456 lines
17 KiB
GDScript
456 lines
17 KiB
GDScript
extends Node
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# SpecialTilesManager - Handles special effects triggered by holo tile pickups
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# Holo tile indices (11-14) trigger special effects
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const HOLO_TILES = [11, 12, 13, 14]
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enum SpecialEffect {
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FASTER_SPEED, # ID 11
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AREA_FREEZE, # ID 12
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BLOCK_FLOOR, # ID 13
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INVISIBLE_MODE # ID 14
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}
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# Levels & Cooldowns
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var powerup_levels: Dictionary = {} # EffectEnum -> int (1 to 8)
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var powerup_cooldowns: Dictionary = {} # EffectEnum -> float (Time Remaining)
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var active_buffs: Dictionary = {} # EffectEnum -> float (Duration Running)
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# Cooldown Constants (Level 1 / Level 8)
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const COOLDOWN_L1 = 15.0
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const COOLDOWN_L8 = 5.0
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const FASTER_DURATION = 5.0
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const FREEZE_SLOW_DURATION = 3.0
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signal cooldown_updated(effect: int, time_left: float, max_time: float)
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signal powerup_unlocked(effect: int, level: int)
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# Random shape patterns for 3x3 area (relative offsets from center)
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const PATTERNS = {
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"T": [Vector2i(0, -1), Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0)],
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"L": [Vector2i(0, -1), Vector2i(0, 0), Vector2i(0, 1), Vector2i(1, 1)],
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"I_H": [Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0)],
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"I_V": [Vector2i(0, -1), Vector2i(0, 0), Vector2i(0, 1)],
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"PLUS": [Vector2i(0, -1), Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0), Vector2i(0, 1)],
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"CORNER": [Vector2i(-1, -1), Vector2i(0, -1), Vector2i(-1, 0), Vector2i(0, 0)],
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"FULL": [Vector2i(-1, -1), Vector2i(0, -1), Vector2i(1, -1), Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0), Vector2i(-1, 1), Vector2i(0, 1)],
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"DOT3": [Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0)]
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}
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var player: Node3D
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var enhanced_gridmap: Node
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var rng: RandomNumberGenerator
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# Effect durations
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const FREEZE_ZONE_DURATION = 15.0
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const FREEZE_SLOW_MULTIPLIER = 0.2 # Super slow down
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const BLOCK_DURATION = 9.0
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const INVISIBLE_DURATION = 6.0
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# Active effect tracking
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var blocked_tiles: Array[Dictionary] = [] # {position: Vector3i, original_item: int, timer: float}
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var freeze_zones: Array[Dictionary] = [] # {position: Vector2i, timer: float}
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var invisible_timer: float = 0.0
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# INVENTORY SYSTEM
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# Stores count of each power-up type. Max 1 per type as per user request?
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# "player can store 1 of each different power up"
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var inventory = {
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SpecialEffect.FASTER_SPEED: false,
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SpecialEffect.AREA_FREEZE: false,
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SpecialEffect.BLOCK_FLOOR: false,
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SpecialEffect.INVISIBLE_MODE: false
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}
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# Signal for UI
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signal inventory_updated(inventory_data: Dictionary)
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func initialize(p_player: Node3D, p_gridmap: Node):
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player = p_player
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enhanced_gridmap = p_gridmap
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rng = RandomNumberGenerator.new()
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rng.randomize()
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# =============================================================================
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# Helper: Item ID to Effect Enum
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# =============================================================================
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func get_effect_from_item(item_id: int) -> int:
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match item_id:
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11: return SpecialEffect.FASTER_SPEED
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12: return SpecialEffect.AREA_FREEZE
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13: return SpecialEffect.BLOCK_FLOOR
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14: return SpecialEffect.INVISIBLE_MODE
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_: return -1
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func add_powerup_from_item(item_id: int):
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var effect = get_effect_from_item(item_id)
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if effect == -1: return
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# Unlock or Level Up
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if not inventory.get(effect, false):
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# New Unlock
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inventory[effect] = true
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powerup_levels[effect] = 1
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emit_signal("inventory_updated", inventory)
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emit_signal("powerup_unlocked", effect, 1)
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print("Player %s unlocked powerup %s (Lvl 1)" % [player.name, SpecialEffect.keys()[effect]])
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else:
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# Level Up
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var current_lvl = powerup_levels.get(effect, 1)
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if current_lvl < 8:
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powerup_levels[effect] = current_lvl + 1
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emit_signal("powerup_unlocked", effect, powerup_levels[effect])
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print("Player %s leveled up %s to Lvl %d" % [player.name, SpecialEffect.keys()[effect], powerup_levels[effect]])
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if player.is_multiplayer_authority():
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rpc("sync_inventory_add", effect, powerup_levels[effect])
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@rpc("any_peer", "call_local", "reliable")
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func sync_inventory_add(effect: int, level: int):
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inventory[effect] = true
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powerup_levels[effect] = level
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emit_signal("inventory_updated", inventory)
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emit_signal("powerup_unlocked", effect, level)
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func remove_powerup(effect: int):
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# We DO NOT remove item from inventory on use anymore (for reusable leveling system)?
