458 lines
19 KiB
GDScript
458 lines
19 KiB
GDScript
extends Node
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class_name TutorialManager
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var overlay
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var main_scene: Node
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var local_player: Node
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func _ready() -> void:
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process_mode = Node.PROCESS_MODE_ALWAYS
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# Wait for gridmap, Player, and UI to spawn fully
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await get_tree().create_timer(1.0).timeout
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main_scene = get_tree().root.get_node_or_null("Main")
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if not main_scene: return
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# Wait for the client to gain character control
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var max_wait = 5.0
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var elapsed = 0.0
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while not local_player and elapsed < max_wait:
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for p in get_tree().get_nodes_in_group("Players"):
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if p.is_multiplayer_authority():
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local_player = p
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break
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await get_tree().process_frame
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elapsed += get_process_delta_time()
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# Pause match timer during tutorial
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if main_scene and main_scene.get("goals_cycle_manager"):
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main_scene.goals_cycle_manager.set_process(false)
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if not local_player:
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print("Tutorial Error: Local player not found.")
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return
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# Freeze bots while teaching
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_set_bots_enabled(false)
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# Make sure the UI overlay exists — instantiate as a full scene
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var overlay_scene = load("res://scenes/tutorial/tutorial_overlay.tscn")
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if overlay_scene:
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overlay = overlay_scene.instantiate()
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add_child(overlay)
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_run_tutorial()
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else:
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print("Tutorial Error: tutorial_overlay.tscn not found.")
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func _set_bots_enabled(enabled: bool) -> void:
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for p in get_tree().get_nodes_in_group("Bots"):
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var bc = p.get_node_or_null("BotController")
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if bc:
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bc.set_process(enabled)
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bc.set_physics_process(enabled)
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p.set("is_frozen", not enabled)
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func _get_ui_rect(path: String) -> Rect2:
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var node = main_scene.get_node_or_null(path)
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if node and node is Control:
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# get_global_rect() returns coords in the node's canvas layer space.
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# We need to apply the viewport canvas transform so they line up with
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# the TutorialOverlay CanvasLayer (which renders in viewport space).
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var rect = node.get_global_rect()
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return rect
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return Rect2()
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func _run_tutorial() -> void:
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get_tree().paused = true
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# Intro
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await overlay.display_text("Welcome to the Arena. I'm Commander Copper. Let me walk you through the basics of Free Mode.", true)
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# Playerboard Highlight
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overlay.highlight_zone("PlayerBoard")
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await overlay.display_text("This is your [color=green]Playerboard[/color]. Your main objective is to fill these empty slots.", true)
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# Goal / Timer Highlight
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overlay.highlight_zone("GoalsTimer")
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await overlay.display_text("These are your [color=gold]Goals[/color]. You must match these exact tiles specifically to score points.", true)
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# (AP system removed — no longer in use)
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# Grid Highlight
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overlay.clear_highlight()
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await overlay.display_text("Look at the board! You will see [color=gold]Normal Tiles[/color] and shiny [color=cyan]Holo Tiles[/color].", true)
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# ==============================================================================
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# --- INTERACTIVE 1: NORMAL TILE ---
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# ==============================================================================
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var normal_pos = _find_closest_tile(local_player.current_position, [7, 8, 9, 10], 4)
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if normal_pos != Vector2i(-1, -1):
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_highlight_floor_cell(normal_pos, Color(1.0, 1.0, 0.0)) # Yellow box
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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)
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else:
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overlay.display_text("Walk up to any Normal Tile and press [color=red]SPACE[/color] to Grab it!", false)
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overlay.set_objective("Walk to a [color=gold]Normal Tile[/color] and press [color=red]SPACE[/color] to grab it.")
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overlay.hide_overlay()
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get_tree().paused = false
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# Wait strictly until the specific tile is grabbed, or any tile if no specific one was found
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var initial_items = local_player.playerboard.count(-1)
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while true:
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if normal_pos != Vector2i(-1, -1) and local_player.get("enhanced_gridmap"):
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if local_player.enhanced_gridmap.get_cell_item(Vector3i(normal_pos.x, 1, normal_pos.y)) == -1:
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break
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elif local_player.playerboard.count(-1) < initial_items:
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break
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await get_tree().process_frame
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overlay.hide_objective()
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_clear_floor_highlights()
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get_tree().paused = true
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overlay.show_overlay()
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await overlay.display_text("Outstanding! You secured a tile.", true)
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# ==============================================================================
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# --- SCORE AND GOALS SECTION ---
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# ==============================================================================
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overlay.highlight_zone("Leaderboard")
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await overlay.display_text("Your main objective is to climb the [color=gold]Leaderboard[/color] on the right by scoring points.", true)
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overlay.highlight_zone("PlayerBoard")
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await overlay.display_text("You earn points by collecting tiles, but the real score comes from completing your [color=gold]Playerboard Goals[/color]!", true)
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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)
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# ==============================================================================
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# --- POWER UP SECTION ---
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# ==============================================================================
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await overlay.display_text("Now, let's talk about [color=cyan]Holo Tiles[/color]. They grant you special Power-Ups!", true)
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overlay.clear_highlight()
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await overlay.display_text("There are [color=cyan]4 types of Power-Ups[/color] from Holo Tiles. Let me walk you through each one, one by one.", true)
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var powerup_ids = [11, 12, 13, 14]
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var powerup_names = {
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11: "[color=gold]Speed Boost[/color] (Make you run fast)",
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12: "[color=aqua]Area Freeze[/color] (Slows nearby opponents)",
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13: "[color=gray]Iron Wall[/color] (Blocks opponent path)",
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14: "[color=white]Ghost Mode[/color] (Invisibility and ram immunity)"
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}
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var powerup_enums = {11: 0, 12: 1, 13: 2, 14: 3}
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var gridmap = local_player.get("enhanced_gridmap")
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for pid in powerup_ids:
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overlay.clear_highlight()
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overlay.show_powerup_card(pid)
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await overlay.display_text("Next is %s. I will drop this Holo Tile near you." % powerup_names[pid], true)
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overlay.hide_powerup_card()
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var ppos = local_player.current_position + Vector2i(0, 1)
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if gridmap:
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gridmap.set_cell_item(Vector3i(ppos.x, 1, ppos.y), pid)
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_highlight_floor_cell(ppos, Color(0.0, 1.0, 1.0))
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overlay.display_text("Grab the tile, press [color=yellow]'F'[/color] to use it, and for some skills press it again or Click to confirm!", false)
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overlay.set_objective("Grab the [color=cyan]Holo Tile[/color] and press [color=yellow]'F'[/color] to use %s." % powerup_names[pid])
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overlay.hide_overlay()
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get_tree().paused = false
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# Wait for it to be grabbed
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while gridmap and gridmap.get_cell_item(Vector3i(ppos.x, 1, ppos.y)) == pid:
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await get_tree().process_frame
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# Highlight the Power-Up item slot now that they picked it up
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overlay.highlight_zone("PowerUpItem")
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# Wait for it to be used
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var effect_enum = powerup_enums[pid]
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while local_player.get("special_tiles_manager") and local_player.special_tiles_manager.inventory.get(effect_enum, false) == true:
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await get_tree().process_frame
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overlay.clear_highlight()
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overlay.hide_objective()
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_clear_floor_highlights()
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get_tree().paused = true
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overlay.show_overlay()
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await overlay.display_text("Excellent! You used %s." % powerup_names[pid], true)
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# ==============================================================================
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# --- TEKTONS SECTION ---
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# ==============================================================================
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overlay.clear_highlight()
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# --- DYNAMIC TEKTON FOCUS ---
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var dynamic_tektons = get_tree().get_nodes_in_group("Tektons")
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var cam_mgr = main_scene.get("camera_context_manager") if main_scene else null
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if dynamic_tektons.size() > 0 and cam_mgr:
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# Find nearest dynamic tekton
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var nearest = null
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var nearest_dist = 999999
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for tk in dynamic_tektons:
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if tk.get("is_static_turret") == false:
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var dist = local_player.global_position.distance_to(tk.global_position)
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if dist < nearest_dist:
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nearest_dist = dist
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nearest = tk
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if nearest:
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cam_mgr.process_mode = Node.PROCESS_MODE_ALWAYS
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cam_mgr.set_player(nearest)
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await get_tree().create_timer(1.2, true).timeout
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var cam = main_scene.get_node_or_null("Camera3D200")
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if cam and cam is Camera3D:
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var screen_pos = cam.unproject_position(nearest.global_position)
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overlay.highlight_rect(Rect2(screen_pos.x - 75, screen_pos.y - 75, 150, 150))
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await overlay.display_text("Now, what about those little creatures running around the map? Those are [color=cyan]Tektons[/color]!", true)
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if cam_mgr:
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cam_mgr.set_player(local_player)
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cam_mgr.process_mode = Node.PROCESS_MODE_INHERIT
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overlay.clear_highlight()
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await get_tree().create_timer(0.8, true).timeout
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# ----------------------------
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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)
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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)
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await overlay.display_text("Go and catch one of the Tektons running around!", false)
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overlay.set_objective("Walk into a [color=cyan]Tekton[/color] or press [color=red]G[/color] near one to grab it.")
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overlay.hide_overlay()
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get_tree().paused = false
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while not local_player.is_carrying_tekton:
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await get_tree().process_frame
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overlay.hide_objective()
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get_tree().paused = true
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overlay.show_overlay()
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await overlay.display_text("Great job! Notice your score passively increasing.", true)
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await overlay.display_text("But you won't hold it forever! The Tekton runs away when your carry timer reaches 0, or you can manually throw it by pressing [color=red]G[/color].", false)
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overlay.set_objective("Wait for the [color=cyan]Tekton[/color] to escape, or press [color=red]G[/color] to throw it!")
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overlay.hide_overlay()
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get_tree().paused = false
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while local_player.is_carrying_tekton:
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await get_tree().process_frame
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overlay.hide_objective()
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get_tree().paused = true
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overlay.show_overlay()
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await overlay.display_text("Oops, it got away! But don't worry, you can always catch another one.", true)
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# ==============================================================================
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# --- STATIC TEKTON FOCUS ---
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# ==============================================================================
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var static_stands = get_tree().get_nodes_in_group("StaticTektonStands")
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cam_mgr = main_scene.get("camera_context_manager") if main_scene else null
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if static_stands.size() > 0 and cam_mgr:
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var target_stand = static_stands[0]
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cam_mgr.process_mode = Node.PROCESS_MODE_ALWAYS # Allow camera to slide while paused
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cam_mgr.set_player(target_stand)
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# Give it time to pan over
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await get_tree().create_timer(1.2, true).timeout
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# Dim the screen around it
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var cam = main_scene.get_node_or_null("Camera3D200")
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if cam and cam is Camera3D:
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var screen_pos = cam.unproject_position(target_stand.global_position)
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overlay.highlight_rect(Rect2(screen_pos.x - 100, screen_pos.y - 120, 200, 200))
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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)
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if cam_mgr:
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cam_mgr.set_player(local_player)
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cam_mgr.process_mode = Node.PROCESS_MODE_INHERIT
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overlay.clear_highlight()
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# Let it pan back briefly
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await get_tree().create_timer(0.8, true).timeout
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# ==============================================================================
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# --- BATTERY GAUGE & RAMMING SECTION ---
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# ==============================================================================
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# Switch to highlight Power Bar / Battery Gauge
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overlay.highlight_zone("PowerBar")
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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)
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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)
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overlay.clear_highlight()
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# Ramming explanation and practice
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await overlay.display_text("What is Attack Mode? It lets you [color=red]RAM[/color] other players!", true)
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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)
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await overlay.display_text("Ramming pushes them back and forces them to drop their tile. Each hit drains your Battery Gauge.", true)
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var spawned_bot = null
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for p in get_tree().get_nodes_in_group("Bots"):
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spawned_bot = p
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break
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# Force spawn a dummy bot if the lobby settings disabled them
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if not spawned_bot and get_node_or_null("/root/PlayerManager"):
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spawned_bot = get_node("/root/PlayerManager").create_bot(99)
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get_parent().add_child(spawned_bot)
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spawned_bot.add_to_group("Players", true)
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spawned_bot.add_to_group("Bots", true)
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await get_tree().create_timer(0.2).timeout
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var bc = spawned_bot.get_node_or_null("BotController")
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if bc:
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bc.set_process(true)
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bc.set_physics_process(true)
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if spawned_bot:
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# Always unfreeze in case it was caught in the earlier Area Freeze blast
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spawned_bot.set("is_frozen", false)
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var target_bc = spawned_bot.get_node_or_null("BotController")
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if target_bc:
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target_bc.set_process(true)
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target_bc.set_physics_process(true)
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await overlay.display_text("Let's try it. There is a Bot roaming the map right now. I will fill your Battery Gauge to max.", true)
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# --- CAMERA PAN TO BOT ---
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cam_mgr = main_scene.get("camera_context_manager") if main_scene else null
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if cam_mgr:
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cam_mgr.process_mode = Node.PROCESS_MODE_ALWAYS
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cam_mgr.set_player(spawned_bot)
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await get_tree().create_timer(1.2, true).timeout
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var cam = main_scene.get_node_or_null("Camera3D200")
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if cam and cam is Camera3D:
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var screen_pos = cam.unproject_position(spawned_bot.global_position)
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overlay.highlight_rect(Rect2(screen_pos.x - 75, screen_pos.y - 100, 150, 150))
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await overlay.display_text("Behold, your opponent! Their AI is active so you will have to hunt them down.", true)
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if cam_mgr:
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cam_mgr.set_player(local_player)
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cam_mgr.process_mode = Node.PROCESS_MODE_INHERIT
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overlay.clear_highlight()
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await get_tree().create_timer(0.8, true).timeout
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# ------------------------
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# Instantly grant FULL BOOST
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if local_player.get("powerup_manager"):
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local_player.powerup_manager.acquire_smash_bonus()
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local_player.powerup_manager.acquire_smash_bonus()
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local_player.powerup_manager.acquire_smash_bonus()
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local_player.powerup_manager.acquire_smash_bonus()
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overlay.display_text("Press 'Q' to enter Attack Mode, then chase the Bot down to RAM it!", false)
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overlay.set_objective("Press [color=yellow]'Q'[/color] to enter [color=red]ATTACK MODE[/color], then chase and RAM the bot!")
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overlay.hide_overlay()
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get_tree().paused = false
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# Wait for the player to push the bot
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while true:
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if spawned_bot.get("is_knock_mode") == true:
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break
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# Fallback: if player's charged strike deactivated early despite having timer left, they likely successfully rammed
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var t = local_player.get("charged_strike_timer")
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if local_player.get("is_charged_strike") == false and t != null and t > 0.0 and t < 3.0:
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break
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await get_tree().process_frame
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overlay.hide_objective()
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get_tree().paused = true
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overlay.show_overlay()
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await overlay.display_text("Smashing! You pushed it away. Notice your Battery Gauge was consumed.", true)
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await overlay.display_text("Beware! Your opponents can RAM you to steal your tiles too. Get ready to defend yourself against the Bots!", true)
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await overlay.display_text("Tutorial Complete! Returning to the Main Menu.", true)
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overlay.hide_overlay()
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get_tree().paused = false
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if main_scene and main_scene.get("goals_cycle_manager"):
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main_scene.goals_cycle_manager.set_process(true)
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LobbyManager.is_tutorial_mode = false
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LobbyManager.leave_room()
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get_tree().change_scene_to_file("res://scenes/lobby.tscn")
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# ==============================================================================
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# Helper Floor Highlighting and Tile Detection Logic
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# ==============================================================================
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var _floor_highlights: Array[Node] = []
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func _find_closest_tile(start_pos: Vector2i, types: Array, min_dist: int = 0) -> Vector2i:
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var gridmap = local_player.get("enhanced_gridmap")
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if not gridmap: return Vector2i(-1, -1)
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var best_pos = Vector2i(-1, -1)
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var best_dist = 999999
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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 item = gridmap.get_cell_item(Vector3i(x, 1, z))
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if item in types:
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var dist = abs(start_pos.x - x) + abs(start_pos.y - z)
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if dist >= min_dist and dist < best_dist:
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best_dist = dist
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best_pos = Vector2i(x, z)
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return best_pos
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func _highlight_floor_cell(grid_pos: Vector2i, color: Color):
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var gridmap = local_player.get("enhanced_gridmap")
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if not gridmap: return
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var cs: Vector3 = gridmap.cell_size
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# Sit slightly above the floor grid (using layer 2 height approximation)
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var y := 2.0 * cs.y + 0.09
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const T := 0.09 # Outline thickness
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const H := 0.045 # Outline height
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var mat := StandardMaterial3D.new()
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.albedo_color = Color(color.r, color.g, color.b, 0.6)
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mat.emission_enabled = true
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mat.emission = color
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mat.emission_energy_multiplier = 2.0
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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var container := Node3D.new()
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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()
|