercontent.com/adtpdn/tekton-updates/main/latest/patch.pck",
"pck_size": 0,
"changelog": changelog
}
# Remove existing 2.4.1 if any
data["releases"] = [r for r in data["releases"] if r.get("version") != "2.4.1"]
# Remove existing entry for this version if any
data["releases"] = [r for r in data["releases"] if r.get("version") != version]
# Insert at top
data["releases"].insert(0, new_release)
data["latest_version"] = "2.4.1"
data["latest_version"] = version
with open("assets/data/version.json", "w", encoding="utf-8") as f:
json.dump(data, f, indent="\t")
+6 -9
View File
@@ -17,7 +17,7 @@ compatibility/default_parent_skeleton_in_mesh_instance_3d=true
config/name="Tekton Dash Armageddon"
config/version="2.4.1"
run/main_scene="res://scenes/ui/boot_screen.tscn"
config/features=PackedStringArray("4.6", "Forward Plus")
config/features=PackedStringArray("4.7", "Forward Plus")
boot_splash/bg_color=Color(0.16470589, 0.6745098, 0.9372549, 1)
boot_splash/stretch_mode=0
boot_splash/image="uid://b10e6kr508642"
@@ -38,7 +38,7 @@ GoalManager="*res://scripts/managers/goal_manager.gd"
PlayerManager="*res://scripts/managers/player_manager.gd"
GoalsCycleManager="*res://scripts/managers/goals_cycle_manager.gd"
Satori="*uid://b8vev00s34b7"
SettingsManager="*uid://c1ouaaqnn0lrc"
SettingsManager="*res://scripts/managers/settings_manager.gd"
SfxManager="*res://scripts/managers/sfx_manager.gd"
NameGenerator="*res://scripts/generators/name_generator.gd"
MusicManager="*res://scripts/managers/music_manager.gd"
@@ -67,8 +67,11 @@ enabled=PackedStringArray("res://addons/com.heroiclabs.nakama/plugin.cfg", "res:
[file_customization]
folder_colors={
"res://addons/": "pink",
"res://assets/": "purple",
"res://scenes/": "green"
"res://scenes/": "green",
"res://scripts/": "green",
"res://server/": "blue"
}
[input]
@@ -140,12 +143,6 @@ use_powerup={
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":3,"pressure":0.0,"pressed":false,"script":null)
]
}
use_cleanser={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":2,"pressure":0.0,"pressed":false,"script":null)
]
}
action_grab_tekton={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":71,"physical_keycode":0,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null)
-19
View File
@@ -47,22 +47,3 @@ theme_override_constants/outline_size = 6
theme_override_fonts/font = ExtResource("1_font")
text = "🍬 OPEN ARENA"
horizontal_alignment = 1
[node name="CleanserHBox" type="HBoxContainer" parent="BottomContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 6
alignment = 1
[node name="CleanserIcon" type="TextureRect" parent="BottomContainer/VBoxContainer/CleanserHBox"]
layout_mode = 2
custom_minimum_size = Vector2(20, 20)
stretch_mode = 5
[node name="CleanserLabel" type="Label" parent="BottomContainer/VBoxContainer/CleanserHBox"]
layout_mode = 2
theme_override_font_sizes/font_size = 20
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 = "[E] Cleanser (0)"
horizontal_alignment = 1
+19 -22
View File
@@ -210,9 +210,9 @@ func _run_ai_tick():
print("[BotController] Action Taken: Attack Pursuit")
return
# Priority 0.5: Gauntlet (#075) — burn Cleanser if boxed in
if await _try_activate_cleanser():
print("[BotController] Action Taken: Cleanser (trapped)")
# Priority 0.5: Gauntlet (#075) — use Ghost powerup if boxed in
if await _try_activate_ghost():
print("[BotController] Action Taken: Ghost (trapped)")
return
# Priority 1: Tekton Management (Grab Tekton if full boost, or spawn if carrying)
@@ -260,27 +260,24 @@ func _run_ai_tick():
return
# =============================================================================
# Gauntlet (#075) — Cleanser + Sticky Avoidance wiring
# Gauntlet (#075) — Ghost Powerup + Sticky Avoidance wiring
# =============================================================================
func _try_activate_cleanser() -> bool:
"""Activate Cleanser when the planner reports imminent danger.
func _try_activate_ghost() -> bool:
"""Activate Ghost powerup when the planner reports imminent danger.
