Files
tekton/scripts/managers/tutorial_manager.gd
T
2026-04-10 05:17:30 +08:00

318 lines
13 KiB
GDScript

extends Node
class_name TutorialManager
var overlay
var main_scene: Node
var local_player: Node
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
# Wait for gridmap, Player, and UI to spawn fully
await get_tree().create_timer(1.0).timeout
main_scene = get_tree().root.get_node_or_null("Main")
if not main_scene: return
# Wait for the client to gain character control
var max_wait = 5.0
var elapsed = 0.0
while not local_player and elapsed < max_wait:
for p in get_tree().get_nodes_in_group("Players"):
if p.is_multiplayer_authority():
local_player = p
break
await get_tree().process_frame
elapsed += get_process_delta_time()
if not local_player:
print("Tutorial Error: Local player not found.")
return
# Freeze bots while teaching
_set_bots_enabled(false)
# Make sure the UI overlay exists — instantiate as a full scene
var overlay_scene = load("res://scenes/tutorial/tutorial_overlay.tscn")
if overlay_scene:
overlay = overlay_scene.instantiate()
add_child(overlay)
_run_tutorial()
else:
print("Tutorial Error: tutorial_overlay.tscn not found.")
func _set_bots_enabled(enabled: bool) -> void:
for p in get_tree().get_nodes_in_group("Bots"):
var bc = p.get_node_or_null("BotController")
if bc:
bc.set_process(enabled)
bc.set_physics_process(enabled)
p.set("is_frozen", not enabled)
func _get_ui_rect(path: String) -> Rect2:
var node = main_scene.get_node_or_null(path)
if node and node is Control:
# get_global_rect() returns coords in the node's canvas layer space.
# We need to apply the viewport canvas transform so they line up with
# the TutorialOverlay CanvasLayer (which renders in viewport space).
var rect = node.get_global_rect()
return rect
return Rect2()
func _run_tutorial() -> void:
get_tree().paused = true
# Intro
await overlay.display_text("Welcome to the Arena. I'm Commander Copper. Let me walk you through the basics of Free Mode.", true)
# Playerboard Highlight
overlay.highlight_zone("PlayerBoard")
await overlay.display_text("This is your [color=green]Playerboard[/color]. Your main objective is to fill these empty slots.", true)
# Goal / Timer Highlight
overlay.highlight_zone("GoalsTimer")
await overlay.display_text("These are your [color=gold]Goals[/color]. You must match these exact tiles specifically to score points.", true)
# (AP system removed — no longer in use)
# Grid Highlight
overlay.clear_highlight()
await overlay.display_text("Look at the board! You will see [color=gold]Normal Tiles[/color] and shiny [color=cyan]Holo Tiles[/color].", true)
# --- INTERACTIVE 1: NORMAL TILE ---
var normal_pos = _find_closest_tile(local_player.current_position, [7, 8, 9, 10])
if normal_pos != Vector2i(-1, -1):
_highlight_floor_cell(normal_pos, Color(1.0, 1.0, 0.0)) # Yellow box
overlay.display_text("I've highlighted a [color=gold]Normal Tile[/color] with a yellow box. Walk over to it and press [color=red]SPACE[/color] to Grab it!", false)
else:
overlay.display_text("Walk up to any Normal Tile and press [color=red]SPACE[/color] to Grab it!", false)
overlay.hide_overlay()
get_tree().paused = false
# Wait strictly until the specific tile is grabbed, or any tile if no specific one was found
var initial_items = local_player.playerboard.count(-1)
while true:
if normal_pos != Vector2i(-1, -1) and local_player.get("enhanced_gridmap"):
if local_player.enhanced_gridmap.get_cell_item(Vector3i(normal_pos.x, 1, normal_pos.y)) == -1:
break
elif local_player.playerboard.count(-1) < initial_items:
break
await get_tree().process_frame
_clear_floor_highlights()
get_tree().paused = true
overlay.show_overlay()
await overlay.display_text("Outstanding! You secured a tile.", true)
# --- SCORE AND GOALS SECTION ---
overlay.highlight_zone("Leaderboard")
await overlay.display_text("Your main objective is to climb the [color=gold]Leaderboard[/color] on the right by scoring points.", true)
overlay.highlight_zone("PlayerBoard")
await overlay.display_text("You earn points by collecting tiles, but the real score comes from completing your [color=gold]Playerboard Goals[/color]!", true)
await overlay.display_text("Fill your entire board shape to complete a goal. This grants massive points, clears the board, and ranks you up!", true)
