extends Node class_name TutorialManager var overlay var main_scene: Node var local_player: Node func _ready() -> void: process_mode = Node.PROCESS_MODE_ALWAYS # Wait for gridmap, Player, and UI to spawn fully await get_tree().create_timer(1.0).timeout main_scene = get_tree().root.get_node_or_null("Main") if not main_scene: return # Wait for the client to gain character control var max_wait = 5.0 var elapsed = 0.0 while not local_player and elapsed < max_wait: for p in get_tree().get_nodes_in_group("Players"): if p.is_multiplayer_authority(): local_player = p break await get_tree().process_frame elapsed += get_process_delta_time() if not local_player: print("Tutorial Error: Local player not found.") return # Freeze bots while teaching _set_bots_enabled(false) # Make sure the UI overlay exists — instantiate as a full scene var overlay_scene = load("res://scenes/tutorial/tutorial_overlay.tscn") if overlay_scene: overlay = overlay_scene.instantiate() add_child(overlay) _run_tutorial() else: print("Tutorial Error: tutorial_overlay.tscn not found.") func _set_bots_enabled(enabled: bool) -> void: for p in get_tree().get_nodes_in_group("Bots"): var bc = p.get_node_or_null("BotController") if bc: bc.set_process(enabled) bc.set_physics_process(enabled) p.set("is_frozen", not enabled) func _get_ui_rect(path: String) -> Rect2: var node = main_scene.get_node_or_null(path) if node and node is Control: # get_global_rect() returns coords in the node's canvas layer space. # We need to apply the viewport canvas transform so they line up with # the TutorialOverlay CanvasLayer (which renders in viewport space). var rect = node.get_global_rect() return rect return Rect2() func _run_tutorial() -> void: get_tree().paused = true # Intro await overlay.display_text("Welcome to the Arena. I'm Commander Copper. Let me walk you through the basics of Free Mode.", true) # Playerboard Highlight overlay.highlight_zone("PlayerBoard") await overlay.display_text("This is your [color=green]Playerboard[/color]. Your main objective is to fill these empty slots.", true) # Goal / Timer Highlight overlay.highlight_zone("GoalsTimer") await overlay.display_text("These are your [color=gold]Goals[/color]. You must match these exact tiles specifically to score points.", true) # (AP system removed — no longer in use) # Grid Highlight overlay.clear_highlight() await overlay.display_text("Look at the board! You will see [color=gold]Normal Tiles[/color] and shiny [color=cyan]Holo Tiles[/color].", true) # --- INTERACTIVE 1: NORMAL TILE --- var normal_pos = _find_closest_tile(local_player.current_position, [7, 8, 9, 10]) if normal_pos != Vector2i(-1, -1): _highlight_floor_cell(normal_pos, Color(1.0, 1.0, 0.0)) # Yellow box overlay.display_text("I've highlighted a [color=gold]Normal Tile[/color] with a yellow box. Walk over to it and press [color=red]SPACE[/color] to Grab it!", false) else: overlay.display_text("Walk up to any Normal Tile and press [color=red]SPACE[/color] to Grab it!", false) overlay.hide_overlay() get_tree().paused = false # Wait strictly until the specific tile is grabbed, or any tile if no specific one was found var initial_items = local_player.playerboard.count(-1) while true: if normal_pos != Vector2i(-1, -1) and local_player.get("enhanced_gridmap"): if local_player.enhanced_gridmap.get_cell_item(Vector3i(normal_pos.x, 1, normal_pos.y)) == -1: break elif local_player.playerboard.count(-1) < initial_items: break await get_tree().process_frame _clear_floor_highlights() get_tree().paused = true overlay.show_overlay() await overlay.display_text("Outstanding! You secured a tile.", true) # --- SCORE AND GOALS SECTION --- overlay.highlight_zone("Leaderboard") await overlay.display_text("Your main objective is to climb the [color=gold]Leaderboard[/color] on the right by scoring points.", true) overlay.highlight_zone("PlayerBoard") await overlay.display_text("You earn points by collecting tiles, but the real score comes from completing your [color=gold]Playerboard Goals[/color]!", true) await overlay.display_text("Fill your entire board shape to complete a goal. This grants massive points, clears the board, and ranks you up!", true) # --- TEKTONS SECTION --- overlay.clear_highlight() await