Server-authoritative RPC; we only request it. Returns true if the request
was sent successfully (not a guarantee it landed on a sticky cell)."""
Uses the existing SpecialTilesManager to activate the held ghost powerup.
Returns true if activation was triggered."""
if not strategic_planner or not strategic_planner.is_gauntlet_mode():
return false
if not strategic_planner.should_activate_cleanser_now():
if not strategic_planner.should_activate_ghost_now():
return false
var gm = strategic_planner._get_gauntlet_manager()
if not gm:
var stm = actor.get_node_or_null("SpecialTilesManager")
if not stm:
return false
var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
if pid == null or pid < 0:
return false
if gm.has_method("rpc_activate_cleanser"):
gm.rpc_activate_cleanser(pid)
print("[BotController] %s requested Cleanser activation (trapped)" % actor.name)
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
@@ -292,14 +289,14 @@ func _on_step_onto_unsafe() -> bool:
var here = actor.current_position if "current_position" in actor else Vector2i(-1, -1)
if here == Vector2i(-1, -1):
return false
# Post-move guard: if we somehow landed on a sticky without cleanser active,
# burn Cleanser to clear ourselves out next tick.
# 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 not strategic_planner._is_bot_cleanser_active():
if not strategic_planner._is_bot_ghost_active():
var gm = strategic_planner._get_gauntlet_manager()
if gm and gm.has_method("is_sticky_cell") and gm.is_sticky_cell(here):
print("[BotController] %s stepped onto sticky at %sburning Cleanser" % [actor.name, here])
return _try_activate_cleanser()
print("[BotController] %s stepped onto sticky at %sactivating Ghost" % [actor.name, here])
return _try_activate_ghost()
return false
# =============================================================================
+16 -23
View File
@@ -17,7 +17,7 @@ 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).
# Bots must avoid these cells or burn a Cleanser charge to cross.
# Bots must avoid these cells or use Ghost mode to cross.
const GAUNTLET_OVERLAY_LAYER: int = 2
const TILE_STICKY: int = 17
const TILE_TELEGRAPH: int = 18
@@ -61,23 +61,16 @@ func _get_gauntlet_manager() -> Node:
return gm2
return null
func _bot_has_cleanser_charge() -> bool:
var gm = _get_gauntlet_manager()
if not gm or not "player_cleansers" in gm:
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:
return false
var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
if pid == null or pid < 0:
return false
return gm.player_cleansers.get(pid, 0) > 0
return stm.inventory.get(stm.SpecialEffect.INVISIBLE_MODE, false)
func _is_bot_cleanser_active() -> bool:
var gm = _get_gauntlet_manager()
if not gm:
return false
var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
if pid == null or pid < 0:
return false
return gm.is_cleanser_active(pid)
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."""
@@ -88,10 +81,10 @@ func _is_overlay_unsafe(pos: Vector2i) -> bool:
func _is_cell_unsafe_in_gauntlet(pos: Vector2i) -> bool:
"""Cell is unsafe in Gauntlet if it's sticky/telegraphed — unless the bot's
Cleanser is active (grants temporary immunity)."""
Ghost mode is active (grants sticky bypass)."""
if not is_gauntlet_mode():
return false
if _is_bot_cleanser_active():
if _is_bot_ghost_active():
return false
var gm = _get_gauntlet_manager()
if gm and gm.has_method("is_sticky_cell") and gm.is_sticky_cell(pos):
@@ -106,13 +99,13 @@ func _count_unsafe_neighbors(pos: Vector2i) -> int:
count += 1
return count
func should_activate_cleanser_now() -> bool:
"""True if the bot is boxed in / about to be sealed and should burn Cleanser."""
