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tekton/scripts/managers/special_tiles_manager.gd
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2026-01-29 03:04:24 +08:00

381 lines
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GDScript

extends Node
# SpecialTilesManager - Handles special effects triggered by holo tile pickups
# Holo tile indices (11-14) trigger special effects
const HOLO_TILES = [11, 12, 13, 14]
enum SpecialEffect {
BURN_TILES, # Remove 3x3 pattern tiles on random opponent
SPAWN_TILES, # Spawn 3x3 pattern tiles around activating player
FREEZE_PLAYER, # Freeze random opponent for 3 seconds
BLOCK_FLOOR, # Make nearby tile non-walkable for 9 seconds
INVISIBLE_MODE # Speed boost + auto-grab + shield for 6 seconds
}
# Random shape patterns for 3x3 area (relative offsets from center)
const PATTERNS = {
"T": [Vector2i(0, -1), Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0)],
"L": [Vector2i(0, -1), Vector2i(0, 0), Vector2i(0, 1), Vector2i(1, 1)],
"I_H": [Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0)],
"I_V": [Vector2i(0, -1), Vector2i(0, 0), Vector2i(0, 1)],
"PLUS": [Vector2i(0, -1), Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0), Vector2i(0, 1)],
"CORNER": [Vector2i(-1, -1), Vector2i(0, -1), Vector2i(-1, 0), Vector2i(0, 0)],
"FULL": [Vector2i(-1, -1), Vector2i(0, -1), Vector2i(1, -1), Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0), Vector2i(-1, 1), Vector2i(0, 1)],
"DOT3": [Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0)]
}
var player: Node3D
var enhanced_gridmap: Node
var rng: RandomNumberGenerator
# Effect durations
const FREEZE_DURATION = 3.0
const BLOCK_DURATION = 9.0
const INVISIBLE_DURATION = 6.0
# Active effect tracking
var blocked_tiles: Array[Dictionary] = [] # {position: Vector3i, original_item: int, timer: float}
var invisible_timer: float = 0.0
# INVENTORY SYSTEM
# Stores count of each power-up type. Max 1 per type as per user request?
# "player can store 1 of each different power up"
var inventory = {
SpecialEffect.BURN_TILES: false, # Coin
SpecialEffect.SPAWN_TILES: false, # (Merged with Coin or deprecated? User said "coin : random between two")
# Let's map Items 7-10 to Effects
# 7=Heart=Block, 8=Diamond=Freeze, 9=Star=Invisible, 10=Coin=Burn/Spawn
SpecialEffect.BLOCK_FLOOR: false,
SpecialEffect.FREEZE_PLAYER: false,
SpecialEffect.INVISIBLE_MODE: false
}
# Signal for UI
signal inventory_updated(inventory_data: Dictionary)
func initialize(p_player: Node3D, p_gridmap: Node):
player = p_player
enhanced_gridmap = p_gridmap
rng = RandomNumberGenerator.new()
rng.randomize()
# =============================================================================
# Helper: Item ID to Effect Enum
# =============================================================================
func get_effect_from_item(item_id: int) -> int:
match item_id:
7: return SpecialEffect.BLOCK_FLOOR # Heart
8: return SpecialEffect.FREEZE_PLAYER # Diamond
9: return SpecialEffect.INVISIBLE_MODE # Star
10: return SpecialEffect.BURN_TILES # Coin (Handles Burn or Spawn)
_: return -1
func add_powerup_from_item(item_id: int):
var effect = get_effect_from_item(item_id)
if effect != -1:
inventory[effect] = true
emit_signal("inventory_updated", inventory)
print("Player %s picked up powerup for effect %s" % [player.name, SpecialEffect.keys()[effect]])
if player.is_multiplayer_authority():
rpc("sync_inventory_add", effect)
@rpc("any_peer", "call_local", "reliable")
func sync_inventory_add(effect: int):
inventory[effect] = true
emit_signal("inventory_updated", inventory)
func remove_powerup(effect: int):
inventory[effect] = false
emit_signal("inventory_updated", inventory)
if player.is_multiplayer_authority():
rpc("sync_inventory_remove", effect)
@rpc("any_peer", "call_local", "reliable")
func sync_inventory_remove(effect: int):
inventory[effect] = false
emit_signal("inventory_updated", inventory)
# =============================================================================
# Activate Effect (Explicit Target)
# =============================================================================
func activate_effect(effect: int, target_player: Node3D = null):
# Validation
if not inventory.get(effect, false):
return # Start/Client mismatch
# Consume
remove_powerup(effect)
print("[SpecialTiles] Player %s activated %s on %s" % [player.name, SpecialEffect.keys()[effect], target_player.name if target_player else "Self"])
match effect:
SpecialEffect.BURN_TILES:
