40 Commits

Author SHA1 Message Date
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
Release / Build & Release (push) Failing after 3s
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
Release / Build & Release (push) Failing after 28s
2026-07-03 16:50:02 +08:00
adtpdn d05ebdff05 chore(ci): docker network connect gitea_default for API access
Release / Build & Release (push) Failing after 54s
2026-07-03 16:00:35 +08:00
adtpdn e984c1f8b5 chore(ci): use git.klud.top API (internet-reachable)
Release / Build & Release (push) Failing after 13m49s
2026-07-03 15:44:30 +08:00
adtpdn 99d38134b8 chore(ci): host network, localhost API
Release / Build & Release (push) Failing after 4m10s
2026-07-03 15:37:43 +08:00
adtpdn 66bc1658a4 chore(ci): use Tailscale IP for API, not gitea hostname
Release / Build & Release (push) Failing after 4m11s
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
Release / Export Linux (push) Failing after 7m20s
Release / Export Windows (push) Failing after 7m25s
Release / Create Release (push) Has been skipped
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
Release / Export Windows (push) Failing after 40s
Release / Export Linux (push) Failing after 42s
Release / Create Release (push) Has been skipped
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
Release / Export Windows (push) Failing after 45s
Release / Export Linux (push) Failing after 16s
Release / Create Release (push) Has been skipped
Upload PCK to Gitea Release / upload (push) Failing after 47s
Test Suite / Security Scan (push) Failing after 13m23s
Test Suite / Code Style Check (push) Failing after 13m41s
Test Suite / Integration Tests (push) Failing after 14m26s
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
CI / Export Linux (push) Failing after 8m9s
CI / Export Windows (push) Failing after 8m11s
Test Suite / Unit Tests (GUT) (push) Successful in 59s
Test Suite / Code Style Check (push) Failing after 39s
Test Suite / Integration Tests (push) Failing after 4m18s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 5m35s
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
CI / Create Release (push) Has been cancelled
CI / Export Windows (push) Has been cancelled
CI / Export Linux (push) Has been cancelled
Test Suite / Code Style Check (push) Has been cancelled
Test Suite / Security Scan (push) Has been cancelled
Test Suite / Unit Tests (GUT) (push) Has been cancelled
Test Suite / Integration Tests (push) Has been cancelled
2026-07-03 12:19:45 +08:00
adtpdn edce1fa1fa chore(ci): use local godot mirror on 172.17.0.1:9009
CI / Create Release (push) Has been cancelled
CI / Export Windows (push) Has been cancelled
CI / Export Linux (push) Has been cancelled
Test Suite / Integration Tests (push) Has been cancelled
Test Suite / Code Style Check (push) Has been cancelled
Test Suite / Security Scan (push) Has been cancelled
Test Suite / Unit Tests (GUT) (push) Has been cancelled
2026-07-03 12:03:35 +08:00
adtpdn 6ac9acea35 chore(ci): fix templates path nesting and replace failing android setup action with sdkmanager
CI / Export Linux (push) Failing after 6m37s
CI / Export Windows (push) Failing after 6m45s
Test Suite / Unit Tests (GUT) (push) Successful in 44s
CI / Export Android (push) Failing after 5m11s
Test Suite / Code Style Check (push) Failing after 24s
Test Suite / Integration Tests (push) Failing after 5m34s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 5m40s
2026-07-03 11:18:03 +08:00
adtpdn 9ddb1dd199 chore(ci): fix export templates install and android cmdline version
CI / Export Windows (push) Failing after 5m23s
CI / Export Linux (push) Failing after 5m3s
Test Suite / Unit Tests (GUT) (push) Successful in 51s
CI / Export Android (push) Failing after 3m20s
Test Suite / Code Style Check (push) Failing after 34s
Test Suite / Integration Tests (push) Failing after 4m1s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 5m37s
2026-07-03 11:03:14 +08:00
adtpdn 74de7f15ef chore: trigger CI verify SSH secret
CI / Export Linux (push) Failing after 4s
CI / Export Android (push) Failing after 5m29s
Test Suite / Unit Tests (GUT) (push) Successful in 41s
CI / Export Windows (push) Failing after 6m47s
Test Suite / Code Style Check (push) Failing after 40s
Test Suite / Integration Tests (push) Failing after 4m5s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 5m33s
2026-07-03 10:52:12 +08:00
adtpdn d40a242cbc feat(gauntlet): shrink arena per phase 20x20 -> 18x18 -> 7x7; sticky cells block movement
CI / Export Linux (push) Failing after 4s
CI / Export Windows (push) Failing after 36s
CI / Export Android (push) Failing after 38s
Test Suite / Unit Tests (GUT) (push) Failing after 26s
Test Suite / Integration Tests (push) Failing after 29s
Test Suite / Code Style Check (push) Failing after 38s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 51s
2026-07-02 18:11:14 +08:00
GMaysa 419771c50b ci: add diagnostic step for git remote connectivity in CI workflow
CI / Export Linux (push) Failing after 4s
CI / Export Android (push) Failing after 31s
CI / Export Windows (push) Failing after 43s
Test Suite / Unit Tests (GUT) (push) Failing after 33s
Test Suite / Integration Tests (push) Failing after 30s
Test Suite / Security Scan (push) Failing after 36s
Test Suite / Code Style Check (push) Failing after 41s
CI / Create Release (push) Has been skipped
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
CI / Export Windows (push) Failing after 38s
CI / Export Linux (push) Failing after 38s
CI / Export Android (push) Failing after 39s
Test Suite / Unit Tests (GUT) (push) Failing after 40s
Test Suite / Code Style Check (push) Failing after 32s
Test Suite / Integration Tests (push) Failing after 36s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 37s
2026-07-02 18:07:34 +08:00
GMaysa 754fb0d0a3 ci: enable step debugging for Windows export job
CI / Export Linux (push) Failing after 33s
CI / Export Windows (push) Failing after 41s
Test Suite / Unit Tests (GUT) (push) Failing after 33s
CI / Export Android (push) Failing after 41s
Test Suite / Code Style Check (push) Failing after 27s
Test Suite / Integration Tests (push) Failing after 32s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 39s
2026-07-02 17:58:39 +08:00
GMaysa 2fd8130743 ci: fix formatting of checkout step in CI workflow
CI / Export Linux (push) Failing after 39s
CI / Export Windows (push) Failing after 47s
Test Suite / Unit Tests (GUT) (push) Failing after 33s
CI / Export Android (push) Failing after 42s
Test Suite / Integration Tests (push) Failing after 31s
Test Suite / Code Style Check (push) Failing after 34s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 39s
2026-07-02 17:55:24 +08:00
GMaysa 5ad9952750 ci: update checkout step to fetch full history in CI workflow
Test Suite / Integration Tests (push) Failing after 28s
Test Suite / Unit Tests (GUT) (push) Failing after 43s
Test Suite / Code Style Check (push) Failing after 27s
Test Suite / Security Scan (push) Failing after 36s
2026-07-02 17:53:27 +08:00
GMaysa 720882f0dc ci: add network connectivity tests for Gitea in deploy_patch.yml
CI / Export Linux (push) Failing after 38s
CI / Export Windows (push) Failing after 39s
Test Suite / Unit Tests (GUT) (push) Failing after 30s
CI / Export Android (push) Failing after 32s
Test Suite / Integration Tests (push) Failing after 32s
Test Suite / Code Style Check (push) Failing after 37s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 41s
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
CI / Export Linux (push) Failing after 30s
CI / Export Windows (push) Failing after 36s
Test Suite / Unit Tests (GUT) (push) Failing after 33s
CI / Export Android (push) Failing after 37s
Test Suite / Code Style Check (push) Failing after 37s
Test Suite / Integration Tests (push) Failing after 40s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 40s
2026-07-02 17:39:38 +08:00
GMaysa 78f8c5bf5e ci: update SSH config in deploy_patch.yml to use correct host for Gitea
CI / Export Linux (push) Failing after 32s
CI / Export Windows (push) Failing after 43s
CI / Export Android (push) Failing after 37s
Test Suite / Unit Tests (GUT) (push) Failing after 30s
Test Suite / Integration Tests (push) Failing after 29s
Test Suite / Code Style Check (push) Failing after 38s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 39s
2026-07-02 17:31:16 +08:00
GMaysa 58b66bcb8f ci: update SSH config setup to append instead of using sudo tee for Gitea
CI / Export Windows (push) Failing after 36s
CI / Export Linux (push) Failing after 36s
CI / Export Android (push) Failing after 30s
Test Suite / Unit Tests (GUT) (push) Failing after 32s
Test Suite / Integration Tests (push) Failing after 29s
Test Suite / Code Style Check (push) Failing after 29s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 35s
2026-07-02 17:23:04 +08:00
