794 lines
26 KiB
Markdown
794 lines
26 KiB
Markdown
# Candy Pump Survival (Gauntlet) — Technical Implementation Plan
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## 1. Feasibility Summary
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**Verdict: Feasible.** The existing codebase provides ~70% of the infrastructure needed. The game mode architecture is modular — each mode has its own manager (`StopNGoManager`, `PortalModeManager`) that handles arena setup, HUD, phase logic, and win conditions. A new `GauntletManager` follows this identical pattern.
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### Reuse Breakdown
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| GDD Feature | Existing System | Reuse Level | New Work |
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|---|---|---|---|
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| Game Mode registration | `GameMode.gd` enum + `LobbyManager` | **Direct** | Already registered (`GAUNTLET = 3`) |
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| 24×24 Arena setup | `StopNGoManager._setup_arena()` pattern | **Heavy** | Custom layout, same GridMap API |
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| Tile collection / scoring | `GoalsCycleManager` | **Direct** | Reuse goal completion + scoring |
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| Mission system (goals) | `GoalManager` + `goals_cycle_manager.gd` | **Direct** | Same 3×3 pattern matching |
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| Timed match (3 min) | `GoalsCycleManager.start_match()` | **Direct** | Pass 180s duration |
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| Player movement | `PlayerMovementManager` | **Direct** | Add sticky checks to `simple_move_to()` |
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| Sticky cells | `StopNGoManager` safe zone overlay (Layer 2) | **Pattern** | New tile type, same GridMap layer approach |
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| Telegraph VFX | Existing GauntletManager telegraph system | **Direct** | Adapt for growth ticks instead of cannon |
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| Smack mechanic | Existing GauntletManager smack system | **Direct** | Already implemented |
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| Cleanser power-up | Existing GauntletManager cleanser system | **Direct** | Already implemented |
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| HUD | `StopNGoManager._setup_hud()` pattern | **Direct** | Mode-specific labels |
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| Network sync | RPC patterns throughout codebase | **Direct** | Same `rpc()` / `sync_*` patterns |
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| Bot AI | `BotController` + `BotStrategicPlanner` | **Adapt** | New strategy for sticky avoidance |
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| Candy bubbles | **NEW** | **New** | Bubble spawn, grow, explode system |
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| Candidate scoring | **NEW** | **New** | Cellular-automation growth algorithm |
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| Movement buffers | **NEW** | **New** | Hidden safe zone detection/decay |
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### What Changes from Current Implementation
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The current `GauntletManager` uses a **cannon shooting** model (NPC fires projectiles at targets). The new GDD replaces this with a **ground growth** model (candy spreads from the ground via cellular-automation scoring). This requires:
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1. **Remove** `_fire_volley()`, cannon timer, volley size, projectile spawning
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2. **Add** growth tick timer, candidate scoring, weighted cell selection
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3. **Add** candy bubble system (spawn, grow, explode)
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4. **Add** movement buffer detection and decay
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5. **Add** layer-based priority logic
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6. **Change** arena from 20×20 to 24×24
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---
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## 2. Architecture Overview
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```
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main.gd
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├── _init_managers() ← GauntletManager instantiation (existing)
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├── _setup_host_game() ← GauntletManager._setup_arena()
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├── _start_game() ← GauntletManager.start_game_mode()
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│
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GauntletManager (MODIFY EXISTING)
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├── _setup_arena() ← 24×24 grid, center 3×3 NPC zone
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├── _setup_hud() ← Mission label, cleanser indicator
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├── start_game_mode() ← Start growth timer, spawn tiles
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├── _process() ← Growth tick timer, bubble timer, phase escalation
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├── GrowthTick system ← Candidate scoring, weighted selection, telegraph
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├── CandyBubble system ← Bubble spawn, grow, explode
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├── StickyCell system ← Layer 2 overlay, trap logic
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├── MovementBuffer system ← Hidden safe zone detection, decay, camping override
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├── Cleanser system ← Existing powerup
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├── Smack system ← Existing modified push
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└── Win condition ← Highest score at timer end
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```
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---
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## 3. File-by-File Implementation
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### 3.1 Game Mode Registration — Already Done
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The existing `game_mode.gd` already has:
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```gdscript
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enum Mode {
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FREEMODE = 0,
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STOP_N_GO = 1,
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TEKTON_DOORS = 2,
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GAUNTLET = 3 # Already registered
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}
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```
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And `LobbyManager` already has `"Candy Cannon Survival"` in `available_game_modes`. The mode name string can remain as-is or be updated to `"Candy Pump Survival"` if desired.