# --- TEKTONS SECTION ---
overlay.clear_highlight()
await overlay.display_text("Now, what about those little creatures running around the map? Those are [color=cyan]Tektons[/color]!", true)
await overlay.display_text("Grabbing a dynamic Tekton gives you [color=gold]PASSIVE score points[/color] over time and spawns bonus tiles for you while you carry it.", true)
await overlay.display_text("Hold onto them as long as you can... but watch out, opponents will try to RAM you and steal them!", true)
await overlay.display_text("Also keep an eye on [color=gray]Static Tektons[/color] standing on podiums. They periodically throw new free tiles onto the board for you to collect!", true)
# --- INTERACTIVE 2: HOLO TILE ---
await overlay.display_text("Now, let's talk about [color=cyan]Holo Tiles[/color]. They grant you special Power-Ups!", true)
var holo_pos = _find_closest_tile(local_player.current_position, [11, 12, 13, 14])
if holo_pos != Vector2i(-1, -1):
_highlight_floor_cell(holo_pos, Color(0.0, 1.0, 1.0)) # Cyan box
overlay.display_text("I've highlighted a [color=cyan]Holo Tile[/color] with a cyan box. Go ahead and grab it!", false)
else:
# Fallback: force spawn one if the RNG map generation didn't place any
holo_pos = local_player.current_position + Vector2i(0, 1)
var gridmap = local_player.get("enhanced_gridmap")
if gridmap:
gridmap.set_cell_item(Vector3i(holo_pos.x, 1, holo_pos.y), 11) # Spawn speed boost
_highlight_floor_cell(holo_pos, Color(0.0, 1.0, 1.0))
overlay.display_text("I just dropped a Holo Tile near you (cyan box). Go ahead and grab it!", false)
overlay.hide_overlay()
get_tree().paused = false
initial_items = local_player.playerboard.count(-1)
while true:
if holo_pos != Vector2i(-1, -1) and local_player.get("enhanced_gridmap"):
if local_player.enhanced_gridmap.get_cell_item(Vector3i(holo_pos.x, 1, holo_pos.y)) == -1:
break
elif local_player.playerboard.count(-1) < initial_items:
break
await get_tree().process_frame
_clear_floor_highlights()
get_tree().paused = true
overlay.show_overlay()
# --- POWER UP SECTION ---
# Highlight Power Up Icon
overlay.highlight_zone("PowerUpItem")
await overlay.display_text("Nice! You grabbed a Holo Tile — that earned you a special [color=cyan]Power-Up[/color] item!", true)
await overlay.display_text("There are [color=cyan]4 types of Power-Ups[/color] from Holo Tiles. Let me walk you through each one.", true)
await overlay.show_powerup_showcase()
await overlay.display_text("To activate your stored Power-Up, press [color=yellow]'F'[/color]. If you don't like this key, you can remap it in [color=gold]Settings[/color].", true)
# --- BATTERY GAUGE & RAMMING SECTION ---
# Switch to highlight Power Bar / Battery Gauge
overlay.highlight_zone("PowerBar")
await overlay.display_text("Next, look at your [color=cyan]Battery Gauge[/color] — it [color=yellow]fills up automatically over time[/color]. You don't need to do anything to charge it.", true)
await overlay.display_text("When the Battery Gauge is [color=red]FULL[/color], you'll see the [color=red]ATTACK MODE READY[/color] notification.", true)
overlay.clear_highlight()
# Ramming explanation and practice
await overlay.display_text("What is Attack Mode? It lets you [color=red]RAM[/color] other players!", true)
await overlay.display_text("Press [color=yellow]'Q'[/color] to enter [color=red]ATTACK MODE[/color]. While active, walk directly into an opponent to [color=red]RAM[/color] them!", true)
await overlay.display_text("Ramming pushes them back and forces them to drop their tile. Each hit drains your Battery Gauge.", true)
var spawned_bot = null
for p in get_tree().get_nodes_in_group("Bots"):
spawned_bot = p
break
# Force spawn a dummy bot if the lobby settings disabled them
if not spawned_bot and get_node_or_null("/root/PlayerManager"):
spawned_bot = get_node("/root/PlayerManager").create_bot(99)
get_parent().add_child(spawned_bot)
spawned_bot.add_to_group("Players", true)
spawned_bot.add_to_group("Bots", true)
await get_tree().create_timer(0.2).timeout
# Freeze it so its AI doesn't run away during the tutorial
var bc = spawned_bot.get_node_or_null("BotController")
if bc:
bc.set_process(false)
bc.set_physics_process(false)
