extends Node class_name GauntletManager # GauntletManager - Handles Candy Cannon Survival (Gauntlet) game mode # Pattern: StopNGoManager + PortalModeManager signal phase_changed(phase_index: int, phase_name: String) signal cannon_fired(targets: Array) signal player_trapped(player_id: int) signal cleanser_granted(player_id: int) # ============================================================================= # Constants # ============================================================================= const ARENA_COLUMNS: int = 20 const ARENA_ROWS: int = 20 const NPC_SIZE: int = 3 const NPC_CENTER: Vector2i = Vector2i(9, 9) # Center of 20x20 (0-indexed, center of 3x3 block) # Tile IDs (matching MeshLibrary) const TILE_WALKABLE: int = 0 const TILE_OBSTACLE: int = 4 const TILE_STICKY: int = 17 # New candy-pink overlay (Layer 2) const TILE_TELEGRAPH: int = 18 # Warning glow (Layer 2, temporary) # Phase timing thresholds (seconds elapsed) const PHASE_1_START: float = 0.0 # Open Arena const PHASE_2_START: float = 60.0 # Route Pressure const PHASE_3_START: float = 120.0 # Survival Endgame # ============================================================================= # Phase System # ============================================================================= enum Phase { OPEN_ARENA, ROUTE_PRESSURE, SURVIVAL_ENDGAME } var current_phase: Phase = Phase.OPEN_ARENA var elapsed_time: float = 0.0 var is_active: bool = false # ============================================================================= # Cannon State # ============================================================================= var cannon_timer: float = 0.0 var cannon_interval: float = 5.0 # seconds between volleys var volley_size: int = 5 var sticky_cells: Dictionary = {} # Vector2i → true var last_targeted_player_id: int = -1 # Phase-specific cannon parameters var phase_configs: Array = [ # Phase 0 (Open Arena): slow, small volleys {"interval": 5.0, "volley": 5, "telegraph_time": 1.2}, # Phase 1 (Route Pressure): faster, bigger volleys {"interval": 4.0, "volley": 8, "telegraph_time": 1.0}, # Phase 2 (Survival Endgame): rapid fire, huge volleys {"interval": 3.0, "volley": 12, "telegraph_time": 0.8}, ] # ============================================================================= # Smack State (per-player) # ============================================================================= var smack_cooldowns: Dictionary = {} # player_id → float (time remaining) var smack_charged: Dictionary = {} # player_id → float (charge window remaining) const SMACK_COOLDOWN: float = 8.0 const SMACK_CHARGE_WINDOW: float = 3.0 # ============================================================================= # Cleanser Tracking # ============================================================================= var player_mission_completions: Dictionary = {} # player_id → int var player_cleansers: Dictionary = {} # player_id → int (0 or 1) # ============================================================================= # Trapped Players # ============================================================================= var trapped_players: Dictionary = {} # player_id → true # ============================================================================= # References # ============================================================================= var main_scene: Node = null var gridmap: Node = null var candy_cannon_scene: PackedScene = preload("res://scenes/candy_cannon.tscn") var cannon_instance: Node3D = null # HUD var hud_layer: CanvasLayer var phase_label: Label var cleanser_label: Label # ============================================================================= # Lifecycle # ============================================================================= func _ready(): set_process(false) _setup_hud() func initialize(main: Node, grid: Node) -> void: main_scene = main gridmap = grid print("[Gauntlet] Initialized with gridmap: ", gridmap.name if gridmap else "null") func _process(delta: float) -> void: if not is_active: return elapsed_time += delta # Phase escalation _check_phase_transition() # Cannon timer (server only) if multiplayer.is_server(): cannon_timer -= delta if cannon_timer <= 0.0: _fire_volley() cannon_timer = cannon_interval # ============================================================================= # Game Mode Start # ============================================================================= func start_game_mode() -> void: if multiplayer.is_server(): activate_client_side() _start_phase(Phase.OPEN_ARENA) func activate_client_side() -> void: is_active = true if hud_layer: hud_layer.visible = true set_process(true) # ============================================================================= # Phase Management # ============================================================================= func _check_phase_transition() -> void: var new_phase = current_phase if elapsed_time >= PHASE_3_START: new_phase = Phase.SURVIVAL_ENDGAME elif elapsed_time >= PHASE_2_START: new_phase = Phase.ROUTE_PRESSURE if new_phase != current_phase: _start_phase(new_phase) func _start_phase(phase: Phase) -> void: current_phase = phase var config = phase_configs[int(phase)] cannon_interval = config["interval"] volley_size = config["volley"] cannon_timer = cannon_interval var phase_name = _phase_to_string(phase) print("[Gauntlet] Phase changed to: ", phase_name) if _can_rpc(): rpc("sync_phase", int(phase), phase_name) emit_signal("phase_changed", int(phase), phase_name) func _phase_to_string(phase: Phase) -> String: match phase: Phase.OPEN_ARENA: return "Open Arena" Phase.ROUTE_PRESSURE: return "Route Pressure" Phase.SURVIVAL_ENDGAME: return "Survival!" _: return "Unknown" @rpc("authority", "call_local", "reliable") func sync_phase(phase_index: int, phase_name: String) -> void: if not is_active: activate_client_side() current_phase = phase_index as Phase var config = phase_configs[phase_index] cannon_interval = config["interval"] volley_size = config["volley"] _update_hud_phase(phase_name) # ============================================================================= # Arena Setup # ============================================================================= func _setup_arena() -> void: """Called by host in main._setup_host_game()""" if not gridmap: gridmap = get_parent().get_node_or_null("EnhancedGridMap") if not gridmap: gridmap = get_node_or_null("/root/Main/EnhancedGridMap") if not gridmap: push_error("[Gauntlet] No EnhancedGridMap found!") return print("[Gauntlet] Setting up %dx%d Arena..." % [ARENA_COLUMNS, ARENA_ROWS]) # Sync to clients if _can_rpc(): rpc("sync_arena_setup") # Apply locally for server _apply_arena_setup() @rpc("authority", "call_remote", "reliable") func sync_arena_setup() -> void: print("[Gauntlet] Client: Syncing Arena Setup (%dx%d)..." % [ARENA_COLUMNS, ARENA_ROWS]) _apply_arena_setup() func _apply_arena_setup() -> void: """Shared arena layout logic for host + clients.""" if not gridmap: gridmap = get_parent().get_node_or_null("EnhancedGridMap") if not gridmap: gridmap = get_node_or_null("/root/Main/EnhancedGridMap") if not gridmap: return # Resize grid (bypass setters that wipe the map) gridmap.set("columns", ARENA_COLUMNS) gridmap.set("rows", ARENA_ROWS) # Clear all gridmap.clear() # Build the 20x20 arena for x in range(ARENA_COLUMNS): for z in range(ARENA_ROWS): var pos = Vector2i(x, z) # Center 3x3 block: NPC obstacle (Candy Cannon) if _is_npc_zone(pos): gridmap.set_cell_item(Vector3i(x, 0, z), TILE_OBSTACLE) gridmap.set_cell_item(Vector3i(x, 1, z), -1) continue # Outer edge (row 0, row 19, col 0, col 19) — cannon spawn positions # These are walkable but used as spawn reference gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE) gridmap.set_cell_item(Vector3i(x, 1, z), -1) gridmap.diagonal_movement = true gridmap.update_grid_data() gridmap.initialize_astar() if not cannon_instance and main_scene: cannon_instance = candy_cannon_scene.instantiate() cannon_instance.name = "CandyCannon" var cx = NPC_CENTER.x * gridmap.cell_size.x + gridmap.cell_size.x / 2.0 var cz = NPC_CENTER.y * gridmap.cell_size.z + gridmap.cell_size.z / 2.0 cannon_instance.position = Vector3(cx, 0, cz) main_scene.add_child(cannon_instance) print("[Gauntlet] Arena setup complete. Center NPC at (%d,%d), size %dx%d" % [ NPC_CENTER.x, NPC_CENTER.y, NPC_SIZE, NPC_SIZE ]) func _is_npc_zone(pos: Vector2i) -> bool: """Check if a position is within the center 3x3 NPC zone.""" var half = NPC_SIZE / 2 # integer division = 1 var min_coord = NPC_CENTER - Vector2i(half, half) # (8, 8) var max_coord = NPC_CENTER + Vector2i(half, half) # (10, 10) return pos.x >= min_coord.x and pos.x <= max_coord.x and pos.y >= min_coord.y and pos.y <= max_coord.y # ============================================================================= # Tile Spawning & Mission System (Task #3) # ============================================================================= func setup_mission_tiles() -> void: """Public wrapper called from main.gd before countdown. Server-only.""" if multiplayer.is_server(): _spawn_mission_tiles() func _spawn_mission_tiles() -> void: """Distribute