Files
tekton/scripts/managers/stop_n_go_manager.gd
T

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GDScript

extends Node
class_name StopNGoManager
# StopNGoManager - Handles phase transitions, missions, and movement penalties
signal phase_changed(new_phase: String, remaining_time: float)
signal mission_status_updated(player_id: int, completed: bool)
signal player_penalized(player_id: int)
enum Phase {GO, STOP}
const GO_DURATION: float = 8.0
const STOP_DURATION: float = 4.0
const REQUIRED_GOALS: int = 5
var current_phase: Phase = Phase.GO
var phase_timer: float = GO_DURATION
var is_active: bool = false
var player_missions: Dictionary = {} # player_id -> {target_tile: int, required: int, current: int}
var finish_line_x: int = 21 # Right side of the map for win condition
# Tile IDs
const TILE_WALKABLE = 0
const TILE_START = 3 # Start Line
const TILE_FINISH = 3 # Finish Line
const TILE_SAFE = 2 # Green Safe Zone
const TILE_OBSTACLE = 4 # Wall
var hud_layer: CanvasLayer
var phase_label: Label
var mission_label: Label
var red_tint_overlay: ColorRect
# Traffic Light / StopTimer Visuals
var stop_timer_node: PanelContainer
var stop_segments: Array[Panel] = []
var lit_style: StyleBoxFlat
var dim_style: StyleBoxFlat
var red_style: StyleBoxFlat
func _ready():
set_process(false)
_setup_hud()
func _setup_hud():
hud_layer = CanvasLayer.new()
hud_layer.visible = false
add_child(hud_layer)
# Full-screen red tint overlay (below everything else in this layer, but above game)
red_tint_overlay = ColorRect.new()
red_tint_overlay.color = Color(1.0, 0.0, 0.0, 0.25) # Transparent red
red_tint_overlay.set_anchors_preset(Control.PRESET_FULL_RECT) # Cover whole screen
red_tint_overlay.visible = false # Hidden initially
hud_layer.add_child(red_tint_overlay)
var vbox = VBoxContainer.new()
vbox.set_anchors_preset(Control.PRESET_TOP_RIGHT)
vbox.offset_right = -20
vbox.offset_top = 100
hud_layer.add_child(vbox)
# Style for HUD
var style = StyleBoxFlat.new()
style.bg_color = Color(0, 0, 0, 0.4)
style.content_margin_left = 10
style.content_margin_top = 10
style.content_margin_right = 10
style.content_margin_bottom = 10
var panel = PanelContainer.new()
panel.add_theme_stylebox_override("panel", style)
vbox.add_child(panel)
var inner_vbox = VBoxContainer.new()
panel.add_child(inner_vbox)
phase_label = Label.new()
phase_label.text = "PHASE: GO"
phase_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
phase_label.add_theme_font_size_override("font_size", 32)
phase_label.add_theme_color_override("font_color", Color.GREEN)
inner_vbox.add_child(phase_label)
mission_label = Label.new()
mission_label.text = "MISSION: Collect 3 Items"
mission_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
inner_vbox.add_child(mission_label)
func _process(delta):
if not is_active:
return
# Decrement timer locally for all peers (smoother HUD than waiting for RPC)
phase_timer -= delta
if multiplayer.is_server():
if phase_timer <= 0:
if current_phase == Phase.GO:
_start_phase(Phase.STOP)
else:
_start_phase(Phase.GO)
# Update HUD locally
_update_hud_visuals()
func _update_hud_visuals():
var phase_name = "GO" if current_phase == Phase.GO else "STOP"
if phase_label:
phase_label.text = "PHASE: %s (%.0fs)" % [phase_name, max(0, phase_timer)]
phase_label.add_theme_color_override("font_color", Color.GREEN if current_phase == Phase.GO else Color.RED)
# Toggle Red Screen Tint
if red_tint_overlay:
red_tint_overlay.visible = (current_phase == Phase.STOP)
var my_id = multiplayer.get_unique_id()
if mission_label:
var main = get_node_or_null("/root/Main")
var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager") if main else null
# Get count from GoalsCycleManager (Source of truth for PlayerBoardLabel)
var completed_count = goals_cycle_manager.player_goal_counts.get(my_id, 0) if goals_cycle_manager else 0
mission_label.text = "GOALS (%d/%d)" % [completed_count, REQUIRED_GOALS]
if completed_count >= REQUIRED_GOALS:
mission_label.text = "ALL GOALS COMPLETE!\nREACH THE FINISH!"
mission_label.add_theme_color_override("font_color", Color.GOLD)
else:
mission_label.add_theme_color_override("font_color", Color.WHITE)
# Update StopTimer (Traffic Light)
_update_stop_timer_visuals()
func _update_stop_timer_visuals():
if not stop_timer_node:
# Try to find it once
var main = get_node_or_null("/root/Main")
if main:
stop_timer_node = main.get_node_or_null("StopTimer")
if stop_timer_node:
var hbox = stop_timer_node.get_node_or_null("HBox")
if hbox:
stop_segments.clear()
for i in range(3):
var seg = hbox.get_node_or_null("Segment%d" % i)
if seg: stop_segments.append(seg)
# Prepare styles
lit_style = StyleBoxFlat.new()
lit_style.bg_color = Color.YELLOW
lit_style.border_width_left = 2
lit_style.border_width_top = 2
lit_style.border_width_right = 2
lit_style.border_width_bottom = 2
lit_style.border_color = Color(1.0, 1.0, 1.0, 0.5)
dim_style = StyleBoxFlat.new()
dim_style.bg_color = Color(0.1, 0.1, 0.1, 0.8) # Dark dim
red_style = StyleBoxFlat.new()
red_style.bg_color = Color.RED
red_style.border_width_left = 2
red_style.border_width_top = 2
red_style.border_width_right = 2
red_style.border_width_bottom = 2
red_style.border_color = Color(1.0, 0.5, 0.5, 0.5)
if not stop_timer_node: return
# ALWAYS VISIBLE in Stop n Go mode
stop_timer_node.visible = true
if current_phase == Phase.GO:
# GO Phase: All dim unless in last 3 seconds
for i in range(stop_segments.size()):
var threshold = 3.0 - i
if phase_timer <= threshold:
stop_segments[i].add_theme_stylebox_override("panel", lit_style)
else:
stop_segments[i].add_theme_stylebox_override("panel", dim_style)
else:
# STOP Phase: All Red
for seg in stop_segments:
seg.add_theme_stylebox_override("panel", red_style)
func activate_client_side():
is_active = true
if hud_layer:
hud_layer.visible = true
set_process(true)
func start_game_mode():
# This should primarily be called by the Server
# Clients get activated via RPCs (sync_phase, etc)
if multiplayer.is_server():
activate_client_side() # Server also needs local processing
# _setup_arena() # REMOVED: Already explicitly called in main.gd _setup_host_game to prepare floor before spawns!
_assign_missions()
_start_phase(Phase.GO)
else:
# Clients just wait for updates, but can enable HUD if needed
# activate_client_side() can be called when first sync arrives
pass
func _start_phase(phase: Phase):
current_phase = phase
phase_timer = GO_DURATION if phase == Phase.GO else STOP_DURATION
var phase_name = "GO" if phase == Phase.GO else "STOP"
if can_rpc():
rpc("sync_phase", phase_name, phase_timer)
# If GO phase starts, clear all STOP phase freezes
if phase == Phase.GO:
var all_players = get_tree().get_nodes_in_group("Players")
for p in all_players:
if p.has_method("sync_stop_freeze"):
p.rpc("sync_stop_freeze", false)
emit_signal("phase_changed", phase_name, phase_timer)
func can_rpc() -> bool:
if not multiplayer.has_multiplayer_peer() or multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
return false
return true
@rpc("authority", "call_local", "reliable")
func sync_phase(phase_name: String, duration: float):
if not is_active:
activate_client_side()
current_phase = Phase.GO if phase_name == "GO" else Phase.STOP
phase_timer = duration
func _setup_arena():
var gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if not gridmap: return
print("[StopNGo] Setting up 22x10 Arena with Randomized Obstacles...")
# Explicitly sync dimensions and clear grid on all clients
if can_rpc():
rpc("sync_arena_setup")
# Apply locally for Server (RPC is call_remote)
_apply_arena_setup()
@rpc("authority", "call_remote", "reliable")
func sync_arena_setup():
print("[StopNGo] Client: Syncing Arena Setup (22x10)...")
_apply_arena_setup()
func _apply_arena_setup():
# Shared logic for resizing and clearing
var gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
# Fallback just in case
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if not gridmap: return
# Set Size for Stop n Go explicitly, bypassing setters that wipe the map
gridmap.set("columns", 22)
gridmap.set("rows", 10)
# Clear existing items on all layers
gridmap.clear()
# Safe Zones Columns: 6, 7, 8 (Only one band now)
var safe_columns = [6, 7, 8]
# Create bands based on X (Horizontal Progress)
for x in range(gridmap.columns):
var tile_id = TILE_WALKABLE
if x == 0:
tile_id = TILE_START
elif x == gridmap.columns - 1:
tile_id = TILE_FINISH
elif x in safe_columns:
tile_id = TILE_SAFE
for z in range(gridmap.rows):
gridmap.set_cell_item(Vector3i(x, 0, z), tile_id)
# --- SPECIFIC OBSTACLES (Black Walls) ---
# Left Obstacles (Column 4)
# Top Vertical Bar
for z in range(0, 4): # z=0, 1, 2, 3
gridmap.set_cell_item(Vector3i(4, 0, z), TILE_OBSTACLE)
# Bottom Vertical Bar
for z in range(6, 10): # z=6, 7, 8, 9
gridmap.set_cell_item(Vector3i(4, 0, z), TILE_OBSTACLE)
# Center Obstacles (Column 11 area)
# Top Middle Vertical Bar (Offset slightly down)
for z in range(1, 5): # z=1, 2, 3, 4
gridmap.set_cell_item(Vector3i(11, 0, z), TILE_OBSTACLE)
# Bottom Middle L-Shape (Vertical + Horizontal hook)
for z in range(6, 9): # z=6, 7, 8 (Vertical part)
gridmap.set_cell_item(Vector3i(11, 0, z), TILE_OBSTACLE)
# Horizontal part of L (at z=6 to right?) - Image looks like inverted L or T?
# Let's assume right hook at top of bottom part
gridmap.set_cell_item(Vector3i(12, 0, 6), TILE_OBSTACLE)
# Right Obstacles (Column 18 area)
# Top Right L-Shape (Horizontal hook + Vertical down)
# Vertical
for z in range(0, 3): # z=0, 1, 2
gridmap.set_cell_item(Vector3i(18, 0, z), TILE_OBSTACLE)
# Horizontal hook to right
gridmap.set_cell_item(Vector3i(19, 0, 2), TILE_OBSTACLE)
gridmap.set_cell_item(Vector3i(20, 0, 2), TILE_OBSTACLE)
# Bottom Right Vertical Bar
for z in range(5, 9): # z=5, 6, 7, 8
gridmap.set_cell_item(Vector3i(18, 0, z), TILE_OBSTACLE)
gridmap.update_grid_data()
gridmap.initialize_astar()
# Spawn tiles for missions
if multiplayer.is_server():
_spawn_mission_tiles()
# Client already constructs the base arena locally via _apply_arena_setup()
# So no need to blast huge 5KB arrays across the network.
# For any specifically spawned tiles (like missions), they are sent individually
# by sync_grid_item inside _spawn_mission_tiles.
func _spawn_mission_tiles():
var gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if not gridmap: return
# Forbidden Zones (Start, Safe, Finish) - No items here
var forbidden_x = [0, 6, 7, 8, 21]
# Goal items: Heart(7), Diamond(8), Star(9), Coin(10)
var goal_items = [7, 8, 9, 10]
for x in range(gridmap.columns):
if x in forbidden_x:
continue # Clear zone
for z in range(gridmap.rows):
# Ensure we don't spawn on obstacles
var base_tile = gridmap.get_cell_item(Vector3i(x, 0, z))
if base_tile == TILE_OBSTACLE:
continue
# Spawn tiles on all floors (100% density)
var tile_type = goal_items[randi() % goal_items.size()]
gridmap.set_cell_item(Vector3i(x, 1, z), tile_type)
# Sync to clients
var main = get_node("/root/Main")
if main:
main.rpc("sync_grid_item", x, 1, z, tile_type)
func _assign_missions():
# NO-OP: Missions are now achievement-based (Complete 3 Goals)
# which is tracked natively by GoalsCycleManager.
pass
@rpc("authority", "call_local", "reliable")
func sync_missions(missions: Dictionary):
player_missions = missions
func check_movement_violation(player_id: int, from: Vector2i, to: Vector2i) -> bool:
"""Check if movement is illegal (during STOP phase and not in safe zone)."""
if current_phase == Phase.STOP:
var gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if gridmap:
# Check FROM position. If you were safe, you can move?
# Rules: "If a player moves during this phase".
# Usually implies checking if you ARE in a safe zone.
var tile_from = gridmap.get_cell_item(Vector3i(from.x, 0, from.y))
if tile_from != TILE_SAFE and tile_from != TILE_START and tile_from != TILE_FINISH:
_penalize_player(player_id)
return true
return false
func _penalize_player(player_id: int):
if not multiplayer.is_server(): return
var main = get_node("/root/Main")
if not main: return
var player_node = main.get_node_or_null(str(player_id))
if player_node:
# We now use the 'on_stop_phase_violation' RPC which scatters tiles around the player
# like they got attacked, instead of just dropping them in one pile.
if can_rpc():
player_node.rpc("on_stop_phase_violation")
# Notification is also handled inside on_stop_phase_violation on the player node
emit_signal("player_penalized", player_id)
func update_mission_progress(_player_id: int, _tile_id: int):
# Redundant in Board-based mode, but kept for compatibility.
# The board is synced separately via sync_playerboard in playerboard_manager.gd.
pass
@rpc("any_peer", "call_local", "reliable")
func sync_mission_progress(_player_id: int, _mission_index: int, _current: int):
# Deprecated
pass
func is_mission_complete(player_id: int) -> bool:
var main = get_node_or_null("/root/Main")
if not main: return false
var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager")
if not goals_cycle_manager: return false
var completed_count = goals_cycle_manager.player_goal_counts.get(player_id, 0)
return completed_count >= REQUIRED_GOALS
func check_win_condition(player_id: int, position: Vector2i) -> bool:
# 1. Must reach the finish line (Column 21)
if position.x < finish_line_x:
return false
# 2. Must have enough Goal Completions
if is_mission_complete(player_id):
print("[StopNGo] Player %d REACHED FINISH with goals complete!" % player_id)
return true
else:
# Inform the player locally if they reach the end without goals
var main = get_node_or_null("/root/Main")
var player_node = main.get_node_or_null(str(player_id)) if main else null
if player_node:
NotificationManager.send_message(player_node, "Incomplete! Achieve %d goals to win!" % REQUIRED_GOALS, NotificationManager.MessageType.WARNING)
print("[StopNGo] Player %d reached finish but goals incomplete." % player_id)
return false