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():
return false
if not _bot_has_cleanser_charge():
if not _bot_has_ghost_powerup():
return false
if _is_bot_cleanser_active():
if _is_bot_ghost_active():
return false
var here = actor.current_position if actor and "current_position" in actor else Vector2i(-1, -1)
if here == Vector2i(-1, -1):
@@ -623,7 +616,7 @@ func _is_valid_move_target(pos: Vector2i, ignore_players: bool = false) -> bool:
# Gauntlet 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). Cleanser-active bots are
# regardless of whether another player is on it). Ghost-active bots are
# exempt via the helper.
if _is_cell_unsafe_in_gauntlet(pos):
return false
@@ -128,8 +128,10 @@ func spawn_projectile(target_world_pos: Vector3, duration: float) -> void:
# 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()
if is_instance_valid(spin_tween):
spin_tween.kill()
if is_instance_valid(projectile):
projectile.queue_free()
)
func can_rpc() -> bool:
+36
View File
@@ -0,0 +1,36 @@
extends SceneTree
const SKIP_DIRS := [".git", ".godot", "addons"]
func _initialize() -> void:
var errors: Array[String] = []
_scan_dir("res://", errors)
if errors.is_empty():
print("Lint passed: no GDScript syntax errors found")
quit(0)
else:
for e in errors:
printerr(e)
printerr("Lint failed: %d file(s) with syntax errors" % errors.size())
quit(1)
func _scan_dir(path: String, errors: Array[String]) -> void:
var dir := DirAccess.open(path)
if dir == null:
return
dir.list_dir_begin()
var entry := dir.get_next()
while entry != "":
if entry == "." or entry == "..":
entry = dir.get_next()
continue
var full_path := path.path_join(entry)
if dir.current_is_dir():
if not SKIP_DIRS.has(entry):
_scan_dir(full_path, errors)
elif entry.ends_with(".gd"):
var script := GDScript.new()
script.source_code = FileAccess.get_file_as_string(full_path)
if script.reload() != OK:
errors.append("%s: syntax error" % full_path)
entry = dir.get_next()
+133 -316
View File
@@ -7,7 +7,7 @@ class_name GauntletManager
signal phase_changed(phase_index: int, phase_name: String)
signal growth_tick(cells: Array)
signal player_trapped(player_id: int)
signal cleanser_granted(player_id: int)
signal ghost_granted(player_id: int)
# =============================================================================
# Constants
@@ -31,10 +31,9 @@ enum CellState {
STICKY, # Covered in sticky candy, blocks + traps
BUBBLE_GROWING, # Candy bubble growing, not yet exploded
BLOCKED, # NPC zone or permanent obstacle
CLEANSED, # Recently cleaned by Cleanser (temp protection)
}
# Cells temporarily protected after a Cleanser pass (Vector2i -> time remaining).
# Cells temporarily protected after Ghost-clearing (not used — kept for compat).
var cleansed_cells: Dictionary = {}
const CLEANSED_PROTECTION_TIME: float = 5.0
@@ -146,15 +145,10 @@ const SMACK_COOLDOWN: float = 8.0
const SMACK_CHARGE_WINDOW: float = 3.0
# =============================================================================
# Cleanser Tracking
# Ghost Reward Tracking (replaces Cleanser)
# =============================================================================
var player_mission_completions: Dictionary = {} # player_id → int
var player_cleansers: Dictionary = {} # player_id → int (0 or 1)
var cleanser_active: Dictionary = {} # player_id → true when immunity active
var cleanser_cells_left: Dictionary = {} # player_id → int (cells remaining)
const CLEANSER_MAX_CELLS: int = 5
const CLEANSER_ACTIVATION_DELAY: float = 0.3
# =============================================================================
# Trapped Players
@@ -189,9 +183,6 @@ var pump_instance: Node3D = null
# HUD
var hud_layer: CanvasLayer
var phase_label: Label
var cleanser_label: Label
var cleanser_icon: TextureRect
var cleanser_count: int = 0
var slowmo_label: Label
var _gauntlet_hud_scene: PackedScene = preload("res://scenes/gauntlet_hud.tscn")
@@ -284,10 +275,6 @@ func _process(delta: float) -> void:
elif not multiplayer.is_server():
player.sync_modulate(Color.WHITE)
# Cleanser input (local player only)
if Input.is_action_just_pressed("use_cleanser"):
_try_use_cleanser()
# Slow-mo timer (all peers for visual consistency)
if slowmo_active:
slowmo_timer -= delta
@@ -340,9 +327,12 @@ func _start_phase(phase: Phase) -> void:
var phase_name = _phase_to_string(phase)
print("[Gauntlet] Phase changed to: ", phase_name)
if _can_rpc():
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:
@@ -361,6 +351,14 @@ 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)
# =============================================================================
@@ -391,47 +389,46 @@ 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
