Gameplay changes
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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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