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---
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### 3.2 Core Manager — `gauntlet_manager.gd` (MODIFY EXISTING)
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**Location:** `scripts/managers/gauntlet_manager.gd`
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**Major structural changes:**
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#### Remove (cannon-based system):
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```
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var cannon_timer: float
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var cannon_interval: float
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var volley_size: int
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var last_targeted_player_id: int
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func _fire_volley()
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func _select_targets()
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func _get_near_player_target()
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func _get_route_blocking_target()
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func _get_random_non_sticky_target()
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func _get_random_target()
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```
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#### Add (growth-based system):
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```gdscript
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class_name GauntletManager
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extends Node
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# Signals
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signal phase_changed(phase_index: int)
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signal growth_tick(targets: Array)
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signal player_trapped(player_id: int)
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signal cleanser_granted(player_id: int)
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signal bubble_spawned(center: Vector2i)
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signal bubble_exploded(center: Vector2i, area: Array[Vector2i])
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# Constants
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const ARENA_SIZE = 24
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const NPC_SIZE = 3
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const NPC_CENTER = Vector2i(11, 11) # Center of 24×24
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const TILE_STICKY = 17
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const TILE_TELEGRAPH = 18
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const TILE_WALKABLE = 0
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const TILE_OBSTACLE = 4
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# Phase timing
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enum Phase { OUTER_PRESSURE, MIDDLE_PRESSURE, INNER_SURVIVAL }
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var current_phase: Phase = Phase.OUTER_PRESSURE
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var elapsed_time: float = 0.0
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# Growth tick state
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var growth_timer: float = 0.0
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var growth_interval: float = 3.0
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var telegraph_duration: float = 1.0
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var sticky_cells: Dictionary = {} # Vector2i -> true
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var telegraphed_cells: Dictionary = {} # Vector2i -> true
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# Phase-based growth config
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var phase_growth_config: Array = [
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{"cells_per_tick": [4, 6], "distribution": {"outer": 0.75, "middle": 0.10, "inner": 0.00, "near_player": 0.10, "random": 0.05}},
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{"cells_per_tick": [6, 8], "distribution": {"outer": 0.20, "middle": 0.50, "inner": 0.00, "near_player": 0.15, "sticky_expansion": 0.10, "random": 0.05}},
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{"cells_per_tick": [8, 10], "distribution": {"outer": 0.10, "middle": 0.25, "inner": 0.35, "near_player": 0.15, "sticky_expansion": 0.15, "random": 0.10}},
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]
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# Candy bubble state
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var bubble_timer: float = 0.0
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var bubbles_this_phase: int = 0
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var max_bubbles_per_phase: Array = [0, 2, 3]
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var active_bubbles: Array = [] # [{center, grow_timer, warning_area}]
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var recent_bubble_positions: Array = [] # For RepetitionPenalty
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# Movement buffer state
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var movement_buffers: Dictionary = {} # Vector2i -> {penalty: float, created_at: float}
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var camping_tracker: Dictionary = {} # player_id -> {position: Vector2i, since: float}
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# Smack state (per-player) — unchanged
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var smack_cooldowns: Dictionary = {}
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var smack_charged: Dictionary = {}
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# Cleanser tracking — unchanged
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var player_mission_completions: Dictionary = {}
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var player_cleansers: Dictionary = {}
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# Trapped players — unchanged
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var trapped_players: Dictionary = {}
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# Arena layer cache
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var arena_layers: Dictionary = {} # Vector2i -> "outer"/"middle"/"inner"
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```
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---
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### 3.3 Arena Setup — `_setup_arena()`
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**Pattern source:** `StopNGoManager._setup_arena()`
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Key changes from 20×20 to 24×24:
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```gdscript
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func _setup_arena():
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if not multiplayer.is_server():
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return
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# Resize gridmap to 24×24
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enhanced_gridmap.columns = ARENA_SIZE
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enhanced_gridmap.rows = ARENA_SIZE
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enhanced_gridmap.floors = 3
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# Clear all layers
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enhanced_gridmap.clear_floor(0)
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enhanced_gridmap.clear_floor(1)
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enhanced_gridmap.clear_floor(2)
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# Fill Floor 0 with walkable tiles
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for x in range(ARENA_SIZE):
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for z in range(ARENA_SIZE):
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enhanced_gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE)
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# Block center 3×3 for Candy Pump NPC
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for x in range(NPC_CENTER.x - 1, NPC_CENTER.x + 2):
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for z in range(NPC_CENTER.y - 1, NPC_CENTER.y + 2):
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enhanced_gridmap.set_cell_item(Vector3i(x, 0, z), TILE_OBSTACLE)
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# Build arena layer map
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_build_arena_layers()
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# Sync to clients
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rpc("sync_arena_setup", ARENA_SIZE, NPC_CENTER)
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enhanced_gridmap.initialize_astar()
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enhanced_gridmap.update_astar_costs()
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```
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---
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### 3.4 Layer Calculation — `_build_arena_layers()`
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**New method.** Precomputes the layer for every cell based on edge distance.
