Gameplay changes
This commit is contained in:
@@ -50,8 +50,12 @@ func play(sound_name: String) -> void:
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push_warning("AudioManager: Unknown sound '%s'" % sound_name)
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return
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var stream = _sounds[sound_name]
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if stream == null:
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return # File doesn't exist yet, skip silently
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var player := _pool[_pool_index]
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_pool_index = (_pool_index + 1) % POOL_SIZE
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player.stream = _sounds[sound_name]
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player.stream = stream
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player.play()
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@@ -66,6 +66,29 @@ const HOMING_PROJ_DAMAGE := 1.0
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const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
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const REPEATER_SCENE = preload("res://scenes/enemies/repeater.tscn")
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const ANCHOR_SCENE = preload("res://scenes/enemies/anchor.tscn")
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const BODY_PART_PICKUP = preload("res://scenes/upgrades/body_part_pickup.tscn")
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const RUN_ITEM_PICKUP = preload("res://scenes/items/run_item_pickup.tscn")
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const ALL_PART_PATHS: Array[String] = [
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"res://data/body_parts/torso_reinforced_chassis.tres",
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"res://data/body_parts/torso_lightweight_frame.tres",
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"res://data/body_parts/left_arm_scatter_emitter.tres",
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"res://data/body_parts/left_arm_shield_projector.tres",
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"res://data/body_parts/right_arm_heavy_emitter.tres",
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"res://data/body_parts/right_arm_rapid_emitter.tres",
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]
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const ALL_ITEM_PATHS: Array[String] = [
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"res://data/run_items/coolant_leak.tres",
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"res://data/run_items/overclock_module.tres",
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"res://data/run_items/scrap_magnet.tres",
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"res://data/run_items/memory_spike.tres",
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"res://data/run_items/rust_coat.tres",
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"res://data/run_items/static_discharge.tres",
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"res://data/run_items/fragmented_map.tres",
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"res://data/run_items/plating_shard.tres",
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"res://data/run_items/range_booster.tres",
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]
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# ---------------------------------------------------------------------------
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# State
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@@ -268,6 +291,22 @@ func _on_enemy_died(enemy: Node) -> void:
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_spawned_enemies.erase(enemy)
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_wave_enemies.erase(enemy)
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# Play assembly sound per enemy absorbed
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AudioManager.play("hivemind_assembly")
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# Defer visual effect to avoid tree manipulation errors
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call_deferred("_spawn_soul_particle")
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# Check if wave is cleared — spawn next wave
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if _wave_enemies.size() == 0 and _wave_index < WAVE_COUNT:
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_wave_index += 1
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_wave_spawned = false # allow next wave to spawn
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func _spawn_soul_particle() -> void:
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if not is_inside_tree():
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return
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# Create purple dot flying to center
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var part := Polygon2D.new()
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var pts := PackedVector2Array()
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@@ -276,7 +315,6 @@ func _on_enemy_died(enemy: Node) -> void:
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pts.append(Vector2(cos(a), sin(a)) * randf_range(8.0, 14.0))
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part.polygon = pts
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part.color = Color(0.5, 0.2, 0.6, 0.9)
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# Position at edge since we don't know exact death position
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part.global_position = _room_center + Vector2(randf_range(-150, 150), randf_range(-150, 150))
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get_parent().add_child(part)
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@@ -287,11 +325,6 @@ func _on_enemy_died(enemy: Node) -> void:
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tw.tween_property(part, "modulate:a", 0.0, 0.2)
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tw.tween_callback(part.queue_free)
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# Check if wave is cleared — spawn next wave
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if _wave_enemies.size() == 0 and _wave_index < WAVE_COUNT:
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_wave_index += 1
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_wave_spawned = false # allow next wave to spawn
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func _grow_core() -> void:
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# Each kill grows the core toward full size
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@@ -508,6 +541,7 @@ func _clear_orbiters() -> void:
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# Sweep Attack (from Warden)
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# ---------------------------------------------------------------------------
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func _attack_sweep() -> void:
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AudioManager.play("hivemind_sweep")
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var inner_left := -ROOM_HW + WALL_T
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var inner_right := ROOM_HW - WALL_T
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var sweep_dir := 1.0 if randf() < 0.5 else -1.0