GMaysa 477c7ca7ec ci: update SSH configuration setup for Gitea to use system-wide ssh_config
CI / Export Windows (push) Failing after 4s
CI / Export Linux (push) Failing after 3s
CI / Export Android (push) Failing after 5s
Test Suite / Unit Tests (GUT) (push) Failing after 2s
Test Suite / Integration Tests (push) Failing after 2s
Test Suite / Code Style Check (push) Failing after 2s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 13s
2026-07-02 17:19:58 +08:00
GMaysa ecb080e943 ci: add SSH configuration setup for Gitea in workflows
CI / Export Linux (push) Failing after 28s
CI / Export Windows (push) Failing after 38s
CI / Export Android (push) Failing after 36s
Test Suite / Unit Tests (GUT) (push) Failing after 32s
Test Suite / Integration Tests (push) Failing after 33s
Test Suite / Code Style Check (push) Failing after 32s
CI / Create Release (push) Has been skipped
Test Suite / Security Scan (push) Failing after 13m25s
2026-07-02 16:53:31 +08:00
GMaysa e539a862d5 Clean the yml script
CI / Export Windows (push) Failing after 43s
CI / Export Linux (push) Failing after 1m4s
CI / Export Android (push) Failing after 55s
Test Suite / Unit Tests (GUT) (push) Failing after 39s
Test Suite / Integration Tests (push) Failing after 46s
Test Suite / Code Style Check (push) Failing after 46s
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Test Suite / Security Scan (push) Failing after 1m1s
2026-07-02 16:40:52 +08:00
adtpdn 82763e4d5a ci: fix ssh clone url in build_binaries and upload_pck
CI / Run Tests (push) Failing after 35s
CI / Export Windows (push) Has been skipped
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Test Suite / Unit Tests (GUT) (push) Failing after 30s
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Test Suite / Security Scan (push) Failing after 11m17s
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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
CI / Run Tests (push) Has been cancelled
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2026-07-02 16:08:36 +08:00
adtpdn 858bf08212 ci: map internal gitea hostname to external ip before checkout
CI / Export Windows (push) Has been cancelled
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CI / Export Android (push) Has been cancelled
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2026-07-02 16:01:13 +08:00
adtpdn 64630662ac ci: replace missing godot action with manual wget download
CI / Run Tests (push) Failing after 45s
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Test Suite / Unit Tests (GUT) (push) Failing after 47s
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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
CI / Run Tests (push) Failing after 3s
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2026-07-02 15:04:07 +08:00
18 changed files with 457 additions and 844 deletions
-122
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@@ -1,122 +0,0 @@
name: Build Artifacts
on:
workflow_dispatch:
inputs:
platform:
description: 'Platform to build'
required: true
type: choice
options:
- windows
- linux
- android
- all
version:
description: 'Version tag (optional)'
required: false
type: string
jobs:
build-windows:
name: Build Windows
runs-on: ubuntu-latest
timeout-minutes: 45
if: github.event.inputs.platform == 'windows' || github.event.inputs.platform == 'all'
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup Godot
uses: firebelley/godot-action@v3
with:
godot-version: '4.6'
engine-type: standard
- name: Install export templates
run: |
mkdir -v -p ~/.local/share/godot/export_templates/4.6.stable
wget -q https://github.com/godotengine/godot-builds/releases/download/4.6-stable/Godot_v4.6-stable_export_templates.tpz
unzip -q Godot_v4.6-stable_export_templates.tpz -d ~/.local/share/godot/export_templates/4.6.stable
- name: Export Windows
run: |
godot --headless --export-release "Windows Desktop" build/tekton_armageddon_${{ github.event.inputs.version || 'dev' }}_windows.exe
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: tekton-windows-${{ github.event.inputs.version || 'dev' }}
path: build/tekton_armageddon_${{ github.event.inputs.version || 'dev' }}_windows.exe
retention-days: 30
build-linux:
name: Build Linux
runs-on: ubuntu-latest
timeout-minutes: 45
if: github.event.inputs.platform == 'linux' || github.event.inputs.platform == 'all'
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup Godot
uses: firebelley/godot-action@v3
with:
godot-version: '4.6'
engine-type: standard
- name: Install export templates
run: |
mkdir -v -p ~/.local/share/godot/export_templates/4.6.stable
wget -q https://github.com/godotengine/godot-builds/releases/download/4.6-stable/Godot_v4.6-stable_export_templates.tpz
unzip -q Godot_v4.6-stable_export_templates.tpz -d ~/.local/share/godot/export_templates/4.6.stable
- name: Export Linux
run: |
godot --headless --export-release "Linux/X11" build/tekton_armageddon_${{ github.event.inputs.version || 'dev' }}_linux.x86_64
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: tekton-linux-${{ github.event.inputs.version || 'dev' }}
path: build/tekton_armageddon_${{ github.event.inputs.version || 'dev' }}_linux.x86_64
retention-days: 30
build-android:
name: Build Android
runs-on: ubuntu-latest
timeout-minutes: 60
if: github.event.inputs.platform == 'android' || github.event.inputs.platform == 'all'
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup Godot
uses: firebelley/godot-action@v3
with:
godot-version: '4.6'
engine-type: standard
- name: Install export templates
run: |
mkdir -v -p ~/.local/share/godot/export_templates/4.6.stable
wget -q https://github.com/godotengine/godot-builds/releases/download/4.6-stable/Godot_v4.6-stable_export_templates.tpz
unzip -q Godot_v4.6-stable_export_templates.tpz -d ~/.local/share/godot/export_templates/4.6.stable
- name: Setup Android SDK
uses: android-actions/setup-android@v3
with:
api-level: 34
ndk-version: r26c
cmdline-tools-version: latest
- name: Export Android
run: |
godot --headless --export-release "Android" build/tekton_dash_armageddon_${{ github.event.inputs.version || 'dev' }}.apk
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: tekton-android-${{ github.event.inputs.version || 'dev' }}
path: build/tekton_dash_armageddon_${{ github.event.inputs.version || 'dev' }}.apk
retention-days: 30
+124 -142
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@@ -1,171 +1,153 @@
name: CI name: Release
on: on:
push: push:
branches: [main, experimental, patch-release] tags:
pull_request: - 'v*'
branches: [main, experimental, patch-release]
jobs: jobs:
test: release:
name: Run Tests name: Build & Release
runs-on: ubuntu-latest runs-on: ubuntu-latest
timeout-minutes: 30 timeout-minutes: 30
env:
GITEA_TOKEN: ${{ secrets.TEKTON_RELEASE_TOKEN }}
TAG_NAME: ${{ github.ref_name }}
steps: steps:
- name: Checkout repository - name: Setup SSH
uses: actions/checkout@v4 uses: webfactory/ssh-agent@v0.9.0
- name: Setup Godot
uses: firebelley/godot-action@v3
with: with:
godot-version: '4.6' ssh-private-key: ${{ secrets.TEKTON_SSH_KEY }}
engine-type: standard
- name: Add Gitea SSH Host Key
- name: Install dependencies
run: | run: |
# Install Godot headless dependencies mkdir -p ~/.ssh
sudo apt-get update ssh-keyscan -p 222 100.93.226.13 >> ~/.ssh/known_hosts
sudo apt-get install -y libvulkan1 libx11-6 libxcursor1 libxi6 libxrandr2 libxinerama1 libxi6 libxxf86vm1 libgl1 echo -e "Host thunderobot\n HostName 100.93.226.13\n Port 222\n StrictHostKeyChecking no" > ~/.ssh/config
chmod 600 ~/.ssh/config
- name: Run GUT tests - name: Checkout Code
run: |
godot --headless -d --path . -s addons/gut/gut_cmdln.gd
export-windows:
name: Export Windows
runs-on: ubuntu-latest
timeout-minutes: 45
needs: test
steps:
- name: Checkout repository
uses: actions/checkout@v4 uses: actions/checkout@v4
- name: Setup Godot
uses: firebelley/godot-action@v3
with: with:
godot-version: '4.6' repository: danchie/tekton
engine-type: standard ssh-key: ${{ secrets.TEKTON_SSH_KEY }}
- name: Install export templates - name: Install tools
run: apt-get update -qq && apt-get install -y -qq docker.io curl unzip
- name: Connect job container to gitea_default network
run: docker network connect gitea_default $(hostname)
- name: Setup Godot (Cached)
run: | run: |
mkdir -v -p ~/.local/share/godot/export_templates/4.6.stable apt-get install -y zip
wget -q https://github.com/godotengine/godot-builds/releases/download/4.6-stable/Godot_v4.6-stable_export_templates.tpz # Use cached godot engine binary
unzip -q Godot_v4.6-stable_export_templates.tpz -d ~/.local/share/godot/export_templates/4.6.stable 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
# Setup templates
mkdir -p ~/.local/share/godot/export_templates/4.6.stable.official
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.official
unzip -q -o /cache/Godot_v4.6-stable_export_templates.tpz
mv templates/* .