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```gdscript
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func _build_arena_layers():
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arena_layers.clear()
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for x in range(ARENA_SIZE):
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for z in range(ARENA_SIZE):
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var edge_dist = mini(x, z, ARENA_SIZE - 1 - x, ARENA_SIZE - 1 - z)
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var layer: String
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if edge_dist <= 3:
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layer = "outer"
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elif edge_dist <= 7:
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layer = "middle"
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else:
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layer = "inner"
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arena_layers[Vector2i(x, z)] = layer
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```
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---
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### 3.5 Growth Tick System — `_process_growth_tick()`
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**Replaces** `_fire_volley()`. Called every 3 seconds.
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```gdscript
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func _process_growth_tick():
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if not multiplayer.is_server():
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return
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var config = phase_growth_config[current_phase]
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var cell_count = randi_range(config.cells_per_tick[0], config.cells_per_tick[1])
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var candidates = _generate_candidates()
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var selected = _select_cells_weighted(candidates, cell_count)
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# Path safety check
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selected = _apply_path_safety(selected)
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# Movement buffer check
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selected = _apply_movement_buffer_check(selected)
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# Telegraph
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_telegraph_cells(selected)
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# After telegraph_duration: apply sticky
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get_tree().create_timer(telegraph_duration).timeout.connect(func():
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_apply_sticky_cells(selected)
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)
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```
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---
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### 3.6 Candidate Generation — `_generate_candidates()`
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**New method.** Builds scored list of all SAFE cells.
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```gdscript
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func _generate_candidates() -> Array:
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var candidates: Array = []
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var players = get_tree().get_nodes_in_group("Players")
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for x in range(ARENA_SIZE):
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for z in range(ARENA_SIZE):
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var pos = Vector2i(x, z)
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if not _is_cell_valid_for_growth(pos):
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continue
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var score = _calculate_candidate_score(pos, players)
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candidates.append({"pos": pos, "score": score})
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return candidates
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```
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---
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### 3.7 Candidate Scoring — `_calculate_candidate_score()`
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**New method.** Implements the full Candidate Score formula from the GDD.
