680 lines
25 KiB
GDScript
680 lines
25 KiB
GDScript
extends Node
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# SpecialTilesManager - Handles special effects triggered by holo tile pickups
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# Holo tile indices (11-14) trigger special effects
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const HOLO_TILES = [11, 12, 13, 14]
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enum SpecialEffect {
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FASTER_SPEED, # ID 11
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AREA_FREEZE, # ID 12
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BLOCK_FLOOR, # ID 13
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INVISIBLE_MODE # ID 14
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}
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# Levels & Cooldowns
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var powerup_levels: Dictionary = {} # EffectEnum -> int (1 to 8)
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var powerup_cooldowns: Dictionary = {} # EffectEnum -> float (Time Remaining)
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var active_buffs: Dictionary = {} # EffectEnum -> float (Duration Running)
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# Cooldown Constants (Level 1 / Level 8)
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const COOLDOWN_L1 = 15.0
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const COOLDOWN_L8 = 5.0
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const FASTER_DURATION = 5.0
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const FREEZE_SLOW_DURATION = 3.0
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signal cooldown_updated(effect: int, time_left: float, max_time: float)
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signal powerup_unlocked(effect: int, level: int)
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# New Helper functions for Targeting and Preview
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func get_skill_affected_area(effect: int, center_pos: Vector2i) -> Array[Vector2i]:
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var area: Array[Vector2i] = []
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match effect:
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SpecialEffect.AREA_FREEZE:
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# Preview 3 blocks ahead of current hover (if we ever re-enable targeting)
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area.append(center_pos)
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SpecialEffect.BLOCK_FLOOR:
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# Preview just the single block
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area.append(center_pos)
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return area
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func execute_targeted_effect(effect: int, target_pos: Vector2i):
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# Apply Cooldown NOW
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var level = powerup_levels.get(effect, 1)
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var cooldown_time = COOLDOWN_L1 + ((level - 1) * (COOLDOWN_L8 - COOLDOWN_L1) / 7.0)
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powerup_cooldowns[effect] = cooldown_time
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emit_signal("cooldown_updated", effect, cooldown_time, cooldown_time)
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print("[SpecialTiles] Executing Targeted Effect %s at %s" % [SpecialEffect.keys()[effect], target_pos])
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match effect:
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SpecialEffect.AREA_FREEZE:
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_execute_area_freeze(target_pos)
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SpecialEffect.BLOCK_FLOOR:
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_execute_block_floor(target_pos)
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# Animation / Shake
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if player.is_multiplayer_authority():
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player.rpc("trigger_screen_shake", "light")
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# Also reset action loop? (ONLY for human players)
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if not (player.is_bot or player.is_in_group("Bots")):
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main and main.ui_manager:
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main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
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# Random shape patterns for 3x3 area (relative offsets from center)
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const PATTERNS = {
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"T": [Vector2i(0, -1), Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0)],
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"L": [Vector2i(0, -1), Vector2i(0, 0), Vector2i(0, 1), Vector2i(1, 1)],
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"I_H": [Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0)],
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"I_V": [Vector2i(0, -1), Vector2i(0, 0), Vector2i(0, 1)],
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"PLUS": [Vector2i(0, -1), Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0), Vector2i(0, 1)],
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"CORNER": [Vector2i(-1, -1), Vector2i(0, -1), Vector2i(-1, 0), Vector2i(0, 0)],
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"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)],
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"DOT3": [Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0)]
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}
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var player: Node3D
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var enhanced_gridmap: Node
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var rng: RandomNumberGenerator
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# Effect durations
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const FREEZE_ZONE_DURATION = 15.0
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const FREEZE_SLOW_MULTIPLIER = 0.2 # Super slow down
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const BLOCK_DURATION = 9.0
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const INVISIBLE_DURATION = 6.0
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# Active effect tracking
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var blocked_tiles: Array[Dictionary] = [] # {position: Vector3i, original_item: int, timer: float}
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var freeze_zones: Array[Dictionary] = [] # {position: Vector2i, timer: float}
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var active_freeze_zones: Array = [] # Array of {center, radius, timer}
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var invisible_timer: float = 0.0
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# INVENTORY SYSTEM
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# Stores count of each power-up type. Max 1 per type as per user request?
