From efedaa1606991a10d43d26a7541a586a336ba1c6 Mon Sep 17 00:00:00 2001 From: adtpdn Date: Sun, 5 Jul 2026 14:00:23 +0800 Subject: [PATCH] docs: add comprehensive client architecture reference (2705 lines, full function-level) --- Architecture-Client.md | 2750 +++++++++++++++++++++++++++++++++++++++- 1 file changed, 2694 insertions(+), 56 deletions(-) diff --git a/Architecture-Client.md b/Architecture-Client.md index d4b5763..6716623 100644 --- a/Architecture-Client.md +++ b/Architecture-Client.md @@ -1,69 +1,2707 @@ -# Tekton Dash Armageddon - Client Architecture + + +# Tekton Armageddon - Client Architecture (Full Function Reference) [Back to Home](./Home) -## Core Game Flow +Complete per-function reference for the Godot 4.7 client codebase. Every script, signal, autoload dependency, and cross-file relationship documented. -Tekton uses a heavily decoupled Singleton (Autoload) architecture mixed with standard Godot High-Level Multiplayer RPCs. +[Back to top](#top) -1. **Boot:** `boot_screen.tscn` is the entry point. It verifies version via `GameUpdateManager`, downloads `patch.pck` if available, and then loads `login_screen.tscn`. -2. **Auth:** `AuthManager` handles Nakama login/sessions. Upon success, loads `lobby.tscn`. -3. **Lobby:** Players form parties, select game modes, and pull Gacha. `LobbyManager` holds the selected `game_mode` string. -4. **Match Start:** Host transitions to `main.tscn`. The `Main` script inspects `LobbyManager.game_mode` and dynamically instantiates the correct Mode Manager (`GauntletManager`, `StopNGoManager`, etc.). -5. **Spawning:** `main.gd` asks `PlayerManager` to instantiate `player.tscn` for all connected peers based on `GameStateManager` player IDs. +## Table of Contents -## Singletons & Autoloads (`scripts/managers/`) +[Back to top](#top) -There are ~74 manager scripts. Key singletons include: +1. [Project Structure Overview](#1-project-structure-overview) +2. [Autoloads / Singletons Index](#2-autoloads--singletons-index) +3. [Service Layer](#3-service-layer) + - [3.1 NakamaManager](#31-nakamamanaager) + - [3.2 BackendService](#32-backendservice) + - [3.3 SteamworksManager](#33-steamworksmanager) +4. [Core Managers](#4-core-managers) + - [4.1 AuthManager](#41-authmanager) + - [4.2 LobbyManager](#42-lobbymanager) + - [4.3 GameStateManager](#43-gamestatemanager) + - [4.4 PlayerManager](#44-playermanager) + - [4.5 EventBus](#45-eventbus) + - [4.6 GameMode / ModeConfig](#46-gamemode--modeconfig) +5. [Player Subsystem Managers](#5-player-subsystem-managers) + - [5.1 PlayerMovementManager](#51-playermovementmanager) + - [5.2 PlayerInputManager](#52-playerinputmanager) + - [5.3 PlayerActionManager](#53-playeractionmanager) + - [5.4 PlayerboardManager](#54-playerboardmanager) + - [5.5 PowerupManager](#55-powerupmanager) +6. [Game Mode Managers](#6-game-mode-managers) + - [6.1 StopNGoManager](#61-stopngomanager) + - [6.2 GauntletManager](#62-gauntletmanager) + - [6.3 PortalModeManager](#63-portalmode_manager) + - [6.4 GoalManager](#64-goalmanager) + - [6.5 GoalsCycleManager](#65-goalscyclemanager) + - [6.6 PlayerRaceManager](#66-playerracemanager) + - [6.7 TurnManager](#67-turnmanager) +7. [Gameplay Managers](#7-gameplay-managers) + - [7.1 ObstacleManager](#71-obstaclemanager) + - [7.2 SpecialTilesManager](#72-specialtilesmanager) + - [7.3 StaticTektonManager](#73-statictektonmanager) +8. [UI / Presentation Managers](#8-ui--presentation-managers) + - [8.1 UIManager](#81-uimanager) + - [8.2 SfxManager](#82-sfxmanager) + - [8.3 MusicManager](#83-musicmanager) + - [8.4 NotificationManager](#84-notificationmanager) + - [8.5 ScreenShake](#85-screenshake) + - [8.6 CameraContextManager](#86-cameracontextmanager) + - [8.7 TouchControls](#87-touchcontrols) + - [8.8 TutorialManager / TutorialOverlay](#88-tutorialmanager--tutorialoverlay) +9. [Social / Economy Managers](#9-social--economy-managers) + - [9.1 UserProfileManager](#91-userprofilemanager) + - [9.2 GachaManager](#92-gachamanager) + - [9.3 SkinManager](#93-skinmanager) + - [9.4 ShopManager](#94-shopmanager) + - [9.5 JoinManager](#95-joinmanager) + - [9.6 FriendManager](#96-friendmanager) + - [9.7 MailManager](#97-mailmanager) + - [9.8 DailyRewardManager](#98-dailyrewardmanager) + - [9.9 AdminManager](#99-adminmanager) +10. [System Managers](#10-system-managers) + - [10.1 SettingsManager](#101-settingsmanager) + - [10.2 SessionManager](#102-sessionmanager) + - [10.3 GameUpdateManager](#103-gameupdatemanager) +11. [Core Scene Scripts](#11-core-scene-scripts) + - [11.1 main.gd (Main game scene controller)](#111-maingd-main-game-scene-controller) + - [11.2 player.gd](#112-playergd) + - [11.3 lobby.gd](#113-lobbygd) + - [11.4 animation.gd](#114-animationgd) +12. [UI Helper Classes (RefCounted)](#12-ui-helper-classes-refcounted) + - [12.1 LobbyMainMenu](#121-lobbymainmenu) + - [12.2 LobbyRoom](#122-lobbyroom) + - [12.3 LobbyRoomList](#123-lobbyroomlist) + - [12.4 LobbyChat](#124-lobbychat) +13. [Dependency Graph](#13-dependency-graph) + - [13.1 Manager Autoload Dependencies](#131-manager-autoload-dependencies) + - [13.2 Cross-Manager Signal Wiring](#132-cross-manager-signal-wiring) +14. [Scene Node Trees](#14-scene-node-trees) + - [14.1 main.tscn](#141-maintscn) + - [14.2 player.tscn](#142-playertscn) + - [14.3 lobby.tscn](#143-lobbytscn) -### State & Networking -- **`NakamaManager` / `AuthManager`:** Connects to the backend VPS for authentication, leaderboards, storage (friends, inbox), and matchmaking. -- **`LobbyManager`:** Tracks pre-match state, chat, room configuration, and connected peers. -- **`GameStateManager`:** Tracks active players, bots, and the authoritative "match active" flags. +[Back to top](#top) -### Actor Control (`player.gd` delegates) -- **`PlayerMovementManager`:** Validates and executes GridMap translation. `try_push()` handles collision/smacking mechanics. -- **`PlayerInputManager`:** Reads keyboard/gamepad and touch inputs, polling every frame to instruct `PlayerMovementManager`. -- **`PlayerActionManager`:** Handles grid interactions (grabbing, dropping) and tracks Action Points (AP). -### Economy & Meta -- **`UserProfileManager`:** Manages the authoritative `wallet` (Gold/Star balances), cosmetic inventory, and fragments. Fetches from Nakama Storage. -- **`GachaManager`:** Reads backend gacha configs, calls Lua RPCs to roll, and grants fragments/skins. -- **`SkinManager`:** Dynamically applies unlocked materials to base meshes. +## 1. Project Structure Overview -### Game Modes -- **`StopNGoManager`:** Classic mode — green light / red light movement blocking. -- **`GauntletManager`:** Candy Pump Survival — waves of expanding sticky bubbles, center cannon shooting projectiles, invisible ghost mechanics. -- **`PortalModeManager`:** Tekton Doors — maze running and teleporters. +[Back to top](#top) -### UI & Render -- **`UIManager`:** Binds `player.gd` state to CanvasLayers. Specifically handles the 5x5 Grid `playerboard_ui`. -- **`SfxManager` / `MusicManager`:** Global audio pooling. - -## Major UI Components (`scenes/ui/`) - -- `lobby_main_menu.tscn`: Holds the primary game mode selection, Shop, and Gacha buttons. -- `shop_panel.tscn`: Reads `UserProfileManager` to buy Gold (IAP) or convert Gold to Stars. -- `gacha_panel.tscn`: 1x/10x pulls for Skins and Fragments. -- `daily_reward_panel.tscn`: Daily login progression matrix. -- `admin_panel.tscn`: Server moderation tools (requires Admin flag from Nakama). - -## Dependency Graph - -```mermaid -flowchart TD - LobbyManager -->|Match Start| Main[main.tscn] - Main -->|Instantiates| PlayerManager - PlayerManager -->|Spawns| Player[player.tscn] - - Main -->|Game Logic| ModeManagers[StopNGo/Gauntlet/Portal] - - Player -->|Delegates Input| PlayerInputManager - PlayerInputManager -->|Commands| PlayerMovementManager - PlayerMovementManager -->|Collisions| SfxManager - - Lobby[lobby.tscn] -->|Meta| UserProfileManager - Lobby -->|Pulls| GachaManager - UserProfileManager <--> NakamaManager - GachaManager <--> NakamaManager ``` +/home/dev/tekton/ + project.godot -- Godot 4.7 project file + scripts/ + main.gd -- (NOT USED; logic lives in scenes/main.gd) + nakama_manager.gd -- Nakama network layer (autoload) + event_bus.gd -- Central observer pattern bus (autoload) + game_mode.gd -- GameMode enum + string utils (RefCounted) + mode_config.gd -- Schema-driven mode settings validation (RefCounted) + managers/ -- 39+ autoload manager singletons + auth_manager.gd + lobby_manager.gd + game_state_manager.gd + player_manager.gd + player_movement_manager.gd + player_input_manager.gd + player_action_manager.gd + user_profile_manager.gd + gacha_manager.gd + skin_manager.gd + ui_manager.gd + sfx_manager.gd + music_manager.gd + game_update_manager.gd + stop_n_go_manager.gd + gauntlet_manager.gd + portal_mode_manager.gd + turn_manager.gd + goal_manager.gd + goals_cycle_manager.gd + player_race_manager.gd + shop_manager.gd + join_manager.gd + powerup_manager.gd + notification_manager.gd + obstacle_manager.gd + friend_manager.gd + admin_manager.gd + mail_manager.gd + session_manager.gd + settings_manager.gd + tutorial_manager.gd + tutorial_overlay.gd + playerboard_manager.gd + camera_context_manager.gd + screen_shake.gd + special_tiles_manager.gd + static_tekton_manager.gd + touch_controls.gd + daily_reward_manager.gd + services/ + backend_service.gd -- Unified RPC interface (autoload) + steamworks_manager.gd -- Steam auth ticket + persona (NOT autoload; child of BackendService) + scenes/ + main.gd -- Core game scene controller (~2956 lines) + main.tscn -- Main game scene + player.gd -- Player character controller (~2751 lines) + player.tscn -- Player scene + lobby.gd -- Lobby/home screen controller (~583 lines) + lobby.tscn -- Lobby scene + animation.gd -- Stop n Go animation player (41 lines) + ui/ + lobby_main_menu.gd -- RefCounted; main menu button wiring + lobby_room.gd -- RefCounted; room/player slot management + lobby_room_list.gd -- RefCounted; room list display + join + lobby_chat.gd -- RefCounted; global + DM chat + login_screen.tscn -- Login screen scene + boot_screen.tscn -- Boot splash scene + shop_panel.tscn -- Shop panel scene + gacha_panel.tscn -- Gacha panel scene + daily_reward_panel.tscn -- Daily reward panel scene + admin_panel.tscn -- Admin panel scene + profile_panel.tscn -- Profile panel scene + leaderboard_panel.tscn -- Leaderboard panel scene + mailbox_panel.tscn -- Mailbox panel scene + settings_menu.tscn -- Settings scene + lobby_invite_popup.tscn -- Invite popup scene + invite_friends_dialog.tscn -- Invite dialog scene + social_panel.tscn -- Social panel scene + game/ + main.tscn -- (actual main game scene) + loading_screen/ + loading_screen.tscn -- Level loading screen +``` + +[Back to top](#top) + + +## 2. Autoloads / Singletons Index + +[Back to top](#top) + +All managers are registered as autoloads in project.godot and accessible globally via `/root/`. The following are the configured autoloads: + +| Autoload Name | File | Purpose | +|---|---|---| +| AuthManager | res://scripts/managers/auth_manager.gd | Authentication (guest, email, social) | +| NakamaManager | res://scripts/nakama_manager.gd | Nakama client/socket/bridge lifecycle | +| BackendService | res://scripts/services/backend_service.gd | Unified RPC API wrapper | +| EventBus | res://scripts/event_bus.gd | Observer-pattern cross-manager events | +| LobbyManager | res://scripts/managers/lobby_manager.gd | Room lifecycle, matchmaking | +| GameStateManager | res://scripts/managers/game_state_manager.gd | State machine, match lifecycle | +| PlayerManager | res://scripts/managers/player_manager.gd | Player data container | +| PlayerMovementManager | res://scripts/managers/player_movement_manager.gd | Movement physics, pathfinding | +| PlayerInputManager | res://scripts/managers/player_input_manager.gd | Input capture, buffering | +| PlayerActionManager | res://scripts/managers/player_action_manager.gd | Action execution (grab, put) | +| UserProfileManager | res://scripts/managers/user_profile_manager.gd | Profile CRUD, wallet sync | +| GachaManager | res://scripts/managers/gacha_manager.gd | Gacha pull orchestration | +| SkinManager | res://scripts/managers/skin_manager.gd | Cosmetics, skins, loadout | +| UIManager | res://scripts/managers/ui_manager.gd | UI layer stack, show/hide | +| SfxManager | res://scripts/managers/sfx_manager.gd | Sound effect pool | +| MusicManager | res://scripts/managers/music_manager.gd | Music crossfade | +| GameUpdateManager | res://scripts/managers/game_update_manager.gd | Hot-reload patching | +| StopNGoManager | res://scripts/managers/stop_n_go_manager.gd | Stop n Go minigame state | +| GauntletManager | res://scripts/managers/gauntlet_manager.gd | Gauntlet mode progression | +| PortalModeManager | res://scripts/managers/portal_mode_manager.gd | Portal race mode | +| TurnManager | res://scripts/managers/turn_manager.gd | Turn-based sequencing | +| GoalManager | res://scripts/managers/goal_manager.gd | Goal validation, completion | +| GoalsCycleManager | res://scripts/managers/goals_cycle_manager.gd | Cycling goal rotation, scoring | +| PlayerRaceManager | res://scripts/managers/player_race_manager.gd | Race position, finish | +| ShopManager | res://scripts/managers/shop_manager.gd | Shop data layer | +| JoinManager | res://scripts/managers/join_manager.gd | Join code input | +| PowerupManager | res://scripts/managers/powerup_manager.gd | Powerup system (boost/charge) | +| NotificationManager | res://scripts/managers/notification_manager.gd | On-screen message queue | +| ObstacleManager | res://scripts/managers/obstacle_manager.gd | Obstacle placement/removal | +| FriendManager | res://scripts/managers/friend_manager.gd | Friends list, DMs | +| AdminManager | res://scripts/managers/admin_manager.gd | Admin panel state | +| MailManager | res://scripts/managers/mail_manager.gd | Mail CRUD | +| SessionManager | res://scripts/managers/session_manager.gd | Session refresh lifecycle | +| SettingsManager | res://scripts/managers/settings_manager.gd | User settings persistence | +| TutorialManager | res://scripts/managers/tutorial_manager.gd | Tutorial flow control | +| TutorialOverlay | res://scripts/managers/tutorial_overlay.gd | Tutorial UI overlay | +| PlayerboardManager | res://scripts/managers/playerboard_manager.gd | Player inventory board | +| CameraContextManager | res://scripts/managers/camera_context_manager.gd | Camera zoom/context | +| ScreenShake | res://scripts/managers/screen_shake.gd | Screen shake effects | +| SpecialTilesManager | res://scripts/managers/special_tiles_manager.gd | Ice/crack/portal tiles | +| StaticTektonManager | res://scripts/managers/static_tekton_manager.gd | Static Tekton turret logic | +| TouchControls | res://scripts/managers/touch_controls.gd | Mobile touch input overlay | +| DailyRewardManager | res://scripts/managers/daily_reward_manager.gd | Daily reward claims | + +[Back to top](#top) + + +## 3. Service Layer + +[Back to top](#top) + +### 3.1 NakamaManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/nakama_manager.gd` (330 lines) +**Extends:** Node +**Autoload name:** NakamaManager + +Central Nakama SDK integration. Manages the Nakama client, session, socket, and multiplayer bridge. All network communication flows through this singleton. + +**Properties:** + +| Name | Type | Description | +|---|---|---| +| nakama_server_key | String | From env var NAKAMA_SERVER_KEY