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```gdscript
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func _calculate_candidate_score(pos: Vector2i, players: Array) -> float:
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var score: float = 0.0
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# LayerPriority
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var layer = arena_layers.get(pos, "outer")
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var layer_scores = {
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Phase.OUTER_PRESSURE: {"outer": 60.0, "middle": 15.0, "inner": -40.0},
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Phase.MIDDLE_PRESSURE: {"outer": 20.0, "middle": 60.0, "inner": 5.0},
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Phase.INNER_SURVIVAL: {"outer": 10.0, "middle": 35.0, "inner": 60.0},
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}
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score += layer_scores[current_phase].get(layer, 0.0)
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# StickyNeighborScore (+8 per sticky neighbor, max +64)
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var neighbors = _get_8_neighbors(pos)
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for n in neighbors:
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if sticky_cells.has(n):
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score += 8.0
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# InwardPressureScore
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var center_dist = pos.distance_to(Vector2(NPC_CENTER))
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var max_dist = Vector2(ARENA_SIZE, ARENA_SIZE).length() / 2.0
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var inward_ratio = 1.0 - (center_dist / max_dist)
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match current_phase:
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Phase.OUTER_PRESSURE: score += lerpf(0.0, 10.0, inward_ratio)
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Phase.MIDDLE_PRESSURE: score += lerpf(5.0, 20.0, inward_ratio)
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Phase.INNER_SURVIVAL: score += lerpf(10.0, 30.0, inward_ratio)
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# PlayerPressureScore
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var min_player_dist = INF
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for p in players:
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var p_pos = Vector2i(p.grid_position.x, p.grid_position.z) if p.has_method("get_grid_position") else Vector2i(p.position.x, p.position.z)
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var dist = pos.distance_to(p_pos)
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min_player_dist = mini(min_player_dist, int(dist))
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if min_player_dist >= 2 and min_player_dist <= 4:
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score += 20.0
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elif min_player_dist == 0:
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if elapsed_time < 150.0: # Before final 30s
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score -= 50.0
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else:
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score += 10.0
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# ClusterGrowthScore
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if _connects_sticky_clusters(pos):
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score += 25.0
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elif _expands_sticky_cluster(pos):
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score += 15.0
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# RoutePressureScore
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if _is_high_traffic_route(pos):
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score += randf_range(10.0, 25.0)
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# CampingPressureScore
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for pid in camping_tracker:
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var camp = camping_tracker[pid]
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if pos.distance_to(camp.position) <= 4:
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var camp_duration = elapsed_time - camp.since
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if camp_duration > 10.0 and player_cleansers.get(pid, 0) > 0:
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score += 60.0
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elif camp_duration > 8.0:
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score += 40.0
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elif camp_duration > 5.0:
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score += 20.0
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# RandomNoise
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score += randf_range(-20.0, 20.0)
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# MovementBufferPenalty
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if movement_buffers.has(pos):
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var buffer = movement_buffers[pos]
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var penalty = _get_buffer_penalty(buffer.penalty)
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score += penalty
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# PathSafetyPenalty
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if _would_trap_player(pos) and elapsed_time < 150.0:
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score -= 100.0
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elif _removes_last_exit(pos):
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score -= 60.0
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elif _makes_route_too_narrow(pos):
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score -= 20.0
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# RepetitionPenalty
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if _was_recently_targeted(pos):
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score -= 30.0
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elif _region_targeted_repeatedly(pos):
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score -= 15.0
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return score
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```
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---