overlay.display_text("Now, what about those little creatures running around the map? Those are [color=cyan]Tektons[/color]!", true) await overlay.display_text("Grabbing a dynamic Tekton gives you [color=gold]PASSIVE score points[/color] over time and spawns bonus tiles for you while you carry it.", true) await overlay.display_text("Hold onto them as long as you can... but watch out, opponents will try to RAM you and steal them!", true) await overlay.display_text("Also keep an eye on [color=gray]Static Tektons[/color] standing on podiums. They periodically throw new free tiles onto the board for you to collect!", true) # --- INTERACTIVE 2: HOLO TILE --- await overlay.display_text("Now, let's talk about [color=cyan]Holo Tiles[/color]. They grant you special Power-Ups!", true) var holo_pos = _find_closest_tile(local_player.current_position, [11, 12, 13, 14]) if holo_pos != Vector2i(-1, -1): _highlight_floor_cell(holo_pos, Color(0.0, 1.0, 1.0)) # Cyan box overlay.display_text("I've highlighted a [color=cyan]Holo Tile[/color] with a cyan box. Go ahead and grab it!", false) else: # Fallback: force spawn one if the RNG map generation didn't place any holo_pos = local_player.current_position + Vector2i(0, 1) var gridmap = local_player.get("enhanced_gridmap") if gridmap: gridmap.set_cell_item(Vector3i(holo_pos.x, 1, holo_pos.y), 11) # Spawn speed boost _highlight_floor_cell(holo_pos, Color(0.0, 1.0, 1.0)) overlay.display_text("I just dropped a Holo Tile near you (cyan box). Go ahead and grab it!", false) overlay.hide_overlay() get_tree().paused = false initial_items = local_player.playerboard.count(-1) while true: if holo_pos != Vector2i(-1, -1) and local_player.get("enhanced_gridmap"): if local_player.enhanced_gridmap.get_cell_item(Vector3i(holo_pos.x, 1, holo_pos.y)) == -1: break elif local_player.playerboard.count(-1) < initial_items: break await get_tree().process_frame _clear_floor_highlights() get_tree().paused = true overlay.show_overlay() # --- POWER UP SECTION --- # Highlight Power Up Icon overlay.highlight_zone("PowerUpItem") await overlay.display_text("Nice! You grabbed a Holo Tile — that earned you a special [color=cyan]Power-Up[/color] item!", true) await overlay.display_text("There are [color=cyan]4 types of Power-Ups[/color] from Holo Tiles. Let me walk you through each one.", true) await overlay.show_powerup_showcase() await overlay.display_text("To activate your stored Power-Up, press [color=yellow]'F'[/color]. If you don't like this key, you can remap it in [color=gold]Settings[/color].", true) # --- BATTERY GAUGE & RAMMING SECTION --- # Switch to highlight Power Bar / Battery Gauge overlay.highlight_zone("PowerBar") await overlay.display_text("Next, look at your [color=cyan]Battery Gauge[/color] — it [color=yellow]fills up automatically over time[/color]. You don't need to do anything to charge it.", true) await overlay.display_text("When the Battery Gauge is [color=red]FULL[/color], you'll see the [color=red]ATTACK MODE READY[/color] notification.", true) overlay.clear_highlight() # Ramming explanation and practice await overlay.display_text("What is Attack Mode? It lets you [color=red]RAM[/color] other players!", true) await overlay.display_text("Press [color=yellow]'Q'[/color] to enter [color=red]ATTACK MODE[/color]. While active, walk directly into an opponent to [color=red]RAM[/color] them!", true) await overlay.display_text("Ramming pushes them back and forces them to drop their tile. Each hit drains your Battery Gauge.", true) var spawned_bot = null for p in get_tree().get_nodes_in_group("Bots"): spawned_bot = p break # Force spawn a dummy bot if the lobby settings disabled them if not spawned_bot and get_node_or_null("/root/PlayerManager"): spawned_bot = get_node("/root/PlayerManager").create_bot(99) get_parent().add_child(spawned_bot) spawned_bot.add_to_group("Players", true) spawned_bot.add_to_group("Bots", true) await get_tree().create_timer(0.2).timeout # Freeze it so its AI doesn't run away during the tutorial var bc = spawned_bot.get_node_or_null("BotController") if bc: bc.set_process(false) bc.set_physics_process(false) spawned_bot.set("is_frozen", true) if spawned_bot: await overlay.display_text("Let's try it. I'm placing a Bot right next to you, and I'll instantly fill your Battery Gauge to max.", true) # Instantly grant FULL BOOST if local_player.get("powerup_manager"): local_player.powerup_manager.acquire_smash_bonus() local_player.powerup_manager.acquire_smash_bonus() local_player.powerup_manager.acquire_smash_bonus() local_player.powerup_manager.acquire_smash_bonus() var n_pos = local_player.current_position + Vector2i(1, 0) if local_player.get("enhanced_gridmap"): var neighbors = local_player.enhanced_gridmap.get_neighbors(local_player.current_position, 0) for n in neighbors: if n.get("is_walkable"): n_pos = n.position break # Safely set bot position spawned_bot.current_position = n_pos if local_player.get("enhanced_gridmap") and local_player.enhanced_gridmap.has_method("grid_to_world"): spawned_bot.global_position = local_player.enhanced_gridmap.grid_to_world(n_pos) overlay.display_text("Press 'Q' to enter Attack Mode, then Walk into the Bot!", false) overlay.hide_overlay() get_tree().paused = false # Wait for the player to push the bot (bot's position changes) var bot_old_pos = spawned_bot.current_position while spawned_bot.current_position == bot_old_pos: await get_tree().process_frame get_tree().paused = true overlay.show_overlay() await overlay.display_text("Smashing! You pushed it away. Notice your Battery Gauge was consumed.", true) await overlay.display_text("Beware! Your opponents can RAM you to steal your tiles too. Get ready to defend yourself against the Bots!", true) overlay.hide_overlay() get_tree().paused = false _set_bots_enabled(true) LobbyManager.is_tutorial_mode = false queue_free() # ============================================================================== # Helper Floor Highlighting and Tile Detection Logic # ============================================================================== var _floor_highlights: Array[Node] = [] func _find_closest_tile(start_pos: Vector2i, types: Array) -> Vector2i: var gridmap = local_player.get("enhanced_gridmap") if not gridmap: return Vector2i(-1, -1) var best_pos = Vector2i(-1, -1) var best_dist = 999999 for x in range(gridmap.columns): for z in range(gridmap.rows): var item = gridmap.get_cell_item(Vector3i(x, 1, z)) if item in types: var dist = abs(start_pos.x - x) + abs(start_pos.y - z) if dist < best_dist: best_dist = dist best_pos = Vector2i(x, z) return best_pos func _highlight_floor_cell(grid_pos: Vector2i, color: Color): var gridmap = local_player.get("enhanced_gridmap") if not gridmap: return var cs: Vector3 = gridmap.cell_size # Sit slightly above the floor grid (using layer 2 height approximation) var y := 2.0 * cs.y + 0.09 const T := 0.09 # Outline thickness const H := 0.045 # Outline height var mat := StandardMaterial3D.new() mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA mat.albedo_color = Color(color.r, color.g, color.b, 0.6) mat.emission_enabled = true mat.emission = color mat.emission_energy_multiplier = 2.0 mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED mat.cull_mode = BaseMaterial3D.CULL_DISABLED var container := Node3D.new() gridmap.add_child(container) _floor_highlights.append(container) var cell_cx = grid_pos.x * cs.x + cs.x * 0.5 var cell_cz = grid_pos.y * cs.z + cs.z * 0.5 var edges = [ {"pos": Vector3(cell_cx, y, grid_pos.y * cs.z), "size": Vector3(cs.x, H, T)}, {"pos": Vector3(cell_cx, y, grid_pos.y * cs.z + cs.z), "size": Vector3(cs.x, H, T)}, {"pos": Vector3(grid_pos.x * cs.x, y, cell_cz), "size": Vector3(T, H, cs.z)}, {"pos": Vector3(grid_pos.x * cs.x + cs.x, y, cell_cz), "size": Vector3(T, H, cs.z)} ] for edge in edges: var mi := MeshInstance3D.new() var box := BoxMesh.new() box.size = edge.size box.material = mat mi.mesh = box mi.position = edge.pos container.add_child(mi) # Subtly pulse the highlight var tween = create_tween().set_loops() tween.tween_method(func(a: float): if is_instance_valid(mat): mat.albedo_color.a = a, 0.7, 0.2, 0.6).set_ease(Tween.EASE_OUT) tween.tween_method(func(a: float): if is_instance_valid(mat): mat.albedo_color.a = a, 0.2, 0.7, 0.6).set_ease(Tween.EASE_IN) func _clear_floor_highlights(): for h in _floor_highlights: if is_instance_valid(h): h.queue_free() _floor_highlights.clear()