Files
tekton/scripts/managers/powerup_manager.gd
T

213 lines
6.9 KiB
GDScript

extends Node
# PowerUpManager - Handles Boost Meter (Time-based logic)
# Note: Inventory logic is now in SpecialTilesManager + PlayerboardManager
const MAX_BOOST: float = 100.0 # Fills to 100. Activation requires FULL bar (>= 100).
const BASE_FILL_RATE: float = 10.0 # 10 points per second (10s to full) - user requested faster/simpler
var player: Node3D
var enhanced_gridmap: Node
var goal_manager: Node
# Progressive Difficulty Settings
const FILL_TIMES: Array = [2.0, 3.0, 4.0, 5.0, 6.0, 7.5, 8.5, 10.0] # Seconds to full for Lvl 1-8 (2s to 10s)
var current_level: int = 1
# Boost State
var current_boost: float = 0.0
# Alias for compatibility with BotStrategicPlanner
var current_points: float:
get:
return current_boost
set(value):
current_boost = value
# Also alias MAX_POINTS
const MAX_POINTS = MAX_BOOST
signal points_changed(current: int, max_points: int) # Reused for UI (int casting)
signal bar_filled()
signal boost_reset()
func initialize(p_player: Node3D, p_gridmap: Node):
player = p_player
enhanced_gridmap = p_gridmap
# Find GoalManager
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
goal_manager = main.get_node_or_null("GoalManager")
set_process(true)
func _process(delta):
if not is_instance_valid(player) or not player.is_multiplayer_authority():
return
# Only fill if not full
if current_boost < MAX_BOOST:
var multiplier = 1.0
if goal_manager:
# Use authority ID for lookup
multiplier = goal_manager.get_boost_multiplier(player.get_multiplayer_authority())
# Calculate Dynamic Fill Rate based on Level
# Level 1 (Index 0) -> Level 8 (Index 7)
var level_idx = clamp(current_level - 1, 0, FILL_TIMES.size() - 1)
var fill_time = FILL_TIMES[level_idx]
var current_rate = MAX_BOOST / fill_time # e.g. 100/10 = 10/s, 100/60 = 1.66/s
current_boost += current_rate * multiplier * delta
current_boost = min(current_boost, MAX_BOOST)
# Update UI (Cast to int for compatibility with existing UI slider/bar)
emit_signal("points_changed", int(current_boost), int(MAX_BOOST))
if current_boost >= MAX_BOOST:
_on_boost_full()
func _on_boost_full():
# player.is_attack_mode = true # Removed auto-activate
emit_signal("bar_filled")
NotificationManager.send_message(player, NotificationManager.MESSAGES.ATTACK_MODE_READY, NotificationManager.MessageType.POWERUP)
print("[PowerUp] Player %s Boost Full! Ready for Attack Mode." % player.name)
if player.is_multiplayer_authority() and player.has_method("can_rpc") and player.can_rpc():
rpc("sync_boost", current_boost)
func reset_boost():
current_boost = 0.0
# player.is_attack_mode = false # Do not auto-disable here, managed by usage
emit_signal("points_changed", 0, int(MAX_BOOST))
emit_signal("boost_reset")
if player.is_multiplayer_authority() and player.has_method("can_rpc") and player.can_rpc():
rpc("sync_boost", 0.0)
# =============================================================================
# Sync
# =============================================================================
@rpc("any_peer", "call_local", "reliable")
func sync_boost(value: float):
current_boost = value
emit_signal("points_changed", int(current_boost), int(MAX_BOOST))
# Client-side Attack Mode visual check (?)
if current_boost >= MAX_BOOST:
# Could trigger visual effect here
pass
@rpc("authority", "call_local", "reliable")
func sync_boost_level(level: int):
current_level = level
var level_idx = clamp(current_level - 1, 0, FILL_TIMES.size() - 1)
print("[PowerUp] Difficulty synced: Level %d (Fill Time: %.1fs)" % [current_level, FILL_TIMES[level_idx]])
# =============================================================================
# Getters
# =============================================================================
func get_points() -> int:
return int(current_boost)
func get_max_points() -> int:
return int(MAX_BOOST)
func get_fill_percentage() -> float:
return current_boost / MAX_BOOST
func get_time_until_full() -> float:
if current_boost >= MAX_BOOST:
return 0.0
# Calculate remaining points needed
var remaining = MAX_BOOST - current_boost
# Get current fill rate
var level_idx = clamp(current_level - 1, 0, FILL_TIMES.size() - 1)
var fill_time = FILL_TIMES[level_idx]
var current_rate = MAX_BOOST / fill_time
if current_rate <= 0: return 0.0
return remaining / current_rate
func get_bars() -> int:
"""Returns the number of filled segments (0-4)."""
# Each bar is 25 points (100 / 4)
return int(current_boost / 25.0)
func can_use_special() -> bool:
# Use small epsilon for float comparison to avoid "99.999" issues
return current_boost >= (MAX_BOOST - 0.1)
func enable_attack_mode():
"""Enable Attack Mode without consuming boost."""
player.is_attack_mode = true
NotificationManager.send_message(player, NotificationManager.MESSAGES.ATTACK_MODE_READY, NotificationManager.MessageType.POWERUP)
print("[PowerUp] Attack Mode Enabled (Free).")
func use_special_effect() -> bool:
if not can_use_special():
return false
# Enable Attack Mode explicitly
player.is_attack_mode = true
# Do NOT consume boost here. Boost acts as "fuel" for the attacks.
# Notification check handled by caller or signal
return true
func consume_boost(amount: float):
"""Consume a specific amount of boost."""
current_boost -= amount
if current_boost <= 0:
current_boost = 0.0
player.is_attack_mode = false # Out of fuel
emit_signal("boost_reset") # UI update for empty
print("[PowerUp] Boost depleted. Attack Mode OFF.")
emit_signal("points_changed", int(current_boost), int(MAX_BOOST))
if player.is_multiplayer_authority() and player.has_method("can_rpc") and player.can_rpc():
rpc("sync_boost", current_boost)
func spawn_boost_reward() -> bool:
"""Alternative Boost Usage: Spawn a PowerUp Tile properly."""
if not can_use_special():
return false
if player.special_tiles_manager and player.special_tiles_manager.has_method("spawn_powerups_around"):
player.special_tiles_manager.spawn_powerups_around(player.current_position)
reset_boost() # Consumes full bar
print("[PowerUp] %s used Boost to SPAWN ITEM." % player.name)
return true
return false
func acquire_smash_bonus():
current_boost += 25.0 # Add 25% boost
current_boost = min(current_boost, MAX_BOOST)
emit_signal("points_changed", int(current_boost), int(MAX_BOOST))
if current_boost >= MAX_BOOST:
_on_boost_full()
func add_goal_completion_reward():
"""Called when player completes a goal board. Increases difficulty level."""
current_level += 1
if current_level > 8:
current_level = 8
var level_idx = clamp(current_level - 1, 0, FILL_TIMES.size() - 1)
print("[PowerUp] Player %s Completed Goal. Boost Level Up! Now: %d (Fill Time: %.1fs)" % [player.name, current_level, FILL_TIMES[level_idx]])
# Optional: Notify user of difficulty increase?
if multiplayer.is_server() and player.has_method("can_rpc") and player.can_rpc():
rpc("sync_boost_level", current_level)