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# Wait, user request: "cooldown is decarese and max is level 8"
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# Does "activate it" consume the item?
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# User says "it will cooldown agian for 15 seconds".
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# Implies PERMANENT UNLOCK once picked up, reusable with cooldown.
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# So we NEVER set inventory[effect] = false unless reset.
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pass
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@rpc("any_peer", "call_local", "reliable")
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func sync_inventory_remove(effect: int):
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# Deprecated for new system, but kept for compatibility if needed
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pass
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# =============================================================================
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# Activate Effect (Explicit Target)
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# =============================================================================
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func activate_effect(effect: int, target_player: Node3D = null):
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# Validation
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if not inventory.get(effect, false):
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print("PowerUp %s not found in inventory or false. Inventory: %s" % [effect, inventory])
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return
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# Check Cooldown
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if powerup_cooldowns.get(effect, 0.0) > 0:
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print("PowerUp %s on cooldown." % SpecialEffect.keys()[effect])
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return
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# Calculate Cooldown based on Level
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var level = powerup_levels.get(effect, 1)
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# Linear Interp: Lvl 1 = 15s, Lvl 8 = 5s
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# Slope = (5 - 15) / (8 - 1) = -10 / 7 = -1.428...
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var cooldown_time = COOLDOWN_L1 + ((level - 1) * (COOLDOWN_L8 - COOLDOWN_L1) / 7.0)
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powerup_cooldowns[effect] = cooldown_time
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emit_signal("cooldown_updated", effect, cooldown_time, cooldown_time)
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print("[SpecialTiles] Player %s activated %s (Lvl %d). Cooldown: %.1fs" % [player.name, SpecialEffect.keys()[effect], level, cooldown_time])
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match effect:
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SpecialEffect.FASTER_SPEED:
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_execute_faster_speed()
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SpecialEffect.AREA_FREEZE:
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_execute_area_freeze()
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SpecialEffect.BLOCK_FLOOR:
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_execute_block_floor(target_player if target_player else player) # Self or Target? Usually defensive wall? "Wall Block"
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SpecialEffect.INVISIBLE_MODE:
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_execute_invisible_mode(player) # Or whatever ID 14 is
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# Play generic cast animation or sound?
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if player.is_multiplayer_authority():
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player.rpc("trigger_screen_shake", "light")
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# Sync cooldown to others not strictly needed unless UI shows it?
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# Probably local UI only.
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# =============================================================================
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# Check if item is a holo tile
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# =============================================================================
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func is_holo_tile(item_id: int) -> bool:
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return item_id in HOLO_TILES
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# =============================================================================
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# Effect Implementations (New)
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# =============================================================================
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func _execute_faster_speed():
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if player.movement_manager:
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player.movement_manager.set_speed_multiplier(1.5) # 50% faster
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active_buffs[SpecialEffect.FASTER_SPEED] = FASTER_DURATION
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NotificationManager.send_message(player, "Speed Boost! (5s)", NotificationManager.MessageType.POWERUP)
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func _execute_area_freeze():
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# "Area Freeze... slow their speed movement for 3s"
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# Reuse freeze logic but simpler duration
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var center = player.current_position
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# 3x3 around player
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var radius = 1
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print("Player %s executing Area Freeze" % player.name)
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# Get enemies in radius
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var all_players = player.get_tree().get_nodes_in_group("Players")
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for p in all_players:
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if p == player: continue
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var dist = Vector2(p.current_position.x - center.x, p.current_position.y - center.y).length()
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if dist <= 1.5: # Adjacent or on top
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p.rpc("apply_slow_effect", FREEZE_SLOW_DURATION)
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# Visual Feedback (Icy Floor for 3s?)
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if player.is_multiplayer_authority():
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for x in range(-1, 2):
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for y in range(-1, 2):
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var pos = center + Vector2i(x, y)
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main: main.rpc("sync_grid_item", pos.x, 2, pos.y, 15) # Icy decal
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# Cleanup visual timer (managed locally by author)
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get_tree().create_timer(FREEZE_SLOW_DURATION).timeout.connect(func():
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for x in range(-1, 2):
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for y in range(-1, 2):
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var pos = center + Vector2i(x, y)
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main: main.rpc("sync_grid_item", pos.x, 2, pos.y, -1)
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)
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func _execute_block_floor(target: Node3D):
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# Existing logic for blocking, reused
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# "Wall Block" usually means block WHERE YOU ARE or FRONT?