rm -rf templates
cd $GITHUB_WORKSPACE
mkdir -p build
- name: Export Windows - name: Export Windows
run: | run: |
godot --headless --export-release "Windows Desktop" build/tekton_armageddon_windows.exe mkdir -p build/windows
cp addons/godotsteam/libgodotsteam* build/windows/ 2>/dev/null || true
- name: Upload Windows artifact godot --headless --export-release "Windows Desktop" build/windows/tekton_armageddon_windows_${TAG_NAME}.zip 2>&1 | tail -5
uses: actions/upload-artifact@v4 cd build/windows && zip -r ../tekton_armageddon_windows_${TAG_NAME}.zip .
with:
name: tekton-windows
path: build/tekton_armageddon_windows.exe
retention-days: 7
export-linux:
name: Export Linux
runs-on: ubuntu-latest
timeout-minutes: 45
needs: test
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup Godot
uses: firebelley/godot-action@v3
with:
godot-version: '4.6'
engine-type: standard
- name: Install export templates
run: |
mkdir -v -p ~/.local/share/godot/export_templates/4.6.stable
wget -q https://github.com/godotengine/godot-builds/releases/download/4.6-stable/Godot_v4.6-stable_export_templates.tpz
unzip -q Godot_v4.6-stable_export_templates.tpz -d ~/.local/share/godot/export_templates/4.6.stable
- name: Export Linux - name: Export Linux
run: | run: |
godot --headless --export-release "Linux/X11" build/tekton_armageddon_linux.x86_64 mkdir -p build/linux
godot --headless --export-release "Linux/X11" build/linux/tekton_armageddon_linux_${TAG_NAME}.zip 2>&1 | tail -5
- name: Upload Linux artifact cd build/linux && zip -r ../tekton_armageddon_linux_${TAG_NAME}.zip .
uses: actions/upload-artifact@v4
with: - name: Export macOS
name: tekton-linux
path: build/tekton_armageddon_linux.x86_64
retention-days: 7
export-android:
name: Export Android
runs-on: ubuntu-latest
timeout-minutes: 60
needs: test
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup Godot
uses: firebelley/godot-action@v3
with:
godot-version: '4.6'
engine-type: standard
- name: Install export templates
run: | run: |
mkdir -v -p ~/.local/share/godot/export_templates/4.6.stable mkdir -p build/macos
wget -q https://github.com/godotengine/godot-builds/releases/download/4.6-stable/Godot_v4.6-stable_export_templates.tpz godot --headless --export-release "macOS" build/macos/tekton_armageddon_macos.zip 2>&1 | tail -5
unzip -q Godot_v4.6-stable_export_templates.tpz -d ~/.local/share/godot/export_templates/4.6.stable mv build/macos/tekton_armageddon_macos.zip build/tekton_armageddon_macos_${TAG_NAME}.zip
- name: Setup Android SDK - name: Create Gitea Release
uses: android-actions/setup-android@v3
with:
api-level: 34
ndk-version: r26c
cmdline-tools-version: latest
- name: Export Android
run: | run: |
godot --headless --export-release "Android" build/tekton_dash_armageddon.apk set -e
API="http://gitea:3000/api/v1/repos/danchie/tekton/releases"
TAG="$TAG_NAME"
- name: Upload Android artifact echo "Checking existing release for $TAG..."
uses: actions/upload-artifact@v4 RELEASE_JSON=$(curl -s -H "Authorization: token $GITEA_TOKEN" "$API/tags/$TAG")
with: RELEASE_ID=$(echo "$RELEASE_JSON" | grep -o '"id":[0-9]*' | head -1 | grep -o '[0-9]*' || true)
name: tekton-android
path: build/tekton_dash_armageddon.apk
retention-days: 7
release: if [ -z "$RELEASE_ID" ]; then
name: Create Release echo "Creating new release for $TAG..."
runs-on: ubuntu-latest RELEASE_JSON=$(curl -s -X POST \
timeout-minutes: 15 -H "Authorization: token $GITEA_TOKEN" \
needs: [export-windows, export-linux, export-android] -H "Content-Type: application/json" \
if: github.event_name == 'push' && startsWith(github.ref, 'refs/tags/') -d "{\"tag_name\":\"$TAG\",\"name\":\"$TAG\",\"draft\":true}" \
permissions: "$API")
contents: write echo "API response: $RELEASE_JSON"
steps: RELEASE_ID=$(echo "$RELEASE_JSON" | grep -o '"id":[0-9]*' | head -1 | grep -o '[0-9]*')
- name: Download Windows artifact if [ -z "$RELEASE_ID" ]; then
uses: actions/download-artifact@v4 echo "FATAL: Could not create release"
with: exit 1
name: tekton-windows fi
path: artifacts/windows fi
- name: Download Linux artifact echo "release_id=$RELEASE_ID"
uses: actions/download-artifact@v4 echo "$RELEASE_ID" > /tmp/release_id.txt
with:
name: tekton-linux
path: artifacts/linux
- name: Download Android artifact - name: Upload Windows asset
uses: actions/download-artifact@v4 run: |
with: RELEASE_ID=$(cat /tmp/release_id.txt)
name: tekton-android curl -s -X POST \
path: artifacts/android -H "Authorization: token $GITEA_TOKEN" \
-H "Content-Type: multipart/form-data" \
-F "attachment=@build/tekton_armageddon_windows_${TAG_NAME}.zip" \
"http://gitea:3000/api/v1/repos/danchie/tekton/releases/$RELEASE_ID/assets"
echo "Windows uploaded"
- name: Create Release - name: Upload Linux asset
uses: softprops/action-gh-release@v2 run: |
with: RELEASE_ID=$(cat /tmp/release_id.txt)
files: | curl -s -X POST \
artifacts/windows/tekton_armageddon_windows.exe -H "Authorization: token $GITEA_TOKEN" \
artifacts/linux/tekton_armageddon_linux.x86_64 -H "Content-Type: multipart/form-data" \
artifacts/android/tekton_dash_armageddon.apk -F "attachment=@build/tekton_armageddon_linux_${TAG_NAME}.zip" \
generate_release_notes: true "http://gitea: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)
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://gitea:3000/api/v1/repos/danchie/tekton/releases/$RELEASE_ID/assets"
echo "macOS uploaded"
- name: Publish release
run: |
RELEASE_ID=$(cat /tmp/release_id.txt)
curl -s -X PATCH \
-H "Authorization: token $GITEA_TOKEN" \
-H "Content-Type: application/json" \
-d '{"draft":false}' \
"http://gitea:3000/api/v1/repos/danchie/tekton/releases/$RELEASE_ID"
echo "Published: https://git.klud.top/danchie/tekton/releases/tag/$TAG_NAME"
+84 -18
View File
@@ -17,34 +17,74 @@ jobs:
name: Build Patch name: Build Patch
runs-on: ubuntu-latest runs-on: ubuntu-latest
timeout-minutes: 45 timeout-minutes: 45
env:
ACTIONS_STEP_DEBUG: true
steps: 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 - name: Checkout repository
uses: actions/checkout@v4 uses: actions/checkout@v4
with: with:
fetch-depth: 0 fetch-depth: 0
ssh-key: ${{ secrets.TEKTON_SSH_KEY }}
ssh-strict: false
- name: Setup Godot - name: Setup Godot
uses: firebelley/godot-action@v3 run: |
with: if [ -f /cache/Godot_v4.6-stable_linux.x86_64.zip ]; then
godot-version: '4.6' cp -a /cache/Godot_v4.6-stable_linux.x86_64.zip godot.zip