or ProjectSettings | +| nakama_host | String | Default: `tektondash.vps.webdock.cloud` | +| nakama_port | int | Default: 7350 | +| nakama_scheme | String | Default: http | +| client | NakamaClient | The Nakama client instance | +| session | NakamaSession | Current auth session | +| socket | NakamaSocket | WebSocket connection | +| bridge | NakamaMultiplayerBridge | Links Nakama socket to Godot HLAPI | +| current_match_id | String | Currently joined match ID | + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `connected_to_nakama` | none | Emitted when socket connects successfully | +| `connection_failed` | error_message: String | Emitted on connection failure | +| `match_joined` | match_id: String | Emitted when bridge joins a match | +| `match_join_error` | error_message: String | Emitted on match join failure | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `set_server` | `func set_server(host: String, port: int = 7350) -> void` | void | Override Nakama server endpoint. Auto-detects scheme (https for .ts.net, http for 100.x IPs). Recreates client if no active session. | +| `connect_to_nakama_async` | `func connect_to_nakama_async(email: String = "", password: String = "") -> bool` | bool (async) | Full auth + socket + bridge connection. Empty email = device auth. Creates socket, initializes multiplayer bridge, sets Godot's multiplayer peer. | +| `cleanup` | `func cleanup() -> void` | void | Shuts down socket, leaves bridge, deletes match metadata storage, resets multiplayer peer to null. | +| `host_game` | `func host_game(room_meta: Dictionary = {}) -> void` | void | Creates a Nakama relayed match via bridge.create_match(). Optionally stores room metadata to Nakama storage. Has re-entry guard for double-click protection. | +| `join_game` | `func join_game(match_id: String) -> void` | void | Joins an existing match by ID. Leaves current match first if connected. | +| `is_connected_to_nakama` | `func is_connected_to_nakama() -> bool` | bool | Returns true if socket exists and is connected to host. | +| `list_matches_async` | `func list_matches_async(mode_filter: String = "") -> Array` | Array (async) | Queries Nakama for available matches. Batch-reads room metadata from storage. Returns array of room dicts. | +| `_on_bridge_match_joined` | `func _on_bridge_match_joined() -> void` | void | Internal: updates current_match_id, emits match_joined signal. | +| `_on_bridge_match_join_error` | `func _on_bridge_match_join_error(error) -> void` | void | Internal: emits match_join_error. | + +**Dependencies:** Nakama GDExtension (NakamaClient, NakamaSocket, NakamaMultiplayerBridge). +**Depended by:** AuthManager, BackendService, LobbyManager, LobbyRoom, LobbyChat, LobbyMainMenu, main.gd. + +[Back to top](#top) + +### 3.2 BackendService + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/services/backend_service.gd` (247 lines) +**Extends:** Node +**Autoload name:** BackendService + +Unified typed interface for all Nakama Lua RPCs. All platform authentication paths (Steam, Nakama device/email) funnel through here. Provides retry logic with exponential backoff. + +**Properties:** + +| Name | Type | Description | +|---|---|---| +| current_platform | Platform (enum) | DESKTOP_STEAM, DESKTOP_NAKAMA, or MOBILE_NAKAMA | +| steamworks_manager | Node | Only for auth ticket retrieval | +| nakama_backend | Node | Reference to NakamaManager autoload | + +**Enums:** + +- `Platform { DESKTOP_STEAM, DESKTOP_NAKAMA, MOBILE_NAKAMA }` +- `ErrorCode { NONE, NETWORK_ERROR, UNAUTHORIZED, FORBIDDEN, NOT_FOUND, INTERNAL_ERROR, UNKNOWN_ERROR, INSUFFICIENT_FUNDS }` + +**Signals:** None. + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `_ready` | auto-called | void | Detects platform, initializes backend | +| `is_initialized` | `func is_initialized() -> bool` | bool | Checks nakama_backend is non-null | +| `get_platform_name` | `func get_platform_name() -> String` | String | Returns human-readable platform name | +| `get_steamworks_manager` | `func get_steamworks_manager() -> Node` | Node | Returns steamworks_manager child node | +| `api_rpc_async` | `func api_rpc_async(rpc_id: String, payload: String = "{}") -> Dictionary` | Dictionary (async) | Unified RPC with up to 3 retries, exponential backoff (0.5s base). Returns `{success, error, message, data}`. | +| `admin_clear_global_chat` | `func admin_clear_global_chat(payload: String) -> Dictionary` | Dictionary | RPC wrapper | +| `admin_get_chat_config` | `func admin_get_chat_config() -> Dictionary` | Dictionary | RPC wrapper | +| `admin_set_chat_config` | `func admin_set_chat_config(config: Dictionary) -> Dictionary` | Dictionary | RPC wrapper | +| `admin_purge_old_messages` | `func admin_purge_old_messages(channel_id: String, max_age_days: int) -> Dictionary` | Dictionary | RPC wrapper | +| `admin_list_channel_messages` | `func admin_list_channel_messages(channel_id: String, limit: int = 50, cursor: String = "", forward: bool = true) -> Dictionary` | Dictionary | RPC wrapper | +| `admin_delete_channel_message` | `func admin_delete_channel_message(channel_id: String, message_id: String) -> Dictionary` | Dictionary | RPC wrapper | +| `send_friend_request` | `func send_friend_request(target_id: String) -> Dictionary` | Dictionary | RPC wrapper | +| `respond_friend_request` | `func respond_friend_request(target_id: String, accept: bool) -> Dictionary` | Dictionary | RPC wrapper | +| `perform_gacha_pull` | `func perform_gacha_pull(gacha_id: String, count: int) -> Dictionary` | Dictionary | RPC wrapper | +| `get_mail` | `func get_mail(payload: String = "{}") -> Dictionary` | Dictionary | RPC wrapper | +| `claim_mail_reward` | `func claim_mail_reward(mail_id: String) -> Dictionary` | Dictionary | RPC wrapper | +| `delete_mail` | `func delete_mail(mail_id: String) -> Dictionary` | Dictionary | RPC wrapper | +| `send_mail` | `func send_mail(payload: String) -> Dictionary` | Dictionary | RPC wrapper | +| `change_avatar` | `func change_avatar(avatar_url: String) -> Dictionary` | Dictionary | RPC wrapper | +| `change_username` | `func change_username(new_username: String) -> Dictionary` | Dictionary | RPC wrapper | +| `change_status` | `func change_status(new_status: String) -> Dictionary` | Dictionary | RPC wrapper | +| `change_bio` | `func change_bio(new_bio: String) -> Dictionary` | Dictionary | RPC wrapper | +| `query_users` | `func query_users(payload: String) -> Dictionary` | Dictionary | RPC wrapper | +| `admin_give_currency` | `func admin_give_currency(payload: String) -> Dictionary` | Dictionary | RPC wrapper | +| `get_daily_reward_config_admin` | `func get_daily_reward_config_admin() -> Dictionary` | Dictionary | RPC wrapper | +| `set_daily_reward_config` | `func set_daily_reward_config(req: Dictionary) -> Dictionary` | Dictionary | RPC wrapper | +| `get_daily_reward_state` | `func get_daily_reward_state() -> Dictionary` | Dictionary | RPC wrapper | +| `claim_daily_reward` | `func claim_daily_reward() -> Dictionary` | Dictionary | RPC wrapper | +| `sync_leaderboard` | `func sync_leaderboard() -> Dictionary` | Dictionary | RPC wrapper | +| `get_leaderboard_stats` | `func get_leaderboard_stats() -> Dictionary` | Dictionary | RPC wrapper | +| `debug_add_exp` | `func debug_add_exp(exp_amount: int) -> Dictionary` | Dictionary | RPC wrapper | +| `reset_stats` | `func reset_stats() -> Dictionary` | Dictionary | RPC wrapper | +| `search_users` | `func search_users(payload: String) -> Dictionary` | Dictionary | RPC wrapper | +| `send_lobby_invite` | `func send_lobby_invite(to_user_id: String, match_id: String) -> Dictionary` | Dictionary | RPC wrapper | + +**Dependencies:** NakamaManager (autoload), SteamworksManager (child node). +**Depended by:** AuthManager, LobbyManager, LobbyChat, lobby.gd (admin), FriendManager, MailManager, GachaManager, DailyRewardManager, AdminManager, SkinManager. + +[Back to top](#top) + +### 3.3 SteamworksManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/services/steamworks_manager.gd` (72 lines) +**Extends:** Node +**class_name:** SteamworksManager + +NOT an autoload. Created as a child of BackendService. Provides Steam auth session tickets for Nakama login. GodotSteam GDExtension required. + +**Properties:** + +| Name | Type | Description | +|---|---|---| +| is_steam_initialized | bool | Whether Steam API initialized successfully | +| steam_app_id | int | From ProjectSettings or default 480 | + +**Signals:** None. + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `_ready` | auto-called | void | Calls _initialize_steam | +| `is_initialized` | `func is_initialized() -> bool` | bool | Returns steam init status | +| `get_auth_session_ticket` | `func get_auth_session_ticket() -> String` | String | Gets Steam auth session ticket via Steam.getAuthSessionTicket(), returns hex-encoded buffer | +| `get_steam_user_name` | `func get_steam_user_name() -> String` | String | Returns Steam persona name via Steam.getPersonaName() | +| `get_steam_user_id` | `func get_steam_user_id() -> int` | int | Returns Steam ID via Steam.getSteamID() | + +**Dependencies:** GodotSteam GDExtension (ClassDB.class_exists("Steam")). +**Depended by:** BackendService, AuthManager. + +[Back to top](#top) + + +## 4. Core Managers + +[Back to top](#top) + +### 4.1 AuthManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/auth_manager.gd` (515 lines) +**Extends:** Node +**Autoload name:** AuthManager + +Centralized authentication handler. Supports Guest (device ID), Email/Password, Google, Apple, Facebook, and Steam auth modes. Persists sessions to encrypted file storage. + +**Properties:** + +| Name | Type | Description | +|---|---|---| +| current_user | Dictionary | {user_id, username, display_name, avatar_url, email} | +| is_authenticated | bool | Whether fully authenticated | +| is_guest | bool | Whether using guest mode | +| auth_mode | AuthMode (enum) | GUEST, EMAIL, GOOGLE, APPLE, FACEBOOK, STEAM, CUSTOM | + +**Enums:** `AuthMode { GUEST, EMAIL, GOOGLE, APPLE, FACEBOOK, STEAM, CUSTOM }` + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `auth_started` | none | Emitted when any login flow begins | +| `auth_completed` | success: bool, user_data: Dictionary | Emitted on auth success or failure | +| `auth_failed` | error: String | Emitted on auth error | +| `session_restored` | none | Emitted when saved session restored | +| `logged_out` | none | Emitted after full logout | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `_ready` | auto-called | void | Deferred call to _try_restore_session | +| `login_as_guest` | `func login_as_guest() -> bool` | bool (async) | Device ID guest auth. Generates/persists device ID. | +| `login_with_email` | `func login_with_email(email: String, password: String, remember: bool = true) -> bool` | bool (async) | Email/password authentication | +| `register_with_email` | `func register_with_email(email: String, password: String, username: String = "") -> bool` | bool (async) | Email registration (create if not exists) | +| `login_with_google` | `func login_with_google(id_token: String) -> bool` | bool (async) | Google auth via ID token | +| `login_with_apple` | `func login_with_apple(id_token: String) -> bool` | bool (async) | Apple auth via ID token | +| `login_with_facebook` | `func login_with_facebook(access_token: String) -> bool` | bool (async) | Facebook auth via access token | +| `login_with_steam` | `func login_with_steam() -> bool` | bool (async) | Steam ticket auth via BackendService.steamworks_manager | +| `link_email` | `func link_email(email: String, password: String) -> bool` | bool (async) | Link email to existing guest account | +| `link_google` | `func link_google(id_token: String) -> bool` | bool (async) | Link Google to existing account | +| `logout` | `func logout() -> void` | void | Full cleanup: NakamaManager.cleanup(), clear session files, reset state, emit logged_out | +| `clear_session` | `func clear_session() -> void` | void | Deletes SESSION_FILE and CREDENTIALS_FILE from user:// | +| `_try_restore_session` | internal | void | Attempts to load encrypted session file. Skips guest session auto-restore. | +| `_connect_socket` | internal | bool (async) | Creates Nakama socket, connects, initializes multiplayer bridge | +| `_load_user_profile` | internal | void (async) | Loads account data from Nakama into current_user | + +**Dependencies:** NakamaManager, BackendService. +**Depended by:** LobbyMainMenu, lobby.gd, UserProfileManager, login_screen.tscn. + +[Back to top](#top) + +### 4.2 LobbyManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/lobby_manager.gd` (1023 lines) +**Extends:** Node +**Autoload name:** LobbyManager + +Room/lobby lifecycle manager. Handles both Nakama (online) and LAN (direct ENet) modes. Manages room creation, joining, player list, ready states, game mode settings, and character/area selection. + +**Properties:** + +| Name | Type | Default | Description | +|---|---|---|---| +| current_room | Dictionary | {} | Current room metadata | +| players_in_room | Array | [] | [{id, name, is_ready, character, nakama_id}] | +| available_rooms | Array | [] | Discovered rooms for room list | +| is_host | bool | false | Whether local player is room host | +| is_lan_mode | bool | false | Direct ENet (no Nakama) | +| LAN_PORT | const int | 7777 | ENet server port | +| LAN_DISCOVERY_PORT | const int | 7778 | UDP broadcast port | +| local_player_name | String | "Player" | Display name | +| is_tutorial_mode | bool | false | Tutorial mode flag | +| match_duration | int | 180 | Seconds (configurable by host) | +| randomize_spawn | bool | false | Randomize spawn positions | +| enable_cycle_timer | bool | false | Goal cycle timer | +| scarcity_mode | String | "Normal" | Item scarcity: Normal/Aggressive/Chaos | +| disconnect_reason | String | "" | UI feedback message | +| sng_go_duration | int | 20 | Stop n Go: GO phase seconds | +| sng_stop_duration | int | 4 | Stop n Go: STOP phase seconds | +| sng_required_goals | int | 8 | Goals needed for SNG win | +| doors_swap_time | int | 15 | Tekton Doors: swap interval | +| doors_refresh_time | int | 25 | Tekton Doors: refresh interval | +| doors_required_goals | int | 8 | Goals needed for Doors win | +| rematch_votes | Array | [] | Player IDs who voted for rematch | +| available_characters | Array[String] | [...] | ["Copper", "Dabro", "Gatot", "Pip", "Random"] | +| available_areas | Array[String] | [] | Mode-specific area list | +| available_game_modes | Array[String] | [...] | ["Freemode", "Stop n Go", "Candy Pump Survival"] | +| selected_area | String | "Freemode Arena" | Currently selected area | +| game_mode | String | "Freemode" | Current game mode | +| local_character_index | int | 0 | Local player's character index | + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `room_list_updated` | rooms: Array | Room list refreshed | +| `room_joined` | room_data: Dictionary | Joined a room | +| `room_left` | none | Left current room | +| `player_joined` | player_data: Dictionary | Player entered room | +| `player_left` | player_id: int | Player left room | +| `ready_state_changed` | player_id: int, is_ready: bool | Player ready status changed | +| `all_players_ready` | none | All players ready | +| `host_disconnected` | none | Host left/disconnected | +| `game_starting` | none | Game countdown started | +| `match_duration_changed` | duration_seconds: int | Duration setting changed | +| `randomize_spawn_changed` | enabled: bool | Random spawn toggled | +| `character_changed` | player_id: int, character_name: String | Character selection changed | +| `area_changed` | area_name: String | Map area changed | +| `player_list_changed` | none | Player list should re-render | +| `rematch_votes_updated` | count: int, required: int | Rematch vote progress | +| `game_mode_changed` | mode: String | Game mode changed | +| `scarcity_mode_changed` | mode: String | Scarcity setting changed | +| `enable_cycle_timer_changed` | enabled: bool | Timer toggle changed | +| `sng_go_duration_changed` | duration: int | SNG Go duration changed | +| `sng_stop_duration_changed` | duration: int | SNG Stop duration changed | +| `sng_required_goals_changed` | goals: int | SNG required goals changed | +| `doors_swap_time_changed` | time: int | Doors swap interval changed | +| `doors_refresh_time_changed` | time: int | Doors refresh interval changed | +| `doors_required_goals_changed` | goals: int | Doors required goals changed | +| `gauntlet_round_duration_changed` | duration: int | Gauntlet round duration changed | +| `gauntlet_growth_interval_changed` | interval: float | Gauntlet growth interval changed | +| `gauntlet_cells_per_tick_changed` | cells: Dictionary | Cells per tick changed | + +**Key Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `start_tutorial` | `func start_tutorial(mode: String = "Freemode") -> void` | void | Sets tutorial flags, calls create_room_lan("Tutorial") | +| `create_room` | `func create_room(room_name: String) -> void` | void | Hosts Nakama room: connects, calls NakamaManager.host_game | +| `join_room` | `func join_room(match_id: String) -> void` | void | Joins Nakama room by match ID | +| `create_room_lan` | `func create_room_lan(room_name: String = "LAN Game") -> bool` | bool | Creates ENet server on LAN_PORT, broadcasts UDP discovery | +| `join_room_lan` | `func join_room_lan(host_ip: String) -> bool` | bool | Creates ENet client to host IP:LAN_PORT | +| `leave_room` | -- | void | Leaves current room, cleans up peers | +| `start_game` | `func start_game(is_tutorial: bool = false) -> void` | void | Transitions from lobby to main game scene | +| `refresh_room_list` | `func refresh_room_list() -> void` | void | Queries Nakama for available rooms or broadcasts LAN | +| `set_ready` | `func set_ready(is_ready: bool) -> void` | void | Updates ready state via RPC | +| `set_match_duration` | `func set_match_duration(seconds: int) -> void` | void | Host sets match duration | +| `set_randomize_spawn` | `func set_randomize_spawn(enabled: bool) -> void` | void | Host toggles random spawn | +| `set_enable_cycle_timer` | `func set_enable_cycle_timer(enabled: bool) -> void` | void | Host toggles timer | +| `set_scarcity_mode` | `func set_scarcity_mode(mode: String) -> void` | void | Host sets scarcity | +| `set_game_mode` | `func set_game_mode(mode: String) -> void` | void | Host sets game mode | +| `cycle_character` | `func cycle_character(direction: int) -> void` | void | Change character selection | +| `cycle_area` | `func cycle_area(direction: int) -> void` | void | Change selected area | +| `get_players` | `func get_players() -> Array` | Array | Returns players_in_room | +| `is_all_ready` | `func is_all_ready() -> bool` | bool | All players ready check | +| `set_sng_go_duration` | -- | void | Host sets SNG go time | +| `set_sng_stop_duration` | -- | void | Host sets SNG stop time | +| `set_sng_required_goals` | -- | void | Host sets SNG goals | +| `get_selected_area` | `func get_selected_area() -> String` | String | Returns current area name | +| `get_game_mode` | `func get_game_mode() -> GameMode.Mode` | GameMode.Mode | Converts string to GameMode enum | +| `is_game_mode` | `func is_game_mode(mode: GameMode.Mode) -> bool` | bool | Mode comparison helper | + +**Internal Functions:** `_on_match_joined`, `_on_peer_connected`, `_on_peer_disconnected`, `_on_server_disconnected`, `_update_available_areas`, `_start_lan_broadcast`, `_broadcast_lan_room`, `_stop_lan_broadcast`, `_update_lan_room_list`, `_listen_for_lan_discovery`, `_update_ready_state_rpc`, `_request_rematch`, `rpc_set_*`, `rpc_*`. + +**Dependencies:** NakamaManager, GameStateManager. +**Depended by:** LobbyRoom, LobbyRoomList, LobbyMainMenu, main.gd, player.gd, lobby.gd, SceneManager (loading screen). + +[Back to top](#top) + +### 4.3 GameStateManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/game_state_manager.gd` (66 lines) +**Extends:** Node +**Autoload name:** GameStateManager + +Simple state machine and match configuration constants. + +**Properties:** + +| Name | Type | Default | Description | +|---|---|---|---| +| current_state | GameState (enum) | LOBBY | Current application state | +| max_players | int | 8 | Max players in a match | +| enable_bots | bool | false | Bot fill toggle | +| local_player_id | int | 0 | Local peer ID | + +**Enums:** `GameState { LOBBY, LOADING, GAME, RESULT }` + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `state_changed` | new_state: GameState | Emitted on state transition | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `change_state` | `func change_state(new_state: GameState) -> void` | void | Transitions state, emits state_changed | + +**Dependencies:** None. +**Depended by:** LobbyManager, main.gd, tutorial_manager.gd, many managers. + +[Back to top](#top) + +### 4.4 PlayerManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/player_manager.gd` (37 lines) +**Extends:** Node +**Autoload name:** PlayerManager + +Lightweight data container for player metadata. Stores display name and peer ID for the local player. Used as a quick reference by various subsystems. + +**Properties:** + +| Name | Type | Description | +|---|---|---| +| display_name | String | Local player's display name | +| peer_id | int | Local player's multiplayer unique ID | + +**Signals:** None. + +**Public Functions:** None (data-only container). + +**Dependencies:** None. +**Depended by:** UIManager, player.gd, various managers needing player identity. + +[Back to top](#top) + +### 4.5 EventBus + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/event_bus.gd` (73 lines) +**Extends:** Node +**Autoload name:** EventBus + +Centralized observer pattern for inter-manager communication. Replaces direct cross-references between managers. + +**Constants (event names):** + +| Constant | Value | Description | +|---|---|---| +| EVENT_PLAYER_JOINED | "player_joined" | Player entered match | +| EVENT_PLAYER_LEFT | "player_left" | Player left match | +| EVENT_PLAYER_READY | "player_ready" | Player ready state changed | +| EVENT_MATCH_STARTED | "match_started" | Match began | +| EVENT_MATCH_ENDED | "match_ended" | Match ended | +| EVENT_GAME_MODE_CHANGED | "game_mode_changed" | Game mode switched | +| EVENT_CURRENCY_CHANGED | "currency_changed" | Wallet balance changed | +| EVENT_ITEM_PURCHASED | "item_purchased" | Item bought from shop | +| EVENT_GACHA_PULL | "gacha_pull" | Gacha rolled | +| EVENT_PROFILE_LOADED | "profile_loaded" | Profile loaded from server | +| EVENT_PROFILE_UPDATED | "profile_updated" | Profile updated | +| EVENT_AVATAR_CHANGED | "avatar_changed" | Avatar changed | +| EVENT_SESSION_REFRESHED | "session_refreshed" | Nakama session refreshed | +| EVENT_SESSION_EXPIRED | "session_expired" | Nakama session expired | + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `event_emitted` | event_name: String, data: Variant | Fired on every emit | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `emit` | `func emit(event_name: String, data: Variant = null) -> void` | void | Emit event to all registered listeners and the signal bus | +| `on` | `func on(event_name: String, callback: Callable) -> void` | void | Subscribe to event | +| `off` | `func off(event_name: String, callback: Callable) -> void` | void | Unsubscribe from event | +| `clear` | `func clear() -> void` | void | Remove all listeners (scene transition cleanup) | + +**Dependencies:** None. +**Depended by:** UserProfileManager, GachaManager, ShopManager, many managers for loose coupling. + +[Back to top](#top) + +### 4.6 GameMode / ModeConfig + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/game_mode.gd` (41 lines) +**Extends:** RefCounted +**class_name:** GameMode + +Enum and string conversion utilities for game modes. + +**Enum:** `Mode { FREEMODE = 0, STOP_N_GO = 1, TEKTON_DOORS = 2, GAUNTLET = 3 }` + +**Public Static Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `from_string` | `static func from_string(mode: String) -> Mode` | Mode | Converts "Freemode"/"Stop n Go"/"Tekton Doors"/"Candy Pump Survival" to enum | +| `mode_to_string` | `static func mode_to_string(mode: Mode) -> String` | String | Converts enum back to string | +| `is_restricted` | `static func is_restricted(mode: Mode) -> bool` | bool | Returns true for SNG, Doors, or Gauntlet | +| `get_all_modes` | `static func get_all_modes() -> Array[String]` | Array[String] | Returns all mode names | + +**File:** `/home/dev/tekton/scripts/mode_config.gd` (108 lines) +**Extends:** RefCounted +**class_name:** ModeConfig + +Schema-driven validation for game mode settings. Consolidates duplicated/inconsistent option toggles. + +**Public Static Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `get_defaults` | `static func get_defaults(mode: String) -> Dictionary` | Dictionary | Returns default config dict for mode | +| `validate_setting` | `static func validate_setting(mode: String, key: String, value: Variant) -> Dictionary` | Dictionary | Validates type, range, and allowed values for a single setting | +| `validate_config` | `static func validate_config(mode: String, config: Dictionary) -> Dictionary` | Dictionary | Validates entire config, returns errors array | +| `get_mode_settings` | `static func get_mode_settings(mode: String) -> Array` | Array | Returns list of setting keys for mode | +| `get_setting_schema` | `static func get_setting_schema(mode: String, key: String) -> Dictionary` | Dictionary | Returns schema for specific setting | +| `has_setting` | `static func has_setting(mode: String, key: String) -> bool` | bool | Checks if setting exists for mode | +| `get_supported_modes` | `static func get_supported_modes() -> Array` | Array | Returns all supported mode strings | + +**Dependencies:** None (standalone utility classes). +**Depended by:** LobbyManager, LobbyRoom, mode-specific managers. + +[Back to top](#top) + + +## 5. Player Subsystem Managers + +[Back to top](#top) + +### 5.1 PlayerMovementManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/player_movement_manager.gd` (33,053 chars) +**Extends:** Node +**Autoload name:** PlayerMovementManager + +Handles player movement physics, grid-based pathfinding, movement range highlighting, position syncing, and obstacle-aware navigation. Delegated from player.gd. + +**Signals:** (custom signals listed; full list from code) + +| Signal | Params | Description | +|---|---|---| +| `movement_started` | path: Array | Emitted when player begins moving | +| `movement_completed` | none | Emitted when movement tween finishes | +| `movement_interrupted` | none | Emitted when movement is cancelled | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `move_along_path` | `func move_along_path(player: Node, path: Array) -> void` | void | Tweens player along grid path | +| `find_path` | `func find_path(from: Vector2i, to: Vector2i, gridmap: Node) -> Array` | Array | A* or BFS pathfinding on grid | +| `highlight_movement_range` | `func highlight_movement_range(player: Node) -> void` | void | Shows reachable cells | +| `highlight_adjacent_cells` | `func highlight_adjacent_cells(player: Node) -> void` | void | Shows cardinal-adjacent cells | +| `rotate_towards_target` | `func rotate_towards_target(target_pos: Vector2i) -> void` | void | Smooth rotation to face target | +| `can_move_to` | `func can_move_to(pos: Vector2i, gridmap: Node) -> bool` | bool | Cell walkability check | +| `apply_stagger` | `func apply_stagger(duration: float) -> void` | void | Applies stun knockback | +| `sync_bump` | `func sync_bump(target_pos: Vector2i, is_soft: bool) -> void` | void | Visual bump animation | +| `set_player_moving` | `func set_player_moving(is_moving: bool) -> void` | void | Toggle movement state | + +**Dependencies:** player.gd (node refs), ObstacleManager, SpecialTilesManager, EnhancedGridMap. +**Depended by:** player.gd, main.gd. + +[Back to top](#top) + +### 5.2 PlayerInputManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/player_input_manager.gd` (7,292 chars) +**Extends:** Node +**Autoload name:** PlayerInputManager + +Captures and buffers player input events. Supports keyboard, mouse, gamepad, and touch inputs. Provides input state query API. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `input_received` | event: InputEvent | Raw input forwarded | +| `action_pressed` | action: String | Action mapped press (grab, put, move) | +| `action_released` | action: String | Action released | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `is_action_held` | `func is_action_held(action: String) -> bool` | bool | Check if action is currently held | +| `get_movement_direction` | `func get_movement_direction() -> Vector2i` | Vector2i | Grid-aligned movement cardinal | +| `get_look_direction` | `func get_look_direction(camera: Camera3D) -> Vector2` | Vector2 | Mouse-world direction | +| `flush_buffer` | `func flush_buffer() -> void` | void | Clear input buffer | +| `is_touch_active` | `func is_touch_active() -> bool` | bool | Whether touch controls are in use | + +**Dependencies:** TouchControls (autoload). +**Depended by:** player.gd, player_action_manager.gd. + +[Back to top](#top) + +### 5.3 PlayerActionManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/player_action_manager.gd` (8,828 chars) +**Extends:** Node +**Autoload name:** PlayerActionManager + +Action execution layer. Manages grab, put, arrange, tekton throw/knock actions. Handles action point consumption, cooldowns, and visual highlighting. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `action_executed` | action_type: String | Action performed | +| `action_failed` | reason: String | Action invalid | +| `action_points_changed` | points: int | AP updated | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `execute_grab` | `func execute_grab(player: Node, grid_pos: Vector2i) -> bool` | bool | Grab item from grid | +| `execute_put` | `func execute_put(player: Node, slot_index: int, grid_pos: Vector2i) -> bool` | bool | Put item from playerboard to grid | +| `execute_arrange` | `func execute_arrange(player: Node, from_slot: int, to_slot: int) -> bool` | bool | Rearrange playerboard slots | +| `consume_action_points` | `func consume_action_points(points: int) -> void` | void | Deduct action points | +| `can_afford_action` | `func can_afford_action() -> bool` | bool | Check AP > 0 | +| `after_action_completed` | `func after_action_completed() -> void` | void | Post-action cleanup: check win, cycle goals | +| `highlight_cells_if_authorized` | `func highlight_cells_if_authorized(cells: Array, item_id: int) -> void` | void | Show valid target cells | +| `highlight_empty_adjacent_cells` | `func highlight_empty_adjacent_cells() -> void` | void | Show empty adjacent cells for put | +| `highlight_occupied_playerboard_slots` | `func highlight_occupied_playerboard_slots() -> void` | void | Show occupied slots for grab | +| `highlight_random_valid_cells` | `func highlight_random_valid_cells() -> void` | void | Show random valid cells | +| `clear_highlights` | `func clear_highlights() -> void` | void | Remove all cell highlights | +| `clear_playerboard_highlights` | `func clear_playerboard_highlights() -> void` | void | Remove playerboard highlights | + +**Dependencies:** PlayerboardManager, PlayerInputManager, GoalsCycleManager. +**Depended by:** player.gd, main.gd. + +[Back to top](#top) + +### 5.4 PlayerboardManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/playerboard_manager.gd` (22,790 chars) +**Extends:** Node +**Autoload name:** PlayerboardManager + +Manages each player's inventory board (2x5 or 3x5 grid of item slots). Handles slot selection, item placement, auto-arrange for goal matching, drag-and-drop, and visual updates. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `slot_selected` | slot_index: int | Slot clicked/selected | +| `slot_deselected` | none | Selection cleared | +| `item_placed` | slot_index: int, item_id: int | Item added to slot | +| `item_removed` | slot_index: int | Item removed from slot | +| `playerboard_updated` | player_id: int, board: Array | Full board synced | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `grab_item` | `func grab_item(grid_pos: Vector2i) -> bool` | bool | Auto-place grabbed item into best-fit slot | +| `auto_put_item` | `func auto_put_item() -> bool` | bool | Put goal-matching tile from board to adjacent grid | +| `handle_slot_clicked` | `func handle_slot_clicked(slot_index: int) -> void` | void | Process slot click event | +| `handle_playerboard_slot_selected` | `func handle_playerboard_slot_selected(slot_index: int) -> void` | void | Handle slot selection for action | +| `handle_put_slot_selected` | `func handle_put_slot_selected(slot_index: int) -> void` | void | Handle slot chosen for put action | +| `arrange_playerboard_item` | `func arrange_playerboard_item(slot_index: int) -> void` | void | Move item to better slot | +| `select_playerboard_slot` | `func select_playerboard_slot(slot_index: int) -> void` | void | Mark slot as selected | +| `deselect_playerboard_slot` | `func deselect_playerboard_slot() -> void` | void | Clear slot selection | +| `target_playerboard_slot` | `func target_playerboard_slot(slot_index: int) -> void` | void | Target a slot for move | +| `untarget_playerboard_slot` | `func untarget_playerboard_slot() -> void` | void | Clear target | +| `can_move_to_target_playerboard_slot` | `func can_move_to_target_playerboard_slot() -> bool` | bool | Check if target slot is valid | +| `bot_grab_item` | `func bot_grab_item(pos: Vector2i, slot: int, x: int, y: int, z: int) -> void` | void | Bot performs grab | +| `bot_put_item` | `func bot_put_item(pos: Vector2i, slot: int, x: int, y: int, z: int) -> void` | void | Bot performs put | +| `bot_arrange_item` | `func bot_arrange_item(from_slot: int, to_slot: int) -> void` | void | Bot rearranges board | + +**Dependencies:** GoalsCycleManager, GoalManager, EnhancedGridMap (scene ref). +**Depended by:** player.gd, PlayerActionManager. + +[Back to top](#top) + +### 5.5 PowerupManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/powerup_manager.gd` (9,417 chars) +**Extends:** Node +**Autoload name:** PowerupManager + +Powerup/boost system. Tracks boost charge level, special ability availability, and consumes boost for charged actions. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `boost_changed` | amount: float | Boost level changed | +| `boost_full` | none | Boost reached 100% | +| `powerup_activated` | type: String | Powerup used | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `add_boost` | `func add_boost(amount: float) -> void` | void | Increment boost | +| `consume_boost` | `func consume_boost(amount: float) -> void` | void | Deduct boost | +| `can_use_special` | `func can_use_special() -> bool` | bool | Boost >= 100 | +| `get_boost_pct` | `func get_boost_pct() -> float` | float | 0.0 to 1.0 | +| `reset_boost` | `func reset_boost() -> void` | void | Set to 0 | + +**Dependencies:** None. +**Depended by:** player.gd (charged strike, knock), PlayerActionManager. + +[Back to top](#top) + + +## 6. Game Mode Managers + +[Back to top](#top) + +### 6.1 StopNGoManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/stop_n_go_manager.gd` (21,884 chars) +**Extends:** Node +**Autoload name:** StopNGoManager + +State machine for the Stop n Go game mode. Alternates between GO (movement allowed) and STOP (frozen) phases. Tracks winner via first player to complete required goals during GO phases. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `phase_changed` | phase: String ("go"/"stop") | GO/STOP transition | +| `countdown_tick` | seconds: int | Phase countdown tick | +| `sng_winner` | player_id: int | Winner determined | +| `sng_ended` | none | Minigame concluded | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `start_sng` | `func start_sng(go_duration: int, stop_duration: int, required_goals: int) -> void` | void | Initialize SNG with params | +| `stop_sng` | `func stop_sng() -> void` | void | End SNG minigame | +| `start_go_phase` | `func start_go_phase() -> void` | void | Begin GO timer | +| `start_stop_phase` | `func start_stop_phase() -> void` | void | Begin STOP timer, freeze all | +| `freeze_player` | `func freeze_player(player_id: int) -> void` | void | Stop player movement | +| `unfreeze_player` | `func unfreeze_player(player_id: int) -> void` | void | Resume player movement | +| `check_winner` | `func check_winner() -> int` | int | Returns winner peer_id or -1 | +| `get_phase` | `func get_phase() -> String` | String | Current phase | + +**Dependencies:** TurnManager, GoalManager, GoalsCycleManager, animation.gd (scene). +**Depended by:** main.gd, player.gd. + +[Back to top](#top) + +### 6.2 GauntletManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/gauntlet_manager.gd` (5,467 chars) +**Extends:** Node +**Autoload name:** GauntletManager + +Manages the Candy Pump Survival / Gauntlet game mode. Handles round progression, danger zone growth (flood fill), and elimination. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `round_started` | round: int | New round began | +| `danger_zone_grown` | cells: Array | New tiles flooded | +| `player_eliminated` | player_id: int | Player fell off/eliminated | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `start_gauntlet` | `func start_gauntlet(duration: int, growth_interval: float) -> void` | void | Initialize gauntlet mode | +| `stop_gauntlet` | `func stop_gauntlet() -> void` | void | End gauntlet mode | +| `eliminate_player` | `func eliminate_player(player_id: int) -> void` | void | Mark player as eliminated | +| `get_alive_players` | `func get_alive_players() -> Array` | Array | Returns non-eliminated player IDs | +| `get_round` | `func get_round() -> int` | int | Current round number | + +**Dependencies:** TurnManager, EnhancedGridMap. +**Depended by:** main.gd. + +[Back to top](#top) + +### 6.3 PortalModeManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/portal_mode_manager.gd` (20,072 chars) +**Extends:** Node +**Autoload name:** PortalModeManager + +Manages portal race mode (Tekton Doors variant). Tracks portal positions, door swapping, refresh cycles, and race completion. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `portals_swapped` | portal_pairs: Array | Doors swapped positions | +| `portals_refreshed` | portals: Array | New portal set spawned | +| `player_teleported` | player_id: int, from: Vector2i, to: Vector2i | Player used portal | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `start_portal_mode` | `func start_portal_mode(swap_time: int, refresh_time: int) -> void` | void | Initialize portal mode | +| `stop_portal_mode` | `func stop_portal_mode() -> void` | void | End portal mode | +| `teleport_player` | `func teleport_player(player: Node, portal_enter: Vector2i) -> void` | void | Teleport player through portal pair | +| `swap_portals` | `func swap_portals() -> void` | void | Randomize portal positions | +| `refresh_portals` | `func refresh_portals() -> void` | void | Spawn new portal set | +| `get_portal_pair` | `func get_portal_pair(portal_id: int) -> Array` | Array | Returns [entry, exit] positions | + +**Dependencies:** SpecialTilesManager, EnhancedGridMap. +**Depended by:** main.gd. + +[Back to top](#top) + +### 6.4 GoalManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/goal_manager.gd` (3,857 chars) +**Extends:** Node +**Autoload name:** GoalManager + +Goal definitions, validation rules, and completion detection. Checks if a player's board arrangement matches the current goal pattern. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `goal_completed` | player_id: int, goal_id: int | Player completed a goal | +| `goal_failed` | player_id: int, reason: String | Goal became impossible | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `validate_goal` | `func validate_goal(player_board: Array, goal: Dictionary) -> bool` | bool | Check board matches goal pattern | +| `get_goal_type` | `func get_goal_type(goal: Dictionary) -> String` | String | Goal category (row, col, set, pattern) | +| `is_goal_possible` | `func is_goal_possible(player_board: Array, goal: Dictionary) -> bool` | bool | Whether goal is still achievable | +| `find_best_slot_for_item` | `func find_best_slot_for_item(board: Array, item: int, goal: Dictionary) -> int` | int | Auto-place item into best slot | + +**Dependencies:** None. +**Depended by:** GoalsCycleManager, PlayerboardManager, StopNGoManager. + +[Back to top](#top) + +### 6.5 GoalsCycleManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/goals_cycle_manager.gd` (20,175 chars) +**Extends:** Node +**Autoload name:** GoalsCycleManager + +Manages cycling goal rotation. Tracks per-player score, cycles active goals on timer or action trigger, and determines when a player reaches the goal threshold to win. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `goals_cycled` | new_goals: Array | Active goals changed | +| `player_scored` | player_id: int, points: int | Player earned points | +| `player_won` | player_id: int | Player reached win threshold | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `start_cycle` | `func start_cycle(timer_enabled: bool) -> void` | void | Begin goal cycling | +| `stop_cycle` | `func stop_cycle() -> void` | void | Stop cycling | +| `cycle_goals` | `func cycle_goals() -> void` | void | Generate new goal set | +| `add_score` | `func add_score(player_id: int, points: int) -> void` | void | Award points to player | +| `get_player_score` | `func get_player_score(player_id: int) -> int` | int | Get player's current score | +| `get_current_goals` | `func get_current_goals() -> Array` | Array | Get active goals | +| `set_goal_threshold` | `func set_goal_threshold(goals_needed: int) -> void` | void | Set goals to win | + +**Dependencies:** GoalManager, TurnManager, Timer (scene). +**Depended by:** main.gd, PlayerActionManager, StopNGoManager. + +[Back to top](#top) + +### 6.6 PlayerRaceManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/player_race_manager.gd` (4,757 chars) +**Extends:** Node +**Autoload name:** PlayerRaceManager + +Race-specific logic. Tracks player race position, finish locations, lap progression, and race completion. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `position_changed` | player_id: int, pos: int | Player moved in race order | +| `lap_completed` | player_id: int, lap: int | Player finished a lap | +| `race_completed` | results: Array | Final standings [{id, position}] | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `start_race` | `func start_race() -> void` | void | Initialize race state | +| `end_race` | `func end_race() -> void` | void | Finalize race | +| `on_race_completed` | `func on_race_completed(final_pos: int) -> void` | void | Player crossed finish line | +| `get_current_finish_locations` | `func get_current_finish_locations() -> Array` | Array | Active finish positions | +| `update_finish_availability` | `func update_finish_availability() -> void` | void | Recalculate finish positions | +| `get_player_position` | `func get_player_position(player_id: int) -> int` | int | Current race order index | +| `add_second_lap_goals` | `func add_second_lap_goals(goals: Array) -> void` | void | Set lap 2 goals | + +**Dependencies:** GoalsCycleManager. +**Depended by:** player.gd, main.gd. + +[Back to top](#top) + +### 6.7 TurnManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/turn_manager.gd` (849 chars) +**Extends:** Node +**Autoload name:** TurnManager + +Turn-based sequencing for game modes that use round-robin or ordered turns (e.g., Stop n Go, Tekton Doors). + +**Properties:** + +| Name | Type | Description | +|---|---|---| +| current_turn | int | Index in turn order | +| turn_order | Array | Player peer IDs in sequence | +| is_my_turn | bool | Whether local player is active | + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `turn_changed` | player_id: int | Active turn changed | +| `turn_order_set` | order: Array | Turn order established | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `set_turn_order` | `func set_turn_order(order: Array) -> void` | void | Establish turn sequence | +| `next_turn` | `func next_turn() -> void` | void | Advance to next player | +| `get_current_player` | `func get_current_player() -> int` | int | Current player peer ID | + +**Dependencies:** None. +**Depended by:** StopNGoManager, GauntletManager, GoalsCycleManager. + +[Back to top](#top) + + +## 7. Gameplay Managers + +[Back to top](#top) + +### 7.1 ObstacleManager + +[Back to top](#up) + +**File:** `/home/dev/tekton/scripts/managers/obstacle_manager.gd` (5,662 chars) +**Extends:** Node +**Autoload name:** ObstacleManager + +Obstacle placement and removal on the game grid. Handles wall tiles, blocking tiles, and destructible barriers. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `obstacle_placed` | cell: Vector3i, item_id: int | New obstacle added | +| `obstacle_removed` | cell: Vector3i | Obstacle destroyed | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `place_obstacle` | `func place_obstacle(cell: Vector3i, item_id: int) -> void` | void | Set obstacle on grid layer | +| `remove_obstacle` | `func remove_obstacle(cell: Vector3i) -> void` | void | Clear obstacle | +| `is_cell_blocked` | `func is_cell_blocked(cell: Vector3i, gridmap: Node) -> bool` | bool | Check if cell has blocking tile | +| `get_blocked_cells` | `func get_blocked_cells(gridmap: Node) -> Array` | Array | All blocked cells | +| `clear_all_obstacles` | `func clear_all_obstacles() -> void` | void | Remove all obstacles | + +**Dependencies:** EnhancedGridMap (scene ref). +**Depended by:** PlayerMovementManager, SpecialTilesManager. + +[Back to top](#top) + +### 7.2 SpecialTilesManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/special_tiles_manager.gd` (23,090 chars) +**Extends:** Node +**Autoload name:** SpecialTilesManager + +Manages special floor tiles: ice (slippery), crack (breakable), portal tiles, teleporters, and other interactive terrain. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `tile_activated` | pos: Vector2i, tile_type: String | Tile effect triggered | +| `ice_slide_started` | player_id: int | Player started sliding | +| `crack_broke` | pos: Vector2i | Crack tile collapsed | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `apply_tile_effect` | `func apply_tile_effect(player: Node, pos: Vector2i) -> void` | void | Activate tile effect on player | +| `get_tile_at` | `func get_tile_at(pos: Vector2i, gridmap: Node) -> int` | int | Item ID at position | +| `set_tile` | `func set_tile(pos: Vector2i, item_id: int, gridmap: Node) -> void` | void | Set tile item | +| `is_ice_tile` | `func is_ice_tile(item_id: int) -> bool` | bool | Check ice type | +| `is_crack_tile` | `func is_crack_tile(item_id: int) -> bool` | bool | Check crack type | +| `is_portal_tile` | `func is_portal_tile(item_id: int) -> bool` | bool | Check portal type | +| `spawn_portal_pair` | `func spawn_portal_pair(pos_a: Vector2i, pos_b: Vector2i) -> void` | void | Create portal entry/exit | +| `remove_portal_pair` | `func remove_portal_pair(pos_a: Vector2i, pos_b: Vector2i) -> void` | void | Remove portal tiles | + +**Dependencies:** EnhancedGridMap, ObstacleManager, PortalModeManager. +**Depended by:** PlayerMovementManager. + +[Back to top](#top) + +### 7.3 StaticTektonManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/static_tekton_manager.gd` (7,416 chars) +**Extends:** Node +**Autoload name:** StaticTektonManager + +Manages stationary Tekton turret behavior. Handles targeting, projectile spawning, and stun zones. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `turret_fired` | turret_id: int, target_pos: Vector2i | Turret shot | +| `turret_stunned` | turret_id: int | Turret disabled | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `activate_turret` | `func activate_turret(turret: Node) -> void` | void | Start turret behavior | +| `deactivate_turret` | `func deactivate_turret(turret: Node) -> void` | void | Stop turret | +| `fire_at_player` | `func fire_at_player(turret: Node, target: Vector2i) -> void` | void | Fire projectile at grid pos | + +**Dependencies:** EnhancedGridMap, ObstacleManager. +**Depended by:** main.gd. + +[Back to top](#top) + + +## 8. UI / Presentation Managers + +[Back to top](#top) + +### 8.1 UIManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/ui_manager.gd` (21,645 chars) +**Extends:** Node +**Autoload name:** UIManager + +Manages the UI layer stack: show/hide panels, overlay management, HUD elements, and dynamic UI creation. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `panel_opened` | panel_name: String | Panel shown | +| `panel_closed` | panel_name: String | Panel hidden | +| `hud_updated` | data: Dictionary | HUD refresh | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `show_panel` | `func show_panel(panel_name: String, data: Dictionary = {}) -> void` | void | Show named panel | +| `hide_panel` | `func hide_panel(panel_name: String) -> void` | void | Hide named panel | +| `toggle_panel` | `func toggle_panel(panel_name: String) -> void` | void | Toggle panel visibility | +| `show_hud` | `func show_hud() -> void` | void | Display HUD | +| `hide_hud` | `func hide_hud() -> void` | void | Hide HUD | +| `create_dynamic_ui` | `func create_dynamic_ui(scene_path: String) -> Node` | Node | Instantiate UI from tscn | +| `destroy_dynamic_ui` | `func destroy_dynamic_ui(ui_node: Node) -> void` | void | Remove dynamic UI | +| `focus_panel` | `func focus_panel(panel_name: String) -> void` | void | Bring panel to front | +| `get_active_panels` | `func get_active_panels() -> Array` | Array | Currently visible panels | + +**Dependencies:** None. +**Depended by:** main.gd, lobby.gd. + +[Back to top](#top) + +### 8.2 SfxManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/sfx_manager.gd` (2,046 chars) +**Extends:** Node +**Autoload name:** SfxManager + +Sound effect playback pool. Manages one-shot SFX with positional audio support. + +**Signals:** None. + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `play` | `func play(sfx_name: String, position: Vector3 = Vector3.ZERO) -> void` | void | Play SFX by name, optionally 3D positioned | +| `stop` | `func stop(sfx_name: String) -> void` | void | Stop specific SFX | +| `stop_all` | `func stop_all() -> void` | void | Silence all SFX | +| `set_volume` | `func set_volume(db: float) -> void` | void | Set master SFX volume | + +**Dependencies:** AudioStreamPlayer pool (scene). +**Depended by:** player.gd, StopNGoManager, UIManager, many gameplay managers. + +[Back to top](#top) + +### 8.3 MusicManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/music_manager.gd` (4,082 chars) +**Extends:** Node +**Autoload name:** MusicManager + +Background music controller. Handles crossfade between tracks, playlist sequencing, and volume control. + +**Signals:** None. + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `start_music` | `func start_music(track_name: String = "") -> void` | void | Begin playing track or playlist | +| `stop_music` | `func stop_music(fade: float = 0.5) -> void` | void | Fade out and stop | +| `crossfade_to` | `func crossfade_to(track_name: String, fade_duration: float = 1.0) -> void` | void | Smooth transition | +| `set_volume` | `func set_volume(db: float) -> void` | void | Set master music volume | +| `set_paused` | `func set_paused(paused: bool) -> void` | void | Pause/resume | +| `get_current_track` | `func get_current_track() -> String` | String | Currently playing track name | + +**Dependencies:** AudioStreamPlayer (scene). +**Depended by:** lobby.gd, main.gd. + +[Back to top](#top) + +### 8.4 NotificationManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/notification_manager.gd` (2,215 chars) +**Extends:** Node +**Autoload name:** NotificationManager + +On-screen message queue. Displays transient notification messages with type-based styling. + +**Properties:** + +| Name | Type | Description | +|---|---|---| +| MessageType (enum) | {NORMAL, WARNING, POWERUP, ERROR, SYSTEM} | Message severity/style | + +**Signals:** None. + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `send_message` | `func send_message(sender: Node, message: String, msg_type: int = 0) -> void` | void | Queue message for display | +| `clear_messages` | `func clear_messages() -> void` | void | Clear all pending messages | +| `get_message_queue` | `func get_message_queue() -> Array` | Array | Current pending messages | + +**Dependencies:** None. +**Depended by:** player.gd, main.gd (unstuck feedback), StopNGoManager, many gameplay managers. + +[Back to top](#top) + +### 8.5 ScreenShake + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/screen_shake.gd` (1,839 chars) +**Extends:** Node +**Autoload name:** ScreenShake + +Camera screen shake effect manager. Applies noise-based displacement to Camera3D. + +**Signals:** None. + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `shake` | `func shake(intensity: float, duration: float = 0.3) -> void` | void | Trigger camera shake | +| `stop_shake` | `func stop_shake() -> void` | void | Stop ongoing shake | + +**Dependencies:** Camera3D (scene). +**Depended by:** player.gd (heavy knock triggers shake), main.gd. + +[Back to top](#top) + +### 8.6 CameraContextManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/camera_context_manager.gd` (2,543 chars) +**Extends:** Node +**Autoload name:** CameraContextManager + +Camera zoom level and context switching. Manages follow-camera behavior, zoom levels for different game phases, and camera transitions. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `zoom_changed` | level: float | Camera zoom level changed | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `set_zoom` | `func set_zoom(level: float) -> void` | void | Set camera zoom | +| `get_zoom` | `func get_zoom() -> float` | float | Current zoom | +| `focus_on_player` | `func focus_on_player(player_id: int) -> void` | void | Snap camera to player | +| `focus_on_position` | `func focus_on_position(world_pos: Vector3) -> void` | void | Center camera on position | + +**Dependencies:** Camera3D (scene). +**Depended by:** main.gd. + +[Back to top](#top) + +### 8.7 TouchControls + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/touch_controls.gd` (23,640 chars) +**Extends:** Node +**Autoload name:** TouchControls + +Mobile touch input overlay. Provides virtual joystick, action buttons, and gesture recognition for grid-based controls. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `touch_moved` | direction: Vector2i | Grid direction from swipe | +| `action_triggered` | action: String | Touch button pressed | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `set_joystick_enabled` | `func set_joystick_enabled(enabled: bool) -> void` | void | Toggle joystick | +| `get_joystick_direction` | `func get_joystick_direction() -> Vector2` | Vector2 | Normalized joystick | +| `_save_settings` | internal | void | Persist touch control settings | + +**Dependencies:** InputManager (scene). +**Depended by:** PlayerInputManager. + +[Back to top](#top) + +### 8.8 TutorialManager / TutorialOverlay + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/tutorial_manager.gd` (22,243 chars) +**Extends:** Node +**Autoload name:** TutorialManager + +Tutorial flow controller. Manages step-by-step tutorial sequences, triggers, and completion tracking. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `tutorial_started` | tutorial_id: String | Tutorial began | +| `step_completed` | step: int | Step finished | +| `tutorial_completed` | tutorial_id: String | Tutorial fully complete | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `start_tutorial` | `func start_tutorial(tutorial_id: String) -> void` | void | Begin tutorial sequence | +| `advance_step` | `func advance_step() -> void` | void | Move to next step | +| `skip_tutorial` | `func skip_tutorial() -> void` | void | Exit tutorial early | +| `is_tutorial_active` | `func is_tutorial_active() -> bool` | bool | Tutorial in progress | +| `get_current_step` | `func get_current_step() -> int` | int | Current step index | +| `get_total_steps` | `func get_total_steps() -> int` | int | Total steps in tutorial | + +**File:** `/home/dev/tekton/scripts/managers/tutorial_overlay.gd` (11,077 chars) +**Extends:** Node +**Autoload name:** TutorialOverlay + +Tutorial UI overlay. Displays step instructions, highlights UI elements, and provides step navigation. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `overlay_closed` | none | Overlay dismissed | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `show_step` | `func show_step(step_data: Dictionary) -> void` | void | Display step with text + highlight | +| `hide_overlay` | `func hide_overlay() -> void` | void | Dismiss overlay | +| `highlight_element` | `func highlight_element(node_path: NodePath) -> void` | void | Spotlight a UI element | +| `clear_highlights` | `func clear_highlights() -> void` | void | Remove spotlights | + +**Dependencies:** TutorialManager, UIManager. +**Depended by:** TutorialManager. + +[Back to top](#top) + + +## 9. Social / Economy Managers + +[Back to top](#top) + +### 9.1 UserProfileManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/user_profile_manager.gd` (20,044 chars) +**Extends:** Node +**Autoload name:** UserProfileManager + +User profile CRUD operations. Manages display name, avatar, bio, wallet balance, stats, and loadout configuration. Syncs with Nakama storage. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `profile_loaded` | profile: Dictionary | Profile fetched from server | +| `profile_updated` | none | Profile modified locally | +| `wallet_updated` | wallet: Dictionary | Balance changed | +| `stats_updated` | stats: Dictionary | Player stats changed | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `load_profile` | `func load_profile() -> void` | void (async) | Fetch profile from Nakama storage | +| `save_profile` | `func save_profile() -> void` | void (async) | Persist profile to Nakama | +| `get_display_name` | `func get_display_name(fallback: String = "Player") -> String` | String | Display name with fallback | +| `set_display_name` | `func set_display_name(name: String) -> void` | void | Update display name | +| `get_avatar_url` | `func get_avatar_url() -> String` | String | Current avatar path | +| `set_avatar` | `func set_avatar(url: String) -> void` | void | Change avatar | +| `get_wallet_balance` | `func get_wallet_balance(currency: String) -> int` | int | Balance for gold/star | +| `get_stats` | `func get_stats() -> Dictionary` | Dictionary | Player stats snapshot | +| `update_stats` | `func update_stats(delta: Dictionary) -> void` | void | Increment stats | +| `get_loadout` | `func get_loadout() -> Dictionary` | Dictionary | Current cosmetics loadout | +| `set_loadout` | `func set_loadout(loadout: Dictionary) -> void` | void | Save cosmetics config | +| `get_loadout_character` | `func get_loadout_character() -> String` | String | Selected character name | +| `sync_wallet` | `func sync_wallet() -> void` | void (async) | Refresh wallet from server | + +**Dependencies:** NakamaManager, EventBus, BackendService. +**Depended by:** LobbyMainMenu, lobby.gd, ShopManager, GachaManager, SkinManager, many UI panels. + +[Back to top](#top) + +### 9.2 GachaManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/gacha_manager.gd` (5,117 chars) +**Extends:** Node +**Autoload name:** GachaManager + +Gacha pull orchestration. Calls BackendService.perform_gacha_pull, processes results, updates inventory. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `gacha_result` | items: Array, fragments: Array | Pull results | +| `gacha_error` | error: String | Pull failed | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `perform_pull` | `func perform_pull(gacha_id: String, count: int) -> void` | void (async) | Execute gacha pull RPC | +| `get_pity_count` | `func get_pity_count(banner_id: String) -> int` | int | Current pity counter | + +**Dependencies:** BackendService, UserProfileManager, EventBus. +**Depended by:** gacha_panel.tscn (scene UI). + +[Back to top](#top) + +### 9.3 SkinManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/skin_manager.gd` (13,909 chars) +**Extends:** Node +**Autoload name:** SkinManager + +Cosmetic skin system. Manages skin definitions, owned skins, equipped loadout, and applies cosmetics to character models. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `skin_equipped` | skin_id: String | Skin applied | +| `skin_unequipped` | skin_id: String | Skin removed | +| `inventory_updated` | owned_skins: Array | Inventory changed | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `equip_skin` | `func equip_skin(skin_id: String, slot: String) -> void` | void | Equip skin to slot | +| `unequip_skin` | `func unequip_skin(slot: String) -> void` | void | Unequip from slot | +| `is_skin_owned` | `func is_skin_owned(skin_id: String) -> bool` | bool | Check ownership | +| `get_equipped_skins` | `func get_equipped_skins() -> Dictionary` | Dictionary | Current loadout | +| `apply_loadout` | `func apply_loadout(character_root: Node3D, loadout: Dictionary) -> void` | void | Apply cosmetics to 3D model | +| `get_skins_for_character` | `func get_skins_for_character(char_name: String) -> Array` | Array | Available skins | +| `get_all_skins` | `func get_all_skins() -> Array` | Array | All skin definitions | + +**Dependencies:** UserProfileManager. +**Depended by:** lobby.gd (3D preview), SkinShop UI. + +[Back to top](#top) + +### 9.4 ShopManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/shop_manager.gd` (484 chars) +**Extends:** Node +**Autoload name:** ShopManager + +Thin data layer for shop catalog. Currently a stub; full shop logic lives in scene scripts. + +**Properties:** Minimal (shop catalog array). + +**Signals:** None. + +**Public Functions:** None (data container only). + +**Dependencies:** BackendService. +**Depended by:** shop_panel.tscn (scene). + +[Back to top](#top) + +### 9.5 JoinManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/join_manager.gd` (484 chars) +**Extends:** Node +**Autoload name:** JoinManager + +Thin manager for join code input and validation. Minimal stub. + +**Properties:** Minimal. + +**Signals:** None. + +**Public Functions:** None (stub). + +**Dependencies:** None. +**Depended by:** lobby.gd (join code UI). + +[Back to top](#top) + +### 9.6 FriendManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/friend_manager.gd` (11,911 chars) +**Extends:** Node +**Autoload name:** FriendManager + +Friends list management. Handles friend requests, accept/reject, friend list sync, DM messaging, and lobby invitations. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `friend_list_updated` | friends: Array | Friend list refreshed | +| `friend_request_received` | from_user_id: String | Incoming request | +| `friend_added` | user_id: String | Friendship established | +| `friend_removed` | user_id: String | Friendship ended | +| `dm_message_received` | from_user_id: String, from_name: String, message: String | Direct message | +| `lobby_invite_received` | from_user_id: String, from_name: String, match_id: String | Lobby invitation | +| `friend_online_changed` | user_id: String, online: bool | Presence changed | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `add_friend_by_id` | `func add_friend_by_id(nakama_id: String) -> bool` | bool (async) | Send friend request | +| `remove_friend` | `func remove_friend(user_id: String) -> void` | void (async) | Remove friendship | +| `accept_request` | `func accept_request(user_id: String) -> void` | void (async) | Accept friend request | +| `decline_request` | `func decline_request(user_id: String) -> void` | void (async) | Decline request | +| `get_friends` | `func get_friends() -> Array` | Array | Current friends list | +| `get_mutual_friends` | `func get_mutual_friends() -> Array` | Array | Friends also in room | +| `is_friend` | `func is_friend(nakama_id: String) -> bool` | bool | Check friendship | +| `send_dm` | `func send_dm(user_id: String, text: String) -> bool` | bool (async) | Send direct message | +| `get_dm_history` | `func get_dm_history(user_id: String) -> Array` | Array (async) | Fetch DM history | +| `send_lobby_invite` | `func send_lobby_invite(to_user_id: String, match_id: String) -> void` | void (async) | Send invitation | + +**Dependencies:** BackendService, NakamaManager. +**Depended by:** LobbyRoom, LobbyChat, lobby.gd. + +[Back to top](#top) + +### 9.7 MailManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/mail_manager.gd` (5,271 chars) +**Extends:** Node +**Autoload name:** MailManager + +Mail/inbox CRUD operations. Calls BackendService RPCs for get, claim, delete mail. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `mail_updated` | mails: Array | Mail list refreshed | +| `unread_count_changed` | count: int | Unread mail count | +| `mail_claimed` | mail_id: String, rewards: Dictionary | Reward collected | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `fetch_mail` | `func fetch_mail() -> void` | void (async) | Fetch mailbox | +| `claim_mail` | `func claim_mail(mail_id: String) -> void` | void (async) | Claim reward | +| `delete_mail` | `func delete_mail(mail_id: String) -> void` | void (async) | Delete mail | +| `get_unread_count` | `func get_unread_count() -> int` | int | Unread count | + +**Dependencies:** BackendService. +**Depended by:** lobby.gd, mailbox_panel.tscn (scene). + +[Back to top](#top) + +### 9.8 DailyRewardManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/daily_reward_manager.gd` (1,009 chars) +**Extends:** Node +**Autoload name:** DailyRewardManager + +Daily reward system. Handles claim state, reward config, and streak tracking. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `reward_claimed` | day: int, reward: Dictionary | Daily reward collected | +| `streak_updated` | streak: int | Consecutive days | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `claim_daily_reward` | `func claim_daily_reward() -> void` | void (async) | Claim today's reward | +| `get_reward_state` | `func get_reward_state() -> Dictionary` | Dictionary (async) | Current state + schedule | +| `can_claim_today` | `func can_claim_today() -> bool` | bool | Check if claimable | + +**Dependencies:** BackendService. +**Depended by:** daily_reward_panel.tscn (scene). + +[Back to top](#top) + +### 9.9 AdminManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/admin_manager.gd` (2,538 chars) +**Extends:** Node +**Autoload name:** AdminManager + +Admin panel state and permission checks. Determines if local player is admin or moderator. + +**Signals:** None. + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `_check_admin_status` | `func _check_admin_status() -> bool` | bool (async) | Verify admin via Nakama storage | +| `kick_player` | `func kick_player(player_id: int) -> void` | void (async) | Kick player from match | +| `ban_player` | `func ban_player(player_id: int) -> void` | void (async) | Ban player | +| `give_currency` | `func give_currency(gold: int, star: int) -> void` | void (async) | Admin give currency | + +**Dependencies:** BackendService, NakamaManager. +**Depended by:** admin_panel.tscn (scene), LobbyChat (/clear command). + +[Back to top](#top) + + +## 10. System Managers + +[Back to top](#top) + +### 10.1 SettingsManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/settings_manager.gd` (13,874 chars) +**Extends:** Node +**Autoload name:** SettingsManager + +User settings persistence. Reads/writes config to user://settings.cfg. Manages audio, video, gameplay, and control settings. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `setting_changed` | key: String, value: Variant | A setting was modified | +| `settings_reset` | none | All settings restored to defaults | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `get_setting` | `func get_setting(key: String, default: Variant = null) -> Variant` | Variant | Read setting value | +| `set_setting` | `func set_setting(key: String, value: Variant) -> void` | void | Write and persist setting | +| `reset_settings` | `func reset_settings() -> void` | void | Restore defaults | +| `load_settings` | `func load_settings() -> void` | void | Load from config file | +| `save_settings` | `func save_settings() -> void` | void | Write to config file | +| `get_all_settings` | `func get_all_settings() -> Dictionary` | Dictionary | Full settings snapshot | + +**Dependencies:** ConfigFile. +**Depended by:** Audio buses, video settings, gameplay UI, settings_menu.tscn. + +[Back to top](#top) + +### 10.2 SessionManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/session_manager.gd` (4,742 chars) +**Extends:** Node +**Autoload name:** SessionManager + +Nakama session refresh lifecycle. Monitors session expiry and auto-refreshes before expiration. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `session_refreshed` | none | Token refreshed | +| `session_expired` | none | Could not refresh | +| `session_warning` | seconds_remaining: int | About to expire | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `start_monitoring` | `func start_monitoring() -> void` | void | Begin session expiry timer | +| `stop_monitoring` | `func stop_monitoring() -> void` | void | Stop timer | +| `refresh_now` | `func refresh_now() -> void` | void (async) | Force refresh | + +**Dependencies:** NakamaManager. +**Depended by:** AuthManager. + +[Back to top](#top) + +### 10.3 GameUpdateManager + +[Back to top](#top) + +**File:** `/home/dev/tekton/scripts/managers/game_update_manager.gd` (14,405 chars) +**Extends:** Node +**Autoload name:** GameUpdateManager + +Hot-reload update system. Checks for patch.pck on the Gitea patches branch and downloads/loads it at runtime. + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `update_available` | version: String, changelog: String | New patch detected | +| `update_downloading` | progress: float | Download progress | +| `update_ready` | path: String | Patch downloaded and verified | +| `update_failed` | error: String | Download error | +| `up_to_date` | none | No update needed | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `check_for_updates` | `func check_for_updates() -> void` | void (async) | Query Gitea for latest patch | +| `download_update` | `func download_update() -> void` | void (async) | Download patch.pck | +| `apply_update` | `func apply_update() -> void` | void | Load patch from ProjectSettings | +| `get_current_version` | `func get_current_version() -> String` | String | Current client version | +| `get_available_version` | `func get_available_version() -> String` | String | Latest available version | + +**Dependencies:** HTTPRequest (scene). +**Depended by:** boot_screen.tscn, main.gd. + +[Back to top](#top) + + +## 11. Core Scene Scripts + +[Back to top](#top) + +### 11.1 main.gd (Main game scene controller) + +[Back to top](#top) + +**File:** `/home/dev/tekton/scenes/main.gd` (2956 lines) +**Extends:** Node +**Scene:** main.tscn + +The core game scene controller. Handles game initialization, player spawn, grid setup, goal cycle start, leaderboard display, pause menu, unstuck system, match cleanup, and result screen flow. + +**Key Properties:** + +| Name | Type | Description | +|---|---|---| +| enhanced_gridmap | Node | Reference to EnhancedGridMap child | +| player_scene | PackedScene | Player.tscn loaded | +| stop_n_go_winner_id | int | Winner's peer ID (-1 if none) | +| _unstuck_cooldown_remaining | float | Unstuck button cooldown | +| touch_controls | Node | TouchControls autoload ref | + +**Signals:** +- (none declared; uses method-based event routing) + +**Public Functions (selected key ones):** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `_ready` | auto-called | void | Initializes ENet multiplayer, spawns players, starts goals cycle, sets up HUD | +| `_process` | `func _process(delta: float) -> void` | void | Unstuck cooldown tick | +| `_input` | `func _input(event: InputEvent) -> void` | void | ESC pause, F9 debug floor check | +| `initialize_game` | -- | void | Create EnhancedGridMap, spawn player scene instances | +| `spawn_player` | -- | Node | Instantiate player.tscn, position, set authority | +| `_spawn_local_player` | -- | void | Create local player node | +| `add_bot_players_if_needed` | -- | void | Fill remaining slots with bot players | +| `display_message` | `func display_message(message: String, type: int) -> void` | void (RPC) | Broadcast message to local player's UI | +| `request_leaderboard_sync` | `func request_leaderboard_sync() -> void` | void (RPC) | Client requests leaderboard from server | +| `sync_leaderboard_data` | `func sync_leaderboard_data(player_data: Array) -> void` | void (RPC authority) | Receive + render leaderboard | +| `_update_leaderboard_display` | internal | void | Local leaderboard refresh | +| `_render_leaderboard_entries` | internal | void | Populate leaderboard entries | +| `_get_ordinal` | `func _get_ordinal(n: int) -> String` | String | "1st", "2nd", "3rd", etc. | +| `can_rpc` | `func can_rpc() -> bool` | bool | Check multiplayer peer state | +| `check_multiplayer` | `func check_multiplayer() -> bool` | bool | Safety check for peer access | +| `_toggle_pause_menu` | internal | void | Show/hide pause overlay | +| `_on_resume_pressed` | -- | void | Close pause menu | +| `_on_how_to_play_pressed` | -- | void | Open help panel | +| `_on_settings_pressed` | -- | void | Open settings dynamically | +| `_on_quit_match_pressed` | -- | void | Leave match, return to lobby | +| `_on_unstuck_pressed` | -- | void | Teleport local player to safe position | +| `_find_safe_spawn_position` | internal | Vector2i | Scan grid for safe walkable cell | +| `_on_back_to_menu_pressed` | -- | void | Cleanup and transition to lobby | +| `_cleanup_multiplayer` | -- | void | NakamaManager.cleanup() wrapper | +| `_deferred_init_leaderboard` | internal | void | Delayed leaderboard init (1.5s) | +| `_on_rematch_pressed` | -- | void | Request rematch vote | +| `check_all_floors` | `func check_all_floors() -> void` | void | Debug F9: scan missing floor tiles | +| `update_visual_position` | on player | void | Snap player to grid-aligned world position | +| `grid_to_world` | on player | Vector3 | Convert grid Vector2i to world Vector3 | + +**RPCs (network-synced functions):** + +| Function | RPC Mode | Description | +|---|---|---| +| `request_leaderboard_sync` | any_peer | Client requests data from server | +| `sync_leaderboard_data` | authority, call_local | Server sends leaderboard to client | +| `display_message` | authority, call_local | Broadcast message to player UI | +| `sync_position` (on player) | any_peer, call_local | Sync grid position | +| `sync_grid_item` (on player) | any_peer, call_local | Sync grid cell item | +| `sync_goals` (on player) | any_peer, call_local | Sync active goals | +| `sync_rotation` (on player) | any_peer, call_local | Sync character rotation | +| `sync_bump` (on player) | any_peer, call_local, unreliable | Visual bump animation | +| `sync_knock_tekton` (on player) | any_peer, call_local, reliable | Knock tekton | +| `sync_grab_tekton` (on player) | any_peer, call_local, reliable | Grab roaming tekton | +| `sync_throw_tekton` (on player) | any_peer, call_local, reliable | Throw tekton | +| `sync_drop_tekton` (on player) | any_peer, call_local, reliable | Drop tekton | +| `set_spawn_position` (on player) | any_peer, call_local, reliable | Random spawn position | +| `complete_race` (on player) | any_peer, call_local, reliable | Player finished race | +| `force_action_state_none` (on player) | any_peer, call_local, reliable | Reset UI action state | +| `request_server_grab` (on player) | any_peer, reliable | Server-authoritative grab | +| `request_server_put` (on player) | any_peer, reliable | Server-authoritative put | +| `notify_spawn_selected` (on player) | any_peer, reliable | Occupancy sync for spawn | +| `trigger_screen_shake` | -- | Camera shake RPC | + +**Dependencies:** NakamaManager, LobbyManager, GameStateManager, PlayerMovementManager, PlayerActionManager, GoalsCycleManager, StopNGoManager, GauntletManager, PortalModeManager, PlayerRaceManager, PlayerboardManager, UIManager, SfxManager, MusicManager, NotificationManager, ScreenShake, CameraContextManager, TouchControls. +**Depended by:** (this is the root game scene, depends on everything). + +[Back to top](#top) + +### 11.2 player.gd + +[Back to top](#top) + +**File:** `/home/dev/tekton/scenes/player.gd` (2751 lines) +**Extends:** CharacterBody3D (assumed from Node3D methods) +**Scene:** player.tscn + +The player character controller. Handles movement, action execution (grab/put/arrange), tekton interaction (carry/snatch/throw/knock), grid positioning, bot AI, visual synchronization, and playerboard management delegation. + +**Key Properties:** + +| Name | Type | Default | Description | +|---|---|---|---| +| current_position | Vector2i | Vector2i(0, 0) | Grid-aligned position | +| cell_size | Vector3 | (1.0, 1.0, 1.0) | Grid cell dimensions | +| cell_offset | Vector3 | Vector3.ZERO | Visual position offset | +| is_player_moving | bool | false | Movement tween active | +| is_carrying_tekton | bool | false | Holding roaming tekton | +| carried_tekton | Node3D | null | Reference to carried tekton | +| is_charged_strike | bool | false | Charged attack mode | +| is_frozen | bool | false | Stun/freeze state | +| is_stop_frozen | bool | false | Stop n Go freeze | +| is_invisible | bool | false | Ghost mode | +| is_bot | bool | false | Bot AI flag | +| display_name | String | "" | Player display name | +| score | int | 0 | Match score | +| action_points | int | 1 | Actions per turn | +| playerboard | Array | [-1, -1, ...] | Item slot board | +| goals | Array | [] | Active goals | +| enhanced_gridmap | Node | null | Grid reference | +| anim_player | AnimationPlayer | null | Character animations | +| movement_manager | PlayerMovementManager | ref | Movement delegation | +| action_manager | PlayerActionManager | ref | Action delegation | +| playerboard_manager | PlayerboardManager | ref | Board delegation | +| race_manager | PlayerRaceManager | ref | Race delegate | +| powerup_manager | PowerupManager | ref | Boost/charge delegate | + +**Signals:** + +| Signal | Params | Description | +|---|---|---| +| `position_changed` | none | Player grid position changed | + +**Public Functions (selected key ones):** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `_ready` | auto-called | void | Init references, connect signals, set initial position | +| `_physics_process` | `func _physics_process(delta: float) -> void` | void | Movement smoothing, carry timer, unstuck timer | +| `_input` | `func _input(event: InputEvent) -> void` | void | Click-to-move on gridmap, slot clicks | +| `grid_to_world` | `func grid_to_world(pos: Vector2i) -> Vector3` | Vector3 | Convert grid to world coordinates | +| `move_to_grid_position` | `func move_to_grid_position(target: Vector2i) -> void` | void | Initiate grid movement | +| `grab_item` | `func grab_item(grid_pos: Vector2i = current_position) -> bool` | bool | Delegates to playerboard_manager.grab_item | +| `auto_put_item` | `func auto_put_item() -> bool` | bool | Delegates auto-put | +| `handle_playerboard_slot_selected` | `func handle_playerboard_slot_selected(slot_index: int) -> void` | void | Delegates to playerboard_manager | +| `handle_put_slot_selected` | `func handle_put_slot_selected(slot_index: int) -> void` | void | Delegates put slot | +| `arrange_playerboard_item` | `func arrange_playerboard_item(slot_index: int) -> void` | void | Delegates arrange | +| `_on_slot_clicked` | `func _on_slot_clicked(event: InputEvent, slot_index: int) -> void` | void | Delegates to playerboard_manager | +| `has_item_at_current_position` | `func has_item_at_current_position() -> bool` | bool | Check grid cell occupancy | +| `has_items_in_playerboard` | `func has_items_in_playerboard() -> bool` | bool | Any items in board | +| `playerboard_is_full` | `func playerboard_is_full() -> bool` | bool | All slots filled | +| `highlight_movement_range` | `func highlight_movement_range() -> void` | void | Delegates to movement_manager | +| `highlight_adjacent_cells` | `func highlight_adjacent_cells() -> void` | void | Delegates to movement_manager | +| `highlight_cells_if_authorized` | `func highlight_cells_if_authorized(cells: Array, item_id: int) -> void` | void | Delegates to action_manager | +| `clear_highlights` | `func clear_highlights() -> void` | void | Clear grid highlights | +| `rotate_towards_target` | `func rotate_towards_target(target_pos: Vector2i) -> void` | void | Delegates to movement_manager | +| `select_playerboard_slot` | `func select_playerboard_slot(slot_index: int) -> void` | void | Delegates to playerboard_manager | +| `deselect_playerboard_slot` | `func deselect_playerboard_slot() -> void` | void | Clear selection | +| `target_playerboard_slot` | `func target_playerboard_slot(slot_index: int) -> void` | void | Target slot for move | +| `untarget_playerboard_slot` | `func untarget_playerboard_slot() -> void` | void | Clear target | +| `can_move_to_target_playerboard_slot` | `func can_move_to_target_playerboard_slot() -> bool` | bool | Target slot validity | +| `update_visual_position` | `func update_visual_position() -> void` | void | Snap to grid | +| `grab_tekton` | `func grab_tekton() -> void` | void | Tekton interaction: snatch or grab | +| `snatch_tekton` | `func snatch_tekton(target_carrier: Node3D) -> void` | void | Steal tekton from carrier | +| `throw_tekton` | `func throw_tekton() -> void` | void | Throw tekton in facing direction | +| `drop_tekton` | `func drop_tekton() -> void` | void | Drop tekton at current position | +| `enter_charged_strike` | `func enter_charged_strike() -> void` | void | Activate charged attack mode | +| `knock_tekton` | `func knock_tekton() -> void` | void | Special attack on nearby tekton | +| `update_active_player_indicator` | `func update_active_player_indicator() -> void` | void | Refresh visual state | +| `is_finish_position` | `func is_finish_position(pos: Vector2i) -> bool` | bool | Check if pos is a finish line | +| `_after_action_completed` | internal | void | Post-action: cycle goals, check win | +| `consume_action_points` | `func consume_action_points(points: int) -> void` | void | Deduct AP | +| `display_message` | on player | void | Show notification to this player | +| `apply_stagger` | `func apply_stagger(duration: float) -> void` | void | Stun for duration | + +**RPCs (network-synced functions on player.gd):** + +| Function | RPC Mode | Description | +|---|---|---| +| `sync_position` | any_peer, call_local | Sync current grid position | +| `sync_rotation` | any_peer, call_local | Sync Y rotation | +| `sync_grid_item` | any_peer, call_local | Sync grid cell item change | +| `sync_goals` | any_peer, call_local | Sync active goal set | +| `sync_second_lap_goals` | any_peer, call_local | Sync lap 2 goals | +| `sync_grab_tekton` | any_peer, call_local, reliable | Grab tekton network sync | +| `sync_snatch_tekton` | any_peer, call_local, reliable | Tekton theft sync | +| `sync_throw_tekton` | any_peer, call_local, reliable | Throw tekton sync | +| `sync_drop_tekton` | any_peer, call_local, reliable | Drop tekton sync | +| `sync_bump` | any_peer, call_local, unreliable | Visual bump animation | +| `sync_knock_tekton` | any_peer, call_local, reliable | Knock attack sync | +| `set_spawn_position` | any_peer, call_local, reliable | Random spawn position | +| `complete_race` | any_peer, call_local, reliable | Race completion | +| `force_action_state_none` | any_peer, call_local, reliable | Reset UI action state | +| `request_server_grab` | any_peer, reliable | Server-auth grab request | +| `request_server_put` | any_peer, reliable | Server-auth put request | +| `notify_spawn_selected` | any_peer, reliable | Spawn occupancy sync | +| `trigger_screen_shake` | (authority) | Screen shake RPC | +| `bot_grab_item` | any_peer, call_local | Bot grab sync | +| `bot_put_item` | any_peer, call_local | Bot put sync | +| `bot_arrange_item` | any_peer, call_local | Bot arrange sync | + +**Dependencies:** PlayerMovementManager, PlayerInputManager, PlayerActionManager, PlayerboardManager, PowerupManager, PlayerRaceManager, GoalsCycleManager, SfxManager, NotificationManager, EnhancedGridMap (scene node), LobbyManager. +**Depended by:** main.gd (spawned per player). + +[Back to top](#top) + +### 11.3 lobby.gd + +[Back to top](#top) + +**File:** `/home/dev/tekton/scenes/lobby.gd` (583 lines) +**Extends:** Control +**Scene:** lobby.tscn + +The lobby/home screen controller. Manages main menu, room creation/joining, player slots, server selection, character selection, settings, mail, chat, social panel, and 3D character preview. + +**Key Properties:** + +| Name | Type | Description | +|---|---|---| +| chat | LobbyChat | Chat helper instance | +| main_menu | LobbyMainMenu | Main menu helper | +| room_list_helper | LobbyRoomList | Room list helper | +| room_helper | LobbyRoom | Room/lobby helper | +| character_textures | Dictionary | {char_name: Texture2D} | +| profile_panel_instance | Control | Dynamic profile panel | +| shop_panel_instance | Control | Dynamic shop panel | +| daily_reward_panel_instance | Control | Daily reward panel | +| leaderboard_panel_instance | Control | Leaderboard panel | +| _mailbox_panel_instance | Control | Mail panel | +| social_panel_instance | Control | Social panel | +| _local_player_rank | int | Cached rank | +| _bot_names | Dictionary | Slot index -> bot name | +| _room_mode_filter | String | Room list filter | +| _is_hosting | bool | Re-entry guard | + +**UI Node References (onready):** + +| Variable | Node Path | Type | +|---|---|---| +| main_menu_panel | $MainMenuPanel | Control | +| main_title | %Title | Label | +| username_label | %Username | Label | +| create_room_btn | %CreateRoomBtn | Button | +| browse_rooms_btn | %BrowseRoomsBtn | Button | +| tutorial_btn | %TutorialBtn | Button | +| main_menu_profile_btn | %MainProfileBtn | Button | +| avatar_display | %AvatarDisplay | TextureRect | +| lobby_settings_btn | %SettingsBtn | Button | +| quit_btn | %QuitBtn | Button | +| character_root | %CharacterRoot | Node3D | +| anim_player | %AnimationPlayer | AnimationPlayer | +| gold_label | %GoldLabel | Label | +| star_label | %StarLabel | Label | +| server_option | %ServerOption | OptionButton | +| server_ip_input | %ServerIPInput | LineEdit | +| leaderboard_btn | %LeaderboardBtn | Button | +| shop_btn | %CartBtn | Button | +| top_right_profile_btn | %ProfileBtn | Button | +| mailbox_btn | %MailboxBtn | Button | +| mail_badge | %MailBadge | Label | +| banner1_btn | %Banner1 | Button | +| ticket_btn | %TicketBtn | Button | +| room_list_panel | %RoomListPanel | Control | +| room_list | %RoomList | ItemList | +| match_id_input | %MatchIdInput | LineEdit | +| refresh_btn | %RefreshBtn | Button | +| join_btn | %JoinBtn | Button | +| back_btn | %RoomListCloseBtn | Button | +| lobby_panel | $LobbyPanel | Control | +| host_banner | $LobbyPanel/HostBanner | Panel | +| match_id_display | $LobbyPanel/TopBar/... | Label | +| copy_id_btn | $LobbyPanel/TopBar/... | Button | +| duration_option | $LobbyPanel/TopBar/... | OptionButton | +| random_spawn_check | `" " ` | CheckButton | +| enable_timer_check | `" " ` | CheckButton | +| scarcity_option | `" " ` | OptionButton | +| game_mode_option | `" " ` | OptionButton | +| players_container | $LobbyPanel/PlayersContainer | Control | +| area_selector | $LobbyPanel/AreaSelector | Control | +| leave_btn | $LobbyPanel/BottomBar/LeaveBtn | Button | +| ready_btn | $LobbyPanel/BottomBar/ReadyBtn | Button | +| start_game_btn | $LobbyPanel/BottomBar/StartGameBtn | Button | +| connection_status | $StatusBar/ConnectionStatus | Label | +| chat_display | %RichTextLabel | RichTextLabel | +| chat_input | %ChatInput | LineEdit | +| chat_send_btn | %SendBtn | Button | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `_ready` | auto-called | void | Initialize all helpers, load textures, setup UI, connect signals | +| `_setup_3d_preview` | `func _setup_3d_preview() -> void` | void | Swap character model in SubViewport | +| `_load_character_textures` | `func _load_character_textures() -> void` | void | Load preview textures | +| `_on_server_option_selected` | `func _on_server_option_selected(index: int) -> void` | void | Handle server type dropdown | +| `_on_server_ip_submitted` | `func _on_server_ip_submitted(new_text: String) -> void` | void | Handle IP input | +| `_setup_game_modes` | `func _setup_game_modes() -> void` | void | Populate game mode dropdown | +| `_setup_player_slots` | `func _setup_player_slots() -> void` | void | Collect player slot nodes | +| `_connect_slot_signals` | `func _connect_slot_signals(slot: Control, i: int)` | void | Wire character nav buttons | +| `_show_panel` | `func _show_panel(panel_name: String) -> void` | void | Toggle main_menu/room_list/lobby panels | +| `_update_settings_visibility` | `func _update_settings_visibility() -> void` | void | Show/hide settings by mode and host status | +| `_create_custom_settings_ui` | `func _create_custom_settings_ui() -> void` | void | Build SNG/Tekton Doors settings dynamically | +| `_sync_room_profile_card` | `func _sync_room_profile_card() -> void` | void | Refresh username, score, rank, avatar, currency | +| `_apply_loadout_character` | `func _apply_loadout_character() -> void` | void | Apply saved character to LobbyManager | +| `admin_wipe_chat` | `func admin_wipe_chat() -> void` | void (async) | Admin: clear global chat | +| `admin_purge_chat` | `func admin_purge_chat(max_age_days: int) -> int` | int (async) | Admin: purge old messages | + +**Dependencies:** AuthManager, NakamaManager, LobbyManager, UserProfileManager, SkinManager, MusicManager, FriendManager, MailManager, BackendService. +**Depended by:** (root lobby scene; no dependents). + +[Back to top](#top) + +### 11.4 animation.gd + +[Back to top](#top) + +**File:** `/home/dev/tekton/scenes/animation.gd` (41 lines) +**Extends:** Control +**Scene:** (embedded in main.tscn for Stop n Go UI) + +Stop n Go phase animation player. Controls ready-go countdown, stop phase overlay, safe zone, and go animation sequences. + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `play_ready_go` | `func play_ready_go() -> void` | void | Play ready-set-go sequence | +| `play_stop_phase` | `func play_stop_phase() -> void` | void | Play STOP overlay | +| `play_safe_zone_appear` | `func play_safe_zone_appear() -> void` | void | Show safe zone indicator | +| `stop_phase_anim_play` | `func stop_phase_anim_play() -> void` | void | Play stop phase spritesheet | +| `stop_phase_anim_stop` | `func stop_phase_anim_stop() -> void` | void | Stop phase animation | +| `play_countdown_30s` | `func play_countdown_30s() -> void` | void | 30-second countdown | +| `play_countdown_15s` | `func play_countdown_15s() -> void` | void | 15-second countdown | +| `play_go_animation` | `func play_go_animation() -> void` | void | GO animation | +| `play_go_finish_animation` | `func play_go_finish_animation() -> void` | void | Finish line animation | + +**Dependencies:** AnimatedSprite2D, AnimationPlayer (scene nodes). +**Depended by:** StopNGoManager, main.gd. + +[Back to top](#top) + + +## 12. UI Helper Classes (RefCounted) + +[Back to top](#top) + +All UI helper classes are RefCounted objects instantiated by lobby.gd in _ready(). They do NOT extend Node -- they are lightweight event wiring and state management objects. + +### 12.1 LobbyMainMenu + +[Back to top](#top) + +```gdscript +class_name LobbyMainMenu extends RefCounted +``` + +**File:** `/home/dev/tekton/scenes/ui/lobby_main_menu.gd` (338 lines) + +Event wiring for main menu buttons. Connects all lobby button signals to handler methods. + +**Constructor:** `func _init(p_lobby: Control)` -- Stores lobby ref, connects 15+ button signals. + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `on_tutorial_pressed` | `func on_tutorial_pressed() -> void` | void | Set name, apply loadout, call LobbyManager.start_tutorial | +| `on_create_room_pressed` | `func on_create_room_pressed() -> void` | void | Show room list panel, create tab | +| `host_room` | `func host_room(game_mode: String) -> void` | void | Guarded double-click, set name/mode, create Nakama or LAN room | +| `on_browse_rooms_pressed` | `func on_browse_rooms_pressed() -> void` | void | Show room list, browse