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# Original code blocked target's floor.
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# If target is self, blocks self's floor? Maybe defensive.
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# "Have the same cooldown as Faster" -> Just logic reuse.
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var center = target.current_position
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var neighbors = enhanced_gridmap.get_neighbors(center, 1)
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neighbors.append({"position": center})
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for n in neighbors:
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var pos = n.position
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var block_pos = Vector3i(pos.x, 0, pos.y)
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if player.is_multiplayer_authority():
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main:
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main.rpc("sync_grid_item", block_pos.x, block_pos.y, block_pos.z, 4)
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var original_item = 0 # Assume floor
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# If we have logic to save original, fine, but for now just 0
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blocked_tiles.append({
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"position": block_pos,
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"original_item": 0,
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"timer": BLOCK_DURATION
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})
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NotificationManager.send_message(target, "Wall Block Created!", NotificationManager.MessageType.POWERUP)
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func _execute_invisible_mode(target: Node3D):
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# Existing logic kept as ID 14 placeholder
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target.is_invisible = true
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invisible_timer = INVISIBLE_DURATION
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NotificationManager.send_message(target, "Invisible Mode!", NotificationManager.MessageType.POWERUP)
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# =============================================================================
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# Helper: Spawn Powerups (For Super Push)
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# =============================================================================
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func spawn_powerups_around(center: Vector2i, force_powerups: bool = true):
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# "spawn / replace your nearby tiles into power up ( special tiles )"
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# New PowerUp Tiles are 11, 12, 13, 14
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var radius = 2
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for x in range(-radius, radius + 1):
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for y in range(-radius, radius + 1):
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var pos = center + Vector2i(x, y)
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if enhanced_gridmap.is_position_valid(pos):
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# Random chance to spawn ANYTHING at this spot (keep density reasonable)
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if rng.randf() > 0.5: continue
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var item_id: int
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# 70% Chance for PowerUp (11-14)
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if rng.randf() < 0.7:
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item_id = rng.randi_range(11, 14)
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else:
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# 30% Chance for Normal Tile (7-10)
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item_id = rng.randi_range(7, 10)
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var cell = Vector3i(pos.x, 1, pos.y)
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if player.is_multiplayer_authority():
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main:
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main.rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
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func _update_freeze_zones(delta: float):
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# Only the authority of this manager (the caster) handles the timers and cleanup
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if not player.is_multiplayer_authority():
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return
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var zones_to_remove = []
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for i in range(freeze_zones.size()):
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freeze_zones[i].timer -= delta
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if freeze_zones[i].timer <= 0:
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zones_to_remove.append(i)
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# Cleanup expired zones
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zones_to_remove.reverse()
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for idx in zones_to_remove:
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var zone = freeze_zones[idx]
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main:
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main.rpc("sync_grid_item", zone.position.x, 2, zone.position.y, -1)
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freeze_zones.remove_at(idx)
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func _check_for_icy_floor():
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# Every player checks if they are standing on an icy floor (item 15 on layer 2)
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# This ensures slow-mo works even if zones were cast by another player.
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if not player.is_multiplayer_authority():
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return
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if not enhanced_gridmap:
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return
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var current_item = enhanced_gridmap.get_cell_item(Vector3i(player.current_position.x, 2, player.current_position.y))
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if current_item == 15:
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_apply_slow_mo(player)
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elif player.movement_manager and player.movement_manager.speed_multiplier < 1.0:
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# Check if we should restore speed
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# In this case, we'll let _apply_slow_mo's timer handle it,
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# OR we can explicitly reset here if NOT on item 15.
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pass
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func _process(delta):
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# Update Cooldowns
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for effect in powerup_cooldowns.keys():
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if powerup_cooldowns[effect] > 0:
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powerup_cooldowns[effect] -= delta
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# Emit signal occasionally or only on change? Every frame might be too much for UI?
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# Optimization: Emit every 0.1s or if diff is significant?
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# For snappy UI text, frame sync is okay for local player.