engine-type: standard 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 - name: Install export templates
run: | run: |
mkdir -v -p ~/.local/share/godot/export_templates/4.6.stable mkdir -v -p ~/.local/share/godot/export_templates/4.6.stable
wget -q https://github.com/godotengine/godot-builds/releases/download/4.6-stable/Godot_v4.6-stable_export_templates.tpz if [ -f /cache/Godot_v4.6-stable_export_templates.tpz ]; then
unzip -q Godot_v4.6-stable_export_templates.tpz -d ~/.local/share/godot/export_templates/4.6.stable 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 - name: Run patch build script
env:
PATCH_VERSION: ${{ github.event.inputs.version }}
PATCH_NOTES: ${{ github.event.inputs.notes }}
run: | run: |
python3 patch_version.py ${{ github.event.inputs.version }} "${{ github.event.inputs.notes }}" python3 patch_version.py "$PATCH_VERSION" "$PATCH_NOTES"
- name: Export Windows patch - name: Export Windows patch
run: | run: |
mkdir -p build
godot --headless --export-release "Windows Desktop" build/tekton_armageddon_patch_windows.exe godot --headless --export-release "Windows Desktop" build/tekton_armageddon_patch_windows.exe
- name: Export Linux patch - name: Export Linux patch
run: | run: |
mkdir -p build
godot --headless --export-release "Linux/X11" build/tekton_armageddon_patch_linux.x86_64 godot --headless --export-release "Linux/X11" build/tekton_armageddon_patch_linux.x86_64
- name: Upload patch artifacts - name: Upload patch artifacts
@@ -70,14 +110,40 @@ jobs:
name: tekton-patch-${{ github.event.inputs.version }} name: tekton-patch-${{ github.event.inputs.version }}
path: artifacts/patch path: artifacts/patch
- name: Create patch release - name: Get or create Gitea patch release
uses: softprops/action-gh-release@v2 id: gitea_release
with: env:
tag_name: patch-${{ github.event.inputs.version }} GITEA_TOKEN: ${{ secrets.TEKTON_RELEASE_TOKEN }}
name: "Patch ${{ github.event.inputs.version }}" TAG_NAME: patch-${{ github.event.inputs.version }}
body: | RELEASE_NAME: "Patch ${{ github.event.inputs.version }}"
${{ github.event.inputs.notes }} RELEASE_NOTES: ${{ github.event.inputs.notes }}
files: | run: |
artifacts/patch/tekton_armageddon_patch_windows.exe API="https://git.klud.top/api/v1/repos/danchie/tekton/releases"
artifacts/patch/tekton_armageddon_patch_linux.x86_64 RELEASE_JSON=$(curl -s -H "Authorization: token $GITEA_TOKEN" "$API/tags/$TAG_NAME")
prerelease: true RELEASE_ID=$(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"
-109
View File
@@ -1,109 +0,0 @@
name: Test Suite
on:
push:
branches: [main, experimental, patch-release]
pull_request:
branches: [main, experimental, patch-release]
workflow_dispatch:
jobs:
unit-tests:
name: Unit Tests (GUT)
runs-on: ubuntu-latest
timeout-minutes: 30
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup Godot
uses: firebelley/godot-action@v3
with:
godot-version: '4.6'
engine-type: standard
- name: Install dependencies
run: |
sudo apt-get update
sudo apt-get install -y libvulkan1 libx11-6 libxcursor1 libxi6 libxrandr2 libxinerama1 libxi6 libxxf86vm1 libgl1
- name: Run GUT tests
run: |
godot --headless -d --path . -s addons/gut/gut_cmdln.gd
integration-tests:
name: Integration Tests
runs-on: ubuntu-latest
timeout-minutes: 45
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup Godot
uses: firebelley/godot-action@v3
with:
godot-version: '4.6'
engine-type: standard
- name: Install export templates
run: |
mkdir -v -p ~/.local/share/godot/export_templates/4.6.stable
wget -q https://github.com/godotengine/godot-builds/releases/download/4.6-stable/Godot_v4.6-stable_export_templates.tpz
unzip -q Godot_v4.6-stable_export_templates.tpz -d ~/.local/share/godot/export_templates/4.6.stable
- name: Export headless server for integration tests
run: |
godot --headless --export-release "Linux/X11" build/tekton_server.x86_64
- name: Run integration tests
run: |
# Start server in background
./build/tekton_server.x86_64 --headless --port 7777 &
SERVER_PID=$!
sleep 5
# Run client tests against server
godot --headless -d --path . -s addons/gut/gut_cmdln.gd --select=test_integration
# Cleanup
kill $SERVER_PID
lint:
name: Code Style Check
runs-on: ubuntu-latest
timeout-minutes: 10
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup Godot
uses: firebelley/godot-action@v3
with:
godot-version: '4.6'
engine-type: standard
- name: Check GDScript formatting
run: |
godot --headless --check-only -s scripts/lint.gd || true
# Note: GDScript doesn't have a built-in formatter; this checks syntax only
security-scan:
name: Security Scan
runs-on: ubuntu-latest
timeout-minutes: 15
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Run Trivy vulnerability scanner
uses: aquasecurity/trivy-action@master
with:
scan-type: 'fs'
scan-ref: '.'
format: 'sarif'
output: 'trivy-results.sarif'
- name: Upload Trivy results to GitHub Security
uses: github/codeql-action/upload-sarif@v3
with:
sarif_file: 'trivy-results.sarif'
-35
View File
@@ -1,35 +0,0 @@
name: Upload PCK to Gitea Release
on:
push:
tags:
- 'v*'
jobs:
upload:
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.3
steps:
- name: Checkout
run: |
git clone https://git.klud.top/danchie/tekton.git .
git checkout ${{ github.ref_name }}
- name: Build PCK
run: godot --headless -s tools/build_patch.gd
- name: Upload PCK to Release
run: |
curl -X POST \
-H "Authorization: token ${{ secrets.TEKTON_RELEASE_TOKEN }}" \
-H "Content-Type: multipart/form-data" \
-F "attachment=@patch.pck" \
"https://git.klud.top/api/v1/repos/danchie/tekton/releases/tags/${{ github.ref_name }}"
- name: Upload version.json to Release
run: |
curl -X POST \
-H "Authorization: token ${{ secrets.TEKTON_RELEASE_TOKEN }}" \
-H "Content-Type: multipart/form-data" \
-F "attachment=@assets/data/version.json" \
"https://git.klud.top/api/v1/repos/danchie/tekton/releases/tags/${{ github.ref_name }}"
+11 -1
View File
@@ -152,7 +152,17 @@
- Fragment Craft system — collect drops to craft exclusive skins - Fragment Craft system — collect drops to craft exclusive skins
- Fixed boot screen stuck on "Checking versions..." - 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 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. - 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. - Center Candy Cannon now shoots actual projectiles that fly towards sticky cells and leave a VFX trail behind them.
