extends Node class_name StopNGoManager # StopNGoManager - Handles phase transitions, missions, and movement penalties signal phase_changed(new_phase: String, remaining_time: float) signal mission_status_updated(player_id: int, completed: bool) signal player_penalized(player_id: int) enum Phase {GO, STOP} const GO_DURATION: float = 12.0 const STOP_DURATION: float = 6.0 var current_phase: Phase = Phase.GO var phase_timer: float = GO_DURATION var is_active: bool = false var player_missions: Dictionary = {} # player_id -> {tile_id: count, current: count} var finish_line_x: int = 21 # Right side of the map for win condition # Tile IDs (Assumed based on analysis) const TILE_WALKABLE = 0 const TILE_SAFE = 2 # Green Safe Zone const TILE_OBSTACLE = 4 # Black Obstacle var hud_layer: CanvasLayer var phase_label: Label var mission_label: Label func _ready(): set_process(false) _setup_hud() func _setup_hud(): hud_layer = CanvasLayer.new() hud_layer.visible = false add_child(hud_layer) var vbox = VBoxContainer.new() vbox.set_anchors_preset(Control.PRESET_TOP_RIGHT) vbox.offset_right = -20 vbox.offset_top = 100 hud_layer.add_child(vbox) # Style for HUD var style = StyleBoxFlat.new() style.bg_color = Color(0, 0, 0, 0.4) style.content_margin_left = 10 style.content_margin_top = 10 style.content_margin_right = 10 style.content_margin_bottom = 10 var panel = PanelContainer.new() panel.add_theme_stylebox_override("panel", style) vbox.add_child(panel) var inner_vbox = VBoxContainer.new() panel.add_child(inner_vbox) phase_label = Label.new() phase_label.text = "PHASE: GO" phase_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT phase_label.add_theme_font_size_override("font_size", 32) phase_label.add_theme_color_override("font_color", Color.GREEN) inner_vbox.add_child(phase_label) mission_label = Label.new() mission_label.text = "MISSION: Collect 3 Hearts" mission_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT inner_vbox.add_child(mission_label) func _process(delta): if not is_active: return if multiplayer.is_server(): phase_timer -= delta if phase_timer <= 0: if current_phase == Phase.GO: _start_phase(Phase.STOP) else: _start_phase(Phase.GO) # Update HUD locally _update_hud_visuals() func _update_hud_visuals(): var phase_name = "GO" if current_phase == Phase.GO else "STOP" if phase_label: phase_label.text = "PHASE: %s (%.0fs)" % [phase_name, max(0, phase_timer)] phase_label.add_theme_color_override("font_color", Color.GREEN if current_phase == Phase.GO else Color.RED) var my_id = multiplayer.get_unique_id() if mission_label and player_missions.has(my_id): var mission = player_missions[my_id] mission_label.text = "Tiles: %d / %d" % [mission["current"], mission["required"]] if mission["current"] >= mission["required"]: mission_label.text = "MISSION COMPLETE! REACH FINISH!" mission_label.add_theme_color_override("font_color", Color.GOLD) func activate_client_side(): is_active = true if hud_layer: hud_layer.visible = true set_process(true) func start_game_mode(): activate_client_side() if multiplayer.is_server(): _setup_arena() _assign_missions() _start_phase(Phase.GO) func _start_phase(phase: Phase): current_phase = phase phase_timer = GO_DURATION if phase == Phase.GO else STOP_DURATION var phase_name = "GO" if phase == Phase.GO else "STOP" if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED: rpc("sync_phase", phase_name, phase_timer) emit_signal("phase_changed", phase_name, phase_timer) @rpc("authority", "call_local", "reliable") func sync_phase(phase_name: String, duration: float): current_phase = Phase.GO if phase_name == "GO" else Phase.STOP phase_timer = duration func _setup_arena(): var gridmap = get_node("/root/Main/EnhancedGridMap") if not gridmap: return print("[StopNGo] Setting up 22x10 Accurate Horizontal Arena...") # Set Size for Stop n Go gridmap.columns = 22 gridmap.rows = 10 # Clear existing items on all layers gridmap.clear() # Create bands based on X (Horizontal Progress) for x in range(gridmap.columns): var tile_id = TILE_WALKABLE # Green Safe Zones at X=7,8 and X=14,15 if x == 7 or x == 8 