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)
# Resize grid (bypass setters that wipe the map)
gridmap.set("columns", ARENA_COLUMNS)
gridmap.set("rows", ARENA_ROWS)
# Clear all
gridmap.clear()
# 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)
# 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 _is_npc_zone(pos):
# Make the floor empty (-1) beneath the Candy Pump
# We need to clear all possible layers just in case
gridmap.set_cell_item(Vector3i(x, 0, z), -1)
gridmap.set_cell_item(Vector3i(x, 1, z), -1)
gridmap.set_cell_item(Vector3i(x, 2, z), -1)
continue
# 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 x == 0 or x == ARENA_COLUMNS - 1 or z == 0 or z == ARENA_ROWS - 1:
# 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), -1)
continue
# Interior: walkable floor
# 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), -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()
@@ -451,10 +448,7 @@ func sync_arena_setup() -> void:
func _is_npc_zone(pos: Vector2i) -> bool:
"""Check if a position is within the center 3x3 NPC zone."""
var half = NPC_SIZE / 2 # integer division = 1
var min_coord = NPC_CENTER - Vector2i(half, half) # (8, 8)
var max_coord = NPC_CENTER + Vector2i(half, half) # (10, 10)
return pos.x >= min_coord.x and pos.x <= max_coord.x and pos.y >= min_coord.y and pos.y <= max_coord.y
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."""
@@ -508,13 +502,14 @@ func _spawn_mission_tiles() -> void:
# 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 _is_npc_zone(pos):
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)
@@ -540,7 +535,6 @@ func _spawn_mission_tiles() -> void:
tiles_spawned += 1
# Sync to clients
var main = get_node("/root/Main")
if main:
main.rpc("sync_grid_item", x, 1, z, tile_type)
@@ -858,6 +852,8 @@ func sync_growth_telegraph(cells: Array) -> void:
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)
@@ -929,6 +925,8 @@ func sync_growth_apply(cells: Array) -> void:
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
@@ -1005,56 +1003,6 @@ func _spawn_impact_particles(targets: Array) -> void:
if particles and is_instance_valid(particles):
particles.queue_free()
# =============================================================================
func _spawn_cleanser_particles(pos: Vector2i) -> void:
"""Spawn bright cleansing particles when sticky is cleared."""
if not main_scene or not gridmap:
return
var 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
)
var particles = GPUParticles3D.new()
particles.emitting = true
particles.one_shot = true
particles.amount = 12
particles.lifetime = 0.6
particles.explosiveness = 0.9
var material = ParticleProcessMaterial.new()
material.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
material.emission_sphere_radius = 0.3
material.direction = Vector3(0, 1, 0)
material.spread = 180.0
material.initial_velocity_min = 3.0
material.initial_velocity_max = 5.0
material.gravity = Vector3(0, -5.0, 0)
material.scale_min = 0.05
material.scale_max = 0.15
var mesh = SphereMesh.new()
mesh.radius = 0.2
mesh.height = 0.4
var spatial_mat = StandardMaterial3D.new()
spatial_mat.albedo_color = Color(0.2, 1.0, 1.0) # Cyan/Blue for cleanser
spatial_mat.emission_enabled = true
spatial_mat.emission = Color(0.2, 1.0, 1.0)
spatial_mat.emission_energy_multiplier = 3.0
mesh.material = spatial_mat
particles.draw_pass_1 = mesh
particles.process_material = material
particles.position = world_pos
main_scene.add_child(particles)
await get_tree().create_timer(1.2).timeout
if particles and is_instance_valid(particles):
particles.queue_free()
# =============================================================================
# Sticky / Trap System
@@ -1066,12 +1014,15 @@ func is_cleansed_cell(pos: Vector2i) -> bool:
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 sticky_cells.has(pos):
if is_sticky_cell(pos):
return CellState.STICKY
if cleansed_cells.has(pos):
return CellState.CLEANSED
return CellState.BLOCKED # Protected from regrowth temporarily
if telegraphed_cells.has(pos):
return CellState.TELEGRAPHED
if bubble_cells.has(pos):
@@ -1092,8 +1043,37 @@ func _tick_cleansed_cells(delta: float) -> void:
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
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%)
@@ -1104,12 +1084,15 @@ 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
@@ -1133,6 +1116,9 @@ 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):
@@ -1334,11 +1320,11 @@ func _calculate_bubble_score(pos: Vector2i, player_cells: Array = []) -> float:
return score
func _bubble_score_camping(pos: Vector2i) -> float:
"""Reward targeting campers. +40 >5s, +60 >8s, +80 >10s-with-cleanser."""