+16 -1
View File
@@ -1,7 +1,22 @@
{ {
"latest_version": "2.4.1", "latest_version": "2.4.2",
"minimum_app_version": "2.1.0", "minimum_app_version": "2.1.0",
"releases": [ "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", "version": "2.4.1",
"date": "2026-06-28", "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] [preset.0]
name="Windows Desktop" name="Windows Desktop"
platform="Windows Desktop" platform="Windows Desktop"
runnable=true
dedicated_server=false dedicated_server=false
custom_features="" custom_features=""
export_filter="all_resources" export_filter="all_resources"
include_filter="" include_filter=""
exclude_filter="" exclude_filter=""
export_path="build/tekton_armageddon_v2.4.1.exe" export_path="build/windows/tekton_armageddon_v2.4.2.exe"
patches=PackedStringArray() patches=PackedStringArray()
patch_delta_encoding=false patch_delta_encoding=false
patch_delta_compression_level_zstd=19 patch_delta_compression_level_zstd=19
@@ -42,8 +48,8 @@ application/modify_resources=false
application/icon="" application/icon=""
application/console_wrapper_icon="" application/console_wrapper_icon=""
application/icon_interpolation=4 application/icon_interpolation=4
application/file_version="2.4.1" application/file_version="2.4.2"
application/product_version="2.4.1" application/product_version="2.4.2"
application/company_name="DanchieGo" application/company_name="DanchieGo"
application/product_name="Tekton Armageddon" application/product_name="Tekton Armageddon"
application/file_description="" application/file_description=""
@@ -74,13 +80,12 @@ Remove-Item -Recurse -Force '{temp_dir}'"
name="Android" name="Android"
platform="Android" platform="Android"
runnable=true
dedicated_server=false dedicated_server=false
custom_features="" custom_features=""
export_filter="all_resources" export_filter="all_resources"
include_filter="" include_filter=""
exclude_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() patches=PackedStringArray()
patch_delta_encoding=false patch_delta_encoding=false
patch_delta_compression_level_zstd=19 patch_delta_compression_level_zstd=19
@@ -111,7 +116,7 @@ architectures/arm64-v8a=true
architectures/x86=false architectures/x86=false
architectures/x86_64=false architectures/x86_64=false
version/code=3 version/code=3
version/name="2.4.1" version/name="2.4.2"
package/unique_name="com.danchiego.$genname" package/unique_name="com.danchiego.$genname"
package/name="Tekton Dash Armageddon" package/name="Tekton Dash Armageddon"
package/signed=true package/signed=true
@@ -136,11 +141,12 @@ screen/support_normal=true
screen/support_large=true screen/support_large=true
screen/support_xlarge=true screen/support_xlarge=true
screen/background_color=Color(0, 0, 0, 1) 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 user_data_backup/allow=false
command_line/extra_args="" command_line/extra_args=""
apk_expansion/enable=false
apk_expansion/SALT=""
apk_expansion/public_key=""
permissions/custom_permissions=PackedStringArray() permissions/custom_permissions=PackedStringArray()
permissions/access_checkin_properties=false permissions/access_checkin_properties=false
permissions/access_coarse_location=false permissions/access_coarse_location=false
@@ -295,18 +301,20 @@ permissions/write_sms=false
permissions/write_social_stream=false permissions/write_social_stream=false
permissions/write_sync_settings=false permissions/write_sync_settings=false
permissions/write_user_dictionary=false permissions/write_user_dictionary=false
apk_expansion/enable=false
apk_expansion/SALT=""
apk_expansion/public_key=""
[preset.2] [preset.2]
name="macOS" name="macOS"
platform="macOS" platform="macOS"
runnable=true
dedicated_server=false dedicated_server=false
custom_features="" custom_features=""
export_filter="all_resources" export_filter="all_resources"
include_filter="" include_filter=""
exclude_filter="" exclude_filter=""
export_path="build/tekton_armageddon_v2.4.1.zip" export_path="build/tekton_armageddon_v2.4.2.zip"
patches=PackedStringArray() patches=PackedStringArray()
patch_delta_encoding=false patch_delta_encoding=false
patch_delta_compression_level_zstd=19 patch_delta_compression_level_zstd=19
@@ -565,8 +573,8 @@ codesign/digest_algorithm=1
codesign/identity_type=0 codesign/identity_type=0
application/modify_resources=false application/modify_resources=false
application/console_wrapper_icon="" application/console_wrapper_icon=""
application/file_version="2.4.1" application/file_version="2.4.2"
application/product_version="2.4.1" application/product_version="2.4.2"
application/company_name="DanchieGo" application/company_name="DanchieGo"
application/product_name="Tekton Armageddon" application/product_name="Tekton Armageddon"
application/file_description="" application/file_description=""
@@ -576,13 +584,12 @@ application/trademarks=""
name="Linux/X11" name="Linux/X11"
platform="Linux" platform="Linux"
runnable=true
dedicated_server=false dedicated_server=false
custom_features="" custom_features=""
export_filter="all_resources" export_filter="all_resources"
include_filter="" include_filter=""
exclude_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() patches=PackedStringArray()
patch_delta_encoding=false patch_delta_encoding=false
patch_delta_compression_level_zstd=19 patch_delta_compression_level_zstd=19
+14 -17
View File
@@ -1,36 +1,33 @@
import json import json
import sys
from datetime import date 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: with open("assets/data/version.json", "r", encoding="utf-8") as f:
data = json.load(f) data = json.load(f)
# Find the 2.4.0 entry or just add 2.4.1 at the top changelog = [line.strip() for line in notes.splitlines() if line.strip()]
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."
]
new_release = { new_release = {
"version": "2.4.1", "version": version,
"date": "2026-06-28", "date": date.today().isoformat(),
"pck_url": "https://raw.githubusercontent.com/adtpdn/tekton-updates/main/latest/patch.pck", "pck_url": "https://raw.githubusercontent.com/adtpdn/tekton-updates/main/latest/patch.pck",
"pck_size": 0, "pck_size": 0,
"changelog": changelog "changelog": changelog
} }
# Remove existing 2.4.1 if any # Remove existing entry for this version if any
data["releases"] = [r for r in data["releases"] if r.get("version") != "2.4.1"] data["releases"] = [r for r in data["releases"] if r.get("version") != version]
# Insert at top # Insert at top
data["releases"].insert(0, new_release) 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: with open("assets/data/version.json", "w", encoding="utf-8") as f:
json.dump(data, f, indent="\t") 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/name="Tekton Dash Armageddon"
config/version="2.4.1" config/version="2.4.1"
run/main_scene="res://scenes/ui/boot_screen.tscn" 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/bg_color=Color(0.16470589, 0.6745098, 0.9372549, 1)
boot_splash/stretch_mode=0 boot_splash/stretch_mode=0
boot_splash/image="uid://b10e6kr508642" boot_splash/image="uid://b10e6kr508642"
@@ -38,7 +38,7 @@ GoalManager="*res://scripts/managers/goal_manager.gd"
PlayerManager="*res://scripts/managers/player_manager.gd" PlayerManager="*res://scripts/managers/player_manager.gd"
GoalsCycleManager="*res://scripts/managers/goals_cycle_manager.gd" GoalsCycleManager="*res://scripts/managers/goals_cycle_manager.gd"
Satori="*uid://b8vev00s34b7" Satori="*uid://b8vev00s34b7"
SettingsManager="*uid://c1ouaaqnn0lrc" SettingsManager="*res://scripts/managers/settings_manager.gd"
SfxManager="*res://scripts/managers/sfx_manager.gd" SfxManager="*res://scripts/managers/sfx_manager.gd"
NameGenerator="*res://scripts/generators/name_generator.gd" NameGenerator="*res://scripts/generators/name_generator.gd"
MusicManager="*res://scripts/managers/music_manager.gd" MusicManager="*res://scripts/managers/music_manager.gd"
@@ -67,8 +67,11 @@ enabled=PackedStringArray("res://addons/com.heroiclabs.nakama/plugin.cfg", "res:
[file_customization] [file_customization]
folder_colors={ folder_colors={
"res://addons/": "pink",
"res://assets/": "purple", "res://assets/": "purple",
"res://scenes/": "green" "res://scenes/": "green",
"res://scripts/": "green",
"res://server/": "blue"
} }
[input] [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) , 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={ action_grab_tekton={
"deadzone": 0.5, "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) "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") theme_override_fonts/font = ExtResource("1_font")
text = "🍬 OPEN ARENA" text = "🍬 OPEN ARENA"
horizontal_alignment = 1 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") print("[BotController] Action Taken: Attack Pursuit")
return return
# Priority 0.5: Gauntlet (#075) — burn Cleanser if boxed in # Priority 0.5: Gauntlet (#075) — use Ghost powerup if boxed in
if await _try_activate_cleanser(): if await _try_activate_ghost():
print("[BotController] Action Taken: Cleanser (trapped)") print("[BotController] Action Taken: Ghost (trapped)")
return return
# Priority 1: Tekton Management (Grab Tekton if full boost, or spawn if carrying) # Priority 1: Tekton Management (Grab Tekton if full boost, or spawn if carrying)
@@ -260,27 +260,24 @@ func _run_ai_tick():
return return
# ============================================================================= # =============================================================================
# Gauntlet (#075) — Cleanser + Sticky Avoidance wiring # Gauntlet (#075) — Ghost Powerup + Sticky Avoidance wiring
# ============================================================================= # =============================================================================
func _try_activate_cleanser() -> bool: func _try_activate_ghost() -> bool:
"""Activate Cleanser when the planner reports imminent danger. """Activate Ghost powerup when the planner reports imminent danger.