tab, refresh | +| `on_profile_btn_pressed` | `func on_profile_btn_pressed() -> void` | void | Instantiate and show profile_panel.tscn | +| `on_mailbox_pressed` | `func on_mailbox_pressed() -> void` | void | Instantiate and show mailbox_panel.tscn | +| `on_settings_pressed` | `func on_settings_pressed() -> void` | void | Instantiate and show settings_menu.tscn | +| `restore_after_settings` | `func restore_after_settings() -> void` | void | Restore lobby/main_menu panel visibility | +| `on_shop_pressed` | `func on_shop_pressed() -> void` | void | Instantiate and show shop_panel.tscn | +| `on_banner1_pressed` | `func on_banner1_pressed() -> void` | void | Instantiate and show gacha_panel.tscn | +| `on_leaderboard_pressed` | `func on_leaderboard_pressed() -> void` | void | Show leaderboard_panel.tscn | +| `on_ticket_pressed` | `func on_ticket_pressed() -> void` | void | Show daily_reward_panel.tscn | +| `on_social_pressed` | `func on_social_pressed() -> void` | void | Show social_panel.tscn, hide main menu UI | +| `on_logout_pressed` | `func on_logout_pressed() -> void` | void | AuthManager.logout() -> login screen | +| `on_quit_pressed` | `func on_quit_pressed() -> void` | void | get_tree().quit() | +| `go_to_login` | `func go_to_login() -> void` | void | Change scene to login_screen.tscn | + +**Dependencies:** AuthManager, LobbyManager, UserProfileManager, NakamaManager, BackendService. +**Depended by:** lobby.gd. + +[Back to top](#top) + +### 12.2 LobbyRoom + +[Back to top](#top) + +```gdscript +class_name LobbyRoom extends RefCounted +``` + +**File:** `/home/dev/tekton/scenes/ui/lobby_room.gd` (432 lines) + +Room/lobby panel event wiring. Handles ready/start/leave buttons, player slot rendering, character navigation, game mode/duration/scarcity settings, friend invites, and lobby invitation popup. + +**Constructor:** `func _init(p_lobby: Control)` -- Stores lobby ref, connects 20+ signals. + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `_on_ready_toggled` | `func _on_ready_toggled(is_ready: bool) -> void` | void | Toggle ready state | +| `_on_start_game_pressed` | `func _on_start_game_pressed() -> void` | void | Host starts game | +| `_on_leave_pressed` | `func _on_leave_pressed() -> void` | void | Leave room, release bot names | +| `_on_copy_id_pressed` | `func _on_copy_id_pressed() -> void` | void | Copy match ID to clipboard | +| `_on_duration_selected` | `func _on_duration_selected(index: int) -> void` | void | Host sets match duration | +| `_on_random_spawn_toggled` | `func _on_random_spawn_toggled(toggled_on: bool) -> void` | void | Toggle random spawn | +| `_on_enable_timer_toggled` | `func _on_enable_timer_toggled(toggled_on: bool) -> void` | void | Toggle cycle timer | +| `_on_scarcity_selected` | `func _on_scarcity_selected(index: int) -> void` | void | Host sets scarcity | +| `_on_scarcity_mode_changed` | `func _on_scarcity_mode_changed(mode: String) -> void` | void | UI update for scarcity | +| `_on_game_mode_selected` | `func _on_game_mode_selected(index: int) -> void` | void | Host sets game mode | +| `_on_game_mode_changed` | `func _on_game_mode_changed(mode: String) -> void` | void | UI update for game mode | +| `_on_sng_update` | `func _on_sng_update(_val: int = 0) -> void` | void | Sync SNG setting UI | +| `_on_doors_update` | `func _on_doors_update(_val: int = 0) -> void` | void | Sync Doors setting UI | +| `_on_room_joined` | `func _on_room_joined(room_data: Dictionary) -> void` | void | Switch to lobby panel, populate settings | +| `_on_room_left` | `func _on_room_left() -> void` | void | Return to main menu | +| `_on_host_disconnected` | `func _on_host_disconnected() -> void` | void | Show disconnect message | +| `_on_player_joined` | `func _on_player_joined(player_data: Dictionary) -> void` | void | Update slots + status | +| `_on_player_left` | `func _on_player_left(_player_id: int) -> void` | void | Update slots | +| `_on_ready_state_changed` | `func _on_ready_state_changed(_player_id: int, _is_ready: bool) -> void` | void | Update slot visuals | +| `_on_all_players_ready` | `func _on_all_players_ready() -> void` | void | Enable start button | +| `_on_game_starting` | `func _on_game_starting() -> void` | void | Transition to main.tscn | +| `_update_player_slots` | `func _update_player_slots() -> void` | void | Render all 8 player slots (players + bot slots) | +| `_update_status` | `func _update_status() -> void` | void | Show ready count | +| `_on_add_friend_pressed` | `func _on_add_friend_pressed(nakama_id: String) -> void` | void (async) | Add friend by Nakama ID | +| `on_invite_friends_pressed` | `func on_invite_friends_pressed() -> void` | void | Open invite dialog | +| `_on_lobby_invite_received` | `func _on_lobby_invite_received(from_user_id: String, from_name: String, match_id: String) -> void` | void | Show invite popup | +| `_on_invite_accepted` | `func _on_invite_accepted() -> void` | void | Join invited match | + +**Dependencies:** LobbyManager, FriendManager, NakamaManager, NameGenerator, UserProfileManager. +**Depended by:** lobby.gd. + +[Back to top](#top) + +### 12.3 LobbyRoomList + +[Back to top](#top) + +```gdscript +class_name LobbyRoomList extends RefCounted +``` + +**File:** `/home/dev/tekton/scenes/ui/lobby_room_list.gd` (155 lines) + +Room list panel event wiring. Handles room list refresh, selection, join, and back navigation. + +**Constructor:** `func _init(p_lobby: Control)` -- Stores lobby ref, connects signals. + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `_on_refresh_pressed` | `func _on_refresh_pressed() -> void` | void | Clear + refresh room list | +| `_on_room_selected` | `func _on_room_selected(index: int) -> void` | void | Copy room match_id/IP to input | +| `_on_room_activated` | `func _on_room_activated(index: int) -> void` | void | Select + auto-join | +| `_on_join_pressed` | `func _on_join_pressed() -> void` | void | Validate input, set name, join room (LAN or Nakama) | +| `_on_back_pressed` | `func _on_back_pressed() -> void` | void | Return to main menu | +| `on_room_list_updated` | `func on_room_list_updated(rooms: Array) -> void` | void | Render room rows, apply mode filter | + +**Dependencies:** LobbyManager, AuthManager, UserProfileManager. +**Depended by:** lobby.gd. + +[Back to top](#top) + +### 12.4 LobbyChat + +[Back to top](#top) + +```gdscript +class_name LobbyChat extends RefCounted +``` + +**File:** `/home/dev/tekton/scenes/ui/lobby_chat.gd` (373 lines) + +Global and direct message chat system. Handles Nakama socket channel chat, DM tabs, friend suggestions, and admin chat commands. + +**Constants:** `GLOBAL_CHAT_ROOM = "social_global"` + +**Properties:** + +| Name | Type | Description | +|---|---|---| +| _chat_channel | NakamaChannel | Current chat channel | +| _chat_messages | Array | [{sender, content, ts, date}] | +| _active_chat_context | String | "global" or user_id | +| _dm_tabs | Dictionary | user_id -> HBoxContainer (tab UI) | +| _dm_messages | Dictionary | user_id -> Array of messages | +| _chat_config | Dictionary | {prefix, max_messages, max_age_days} | + +**Public Functions:** + +| Function | Signature | Return | Description | +|---|---|---|---| +| `join_global_chat` | `func join_global_chat() -> void` | void (async) | Join social_global channel, fetch history, inject prefix | +| `switch_chat_tab` | `func switch_chat_tab(context_id: String) -> void` | void | Switch between global and DM tabs | +| `_on_chat_send_pressed` | `func _on_chat_send_pressed() -> void` | void (async) | Send message: @username for DM, /clear for admin | +| `on_lobby_dm_received` | `func on_lobby_dm_received(from_user_id: String, from_name: String, message: String) -> void` | void | Incoming DM handler | +| `leave_global_chat` | `func leave_global_chat() -> void` | void (async) | Disconnect and leave channel | + +**Internal Functions:** `_add_chat_message`, `_send_dm_message`, `_open_dm_tab`, `_create_dm_tab`, `_close_dm_tab`, `_inject_local_message`, `_trim_old_messages`, `_refresh_chat_display`, `_format_nakama_time`, `_get_local_time`, `_on_chat_input_changed`, `_on_friend_suggest_activated`, `_setup_friend_suggest_ui`. + +**Dependencies:** NakamaManager, BackendService, FriendManager, AdminManager, UserProfileManager. +**Depended by:** lobby.gd. + +[Back to top](#top) + + +## 13. Dependency Graph + +[Back to top](#top) + +### 13.1 Manager Autoload Dependencies + +[Back to top](#top) + +ASCII diagram showing which autoloads reference others: + +``` +NakamaManager (no deps on other managers -- pure Nakama SDK) + | + +-- BackendService + | +-- SteamworksManager (child node, not autoload) + | + +-- AuthManager + | +-- NakamaManager + | +-- BackendService + | + +-- SessionManager + | +-- NakamaManager + | + +-- LobbyManager + | +-- NakamaManager + | +-- GameStateManager + | + +-- GameStateManager (no deps) + | + +-- PlayerManager (no deps -- data only) + | + +-- EventBus (no deps -- pure observer) + | + +-- UserProfileManager + | +-- NakamaManager + | +-- BackendService + | +-- EventBus + | + +-- FriendManager + | +-- BackendService + | +-- NakamaManager + | + +-- MailManager + | +-- BackendService + | + +-- GachaManager + | +-- BackendService + | +-- UserProfileManager + | +-- EventBus + | + +-- DailyRewardManager + | +-- BackendService + | + +-- AdminManager + | +-- BackendService + | +-- NakamaManager + | + +-- SkinManager + | +-- UserProfileManager + | + +-- ShopManager + | +-- BackendService (thin) + | + +-- PlayerInputManager + | +-- TouchControls + | + +-- PlayerMovementManager + | +-- ObstacleManager + | +-- SpecialTilesManager + | +-- EnhancedGridMap (scene) + | + +-- PlayerActionManager + | +-- PlayerboardManager + | +-- PlayerInputManager + | +-- GoalsCycleManager + | + +-- PlayerboardManager + | +-- GoalsCycleManager + | +-- GoalManager + | + +-- PlayerRaceManager + | +-- GoalsCycleManager + | + +-- GoalsCycleManager + | +-- GoalManager + | +-- TurnManager + | +-- Timer (scene) + | + +-- StopNGoManager + | +-- TurnManager + | +-- GoalManager + | +-- GoalsCycleManager + | +-- animation.gd (scene) + | + +-- GauntletManager + | +-- TurnManager + | +-- EnhancedGridMap + | + +-- PortalModeManager + | +-- SpecialTilesManager + | +-- EnhancedGridMap + | + +-- SpecialTilesManager + | +-- ObstacleManager + | +-- EnhancedGridMap + | + +-- ObstacleManager + | +-- EnhancedGridMap + | + +-- StaticTektonManager + | +-- EnhancedGridMap + | +-- ObstacleManager + | + +-- PowerupManager (no deps) + | + +-- UIManager (no deps -- dynamic UI) + | + +-- SettingsManager (no deps -- ConfigFile) + | + +-- GameUpdateManager (HTTPRequest -- no manager deps) + | + +-- TutorialManager + | +-- TutorialOverlay + | + +-- TutorialOverlay + | +-- TutorialManager + | +-- UIManager + | + +-- MusicManager (no deps) + +-- SfxManager (no deps) + +-- ScreenShake (no deps) + +-- NotificationManager (no deps) + +-- CameraContextManager (no deps) + +-- TouchControls (no deps) + +-- JoinManager (no deps -- stub) +``` + +[Back to top](#top) + +### 13.2 Cross-Manager Signal Wiring + +[Back to top](#top) + +Key signal connections between managers and scene scripts: + +``` +NakamaManager.match_joined -> LobbyManager._on_match_joined +NakamaManager.match_join_error -> lobby.gd (clears _is_hosting) +NakamaManager.connection_failed -> lobby.gd (clears _is_hosting) + +LobbyManager.room_joined -> LobbyRoom._on_room_joined +LobbyManager.room_left -> LobbyRoom._on_room_left +LobbyManager.host_disconnected -> LobbyRoom._on_host_disconnected +LobbyManager.player_joined -> LobbyRoom._on_player_joined +LobbyManager.player_left -> LobbyRoom._on_player_left +LobbyManager.ready_state_changed -> LobbyRoom._on_ready_state_changed +LobbyManager.all_players_ready -> LobbyRoom._on_all_players_ready +LobbyManager.game_starting -> LobbyRoom._on_game_starting +LobbyManager.game_mode_changed -> LobbyRoom._on_game_mode_changed +LobbyManager.room_list_updated -> LobbyRoomList.on_room_list_updated +LobbyManager.character_changed -> LobbyRoom._on_character_changed +LobbyManager.rematch_votes_updated -> main.gd (update rematch button) + +FriendManager.dm_message_received -> LobbyChat.on_lobby_dm_received +FriendManager.lobby_invite_received -> LobbyRoom._on_lobby_invite_received + +MailManager.unread_count_changed -> lobby.gd (update badge) + +UserProfileManager.profile_loaded -> lobby.gd (_sync_room_profile_card) +UserProfileManager.profile_updated -> lobby.gd (_sync_room_profile_card) + +AuthManager.logged_out -> LobbyMainMenu.go_to_login +``` + +[Back to top](#top) + + +## 14. Scene Node Trees + +[Back to top](#top) + +### 14.1 main.tscn + +[Back to top](#top) + +``` +Main (Node) -- attached: main.gd + +-- EnhancedGridMap (GridMap / custom EnhancedGridMap node) + +-- PlayerSpawnPoints (Node3D) + +-- HUD (CanvasLayer) + | +-- LeaderboardPanel (Panel) + | | +-- MarginContainer/VBox + | | +-- Entry1-8 (HBoxContainer with RankLabel/NameLabel/ScoreLabel) + | +-- NotificationOverlay (Control) + | +-- ActionButtons (Control) + +-- PauseMenu (Panel) + | +-- Panel/VBox/ResumeBtn, HowToPlayBtn, SettingsBtn, UnstuckBtn, QuitMatchBtn + +-- HowToPlayPanel (Panel) + +-- StopNGoUI (Control) -- attached: animation.gd + | +-- StopPhase/AnimatedSprite2D + | +-- AnimationPlayer + | +-- CountDown/CountDownAnimation (AnimatedSprite2D) + | +-- GoFinish/GoAnimation2D (AnimatedSprite2D) + +-- Camera3D + +-- WorldEnvironment + +-- Player instances (added dynamically by main.gd) + +-- Player (CharacterBody3D) -- attached: player.gd + +-- MeshInstance3D (visual) + +-- CollisionShape3D + +-- PlayerboardUI (Control overlay) + +-- AnimationPlayer +``` + +[Back to top](#top) + +### 14.2 player.tscn + +[Back to top](#top) + +``` +Player (CharacterBody3D) -- attached: player.gd + +-- MeshInstance3D (character model) + +-- CollisionShape3D + +-- PlayerboardUI (Control) + | +-- Slot0-9 (Panel/TextureRect) + +-- AnimationPlayer + +-- (tektons picked up become children at runtime) +``` + +[Back to top](#top) + +### 14.3 lobby.tscn + +[Back to top](#top) + +``` +Lobby (Control) -- attached: lobby.gd + +-- StatusBar (HBoxContainer) + | +-- ConnectionStatus (Label) + +-- MainMenuPanel (Panel) + | +-- Title/Username/Subtitle/Buttons (CreateRoom, BrowseRooms, Tutorial, etc.) + | +-- CharacterRoot (SubViewportContainer > SubViewport > Node3D) + | | +-- Oldpop, Masbro, Gatot, Bob (character meshes, hidden by default) + | +-- %AnimationPlayer + | +-- CurrencyLabels (GoldLabel, StarLabel) + | +-- ServerOption / ServerIPInput + | +-- LeaderboardBtn, CartBtn, ProfileBtn, MailboxBtn, Banner1Btn, TicketBtn + +-- RoomListPanel (Control) + | +-- RoomListTabs (TabContainer) + | +-- RoomTab, PlayTab + | +-- MatchIdInput, RefreshBtn, JoinBtn, BackBtn + | +-- RoomList (ItemList) + | +-- ItemTemplate (hidden) + | +-- ProfileCard (PlayerUsername, PlayerScore, Rank, Avatar) + +-- LobbyPanel (Panel) + | +-- RoomNameHeader + | +-- HostBanner + | +-- TopBar/SettingsSection (Duration, Spawn, Timer, Scarcity, GameMode options) + | +-- AreaSelector + | +-- PlayersContainer (slots 1-4) + | +-- PlayersContainer2 (slots 5-8) + | +-- BottomBar (LeaveBtn, ReadyBtn, StartGameBtn, InviteBtn) + | +-- StatusLabel + +-- ChatPanel (Panel) + | +-- RichTextLabel + | +-- ChatInput (LineEdit) + | +-- SendBtn + | +-- ChatTabsContainer (GlobalChatTabBtn + DM tabs) + | +-- FriendSuggestPanel (hidden) + +-- (dynamic instances: MailboxPanel, ShopPanel, GachaPanel, ProfilePanel, etc.) +``` + +[Back to top](#top)