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### 3.8 Weighted Cell Selection — `_select_cells_weighted()`
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**New method.** Selects cells using weighted randomness from scored candidates.
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```gdscript
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func _select_cells_weighted(candidates: Array, count: int) -> Array[Vector2i]:
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# Sort by score descending
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candidates.sort_custom(func(a, b): return a.score > b.score)
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# Build weight array
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var weights: Array[float] = []
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var total_weight: float = 0.0
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for c in candidates:
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var w = maxf(c.score + 100.0, 1.0) # Offset to ensure positive weights
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weights.append(w)
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total_weight += w
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# Weighted random selection without replacement
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var selected: Array[Vector2i] = []
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var available = candidates.duplicate()
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var available_weights = weights.duplicate()
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for i in range mini(count, available.size()):
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var roll = randf() * total_weight
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var cumulative = 0.0
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for j in range(available.size()):
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cumulative += available_weights[j]
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if roll <= cumulative:
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selected.append(available[j].pos)
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total_weight -= available_weights[j]
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available.remove_at(j)
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available_weights.remove_at(j)
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break
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return selected
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```
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---
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### 3.9 Candy Bubble System
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#### Bubble Spawn Timer
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```gdscript
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func _process_bubbles(delta: float):
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if not multiplayer.is_server():
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return
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# Tick active bubbles
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for i in range(active_bubbles.size() - 1, -1, -1):
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var bubble = active_bubbles[i]
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bubble.grow_timer -= delta
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if bubble.grow_timer <= 0:
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_explode_bubble(bubble)
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active_bubbles.remove_at(i)
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```
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#### Bubble Spawn Logic
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```gdscript
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func _try_spawn_bubble():
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var max_bubbles = max_bubbles_per_phase[current_phase]
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if bubbles_this_phase >= max_bubbles:
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return
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var candidates = _generate_bubble_candidates()
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if candidates.is_empty():
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return
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# Weighted selection
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var selected = _select_bubble_target(candidates)
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_spawn_bubble(selected)
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bubbles_this_phase += 1
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```
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#### Bubble Candidate Scoring
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```gdscript
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func _generate_bubble_candidates() -> Array:
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var candidates: Array = []
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var players = get_tree().get_nodes_in_group("Players")
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for x in range(ARENA_SIZE):
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for z in range(ARENA_SIZE):
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var pos = Vector2i(x, z)
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if not _is_cell_valid_for_bubble(pos):
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continue
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var score = _calculate_bubble_score(pos, players)
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candidates.append({"pos": pos, "score": score})
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return candidates
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func _calculate_bubble_score(pos: Vector2i, players: Array) -> float:
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var score: float = 0.0
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# CampingScore
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for pid in camping_tracker:
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var camp = camping_tracker[pid]
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if pos.distance_to(camp.position) <= 4:
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var camp_duration = elapsed_time - camp.since