spawned_bot.set("is_frozen", true)
if spawned_bot:
await overlay.display_text("Let's try it. I'm placing a Bot right next to you, and I'll instantly fill your Battery Gauge to max.", true)
# Instantly grant FULL BOOST
if local_player.get("powerup_manager"):
local_player.powerup_manager.acquire_smash_bonus()
local_player.powerup_manager.acquire_smash_bonus()
local_player.powerup_manager.acquire_smash_bonus()
local_player.powerup_manager.acquire_smash_bonus()
var n_pos = local_player.current_position + Vector2i(1, 0)
if local_player.get("enhanced_gridmap"):
var neighbors = local_player.enhanced_gridmap.get_neighbors(local_player.current_position, 0)
for n in neighbors:
if n.get("is_walkable"):
n_pos = n.position
break
# Safely set bot position
spawned_bot.current_position = n_pos
if local_player.get("enhanced_gridmap") and local_player.enhanced_gridmap.has_method("grid_to_world"):
spawned_bot.global_position = local_player.enhanced_gridmap.grid_to_world(n_pos)
overlay.display_text("Press 'Q' to enter Attack Mode, then Walk into the Bot!", false)
overlay.hide_overlay()
get_tree().paused = false
# Wait for the player to push the bot (bot's position changes)
var bot_old_pos = spawned_bot.current_position
while spawned_bot.current_position == bot_old_pos:
await get_tree().process_frame
get_tree().paused = true
overlay.show_overlay()
await overlay.display_text("Smashing! You pushed it away. Notice your Battery Gauge was consumed.", true)
await overlay.display_text("Beware! Your opponents can RAM you to steal your tiles too. Get ready to defend yourself against the Bots!", true)
overlay.hide_overlay()
get_tree().paused = false
_set_bots_enabled(true)
LobbyManager.is_tutorial_mode = false
queue_free()
# ==============================================================================
# Helper Floor Highlighting and Tile Detection Logic
# ==============================================================================
var _floor_highlights: Array[Node] = []
func _find_closest_tile(start_pos: Vector2i, types: Array) -> Vector2i:
var gridmap = local_player.get("enhanced_gridmap")
if not gridmap: return Vector2i(-1, -1)
var best_pos = Vector2i(-1, -1)
var best_dist = 999999
for x in range(gridmap.columns):
for z in range(gridmap.rows):
var item = gridmap.get_cell_item(Vector3i(x, 1, z))
if item in types:
var dist = abs(start_pos.x - x) + abs(start_pos.y - z)
if dist < best_dist:
best_dist = dist
best_pos = Vector2i(x, z)
return best_pos
func _highlight_floor_cell(grid_pos: Vector2i, color: Color):
var gridmap = local_player.get("enhanced_gridmap")
if not gridmap: return
var cs: Vector3 = gridmap.cell_size
# Sit slightly above the floor grid (using layer 2 height approximation)
var y := 2.0 * cs.y + 0.09
const T := 0.09 # Outline thickness
const H := 0.045 # Outline height
var mat := StandardMaterial3D.new()
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.albedo_color = Color(color.r, color.g, color.b, 0.6)
mat.emission_enabled = true
mat.emission = color
mat.emission_energy_multiplier = 2.0
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
var container := Node3D.new()
gridmap.add_child(container)
_floor_highlights.append(container)
var cell_cx = grid_pos.x * cs.x + cs.x * 0.5
var cell_cz = grid_pos.y * cs.z + cs.z * 0.5
var edges = [
{"pos": Vector3(cell_cx, y, grid_pos.y * cs.z), "size": Vector3(cs.x, H, T)},
{"pos": Vector3(cell_cx, y, grid_pos.y * cs.z + cs.z), "size": Vector3(cs.x, H, T)},
{"pos": Vector3(grid_pos.x * cs.x, y, cell_cz), "size": Vector3(T, H, cs.z)},
{"pos": Vector3(grid_pos.x * cs.x + cs.x, y, cell_cz), "size": Vector3(T, H, cs.z)}
]
for edge in edges:
var mi := MeshInstance3D.new()
var box := BoxMesh.new()
box.size = edge.size
box.material = mat
mi.mesh = box
mi.position = edge.pos
container.add_child(mi)
# Subtly pulse the highlight
var tween = create_tween().set_loops()
tween.tween_method(func(a: float): if is_instance_valid(mat): mat.albedo_color.a = a, 0.7, 0.2, 0.6).set_ease(Tween.EASE_OUT)
tween.tween_method(func(a: float): if is_instance_valid(mat): mat.albedo_color.a = a, 0.2, 0.7, 0.6).set_ease(Tween.EASE_IN)
func _clear_floor_highlights():
for h in _floor_highlights:
if is_instance_valid(h):
h.queue_free()
_floor_highlights.clear()