"""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 actually holds a cleanser.
if _any_cleanser_holder_near(pos):
# 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:
@@ -1391,22 +1377,25 @@ func _bubble_score_unfair_trap(pos: Vector2i) -> float:
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 _any_cleanser_holder_near(pos: Vector2i) -> bool:
"""True if a player holding a Cleanser charge is within the camping region."""
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"):
var pid = player.get("peer_id") if "peer_id" in player else -1
if pid == -1:
continue
if player_cleansers.get(pid, 0) <= 0:
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):
@@ -1502,7 +1491,7 @@ func _explode_bubble(center: Vector2i, cells: Array) -> void:
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 is_cleanser_active(pid):
if pid != -1 and player.get("is_invisible"):
continue
apply_sticky_slow(player)
@@ -1518,6 +1507,8 @@ func sync_bubble_spawn(center: Vector2i, cells: Array) -> void:
# 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:
@@ -1539,6 +1530,8 @@ func sync_bubble_explode(center: Vector2i, cells: Array) -> void:
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.
@@ -1605,8 +1598,8 @@ func _check_all_players_trapped() -> void:
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 is_cleanser_active(pid):
continue # cleansing players are immune to the slow
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:
@@ -1638,25 +1631,22 @@ func _trap_player(player: Node) -> void:
NotificationManager.send_message(player, "Stuck in Candy!", NotificationManager.MessageType.WARNING)
func clear_sticky_cell(pos: Vector2i) -> void:
"""Used by Cleanser power-up to remove a sticky cell."""
"""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
rpc("rpc_use_cleanser", pos)
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 (v2)
mark_cleansed(pos) # temporary regrowth protection
if gridmap:
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), -1)
# Play VFX and SFX
_spawn_cleanser_particles(pos)
if SfxManager:
SfxManager.play("pick_up_power_tile")
@@ -1664,142 +1654,6 @@ func sync_clear_sticky_cell(pos: Vector2i) -> void:
if main_scene and main_scene.has_method("sync_grid_item"):
main_scene.sync_grid_item(pos.x, 2, pos.y, -1)
func _try_use_cleanser() -> void:
"""Local player attempts to activate Cleanser for 5-cell sticky immunity."""
var local_pid = multiplayer.get_unique_id()
var count = player_cleansers.get(local_pid, 0)
if count <= 0:
return
# Block activation during stun
var all_players = get_tree().get_nodes_in_group("Players")
var local_player = null
for p in all_players:
var pid = p.get("peer_id") if "peer_id" in p else p.name.to_int()
if pid == local_pid:
local_player = p
break
if not local_player:
return
if local_player.get("is_frozen") or local_player.get("is_stop_frozen"):
return
# 0.3s activation delay
await get_tree().create_timer(CLEANSER_ACTIVATION_DELAY).timeout
# Re-validate after delay
if not is_instance_valid(local_player):
return
if local_player.get("is_frozen") or local_player.get("is_stop_frozen"):
return
# Consume cleanser from inventory (only if client, host relies on rpc)
if not multiplayer.is_server():
cleanser_active[local_pid] = true
cleanser_cells_left[local_pid] = CLEANSER_MAX_CELLS
player_cleansers[local_pid] = max(0, player_cleansers[local_pid] - 1)
update_cleanser_ui(player_cleansers[local_pid])
NotificationManager.send_message(local_player, "Cleanser Used! (5 charges)", NotificationManager.MessageType.POWERUP)
# Sync to server/clients
if not multiplayer.is_server() and _can_rpc():
rpc("rpc_activate_cleanser", local_pid)
elif multiplayer.is_server():
# Call RPC logic directly for host (it will set active/cells_left/consume)
rpc_activate_cleanser(local_pid)
@rpc("any_peer", "call_local", "reliable")
func deactivate_cleanser(player_id: int) -> void:
"""Deactivate cleanser immunity for a player."""
cleanser_active.erase(player_id)
cleanser_cells_left.erase(player_id)
func is_cleanser_active(player_id: int) -> bool:
"""Check if a player has active cleanser immunity."""
return cleanser_active.has(player_id)
func use_cleanser_cell(player_id: int) -> bool:
"""Use one cleanser cell. Returns true if still active, false if exhausted."""
if not cleanser_active.has(player_id):
return false
cleanser_cells_left[player_id] -= 1
if cleanser_cells_left[player_id] <= 0:
if _can_rpc():
rpc("deactivate_cleanser", player_id)
else:
deactivate_cleanser(player_id)
return false
return true
func notify_movement_stopped(player_id: int, pos: Vector2i) -> void:
"""Called from PlayerMovementManager when a move chain settles.
Previously deactivated cleanser here, but now immunity persists
until charges run out to allow repeated use across safe gaps."""
pass
@rpc("any_peer", "call_local", "reliable")
func rpc_activate_cleanser(pid: int) -> void:
"""RPC for clients to activate cleanser on server."""
if multiplayer.is_server():
# Verify they actually have a cleanser charge (prevents spam/cheats)
if player_cleansers.get(pid, 0) <= 0:
return
# Always apply the state and AoE, since this is the server authority
cleanser_active[pid] = true
cleanser_cells_left[pid] = CLEANSER_MAX_CELLS
player_cleansers[pid] = max(0, player_cleansers[pid] - 1)
if _can_rpc():
rpc("sync_cleanser_count", pid, player_cleansers[pid])
# NEW: Clear 3x3 area around player
var all_players = get_tree().get_nodes_in_group("Players")
var target_player = null
for p in all_players:
var target_pid = p.get("peer_id") if "peer_id" in p else p.name.to_int()
if target_pid == pid:
target_player = p
break
if gridmap and is_instance_valid(target_player):
var map_pos = gridmap.local_to_map(target_player.global_position)
var center_pos = Vector2i(map_pos.x, map_pos.z)
# 3x3 neighborhood
for dx in range(-1, 2):
for dz in range(-1, 2):
var check_pos = center_pos + Vector2i(dx, dz)
if is_sticky_cell(check_pos):
clear_sticky_cell(check_pos)
# Remove slow effect for any player in the cleansed area
for p in all_players:
if is_instance_valid(p) and p.has_method("remove_slow_effect"):
if gridmap:
var p_map_pos = gridmap.local_to_map(p.global_position)
var p_cell_pos = Vector2i(p_map_pos.x, p_map_pos.z)
if abs(p_cell_pos.x - center_pos.x) <= 1 and abs(p_cell_pos.y - center_pos.y) <= 1:
if _can_rpc():
p.rpc("remove_slow_effect")
else:
p.remove_slow_effect()
print("[Cleanser] Server cleared 3x3 area around %s for player %d" % [center_pos, pid])
@rpc("any_peer", "call_local", "reliable")
func rpc_use_cleanser(pos: Vector2i) -> void:
"""RPC for clients to clear a sticky cell via Cleanser."""
if multiplayer.is_server():
clear_sticky_cell(pos)
@rpc("any_peer", "call_local", "reliable")
func rpc_consume_cleanser(pid: int) -> void:
"""RPC for clients to report Cleanser consumption to server."""
if multiplayer.is_server():
player_cleansers[pid] = 0
if _can_rpc():
rpc("sync_cleanser_count", pid, 0)
@rpc("any_peer", "reliable")
func rpc_trigger_slowmo() -> void:
"""RPC for clients to request slow-mo from server."""
@@ -1886,25 +1740,7 @@ func _setup_hud() -> void:
hud_layer.visible = false
add_child(hud_layer)
phase_label = hud_layer.get_node("BottomContainer/VBoxContainer/PhaseLabel")
cleanser_icon = hud_layer.get_node("BottomContainer/VBoxContainer/CleanserHBox/CleanserIcon")
cleanser_label = hud_layer.get_node("BottomContainer/VBoxContainer/CleanserHBox/CleanserLabel")
slowmo_label = hud_layer.get_node_or_null("TopContainer/SlowMoLabel")
_generate_cleanser_icon()
func _generate_cleanser_icon() -> void:
var icon_img = Image.create(16, 16, false, Image.FORMAT_RGBA8)
icon_img.fill(Color(0.4, 0.9, 1.0))
icon_img.blend_rect(icon_img, Rect2i(2, 2, 12, 12), Vector2i(1, 1))
for x in range(16):
icon_img.set_pixel(x, 0, Color(0.2, 0.6, 0.7))
icon_img.set_pixel(x, 15, Color(0.2, 0.6, 0.7))
for y in range(16):
icon_img.set_pixel(0, y, Color(0.2, 0.6, 0.7))
icon_img.set_pixel(15, y, Color(0.2, 0.6, 0.7))
for i in range(4, 12):
icon_img.set_pixel(i, 7, Color(1.0, 1.0, 1.0, 0.8))
icon_img.set_pixel(7, i, Color(1.0, 1.0, 1.0, 0.8))
cleanser_icon.texture = ImageTexture.create_from_image(icon_img)
func _update_hud_phase(phase_name: String) -> void:
if phase_label:
@@ -1923,20 +1759,6 @@ func _update_hud_phase(phase_name: String) -> void:
# Animate phase label with bounce effect
_animate_phase_label()
func update_cleanser_ui(count: int) -> void:
cleanser_count = count
if cleanser_label:
cleanser_label.text = "[E] Cleanser (%d)" % count
# Show/hide icon based on availability
if cleanser_icon:
cleanser_icon.visible = count > 0
if count > 0:
# Pulse animation when cleanser is available
var tween = create_tween()
tween.set_loops(2)
tween.tween_property(cleanser_icon, "modulate", Color(1.5, 1.5, 1.5, 1), 0.3)
tween.tween_property(cleanser_icon, "modulate", Color.WHITE, 0.3)
func _animate_phase_label() -> void:
"""Animate phase label with bounce effect."""
if not phase_label:
@@ -1961,7 +1783,7 @@ func _animate_phase_label() -> void:
# =============================================================================
func _on_goal_count_updated(peer_id: int, count: int) -> void:
"""Called when a player completes a goal cycle. Grant cleanser every 2 missions."""
"""Called when a player completes a goal cycle. Grant ghost powerup every 2 missions."""
if not multiplayer.is_server():
return
@@ -1970,34 +1792,29 @@ func _on_goal_count_updated(peer_id: int, count: int) -> void:
player_mission_completions[peer_id] = 0
player_mission_completions[peer_id] += 1
# Grant cleanser every 2 missions
# Grant ghost powerup every 2 missions
var completions = player_mission_completions[peer_id]
if completions % 2 == 0:
if not player_cleansers.has(peer_id):
player_cleansers[peer_id] = 0
_grant_ghost_powerup(peer_id)
# Allow stacking cleanser charges instead of capping at 1
player_cleansers[peer_id] += 1
emit_signal("cleanser_granted", peer_id)
print("[Gauntlet] Player %d granted Cleanser (Total: %d) (mission %d)" % [peer_id, player_cleansers[peer_id], completions])
# Sync cleanser count to HUD
rpc("sync_cleanser_count", peer_id, player_cleansers.get(peer_id, 0))
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
@rpc("authority", "call_local", "reliable")
func sync_cleanser_count(peer_id: int, count: int) -> void:
"""Sync cleanser count to HUD for specific player."""