Server-authoritative RPC; we only request it. Returns true if the request Uses the existing SpecialTilesManager to activate the held ghost powerup.
was sent successfully (not a guarantee it landed on a sticky cell).""" Returns true if activation was triggered."""
if not strategic_planner or not strategic_planner.is_gauntlet_mode(): if not strategic_planner or not strategic_planner.is_gauntlet_mode():
return false return false
if not strategic_planner.should_activate_cleanser_now(): if not strategic_planner.should_activate_ghost_now():
return false return false
var gm = strategic_planner._get_gauntlet_manager() var stm = actor.get_node_or_null("SpecialTilesManager")
if not gm: if not stm:
return false return false
var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int() if stm.has_method("activate_effect"):
if pid == null or pid < 0: stm.activate_effect(stm.SpecialEffect.INVISIBLE_MODE)
return false print("[BotController] %s activated Ghost powerup (trapped)" % actor.name)
if gm.has_method("rpc_activate_cleanser"):
gm.rpc_activate_cleanser(pid)
print("[BotController] %s requested Cleanser activation (trapped)" % actor.name)
return true return true
return false 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) var here = actor.current_position if "current_position" in actor else Vector2i(-1, -1)
if here == Vector2i(-1, -1): if here == Vector2i(-1, -1):
return false return false
# Post-move guard: if we somehow landed on a sticky without cleanser active, # Post-move guard: if we somehow landed on a sticky without ghost active,
# burn Cleanser to clear ourselves out next tick. # burn Ghost powerup to phase through next tick.
if strategic_planner.is_gauntlet_mode() and strategic_planner._is_overlay_unsafe(here): if strategic_planner.is_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() var gm = strategic_planner._get_gauntlet_manager()
if gm and gm.has_method("is_sticky_cell") and gm.is_sticky_cell(here): if gm and gm.has_method("is_sticky_cell") and gm.is_sticky_cell(here):
print("[BotController] %s stepped onto sticky at %sburning Cleanser" % [actor.name, here]) print("[BotController] %s stepped onto sticky at %sactivating Ghost" % [actor.name, here])
return _try_activate_cleanser() return _try_activate_ghost()
return false 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 const HOLO_TILES = [11, 12, 13, 14] # Power-up holo tiles
# Gauntlet overlay layer (v2 ground-growth model — sticky/telegraph on layer 2). # 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 GAUNTLET_OVERLAY_LAYER: int = 2
const TILE_STICKY: int = 17 const TILE_STICKY: int = 17
const TILE_TELEGRAPH: int = 18 const TILE_TELEGRAPH: int = 18
@@ -61,23 +61,16 @@ func _get_gauntlet_manager() -> Node:
return gm2 return gm2
return null return null
func _bot_has_cleanser_charge() -> bool: func _bot_has_ghost_powerup() -> bool:
var gm = _get_gauntlet_manager() """Check if the bot has a ghost powerup in its SpecialTilesManager inventory."""
if not gm or not "player_cleansers" in gm: var stm = actor.get_node_or_null("SpecialTilesManager")
if not stm:
return false return false
var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int() return stm.inventory.get(stm.SpecialEffect.INVISIBLE_MODE, false)
if pid == null or pid < 0:
return false
return gm.player_cleansers.get(pid, 0) > 0
func _is_bot_cleanser_active() -> bool: func _is_bot_ghost_active() -> bool:
var gm = _get_gauntlet_manager() """Check if the bot is currently in ghost (invisible) mode."""
if not gm: return actor.get("is_invisible") == true
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_overlay_unsafe(pos: Vector2i) -> bool: func _is_overlay_unsafe(pos: Vector2i) -> bool:
"""True if the cell carries a sticky or telegraphed overlay on layer 2.""" """True if the cell carries a sticky or telegraphed overlay on layer 2."""
@@ -88,10 +81,10 @@ func _is_overlay_unsafe(pos: Vector2i) -> bool:
func _is_cell_unsafe_in_gauntlet(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 """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(): if not is_gauntlet_mode():
return false return false
if _is_bot_cleanser_active(): if _is_bot_ghost_active():
return false return false
var gm = _get_gauntlet_manager() var gm = _get_gauntlet_manager()
if gm and gm.has_method("is_sticky_cell") and gm.is_sticky_cell(pos): if gm and gm.has_method("is_sticky_cell") and gm.is_sticky_cell(pos):
@@ -106,13 +99,13 @@ func _count_unsafe_neighbors(pos: Vector2i) -> int:
count += 1 count += 1
return count return count
func should_activate_cleanser_now() -> bool: func should_activate_ghost_now() -> bool:
"""True if the bot is boxed in / about to be sealed and should burn Cleanser.""" """True if the bot is boxed in / about to be sealed and should use Ghost powerup."""
if not is_gauntlet_mode(): if not is_gauntlet_mode():
return false return false
if not _bot_has_cleanser_charge(): if not _bot_has_ghost_powerup():
return false return false
if _is_bot_cleanser_active(): if _is_bot_ghost_active():
return false return false
var here = actor.current_position if actor and "current_position" in actor else Vector2i(-1, -1) var here = actor.current_position if actor and "current_position" in actor else Vector2i(-1, -1)
if here == 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 — # Gauntlet mode (#075): reject cells that are sticky or telegraphed —
# stepping onto them either traps the bot or strands it within 1s. # stepping onto them either traps the bot or strands it within 1s.
# Safety applies even when ignore_players is true (a sticky cell is unsafe # Safety applies even when ignore_players is true (a sticky cell is unsafe
# regardless of whether another player is on it). Cleanser-active bots are # regardless of whether another player is on it). Ghost-active bots are
