523 lines
16 KiB
GDScript
523 lines
16 KiB
GDScript
extends Node
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class_name CandySurvivalManager
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# Candy Survival — Sugar Rush Chaos
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# Speed – Building – Sabotage (blueprints + power-ups)
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signal sugar_rush_started(pid)
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signal sugar_rush_ended(pid)
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signal mekton_face_changed(color_index)
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# ── Arena ──
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const ARENA_COLS: int = 18
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const ARENA_ROWS: int = 18
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const NPC_CENTER: Vector2i = Vector2i(8, 8)
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const NPC_CELLS: int = 3 # 3x3 Mekton zone
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# ── Blueprint ──
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const BLUEPRINT_SIZE: int = 3
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const OFF_COLOR_PENALTY: float = 0.5
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# ── Candy ──
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const CANDY_PPS: float = 1.0 # points per second per candy
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const MULTI_STEP: float = 0.1 # extra multiplier per candy
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# ── Sugar Rush ──
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const SR_BASE_TIME: float = 2.0
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const SR_PER_CANDY: float = 0.4 # extra seconds per delivered candy
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const SR_SPEED: float = 2.0
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# ── Knock / Ghost ──
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const START_KNOCK: int = 5
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const START_GHOST: int = 5
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const GHOST_DURATION: float = 4.0
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# ── Mekton ──
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const COLOR_CYCLE_TIME: float = 5.0 # seconds between face color changes
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enum CandyColor { HEART, DIAMOND, STAR, COIN }
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# ── State ──
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var active: bool = false
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var main_scene: Node
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var gridmap: Node
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var mekton_node: Node
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var current_face: CandyColor = CandyColor.HEART
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var face_timer: float = 0.0
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var game_elapsed: float = 0.0
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# ── HUD ──
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var hud_layer: CanvasLayer
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var hud_knock_label: Label
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var hud_ghost_label: Label
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var hud_rush_bar: ProgressBar
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var hud_rush_label: Label
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var hud_stack_badge: Label
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var hud_points_label: Label
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var hud_delivery_indicator: Label
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var _candy_survival_hud_scene: PackedScene = preload("res://scenes/candy_survival_hud.tscn")
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func _ready():
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set_process(false)
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_setup_hud()
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func _setup_hud() -> void:
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var hud_instance = _candy_survival_hud_scene.instantiate()
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hud_layer = hud_instance
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hud_layer.visible = false
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add_child(hud_layer)
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var bot_box = hud_layer.get_node_or_null("BottomContainer/HBoxContainer")
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if bot_box:
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hud_knock_label = bot_box.get_node_or_null("SabotagePanel/KnockChargesLabel")
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hud_ghost_label = bot_box.get_node_or_null("SabotagePanel/GhostChargesLabel")
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hud_stack_badge = bot_box.get_node_or_null("ScorePanel/CandyStackBadge")
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hud_points_label = bot_box.get_node_or_null("ScorePanel/PointsLabel")
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hud_delivery_indicator = bot_box.get_node_or_null("ScorePanel/DeliveryIndicator")
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var top_box = hud_layer.get_node_or_null("TopContainer")
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if top_box:
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hud_rush_bar = top_box.get_node_or_null("SugarRushBar")
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if hud_rush_bar:
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hud_rush_label = hud_rush_bar.get_node_or_null("SugarRushLabel")
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func activate_client_side() -> void:
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active = true
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if hud_layer:
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hud_layer.visible = true
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set_process(true)
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# Per-player state
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var player_candies: Dictionary = {} # pid -> int (stack count)
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var player_candy_color: Dictionary = {} # pid -> CandyColor (-1 if none)
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var player_knocks: Dictionary = {} # pid -> int (charges left)
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var player_ghosts: Dictionary = {} # pid -> int (charges left)
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var player_ghost_active: Dictionary = {} # pid -> bool
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var player_ghost_timer: Dictionary = {} # pid -> float
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var player_score: Dictionary = {} # pid -> int
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var player_blueprints: Dictionary = {} # pid -> int (completed count)
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var player_sugar_rush: Dictionary = {} # pid -> float (remaining)
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var player_last_knocked_by: Dictionary = {} # pid -> int
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# Sticky wall cells (pre-placed collision only)
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var sticky_cells: Dictionary = {} # Vector2i -> bool
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# Tile ID mapping
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const TILE_IDS: Dictionary = {CandyColor.HEART: 7, CandyColor.DIAMOND: 8, CandyColor.STAR: 9, CandyColor.COIN: 10}
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# ── Initialization ──
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func initialize(main, grid) -> void:
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main_scene = main
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gridmap = grid
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_define_sticky_walls()
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print("[CandySurvival] Initialized")
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func _define_sticky_walls() -> void:
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# Arena boundary walls (rows/cols 0 and 17)
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for x in range(ARENA_COLS):
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sticky_cells[Vector2i(x, 0)] = true
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sticky_cells[Vector2i(x, ARENA_ROWS - 1)] = true
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for y in range(ARENA_ROWS):
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sticky_cells[Vector2i(0, y)] = true
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sticky_cells[Vector2i(ARENA_COLS - 1, y)] = true
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# Mekton NPC zone (3x3 center)
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for dx in range(NPC_CELLS):
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for dy in range(NPC_CELLS):
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sticky_cells[Vector2i(NPC_CENTER.x + dx, NPC_CENTER.y + dy)] = true
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func start_game_mode() -> void:
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if multiplayer.is_server():
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activate_client_side()
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active = true
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current_face = CandyColor.HEART
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face_timer = 0.0
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game_elapsed = 0.0
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player_candies.clear()
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player_candy_color.clear()
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player_knocks.clear()
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player_ghosts.clear()
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player_ghost_active.clear()
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player_ghost_timer.clear()
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player_score.clear()
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player_blueprints.clear()
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player_sugar_rush.clear()
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player_last_knocked_by.clear()
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# Init players from lobby
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var pids = _get_player_ids()
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for pid in pids:
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player_candies[pid] = 0
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player_candy_color[pid] = -1
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player_knocks[pid] = START_KNOCK
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player_ghosts[pid] = START_GHOST
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player_ghost_active[pid] = false
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player_ghost_timer[pid] = 0.0
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player_score[pid] = 0
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player_blueprints[pid] = 0
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player_sugar_rush[pid] = 0.0
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player_last_knocked_by[pid] = 0
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print("[CandySurvival] Started with %d players" % pids.size())
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func _enter_tree() -> void:
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set_process(true)
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func _process(delta: float) -> void:
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if not active:
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return
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game_elapsed += delta
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# Mekton face color cycle
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face_timer += delta
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if face_timer >= COLOR_CYCLE_TIME:
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face_timer = 0.0
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current_face = CandyColor.values()[(current_face + 1) % CandyColor.size()]
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# Sync color to the Mekton NPC
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if mekton_node and mekton_node.has_method("set_face_color_rpc"):
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mekton_node.rpc("set_face_color_rpc", current_face)
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# Update delivery indicators for all players based on new face
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for pid in player_candies:
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_update_candy_badge(pid)
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# Sugar Rush timers
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var any_rush = false
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for pid in player_sugar_rush.keys():
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if player_sugar_rush[pid] > 0:
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player_sugar_rush[pid] -= delta
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if player_sugar_rush[pid] <= 0:
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player_sugar_rush[pid] = 0.0
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_restore_time_scale()
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sugar_rush_ended.emit(pid)
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if player_sugar_rush[pid] > 0:
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any_rush = true
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if any_rush:
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Engine.time_scale = SR_SPEED
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# Ghost timers
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for pid in player_ghost_active.keys():
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if player_ghost_active[pid]:
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player_ghost_timer[pid] -= delta
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if player_ghost_timer[pid] <= 0:
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player_ghost_active[pid] = false
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player_ghost_timer[pid] = 0.0
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rpc("sync_ghost_active", pid, false)
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# Turn off ghost visual/state
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var all_players = get_tree().get_nodes_in_group("Players")
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for player in all_players:
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var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
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if curr_pid == pid:
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player.set("is_invisible", false)
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if player.has_method("sync_modulate"):
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if multiplayer.is_server() and player.has_method("can_rpc") and player.can_rpc():
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player.rpc("sync_modulate", Color.WHITE)
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else:
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player.sync_modulate(Color.WHITE)
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break
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# Candy stack: points per second per candy
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for pid in player_candies.keys():
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var count = player_candies.get(pid, 0)
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if count > 0:
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var points = count * CANDY_PPS * delta
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_add_score(pid, int(points))
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# ── Blueprint ──
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func on_blueprint_completed(pid: int, primary_tile_id: int, off_color: bool) -> void:
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var base_points = 1000
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var points = base_points if not off_color else int(base_points * OFF_COLOR_PENALTY)
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_add_score(pid, points)
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player_blueprints[pid] = player_blueprints.get(pid, 0) + 1
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var candy_color = CandyColor.HEART
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for key in TILE_IDS:
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if TILE_IDS[key] == primary_tile_id:
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candy_color = key
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break
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_give_candy(pid, candy_color)
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func can_finish_with_off_color(pid: int, primary_tile_id: int) -> bool:
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return not _grid_has_color_tiles(primary_tile_id)
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func _grid_has_color_tiles(target_tile_id: int) -> bool:
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if not gridmap:
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return true
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for x in range(1, ARENA_COLS - 1):
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for y in range(1, ARENA_ROWS - 1):
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var v = Vector3i(x, 1, y)
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if gridmap.get_cell_item(v) == target_tile_id:
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return true
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return false
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# ── Candy Stack ──
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func _give_candy(pid: int, color: int) -> void:
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player_candies[pid] = player_candies.get(pid, 0) + 1
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player_candy_color[pid] = color
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_update_candy_badge(pid)
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func _update_candy_badge(pid: int) -> void:
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var count = player_candies.get(pid, 0)
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var mult = 1.0 + count * MULTI_STEP
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var color = player_candy_color.get(pid, -1)
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var face_match = (color != -1 and color == current_face)
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rpc("sync_candy_badge", pid, count, mult, face_match)
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# Update the 3D meshes on the player's head across all clients
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var all_players = get_tree().get_nodes_in_group("Players")
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for player in all_players:
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var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
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if curr_pid == pid:
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if player.has_method("sync_candy_stack"):
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player.rpc("sync_candy_stack", count, color)
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break
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func get_multiplier(pid: int) -> float:
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var count = player_candies.get(pid, 0)
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return 1.0 + count * MULTI_STEP
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# ── Mekton Delivery ──
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@rpc("any_peer", "call_local", "reliable")
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func try_deliver(pid: int) -> bool:
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if not multiplayer.is_server():
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return false
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var color = player_candy_color.get(pid, -1)
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if color == -1 or player_candies.get(pid, 0) == 0:
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return false
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if color != current_face:
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return false
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var count = player_candies[pid]
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var mult = get_multiplier(pid)
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_add_score(pid, count * 500)
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player_candies[pid] = 0
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player_candy_color[pid] = -1
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_update_candy_badge(pid)
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_trigger_sugar_rush(pid, count, mult)
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return true
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func _trigger_sugar_rush(pid: int, candies: int, mult: float) -> void:
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var duration = SR_BASE_TIME + candies * SR_PER_CANDY * mult
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player_sugar_rush[pid] = duration
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Engine.time_scale = SR_SPEED
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sugar_rush_started.emit(pid)
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func _restore_time_scale() -> void:
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var any_rush = false
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for pid in player_sugar_rush.keys():
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if player_sugar_rush[pid] > 0:
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any_rush = true
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break
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if not any_rush:
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Engine.time_scale = 1.0
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# ── Knock / Ghost ──
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@rpc("any_peer", "call_local", "reliable")
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func try_knock(attacker: int, target: int) -> bool:
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if not multiplayer.is_server():
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return false
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if player_ghost_active.get(target, false):
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return false
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if player_knocks.get(attacker, 0) <= 0:
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return false
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var target_candies = player_candies.get(target, 0)
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if target_candies == 0:
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# Backfire: both lose a charge
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player_knocks[attacker] = player_knocks.get(attacker, 0) - 1
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# Attacker is also knocked down briefly (visual handled by caller)
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rpc("sync_knock_result", attacker, target, 0)
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return false
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# Steal all candies
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player_candies[attacker] = player_candies.get(attacker, 0) + target_candies
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player_candies[target] = 0
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player_candy_color[target] = -1
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player_candy_color[attacker] = player_candy_color.get(target, -1)
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player_knocks[attacker] = player_knocks.get(attacker, 0) - 1
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player_last_knocked_by[target] = attacker
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_add_score(attacker, target_candies * 100)
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_update_candy_badge(attacker)
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_update_candy_badge(target)
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rpc("sync_knock_result", attacker, target, target_candies)
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return true
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func try_activate_ghost(pid: int) -> bool:
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if player_ghost_active.get(pid, false):
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return false
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if player_ghosts.get(pid, 0) <= 0:
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return false
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player_ghosts[pid] = player_ghosts.get(pid, 0) - 1
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player_ghost_active[pid] = true
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player_ghost_timer[pid] = GHOST_DURATION
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rpc("sync_ghost_active", pid, true)
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# Core powerup integration: set is_invisible on the player node
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var all_players = get_tree().get_nodes_in_group("Players")
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for player in all_players:
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var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
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if curr_pid == pid:
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player.set("is_invisible", true)
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if player.has_method("sync_modulate"):
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if multiplayer.is_server() and player.has_method("can_rpc") and player.can_rpc():
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player.rpc("sync_modulate", Color(1.0, 1.0, 1.0, 0.4))
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else:
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player.sync_modulate(Color(1.0, 1.0, 1.0, 0.4))
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break
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return true
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func is_ghost_active(pid: int) -> bool:
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return player_ghost_active.get(pid, false)
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# ── Arena ──
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func _setup_arena() -> void:
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if not gridmap:
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return
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gridmap.set("columns", ARENA_COLS)
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gridmap.set("rows", ARENA_ROWS)
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gridmap.clear()
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# Build floor
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for x in range(ARENA_COLS):
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for y in range(ARENA_ROWS):
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gridmap.set_cell_item(Vector3i(x, 0, y), 0)
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# Apply sticky walls on layer 2
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for pos in sticky_cells.keys():
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gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), 14)
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# Spawn Mekton NPC at center
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if mekton_node:
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mekton_node.queue_free()
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mekton_node = _spawn_mekton_npc(NPC_CENTER)
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print("[CandySurvival] Arena setup 18x18")
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func _spawn_mekton_npc(center: Vector2i) -> Node:
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var path = "res://scenes/candy_survival_npc.tscn"
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if ResourceLoader.exists(path):
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var npc = load(path).instantiate()
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npc.position = Vector3(center.x + 1, 0, center.y + 1)
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add_child(npc)
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if npc.has_method("set_face_color_rpc"):
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npc.set_face_color_rpc(current_face)
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return npc
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return null
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func _apply_arena_setup() -> void:
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pass
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func setup_mission_tiles() -> void:
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if not gridmap:
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return
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randomize()
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var tile_ids = [7, 8, 9, 10]
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var count = 0
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for x in range(1, ARENA_COLS - 1):
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for y in range(1, ARENA_ROWS - 1):
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if sticky_cells.has(Vector2i(x, y)):
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continue
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if randf() < 0.6:
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var tile = tile_ids[randi() % tile_ids.size()]
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gridmap.set_cell_item(Vector3i(x, 1, y), tile)
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count += 1
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print("[CandySurvival] Spawned %d mission tiles" % count)
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func get_spawn_points(count: int) -> Array:
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var points = []
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var corners = [
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Vector2i(2, 2), Vector2i(ARENA_COLS - 2, 2),
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Vector2i(2, ARENA_ROWS - 2), Vector2i(ARENA_COLS - 2, ARENA_ROWS - 2)
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]
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for i in range(count):
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points.append(corners[i % corners.size()])
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return points
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func get_arena_positions() -> Dictionary:
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return {"columns": ARENA_COLS, "rows": ARENA_ROWS}
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func get_arena_bounds() -> Dictionary:
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return {"min_x": -1.0, "max_x": float(ARENA_COLS), "min_z": -1.0, "max_z": float(ARENA_ROWS)}
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# ── Sticky (pure wall collision) ──
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func is_sticky_cell(pos: Vector2i) -> bool:
|
||
return sticky_cells.has(pos)
|
||
|
||
func _is_npc_zone(pos: Vector2i) -> bool:
|
||
var cx = NPC_CENTER.x
|
||
var cy = NPC_CENTER.y
|
||
return pos.x >= cx and pos.x < cx + NPC_CELLS and pos.y >= cy and pos.y < cy + NPC_CELLS
|
||
|
||
# ── Scoring ──
|
||
|
||
func _add_score(pid: int, points: int) -> void:
|
||
player_score[pid] = player_score.get(pid, 0) + points
|
||
if main_scene and main_scene.has_method("add_points"):
|
||
main_scene.add_points(pid, points)
|
||
|
||
# ── Helpers ──
|
||
|
||
func _get_player_ids() -> Array:
|
||
if main_scene and main_scene.has_method("get_player_ids"):
|
||
return main_scene.get_player_ids()
|
||
return []
|
||
|
||
func candy_survival_round_duration() -> int:
|
||
return 180
|
||
|
||
func get_score(pid: int) -> int:
|
||
return player_score.get(pid, 0)
|
||
|
||
# ── RPCs (stubs — HUD client handles visuals) ──
|
||
|
||
@rpc("authority", "call_remote", "unreliable")
|
||
func sync_candy_badge(pid: int, count: int, mult: float, face_match: bool) -> void:
|
||
if not active:
|
||
activate_client_side()
|
||
if pid == multiplayer.get_unique_id():
|
||
if hud_stack_badge:
|
||
hud_stack_badge.text = "Stack: %d (x%.1f)" % [count, mult]
|
||
if hud_delivery_indicator:
|
||
if count > 0:
|
||
if face_match:
|
||
hud_delivery_indicator.text = "READY TO DELIVER!"
|
||
hud_delivery_indicator.add_theme_color_override("font_color", Color(0.4, 1.0, 0.4))
|
||
else:
|
||
hud_delivery_indicator.text = "Waiting for match..."
|
||
hud_delivery_indicator.add_theme_color_override("font_color", Color(1.0, 0.4, 0.4))
|
||
else:
|
||
hud_delivery_indicator.text = ""
|
||
|
||
@rpc("authority", "call_remote", "unreliable")
|
||
func sync_knock_result(attacker: int, target: int, candies: int) -> void:
|
||
if not active:
|
||
activate_client_side()
|
||
var local = multiplayer.get_unique_id()
|
||
if attacker == local or target == local:
|
||
if hud_knock_label and player_knocks.has(local):
|
||
hud_knock_label.text = "🥊 Knocks: %d" % player_knocks[local]
|
||
|
||
@rpc("authority", "call_remote", "unreliable")
|
||
func sync_ghost_active(pid: int, active_on: bool) -> void:
|
||
if not active:
|
||
activate_client_side()
|
||
if pid == multiplayer.get_unique_id():
|
||
if hud_ghost_label and player_ghosts.has(pid):
|
||
hud_ghost_label.text = "👻 Ghosts: %d" % player_ghosts[pid]
|