colored goal tiles across the 20x20 arena. Follows StopNGoManager._spawn_mission_tiles() pattern. Excludes center 3x3 NPC zone.""" if not gridmap: gridmap = get_parent().get_node_or_null("EnhancedGridMap") if not gridmap: gridmap = get_node_or_null("/root/Main/EnhancedGridMap") if not gridmap: return # Goal items: Heart(7), Diamond(8), Star(9), Coin(10) var goal_items = [7, 8, 9, 10] var tiles_spawned: int = 0 for x in range(ARENA_COLUMNS): for z in range(ARENA_ROWS): var pos = Vector2i(x, z) # Skip NPC cannon zone (center 3x3) if _is_npc_zone(pos): continue # Check base floor — don't spawn on obstacles or void var base_tile = gridmap.get_cell_item(Vector3i(x, 0, z)) if base_tile == TILE_OBSTACLE or base_tile == -1: continue # Skip if something already exists on Layer 1 var current_item = gridmap.get_cell_item(Vector3i(x, 1, z)) if current_item != -1: continue # Spawn tiles with 60% density (40% chance to skip) if randf() > 0.6: continue var tile_type = goal_items[randi() % goal_items.size()] gridmap.set_cell_item(Vector3i(x, 1, z), tile_type) tiles_spawned += 1 # Sync to clients var main = get_node("/root/Main") if main: main.rpc("sync_grid_item", x, 1, z, tile_type) print("[Gauntlet] Spawned %d mission tiles across %dx%d arena" % [tiles_spawned, ARENA_COLUMNS, ARENA_ROWS]) # ============================================================================= # Cannon Logic (Server Only) # ============================================================================= func _fire_volley() -> void: """Select target cells, telegraph, then apply sticky after delay.""" if not multiplayer.is_server(): return var targets = _select_targets() if targets.is_empty(): return var config = phase_configs[int(current_phase)] var telegraph_time = config["telegraph_time"] # Telegraph phase — show warning if _can_rpc(): rpc("sync_telegraph", targets) # Shoot projectiles visually if cannon_instance and cannon_instance.has_method("spawn_projectile_rpc") and cannon_instance.can_rpc(): var cs = gridmap.cell_size for target in targets: var target_pos = Vector3(target.x * cs.x + cs.x / 2.0, 0, target.y * cs.z + cs.z / 2.0) cannon_instance.rpc("spawn_projectile_rpc", target_pos, telegraph_time) # Wait telegraph duration, then apply impact await get_tree().create_timer(telegraph_time).timeout if _can_rpc(): rpc("sync_impact", targets) emit_signal("cannon_fired", targets) func _select_targets() -> Array: """Pick target cells for this volley based on current phase weights.""" var targets: Array = [] var all_players = get_tree().get_nodes_in_group("Players") # Collect all valid walkable positions (excluding NPC zone and existing sticky) var valid_positions: Array = [] for x in range(ARENA_COLUMNS): for z in range(ARENA_ROWS): var pos = Vector2i(x, z) if _is_npc_zone(pos): continue if sticky_cells.has(pos): continue valid_positions.append(pos) if valid_positions.is_empty(): return targets # Simple targeting: mix of random + player-adjacent var remaining = volley_size # 40% of volley near players var player_targets = int(remaining * 0.4) for i in range(player_targets): if all_players.is_empty(): break # Pick a random player var player = all_players[randi() % all_players.size()] var player_pos = player.current_position if player.get("current_position") else Vector2i(10, 10) # Pick a cell near them (within 3 tiles) var nearby = _get_nearby_valid_cells(player_pos, 3, valid_positions) if not nearby.is_empty(): var target = nearby[randi() % nearby.size()] if target not in targets: targets.append(target) remaining -= 1 # Remaining: random scatter valid_positions.shuffle() for pos in valid_positions: if remaining <= 0: break if pos not in targets: targets.append(pos) remaining -= 1 return targets func _get_nearby_valid_cells(center: Vector2i, radius: int, valid: Array) -> Array: var result: Array = [] for pos in valid: if abs(pos.x - center.x) <= radius and abs(pos.y - center.y) <= radius: result.append(pos) return result # ============================================================================= # Telegraph & Impact (RPCs) # ============================================================================= @rpc("authority", "call_local", "reliable") func sync_telegraph(targets: Array) -> void: """Show warning overlay on target cells.""" if not gridmap: return for target in targets: var pos = target as Vector2i gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), TILE_TELEGRAPH) @rpc("authority", "call_local", "reliable") func sync_impact(targets: Array) -> void: """Apply sticky cells at target positions.""" if not gridmap: return for target in targets: var pos = target as Vector2i # Replace telegraph with sticky on Layer 2 gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), TILE_STICKY) sticky_cells[pos] = true # Screen shake for impact if main_scene and main_scene.get("screen_shake_manager"): main_scene.screen_shake_manager.shake(0.15, 4.0) # Check if any player is now trapped _check_all_players_trapped() # ============================================================================= # Sticky / Trap System # ============================================================================= func is_sticky_cell(pos: Vector2i) -> bool: return sticky_cells.has(pos) func _check_all_players_trapped() -> void: if not multiplayer.is_server(): return var all_players = get_tree().get_nodes_in_group("Players") for player in all_players: var pos = player.current_position if player.get("current_position") else Vector2i(-1, -1) if is_sticky_cell(pos) and not trapped_players.has(player.get("peer_id") if "peer_id" in player else -1): _trap_player(player) func _trap_player(player: Node) -> void: var pid = player.get("peer_id") if "peer_id" in player else -1 if pid == -1: return trapped_players[pid] = true print("[Gauntlet] Player %d TRAPPED at %s" % [pid, str(player.current_position)]) emit_signal("player_trapped", pid) # Apply visual feedback and notify if player.has_method("apply_stagger"): if _can_rpc(): player.rpc("apply_stagger", 999.0) # Basically infinite until cleansed else: player.apply_stagger(999.0) NotificationManager.send_message(player, "Stuck in Candy!", NotificationManager.MessageType.WARNING) func clear_sticky_cell(pos: Vector2i) -> void: """Used by Cleanser power-up to remove a sticky cell.""" sticky_cells.erase(pos) if gridmap: gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), -1) # Sync removal to clients if main_scene and _can_rpc(): main_scene.rpc("sync_grid_item", pos.x, 2, pos.y, -1) # ============================================================================= # HUD # ============================================================================= func _setup_hud() -> void: hud_layer = CanvasLayer.new() hud_layer.layer = 5 hud_layer.visible = false add_child(hud_layer) var custom_font = load("res://assets/fonts/Nougat-ExtraBlack.ttf") # Phase label (top-center) var top_container = CenterContainer.new() top_container.set_anchors_preset(Control.PRESET_CENTER_TOP) top_container.grow_horizontal = Control.GROW_DIRECTION_BOTH top_container.grow_vertical = Control.GROW_DIRECTION_END top_container.offset_top = 70 hud_layer.add_child(top_container) phase_label = Label.new() phase_label.text = "🍬 OPEN ARENA" phase_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER if custom_font: phase_label.add_theme_font_override("font", custom_font) phase_label.add_theme_font_size_override("font_size", 24) phase_label.add_theme_color_override("font_outline_color", Color.BLACK) phase_label.add_theme_constant_override("outline_size", 6) phase_label.add_theme_color_override("font_color", Color(1.0, 0.6, 0.8)) # Candy pink top_container.add_child(phase_label) # Cleanser label (bottom-center) 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) cleanser_label = Label.new() cleanser_label.text = "🧹 Cleanser: 0" cleanser_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER if custom_font: cleanser_label.add_theme_font_override("font", custom_font) cleanser_label.add_theme_font_size_override("font_size", 20) cleanser_label.add_theme_color_override("font_outline_color", Color.BLACK) cleanser_label.add_theme_constant_override("outline_size", 6) bottom_container.add_child(cleanser_label) func _update_hud_phase(phase_name: String) -> void: if phase_label: var icon = "🍬" match phase_name: "Route Pressure": icon = "⚠️" phase_label.add_theme_color_override("font_color", Color(1.0, 0.8, 0.2)) # Warning gold "Survival!": icon = "💀" phase_label.add_theme_color_override("font_color", Color(1.0, 0.3, 0.3)) # Danger red _: phase_label.add_theme_color_override("font_color", Color(1.0, 0.6, 0.8)) # Candy pink phase_label.text = "%s %s" % [icon, phase_name.to_upper()] func update_cleanser_ui(count: int) -> void: if cleanser_label: cleanser_label.text = "🧹 Cleanser: %d" % count # ============================================================================= # Utility # ============================================================================= func _can_rpc() -> bool: if not multiplayer.has_multiplayer_peer(): return false if multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED: return false return true