# exempt via the helper. # exempt via the helper.
if _is_cell_unsafe_in_gauntlet(pos): if _is_cell_unsafe_in_gauntlet(pos):
return false return false
+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()
+93 -279
View File
@@ -7,7 +7,7 @@ class_name GauntletManager
signal phase_changed(phase_index: int, phase_name: String) signal phase_changed(phase_index: int, phase_name: String)
signal growth_tick(cells: Array) signal growth_tick(cells: Array)
signal player_trapped(player_id: int) signal player_trapped(player_id: int)
signal cleanser_granted(player_id: int) signal ghost_granted(player_id: int)
# ============================================================================= # =============================================================================
# Constants # Constants
@@ -31,10 +31,9 @@ enum CellState {
STICKY, # Covered in sticky candy, blocks + traps STICKY, # Covered in sticky candy, blocks + traps
BUBBLE_GROWING, # Candy bubble growing, not yet exploded BUBBLE_GROWING, # Candy bubble growing, not yet exploded
BLOCKED, # NPC zone or permanent obstacle 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 = {} var cleansed_cells: Dictionary = {}
const CLEANSED_PROTECTION_TIME: float = 5.0 const CLEANSED_PROTECTION_TIME: float = 5.0
@@ -146,15 +145,10 @@ const SMACK_COOLDOWN: float = 8.0
const SMACK_CHARGE_WINDOW: float = 3.0 const SMACK_CHARGE_WINDOW: float = 3.0
# ============================================================================= # =============================================================================
# Cleanser Tracking # Ghost Reward Tracking (replaces Cleanser)
# ============================================================================= # =============================================================================
var player_mission_completions: Dictionary = {} # player_id → int var player_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 # Trapped Players
@@ -189,9 +183,6 @@ var pump_instance: Node3D = null
# HUD # HUD
var hud_layer: CanvasLayer var hud_layer: CanvasLayer
var phase_label: Label var phase_label: Label
var cleanser_label: Label
var cleanser_icon: TextureRect
var cleanser_count: int = 0
var slowmo_label: Label var slowmo_label: Label
var _gauntlet_hud_scene: PackedScene = preload("res://scenes/gauntlet_hud.tscn") 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(): elif not multiplayer.is_server():
player.sync_modulate(Color.WHITE) 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) # Slow-mo timer (all peers for visual consistency)
if slowmo_active: if slowmo_active:
slowmo_timer -= delta slowmo_timer -= delta
@@ -340,9 +327,12 @@ func _start_phase(phase: Phase) -> void:
var phase_name = _phase_to_string(phase) var phase_name = _phase_to_string(phase)
print("[Gauntlet] Phase changed to: ", phase_name) print("[Gauntlet] Phase changed to: ", phase_name)
if _can_rpc(): if _can_rpc() and multiplayer.is_server():
rpc("sync_phase", int(phase), phase_name) rpc("sync_phase", int(phase), phase_name)
# Update phase explicitly with setup_arena
_shrink_arena()
emit_signal("phase_changed", int(phase), phase_name) emit_signal("phase_changed", int(phase), phase_name)
func _phase_to_string(phase: Phase) -> String: 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: if not is_active:
activate_client_side() activate_client_side()
current_phase = phase_index as Phase 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) _update_hud_phase(phase_name)
# ============================================================================= # =============================================================================
@@ -419,11 +417,12 @@ func _apply_arena_setup() -> void:
continue continue
# Boundary walls: perimeter (row 0, row 19, col 0, col 19) # 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: 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 # 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, 0, z), TILE_WALKABLE)
gridmap.set_cell_item(Vector3i(x, 1, z), -1) 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 continue
# Interior: walkable floor # Interior: walkable floor
@@ -1004,56 +1003,6 @@ func _spawn_impact_particles(targets: Array) -> void:
if particles and is_instance_valid(particles): if particles and is_instance_valid(particles):
particles.queue_free() 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 # Sticky / Trap System
@@ -1065,12 +1014,15 @@ func is_cleansed_cell(pos: Vector2i) -> bool:
func cell_state(pos: Vector2i) -> CellState: func cell_state(pos: Vector2i) -> CellState:
"""Logical state of a playable cell (v2 ground-growth model).""" """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): if _is_npc_zone(pos) or _is_boundary(pos):
return CellState.BLOCKED return CellState.BLOCKED
if sticky_cells.has(pos): if is_sticky_cell(pos):
return CellState.STICKY return CellState.STICKY
if cleansed_cells.has(pos): if cleansed_cells.has(pos):
return CellState.CLEANSED return CellState.BLOCKED # Protected from regrowth temporarily
if telegraphed_cells.has(pos): if telegraphed_cells.has(pos):
return CellState.TELEGRAPHED return CellState.TELEGRAPHED
if bubble_cells.has(pos): if bubble_cells.has(pos):
@@ -1091,8 +1043,37 @@ func _tick_cleansed_cells(delta: float) -> void:
for pos in expired: for pos in expired:
cleansed_cells.erase(pos) 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: 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%) # Coverage tracking (v2 target: 70-75%, down from v1's 80%)
@@ -1103,12 +1084,15 @@ const COVERAGE_TARGET_MAX: float = 0.75
func playable_cell_count() -> int: func playable_cell_count() -> int:
"""Number of cells that can ever become sticky (interior, minus NPC zone).""" """Number of cells that can ever become sticky (interior, minus NPC zone)."""
var b = get_arena_bounds()
var count := 0 var count := 0
for x in range(ARENA_COLUMNS): for x in range(ARENA_COLUMNS):
for z in range(ARENA_ROWS): for z in range(ARENA_ROWS):
var pos := Vector2i(x, z) var pos := Vector2i(x, z)
if _is_boundary(pos) or _is_npc_zone(pos): if _is_boundary(pos) or _is_npc_zone(pos):
continue continue
if pos.x <= b.min or pos.x >= b.max or pos.y <= b.min or pos.y >= b.max:
continue
count += 1 count += 1
return count return count
@@ -1132,6 +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: func _is_cell_passable(pos: Vector2i, extra_sticky: Dictionary = {}) -> bool:
"""Can a player stand on / move through this cell, given a hypothetical sticky set?""" """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): if _is_boundary(pos) or _is_npc_zone(pos):
return false return false
if sticky_cells.has(pos) or extra_sticky.has(pos): if sticky_cells.has(pos) or extra_sticky.has(pos):
@@ -1333,11 +1320,11 @@ func _calculate_bubble_score(pos: Vector2i, player_cells: Array = []) -> float:
return score return score
func _bubble_score_camping(pos: Vector2i) -> float: 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)) var t := _camp_time_for_region(_region_of(pos))
if t > 10.0: if t > 10.0:
# Stronger only if a nearby player actually holds a cleanser. # Stronger only if a nearby player is in ghost mode.
if _any_cleanser_holder_near(pos): if _any_ghost_player_near(pos):
return 80.0 return 80.0
return 60.0 return 60.0
elif t > 8.0: elif t > 8.0:
@@ -1390,22 +1377,25 @@ func _bubble_score_unfair_trap(pos: Vector2i) -> float:
func _bubble_blast_cells(center: Vector2i) -> Array: func _bubble_blast_cells(center: Vector2i) -> Array:
"""The 3x3 (radius 1) sticky cells a bubble at `center` would create, """The 3x3 (radius 1) sticky cells a bubble at `center` would create,
clipped to passable/playable cells.""" clipped to passable/playable cells."""
var b = get_arena_bounds()
var cells: Array = [] var cells: Array = []
for dx in range(-BUBBLE_EXPLOSION_RADIUS, BUBBLE_EXPLOSION_RADIUS + 1): for dx in range(-BUBBLE_EXPLOSION_RADIUS, BUBBLE_EXPLOSION_RADIUS + 1):
for dz 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) var c := center + Vector2i(dx, dz)
if _is_boundary(c) or _is_npc_zone(c): if _is_boundary(c) or _is_npc_zone(c):
continue 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) cells.append(c)
return cells return cells
func _any_cleanser_holder_near(pos: Vector2i) -> bool: func _bubble_footprint(center: Vector2i) -> Array:
"""True if a player holding a Cleanser charge is within the camping region.""" 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"): for player in get_tree().get_nodes_in_group("Players"):
var pid = player.get("peer_id") if "peer_id" in player else -1 if not player.get("is_invisible"):
if pid == -1:
continue
if player_cleansers.get(pid, 0) <= 0:
continue continue
if "current_position" in player and player.current_position != null: if "current_position" in player and player.current_position != null:
if _region_of(player.current_position) == _region_of(pos): if _region_of(player.current_position) == _region_of(pos):
@@ -1501,7 +1491,7 @@ func _explode_bubble(center: Vector2i, cells: Array) -> void:
if "current_position" in player and player.current_position != null: if "current_position" in player and player.current_position != null:
if blast.has(player.current_position): if blast.has(player.current_position):
var pid = player.get("peer_id") if "peer_id" in player else -1 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 continue
apply_sticky_slow(player) apply_sticky_slow(player)
@@ -1608,8 +1598,8 @@ func _check_all_players_trapped() -> void:
var pos = player.current_position if player.get("current_position") else Vector2i(-1, -1) var pos = player.current_position if player.get("current_position") else Vector2i(-1, -1)
if is_sticky_cell(pos): if is_sticky_cell(pos):
var pid = player.get("peer_id") if "peer_id" in player else -1 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 # cleansing players are immune to the slow continue # ghost players are immune to the slow
apply_sticky_slow(player) apply_sticky_slow(player)
func apply_sticky_slow(player: Node) -> void: func apply_sticky_slow(player: Node) -> void:
@@ -1641,25 +1631,22 @@ func _trap_player(player: Node) -> void:
NotificationManager.send_message(player, "Stuck in Candy!", NotificationManager.MessageType.WARNING) NotificationManager.send_message(player, "Stuck in Candy!", NotificationManager.MessageType.WARNING)
func clear_sticky_cell(pos: Vector2i) -> void: 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 _can_rpc():
if multiplayer.is_server(): if multiplayer.is_server():
rpc("sync_clear_sticky_cell", pos) rpc("sync_clear_sticky_cell", pos)
else: else:
sync_clear_sticky_cell(pos) # Predictive local clear sync_clear_sticky_cell(pos) # Predictive local clear
rpc("rpc_use_cleanser", pos)
else: else:
sync_clear_sticky_cell(pos) sync_clear_sticky_cell(pos)
@rpc("authority", "call_local", "reliable") @rpc("authority", "call_local", "reliable")
func sync_clear_sticky_cell(pos: Vector2i) -> void: func sync_clear_sticky_cell(pos: Vector2i) -> void:
sticky_cells.erase(pos) sticky_cells.erase(pos)
mark_cleansed(pos) # temporary regrowth protection (v2) mark_cleansed(pos) # temporary regrowth protection
if gridmap: if gridmap:
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), -1) gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), -1)
# Play VFX and SFX
_spawn_cleanser_particles(pos)
if SfxManager: if SfxManager:
SfxManager.play("pick_up_power_tile") SfxManager.play("pick_up_power_tile")
@@ -1667,142 +1654,6 @@ func sync_clear_sticky_cell(pos: Vector2i) -> void:
if main_scene and main_scene.has_method("sync_grid_item"): if main_scene and main_scene.has_method("sync_grid_item"):
main_scene.sync_grid_item(pos.x, 2, pos.y, -1) 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") @rpc("any_peer", "reliable")
func rpc_trigger_slowmo() -> void: func rpc_trigger_slowmo() -> void:
"""RPC for clients to request slow-mo from server.""" """RPC for clients to request slow-mo from server."""