# Coin: Random between Burn or Spawn
# "coin : random between two... make it not use directly" -> When activated, it does one of them.
if rng.randf() < 0.5:
_execute_burn_tiles(target_player)
else:
# Spawn tiles around SELF (as per user request "around activating player")
_execute_spawn_tiles(player)
SpecialEffect.BLOCK_FLOOR:
if target_player:
_execute_block_floor(target_player)
SpecialEffect.FREEZE_PLAYER:
if target_player:
_execute_freeze_player(target_player)
SpecialEffect.INVISIBLE_MODE:
# Always self
_execute_invisible_mode(player)
# Play generic cast animation or sound?
if player.is_multiplayer_authority():
player.rpc("trigger_screen_shake", "light")
# =============================================================================
# Check if item is a holo tile
# =============================================================================
func is_holo_tile(item_id: int) -> bool:
return item_id in HOLO_TILES
# =============================================================================
# Trigger random special effect
# =============================================================================
func trigger_random_effect():
var effect = rng.randi() % SpecialEffect.size()
print("[SpecialTiles] Player %s triggered effect: %s" % [player.name, SpecialEffect.keys()[effect]])
match effect:
SpecialEffect.BURN_TILES:
_execute_burn_tiles(_get_random_opponent())
SpecialEffect.SPAWN_TILES:
_execute_spawn_tiles(player)
SpecialEffect.FREEZE_PLAYER:
_execute_freeze_player(_get_random_opponent())
SpecialEffect.BLOCK_FLOOR:
_execute_block_floor(player)
SpecialEffect.INVISIBLE_MODE:
_execute_invisible_mode(player)
# Sync effect to all clients
if player.is_multiplayer_authority():
rpc("sync_effect_triggered", effect)
@rpc("any_peer", "call_local", "reliable")
func sync_effect_triggered(effect: int):
print("[SpecialTiles] Synced effect %s for player %s" % [SpecialEffect.keys()[effect], player.name])
# =============================================================================
# Effect Implementations
# =============================================================================
func _execute_burn_tiles(target: Node3D):
if not target: return
# Knock tiles from target's board
var board_indices = []
for i in range(target.playerboard.size()):
if target.playerboard[i] != -1:
board_indices.append(i)
if board_indices.is_empty():
return
var burn_count = rng.randi_range(3, 6)
board_indices.shuffle()
# Drop logic similar to burn but we just destroy them or scatter?
# "BURN_TILES, # Remove 3x3 pattern tiles" -> User request says Remove pattern.
# Original code did burn.
# Let's just remove them.
for i in range(min(burn_count, board_indices.size())):
target.playerboard[board_indices[i]] = -1
if player.is_multiplayer_authority():
# Sync the change on the target
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
main.rpc("sync_playerboard", target.name.to_int(), target.playerboard)
target.rpc("display_message", "Burned by %s!" % player.display_name, 3)
func _execute_spawn_tiles(target: Node3D):
# Spawn tiles around TARGET (usually Self for Coin)
spawn_powerups_around(target.current_position, false) # False = normal tiles? User says "Spawn 3x3 pattern tiles"
# Okay "SPAWN_TILES" usually means useful numbered tiles.
# But "spawn / replace your nearby tiles into power up" is for Headbutt.
# For Coin->Spawn_Tiles: "Spawn 3x3 pattern tiles around activating player ( self )".
# So random number tiles (7-10 are powerups, 1-6 are normal? No, 7-10 are patterns in this game).
# "Spawn 3x3 pattern tiles" -> Tiles with ID 7,8,9,10 are the goal tiles.
target.rpc("display_message", "Tiles Spawned!", 2)
func _execute_freeze_player(target: Node3D):
if not target:
print("[SpecialTiles] No opponent found for FREEZE_PLAYER")
return
if target.has_method("apply_stagger"): # Stagger = Freeze roughly
target.rpc("apply_stagger", FREEZE_DURATION)
else:
target.set("is_frozen", true)
_create_unfreeze_timer(target, FREEZE_DURATION)
target.rpc("display_message", "Frozen by %s!" % player.display_name, 3)
func _execute_block_floor(target: Node3D):
# Make nearby tile non-walkable for 9 seconds
# Target the floor UNDER or NEAR the target?
# "block ( other player ) spawn BLOCK_FLOOR Make nearby tile non-walkable"
# Let's block the tile they are standing on + neighbors?
var center = target.current_position
var neighbors = enhanced_gridmap.get_neighbors(center, 1) # Include diagonals
neighbors.append({"position": center}) # Add center
for n in neighbors:
var pos = n.position
var block_pos = Vector3i(pos.x, 0, pos.y)
# Block it
if player.is_multiplayer_authority():
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
# 4 = Blocked Tile ID usually
main.rpc("sync_grid_item", block_pos.x, block_pos.y, block_pos.z, 4)
var original_item = enhanced_gridmap.get_cell_item(block_pos)
blocked_tiles.append({
"position": block_pos,
"original_item": original_item if original_item != 4 else 0, # Restore to 0 (floor) if confused
"timer": BLOCK_DURATION
})
target.rpc("display_message", "Floor Blocked!", 3)
func _execute_invisible_mode(target: Node3D):
target.is_invisible = true
# Auto-disable after duration handled in Player._process or here?
# SpecialTilesManager seems to handle effect timers.
invisible_timer = INVISIBLE_DURATION
target.rpc("display_message", "Invisible!", 2)
# =============================================================================
# Helper: Spawn Powerups (For Super Push)
# =============================================================================
func spawn_powerups_around(center: Vector2i, force_powerups: bool = true):
# "spawn / replace your nearby tiles into power up ( special tiles )"
# PowerUp Tiles are 7, 8, 9, 10 (Heart, Diamond, Star, Coin)
var radius = 2
for x in range(-radius, radius + 1):
for y in range(-radius, radius + 1):
var pos = center + Vector2i(x, y)
if enhanced_gridmap.is_position_valid(pos):
# Random chance
if rng.randf() > 0.4: continue
var item_id = rng.randi_range(7, 10) # 7-10 are the special tiles
var cell = Vector3i(pos.x, 1, pos.y)
if player.is_multiplayer_authority():
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
main.rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
func _process(delta):
_update_blocked_tiles(delta)
_update_invisible_timer(delta)
func _update_invisible_timer(delta: float):
if invisible_timer > 0:
invisible_timer -= delta
if invisible_timer <= 0:
invisible_timer = 0
if is_instance_valid(player):
player.is_invisible = false
player.rpc("display_message", "Invisibility Ended")
# =============================================================================
# Helper Functions
# =============================================================================
func _get_random_opponent() -> Node3D:
var all_players = player.get_tree().get_nodes_in_group("Players")
var opponents = all_players.filter(func(p): return p != player)
if opponents.is_empty():
return null
return opponents[rng.randi() % opponents.size()]
func _get_empty_neighbors_recursive(center: Vector2i, radius: int) -> Array[Vector2i]:
var result: Array[Vector2i] = []
for x in range(-radius, radius + 1):
for y in range(-radius, radius + 1):
var pos = center + Vector2i(x, y)
if enhanced_gridmap.is_position_valid(pos):
if enhanced_gridmap.get_cell_item(Vector3i(pos.x, 1, pos.y)) == -1:
result.append(pos)
return result
func _update_blocked_tiles(delta: float):
var tiles_to_restore: Array[int] = []
for i in range(blocked_tiles.size()):
blocked_tiles[i].timer -= delta
if blocked_tiles[i].timer <= 0:
tiles_to_restore.append(i)
# Restore tiles in reverse order to maintain indices
tiles_to_restore.reverse()
for idx in tiles_to_restore:
var tile_data = blocked_tiles[idx]
if player.is_multiplayer_authority():
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
main.rpc("sync_grid_item", tile_data.position.x, tile_data.position.y, tile_data.position.z, tile_data.original_item)
blocked_tiles.remove_at(idx)
if tiles_to_restore.size() > 0:
enhanced_gridmap.initialize_astar()
# =============================================================================
# Shield Check (for Invisible Mode)
# =============================================================================
func check_shield_and_cancel_effect() -> bool:
"""Returns true if player has shield (invisible mode) and cancels the incoming effect."""
if player.get("is_invisible"):
player.set("is_invisible", false)
invisible_timer = 0 # Cancel timer
if player.get("original_movement_range"):
player.movement_range = player.original_movement_range
player.rpc("display_message", "Shield blocked an attack!")
return true
return false
func _create_unfreeze_timer(target_player: Node3D, duration: float):
await player.get_tree().create_timer(duration).timeout
if is_instance_valid(target_player):
target_player.set("is_frozen", false)
# Reset visuals
if target_player.has_method("sync_modulate"):
target_player.rpc("sync_modulate", Color.WHITE)
target_player.rpc("display_message", "Unfrozen!")