# Update local player's cleanser UI
var local_pid = multiplayer.get_unique_id()
if peer_id == local_pid:
update_cleanser_ui(count)
# =============================================================================
# Utility
# =============================================================================
+10 -28
View File
@@ -155,19 +155,15 @@ func simple_move_to(grid_position: Vector2i) -> bool:
player.knock_tekton()
return false # Don't move into the tile, just knock
# If moving into a sticky cell: slow the player (unless cleanser active,
# which clears the cell instead). Sticky no longer hard-traps.
# If moving into a sticky cell: block movement unless player is in ghost
# mode (is_invisible), which lets them bypass sticky tiles in gauntlet.
if gm and gm.is_active and gm.is_sticky_cell(grid_position):
var pid = player.get("peer_id") if "peer_id" in player else -1
if pid != -1 and gm.is_cleanser_active(pid):
# Cleanser immunity: clear sticky cell, use one cell, don't slow
gm.clear_sticky_cell(grid_position)
gm.use_cleanser_cell(pid)
print("[Move] Cleanser cleared sticky cell at %s (%d cells left)" % [grid_position, gm.cleanser_cells_left.get(pid, 0)])
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] Player stepping into sticky cell at %s — slowed" % grid_position)
if player.is_multiplayer_authority() or multiplayer.is_server():
gm.apply_sticky_slow(player)
print("[Move] Failed: Blocked by Gauntlet Sticky cell at %s" % grid_position)
return false
rotate_towards_target(grid_position)
@@ -342,12 +338,9 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
if main_sticky and main_sticky.get("gauntlet_manager"):
var gm_sticky = main_sticky.gauntlet_manager
if gm_sticky.is_active and gm_sticky.is_sticky_cell(pushed_to_pos):
var push_pid = other_player.get("peer_id") if "peer_id" in other_player else -1
if push_pid != -1 and gm_sticky.is_cleanser_active(push_pid):
# Cleanser immunity: clear sticky cell, use one cell
gm_sticky.clear_sticky_cell(pushed_to_pos)
gm_sticky.use_cleanser_cell(push_pid)
print("[Move] Cleanser cleared push-into-sticky at %s" % pushed_to_pos)
if other_player.get("is_invisible"):
# Ghost mode: pushed player bypasses sticky
print("[Move] Ghost mode bypassed push-into-sticky at %s" % pushed_to_pos)
else:
print("[Move] Player pushed into sticky cell at %s — slowed" % pushed_to_pos)
if multiplayer.is_server() or other_player.is_multiplayer_authority():
@@ -407,17 +400,6 @@ func _on_movement_finished():
emit_signal("movement_finished")
else:
current_move_direction = Vector2i.ZERO
# Gauntlet (#072): a Cleanser ends early once the player rests on a safe
# cell. Gated on gm.is_active so other game modes are never affected.
var gm = null
var main_node = player.get_tree().root.get_node_or_null("Main")
if main_node and main_node.get("gauntlet_manager"):
gm = main_node.gauntlet_manager
if gm and gm.is_active and player.get("current_position") != null:
var mpid = player.get("peer_id") if "peer_id" in player else -1
if mpid != -1 and gm.is_cleanser_active(mpid):
if multiplayer.is_server() or player.is_multiplayer_authority():
gm.notify_movement_stopped(mpid, player.current_position)
emit_signal("movement_finished")
func move_to_clicked_position(grid_position: Vector2i) -> bool:
+5 -3
View File
@@ -547,9 +547,11 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true, only_c
# 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: No power-up tile spawns from world.
# Only common tiles (7-10) spawn; Smack/Cleanser are handled separately.
item_id = rng.randi_range(7, 10)
# Gauntlet mode: mostly common tiles, but ghost (14) can spawn too.
if rng.randf() < 0.85:
item_id = rng.randi_range(7, 10)
else:
item_id = 14 # Ghost powerup only
else:
# Other modes: 80% Chance for Common Tile (7-10), 20% for PowerUp
if rng.randf() < 0.8: