643 lines
23 KiB
GDScript
643 lines
23 KiB
GDScript
extends Node
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class_name StopNGoManager
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# StopNGoManager - Handles phase transitions, missions, and movement penalties
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signal phase_changed(new_phase: String, remaining_time: float)
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signal mission_status_updated(player_id: int, completed: bool)
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signal player_penalized(player_id: int)
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enum Phase {GO, STOP}
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# Dynamic Safe Zone
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const SAFE_ZONE_PRE_TIME: float = 5.0 # Seconds before STOP to spawn safe zone
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const SAFE_ZONE_RADIUS: int = 2 # 5x5 area (radius 2 from center)
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var safe_zone_centers: Array[Vector2i] = []
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var safe_zone_spawned: bool = false
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# Power-Up Tile Spawning
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const POWERUP_TILES = [11, 14] # Speed, Ghost (Freeze and Wall excluded in this mode)
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const POWERUP_SPAWN_COUNT: int = 5 # Number of power-up tiles to spawn
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var powerups_spawned: bool = false
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var stop_phase_occurred: bool = false
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var safe_zone_wall_scene = preload("res://scenes/wall_3d.tscn")
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const PERMANENT_POWERUP_LOCATIONS: Array[Vector2i] = [
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Vector2i(4, 1), # Power up 1
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Vector2i(3, 9), # Power up 2
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Vector2i(9, 6), # Power up 3
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Vector2i(16, 2), # Power up 4
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Vector2i(18, 8) # Power up 5
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]
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var current_phase: Phase = Phase.GO
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var phase_timer: float = 15.0 # Initialized dynamically later
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var is_active: bool = false
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var player_missions: Dictionary = {} # player_id -> {target_tile: int, required: int, current: int}
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var finish_line_x: int = 22 # Right side of the map for win condition
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# Tile IDs
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const TILE_WALKABLE = 0
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const TILE_START = 3 # Start Line
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const TILE_FINISH = 3 # Finish Line
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const TILE_SAFE = 2 # Green Safe Zone
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const TILE_OBSTACLE = 4 # Wall
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const TILE_LIGHTNING_STONE = 15 # Ancient Rock with Lightning Symbol
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var hud_layer: CanvasLayer
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var mission_label: Label
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var red_tint_overlay: ColorRect
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# Traffic Light / StopTimer Visuals
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var stop_timer_node: PanelContainer
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var stop_segments: Array[Panel] = []
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var lit_style: StyleBoxFlat
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var dim_style: StyleBoxFlat
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var red_style: StyleBoxFlat
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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():
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hud_layer = CanvasLayer.new()
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hud_layer.layer = 5 # Ensure it's above normal UI but below Pause Menu (10)
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hud_layer.visible = false
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add_child(hud_layer)
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# Full-screen red tint overlay (below everything else in this layer, but above game)
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red_tint_overlay = ColorRect.new()
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red_tint_overlay.color = Color(1.0, 0.0, 0.0, 0.25) # Transparent red
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red_tint_overlay.set_anchors_preset(Control.PRESET_FULL_RECT) # Cover whole screen
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red_tint_overlay.visible = false # Hidden initially
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hud_layer.add_child(red_tint_overlay)
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# New container for bottom-mid label
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var bottom_container = CenterContainer.new()
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bottom_container.set_anchors_preset(Control.PRESET_CENTER_BOTTOM)
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bottom_container.grow_horizontal = Control.GROW_DIRECTION_BOTH
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bottom_container.grow_vertical = Control.GROW_DIRECTION_BEGIN
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bottom_container.offset_bottom = -50
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hud_layer.add_child(bottom_container)
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var custom_font = load("res://assets/fonts/Nougat-ExtraBlack.ttf")
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mission_label = Label.new()
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mission_label.text = "MISSION: Collect Goals"
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mission_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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if custom_font: mission_label.add_theme_font_override("font", custom_font)
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mission_label.add_theme_font_size_override("font_size", 28) # Slightly larger since it's centered
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mission_label.add_theme_color_override("font_outline_color", Color.BLACK)
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mission_label.add_theme_constant_override("outline_size", 8)
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bottom_container.add_child(mission_label)
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func _process(delta):
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if not is_active:
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return
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# Decrement timer locally for all peers (smoother HUD than waiting for RPC)
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phase_timer -= delta
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if multiplayer.is_server():
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if phase_timer <= 0:
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if current_phase == Phase.GO:
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_start_phase(Phase.STOP)
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else:
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_start_phase(Phase.GO)
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# Update HUD locally
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_update_hud_visuals()
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func _on_goal_count_updated(_peer_id: int, _count: int):
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# Refresh visuals whenever points change
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_update_hud_visuals()
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var _has_notified_mission_complete: bool = false
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func _update_hud_visuals():
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# Toggle Red Screen Tint
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if red_tint_overlay:
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red_tint_overlay.visible = (current_phase == Phase.STOP)
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var my_id = multiplayer.get_unique_id()
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if mission_label:
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var main = get_node_or_null("/root/Main")
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var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager") if main else null
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# Get count from GoalsCycleManager (Source of truth for PlayerBoardLabel)
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var completed_count = goals_cycle_manager.player_goal_counts.get(my_id, 0) if goals_cycle_manager else 0
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var required_goals = LobbyManager.sng_required_goals
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mission_label.text = "GOALS (%d/%d)" % [completed_count, required_goals]
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if completed_count >= required_goals:
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mission_label.text = "ALL GOALS COMPLETE!\nREACH THE FINISH!"
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mission_label.add_theme_color_override("font_color", Color.GOLD)
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# Notify player once
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if my_id == multiplayer.get_unique_id() and not _has_notified_mission_complete:
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_has_notified_mission_complete = true
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var player_node = main.get_node_or_null(str(my_id))
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if player_node:
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NotificationManager.send_message(player_node, "ALL GOALS COMPLETE!", NotificationManager.MessageType.GOAL)
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else:
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mission_label.add_theme_color_override("font_color", Color.WHITE)
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_has_notified_mission_complete = false
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# Update StopTimer (Traffic Light)
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_update_stop_timer_visuals()
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func _update_stop_timer_visuals():
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if not stop_timer_node:
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# Try to find it once
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var main = get_node_or_null("/root/Main")
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if main:
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stop_timer_node = main.get_node_or_null("StopTimer")
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if stop_timer_node:
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var hbox = stop_timer_node.get_node_or_null("HBox")
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if hbox:
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stop_segments.clear()
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for i in range(3):
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var seg = hbox.get_node_or_null("Segment%d" % i)
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if seg: stop_segments.append(seg)
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# Prepare styles
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lit_style = StyleBoxFlat.new()
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lit_style.bg_color = Color.YELLOW
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lit_style.border_width_left = 2
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lit_style.border_width_top = 2
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lit_style.border_width_right = 2
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lit_style.border_width_bottom = 2
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lit_style.border_color = Color(1.0, 1.0, 1.0, 0.5)
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dim_style = StyleBoxFlat.new()
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dim_style.bg_color = Color(0.1, 0.1, 0.1, 0.8) # Dark dim
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red_style = StyleBoxFlat.new()
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red_style.bg_color = Color.RED
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red_style.border_width_left = 2
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red_style.border_width_top = 2
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red_style.border_width_right = 2
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red_style.border_width_bottom = 2
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red_style.border_color = Color(1.0, 0.5, 0.5, 0.5)
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if not stop_timer_node: return
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# ALWAYS VISIBLE in Stop n Go mode
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stop_timer_node.visible = true
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if current_phase == Phase.GO:
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# GO Phase: All dim unless in last 3 seconds
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for i in range(stop_segments.size()):
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var threshold = 3.0 - i
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if phase_timer <= threshold:
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stop_segments[i].add_theme_stylebox_override("panel", lit_style)
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else:
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stop_segments[i].add_theme_stylebox_override("panel", dim_style)
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else:
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# STOP Phase: All Red
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for seg in stop_segments:
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seg.add_theme_stylebox_override("panel", red_style)
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func activate_client_side():
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is_active = true
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if hud_layer:
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hud_layer.visible = true
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# Connect to GoalsCycleManager for immediate HUD updates
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var main = get_node_or_null("/root/Main")
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if main:
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var gcm = main.get_node_or_null("GoalsCycleManager")
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if gcm and not gcm.goal_count_updated.is_connected(_on_goal_count_updated):
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gcm.goal_count_updated.connect(_on_goal_count_updated)
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set_process(true)
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func start_game_mode():
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# This should primarily be called by the Server
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# Clients get activated via RPCs (sync_phase, etc)
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if multiplayer.is_server():
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activate_client_side() # Server also needs local processing
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# _setup_arena() # REMOVED: Already explicitly called in main.gd _setup_host_game to prepare floor before spawns!
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_assign_missions()
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_start_phase(Phase.GO)
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else:
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# Clients just wait for updates, but can enable HUD if needed
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# activate_client_side() can be called when first sync arrives
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pass
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func _start_phase(phase: Phase):
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current_phase = phase
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phase_timer = float(LobbyManager.sng_go_duration) if phase == Phase.GO else float(LobbyManager.sng_stop_duration)
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var phase_name = "GO" if phase == Phase.GO else "STOP"
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if can_rpc():
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rpc("sync_phase", phase_name, phase_timer)
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if phase == Phase.STOP:
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stop_phase_occurred = true
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# --- STATIC SAFE ZONE: Penalize players outside the zone ---
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var all_players = get_tree().get_nodes_in_group("Players")
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for p in all_players:
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if not _is_in_safe_zone(p.current_position):
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_scatter_player_tiles(p)
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# Refresh power-ups every STOP phase
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_spawn_powerup_tiles()
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# If GO phase starts, clear all STOP phase freezes
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if phase == Phase.GO:
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var all_players = get_tree().get_nodes_in_group("Players")
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for p in all_players:
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if p.has_method("sync_stop_freeze"):
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p.rpc("sync_stop_freeze", false)
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emit_signal("phase_changed", phase_name, phase_timer)
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func can_rpc() -> bool:
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if not multiplayer.has_multiplayer_peer() or multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
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return false
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return true
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@rpc("authority", "call_local", "reliable")
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func sync_phase(phase_name: String, duration: float):
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if not is_active:
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activate_client_side()
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current_phase = Phase.GO if phase_name == "GO" else Phase.STOP
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phase_timer = duration
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func _setup_arena():
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var gridmap = get_parent().get_node_or_null("EnhancedGridMap")
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if not gridmap:
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gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
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if not gridmap: return
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print("[StopNGo] Setting up 22x10 Arena with Randomized Obstacles...")
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# Explicitly sync dimensions and clear grid on all clients
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if can_rpc():
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rpc("sync_arena_setup")
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# Apply locally for Server (RPC is call_remote)
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_apply_arena_setup()
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@rpc("authority", "call_remote", "reliable")
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func sync_arena_setup():
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print("[StopNGo] Client: Syncing Arena Setup (23x12)...")
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_apply_arena_setup()
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func _apply_arena_setup():
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# Shared logic for resizing and clearing
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var gridmap = get_parent().get_node_or_null("EnhancedGridMap")
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if not gridmap:
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# Fallback just in case
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gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
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if not gridmap: return
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# Set Size for Stop n Go explicitly, bypassing setters that wipe the map
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gridmap.set("columns", 23)
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gridmap.set("rows", 12)
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# Clear existing items on all layers
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gridmap.clear()
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# Dynamic Safe Zone: No static safe columns anymore
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# Safe zone spawns randomly during gameplay
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var non_walkable_coords = [
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Vector2i(0,0), Vector2i(1,0), Vector2i(2,0), Vector2i(3,0), Vector2i(4,0), Vector2i(5,0), Vector2i(6,0), Vector2i(7,0), Vector2i(8,0), Vector2i(9,0), Vector2i(10,0), Vector2i(13,0), Vector2i(19,0), Vector2i(20,0), Vector2i(21,0), Vector2i(22,0),
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Vector2i(0,1), Vector2i(1,1), Vector2i(2,1), Vector2i(3,1), Vector2i(6,1),
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Vector2i(0,2), Vector2i(1,2), Vector2i(2,2), Vector2i(3,2),
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Vector2i(17,9), Vector2i(18,9), Vector2i(19,9), Vector2i(20,9), Vector2i(21,9), Vector2i(22,9),
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Vector2i(11,10), Vector2i(12,10), Vector2i(13,10), Vector2i(15,10), Vector2i(16,10), Vector2i(17,10), Vector2i(18,10), Vector2i(19,10), Vector2i(20,10), Vector2i(21,10), Vector2i(22,10),
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Vector2i(0,11), Vector2i(4,11), Vector2i(5,11), Vector2i(6,11), Vector2i(9,11), Vector2i(10,11), Vector2i(11,11), Vector2i(12,11), Vector2i(13,11), Vector2i(14,11), Vector2i(15,11), Vector2i(16,11), Vector2i(17,11), Vector2i(18,11), Vector2i(19,11), Vector2i(20,11), Vector2i(21,11), Vector2i(22,11),
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# Fixed User Obstacles Below:
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Vector2i(2,8), # Cactus 1
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Vector2i(4,4), # Cactus 2
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Vector2i(12,6), # Cactus 3
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Vector2i(12,9), # Cactus 4
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Vector2i(5,9), Vector2i(5,10), # Wall rock 1
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Vector2i(10,1), Vector2i(10,2), Vector2i(11,1), # Wall rock 2
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Vector2i(17,6), # Wall rock 3
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Vector2i(7,4), Vector2i(7,5), # Tree 1
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Vector2i(10,4), # Tree 2
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Vector2i(13,3), Vector2i(14,3), Vector2i(14,4), # Tree 3
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Vector2i(20,4), Vector2i(20,5), # Tree 4
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Vector2i(9,8), # Statue 1
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Vector2i(17,3) # Statue 2
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]
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# Create bands based on X (Horizontal Progress)
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for x in range(gridmap.columns):
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for z in range(gridmap.rows):
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var current_pos = Vector2i(x, z)
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if current_pos in non_walkable_coords:
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gridmap.set_cell_item(Vector3i(x, 0, z), -1) # empty space / void
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gridmap.set_cell_item(Vector3i(x, 1, z), TILE_OBSTACLE) # wall block
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continue
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var tile_id = TILE_WALKABLE
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if x == 0:
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tile_id = TILE_START
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elif x == gridmap.columns - 1:
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tile_id = TILE_FINISH
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gridmap.set_cell_item(Vector3i(x, 0, z), tile_id)
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gridmap.set_cell_item(Vector3i(x, 1, z), -1)
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# Paint Static Safe Zones
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_paint_static_safe_zone(gridmap, 7, 11, 6, 9, -1, -1, 8, 8)
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_paint_static_safe_zone(gridmap, 15, 19, 1, 5, -1, 18, 2, 2)
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# Note: Specific obstacles removed as per user request to replace with random ones.
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# MISSION TILES: Moved to start_game_mode() to ensure they spawn AFTER walls.
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gridmap.update_grid_data()
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gridmap.initialize_astar()
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func setup_mission_tiles():
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"""Public wrapper to trigger mission tile spawning before game start."""
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if multiplayer.is_server():
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_spawn_mission_tiles()
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func spawn_initial_powerups():
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"""Public wrapper to spawn powerups before game start."""