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if camp_duration > 10.0 and player_cleansers.get(pid, 0) > 0:
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score += 80.0
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elif camp_duration > 8.0:
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score += 60.0
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elif camp_duration > 5.0:
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score += 40.0
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# UntouchedAreaScore
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if _is_near_untouched_cluster(pos):
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score += 30.0
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||
|
||
# PlayerClusterScore
|
||
var nearby_players = 0
|
||
for p in players:
|
||
var p_pos = Vector2i(p.position.x, p.position.z)
|
||
if pos.distance_to(p_pos) <= 5:
|
||
nearby_players += 1
|
||
if nearby_players >= 2:
|
||
score += 20.0
|
||
|
||
# MissionRouteScore
|
||
if _is_important_for_scoring(pos):
|
||
score += randf_range(10.0, 20.0)
|
||
|
||
# RandomNoise
|
||
score += randf_range(-20.0, 20.0)
|
||
|
||
# DirectHitPenalty
|
||
for p in players:
|
||
var p_pos = Vector2i(p.position.x, p.position.z)
|
||
if pos == p_pos:
|
||
score -= 60.0
|
||
break
|
||
|
||
# RecentBubblePenalty
|
||
for recent in recent_bubble_positions:
|
||
if pos.distance_to(recent) <= 5:
|
||
score -= 50.0
|
||
break
|
||
|
||
# UnfairTrapPenalty
|
||
if _would_create_unfair_trap(pos):
|
||
score -= 100.0
|
||
|
||
return score
|
||
```
|
||
|
||
#### Bubble Explosion
|
||
|
||
```gdscript
|
||
func _explode_bubble(bubble: Dictionary):
|
||
var center = bubble.center
|
||
var explosion_area: Array[Vector2i] = []
|
||
for dx in range(-1, 2):
|
||
for dz in range(-1, 2):
|
||
var pos = Vector2i(center.x + dx, center.y + dz)
|
||
if _is_cell_valid_for_growth(pos):
|
||
explosion_area.append(pos)
|
||
# Telegraph 3×3 area briefly, then apply sticky
|
||
_telegraph_cells(explosion_area)
|
||
get_tree().create_timer(0.5).timeout.connect(func():
|
||
_apply_sticky_cells(explosion_area)
|
||
rpc("sync_bubble_explode", center, explosion_area)
|
||
recent_bubble_positions.append(center)
|
||
if recent_bubble_positions.size() > 5:
|
||
recent_bubble_positions.remove_at(0)
|
||
)
|
||
rpc("sync_bubble_explode_vfx", center)
|
||
```
|
||
|
||
---
|
||
|
||
### 3.10 Movement Buffer System
|
||
|
||
#### Buffer Detection
|
||
|
||
```gdscript
|
||
func _detect_movement_buffers():
|
||
# Find all connected clusters of SAFE cells
|
||
var visited: Dictionary = {}
|
||
var clusters: Array = []
|
||
for x in range(ARENA_SIZE):
|
||
for z in range(ARENA_SIZE):
|
||
var pos = Vector2i(x, z)
|
||
if visited.has(pos) or not _is_cell_safe(pos):
|
||
continue
|
||
var cluster = _flood_fill_safe_cluster(pos, visited)
|
||
clusters.append(cluster)
|
||
# Apply buffer penalties to clusters that are critical for movement
|
||
for cluster in clusters:
|
||
if _is_critical_for_movement(cluster):
|
||
for pos in cluster:
|
||
if not movement_buffers.has(pos):
|
||
movement_buffers[pos] = {"penalty": 1.0, "created_at": elapsed_time}
|
||
```
|
||
|
||
#### Buffer Decay
|
||
|
||
```gdscript
|
||
func _decay_movement_buffers():
|
||
var to_remove: Array = []
|
||
for pos in movement_buffers:
|
||
var buffer = movement_buffers[pos]
|
||
# Every 5 seconds: reduce penalty by 25%
|
||
var age = elapsed_time - buffer.created_at
|
||
var decay_cycles = int(age / 5.0)
|
||
buffer.penalty *= pow(0.75, decay_cycles)
|
||
# Phase change: reduce by 50%
|
||
# (Applied once at phase transition, tracked separately)
|
||
# Final 30s: remove most
|
||
if elapsed_time > 150.0:
|
||
buffer.penalty *= 0.1
|
||
if buffer.penalty < 0.05:
|
||
to_remove.append(pos)
|
||
for pos in to_remove:
|
||
movement_buffers.erase(pos)
|
||
```
|
||
|
||
#### Camping Detection
|
||
|
||
```gdscript
|
||
func _update_camping_tracker():
|
||
var players = get_tree().get_nodes_in_group("Players")
|
||
for p in players:
|
||
var pid = p.get_multiplayer_authority()
|
||
var p_pos = Vector2i(p.position.x, p.position.z)
|
||
if camping_tracker.has(pid):
|
||
var camp = camping_tracker[pid]
|
||
if p_pos == camp.position:
|
||
pass # Still camping
|
||
else:
|
||
camping_tracker[pid] = {"position": p_pos, "since": elapsed_time}
|
||
else:
|
||
camping_tracker[pid] = {"position": p_pos, "since": elapsed_time}
|
||
```
|
||
|
||
---
|
||
|
||
### 3.11 Sticky Cell Application
|
||
|
||
```gdscript
|
||
func _apply_sticky_cells(positions: Array[Vector2i]):
|
||
for pos in positions:
|
||
if not _is_cell_valid_for_growth(pos):
|
||
continue
|
||
sticky_cells[pos] = true
|
||
telegraphed_cells.erase(pos)
|
||
# Set Layer 2 overlay
|
||
enhanced_gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), TILE_STICKY)
|
||
# Check if any player is now on sticky
|
||
_check_players_on_sticky()
|
||
# Update A* costs
|
||
enhanced_gridmap.update_astar_costs()
|
||
# Sync to clients
|
||
rpc("sync_sticky_cells", sticky_cells.keys())
|
||
```
|
||
|
||
---
|
||
|
||
### 3.12 Player Sticky Check
|
||
|
||
```gdscript
|
||
func _check_players_on_sticky():
|
||
var players = get_tree().get_nodes_in_group("Players")
|
||
for p in players:
|
||
var p_pos = Vector2i(p.position.x, p.position.z)
|
||
if sticky_cells.has(p_pos):
|
||
var pid = p.get_multiplayer_authority()
|
||
if is_cleanser_active(pid):
|
||
clear_sticky_cell(p_pos)
|
||
use_cleanser_cell(pid)
|
||
else:
|
||
_trap_player(p)
|
||
```
|
||
|
||
---
|
||
|
||
### 3.13 Path Safety Check
|
||
|
||
```gdscript
|
||
func _apply_path_safety(selected: Array[Vector2i]) -> Array[Vector2i]:
|
||
if elapsed_time > 150.0: # Final 30s: softer rules
|
||
return selected
|
||
var players = get_tree().get_nodes_in_group("Players")
|
||
var result = selected.duplicate()
|
||
for p in players:
|
||
var pid = p.get_multiplayer_authority()
|
||
if trapped_players.has(pid):
|
||
continue
|
||
var p_pos = Vector2i(p.position.x, p.position.z)
|
||
# Temporarily apply selected cells
|
||
var temp_sticky = sticky_cells.duplicate()
|
||
for pos in result:
|
||
temp_sticky[pos] = true
|
||
# Check if player has reachable safe cells within 6–8 cells
|
||
var has_escape = _has_reachable_safe_cell(p_pos, temp_sticky, 8)
|
||
if not has_escape:
|
||
# Replace some cells with safer alternatives
|
||
result = _replace_with_safer_candidates(result, 2)
|
||
return result
|
||
```
|
||
|
||
---
|
||
|
||
### 3.14 Telegraph System (Modified)
|
||
|
||
The existing telegraph system works but needs adaptation for growth ticks instead of cannon volleys.