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emit_signal("cooldown_updated", effect, powerup_cooldowns[effect], 0.0) # max unused for tick
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if powerup_cooldowns[effect] <= 0:
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powerup_cooldowns[effect] = 0
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emit_signal("cooldown_updated", effect, 0, 0)
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print("Cooldown finished for %s" % SpecialEffect.keys()[effect])
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# Update Active Buffs (Speed)
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if active_buffs.has(SpecialEffect.FASTER_SPEED):
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active_buffs[SpecialEffect.FASTER_SPEED] -= delta
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if active_buffs[SpecialEffect.FASTER_SPEED] <= 0:
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active_buffs.erase(SpecialEffect.FASTER_SPEED)
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if player.movement_manager:
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player.movement_manager.set_speed_multiplier(1.0) # Reset
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NotificationManager.send_message(player, "Speed Boost Ended", NotificationManager.MessageType.NORMAL)
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_update_blocked_tiles(delta)
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_update_invisible_timer(delta)
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_update_freeze_zones(delta)
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_check_for_icy_floor()
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func _apply_slow_mo(target_player: Node3D):
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if target_player.has_method("apply_stagger") and target_player.is_frozen:
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return # Already fully frozen/staggered
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if target_player.movement_manager:
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target_player.movement_manager.set_speed_multiplier(FREEZE_SLOW_MULTIPLIER)
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# Visual tint
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if target_player.has_method("sync_modulate"):
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target_player.rpc("sync_modulate", Color(0.6, 0.8, 1.0)) # Icy blue
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# Reset speed after a short delay if they leave
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_create_restore_speed_timer(target_player, 0.2)
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func _create_restore_speed_timer(target_player: Node3D, duration: float):
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# We use a short timer to reset speed. If they are still in the zone,
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# _process will re-apply it next frame.
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await player.get_tree().create_timer(duration).timeout
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if is_instance_valid(target_player) and target_player.movement_manager:
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# Check if they are still on an icy floor
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var still_in_zone = false
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if enhanced_gridmap:
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var item = enhanced_gridmap.get_cell_item(Vector3i(target_player.current_position.x, 2, target_player.current_position.y))
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if item == 15:
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still_in_zone = true
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if not still_in_zone:
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target_player.movement_manager.set_speed_multiplier(1.0)
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if target_player.has_method("sync_modulate"):
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target_player.rpc("sync_modulate", Color.WHITE)
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func _update_invisible_timer(delta: float):
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if invisible_timer > 0:
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invisible_timer -= delta
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if invisible_timer <= 0:
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invisible_timer = 0
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if is_instance_valid(player):
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player.is_invisible = false
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NotificationManager.send_message(player, NotificationManager.MESSAGES.INVISIBILITY_ENDED, NotificationManager.MessageType.NORMAL)
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# =============================================================================
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# Helper Functions
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# =============================================================================
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func _get_empty_neighbors_recursive(center: Vector2i, radius: int) -> Array[Vector2i]:
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var result: Array[Vector2i] = []
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for x in range(-radius, radius + 1):
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for y in range(-radius, radius + 1):
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var pos = center + Vector2i(x, y)
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if enhanced_gridmap.is_position_valid(pos):
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if enhanced_gridmap.get_cell_item(Vector3i(pos.x, 1, pos.y)) == -1:
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result.append(pos)
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return result
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func _update_blocked_tiles(delta: float):
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var tiles_to_restore: Array[int] = []
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for i in range(blocked_tiles.size()):
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blocked_tiles[i].timer -= delta
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if blocked_tiles[i].timer <= 0:
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tiles_to_restore.append(i)
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# Restore tiles in reverse order to maintain indices
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tiles_to_restore.reverse()
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for idx in tiles_to_restore:
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var tile_data = blocked_tiles[idx]
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if player.is_multiplayer_authority():
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main:
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main.rpc("sync_grid_item", tile_data.position.x, tile_data.position.y, tile_data.position.z, tile_data.original_item)
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blocked_tiles.remove_at(idx)
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if tiles_to_restore.size() > 0:
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enhanced_gridmap.initialize_astar()
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# =============================================================================
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# Shield Check (for Invisible Mode)
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# =============================================================================
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func check_shield_and_cancel_effect() -> bool:
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"""Returns true if player has shield (invisible mode) and cancels the incoming effect."""
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if player.get("is_invisible"):
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player.set("is_invisible", false)
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invisible_timer = 0 # Cancel timer
|
|
if player.get("original_movement_range"):
|
|
player.movement_range = player.original_movement_range
|
|
NotificationManager.send_message(player, NotificationManager.MESSAGES.SHIELD_BLOCKED, NotificationManager.MessageType.POWERUP)
|
|
return true
|
|
return false
|
|
|
|
func _create_unfreeze_timer(target_player: Node3D, duration: float):
|
|
await player.get_tree().create_timer(duration).timeout
|
|
if is_instance_valid(target_player):
|
|
target_player.set("is_frozen", false)
|
|
# Reset visuals
|
|
if target_player.has_method("sync_modulate"):
|
|
target_player.rpc("sync_modulate", Color.WHITE)
|
|
NotificationManager.send_message(target_player, NotificationManager.MESSAGES.UNFROZEN, NotificationManager.MessageType.NORMAL)
|