or x == 14 or x == 15: tile_id = TILE_SAFE for z in range(gridmap.rows): gridmap.set_cell_item(Vector3i(x, 0, z), tile_id) # Place Specific Obstacles (Black Bars) to match user images # Lane 1 (X=2..6) - Vertical bar at X=4 for z in range(0, 4): gridmap.set_cell_item(Vector3i(4, 0, z), TILE_OBSTACLE) for z in range(6, 10): gridmap.set_cell_item(Vector3i(4, 0, z), TILE_OBSTACLE) # Lane 2 (X=9..13) - Vertical bar at X=11 for z in range(3, 7): gridmap.set_cell_item(Vector3i(11, 0, z), TILE_OBSTACLE) # Lane 3 (X=16..20) - L-shape at top for z in range(0, 3): gridmap.set_cell_item(Vector3i(18, 0, z), TILE_OBSTACLE) gridmap.set_cell_item(Vector3i(19, 0, 2), TILE_OBSTACLE) gridmap.set_cell_item(Vector3i(20, 0, 2), TILE_OBSTACLE) # Another bar at bottom of Lane 3 for z in range(6, 9): gridmap.set_cell_item(Vector3i(18, 0, z), TILE_OBSTACLE) gridmap.update_grid_data() gridmap.initialize_astar() # Spawn tiles for mission (Heart = 7) if multiplayer.is_server(): _spawn_mission_tiles() # Sync the WHOLE grid to all clients to ensure size and stripes are correct var main = get_node("/root/Main") if main and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED: # Gather all floor 0 and floor 1 data var floor0_data = gridmap.get_floor_data(0) var floor1_data = gridmap.get_floor_data(1) main.rpc("sync_full_grid_data_stop_n_go", floor0_data, floor1_data, gridmap.columns, gridmap.rows) func _spawn_mission_tiles(): var gridmap = get_node("/root/Main/EnhancedGridMap") var count = 0 while count < 40: # Spawn plenty of hearts var x = randi() % gridmap.columns var z = randi() % gridmap.rows # Only spawn in walkable areas, not safe zones or start/finish if gridmap.get_cell_item(Vector3i(x, 0, z)) == TILE_WALKABLE: if gridmap.get_cell_item(Vector3i(x, 1, z)) == -1: gridmap.set_cell_item(Vector3i(x, 1, z), ScarcityModel.TILE_HEART) count += 1 func _assign_missions(): # Each player needs to collect 3 specific tiles (e.g. Heart) var players = GameStateManager.players for p_id in players: player_missions[p_id] = { "target_tile": ScarcityModel.TILE_HEART, "required": 3, "current": 0 } if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED: rpc("sync_missions", player_missions) @rpc("authority", "call_local", "reliable") func sync_missions(missions: Dictionary): player_missions = missions func check_movement_violation(player_id: int, from: Vector2i, to: Vector2i) -> bool: """Check if movement is illegal (during STOP phase and not in safe zone).""" if current_phase == Phase.STOP: var main = get_node("/root/Main") var gridmap = main.get_node("EnhancedGridMap") if main else null if gridmap: var tile_from = gridmap.get_cell_item(Vector3i(from.x, 0, from.y)) if tile_from != TILE_SAFE: _penalize_player(player_id) return true return false func _penalize_player(player_id: int): if not multiplayer.is_server(): return var main = get_node("/root/Main") if not main: return var player_node = main.get_node_or_null(str(player_id)) if player_node: if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED: player_node.rpc("on_stop_phase_violation") emit_signal("player_penalized", player_id) func update_mission_progress(player_id: int, tile_id: int): if not player_missions.has(player_id): return var mission = player_missions[player_id] if tile_id == mission["target_tile"]: mission["current"] = min(mission["current"] + 1, mission["required"]) if mission["current"] >= mission["required"]: emit_signal("mission_status_updated", player_id, true) if multiplayer.is_server() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED: rpc("sync_mission_progress", player_id, mission["current"]) @rpc("any_peer", "call_local", "reliable") func sync_mission_progress(player_id: int, current: int): if player_missions.has(player_id): player_missions[player_id]["current"] = current func check_win_condition(player_id: int, position: Vector2i) -> bool: if not player_missions.has(player_id): return false var mission = player_missions[player_id] if mission["current"] >= mission["required"]: # Win when reaching X >= 21 if position.x >= finish_line_x: return true return false