|
||
|
||
```gdscript
|
||
func _telegraph_cells(positions: Array[Vector2i]):
|
||
for pos in positions:
|
||
telegraphed_cells[pos] = true
|
||
enhanced_gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), TILE_TELEGRAPH)
|
||
rpc("sync_growth_telegraph", positions)
|
||
# Animate telegraph
|
||
_animate_growth_telegraph(positions)
|
||
```
|
||
|
||
**Reuse existing** `_animate_telegraph()` tween pattern from current GauntletManager.
|
||
|
||
---
|
||
|
||
### 3.15 Network Sync
|
||
|
||
| Data | Sync Method | Pattern |
|
||
|---|---|---|
|
||
| Sticky cells | `rpc("sync_sticky_cells", positions)` | Same as `sync_grid_item` |
|
||
| Growth telegraph | `rpc("sync_growth_telegraph", positions)` | Same as `sync_telegraph` |
|
||
| Phase changes | `rpc("sync_gauntlet_phase", phase_idx, elapsed)` | Same as `sync_phase` |
|
||
| Bubble spawn | `rpc("sync_bubble_spawn", center, grow_duration)` | New RPC |
|
||
| Bubble explode | `rpc("sync_bubble_explode", center, area)` | New RPC |
|
||
| Trap state | `player.rpc("sync_trapped", true)` | Same as `sync_stop_freeze` |
|
||
| Cleanser grant | `rpc("sync_cleanser", peer_id, count)` | Same as `sync_goal_count` |
|
||
| Smack state | `player.rpc("sync_smack_state", charged)` | Same as `sync_modulate` |
|
||
|
||
---
|
||
|
||
### 3.16 Integration Points in `main.gd`
|
||
|
||
The existing integration in `main.gd` already handles GauntletManager. No changes needed unless the mode name string is updated.
|
||
|
||
---
|
||
|
||
## 4. New Files Summary
|
||
|
||
| File | Type | Purpose |
|
||
|---|---|---|
|
||
| (none) | — | All changes are modifications to existing `gauntlet_manager.gd` |
|
||
|
||
## 5. Modified Files Summary
|
||
|
||
| File | Changes |
|
||
|---|---|
|
||
| `scripts/managers/gauntlet_manager.gd` | **Major rewrite:** Replace cannon system with growth tick system, add candidate scoring, add candy bubble system, add movement buffer system, add layer calculation, change arena to 24×24 |
|
||
| `scripts/game_mode.gd` | Optionally rename string to `"Candy Pump Survival"` |
|
||
| `scripts/managers/lobby_manager.gd` | Optionally rename mode string; update settings (remove cannon_interval, volley_size; add growth_interval, cells_per_tick) |
|
||
| `scripts/mode_config.gd` | Update schema: remove `gauntlet_cannon_interval`, `gauntlet_volley_size`; add `gauntlet_growth_interval`, `gauntlet_cells_per_tick_phase1/2/3` |
|
||
| `scenes/main.gd` | Update mode string match if renamed |
|
||
|
||
---
|
||
|
||
## 6. Helper Methods Required
|
||
|
||
These utility methods need to be added to `gauntlet_manager.gd`:
|
||
|
||
```gdscript
|
||
# Cell validation
|
||
func _is_cell_valid_for_growth(pos: Vector2i) -> bool
|
||
func _is_cell_valid_for_bubble(pos: Vector2i) -> bool
|
||
func _is_cell_safe(pos: Vector2i) -> bool
|
||
|
||
# Neighbor queries
|
||
func _get_8_neighbors(pos: Vector2i) -> Array[Vector2i]
|
||
func _flood_fill_safe_cluster(start: Vector2i, visited: Dictionary) -> Array[Vector2i]
|
||
|
||
# Cluster analysis
|
||
func _expands_sticky_cluster(pos: Vector2i) -> bool
|
||
func _connects_sticky_clusters(pos: Vector2i) -> bool
|
||
func _is_near_untouched_cluster(pos: Vector2i) -> bool
|
||
func _is_critical_for_movement(cluster: Array) -> bool
|
||
|
||
# Route analysis
|
||
func _is_high_traffic_route(pos: Vector2i) -> bool