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if multiplayer.is_server():
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_spawn_powerup_tiles()
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func _spawn_mission_tiles():
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var gridmap = get_parent().get_node_or_null("EnhancedGridMap")
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if not gridmap:
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gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
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if not gridmap: return
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# Forbidden Zones (Start, Finish) - No items here
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var forbidden_x = [0, gridmap.columns - 1]
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# Goal items: Heart(7), Diamond(8), Star(9), Coin(10)
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var goal_items = [7, 8, 9, 10]
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for x in range(gridmap.columns):
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if x in forbidden_x:
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continue # Clear zone
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for z in range(gridmap.rows):
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# Ensure we don't spawn on obstacles
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var base_tile = gridmap.get_cell_item(Vector3i(x, 0, z))
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var current_item = gridmap.get_cell_item(Vector3i(x, 1, z))
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# PROTECTED FLOOR CHECK: Don't spawn on walls, void, or static powerup pods
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if base_tile in [TILE_OBSTACLE, -1, TILE_LIGHTNING_STONE] or current_item == TILE_OBSTACLE:
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continue
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# Spawn tiles with 60% density
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if randf() > 0.6:
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gridmap.set_cell_item(Vector3i(x, 1, z), -1)
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continue
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var tile_type = goal_items[randi() % goal_items.size()]
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gridmap.set_cell_item(Vector3i(x, 1, z), tile_type)
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# Sync to clients
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var main = get_node("/root/Main")
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if main:
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main.rpc("sync_grid_item", x, 1, z, tile_type)
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func _assign_missions():
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# NO-OP: Missions are now achievement-based (Complete 3 Goals)
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# which is tracked natively by GoalsCycleManager.
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pass
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@rpc("authority", "call_local", "reliable")
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func sync_missions(missions: Dictionary):
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player_missions = missions
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func check_movement_violation(player_id: int, from: Vector2i, to: Vector2i) -> bool:
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"""Check if movement is illegal (during STOP phase and not in safe zone)."""
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if current_phase == Phase.STOP:
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# Use dynamic safe zone position check instead of static tile check
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if not _is_in_safe_zone(from):
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var gridmap = get_parent().get_node_or_null("EnhancedGridMap")
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if not gridmap:
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gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
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if gridmap:
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var tile_from = gridmap.get_cell_item(Vector3i(from.x, 0, from.y))
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if tile_from != TILE_START and tile_from != TILE_FINISH:
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_penalize_player(player_id)
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return true
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return false
|
|
|
|
func _penalize_player(player_id: int):
|
|
if not multiplayer.is_server(): return
|
|
|
|
var main = get_node("/root/Main")
|
|
if not main: return
|
|
|
|
var player_node = main.get_node_or_null(str(player_id))
|
|
if player_node:
|
|
# We now use the 'on_stop_phase_violation' RPC which scatters tiles around the player
|
|
# like they got attacked, instead of just dropping them in one pile.
|
|
if can_rpc():
|
|
player_node.rpc("on_stop_phase_violation")
|
|
|
|
# Notification is also handled inside on_stop_phase_violation on the player node
|
|
emit_signal("player_penalized", player_id)
|
|
|
|
func update_mission_progress(_player_id: int, _tile_id: int):
|
|
# Redundant in Board-based mode, but kept for compatibility.
|
|
# The board is synced separately via sync_playerboard in playerboard_manager.gd.
|
|
pass
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_mission_progress(_player_id: int, _mission_index: int, _current: int):
|
|
# Deprecated
|
|
pass
|
|
|
|
func is_mission_complete(player_id: int) -> bool:
|
|
var main = get_node_or_null("/root/Main")
|
|
if not main: return false
|
|
|
|
var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager")
|
|
if not goals_cycle_manager: return false
|
|
|
|
var completed_count = goals_cycle_manager.player_goal_counts.get(player_id, 0)
|
|
return completed_count >= LobbyManager.sng_required_goals
|
|
|
|
func check_win_condition(player_id: int, position: Vector2i) -> bool:
|
|
# 1. Must reach the finish line (Column 21)
|
|
if position.x < finish_line_x:
|
|
return false
|
|
|
|
# 2. Must have enough Goal Completions
|
|
if is_mission_complete(player_id):
|
|
print("[StopNGo] Player %d REACHED FINISH with goals complete!" % player_id)
|
|
return true
|
|
else:
|
|
# Inform the player locally if they reach the end without goals
|
|
var main = get_node_or_null("/root/Main")
|
|
var player_node = main.get_node_or_null(str(player_id)) if main else null
|
|
if player_node:
|
|
NotificationManager.send_message(player_node, "Incomplete! Achieve %d goals to win!" % LobbyManager.sng_required_goals, NotificationManager.MessageType.WARNING)
|
|
|
|
print("[StopNGo] Player %d reached finish but goals incomplete." % player_id)
|
|
return false
|
|
|
|
# =============================================================================
|
|
# Static Safe Zone
|
|
# =============================================================================
|
|
|
|
func _paint_static_safe_zone(gridmap: Node, min_x: int, max_x: int, min_z: int, max_z: int, north_door_x: int = -1, south_door_x: int = -1, west_door_z: int = -1, east_door_z: int = -1):
|
|
# Paint safe floor
|
|
for x in range(min_x, max_x + 1):
|
|
for z in range(min_z, max_z + 1):
|
|
gridmap.set_cell_item(Vector3i(x, 0, z), TILE_SAFE)
|
|
|
|
# Get center opening for horizontal walls
|
|
var center_n_x = north_door_x if north_door_x != -1 else int(float(min_x + max_x) / 2.0)
|
|
var center_s_x = south_door_x if south_door_x != -1 else int(float(min_x + max_x) / 2.0)
|
|
|
|
# Instantiate Top and Bottom horizontal walls
|
|
for x in range(min_x, max_x + 1):
|
|
if x != center_n_x:
|
|
_instantiate_safe_zone_wall(Vector3(x + 0.5, 0.0, min_z), 0) # Bottom/North
|
|
if x != center_s_x:
|
|
_instantiate_safe_zone_wall(Vector3(x + 0.5, 0.0, max_z + 1), 0) # Top/South
|
|
|
|
# Get center opening for vertical walls
|
|
var center_w_z = west_door_z if west_door_z != -1 else int(float(min_z + max_z) / 2.0)
|
|
var center_e_z = east_door_z if east_door_z != -1 else int(float(min_z + max_z) / 2.0)
|
|
|
|
for z in range(min_z, max_z + 1):
|
|
if z != center_w_z:
|
|
_instantiate_safe_zone_wall(Vector3(min_x, 0.0, z + 0.5), 90) # Left/West
|
|
if z != center_e_z:
|
|
_instantiate_safe_zone_wall(Vector3(max_x + 1, 0.0, z + 0.5), 90) # Right/East
|
|
|
|
func _is_in_safe_zone(pos: Vector2i) -> bool:
|
|
"""Check if a position is within ANY of the static safe zones."""
|
|
# Safe zone 1: [7,6] - [11,9]
|
|
if pos.x >= 7 and pos.x <= 11 and pos.y >= 6 and pos.y <= 9: return true
|
|
# Safe zone 2: [15,1] - [19,5]
|
|
if pos.x >= 15 and pos.x <= 19 and pos.y >= 1 and pos.y <= 5: return true
