extends Node # PortalModeManager - Handles "Tekton Doors" mode logic # Manages room partitioning, portal connections, and mode-specific timers. var main: Node var gridmap: Node # Room layout config const ROOM_COUNT = 4 const GRID_SIZE = 14 const ROOM_DIM = 7 # State var connections = {} # room_id -> {door_id -> {target_room, target_door}} var doors = [] # List of PortalDoor nodes var swap_timer: Timer var tile_refresh_timer: Timer var finish_spawned: bool = false var missions_required: int = 3 func initialize(p_main: Node, p_gridmap: Node): main = p_main gridmap = p_gridmap if gridmap: # Ensure walls (4) are strictly treated as non-walkable for all internal checks # Use explicit type to avoid Array vs Array[int] mismatch error var non_walkable: Array[int] = [4] gridmap.non_walkable_items = non_walkable # Create Stands container if it doesn't exist print("[PortalModeManager] Initialized") # Connection Swap Timer (15s) swap_timer = Timer.new() swap_timer.name = "PortalSwapTimer" swap_timer.wait_time = 15.0 swap_timer.timeout.connect(_on_swap_timer_timeout) add_child(swap_timer) # Tile Refresh Timer (25s) tile_refresh_timer = Timer.new() tile_refresh_timer.name = "TileRefreshTimer" tile_refresh_timer.wait_time = 25.0 tile_refresh_timer.timeout.connect(_on_tile_refresh_timer_timeout) add_child(tile_refresh_timer) # Connect to mission tracking var gcm = main.get_node_or_null("GoalsCycleManager") if gcm: gcm.goal_count_updated.connect(_on_goal_count_updated) func start_game_mode(): if not multiplayer.is_server(): return print("[PortalModeManager] Starting Portal Game Mode...") # 1. Setup Arena (GridMap walls & Doors) setup_arena_locally() # 2. Skip individual door spawn as it's now in setup_arena_locally # _spawn_portal_doors() # 3. Initialize Connections _randomize_connections() # 4. Start Timers swap_timer.start() tile_refresh_timer.start() # 5. Initial Tile Spawn _refresh_tiles() func setup_arena_locally(): """Sets up GridMap size and walls. Called on host and clients.""" print("[PortalModeManager] Setting up arena locally...") _setup_arena_size() _setup_room_partitions() _spawn_portal_doors() func _setup_arena_size(): if not gridmap: return gridmap.columns = GRID_SIZE gridmap.rows = GRID_SIZE gridmap.clear() # Explicitly clear Floor 1 to prevent legacy tiles from previous rounds if gridmap.has_method("clear_grid"): gridmap.clear_grid(1) # Fill Floor 0 with standard floor (Item ID 0) for x in range(GRID_SIZE): for z in range(GRID_SIZE): gridmap.set_cell_item(Vector3i(x, 0, z), 0) func get_spawn_points() -> Array[Vector2i]: # One point per quadrant return [ Vector2i(3, 3), # Room 0 Vector2i(10, 3), # Room 1 Vector2i(3, 10), # Room 2 Vector2i(10, 10) # Room 3 ] func _setup_room_partitions(): for i in range(GRID_SIZE): # Vertical wall (middle columns) gridmap.set_cell_item(Vector3i(6, 0, i), 4) # Wall item gridmap.set_cell_item(Vector3i(7, 0, i), 4) # Horizontal wall (middle rows) gridmap.set_cell_item(Vector3i(i, 0, 6), 4) gridmap.set_cell_item(Vector3i(i, 0, 7), 4) var _pending_sync_data = null func _spawn_portal_doors(): # Check if doors already exist to avoid duplicates if not doors.is_empty(): print("[PortalModeManager] Doors already exist, skipping spawn. Count: ", doors.size()) return print("[PortalModeManager] Spawning portal doors. Peer ID: ", multiplayer.get_unique_id()) var portal_scene = load("res://scenes/portal_door.tscn") var stands_container = main.get_node_or_null("Stands") if not stands_container: print("[PortalModeManager] Warning: 'Stands' container not found, creating one...") stands_container = Node3D.new() stands_container.name = "Stands" main.add_child(stands_container) var door_configs = [ # Room 0 {"room": 0, "pos": Vector2i(6, 2), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East {"room": 0, "pos": Vector2i(2, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South # Room 1 {"room": 1, "pos": Vector2i(7, 2), "rot": PI / 2, "offset": Vector2i(1, 0)}, # West {"room": 1, "pos": Vector2i(11, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South # Room 2 {"room": 2, "pos": Vector2i(2, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North {"room": 2, "pos": Vector2i(6, 11), "rot": PI / 2, "offset": Vector2i(-1, 0)}, # East # Room 3 {"room": 3, "pos": Vector2i(11, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North {"room": 3, "pos": Vector2i(7, 11), "rot": PI / 2, "offset": Vector2i(1, 0)} # West ] for i in range(door_configs.size()): var cfg = door_configs[i] if not portal_scene: print("[PortalModeManager] Error: Failed to load portal_door.tscn") break var door = portal_scene.instantiate() door.name = "Portal_%d" % i door.room_id = cfg["room"] door.door_id = i door.set_meta("spawn_offset", cfg["offset"]) # Store offset for teleport # Position var world_pos = gridmap.map_to_local(Vector3i(cfg["pos"].x, 0, cfg["pos"].y)) door.transform.origin = world_pos door.rotation.y = cfg["rot"] stands_container.add_child(door, true) doors.append(door) # Server-only interaction logic if multiplayer.is_server(): door.player_entered_portal.connect(handle_portal_interaction) gridmap.set_cell_item(Vector3i(cfg["pos"].x, 0, cfg["pos"].y), 0) # Normal floor print("[PortalModeManager] Finished spawning %d doors" % doors.size()) # Apply pending sync if it arrived early if _pending_sync_data: print("[PortalModeManager] Applying pending sync data...") sync_portal_data(_pending_sync_data) _pending_sync_data = null const PORTAL_COLORS = [ Color(0, 1, 1), # Cyan Color(1, 0, 1), # Magenta Color(1, 1, 0), # Yellow Color(0, 1, 0) # Green ] func _randomize_connections(): if not multiplayer.is_server(): return print("[PortalModeManager] Swapping portal connections...") connections.clear() var door_indices = [] for i in range(doors.size()): door_indices.append(i) # Shuffle and Validate: ensure no pairs are in the same room var valid_pairing = false var attempts = 0 while not valid_pairing and attempts < 100: attempts += 1 door_indices.shuffle() valid_pairing = true for i in range(0, door_indices.size(), 2): var a = door_indices[i] var b = door_indices[i + 1] if doors[a].room_id == doors[b].room_id: valid_pairing = false break # Prepare sync data var sync_data = [] # [[door_a_id, door_b_id, color], ...] # Pair them up and assign colors for i in range(0, door_indices.size(), 2): var a = door_indices[i] var b = door_indices[i + 1] connections[a] = b connections[b] = a var color = PORTAL_COLORS[int(i / 2.0) % PORTAL_COLORS.size()] sync_data.append([a, b, color]) doors[a].target_door_id = b doors[a].portal_color = color doors[b].target_door_id = a doors[b].portal_color = color # Sync to all clients rpc("sync_portal_data", sync_data) main.rpc("display_message", "PORTALS SWITCHED!") func sync_to_client(peer_id: int): """Syncs current portal connections to a specific client.""" var sync_data = [] # connections is id -> id # We need to rebuild the pair-based data for the RPC var handled = [] for a_id in connections: if a_id in handled: continue var b_id = connections[a_id] var color = doors[a_id].portal_color sync_data.append([a_id, b_id, color]) handled.append(a_id) handled.append(b_id) rpc_id(peer_id, "sync_portal_data", sync_data) @rpc("authority", "call_local", "reliable") func sync_portal_data(data: Array): """Syncs portal connections and colors to all clients.""" print("[PortalModeManager] Received portal sync data. Peed ID: ", multiplayer.get_unique_id()) # If doors array is empty on client, try to repopulate from Stands group if doors.is_empty(): var stands = get_tree().get_nodes_in_group("PortalDoors") # Sort by name to ensure consistent indexing stands.sort_custom(func(a, b): return a.name < b.name) doors = stands # If still empty, defer sync until doors are spawned locally if doors.is_empty(): print("[PortalModeManager] Doors not yet ready, deferring sync data...") _pending_sync_data = data return connections.clear() for pair in data: var a_id = pair[0] var b_id = pair[1] var color = pair[2] connections[a_id] = b_id connections[b_id] = a_id if a_id < doors.size() and b_id < doors.size(): if is_instance_valid(doors[a_id]): doors[a_id].target_door_id = b_id doors[a_id].portal_color = color if is_instance_valid(doors[b_id]): doors[b_id].target_door_id = a_id doors[b_id].portal_color = color else: print("[PortalModeManager] Warning: Door index %d or %d out of range during sync" % [a_id, b_id]) func _on_goal_count_updated(_peer_id: int, count: int): if not multiplayer.is_server(): return if count >= missions_required and not finish_spawned: _spawn_finish_room() func _spawn_finish_room(): print("[PortalModeManager] Missions complete! Spawning Finish Room...") finish_spawned = true # Choose a random center room tile (X=3, Z=10 or similar in any room) var room_centers = get_spawn_points() var center = room_centers[randi() % room_centers.size()] # Place finish tile (ID 3) on Floor 1 (Y=1) # Check if this center is actually clear (not a wall accidentally) if gridmap.get_cell_item(Vector3i(center.x, 0, center.y)) == 4: # Fallback to any non-wall center if needed, but spawn points are usually safe pass main.rpc("sync_grid_item", center.x, 1, center.y, 3) main.get_node("EnhancedGridMap").update_grid_data() main.rpc("display_message", "FINISH ROOM REVEALED!") func _on_swap_timer_timeout(): _randomize_connections() func _on_tile_refresh_timer_timeout(): _refresh_tiles() main.rpc("display_message", "TILES REPLENISHED!") func _refresh_tiles(): # GridMap Floor 0 has the walls (ID 4) and floors (ID 0) # GridMap Floor 1 should have the items (Heart, Star, etc) for x in range(GRID_SIZE): for z in range(GRID_SIZE): # 1. Check if Floor 0 is a wall or empty (non-walkable) var floor_0_item = gridmap.get_cell_item(Vector3i(x, 0, z)) if floor_0_item == 4 or floor_0_item == -1: continue # 2. Check if Floor 1 is already occupied if gridmap.get_cell_item(Vector3i(x, 1, z)) != -1: continue # 3. Low chance to spawn a tile if randf() < 0.1: var weights = ScarcityModel.get_tile_weights() var tile_id = _pick_weighted_tile(weights) # Update GridMap Floor 1 via RPC for sync (call_local handles host) main.rpc("sync_grid_item", x, 1, z, tile_id) func _pick_weighted_tile(weights: Dictionary) -> int: var total_weight = 0 for w in weights.values(): total_weight += w var r = randi() % total_weight var cumulative = 0 for tile in weights: cumulative += weights[tile] if r < cumulative: return tile return 7 # Default Heart func handle_portal_interaction(player, door): if not multiplayer.is_server(): return var source_id = door.door_id if not connections.has(source_id): return var target_id = connections[source_id] var target_door = doors[target_id] # Use stored offset to avoid infinite loop (spawn inside the target room) var offset = target_door.get_meta("spawn_offset") if target_door.has_meta("spawn_offset") else Vector2i(0, 0) # Convert world pos back to grid var target_world = target_door.global_position var target_grid_3d = gridmap.local_to_map(target_world) var target_grid = Vector2i(target_grid_3d.x, target_grid_3d.z) + offset print("[Portal] Teleporting %s to Room %d, Pos %s (via Door %d)" % [player.name, target_door.room_id, target_grid, target_id]) # Snap player if player.has_method("set_spawn_position"): player.rpc("set_spawn_position", target_grid)