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# "player can store 1 of each different power up"
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var inventory = {
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SpecialEffect.FASTER_SPEED: false,
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SpecialEffect.AREA_FREEZE: false,
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SpecialEffect.BLOCK_FLOOR: false,
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SpecialEffect.INVISIBLE_MODE: false
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}
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# Signal for UI
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signal inventory_updated(inventory_data: Dictionary)
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func initialize(p_player: Node3D, p_gridmap: Node):
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player = p_player
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enhanced_gridmap = p_gridmap
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rng = RandomNumberGenerator.new()
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rng.randomize()
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# =============================================================================
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# Helper: Item ID to Effect Enum
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# =============================================================================
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func get_effect_from_item(item_id: int) -> int:
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var mode = LobbyManager.get_game_mode()
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var is_restricted = GameMode.is_restricted(mode)
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match item_id:
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11: return SpecialEffect.FASTER_SPEED
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12: return SpecialEffect.AREA_FREEZE
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13: return SpecialEffect.BLOCK_FLOOR
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14: return SpecialEffect.INVISIBLE_MODE
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_: return -1
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func add_powerup_from_item(item_id: int):
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var effect = get_effect_from_item(item_id)
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if effect == -1: return
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# Unlock or Level Up
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if not inventory.get(effect, false):
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# New Unlock
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inventory[effect] = true
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powerup_levels[effect] = 1
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emit_signal("inventory_updated", inventory)
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emit_signal("powerup_unlocked", effect, 1)
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print("Player %s unlocked powerup %s (Lvl 1)" % [player.name, SpecialEffect.keys()[effect]])
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else:
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# Level Up
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var current_lvl = powerup_levels.get(effect, 1)
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if current_lvl < 8:
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powerup_levels[effect] = current_lvl + 1
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emit_signal("powerup_unlocked", effect, powerup_levels[effect])
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print("Player %s leveled up %s to Lvl %d" % [player.name, SpecialEffect.keys()[effect], powerup_levels[effect]])
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if player.is_multiplayer_authority() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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rpc("sync_inventory_add", effect, powerup_levels[effect])
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@rpc("any_peer", "call_local", "reliable")
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func sync_inventory_add(effect: int, level: int):
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inventory[effect] = true
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powerup_levels[effect] = level
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emit_signal("inventory_updated", inventory)
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emit_signal("powerup_unlocked", effect, level)
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func remove_powerup(effect: int):
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# We DO NOT remove item from inventory on use anymore (for reusable leveling system)?
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# Wait, user request: "cooldown is decarese and max is level 8"
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# Does "activate it" consume the item?
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# User says "it will cooldown agian for 15 seconds".
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# Implies PERMANENT UNLOCK once picked up, reusable with cooldown.
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# So we NEVER set inventory[effect] = false unless reset.
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pass
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@rpc("any_peer", "call_local", "reliable")
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func sync_inventory_remove(effect: int):
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# Deprecated for new system, but kept for compatibility if needed
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pass
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# =============================================================================
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# Activate Effect (Explicit Target)
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# =============================================================================
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func activate_effect(effect: int, target_player: Node3D = null):
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# Validation
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if not inventory.get(effect, false):
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print("PowerUp %s not found in inventory or false. Inventory: %s" % [effect, inventory])
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return
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# Check Cooldown
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if powerup_cooldowns.get(effect, 0.0) > 0:
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print("PowerUp %s on cooldown." % SpecialEffect.keys()[effect])
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return
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# Check Carrying Restriction
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if player.get("is_carrying_tekton") and effect != SpecialEffect.FASTER_SPEED:
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NotificationManager.send_message(player, "Cannot use this power while carrying a Tekton!", NotificationManager.MessageType.WARNING)
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return
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# Calculate Cooldown based on Level
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var level = powerup_levels.get(effect, 1)
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# Linear Interp: Lvl 1 = 15s, Lvl 8 = 5s
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# Slope = (5 - 15) / (8 - 1) = -10 / 7 = -1.428...
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var cooldown_time = COOLDOWN_L1 + ((level - 1) * (COOLDOWN_L8 - COOLDOWN_L1) / 7.0)
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powerup_cooldowns[effect] = cooldown_time
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emit_signal("cooldown_updated", effect, cooldown_time, cooldown_time)
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print("[SpecialTiles] Player %s activated %s (Lvl %d). Cooldown: %.1fs" % [player.name, SpecialEffect.keys()[effect], level, cooldown_time])
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match effect:
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SpecialEffect.FASTER_SPEED:
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_execute_faster_speed()
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SpecialEffect.AREA_FREEZE, SpecialEffect.BLOCK_FLOOR:
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# Execute immediately based on direction instead of entering Targeting Mode
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if effect == SpecialEffect.BLOCK_FLOOR:
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_execute_block_floor()
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else:
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_execute_area_freeze()
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SpecialEffect.INVISIBLE_MODE:
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_execute_invisible_mode(player)
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# Play generic cast animation or sound?