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@@ -944,5 +978,30 @@ func _die() -> void:
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_spawned_enemies.clear()
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_wave_enemies.clear()
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# Always spawn item pickup
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_spawn_item_drop()
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# Also spawn body part if player doesn't have all
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_spawn_body_part_drop()
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EventBus.boss_died.emit()
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queue_free()
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func _spawn_item_drop() -> void:
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var chosen: String = ALL_ITEM_PATHS[randi() % ALL_ITEM_PATHS.size()]
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var pickup = RUN_ITEM_PICKUP.instantiate()
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pickup.item = load(chosen)
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pickup.global_position = global_position + Vector2(-30, 0)
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get_parent().add_child(pickup)
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func _spawn_body_part_drop() -> void:
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var unacquired: Array[String] = []
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for path in ALL_PART_PATHS:
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if path not in UpgradeManager.acquired_part_paths:
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unacquired.append(path)
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if unacquired.is_empty():
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return
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var chosen: String = unacquired[randi() % unacquired.size()]
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var pickup = BODY_PART_PICKUP.instantiate()
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pickup.part = load(chosen)
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pickup.global_position = global_position + Vector2(30, 0)
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get_parent().add_child(pickup)
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@@ -50,6 +50,29 @@ const BURST_PROJ_DAMAGE := 1.0
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const HOMING_PROJ_DAMAGE := 1.0
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const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
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const BODY_PART_PICKUP = preload("res://scenes/upgrades/body_part_pickup.tscn")
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const RUN_ITEM_PICKUP = preload("res://scenes/items/run_item_pickup.tscn")
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const ALL_PART_PATHS: Array[String] = [
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"res://data/body_parts/torso_reinforced_chassis.tres",
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"res://data/body_parts/torso_lightweight_frame.tres",
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"res://data/body_parts/left_arm_scatter_emitter.tres",
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"res://data/body_parts/left_arm_shield_projector.tres",
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"res://data/body_parts/right_arm_heavy_emitter.tres",
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"res://data/body_parts/right_arm_rapid_emitter.tres",
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]
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const ALL_ITEM_PATHS: Array[String] = [
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"res://data/run_items/coolant_leak.tres",
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"res://data/run_items/overclock_module.tres",
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"res://data/run_items/scrap_magnet.tres",
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"res://data/run_items/memory_spike.tres",
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"res://data/run_items/rust_coat.tres",
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"res://data/run_items/static_discharge.tres",
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"res://data/run_items/fragmented_map.tres",
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"res://data/run_items/plating_shard.tres",
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"res://data/run_items/range_booster.tres",
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]
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# ---------------------------------------------------------------------------
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# State
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@@ -130,6 +153,7 @@ func _tick_teleport(delta: float) -> void:
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_reappear()
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func _start_fade_out() -> void:
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AudioManager.play("relay_teleport")
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_tp_state = TeleportState.FADING_OUT
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_fade_timer = FADE_OUT_TIME
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@@ -142,7 +166,6 @@ func _enter_transit() -> void:
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_transit_timer = TRANSIT_TIME
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func _reappear() -> void:
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AudioManager.play("relay_teleport")
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# Pick random position within room bounds
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var min_x := _room_center.x - ROOM_HW + WALL_T + WALL_MARGIN
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var max_x := _room_center.x + ROOM_HW - WALL_T - WALL_MARGIN
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@@ -362,6 +385,11 @@ func _spawn_drifters() -> void:
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var offset := Vector2.from_angle(randf() * TAU) * randf_range(DRIFTER_OFFSET_MIN, DRIFTER_OFFSET_MAX)
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get_parent().add_child(drifter)
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drifter.global_position = global_position + offset
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# Signal drifters: weaker than normal drifters
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drifter.max_health = drifter.max_health * 0.5
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drifter.current_health = drifter.max_health
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drifter.speed = drifter.speed * 0.7
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drifter.scale = Vector2(0.7, 0.7)
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# ---------------------------------------------------------------------------
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# Damage / Phase
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@@ -416,7 +444,6 @@ func _tick_climax(delta: float) -> void:
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func _die() -> void:
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AudioManager.play("enemy_death")
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EventBus.boss_died.emit()
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# Cleanup burst projectiles
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for proj in _burst_projs:
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@@ -430,4 +457,30 @@ func _die() -> void:
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proj.queue_free()
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_homing_projs.clear()
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# Always spawn item pickup
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_spawn_item_drop()
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# Also spawn body part if player doesn't have all
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_spawn_body_part_drop()
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EventBus.boss_died.emit()
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queue_free()
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func _spawn_item_drop() -> void:
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var chosen: String = ALL_ITEM_PATHS[randi() % ALL_ITEM_PATHS.size()]
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var pickup = RUN_ITEM_PICKUP.instantiate()
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pickup.item = load(chosen)
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pickup.global_position = global_position + Vector2(-30, 0)
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get_parent().add_child(pickup)
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func _spawn_body_part_drop() -> void:
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var unacquired: Array[String] = []
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for path in ALL_PART_PATHS:
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if path not in UpgradeManager.acquired_part_paths:
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unacquired.append(path)
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if unacquired.is_empty():
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return
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var chosen: String = unacquired[randi() % unacquired.size()]
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var pickup = BODY_PART_PICKUP.instantiate()
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pickup.part = load(chosen)
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pickup.global_position = global_position + Vector2(30, 0)
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get_parent().add_child(pickup)
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@@ -40,6 +40,30 @@ const FREEZE_DURATION := 1.5
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const SWEEP_PROJ_DAMAGE := 1.0
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const MINE_DAMAGE := 1.0
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const BODY_PART_PICKUP = preload("res://scenes/upgrades/body_part_pickup.tscn")
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const RUN_ITEM_PICKUP = preload("res://scenes/items/run_item_pickup.tscn")
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const ALL_PART_PATHS: Array[String] = [
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"res://data/body_parts/torso_reinforced_chassis.tres",
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"res://data/body_parts/torso_lightweight_frame.tres",
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"res://data/body_parts/left_arm_scatter_emitter.tres",
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"res://data/body_parts/left_arm_shield_projector.tres",
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"res://data/body_parts/right_arm_heavy_emitter.tres",
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"res://data/body_parts/right_arm_rapid_emitter.tres",
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]
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const ALL_ITEM_PATHS: Array[String] = [
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"res://data/run_items/coolant_leak.tres",
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"res://data/run_items/overclock_module.tres",
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"res://data/run_items/scrap_magnet.tres",
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"res://data/run_items/memory_spike.tres",
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"res://data/run_items/rust_coat.tres",
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"res://data/run_items/static_discharge.tres",
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"res://data/run_items/fragmented_map.tres",
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"res://data/run_items/plating_shard.tres",
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"res://data/run_items/range_booster.tres",
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]
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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@@ -386,9 +410,35 @@ func _die() -> void:
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if is_instance_valid(entry["node"]):
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entry["node"].queue_free()
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_sweep_projs.clear()
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# Always spawn item pickup
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_spawn_item_drop()
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# Also spawn body part if player doesn't have all
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_spawn_body_part_drop()
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EventBus.boss_died.emit()
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queue_free()
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func _spawn_item_drop() -> void:
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var chosen: String = ALL_ITEM_PATHS[randi() % ALL_ITEM_PATHS.size()]
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var pickup = RUN_ITEM_PICKUP.instantiate()
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pickup.item = load(chosen)
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pickup.global_position = global_position + Vector2(-30, 0)
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get_parent().add_child(pickup)
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func _spawn_body_part_drop() -> void:
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var unacquired: Array[String] = []
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for path in ALL_PART_PATHS:
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if path not in UpgradeManager.acquired_part_paths:
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unacquired.append(path)
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if unacquired.is_empty():
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return
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var chosen: String = unacquired[randi() % unacquired.size()]
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var pickup = BODY_PART_PICKUP.instantiate()
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pickup.part = load(chosen)
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pickup.global_position = global_position + Vector2(30, 0)
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get_parent().add_child(pickup)
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# ---------------------------------------------------------------------------