|
|
return false
|
|
|
|
func _scatter_player_tiles(player_node: Node):
|
|
"""Server: Take all tiles from player's playerboard and scatter them onto nearby grid cells."""
|
|
if not multiplayer.is_server(): return
|
|
|
|
var main = get_node_or_null("/root/Main")
|
|
if not main: return
|
|
|
|
var gridmap = main.get_node_or_null("EnhancedGridMap")
|
|
if not gridmap: return
|
|
|
|
var peer_id = player_node.name.to_int()
|
|
var playerboard = player_node.playerboard
|
|
var tiles_to_scatter: Array[int] = []
|
|
|
|
# Collect all non-empty tiles from playerboard
|
|
for i in range(playerboard.size()):
|
|
if playerboard[i] != -1:
|
|
tiles_to_scatter.append(playerboard[i])
|
|
playerboard[i] = -1
|
|
|
|
if tiles_to_scatter.is_empty():
|
|
return # Nothing to scatter
|
|
|
|
# Find valid nearby positions to drop tiles (within radius 3 of player)
|
|
var center = player_node.current_position
|
|
var valid_drop_positions: Array[Vector2i] = []
|
|
for dx in range(-3, 4):
|
|
for dz in range(-3, 4):
|
|
var pos = Vector2i(center.x + dx, center.y + dz)
|
|
# Bounds check
|
|
if pos.x < 0 or pos.x >= gridmap.columns or pos.y < 0 or pos.y >= gridmap.rows:
|
|
continue
|
|
# Check floor is walkable (not void, not obstacle, not static powerup spawn)
|
|
var floor_tile = gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
|
|
if floor_tile == -1 or floor_tile == TILE_OBSTACLE or floor_tile == TILE_LIGHTNING_STONE:
|
|
continue
|
|
# Check floor 1 is empty (no existing item)
|
|
var existing_item = gridmap.get_cell_item(Vector3i(pos.x, 1, pos.y))
|
|
if existing_item != -1:
|
|
continue
|
|
valid_drop_positions.append(pos)
|
|
|
|
# Scatter tiles onto valid positions
|
|
var rng = RandomNumberGenerator.new()
|
|
rng.randomize()
|
|
|
|
for tile in tiles_to_scatter:
|
|
if valid_drop_positions.is_empty():
|
|
break # No more space
|
|
|
|
var idx = rng.randi() % valid_drop_positions.size()
|
|
var drop_pos = valid_drop_positions[idx]
|
|
valid_drop_positions.remove_at(idx)
|
|
|
|
# Place tile on grid Floor 1
|
|
gridmap.set_cell_item(Vector3i(drop_pos.x, 1, drop_pos.y), tile)
|
|
# Sync to all clients
|
|
main.rpc("sync_grid_item", drop_pos.x, 1, drop_pos.y, tile)
|
|
|
|
# Sync cleared playerboard to all clients
|
|
main.rpc("sync_playerboard", peer_id, playerboard)
|
|
|
|
# Notify the player
|
|
NotificationManager.send_message(player_node, "Not in Safe Zone! Tiles scattered!", NotificationManager.MessageType.WARNING)
|
|
|
|
# Screen shake
|
|
if player_node.has_method("trigger_screen_shake") and can_rpc():
|
|
player_node.rpc("trigger_screen_shake", "heavy")
|
|
|
|
print("[StopNGo] Scattered %d tiles from Player %d" % [tiles_to_scatter.size(), peer_id])
|
|
|
|
# Removed dynamic sync methods.
|
|
|
|
func _instantiate_safe_zone_wall(pos: Vector3, rotation_deg: float):
|
|
if not safe_zone_wall_scene: return
|
|
|
|
var wall = safe_zone_wall_scene.instantiate()
|
|
add_child(wall)
|
|
wall.add_to_group("SafeZoneWalls")
|
|
wall.position = pos
|
|
wall.rotation_degrees.y = rotation_deg
|
|
|
|
# =============================================================================
|
|
# Power-Up Tile Spawning (Speed & Ghost)
|
|
# =============================================================================
|
|
|
|
func _spawn_powerup_tiles():
|
|
"""Server: Spawn 5 permanent power-up tiles at fixed positions."""
|
|
if not multiplayer.is_server(): return
|
|
|
|
var main = get_node_or_null("/root/Main")
|
|
if not main: return
|
|
|
|
var gridmap = main.get_node_or_null("EnhancedGridMap")
|
|
if not gridmap: return
|
|
|
|
print("[StopNGo] Spawning/Refreshing 5 static power-up tiles...")
|
|
|
|
for i in range(PERMANENT_POWERUP_LOCATIONS.size()):
|
|
var pos = PERMANENT_POWERUP_LOCATIONS[i]
|
|
|
|
# Set Floor 0 beneath power-up to ID 15 (Ancient Lightning Stone)
|
|
gridmap.set_cell_item(Vector3i(pos.x, 0, pos.y), TILE_LIGHTNING_STONE)
|
|
|
|
# Select a random power-up type (User Request: ensure all types can spawn)
|
|
var tile_id = POWERUP_TILES.pick_random()
|
|
|
|
# Place on Floor 1
|
|
gridmap.set_cell_item(Vector3i(pos.x, 1, pos.y), tile_id)
|
|
|
|
# Sync both floor and tile to all clients and host
|
|
if can_rpc():
|
|
main.rpc("sync_grid_item", pos.x, 0, pos.y, TILE_LIGHTNING_STONE) # Sync floor change (Stone on)
|
|
main.rpc("sync_grid_item", pos.x, 1, pos.y, tile_id) # Sync power-up
|
|
|
|
powerups_spawned = true
|
|
print("[StopNGo] Static power-up refresh completed.")
|