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if player.is_multiplayer_authority() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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player.rpc("trigger_screen_shake", "light")
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# Sync cooldown to others not strictly needed unless UI shows it?
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# Probably local UI only.
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# =============================================================================
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# Check if item is a holo tile
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# =============================================================================
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func is_holo_tile(item_id: int) -> bool:
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return item_id in HOLO_TILES
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# =============================================================================
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# Effect Implementations (New)
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# =============================================================================
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func _execute_faster_speed():
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if player.movement_manager:
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player.movement_manager.set_speed_multiplier(1.5) # 50% faster
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active_buffs[SpecialEffect.FASTER_SPEED] = FASTER_DURATION
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NotificationManager.send_message(player, "Speed Boost! (5s)", NotificationManager.MessageType.POWERUP)
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func _execute_area_freeze(target_pos: Vector2i = Vector2i.ZERO):
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var center_pos = target_pos
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# Determine Level early for distance calculation
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var current_lvl = powerup_levels.get(SpecialEffect.AREA_FREEZE, 1)
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if center_pos == Vector2i.ZERO:
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# Calculate distance ahead based on Level
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# Gap of 3 floors = 4 tiles ahead
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# Gap of 5 floors = 6 tiles ahead
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var distance = 4 if current_lvl < 5 else 6
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var movement = player.movement_manager
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if movement and movement.current_move_direction != Vector2i.ZERO:
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center_pos = player.current_position + movement.current_move_direction * distance
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else:
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# Fallback if standing still
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var last_dir = player.movement_manager.last_move_direction if movement else Vector2i(0, 1)
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center_pos = player.current_position + last_dir * distance
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if not enhanced_gridmap.is_position_valid(center_pos):
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# Try a bit closer if out of bounds
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center_pos = player.current_position + (center_pos - player.current_position).normalized() * 1.0
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if not enhanced_gridmap.is_position_valid(center_pos):
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return
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# 3. Determine Radius based on Level
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var radius = 1
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if current_lvl >= 5:
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radius = 2 # Bigger area at high levels
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print("Player %s executing Area Freeze at %s (Lvl %d, Rad %d)" % [player.name, center_pos, current_lvl, radius])
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# Register Zone for persistence
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active_freeze_zones.append({
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"center": center_pos,
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"radius": radius,
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"timer": FREEZE_SLOW_DURATION
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})
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# Initial Check (Instant Feedback)
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var all_players = player.get_tree().get_nodes_in_group("Players")
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var hit_count = 0
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for p in all_players:
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# Check distance (Chebyshev distance for square area)
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var dx = abs(p.current_position.x - center_pos.x)
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var dy = abs(p.current_position.y - center_pos.y)
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# If inside square radius
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if dx <= radius and dy <= radius:
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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p.rpc("apply_slow_effect", FREEZE_SLOW_DURATION)
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NotificationManager.send_message(p, "Caught in Freeze Zone!", NotificationManager.MessageType.WARNING)
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if p != player: # Don't score for freezing self (unless desired?) - Assuming enemies
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hit_count += 1
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if hit_count > 0 and player.is_multiplayer_authority():
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var is_sng = LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO)
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if not is_sng:
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var points = hit_count * 50