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# Visual — phase-aware tints (overrides EnemyBase._tick_flash)
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# ---------------------------------------------------------------------------
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@@ -240,12 +240,39 @@ func _die() -> void:
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# Static Discharge — instant AoE damage to enemies in radius
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# ---------------------------------------------------------------------------
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func _trigger_static_discharge() -> void:
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# Visual: yellow flash on player
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_spawn_discharge_flash()
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for enemy in get_tree().get_nodes_in_group("enemies"):
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if not is_instance_valid(enemy):
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continue
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if global_position.distance_to(enemy.global_position) <= stats.discharge_radius:
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if enemy.has_method("take_damage"):
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enemy.take_damage(stats.discharge_damage)
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var damage := stats.discharge_damage
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# Bonus damage to slowed enemies
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var is_slowed := false
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if enemy.get("is_slowed"):
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is_slowed = true
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elif enemy.get("_slow_timer") != null and enemy._slow_timer > 0:
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is_slowed = true
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if is_slowed:
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damage *= 1.5
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enemy.take_damage(damage)
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func _spawn_discharge_flash() -> void:
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var flash := Polygon2D.new()
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var pts := PackedVector2Array()
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for i in 16:
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var a := TAU * i / 16.0
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pts.append(Vector2(cos(a), sin(a)) * stats.discharge_radius)
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flash.polygon = pts
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flash.color = Color(1.0, 0.9, 0.2, 0.6) # yellow flash
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flash.global_position = global_position
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get_parent().add_child(flash)
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var tw := flash.create_tween()
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tw.tween_property(flash, "modulate:a", 0.0, 0.2)
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tw.tween_callback(flash.queue_free)
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# ---------------------------------------------------------------------------
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# Coolant Leak — spawn a temporary slow zone at player position (1s)
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@@ -262,6 +289,16 @@ func _spawn_coolant_zone() -> void:
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zone.add_child(cs)
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zone.position = (get_parent() as Node2D).to_local(global_position)
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# Visual: blue tint zone indicator
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var visual := Polygon2D.new()
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var pts := PackedVector2Array()
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for i in 12:
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var a := TAU * i / 12.0
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pts.append(Vector2(cos(a), sin(a)) * 24.0)
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visual.polygon = pts
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visual.color = Color(0.3, 0.6, 1.0, 0.4) # blue tint
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zone.add_child(visual)
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zone.body_entered.connect(func(b: Node) -> void:
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if b.has_method("apply_slow"):
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b.apply_slow(2.0, 0.4)
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@@ -126,8 +126,11 @@ const DEFAULT_PARTS: Array[String] = [
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func _rebuild_items() -> void:
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_items.clear()
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# Add default parts first (always available)
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# Add default parts first (always available), except default_head
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for path: String in DEFAULT_PARTS:
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# Skip default head - not shown as equippable
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if "head_default" in path:
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continue
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var part := load(path) as BodyPartData
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if part:
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_items.append(part)
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@@ -84,13 +84,17 @@ func _on_run_ended(_reached_hub: bool) -> void:
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func _on_room_revealed() -> void:
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# Fragmented Map effect: reveal types of adjacent unvisited rooms
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# Fragmented Map effect: reveal types of adjacent unvisited COMBAT rooms only
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if not _rooms_data.has(_current_pos):
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return
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var current_room: RoomData = _rooms_data[_current_pos]
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for conn_pos in current_room.connections.values():
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if conn_pos not in _revealed_positions:
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_revealed_positions.append(conn_pos)
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if _rooms_data.has(conn_pos):
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var room: RoomData = _rooms_data[conn_pos]
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# Only reveal COMBAT rooms, skip ITEM, SHOP, BOSS
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if room.type == RoomData.RoomType.COMBAT:
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_revealed_positions.append(conn_pos)
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queue_redraw()
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Reference in New Issue
Block a user