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 = 8.0 const STOP_DURATION: float = 4.0 const REQUIRED_GOALS: int = 8 var current_phase: Phase = Phase.GO var phase_timer: float = GO_DURATION var is_active: bool = false var player_missions: Dictionary = {} # player_id -> {target_tile: int, required: int, current: int} var finish_line_x: int = 21 # Right side of the map for win condition # Tile IDs const TILE_WALKABLE = 0 const TILE_START = 3 # Start Line const TILE_FINISH = 3 # Finish Line const TILE_SAFE = 2 # Green Safe Zone const TILE_OBSTACLE = 4 # Wall var hud_layer: CanvasLayer var mission_label: Label var red_tint_overlay: ColorRect # Traffic Light / StopTimer Visuals var stop_timer_node: PanelContainer var stop_segments: Array[Panel] = [] var lit_style: StyleBoxFlat var dim_style: StyleBoxFlat var red_style: StyleBoxFlat func _ready(): set_process(false) _setup_hud() func _setup_hud(): hud_layer = CanvasLayer.new() hud_layer.layer = 5 # Ensure it's above normal UI but below Pause Menu (10) hud_layer.visible = false add_child(hud_layer) # Full-screen red tint overlay (below everything else in this layer, but above game) red_tint_overlay = ColorRect.new() red_tint_overlay.color = Color(1.0, 0.0, 0.0, 0.25) # Transparent red red_tint_overlay.set_anchors_preset(Control.PRESET_FULL_RECT) # Cover whole screen red_tint_overlay.visible = false # Hidden initially hud_layer.add_child(red_tint_overlay) # New container for bottom-mid label var bottom_container = CenterContainer.new() bottom_container.set_anchors_preset(Control.PRESET_CENTER_BOTTOM) bottom_container.grow_horizontal = Control.GROW_DIRECTION_BOTH bottom_container.grow_vertical = Control.GROW_DIRECTION_BEGIN bottom_container.offset_bottom = -50 hud_layer.add_child(bottom_container) var custom_font = load("res://assets/fonts/Nougat-ExtraBlack.ttf") mission_label = Label.new() mission_label.text = "MISSION: Collect Goals" mission_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER if custom_font: mission_label.add_theme_font_override("font", custom_font) mission_label.add_theme_font_size_override("font_size", 28) # Slightly larger since it's centered mission_label.add_theme_color_override("font_outline_color", Color.BLACK) mission_label.add_theme_constant_override("outline_size", 8) bottom_container.add_child(mission_label) func _process(delta): if not is_active: return # Decrement timer locally for all peers (smoother HUD than waiting for RPC) phase_timer -= delta if multiplayer.is_server(): 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 _on_goal_count_updated(_peer_id: int, _count: int): # Refresh visuals whenever points change _update_hud_visuals() var _has_notified_mission_complete: bool = false func _update_hud_visuals(): # Toggle Red Screen Tint if red_tint_overlay: red_tint_overlay.visible = (current_phase == Phase.STOP) var my_id = multiplayer.get_unique_id() if mission_label: var main = get_node_or_null("/root/Main") var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager") if main else null # Get count from GoalsCycleManager (Source of truth for PlayerBoardLabel) var completed_count = goals_cycle_manager.player_goal_counts.get(my_id, 0) if goals_cycle_manager else 0 mission_label.text = "GOALS (%d/%d)" % [completed_count, REQUIRED_GOALS] if completed_count >= REQUIRED_GOALS: mission_label.text = "ALL GOALS COMPLETE!\nREACH THE FINISH!" mission_label.add_theme_color_override("font_color", Color.GOLD) # Notify player once if my_id == multiplayer.get_unique_id() and not _has_notified_mission_complete: _has_notified_mission_complete = true var player_node = main.get_node_or_null(str(my_id)) if player_node: NotificationManager.send_message(player_node, "ALL GOALS COMPLETE!", NotificationManager.MessageType.GOAL) else: mission_label.add_theme_color_override("font_color", Color.WHITE) _has_notified_mission_complete = false # Update StopTimer (Traffic Light) _update_stop_timer_visuals() func _update_stop_timer_visuals(): if not stop_timer_node: # Try to find it once var main = get_node_or_null("/root/Main") if main: stop_timer_node = main.get_node_or_null("StopTimer") if stop_timer_node: var hbox = stop_timer_node.get_node_or_null("HBox") if hbox: stop_segments.clear() for i in range(3): var seg = hbox.get_node_or_null("Segment%d" % i) if seg: stop_segments.append(seg) # Prepare styles lit_style = StyleBoxFlat.new() lit_style.bg_color = Color.YELLOW lit_style.border_width_left = 2 lit_style.border_width_top = 2 lit_style.border_width_right = 2 lit_style.border_width_bottom = 2 lit_style.border_color = Color(1.0, 1.0, 1.0, 0.5) dim_style = StyleBoxFlat.new() dim_style.bg_color = Color(0.1, 0.1, 0.1, 0.8) # Dark dim red_style = StyleBoxFlat.new() red_style.bg_color = Color.RED red_style.border_width_left = 2 red_style.border_width_top = 2 red_style.border_width_right = 2 red_style.border_width_bottom = 2 red_style.border_color = Color(1.0, 0.5, 0.5, 0.5) if not stop_timer_node: return # ALWAYS VISIBLE in Stop n Go mode stop_timer_node.visible = true if current_phase == Phase.GO: # GO Phase: All dim unless in last 3 seconds for i in range(stop_segments.size()): var threshold = 3.0 - i if phase_timer <= threshold: stop_segments[i].add_theme_stylebox_override("panel", lit_style) else: stop_segments[i].add_theme_stylebox_override("panel", dim_style) else: # STOP Phase: All Red for seg in stop_segments: seg.add_theme_stylebox_override("panel", red_style) func activate_client_side(): is_active = true if hud_layer: hud_layer.visible = true # Connect to GoalsCycleManager for immediate HUD updates var main = get_node_or_null("/root/Main") if main: var gcm = main.get_node_or_null("GoalsCycleManager") if gcm and not gcm.goal_count_updated.is_connected(_on_goal_count_updated): gcm.goal_count_updated.connect(_on_goal_count_updated) set_process(true) func start_game_mode(): # This should primarily be called by the Server # Clients get activated via RPCs (sync_phase, etc) if multiplayer.is_server(): activate_client_side() # Server also needs local processing # _setup_arena() # REMOVED: Already explicitly called in main.gd _setup_host_game to prepare floor before spawns! _assign_missions() _start_phase(Phase.GO) else: # Clients just wait for updates, but can enable HUD if needed # activate_client_side() can be called when first sync arrives pass 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 can_rpc(): rpc("sync_phase", phase_name, phase_timer) # If GO phase starts, clear all STOP phase freezes if phase == Phase.GO: var all_players = get_tree().get_nodes_in_group("Players") for p in all_players: if p.has_method("sync_stop_freeze"): p.rpc("sync_stop_freeze", false) emit_signal("phase_changed", phase_name, phase_timer) func can_rpc() -> bool: if not multiplayer.has_multiplayer_peer() or multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED: return false return true @rpc("authority", "call_local", "reliable") func sync_phase(phase_name: String, duration: float): if not is_active: activate_client_side() current_phase = Phase.GO if phase_name == "GO" else Phase.STOP phase_timer = duration func _setup_arena(): var gridmap = get_parent().get_node_or_null("EnhancedGridMap") if not gridmap: gridmap = get_node_or_null("/root/Main/EnhancedGridMap") if not gridmap: return print("[StopNGo] Setting up 22x10 Arena with Randomized Obstacles...") # Explicitly sync dimensions and clear grid on all clients if can_rpc(): rpc("sync_arena_setup") # Apply locally for Server (RPC is call_remote) _apply_arena_setup() @rpc("authority", "call_remote", "reliable") func sync_arena_setup(): print("[StopNGo] Client: Syncing Arena Setup (22x10)...") _apply_arena_setup() func _apply_arena_setup(): # Shared logic for resizing and clearing var gridmap = get_parent().get_node_or_null("EnhancedGridMap") if not gridmap: # Fallback just in case gridmap = get_node_or_null("/root/Main/EnhancedGridMap") if not gridmap: return # Set Size for Stop n Go explicitly, bypassing setters that wipe the map gridmap.set("columns", 22) gridmap.set("rows", 10) # Clear existing items on all layers gridmap.clear() # Safe Zones Columns: 6, 7, 8 (Only one band now) var safe_columns = [6, 7, 8] # Create bands based on X (Horizontal Progress) for x in range(gridmap.columns): var tile_id = TILE_WALKABLE if x == 0: tile_id = TILE_START elif x == gridmap.columns - 1: tile_id = TILE_FINISH elif x in safe_columns: tile_id = TILE_SAFE for z in range(gridmap.rows): gridmap.set_cell_item(Vector3i(x, 0, z), tile_id) # Note: Specific obstacles removed as per user request to replace with random ones. # MISSION TILES: Moved to start_game_mode() to ensure they spawn AFTER walls. gridmap.update_grid_data() gridmap.initialize_astar() func setup_mission_tiles(): """Public wrapper to trigger mission tile spawning before game start.""" if multiplayer.is_server(): _spawn_mission_tiles() func _spawn_mission_tiles(): var gridmap = get_parent().get_node_or_null("EnhancedGridMap") if not gridmap: gridmap = get_node_or_null("/root/Main/EnhancedGridMap") if not gridmap: return # Forbidden Zones (Start, Safe, Finish) - No items here var forbidden_x = [0, 6, 7, 8, 21] # Goal items: Heart(7), Diamond(8), Star(9), Coin(10) var goal_items = [7, 8, 9, 10] for x in range(gridmap.columns): if x in forbidden_x: continue # Clear zone for z in range(gridmap.rows): # Ensure we don't spawn on obstacles var base_tile = gridmap.get_cell_item(Vector3i(x, 0, z)) var current_item = gridmap.get_cell_item(Vector3i(x, 1, z)) # PROTECTED FLOOR CHECK: Don't spawn on walls or void if base_tile in [TILE_OBSTACLE, -1] or current_item == TILE_OBSTACLE or current_item == 13: continue # Spawn tiles with 60% density if randf() > 0.6: gridmap.set_cell_item(Vector3i(x, 1, z), -1) continue var tile_type = goal_items[randi() % goal_items.size()] gridmap.set_cell_item(Vector3i(x, 1, z), tile_type) # Sync to clients var main = get_node("/root/Main") if main: main.rpc("sync_grid_item", x, 1, z, tile_type) func _assign_missions(): # NO-OP: Missions are now achievement-based (Complete 3 Goals) # which is tracked natively by GoalsCycleManager. pass @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 gridmap = get_parent().get_node_or_null("EnhancedGridMap") if not gridmap: gridmap = get_node_or_null("/root/Main/EnhancedGridMap") if gridmap: # Check FROM position. If you were safe, you can move? # Rules: "If a player moves during this phase". # Usually implies checking if you ARE in a safe zone. var tile_from = gridmap.get_cell_item(Vector3i(from.x, 0, from.y)) if tile_from != TILE_SAFE and tile_from != TILE_START and tile_from != TILE_FINISH: _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: # We now use the 'on_stop_phase_violation' RPC which scatters tiles around the player # like they got attacked, instead of just dropping them in one pile. if can_rpc(): player_node.rpc("on_stop_phase_violation") # Notification is also handled inside on_stop_phase_violation on the player node emit_signal("player_penalized", player_id) func update_mission_progress(_player_id: int, _tile_id: int): # Redundant in Board-based mode, but kept for compatibility. # The board is synced separately via sync_playerboard in playerboard_manager.gd. pass @rpc("any_peer", "call_local", "reliable") func sync_mission_progress(_player_id: int, _mission_index: int, _current: int): # Deprecated pass func is_mission_complete(player_id: int) -> bool: var main = get_node_or_null("/root/Main") if not main: return false var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager") if not goals_cycle_manager: return false var completed_count = goals_cycle_manager.player_goal_counts.get(player_id, 0) return completed_count >= REQUIRED_GOALS func check_win_condition(player_id: int, position: Vector2i) -> bool: # 1. Must reach the finish line (Column 21) if position.x < finish_line_x: return false # 2. Must have enough Goal Completions if is_mission_complete(player_id): print("[StopNGo] Player %d REACHED FINISH with goals complete!" % player_id) return true else: # Inform the player locally if they reach the end without goals var main = get_node_or_null("/root/Main") var player_node = main.get_node_or_null(str(player_id)) if main else null if player_node: NotificationManager.send_message(player_node, "Incomplete! Achieve %d goals to win!" % REQUIRED_GOALS, NotificationManager.MessageType.WARNING) print("[StopNGo] Player %d reached finish but goals incomplete." % player_id) return false