@@ -1889,25 +1740,7 @@ func _setup_hud() -> void:
hud_layer.visible = false hud_layer.visible = false
add_child(hud_layer) add_child(hud_layer)
phase_label = hud_layer.get_node("BottomContainer/VBoxContainer/PhaseLabel") 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") 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: func _update_hud_phase(phase_name: String) -> void:
if phase_label: if phase_label:
@@ -1926,20 +1759,6 @@ func _update_hud_phase(phase_name: String) -> void:
# Animate phase label with bounce effect # Animate phase label with bounce effect
_animate_phase_label() _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: func _animate_phase_label() -> void:
"""Animate phase label with bounce effect.""" """Animate phase label with bounce effect."""
if not phase_label: if not phase_label:
@@ -1964,7 +1783,7 @@ func _animate_phase_label() -> void:
# ============================================================================= # =============================================================================
func _on_goal_count_updated(peer_id: int, count: int) -> 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(): if not multiplayer.is_server():
return return
@@ -1973,34 +1792,29 @@ func _on_goal_count_updated(peer_id: int, count: int) -> void:
player_mission_completions[peer_id] = 0 player_mission_completions[peer_id] = 0
player_mission_completions[peer_id] += 1 player_mission_completions[peer_id] += 1
# Grant cleanser every 2 missions # Grant ghost powerup every 2 missions
var completions = player_mission_completions[peer_id] var completions = player_mission_completions[peer_id]
if completions % 2 == 0: if completions % 2 == 0:
if not player_cleansers.has(peer_id): _grant_ghost_powerup(peer_id)
player_cleansers[peer_id] = 0
func _grant_ghost_powerup(peer_id: int) -> void:
# Allow stacking cleanser charges instead of capping at 1 """Grant the ghost (invisible mode) powerup to a player."""
player_cleansers[peer_id] += 1 var all_players = get_tree().get_nodes_in_group("Players")
emit_signal("cleanser_granted", peer_id) for p in all_players:
print("[Gauntlet] Player %d granted Cleanser (Total: %d) (mission %d)" % [peer_id, player_cleansers[peer_id], completions]) var pid = p.get("peer_id") if "peer_id" in p else p.name.to_int()
if pid == peer_id:
# Sync cleanser count to HUD var stm = p.get_node_or_null("SpecialTilesManager")
rpc("sync_cleanser_count", peer_id, player_cleansers.get(peer_id, 0)) 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: func _on_score_updated(peer_id: int, new_score: int) -> void:
"""Called when a player's score is updated.""" """Called when a player's score is updated."""
pass # Score sync handled by GoalsCycleManager 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 # Utility
# ============================================================================= # =============================================================================
+10 -28
View File
@@ -155,19 +155,15 @@ func simple_move_to(grid_position: Vector2i) -> bool:
player.knock_tekton() player.knock_tekton()
return false # Don't move into the tile, just knock return false # Don't move into the tile, just knock
# If moving into a sticky cell: slow the player (unless cleanser active, # If moving into a sticky cell: block movement unless player is in ghost
# which clears the cell instead). Sticky no longer hard-traps. # mode (is_invisible), which lets them bypass sticky tiles in gauntlet.
if gm and gm.is_active and gm.is_sticky_cell(grid_position): 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 player.get("is_invisible"):
if pid != -1 and gm.is_cleanser_active(pid): # Ghost mode: walk through sticky tile freely
# Cleanser immunity: clear sticky cell, use one cell, don't slow print("[Move] Ghost mode bypassed sticky cell at %s" % grid_position)
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)])
else: else:
print("[Move] Player stepping into sticky cell at %s — slowed" % grid_position) print("[Move] Failed: Blocked by Gauntlet Sticky cell at %s" % grid_position)
if player.is_multiplayer_authority() or multiplayer.is_server(): return false
gm.apply_sticky_slow(player)
rotate_towards_target(grid_position) 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"): if main_sticky and main_sticky.get("gauntlet_manager"):
var gm_sticky = main_sticky.gauntlet_manager var gm_sticky = main_sticky.gauntlet_manager
if gm_sticky.is_active and gm_sticky.is_sticky_cell(pushed_to_pos): 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 other_player.get("is_invisible"):
if push_pid != -1 and gm_sticky.is_cleanser_active(push_pid): # Ghost mode: pushed player bypasses sticky
# Cleanser immunity: clear sticky cell, use one cell print("[Move] Ghost mode bypassed push-into-sticky at %s" % pushed_to_pos)
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)
else: else:
print("[Move] Player pushed into sticky cell at %s — slowed" % pushed_to_pos) print("[Move] Player pushed into sticky cell at %s — slowed" % pushed_to_pos)
if multiplayer.is_server() or other_player.is_multiplayer_authority(): if multiplayer.is_server() or other_player.is_multiplayer_authority():
@@ -407,17 +400,6 @@ func _on_movement_finished():
emit_signal("movement_finished") emit_signal("movement_finished")
else: else:
current_move_direction = Vector2i.ZERO 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") emit_signal("movement_finished")
func move_to_clicked_position(grid_position: Vector2i) -> bool: 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) # Spawn ONLY common tiles (7-10) in Stop n Go mode (User Request)
item_id = rng.randi_range(7, 10) item_id = rng.randi_range(7, 10)
elif LobbyManager.is_game_mode(GameMode.Mode.GAUNTLET): elif LobbyManager.is_game_mode(GameMode.Mode.GAUNTLET):
# Gauntlet mode: No power-up tile spawns from world. # Gauntlet mode: mostly common tiles, but ghost (14) can spawn too.
# Only common tiles (7-10) spawn; Smack/Cleanser are handled separately. if rng.randf() < 0.85:
item_id = rng.randi_range(7, 10) item_id = rng.randi_range(7, 10)
else:
item_id = 14 # Ghost powerup only
else: else:
# Other modes: 80% Chance for Common Tile (7-10), 20% for PowerUp # Other modes: 80% Chance for Common Tile (7-10), 20% for PowerUp
if rng.randf() < 0.8: if rng.randf() < 0.8: