1643 lines
57 KiB
GDScript
1643 lines
57 KiB
GDScript
# -------------------------------------------------------------------------------------
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# Tekton Dash - Multiplayer Board Game - 2024
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# -------------------------------------------------------------------------------------
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extends Node3D
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# Manager references
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var ui_manager
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var goals_cycle_manager
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var screen_shake_manager
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var touch_controls
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var camera_context_manager
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# Minimal local state
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var _connection_check_timer: float = 0.0
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func _ready():
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# Initialize scene managers
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_init_managers()
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# Connect to multiplayer signals
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multiplayer.peer_connected.connect(_on_peer_connected)
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multiplayer.peer_disconnected.connect(_on_peer_disconnected)
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# Connect to Nakama signals
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NakamaManager.match_joined.connect(_on_match_joined)
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# Setup UI
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ui_manager.setup_action_buttons(_set_action_state_callback)
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ui_manager.setup_playerboard_ui()
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ui_manager.setup_timer_labels(self)
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ui_manager.setup_playerboard_label(self) # NEW
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ui_manager.setup_leaderboard_ui(self)
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ui_manager.setup_powerup_bar_ui(self)
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# GlobalMatchTimer is now static in main.tscn - no setup needed
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# NetworkPanel is visible during gameplay
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# Auto-start game if coming from lobby (already connected to match)
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if NakamaManager.is_connected_to_nakama() and multiplayer.get_unique_id() != 0:
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print("Coming from lobby - auto-starting game...")
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await get_tree().process_frame
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_auto_start_from_lobby()
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# Hide MessageBar (User Request)
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if message_bar:
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message_bar.visible = false
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# Ensure grid is randomized with Scarcity if server
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if multiplayer.is_server():
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randomize_game_grid()
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# Force gridmap cell size to match player logic (1, 0.05, 1) - >0.001 to avoid errors
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var em = $EnhancedGridMap
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if em:
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em.cell_size = Vector3(1, 0.05, 1)
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func _on_goal_count_updated(peer_id: int, count: int):
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# Only update for local player
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if peer_id == multiplayer.get_unique_id():
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ui_manager.update_goal_count_label(count)
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func _init_managers():
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# Create and attach scene managers
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ui_manager = load("res://scripts/managers/ui_manager.gd").new()
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ui_manager.name = "UIManager"
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add_child(ui_manager)
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ui_manager.initialize(self)
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# Goals cycle manager for 60-second timer and scoring
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goals_cycle_manager = load("res://scripts/managers/goals_cycle_manager.gd").new()
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goals_cycle_manager.name = "GoalsCycleManager"
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add_child(goals_cycle_manager)
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goals_cycle_manager.initialize(self)
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# Screen shake manager for impact feedback
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screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
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screen_shake_manager.name = "ScreenShakeManager"
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add_child(screen_shake_manager)
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screen_shake_manager.initialize($Camera3D200)
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# Touch controls for mobile
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touch_controls = get_node_or_null("TouchControls")
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if not touch_controls:
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print("TouchControls node not found in scene, creating instance...")
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touch_controls = load("res://scripts/managers/touch_controls.gd").new()
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touch_controls.name = "TouchControls"
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add_child(touch_controls)
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touch_controls.initialize(self)
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# NEW: Camera Context Manager for dynamic camera position
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camera_context_manager = load("res://scripts/managers/camera_context_manager.gd").new()
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camera_context_manager.name = "CameraContextManager"
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add_child(camera_context_manager)
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camera_context_manager.initialize($Camera3D200, screen_shake_manager)
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# Connect signals for UI updates
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goals_cycle_manager.timer_updated.connect(_on_timer_updated)
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goals_cycle_manager.score_updated.connect(_on_score_updated)
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goals_cycle_manager.goal_count_updated.connect(_on_goal_count_updated) # NEW
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goals_cycle_manager.leaderboard_updated.connect(_on_leaderboard_updated)
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goals_cycle_manager.global_timer_updated.connect(_on_global_timer_updated)
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goals_cycle_manager.match_ended.connect(_on_match_ended)
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# Message Bar Configuration
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const MAX_MESSAGES := 5
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const MESSAGE_DURATION := 4.0
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@onready var message_bar: PanelContainer = $MessageBar
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@onready var message_container: VBoxContainer = $MessageBar/MarginContainer/MessageContainer
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var last_messages = {} # {player_name: {text: String, time: int}}
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# Message types for different styling
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enum MessageType {NORMAL, POWERUP, GOAL, CYCLE, WARNING}
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func add_message_to_bar(player_name: String, message: String, type: int = MessageType.NORMAL):
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# Deduplication check
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var current_time = Time.get_ticks_msec()
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if player_name in last_messages:
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var last = last_messages[player_name]
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# Ignore if same message within 2 seconds
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if last.text == message and current_time - last.time < 2000:
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return
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last_messages[player_name] = {"text": message, "time": current_time}
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if not message_container:
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return
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# Create message label with rich styling
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var label = Label.new()
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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#label.custom_minimum_size = Vector2(400, 0) # Width constraint for wrapping
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label.add_theme_font_size_override("font_size", 16)
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label.modulate.a = 0.0 # Start invisible for fade-in
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# Style based on message type
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var icon = ""
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var color = Color.WHITE
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match type:
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MessageType.POWERUP:
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icon = "⚡ "
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color = Color(0.4, 1.0, 0.4) # Bright green
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MessageType.GOAL:
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icon = "🎯 "
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color = Color(1.0, 0.85, 0.2) # Gold
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MessageType.CYCLE:
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icon = "⏱️ "
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color = Color(0.4, 0.8, 1.0) # Light blue
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MessageType.WARNING:
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icon = "⚠️ "
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color = Color(1.0, 0.5, 0.3) # Orange
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_:
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icon = "💬 "
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color = Color(0.9, 0.9, 0.9) # Light gray
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# Include player name in message if provided
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if player_name and player_name != "":
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label.text = "%s[%s] %s" % [icon, player_name, message]
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else:
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label.text = "%s%s" % [icon, message]
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label.add_theme_color_override("font_color", color)
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# Add shadow for better visibility
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label.add_theme_constant_override("shadow_offset_x", 2)
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label.add_theme_constant_override("shadow_offset_y", 2)
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label.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.7))
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# Add to container
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message_container.add_child(label)
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# Show the message bar with fade
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if not message_bar.visible:
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message_bar.visible = true
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message_bar.modulate.a = 0.0
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var bar_tween = create_tween()
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bar_tween.tween_property(message_bar, "modulate:a", 1.0, 0.2)
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# Animate label entrance (slide in + fade)
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label.position.x = -50
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var entrance_tween = create_tween()
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entrance_tween.set_parallel(true)
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entrance_tween.tween_property(label, "modulate:a", 1.0, 0.3)
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entrance_tween.tween_property(label, "position:x", 0.0, 0.3).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
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# Powerup gets extra pulse effect
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if type == MessageType.POWERUP:
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await entrance_tween.finished
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if is_instance_valid(label):
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var pulse_tween = create_tween()
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pulse_tween.set_loops(2)
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pulse_tween.tween_property(label, "scale", Vector2(1.1, 1.1), 0.15).set_trans(Tween.TRANS_SINE)
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pulse_tween.tween_property(label, "scale", Vector2(1.0, 1.0), 0.15).set_trans(Tween.TRANS_SINE)
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# Remove oldest messages if over limit
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while message_container.get_child_count() > MAX_MESSAGES:
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var oldest = message_container.get_child(0)
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message_container.remove_child(oldest)
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oldest.queue_free()
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# Auto-remove after duration with fade-out
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await get_tree().create_timer(MESSAGE_DURATION).timeout
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if is_instance_valid(label):
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var exit_tween = create_tween()
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exit_tween.set_parallel(true)
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exit_tween.tween_property(label, "modulate:a", 0.0, 0.3)
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exit_tween.tween_property(label, "position:x", 50.0, 0.3)
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await exit_tween.finished
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if is_instance_valid(label):
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label.queue_free()
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# Hide bar when empty with fade
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await get_tree().process_frame
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if message_container.get_child_count() == 0:
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var hide_tween = create_tween()
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hide_tween.tween_property(message_bar, "modulate:a", 0.0, 0.3)
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await hide_tween.finished
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message_bar.visible = false
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@rpc("any_peer", "call_local")
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func broadcast_message(player_name: String, message: String):
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add_message_to_bar(player_name, message)
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func _setup_global_match_timer_ui():
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"""Create the global match timer display at the top of the screen."""
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# Check if timer check is enabled in lobby settings
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if not LobbyManager.enable_cycle_timer:
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var existing = get_node_or_null("GlobalMatchTimer")
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if existing:
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existing.visible = false
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return
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var existing = get_node_or_null("GlobalMatchTimer")
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if existing:
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existing.visible = true
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return
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# Create timer panel
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var panel = PanelContainer.new()
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panel.name = "GlobalMatchTimer"
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# Position at top center
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panel.set_anchors_preset(Control.PRESET_CENTER_TOP)
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panel.offset_left = -80
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panel.offset_right = 80
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panel.offset_top = 10
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panel.offset_bottom = 60
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# Style
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var style = StyleBoxFlat.new()
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style.bg_color = Color(0.1, 0.1, 0.15, 0.9)
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style.border_width_left = 2
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style.border_width_top = 2
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style.border_width_right = 2
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style.border_width_bottom = 2
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style.border_color = Color(0.647, 0.996, 0.224, 0.8)
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style.corner_radius_top_left = 8
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style.corner_radius_top_right = 8
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style.corner_radius_bottom_right = 8
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style.corner_radius_bottom_left = 8
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panel.add_theme_stylebox_override("panel", style)
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# VBox for content
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var vbox = VBoxContainer.new()
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vbox.name = "VBox"
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vbox.alignment = BoxContainer.ALIGNMENT_CENTER
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panel.add_child(vbox)
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# Label
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var label = Label.new()
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label.name = "TimerLabel"
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label.text = "3:00"
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label.add_theme_font_size_override("font_size", 28)
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label.add_theme_color_override("font_color", Color(0.647, 0.996, 0.224))
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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vbox.add_child(label)
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add_child(panel)
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func _process(delta):
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if multiplayer.is_server() and GameStateManager.is_game_started():
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if TurnManager.turn_based_mode:
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rpc("sync_turn_index", TurnManager.current_turn_index)
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update_all_players_goals()
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_connection_check_timer += delta
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if _connection_check_timer >= 5.0:
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_connection_check_timer = 0.0
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verify_all_connections()
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# =============================================================================
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# Network Callbacks
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# =============================================================================
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func _on_match_joined(match_id: String):
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var network_panel = get_node_or_null("PauseMenu/Panel/NetworkPanel")
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if network_panel:
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network_panel.get_node("NetworkInfo/UniquePeerID").text = str(multiplayer.get_unique_id())
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if multiplayer.is_server():
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network_panel.get_node("NetworkInfo/NetworkSideDisplay").text = "Server (Match: %s)" % match_id
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_setup_host_game()
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else:
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network_panel.get_node("NetworkInfo/NetworkSideDisplay").text = "Client"
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_setup_client_game()
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else:
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if multiplayer.is_server():
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_setup_host_game()
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else:
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_setup_client_game()
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# =============================================================================
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# Game Setup
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# =============================================================================
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func _setup_host_game():
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# Generate goals
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GoalManager.generate_preset_goals(GameStateManager.max_players)
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# Add host player
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var player_id = 1
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var player_character = PlayerManager.add_player_character(player_id)
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add_child(player_character)
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player_character.add_to_group("Players", true)
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GameStateManager.add_player(player_id)
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GameStateManager.local_player_character = player_character
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ui_manager.set_local_player(player_character)
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if touch_controls:
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touch_controls.set_player(player_character)
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if camera_context_manager:
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camera_context_manager.set_player(player_character)
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# Set host name
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player_character.display_name = LobbyManager.local_player_name
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# Spawn client players that joined via lobby (need to add them first)
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var lobby_players = LobbyManager.get_players()
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for lobby_player in lobby_players:
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var peer_id = lobby_player.get("id", 0)
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if peer_id != 1 and peer_id != 0: # Skip host (1) and invalid (0)
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print("Spawning lobby player: ", peer_id)
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_spawn_lobby_client_sync(peer_id)
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# IMMEDIATELY assign random spawn positions before any player _ready() completes
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# Player _ready() has 0.1s await, so we assign before that completes
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# IMMEDIATELY assign spawn positions (Fixed or Random)
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# Always run this to ensure players don't spawn at (0,0) overlap
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_assign_random_spawn_positions()
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# Wait for players to be fully ready (player.gd has 0.1s await in _ready before managers init)
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await get_tree().create_timer(0.3).timeout
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# Set host goals - get goals directly from GoalManager
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var host_goals = GoalManager.get_goals_for_player(0)
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player_character.goals = host_goals
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rpc("sync_player_goals", player_id, host_goals)
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rpc("sync_preset_goals", GoalManager.preset_goals)
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# Update the goals UI immediately for the host
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var panel = $AllPlayerGoals.get_child(0)
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panel.visible = true
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_update_player_goals_ui(0, host_goals)
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ui_manager.update_playerboard_ui()
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# Set goals for lobby client players
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var player_index = 1
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for lobby_player in lobby_players:
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var peer_id = lobby_player.get("id", 0)
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if peer_id != 1 and peer_id != 0:
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var client_player = get_node_or_null(str(peer_id))
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if client_player and player_index < GoalManager.preset_goals.size():
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var client_goals = GoalManager.preset_goals[player_index].duplicate()
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client_player.goals = client_goals
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call_deferred("_deferred_set_player_goals", peer_id, client_goals)
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player_index += 1
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# Add bots to fill remaining slots (regardless of player count)
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if GameStateManager.enable_bots:
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var current_players = lobby_players.size()
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for i in range(current_players + 1, GameStateManager.max_players + 1):
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_add_bot(i)
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_start_game()
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func _spawn_lobby_client_sync(peer_id: int):
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"""Spawn a client player synchronously (no await)."""
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if has_node(str(peer_id)):
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return
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var player_character = PlayerManager.add_player_character(peer_id)
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add_child(player_character)
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player_character.add_to_group("Players", true)
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GameStateManager.add_player(peer_id)
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# Set name from LobbyManager data if available
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var lobby_players = LobbyManager.get_players()
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for p_data in lobby_players:
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if p_data.get("id") == peer_id:
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player_character.display_name = p_data.get("name", "Player")
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break
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# Tell all clients to create this player
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rpc("add_newly_connected_player_character", peer_id)
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# Goals will be assigned after players are ready in _setup_host_game
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func _setup_client_game():
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"""Setup client when transitioning from lobby."""
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var my_id = multiplayer.get_unique_id()
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print("Client setup - my peer ID: ", my_id)
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# Pre-spawn ALL players known from LobbyManager (including Host ID 1)
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# This ensures nodes exist to receive RPCs (like 'set_spawn_position') that might arrive before full sync
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var lobby_players = LobbyManager.get_players()
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for player_data in lobby_players:
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var p_id = player_data.get("id", 0)
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if p_id != 0:
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add_player_character(p_id)
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print("Client: Pre-spawned player ", p_id)
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# Pre-spawn potential bots (IDs from count+1 to MaxPlayers) to prevent RPC "Node not found" errors
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# Bots use small integer IDs (e.g. 2, 3, 4...) while clients use large unique IDs
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if GameStateManager.enable_bots:
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# Server spawns bots starting after the last human player index
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# So if we have 2 humans, bots start at ID 3.
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var start_bot_id = lobby_players.size() + 1
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for i in range(start_bot_id, GameStateManager.max_players + 1):
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# Only spawn if not already existing (e.g. if a human somehow got this ID, though unlikely)
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if not has_node(str(i)):
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# Spawning as BOT
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add_player_character(i, true)
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print("Client: Pre-spawned potential bot ", i)
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# Ensure local player setup (UI, controls) is verified
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var player_character = get_node_or_null(str(my_id))
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if player_character:
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# If we just spawned it above, we need to set these locally too
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if GameStateManager.local_player_character != player_character:
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GameStateManager.local_player_character = player_character
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ui_manager.set_local_player(player_character)
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if touch_controls:
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touch_controls.set_player(player_character)
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if camera_context_manager:
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camera_context_manager.set_player(player_character)
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ui_manager.update_button_states()
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print("Client: Configured local player ", my_id)
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# ALWAYS setup PowerUpUI when we have the local player, just in case
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var powerup_ui = get_node_or_null("PowerUpInventoryUI")
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if powerup_ui:
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powerup_ui.setup(player_character)
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print("Client: PowerUpInventoryUI setup forced for ", my_id)
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# Wait shorter time for host to be ready, then request full sync to correct positions/state
|
|
await get_tree().create_timer(1.0).timeout
|
|
rpc_id(1, "request_full_player_sync", my_id)
|
|
|
|
# Only request grid if we remain connected
|
|
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
|
|
rpc_id(1, "request_full_grid_sync")
|
|
|
|
func _auto_start_from_lobby():
|
|
"""Called when main.tscn is loaded from lobby - game is already connected."""
|
|
# Get match ID from LobbyManager
|
|
var match_id = LobbyManager.current_room.get("match_id", "")
|
|
var short_id = match_id.substr(0, 8) if match_id.length() > 8 else match_id
|
|
|
|
# Update NetworkPanel in PauseMenu (if exists)
|
|
var network_panel = get_node_or_null("PauseMenu/Panel/NetworkPanel")
|
|
if network_panel:
|
|
network_panel.get_node("NetworkInfo/UniquePeerID").text = str(multiplayer.get_unique_id())
|
|
if multiplayer.is_server():
|
|
network_panel.get_node("NetworkInfo/NetworkSideDisplay").text = "Host (Match: %s)" % short_id
|
|
else:
|
|
network_panel.get_node("NetworkInfo/NetworkSideDisplay").text = "Client (Match: %s)" % short_id
|
|
|
|
if multiplayer.is_server():
|
|
print("Auto-starting as HOST - Match: ", short_id)
|
|
_setup_host_game()
|
|
else:
|
|
print("Auto-starting as CLIENT - Match: ", short_id)
|
|
_setup_client_game()
|
|
|
|
func _start_game():
|
|
if multiplayer.is_server():
|
|
GameStateManager.start_game()
|
|
rpc("sync_game_start", GameStateManager.players, TurnManager.turn_based_mode)
|
|
if TurnManager.turn_based_mode:
|
|
TurnManager.reset_turn()
|
|
var next_player = TurnManager.next_turn(GameStateManager.players)
|
|
rpc("set_current_turn", next_player)
|
|
|
|
# Start the global match timer (this also starts the first cycle)
|
|
if goals_cycle_manager:
|
|
var match_duration = LobbyManager.get_match_duration()
|
|
goals_cycle_manager.start_match(float(match_duration))
|
|
|
|
# Initialize leaderboard with all players
|
|
if ui_manager:
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
ui_manager.initialize_leaderboard_with_players(all_players)
|
|
|
|
# Spawn Tekton NPC
|
|
spawn_tekton_npc()
|
|
|
|
func _assign_random_spawn_positions():
|
|
"""Assign spawn positions distributed to 4 corners (2 per corner for 8 players)."""
|
|
var enhanced_gridmap = $EnhancedGridMap
|
|
if not enhanced_gridmap:
|
|
return
|
|
|
|
# Lists for each quadrant
|
|
var spawns_TL = [] # Top-Left
|
|
var spawns_TR = [] # Top-Right
|
|
var spawns_BL = [] # Bottom-Left
|
|
var spawns_BR = [] # Bottom-Right
|
|
var all_spawns = [] # Fallback
|
|
|
|
var mid_x = enhanced_gridmap.columns / 2
|
|
var mid_z = enhanced_gridmap.rows / 2
|
|
|
|
for x in range(enhanced_gridmap.columns):
|
|
for z in range(enhanced_gridmap.rows):
|
|
var ground = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
|
|
if ground == 0: # Walkable
|
|
var pos = Vector2i(x, z)
|
|
all_spawns.append(pos)
|
|
|
|
if x < mid_x and z < mid_z:
|
|
spawns_TL.append(pos)
|
|
elif x >= mid_x and z < mid_z:
|
|
spawns_TR.append(pos)
|
|
elif x < mid_x and z >= mid_z:
|
|
spawns_BL.append(pos)
|
|
else:
|
|
spawns_BR.append(pos)
|
|
|
|
# Sort lists by distance to corners (closest to corner should be last, to be popped first)
|
|
# TL: Close to (0,0) -> Sort descending distance (so closest is at end)
|
|
spawns_TL.sort_custom(func(a, b): return a.length_squared() > b.length_squared())
|
|
|
|
# TR: Close to (13, 0)
|
|
var tr_corner = Vector2i(enhanced_gridmap.columns - 1, 0)
|
|
spawns_TR.sort_custom(func(a, b): return a.distance_squared_to(tr_corner) > b.distance_squared_to(tr_corner))
|
|
|
|
# BL: Close to (0, 13)
|
|
var bl_corner = Vector2i(0, enhanced_gridmap.rows - 1)
|
|
spawns_BL.sort_custom(func(a, b): return a.distance_squared_to(bl_corner) > b.distance_squared_to(bl_corner))
|
|
|
|
# BR: Close to (13, 13)
|
|
var br_corner = Vector2i(enhanced_gridmap.columns - 1, enhanced_gridmap.rows - 1)
|
|
spawns_BR.sort_custom(func(a, b): return a.distance_squared_to(br_corner) > b.distance_squared_to(br_corner))
|
|
|
|
# Fallback shuffle
|
|
all_spawns.shuffle()
|
|
|
|
# Get all players and sort them for deterministic assignment
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
all_players.sort_custom(func(a, b): return a.name.to_int() < b.name.to_int())
|
|
|
|
var spawn_index = 0
|
|
|
|
# Round-robin assignment to corners: TL, TR, BR, BL, TL, TR, BR, BL...
|
|
# Order: TL -> TR -> BR -> BL (Clockwise-ish)
|
|
var quadrants = [spawns_TL, spawns_TR, spawns_BR, spawns_BL]
|
|
|
|
for player in all_players:
|
|
var assigned_pos = Vector2i(-1, -1)
|
|
|
|
# Try to get from the current quadrant
|
|
var quadrant_idx = spawn_index % 4
|
|
var quadrant = quadrants[quadrant_idx]
|
|
|
|
if quadrant.size() > 0:
|
|
assigned_pos = quadrant.pop_back()
|
|
else:
|
|
# Fallback: Try other quadrants if preferred one is empty
|
|
for q in quadrants:
|
|
if q.size() > 0:
|
|
assigned_pos = q.pop_back()
|
|
break
|
|
|
|
# Ultimate fallback: Random from anywhere
|
|
if assigned_pos == Vector2i(-1, -1) and all_spawns.size() > 0:
|
|
assigned_pos = all_spawns.pop_back()
|
|
|
|
if assigned_pos != Vector2i(-1, -1):
|
|
# Set position and sync to all clients
|
|
player.current_position = assigned_pos
|
|
player.position = player.grid_to_world(assigned_pos)
|
|
player.spawn_point_selected = true
|
|
player.rpc("set_spawn_position", assigned_pos)
|
|
else:
|
|
print("Critical: No spawn point found for player ", player.name)
|
|
|
|
spawn_index += 1
|
|
|
|
# =============================================================================
|
|
# Tekton NPC Management
|
|
# =============================================================================
|
|
|
|
func spawn_tekton_npc():
|
|
"""Spawn a Tekton NPC at a random location."""
|
|
if not multiplayer.is_server(): return
|
|
|
|
# Find random valid position
|
|
var enhanced_gridmap = $EnhancedGridMap
|
|
if not enhanced_gridmap: return
|
|
|
|
var valid_pos = Vector2i(-1, -1)
|
|
for _i in range(20): # Try 20 times
|
|
var x = randi() % enhanced_gridmap.columns
|
|
var y = randi() % enhanced_gridmap.rows
|
|
var cell = Vector3i(x, 0, y)
|
|
if enhanced_gridmap.get_cell_item(cell) == 0: # Walkable floor
|
|
valid_pos = Vector2i(x, y)
|
|
break
|
|
|
|
if valid_pos != Vector2i(-1, -1):
|
|
# Generate a consistent ID/Name for sync
|
|
var tekton_id = Time.get_ticks_msec()
|
|
_create_tekton(valid_pos, tekton_id)
|
|
rpc("sync_spawn_tekton", valid_pos, tekton_id)
|
|
|
|
@rpc("call_remote", "reliable")
|
|
func sync_spawn_tekton(pos: Vector2i, tekton_id: int):
|
|
_create_tekton(pos, tekton_id)
|
|
|
|
func _create_tekton(pos: Vector2i, tekton_id: int):
|
|
var node_name = "Tekton_%d" % tekton_id
|
|
if has_node(node_name): return
|
|
|
|
var tekton_scene = load("res://scenes/tekton.tscn")
|
|
var tekton = tekton_scene.instantiate()
|
|
tekton.name = node_name
|
|
add_child(tekton)
|
|
|
|
# Initialize
|
|
if tekton.has_method("initialize"):
|
|
if has_node("EnhancedGridMap"):
|
|
tekton.initialize(pos, $EnhancedGridMap)
|
|
|
|
print("[Main] Spawned Tekton at %s (ID: %d)" % [pos, tekton_id])
|
|
|
|
|
|
# =============================================================================
|
|
# Player Management
|
|
# =============================================================================
|
|
|
|
func _add_bot(bot_id: int):
|
|
rpc("create_bot", bot_id)
|
|
|
|
@rpc("call_local")
|
|
func create_bot(bot_id: int):
|
|
if not GameStateManager.enable_bots:
|
|
return
|
|
|
|
if has_node(str(bot_id)):
|
|
return
|
|
|
|
var bot_character = PlayerManager.create_bot(bot_id)
|
|
call_deferred("add_child", bot_character)
|
|
bot_character.add_to_group("Players", true)
|
|
bot_character.add_to_group("Bots", true)
|
|
|
|
if multiplayer.is_server():
|
|
GameStateManager.add_bot(bot_id)
|
|
|
|
var goal_index = bot_id - 1
|
|
if goal_index < GoalManager.preset_goals.size():
|
|
# Wait for bot managers to be ready (race_manager is created at T=0.5)
|
|
await get_tree().create_timer(0.75).timeout
|
|
bot_character.goals = GoalManager.preset_goals[goal_index].duplicate()
|
|
# Use deferred goals sync to avoid timing issues
|
|
call_deferred("_deferred_set_player_goals", bot_id, bot_character.goals)
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func add_player_character(peer_id: int, is_bot: bool = false):
|
|
print("[Main] add_player_character called for %d (is_bot: %s)" % [peer_id, is_bot])
|
|
if has_node(str(peer_id)):
|
|
print("[Main] Player %d already exists! Skipping spawn." % peer_id)
|
|
return
|
|
|
|
var player_character
|
|
if is_bot:
|
|
player_character = PlayerManager.create_bot(peer_id)
|
|
player_character.add_to_group("Bots", true)
|
|
else:
|
|
player_character = PlayerManager.add_player_character(peer_id)
|
|
|
|
# Set properties BEFORE adding to tree (ensure _ready sees correct state)
|
|
# create_bot already sets is_bot=true, but we ensure consistency
|
|
player_character.is_bot = is_bot
|
|
|
|
add_child(player_character)
|
|
player_character.add_to_group("Players", true)
|
|
|
|
GameStateManager.add_player(peer_id)
|
|
|
|
# Try to set name from LobbyManager data if available
|
|
var lobby_players = LobbyManager.get_players()
|
|
for p_data in lobby_players:
|
|
if p_data.get("id") == peer_id:
|
|
var p_name = p_data.get("name", "Player")
|
|
player_character.display_name = p_name
|
|
print("[Main] Set player %d name to %s from Lobby data" % [peer_id, p_name])
|
|
break
|
|
|
|
if peer_id == multiplayer.get_unique_id():
|
|
GameStateManager.local_player_character = player_character
|
|
ui_manager.set_local_player(player_character)
|
|
if touch_controls:
|
|
touch_controls.set_player(player_character)
|
|
if camera_context_manager:
|
|
camera_context_manager.set_player(player_character)
|
|
ui_manager.update_button_states()
|
|
ui_manager.update_playerboard_ui()
|
|
|
|
func _on_peer_connected(new_peer_id: int):
|
|
if multiplayer.is_server():
|
|
await get_tree().create_timer(0.1).timeout
|
|
add_player_character(new_peer_id)
|
|
rpc("add_newly_connected_player_character", new_peer_id)
|
|
|
|
# Wait for player to be ready then assign goals
|
|
await get_tree().create_timer(0.3).timeout
|
|
var player = get_node_or_null(str(new_peer_id))
|
|
if player:
|
|
# Get the next available goal set for this player
|
|
var player_index = GameStateManager.players.find(new_peer_id)
|
|
if player_index >= 0 and player_index < GoalManager.preset_goals.size():
|
|
var player_goals = GoalManager.preset_goals[player_index].duplicate()
|
|
player.goals = player_goals
|
|
# Update goals UI for all clients
|
|
call_deferred("_deferred_set_player_goals", new_peer_id, player_goals)
|
|
|
|
@rpc
|
|
func add_newly_connected_player_character(new_peer_id: int):
|
|
add_player_character(new_peer_id)
|
|
|
|
func _on_peer_disconnected(peer_id: int):
|
|
if multiplayer.is_server():
|
|
GameStateManager.remove_player(peer_id)
|
|
if GameStateManager.enable_bots:
|
|
var next_id = PlayerManager.get_next_available_bot_id(GameStateManager.max_players, GameStateManager.players)
|
|
if next_id != -1:
|
|
_add_bot(next_id)
|
|
|
|
# =============================================================================
|
|
# Turn Management (RPC Handlers)
|
|
# =============================================================================
|
|
|
|
@rpc("reliable")
|
|
func sync_turn_index(index: int):
|
|
TurnManager.current_turn_index = index
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func set_current_turn(player_id: int):
|
|
if not TurnManager.turn_based_mode:
|
|
return
|
|
|
|
for player in get_tree().get_nodes_in_group("Players"):
|
|
var is_current_turn = player.name == str(player_id)
|
|
player.is_my_turn = is_current_turn
|
|
|
|
if is_current_turn and not (player.is_bot or player.is_in_group("Bots")):
|
|
player.action_points = 2
|
|
player.has_moved_this_turn = false
|
|
player.has_performed_action = false
|
|
player.start_turn()
|
|
player.clear_highlights()
|
|
player.clear_playerboard_highlights()
|
|
else:
|
|
player.is_my_turn = false
|
|
|
|
@rpc("call_local")
|
|
func sync_game_start(player_list: Array, is_turn_based: bool):
|
|
GameStateManager.players = player_list
|
|
TurnManager.turn_based_mode = is_turn_based
|
|
GameStateManager.start_game()
|
|
|
|
# Initialize leaderboard for all peers (after a delay to ensure players loaded)
|
|
call_deferred("_deferred_init_leaderboard")
|
|
|
|
# =============================================================================
|
|
# UI / Action State Management
|
|
# =============================================================================
|
|
|
|
func _set_action_state_callback(new_state):
|
|
_set_action_state(new_state)
|
|
|
|
func _set_action_state(new_state):
|
|
var local_player = GameStateManager.local_player_character
|
|
if not local_player or not local_player.is_multiplayer_authority():
|
|
return
|
|
|
|
if local_player.is_bot or local_player.is_in_group("Bots"):
|
|
ui_manager.current_action_state = new_state
|
|
return
|
|
|
|
if ui_manager.current_action_state == new_state or local_player.action_points <= 0:
|
|
return
|
|
|
|
ui_manager.current_action_state = new_state
|
|
local_player.clear_highlights()
|
|
local_player.clear_playerboard_highlights()
|
|
|
|
match new_state:
|
|
ui_manager.ActionState.MOVING:
|
|
local_player.highlight_movement_range()
|
|
ui_manager.ActionState.GRABBING:
|
|
local_player.highlight_adjacent_cells()
|
|
ui_manager.ActionState.PUTTING:
|
|
local_player.highlight_occupied_playerboard_slots()
|
|
ui_manager.ActionState.RANDOMIZING:
|
|
local_player.highlight_random_valid_cells()
|
|
ui_manager.ActionState.ARRANGING:
|
|
_show_arrangement_ui()
|
|
local_player.highlight_occupied_playerboard_slots()
|
|
|
|
|
|
func _show_arrangement_ui():
|
|
if ui_manager.playerboard_ui:
|
|
ui_manager.playerboard_ui.visible = true
|
|
ui_manager.update_playerboard_ui()
|
|
|
|
func _on_playerboard_slot_clicked(event, slot_index):
|
|
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
|
var local_player = GameStateManager.local_player_character
|
|
if not local_player:
|
|
return
|
|
|
|
match ui_manager.current_action_state:
|
|
ui_manager.ActionState.ARRANGING:
|
|
local_player.arrange_playerboard_item(slot_index)
|
|
|
|
# =============================================================================
|
|
# Goal & Playerboard Sync
|
|
# =============================================================================
|
|
|
|
@rpc("reliable")
|
|
func sync_preset_goals(goals_list: Array):
|
|
GoalManager.preset_goals = goals_list
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func sync_player_goals(player_id: int, goals: Array):
|
|
var player = get_node_or_null(str(player_id))
|
|
if player:
|
|
# Defer the goal setting to ensure managers are ready
|
|
call_deferred("_deferred_set_player_goals", player_id, goals)
|
|
|
|
func _deferred_set_player_goals(player_id: int, goals: Array):
|
|
await get_tree().create_timer(0.25).timeout
|
|
var player = get_node_or_null(str(player_id))
|
|
if player and player.race_manager:
|
|
player.goals = goals.duplicate()
|
|
# Update the goals UI for all clients
|
|
_update_goals_ui_for_player(player_id, goals)
|
|
|
|
func _update_goals_ui_for_player(player_id: int, goals: Array):
|
|
# Find the player index among all players
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
all_players.sort_custom(func(a, b):
|
|
var a_id = int(String(a.name).get_slice("@", 0))
|
|
var b_id = int(String(b.name).get_slice("@", 0))
|
|
return a_id < b_id
|
|
)
|
|
|
|
var player_idx = -1
|
|
for i in range(all_players.size()):
|
|
if all_players[i].name == str(player_id):
|
|
player_idx = i
|
|
break
|
|
|
|
# Changed >= 0 to include index 0 (host player)
|
|
if player_idx != -1 and player_idx < $AllPlayerGoals.get_child_count():
|
|
$AllPlayerGoals.get_child(player_idx).visible = true
|
|
_update_player_goals_ui(player_idx, goals)
|
|
|
|
@rpc("any_peer", "call_local")
|
|
func sync_playerboard(player_id: int, new_playerboard: Array):
|
|
# Find the player and update their playerboard
|
|
var player = get_node_or_null(str(player_id))
|
|
if player:
|
|
player.playerboard = new_playerboard.duplicate()
|
|
|
|
# Update UI for local player
|
|
if player_id == multiplayer.get_unique_id() and GameStateManager.local_player_character:
|
|
ui_manager.update_playerboard_ui()
|
|
update_all_players_boards()
|
|
|
|
# =============================================================================
|
|
# UI Update Functions
|
|
# =============================================================================
|
|
|
|
func update_all_players_goals():
|
|
if not GameStateManager.is_game_started():
|
|
return
|
|
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
all_players.sort_custom(func(a, b):
|
|
var a_id = int(String(a.name).get_slice("@", 0))
|
|
var b_id = int(String(b.name).get_slice("@", 0))
|
|
return a_id < b_id
|
|
)
|
|
|
|
for i in range($AllPlayerGoals.get_child_count()):
|
|
$AllPlayerGoals.get_child(i).visible = false
|
|
|
|
var max_panels = $AllPlayerGoals.get_child_count()
|
|
for i in range(min(all_players.size(), max_panels)):
|
|
var player = all_players[i]
|
|
if player and player.goals.size() > 0:
|
|
$AllPlayerGoals.get_child(i).visible = true
|
|
_update_player_goals_ui(i, player.goals)
|
|
|
|
func _update_player_goals_ui(player_idx: int, goals: Array):
|
|
if player_idx < 0 or player_idx >= $AllPlayerGoals.get_child_count():
|
|
return
|
|
|
|
var panel = $AllPlayerGoals.get_child(player_idx)
|
|
if not panel.has_node("MarginContainer/Playergoals"):
|
|
return
|
|
|
|
var goals_grid = panel.get_node("MarginContainer/Playergoals")
|
|
for slot_idx in range(9):
|
|
if slot_idx >= goals_grid.get_child_count():
|
|
break
|
|
|
|
var slot = goals_grid.get_child(slot_idx)
|
|
var goal_value = goals[slot_idx] if slot_idx < goals.size() else -1
|
|
|
|
for tile_name in ["TileHeart", "TileDiamond", "TileStar", "TileCoin"]:
|
|
if slot.has_node(tile_name):
|
|
slot.get_node(tile_name).hide()
|
|
|
|
match goal_value:
|
|
7:
|
|
if slot.has_node("TileHeart"):
|
|
slot.get_node("TileHeart").show()
|
|
8:
|
|
if slot.has_node("TileDiamond"):
|
|
slot.get_node("TileDiamond").show()
|
|
9:
|
|
if slot.has_node("TileStar"):
|
|
slot.get_node("TileStar").show()
|
|
10:
|
|
if slot.has_node("TileCoin"):
|
|
slot.get_node("TileCoin").show()
|
|
|
|
func update_all_players_boards():
|
|
if not GameStateManager.is_game_started():
|
|
return
|
|
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
var all_player_boards = $AllPlayerBoards
|
|
|
|
# Update boards (simplified version - full implementation would mirror original)
|
|
pass
|
|
|
|
# =============================================================================
|
|
# Connection Verification
|
|
# =============================================================================
|
|
|
|
func verify_all_connections():
|
|
if multiplayer.is_server():
|
|
for peer_id in GameStateManager.players:
|
|
# Skip host (1) and bots (bots don't have real network connections)
|
|
if peer_id != 1 and not peer_id in GameStateManager.bots:
|
|
rpc_id(peer_id, "connection_verify", GameStateManager.players)
|
|
|
|
@rpc
|
|
func connection_verify(expected_players: Array):
|
|
for peer_id in expected_players:
|
|
if peer_id != multiplayer.get_unique_id() and not has_node(str(peer_id)):
|
|
rpc_id(1, "request_specific_player_data", peer_id)
|
|
|
|
@rpc("any_peer")
|
|
func request_specific_player_data(requested_peer_id: int):
|
|
if multiplayer.is_server():
|
|
var player = get_node_or_null(str(requested_peer_id))
|
|
if player:
|
|
var player_data = {
|
|
"peer_id": requested_peer_id,
|
|
"position": player.current_position,
|
|
"goals": player.goals,
|
|
"playerboard": player.playerboard,
|
|
"is_bot": player.is_bot || player.is_in_group("Bots")
|
|
}
|
|
rpc_id(multiplayer.get_remote_sender_id(), "create_specific_player", player_data)
|
|
|
|
@rpc("any_peer")
|
|
func request_full_player_sync(requesting_peer_id: int):
|
|
if multiplayer.is_server():
|
|
for peer_id in GameStateManager.players:
|
|
var player = get_node_or_null(str(peer_id))
|
|
if player:
|
|
var player_data = {
|
|
"peer_id": peer_id,
|
|
"position": player.current_position,
|
|
"name": player.display_name,
|
|
"goals": player.goals,
|
|
"playerboard": player.playerboard,
|
|
"is_bot": player.is_bot || player.is_in_group("Bots"),
|
|
"spawn_point_selected": player.spawn_point_selected
|
|
}
|
|
rpc_id(requesting_peer_id, "create_specific_player", player_data)
|
|
await get_tree().create_timer(0.1).timeout
|
|
|
|
@rpc("reliable")
|
|
func create_specific_player(data: Dictionary):
|
|
var peer_id = data["peer_id"]
|
|
var player_character = null
|
|
var node_already_exists = has_node(str(peer_id))
|
|
|
|
if node_already_exists:
|
|
# Player already exists, just get the reference
|
|
player_character = get_node(str(peer_id))
|
|
else:
|
|
# Create new player
|
|
player_character = PlayerManager.add_player_character(peer_id)
|
|
player_character.current_position = data["position"]
|
|
add_child(player_character)
|
|
player_character.add_to_group("Players", true)
|
|
|
|
# Set display name
|
|
if data.has("name"):
|
|
player_character.display_name = data["name"]
|
|
|
|
if data["is_bot"]:
|
|
player_character.add_to_group("Bots", true)
|
|
player_character.is_bot = true
|
|
|
|
# Set spawn flag and visibility for BOTH new and existing players
|
|
if data.has("spawn_point_selected") and data["spawn_point_selected"]:
|
|
player_character.spawn_point_selected = true
|
|
player_character.visible = true
|
|
|
|
# Ensure visual position matches logical
|
|
var new_pos = player_character.grid_to_world(data["position"])
|
|
player_character.global_position = new_pos
|
|
player_character.target_visual_position = new_pos
|
|
|
|
# Force collision update
|
|
if player_character.has_node("CollisionShape3D"):
|
|
player_character.get_node("CollisionShape3D").disabled = false
|
|
|
|
# Check if this is the local player (client's own player)
|
|
var is_local_player = (peer_id == multiplayer.get_unique_id())
|
|
if is_local_player and GameStateManager.local_player_character == null:
|
|
GameStateManager.local_player_character = player_character
|
|
ui_manager.set_local_player(player_character)
|
|
ui_manager.update_button_states()
|
|
|
|
# Wait for player managers to initialize (player.gd has 0.1s await in _ready)
|
|
await get_tree().create_timer(0.2).timeout
|
|
|
|
# Now set goals and playerboard after managers are ready
|
|
var goals_to_set = data["goals"].duplicate() if data.has("goals") else []
|
|
if goals_to_set.size() > 0 and player_character.race_manager:
|
|
player_character.goals = goals_to_set
|
|
|
|
var playerboard_to_set = data["playerboard"].duplicate() if data.has("playerboard") else []
|
|
if playerboard_to_set.size() > 0 and player_character.race_manager:
|
|
player_character.playerboard = playerboard_to_set
|
|
|
|
# Always update position (including for existing nodes, so client sees host correctly)
|
|
player_character.current_position = data["position"]
|
|
|
|
# Use the player's own grid_to_world to respect cell_size (1,1,1)
|
|
var new_world_pos = player_character.grid_to_world(data["position"])
|
|
player_character.global_position = new_world_pos
|
|
player_character.target_visual_position = new_world_pos
|
|
|
|
# Update playerboard UI for local player
|
|
if is_local_player:
|
|
ui_manager.update_playerboard_ui()
|
|
|
|
# Update goals UI for this player - use direct panel update
|
|
if goals_to_set.size() > 0:
|
|
# Find the correct panel index for this player
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
all_players.sort_custom(func(a, b):
|
|
var a_id = int(String(a.name).get_slice("@", 0))
|
|
var b_id = int(String(b.name).get_slice("@", 0))
|
|
return a_id < b_id
|
|
)
|
|
|
|
var player_idx = -1
|
|
for i in range(all_players.size()):
|
|
var player_name_id = int(String(all_players[i].name).get_slice("@", 0))
|
|
if player_name_id == peer_id:
|
|
player_idx = i
|
|
break
|
|
|
|
if player_idx != -1 and player_idx < $AllPlayerGoals.get_child_count():
|
|
$AllPlayerGoals.get_child(player_idx).visible = true
|
|
_update_player_goals_ui(player_idx, goals_to_set)
|
|
|
|
# =============================================================================
|
|
# Grid Item Randomization
|
|
# =============================================================================
|
|
|
|
func randomize_item_at_position(grid_position: Vector2i):
|
|
if not multiplayer.is_server():
|
|
rpc_id(1, "request_randomize_item", grid_position)
|
|
return
|
|
|
|
var enhanced_gridmap = $EnhancedGridMap
|
|
if enhanced_gridmap:
|
|
var cell = Vector3i(grid_position.x, 1, grid_position.y)
|
|
var current_item = enhanced_gridmap.get_cell_item(cell)
|
|
|
|
# If current item exists, replace it (scarcity aware)
|
|
# If current item exists OR we are forcing a spawn on valid ground
|
|
var floor_0_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
|
|
var is_ground = (floor_0_item != -1) # Simple check, or check specific ground items
|
|
|
|
# Prevent stacking on players
|
|
if is_ground:
|
|
for player in get_tree().get_nodes_in_group("Players"):
|
|
if Vector2i(player.current_position.x, player.current_position.y) == grid_position:
|
|
is_ground = false
|
|
break
|
|
|
|
if is_ground:
|
|
var new_item = 7
|
|
# Use ScarcityController
|
|
new_item = ScarcityController.get_random_tile_id()
|
|
|
|
# If we are replacing an existing item, try to ensure it changes
|
|
if current_item != -1:
|
|
var max_retries = 3
|
|
while new_item == current_item and max_retries > 0:
|
|
new_item = ScarcityController.get_random_tile_id()
|
|
max_retries -= 1
|
|
|
|
sync_grid_item(cell.x, cell.y, cell.z, new_item)
|
|
rpc("sync_grid_item", cell.x, cell.y, cell.z, new_item)
|
|
|
|
@rpc("any_peer")
|
|
func request_randomize_item(grid_position: Vector2i):
|
|
if multiplayer.is_server():
|
|
randomize_item_at_position(grid_position)
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
func sync_grid_item(x: int, y: int, z: int, item: int):
|
|
var enhanced_gridmap = $EnhancedGridMap
|
|
if enhanced_gridmap:
|
|
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
|
|
|
|
# Sync grid update (no need to sync whole grid if we do it at start, but if we do it late we might need to sync)
|
|
# For simplicity, we trust the grid syncs via normal mechanisms or initial state.
|
|
|
|
func randomize_game_grid():
|
|
var enhanced_gridmap = $EnhancedGridMap
|
|
if enhanced_gridmap:
|
|
# Randomize Floor 1 using ScarcityController
|
|
enhanced_gridmap.randomize_floor(1, ScarcityController.get_random_tile_id)
|
|
|
|
# Sync to clients if needed (usually handled by initial state sync or explicit item syncs)
|
|
# Since Main.gd doesn't have a "Sync Floor" RPC, we rely on clients running the same seed or syncing individual cells.
|
|
# For now, let's assume server authority + sync on connect handles it, or add sync loop if critical.
|
|
pass
|
|
|
|
@rpc("any_peer")
|
|
func request_full_grid_sync():
|
|
if multiplayer.is_server():
|
|
var sender_id = multiplayer.get_remote_sender_id()
|
|
print("[Main] Grid sync requested by %d" % sender_id)
|
|
var enhanced_gridmap = $EnhancedGridMap
|
|
if enhanced_gridmap:
|
|
var grid_data = enhanced_gridmap.get_floor_data(1) # Sync Floor 1 (Items)
|
|
print("[Main] Server: Prepared grid data. Size: %d. Sending to %d..." % [grid_data.size(), sender_id])
|
|
|
|
# Force send (Server is usually always connected)
|
|
rpc_id(sender_id, "sync_full_grid_data", grid_data)
|
|
print("[Main] Server: Sent rpc_id to %d" % sender_id)
|
|
|
|
@rpc("authority", "call_local", "reliable")
|
|
func sync_full_grid_data(data: PackedInt32Array):
|
|
print("[Main] sync_full_grid_data received. Items: %d" % (data.size() / 3))
|
|
var enhanced_gridmap = $EnhancedGridMap
|
|
if not enhanced_gridmap:
|
|
print("[Main] Error: EnhancedGridMap not found!")
|
|
return
|
|
|
|
# Apply the synced data to Floor 1
|
|
enhanced_gridmap.set_floor_data(1, data)
|
|
print("[Main] Grid sync complete.")
|
|
|
|
|
|
# =============================================================================
|
|
# Goals Cycle & Leaderboard UI
|
|
# =============================================================================
|
|
|
|
func _on_timer_updated(time_remaining: float):
|
|
# Update standalone timer display
|
|
# DISABLED: Now used for PowerUp Cooldown (handled in UIManager)
|
|
# var time_text = str(int(time_remaining))
|
|
#
|
|
# var timer_panel = get_node_or_null("GoalsTimer")
|
|
# if timer_panel:
|
|
# var timer_label = timer_panel.get_node_or_null("VBox/TimerLabel")
|
|
# if timer_label:
|
|
# timer_label.text = time_text
|
|
pass
|
|
|
|
func _on_score_updated(peer_id: int, new_score: int):
|
|
# Update player's score display
|
|
var player = get_node_or_null(str(peer_id))
|
|
if player:
|
|
player.score = new_score
|
|
|
|
# Update leaderboard UI
|
|
_update_leaderboard_display()
|
|
|
|
func _on_leaderboard_updated(sorted_scores: Array):
|
|
# Update the leaderboard panel locally
|
|
_update_leaderboard_display()
|
|
|
|
# Server broadcasts updated leaderboard to all clients
|
|
if multiplayer.is_server():
|
|
var player_data = []
|
|
for p in get_tree().get_nodes_in_group("Players"):
|
|
player_data.append({
|
|
# Use name.to_int() to correctly identify bots (Authority 1) vs Players
|
|
"peer_id": p.name.to_int(),
|
|
"name": p.display_name if not p.display_name.is_empty() else str(p.name),
|
|
"score": goals_cycle_manager.get_player_score(p.name.to_int()) if goals_cycle_manager else 0
|
|
})
|
|
rpc("sync_leaderboard_data", player_data)
|
|
|
|
# Update player rank visuals for everyone (Client + Server)
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
var sorted_players = []
|
|
for p in all_players:
|
|
var peer_id = p.name.to_int()
|
|
var score = goals_cycle_manager.get_player_score(peer_id) if goals_cycle_manager else 0
|
|
sorted_players.append({"node": p, "score": score})
|
|
|
|
# Sort by score descending
|
|
sorted_players.sort_custom(func(a, b): return a.score > b.score)
|
|
|
|
# Assign rank
|
|
for i in range(sorted_players.size()):
|
|
var p_node = sorted_players[i].node
|
|
var rank = i + 1
|
|
if p_node.has_method("update_rank_visuals"):
|
|
p_node.update_rank_visuals(rank)
|
|
|
|
func _on_global_timer_updated(time_remaining: float):
|
|
"""Update the global match timer display."""
|
|
var global_timer_panel = get_node_or_null("GlobalMatchTimer")
|
|
if global_timer_panel:
|
|
var timer_label = global_timer_panel.get_node_or_null("VBox/TimerLabel")
|
|
if timer_label:
|
|
var minutes = int(time_remaining) / 60
|
|
var seconds = int(time_remaining) % 60
|
|
timer_label.text = "%d:%02d" % [minutes, seconds]
|
|
|
|
func _on_match_ended():
|
|
"""Called when the global match timer ends - show game over screen."""
|
|
print("[Main] Match ended! Showing game over screen...")
|
|
|
|
# Disable player controls
|
|
var local_player = GameStateManager.local_player_character
|
|
if local_player:
|
|
local_player.action_points = 0
|
|
|
|
# Show game over overlay
|
|
_show_game_over_panel()
|
|
|
|
func _show_game_over_panel():
|
|
"""Create and display the game over panel with final leaderboard."""
|
|
# Check if panel already exists
|
|
var existing_panel = get_node_or_null("GameOverPanel")
|
|
if existing_panel:
|
|
existing_panel.show()
|
|
return
|
|
|
|
# Create game over panel
|
|
var panel = PanelContainer.new()
|
|
panel.name = "GameOverPanel"
|
|
panel.set_anchors_preset(Control.PRESET_FULL_RECT)
|
|
|
|
# Semi-transparent dark background
|
|
var style = StyleBoxFlat.new()
|
|
style.bg_color = Color(0.0, 0.0, 0.0, 0.85)
|
|
panel.add_theme_stylebox_override("panel", style)
|
|
|
|
# Content container
|
|
var vbox = VBoxContainer.new()
|
|
vbox.name = "VBox"
|
|
vbox.set_anchors_preset(Control.PRESET_CENTER)
|
|
vbox.add_theme_constant_override("separation", 20)
|
|
vbox.alignment = BoxContainer.ALIGNMENT_CENTER
|
|
panel.add_child(vbox)
|
|
|
|
# Center the vbox
|
|
var margin = MarginContainer.new()
|
|
margin.set_anchors_preset(Control.PRESET_FULL_RECT)
|
|
margin.add_theme_constant_override("margin_left", 200)
|
|
margin.add_theme_constant_override("margin_right", 200)
|
|
margin.add_theme_constant_override("margin_top", 100)
|
|
margin.add_theme_constant_override("margin_bottom", 100)
|
|
panel.add_child(margin)
|
|
|
|
var inner_vbox = VBoxContainer.new()
|
|
inner_vbox.add_theme_constant_override("separation", 30)
|
|
inner_vbox.alignment = BoxContainer.ALIGNMENT_CENTER
|
|
margin.add_child(inner_vbox)
|
|
|
|
# Title
|
|
var title = Label.new()
|
|
title.text = "⏱️ TIME'S UP!"
|
|
title.add_theme_font_size_override("font_size", 64)
|
|
title.add_theme_color_override("font_color", Color(0.992, 0.796, 0.047))
|
|
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
|
inner_vbox.add_child(title)
|
|
|
|
# Subtitle
|
|
var subtitle = Label.new()
|
|
subtitle.text = "FINAL STANDINGS"
|
|
subtitle.add_theme_font_size_override("font_size", 24)
|
|
subtitle.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7))
|
|
subtitle.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
|
inner_vbox.add_child(subtitle)
|
|
|
|
# Leaderboard container
|
|
var leaderboard_container = VBoxContainer.new()
|
|
leaderboard_container.add_theme_constant_override("separation", 15)
|
|
inner_vbox.add_child(leaderboard_container)
|
|
|
|
# Get final scores
|
|
var player_scores = []
|
|
for p in get_tree().get_nodes_in_group("Players"):
|
|
player_scores.append({
|
|
"name": p.display_name if not p.display_name.is_empty() else str(p.name),
|
|
"score": goals_cycle_manager.get_player_score(p.name.to_int()) if goals_cycle_manager else 0
|
|
})
|
|
player_scores.sort_custom(func(a, b): return a.score > b.score)
|
|
|
|
# Display each player
|
|
for i in range(min(player_scores.size(), 8)):
|
|
var entry = HBoxContainer.new()
|
|
entry.add_theme_constant_override("separation", 20)
|
|
|
|
var rank_colors = [
|
|
Color(1.0, 0.84, 0.0), # Gold
|
|
Color(0.75, 0.75, 0.75), # Silver
|
|
Color(0.8, 0.5, 0.2), # Bronze
|
|
Color(0.5, 0.5, 0.5), # 4th
|
|
Color(0.5, 0.5, 0.5), # 5th
|
|
Color(0.5, 0.5, 0.5), # 6th
|
|
Color(0.5, 0.5, 0.5), # 7th
|
|
Color(0.5, 0.5, 0.5) # 8th
|
|
]
|
|
var rank_emojis = ["🥇", "🥈", "🥉", "4th", "5th", "6th", "7th", "8th"]
|
|
|
|
var rank_label = Label.new()
|
|
rank_label.text = rank_emojis[i]
|
|
rank_label.add_theme_font_size_override("font_size", 32)
|
|
entry.add_child(rank_label)
|
|
|
|
var name_label = Label.new()
|
|
name_label.text = player_scores[i].name
|
|
name_label.add_theme_font_size_override("font_size", 28)
|
|
name_label.add_theme_color_override("font_color", rank_colors[i])
|
|
name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
|
entry.add_child(name_label)
|
|
|
|
var score_label = Label.new()
|
|
score_label.text = str(player_scores[i].score)
|
|
score_label.add_theme_font_size_override("font_size", 28)
|
|
score_label.add_theme_color_override("font_color", Color(0.4, 1.0, 0.4))
|
|
entry.add_child(score_label)
|
|
|
|
leaderboard_container.add_child(entry)
|
|
|
|
# Back to Menu button
|
|
var back_btn = Button.new()
|
|
back_btn.name = "BackToMenuBtn"
|
|
back_btn.text = "BACK TO MAIN MENU"
|
|
back_btn.custom_minimum_size = Vector2(300, 60)
|
|
back_btn.add_theme_font_size_override("font_size", 20)
|
|
back_btn.pressed.connect(_on_back_to_menu_pressed)
|
|
|
|
# Center the button in a container
|
|
var btn_container = HBoxContainer.new()
|
|
btn_container.alignment = BoxContainer.ALIGNMENT_CENTER
|
|
btn_container.add_child(back_btn)
|
|
inner_vbox.add_child(btn_container)
|
|
|
|
add_child(panel)
|
|
|
|
func _on_back_to_menu_pressed():
|
|
"""Return to lobby/main menu and clean up game state."""
|
|
print("[Main] Returning to lobby...")
|
|
|
|
# Clean up game state
|
|
GameStateManager.end_game()
|
|
LobbyManager.reset()
|
|
# Properly disconnect from Nakama match
|
|
_cleanup_multiplayer()
|
|
|
|
# Go back to lobby
|
|
if get_tree():
|
|
get_tree().change_scene_to_file("res://scenes/lobby.tscn")
|
|
|
|
func _cleanup_multiplayer():
|
|
"""Properly leave Nakama match and cleanup multiplayer state."""
|
|
print("[Main] Cleaning up multiplayer connection...")
|
|
|
|
# Leave the Nakama match through the bridge
|
|
if NakamaManager.bridge:
|
|
NakamaManager.bridge.leave()
|
|
|
|
# Clear the current match ID
|
|
NakamaManager.current_match_id = ""
|
|
|
|
# Reset multiplayer peer to disconnect cleanly
|
|
if multiplayer.get_multiplayer_peer():
|
|
multiplayer.set_multiplayer_peer(null)
|
|
|
|
func _deferred_init_leaderboard():
|
|
"""Initialize leaderboard after a delay to ensure all players are loaded."""
|
|
# Longer delay ensures players are synced
|
|
await get_tree().create_timer(1.5).timeout
|
|
|
|
# Request leaderboard sync from server for accurate data
|
|
if not multiplayer.is_server():
|
|
rpc_id(1, "request_leaderboard_sync")
|
|
else:
|
|
# Server can update directly
|
|
_update_leaderboard_display()
|
|
|
|
@rpc("any_peer")
|
|
func request_leaderboard_sync():
|
|
"""Client requests leaderboard data from server."""
|
|
if multiplayer.is_server():
|
|
var sender_id = multiplayer.get_remote_sender_id()
|
|
# Build player list with peer_ids and names
|
|
var player_data = []
|
|
for p in get_tree().get_nodes_in_group("Players"):
|
|
player_data.append({
|
|
# Use name.to_int() for consistent ID
|
|
"peer_id": p.name.to_int(),
|
|
"name": p.display_name if not p.display_name.is_empty() else str(p.name),
|
|
"score": goals_cycle_manager.get_player_score(p.name.to_int()) if goals_cycle_manager else 0
|
|
})
|
|
rpc_id(sender_id, "sync_leaderboard_data", player_data)
|
|
|
|
@rpc("authority", "call_local", "reliable")
|
|
func sync_leaderboard_data(player_data: Array):
|
|
"""Receive leaderboard data from server and update UI."""
|
|
var leaderboard_panel = get_node_or_null("LeaderboardPanel")
|
|
if not leaderboard_panel:
|
|
return
|
|
|
|
var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
|
|
if not vbox:
|
|
return
|
|
|
|
# Sort by score descending
|
|
player_data.sort_custom(func(a, b): return a.score > b.score)
|
|
|
|
# Update entries
|
|
_render_leaderboard_entries(player_data)
|
|
|
|
func _update_leaderboard_display():
|
|
var leaderboard_panel = get_node_or_null("LeaderboardPanel")
|
|
if not leaderboard_panel:
|
|
return
|
|
|
|
# Try both possible paths for vbox
|
|
var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
|
|
if not vbox:
|
|
vbox = leaderboard_panel.get_node_or_null("VBox")
|
|
if not vbox:
|
|
return
|
|
|
|
# Get all players in game
|
|
var all_players = get_tree().get_nodes_in_group("Players")
|
|
|
|
# Build scores array with all players
|
|
var player_data = []
|
|
for p in all_players:
|
|
var peer_id = p.name.to_int()
|
|
var score = goals_cycle_manager.get_player_score(peer_id) if goals_cycle_manager else 0
|
|
player_data.append({"peer_id": peer_id, "name": p.display_name if not p.display_name.is_empty() else str(p.name), "score": score})
|
|
|
|
# Sort by score descending
|
|
player_data.sort_custom(func(a, b): return a.score > b.score)
|
|
|
|
_render_leaderboard_entries(player_data)
|
|
|
|
func _render_leaderboard_entries(sorted_player_data: Array):
|
|
var leaderboard_panel = get_node_or_null("LeaderboardPanel")
|
|
if not leaderboard_panel: return
|
|
|
|
var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
|
|
if not vbox: vbox = leaderboard_panel.get_node_or_null("VBox")
|
|
if not vbox: return
|
|
|
|
var my_id = multiplayer.get_unique_id()
|
|
var my_index = -1
|
|
for i in range(sorted_player_data.size()):
|
|
if sorted_player_data[i].peer_id == my_id:
|
|
my_index = i
|
|
break
|
|
|
|
# Determine items to display (Max 4 slots for HUD)
|
|
var items_to_display = []
|
|
|
|
# add top 3
|
|
for i in range(min(3, sorted_player_data.size())):
|
|
items_to_display.append({"data": sorted_player_data[i], "rank": i + 1})
|
|
|
|
# add 4th slot (Smart Slot)
|
|
if sorted_player_data.size() >= 4:
|
|
# If local player is outside top 3 (index > 2), show them in 4th slot
|
|
# But if they are exactly 4th (index 3), it's the same as showing 4th place.
|
|
# If they are 5th (index 4) or worse, we replace 4th place with them.
|
|
|
|
if my_index > 3:
|
|
# Show local player
|
|
items_to_display.append({"data": sorted_player_data[my_index], "rank": my_index + 1})
|
|
else:
|
|
# Show standard 4th place
|
|
items_to_display.append({"data": sorted_player_data[3], "rank": 4})
|
|
|
|
# Render
|
|
# We assume the HUD has 4 slots max, but code iterates up to 8 just in case UI has more and we want to hide them.
|
|
for i in range(8):
|
|
var entry = vbox.get_node_or_null("Entry" + str(i + 1))
|
|
if not entry: continue
|
|
|
|
# Only show up to 4 entries in this new "Smart" mode
|
|
if i < items_to_display.size() and i < 4:
|
|
var item = items_to_display[i]
|
|
var data = item.data
|
|
var rank = item.rank
|
|
|
|
var rank_label = entry.get_node_or_null("RankLabel")
|
|
var name_label = entry.get_node_or_null("NameLabel")
|
|
var score_label = entry.get_node_or_null("ScoreLabel")
|
|
|
|
if rank_label: rank_label.text = _get_ordinal(rank)
|
|
if name_label: name_label.text = str(data.name)
|
|
if score_label: score_label.text = str(data.score)
|
|
|
|
entry.visible = true
|
|
|
|
if data.peer_id == my_id:
|
|
entry.modulate = Color(1.0, 1.0, 0.0) # Yellow
|
|
else:
|
|
entry.modulate = Color.WHITE
|
|
else:
|
|
entry.visible = false
|
|
|
|
func _get_ordinal(n: int) -> String:
|
|
match n:
|
|
1: return "1st"
|
|
2: return "2nd"
|
|
3: return "3rd"
|
|
_: return str(n) + "th"
|
|
|
|
# =============================================================================
|
|
# Pause Menu & Settings
|
|
# =============================================================================
|
|
|
|
func _input(event):
|
|
if event.is_action_pressed("ui_cancel"):
|
|
_toggle_pause_menu()
|
|
|
|
func _toggle_pause_menu():
|
|
var pause_menu = get_node_or_null("PauseMenu")
|
|
if pause_menu:
|
|
pause_menu.visible = not pause_menu.visible
|
|
get_tree().paused = pause_menu.visible
|
|
|
|
func _on_resume_pressed():
|
|
var pause_menu = get_node_or_null("PauseMenu")
|
|
if pause_menu:
|
|
pause_menu.visible = false
|
|
get_tree().paused = false
|
|
|
|
func _on_settings_pressed():
|
|
var pause_menu = get_node_or_null("PauseMenu")
|
|
var settings_panel = get_node_or_null("SettingsPanel")
|
|
if pause_menu:
|
|
pause_menu.visible = false
|
|
if settings_panel:
|
|
settings_panel.visible = true
|
|
|
|
# Sync settings UI with current state
|
|
var joystick_toggle = settings_panel.get_node_or_null("Panel/VBox/JoystickToggle")
|
|
if joystick_toggle and touch_controls:
|
|
joystick_toggle.set_pressed_no_signal(touch_controls.joystick_enabled)
|
|
|
|
var size_slider = settings_panel.get_node_or_null("Panel/VBox/ButtonSizeRow/ButtonSizeSlider")
|
|
if size_slider and touch_controls:
|
|
size_slider.set_value_no_signal(touch_controls.button_size)
|
|
|
|
var opacity_slider = settings_panel.get_node_or_null("Panel/VBox/OpacityRow/OpacitySlider")
|
|
if opacity_slider and touch_controls:
|
|
opacity_slider.set_value_no_signal(touch_controls.button_opacity)
|
|
|
|
func _on_quit_match_pressed():
|
|
get_tree().paused = false
|
|
# Properly disconnect from Nakama match
|
|
_cleanup_multiplayer()
|
|
# Return to lobby or main menu
|
|
get_tree().change_scene_to_file("res://scenes/lobby.tscn")
|
|
|
|
func _on_settings_back_pressed():
|
|
var pause_menu = get_node_or_null("PauseMenu")
|
|
var settings_panel = get_node_or_null("SettingsPanel")
|
|
if settings_panel:
|
|
settings_panel.visible = false
|
|
if pause_menu:
|
|
pause_menu.visible = true
|
|
|
|
func _on_button_size_changed(value: float):
|
|
if touch_controls:
|
|
touch_controls.button_size = value
|
|
touch_controls._save_settings()
|
|
|
|
func _on_opacity_changed(value: float):
|
|
if touch_controls:
|
|
touch_controls.button_opacity = value
|
|
touch_controls._save_settings()
|
|
|
|
func _on_joystick_toggled(enabled: bool):
|
|
if touch_controls:
|
|
touch_controls.set_joystick_enabled(enabled)
|
|
touch_controls._save_settings()
|