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main:
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var gcm = main.get_node_or_null("GoalsCycleManager")
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if gcm:
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gcm.rpc("request_add_score", points)
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NotificationManager.send_message(player, "Hit %d Players! +%d Pts" % [hit_count, points], NotificationManager.MessageType.GOAL)
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else:
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NotificationManager.send_message(player, "Hit %d Players!" % hit_count, NotificationManager.MessageType.GOAL)
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# Visual Feedback (Overlay Layer 2)
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if player.is_multiplayer_authority():
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main and main.has_method("sync_grid_items_batch"):
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var batch_data = []
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for x in range(-radius, radius + 1):
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for y in range(-radius, radius + 1):
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var pos = center_pos + Vector2i(x, y)
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if enhanced_gridmap.is_position_valid(pos):
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# Use Item 5 (Freeze Floor) on Layer 2
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batch_data.append({"x": pos.x, "y": 2, "z": pos.y, "item": 5})
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if not batch_data.is_empty():
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main.rpc("sync_grid_items_batch", batch_data)
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# Cleanup visual timer (managed locally by author)
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get_tree().create_timer(FREEZE_SLOW_DURATION).timeout.connect(func():
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var restore_batch = []
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for x in range(-radius, radius + 1):
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for y in range(-radius, radius + 1):
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var pos = center_pos + Vector2i(x, y)
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if enhanced_gridmap.is_position_valid(pos):
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# Check if it is STILL Freeze Overlay
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var current_check = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 2, pos.y))
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if current_check == 5:
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restore_batch.append({"x": pos.x, "y": 2, "z": pos.y, "item": -1})
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if not restore_batch.is_empty():
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main.rpc("sync_grid_items_batch", restore_batch)
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)
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func _execute_block_floor(target_pos: Vector2i = Vector2i.ZERO):
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# "Wall Block" - Spawn line behind player
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var behind_pos = target_pos
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var last_dir = player.movement_manager.last_move_direction if player.movement_manager else Vector2i(0, 1)
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if behind_pos == Vector2i.ZERO:
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behind_pos = player.current_position - last_dir
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if not enhanced_gridmap.is_position_valid(behind_pos):
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return
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print("Player %s activated Wall Block behind at %s" % [player.name, behind_pos])
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var neighbors = []
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if last_dir.x != 0:
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# Moving on X-axis (Columns) -> Vertical Wall (Fixed X, all Z)
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for z in range(enhanced_gridmap.rows):
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neighbors.append({"position": Vector2i(behind_pos.x, z)})
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else:
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# Moving on Z-axis (Rows) -> Horizontal Wall (Fixed Z, all X)
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for x in range(enhanced_gridmap.columns):
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neighbors.append({"position": Vector2i(x, behind_pos.y)})
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if player.is_multiplayer_authority():
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main and main.has_method("sync_grid_items_batch"):
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var batch_data = []
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for n in neighbors:
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var pos = n.position
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if _is_position_blocked_by_stand(pos): continue
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var block_pos = Vector3i(pos.x, 0, pos.y)
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var original_item = enhanced_gridmap.get_cell_item(block_pos)
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# PROTECTED FLOOR CHECK: avoid overwriting Start (1), Safe (2), Finish (3), or Wall (4)
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var is_immutable = false
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if "immutable_items" in enhanced_gridmap:
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if original_item in enhanced_gridmap.immutable_items:
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is_immutable = true
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if original_item in [1, 2, 3, 4] or is_immutable: continue
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batch_data.append({"x": block_pos.x, "y": 0, "z": block_pos.z, "item": 4})
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# Record for restoration
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blocked_tiles.append({
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"position": block_pos,
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"original_item": original_item,
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"timer": BLOCK_DURATION
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})
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if not batch_data.is_empty():
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main.rpc("sync_grid_items_batch", batch_data)
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# Notify
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NotificationManager.send_message(player, "Defensive Wall Deployed!", NotificationManager.MessageType.POWERUP)
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func _execute_invisible_mode(target: Node3D):
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target.is_invisible = true
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invisible_timer = INVISIBLE_DURATION
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# Visual Feedback: Ghost Mode (Low Alpha)
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if target.has_method("sync_modulate"):
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target.rpc("sync_modulate", Color(1.0, 1.0, 1.0, 0.4)) # 40% Opacity
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NotificationManager.send_message(target, "Invisible Mode!", NotificationManager.MessageType.POWERUP)
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# =============================================================================
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# Helper: Spawn Powerups (For Super Push)
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# =============================================================================
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func spawn_powerups_around(center: Vector2i, force_powerups: bool = true, only_common: bool = false, full_density: bool = false):
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# "spawn / replace your nearby tiles into power up ( special tiles )"
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# New PowerUp Tiles are 11, 12, 13, 14
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var radius = 2
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for x in range(-radius, radius + 1):
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for y in range(-radius, radius + 1):
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var pos = center + Vector2i(x, y)
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if _is_position_blocked_by_stand(pos):
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continue
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if enhanced_gridmap.is_position_valid(pos):
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# Random chance to spawn ANYTHING at this spot (keep density reasonable)
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if not full_density and rng.randf() > 0.5: continue
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# PROTECTED FLOOR CHECK: Don't spawn on existing walls or void
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var f0 = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
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var f1 = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 1, pos.y))
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if f0 in [4, -1] or f1 == 4 or f1 == 13:
|
|
continue
|
|
|
|
var item_id: int
|
|
var mode = LobbyManager.get_game_mode()
|
|
|
|
if only_common or LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO):
|
|
# Spawn ONLY common tiles (7-10) for Stop n Go or if forced
|
|
item_id = rng.randi_range(7, 10)
|
|
else:
|
|
# Free mode: 60% Chance for Common Tile (7-10), 40% for PowerUp
|
|
if rng.randf() < 0.6:
|
|
item_id = rng.randi_range(7, 10)
|
|
else:
|
|
# 40% Chance for PowerUp
|
|
var is_restricted = GameMode.is_restricted(mode)
|
|
if is_restricted:
|
|
item_id = [11, 14].pick_random()
|
|
else:
|
|
item_id = rng.randi_range(11, 14)
|
|
|
|
var cell = Vector3i(pos.x, 1, pos.y)
|
|
|
|
# PREVENT SPAWNING ON FROZEN FLOORS (Visual/Lag Fix)
|
|
var is_frozen = false
|
|
if enhanced_gridmap:
|
|
# Check Layer 2 for Freeze Overlay (ID 5)
|
|
if enhanced_gridmap.get_cell_item(Vector3i(pos.x, 2, pos.y)) == 5:
|
|
is_frozen = true
|
|
|
|
if is_frozen:
|
|
continue
|
|
|
|
if player.is_multiplayer_authority():
|
|
var main = player.get_tree().get_root().get_node_or_null("Main")
|
|
if main and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
|
|
main.rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
|
|
|
|
|
|
func _update_freeze_zones(delta: float):
|
|
# Only the authority of this manager (the caster) handles the timers and cleanup
|
|
if not active_freeze_zones.is_empty():
|
|
var zones_to_remove = []
|
|
|
|
for i in range(active_freeze_zones.size()):
|
|
var zone = active_freeze_zones[i]
|
|
zone.timer -= delta
|
|
|
|
# Check for players inside this zone (Trap Logic)
|
|
var all_players = player.get_tree().get_nodes_in_group("Players")
|
|
for p in all_players:
|
|
# Invisible Immunity (Passive)
|
|
if p.get("is_invisible"): continue
|
|
|
|
var dx = abs(p.current_position.x - zone.center.x)
|
|
var dy = abs(p.current_position.y - zone.center.y)
|
|
|
|
# If inside zone
|
|
if dx <= zone.radius and dy <= zone.radius:
|
|
# Apply slow effect via RPC only IF not already slowed to prevent network flood
|
|
if "movement_manager" in p and p.movement_manager and p.movement_manager.speed_multiplier >= 1.0:
|
|
p.rpc("apply_slow_effect", 0.5)
|
|
|
|
if zone.timer <= 0:
|
|
zones_to_remove.append(i)
|
|
|
|
# Cleanup expired zones
|
|
zones_to_remove.reverse()
|
|
for idx in zones_to_remove:
|
|
active_freeze_zones.remove_at(idx)
|
|
|
|
func _check_for_icy_floor():
|
|
# Every player checks if they are standing on an icy floor (item 15 on layer 2)
|
|
# This ensures slow-mo works even if zones were cast by another player.
|
|
if not player.is_multiplayer_authority():
|
|
return
|
|
|
|
# Invisible Immunity (Passive)
|
|
if player.is_invisible:
|
|
return
|
|
|
|
if not enhanced_gridmap:
|
|
return
|
|
|
|
var current_item = enhanced_gridmap.get_cell_item(Vector3i(player.current_position.x, 2, player.current_position.y))
|
|
if current_item == 5: # Freeze Floor
|
|
_apply_slow_mo(player)
|
|
elif player.movement_manager and player.movement_manager.speed_multiplier < 1.0:
|
|
# Check if we should restore speed
|
|
# In this case, we'll let _apply_slow_mo's timer handle it,
|
|
# OR we can explicitly reset here if NOT on item 15.
|
|
pass
|
|
|
|
func _process(delta):
|
|
# Update Cooldowns
|
|
for effect in powerup_cooldowns.keys():
|
|
if powerup_cooldowns[effect] > 0:
|
|
powerup_cooldowns[effect] -= delta
|
|
# Emit signal occasionally or only on change? Every frame might be too much for UI?
|
|
# Optimization: Emit every 0.1s or if diff is significant?
|
|
# For snappy UI text, frame sync is okay for local player.
|
|
emit_signal("cooldown_updated", effect, powerup_cooldowns[effect], 0.0) # max unused for tick
|
|
|
|
if powerup_cooldowns[effect] <= 0:
|
|
powerup_cooldowns[effect] = 0
|
|
emit_signal("cooldown_updated", effect, 0, 0)
|
|
|
|
# Update Active Buffs (Speed)
|
|
if active_buffs.has(SpecialEffect.FASTER_SPEED):
|
|
active_buffs[SpecialEffect.FASTER_SPEED] -= delta
|
|
if active_buffs[SpecialEffect.FASTER_SPEED] <= 0:
|
|
active_buffs.erase(SpecialEffect.FASTER_SPEED)
|
|
if player.movement_manager:
|
|
player.movement_manager.set_speed_multiplier(1.0) # Reset
|
|
NotificationManager.send_message(player, "Speed Boost Ended", NotificationManager.MessageType.NORMAL)
|
|
|
|
_update_blocked_tiles(delta)
|
|
_update_invisible_timer(delta)
|
|
_update_freeze_zones(delta)
|
|
_check_for_icy_floor()
|
|
|
|
func _apply_slow_mo(target_player: Node3D):
|
|
if target_player.has_method("apply_stagger") and target_player.is_frozen:
|
|
return # Already fully frozen/staggered
|
|
|
|
if target_player.movement_manager:
|
|
target_player.movement_manager.set_speed_multiplier(FREEZE_SLOW_MULTIPLIER)
|
|
# Visual tint
|
|
if target_player.has_method("sync_modulate"):
|
|
target_player.rpc("sync_modulate", Color(0.6, 0.8, 1.0)) # Icy blue
|
|
|
|
# Reset speed after a short delay if they leave
|
|
_create_restore_speed_timer(target_player, 0.2)
|
|
|
|
func _create_restore_speed_timer(target_player: Node3D, duration: float):
|
|
# We use a short timer to reset speed. If they are still in the zone,
|
|
# _process will re-apply it next frame.
|
|
await player.get_tree().create_timer(duration).timeout
|
|
if is_instance_valid(target_player) and target_player.movement_manager:
|
|
# Check if they are still on an icy floor
|
|
var still_in_zone = false
|
|
if enhanced_gridmap:
|
|
var item = enhanced_gridmap.get_cell_item(Vector3i(target_player.current_position.x, 2, target_player.current_position.y))
|
|
if item == 5: # Freeze Floor
|
|
still_in_zone = true
|
|
|
|
if not still_in_zone:
|
|
target_player.movement_manager.set_speed_multiplier(1.0)
|
|
if target_player.has_method("sync_modulate"):
|
|
target_player.rpc("sync_modulate", Color.WHITE)
|
|
|
|
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
|
|
# Reset Visuals
|
|
if player.has_method("sync_modulate"):
|
|
player.rpc("sync_modulate", Color.WHITE)
|
|
|
|
NotificationManager.send_message(player, "Invisibility Ended", NotificationManager.MessageType.NORMAL)
|
|
|
|
|
|
# =============================================================================
|
|
# Helper Functions
|
|
# =============================================================================
|
|
|
|
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
|
|
NotificationManager.send_message(player, NotificationManager.MESSAGES.SHIELD_BLOCKED, NotificationManager.MessageType.POWERUP)
|
|
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)
|
|
NotificationManager.send_message(target_player, "You are no longer frozen!", NotificationManager.MessageType.NORMAL)
|
|
|
|
func _is_position_blocked_by_stand(target_pos: Vector2i) -> bool:
|
|
if not player: return false
|
|
|
|
# Raycast check for Static Tekton Stand
|
|
# Check CENTER of tile (x+0.5) at LOW height (0.3)
|
|
var from = Vector3(target_pos.x + 0.5, 0.3, target_pos.y + 0.5) + Vector3.UP * 2.0
|
|
var to = Vector3(target_pos.x + 0.5, 0.3, target_pos.y + 0.5) + Vector3.DOWN * 2.0
|
|
|
|
var query = PhysicsRayQueryParameters3D.create(from, to)
|
|
query.collide_with_areas = false
|
|
query.collide_with_bodies = true
|
|
|
|
var space_state = player.get_world_3d().direct_space_state
|
|
var result = space_state.intersect_ray(query)
|
|
|
|
if result:
|
|
if result.collider != player:
|
|
return true
|
|
return false
|