|
||
func _is_important_for_scoring(pos: Vector2i) -> bool
|
||
func _would_trap_player(pos: Vector2i) -> bool
|
||
func _removes_last_exit(pos: Vector2i) -> bool
|
||
func _makes_route_too_narrow(pos: Vector2i) -> bool
|
||
func _would_create_unfair_trap(pos: Vector2i) -> bool
|
||
func _has_reachable_safe_cell(from: Vector2i, temp_sticky: Dictionary, radius: int) -> bool
|
||
|
||
# Repetition tracking
|
||
func _was_recently_targeted(pos: Vector2i) -> bool
|
||
func _region_targeted_repeatedly(pos: Vector2i) -> bool
|
||
|
||
# Bubble helpers
|
||
func _select_bubble_target(candidates: Array) -> Vector2i
|
||
func _replace_with_safer_candidates(selected: Array[Vector2i], count: int) -> Array[Vector2i]
|
||
```
|
||
|
||
---
|
||
|
||
## 7. Implementation Priority (Recommended Order)
|
||
|
||
1. **Update arena to 24×24** — Modify `_setup_arena()`, update `NPC_CENTER`, update `_build_arena_layers()`
|
||
2. **Replace cannon with growth tick** — Remove `_fire_volley()`, add `_process_growth_tick()`, `_generate_candidates()`, `_calculate_candidate_score()`
|
||
3. **Weighted cell selection** — `_select_cells_weighted()`, sticky application, A* cost update
|
||
4. **Movement buffer system** — `_detect_movement_buffers()`, `_decay_movement_buffers()`, buffer penalty in scoring
|
||
5. **Path safety check** — `_apply_path_safety()`, `_has_reachable_safe_cell()`, replace unsafe selections
|
||
6. **Candy bubble system** — Bubble timer, `_try_spawn_bubble()`, bubble scoring, `_explode_bubble()`
|
||
7. **Camping detection** — `_update_camping_tracker()`, camping score in candidate and bubble scoring
|
||
8. **Update HUD** — Growth tick indicator, bubble warning, phase label
|
||
9. **Network sync** — New RPCs for growth telegraph, bubble spawn/explode
|
||
10. **Bot AI** — Sticky avoidance, pathfinding through sticky, cleanser usage
|
||
11. **Polish** — VFX for growth ticks, bubble animations, screen shake on explosion, sound effects
|
||
12. **Update lobby settings** — Replace cannon/volley settings with growth settings in `lobby_manager.gd` and `mode_config.gd`
|
||
|
||
---
|
||
|
||
## 8. Risk Assessment
|
||
|
||
| Risk | Mitigation |
|
||
|---|---|
|
||
| GridMap Layer 2 conflict with existing freeze/safe overlays | Gauntlet mode is exclusive — no freeze/safe tiles in this mode |
|
||
| 24×24 grid performance (576 cells + scoring every 3s) | Scoring runs on server only; candidate list is max 567 cells; weighted selection is O(n log n) |
|
||
| Movement buffer creating invisible safe zones that feel unfair | Buffers decay aggressively; camping override removes them; final 30s removes most; players experience it as "uneven growth" not "protected zones" |
|
||
| Path safety check preventing any arena pressure | Only triggers when a player would be fully trapped; final 30s disables strict check |
|
||
| Bubble stacking creating unavoidable traps | RecentBubblePenalty (-50) prevents nearby bubbles; max 5 per round; UnfairTrapPenalty (-100) prevents instant failures |
|
||
| Candidate scoring feeling too complex to tune | Start with simple weights; each component is independent and tunable; playtest to adjust |
|
||
| A* pathfinding cost updates every 3s causing lag | `update_astar_costs()` is lightweight (updates existing AStar2D); only runs on server |
|