Operator hub - Introduce Escape Gallery branding and Glitch: the Dark Machine room views - Add cabinet illustrations, Pac-Man marquee/gameplay artwork, and waiting states - Add device feedback panels with RFID readings, input/output states, and stale status - Add logged operator hardware interventions with request deduplication Room and cabinet authoring - Add a visual custom-PCB connection editor with per-cabinet device inventory - Support device IDs, bindings, wiring notes, input polarity, and validation - Add physical-room label/dimension toggles and editable doorway annotations - Preserve doorway changes through undo, save, and revert - Expand cabinet profiles, room layout, and Glitch scenario resources Scenarios and gameplay - Add per-assignment game configuration and runtime feature validation - Add timed test wins and Frogger individual-home objectives - Add the three-cabinet timed/score/Frogger test scenario - Add Cabinet 1 Pac-Man RFID credits, credit sound, and CREDIT 0/1 display - Require physical Start after an accepted scan and prevent duplicate credits Pi hardware and deployment - Add GPIO feedback sampling and a separate multiplexed RFID helper - Validate reader pin ownership and input/output conflicts - Add SSH cabinet startup and Pi desktop-session service support - Add master packaging, site setup, SSH enrollment, and staged cabinet releases - Verify deployment manifests and support explicit activation/status/log commands Documentation and verification - Consolidate the root README around the current architecture and setup workflow - Add the complete master/Pi/RFID export and deployment walkthrough - Document network isolation, credentials, card identification, and rollback - Add PCB, room-editor, feedback, credit, deployment, and controller tests - Isolate protocol tests from designer-edited cabinet configurations Known limitations - RFID helper compilation and physical Pi commissioning remain unverified - Fleet provisioning does not yet configure RFID-only installations completely - Broader Pac-Man tests retain a ghost-capture assertion failure - Staged exports must be rebuilt and checked before deploying runtime 2.3
128 lines
4.3 KiB
GDScript
128 lines
4.3 KiB
GDScript
extends ArcadeGame
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const Model = preload("res://games/pacman/pacman_model.gd")
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const View = preload("res://games/pacman/pacman_view.gd")
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const Sound = preload("res://games/pacman/pacman_audio.gd")
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@export_group("Room Objective")
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## Zero means unlimited boards. Set a score target or use arcade mode.
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@export_range(0, 100, 1) var boards_to_win: int = 1
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@export_range(0, 1000000, 100) var score_to_win: int = 0
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@export_range(1, 9, 1) var starting_lives: int = 3
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@export var extra_life_score: int = 10000
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var model = Model.new()
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var view
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var audio
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var accumulator := 0.0
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var credits := 0
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var rfid_seen: Dictionary = {}
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var rfid_initialized := false
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func receive_device_feedback(feedback: Dictionary) -> void:
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var events: Array = feedback.get("events", [])
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if not rfid_initialized:
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if not bool(feedback.get("fresh", false)): return
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for entry in events: rfid_seen[str(entry.get("id", ""))] = true
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rfid_initialized = true
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return
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if not bool(feedback.get("fresh", false)): return
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var device_id := str(run_config.get("rfid_credit_device", ""))
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for entry in events:
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var ident := str(entry.get("id", ""))
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if ident.is_empty() or rfid_seen.has(ident): continue
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rfid_seen[ident] = true
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if device_id.is_empty() or is_running or credits > 0 or model.state != "idle": continue
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if entry.get("device") != device_id or entry.get("kind") != "rfid" or not str(entry.get("error", "")).is_empty(): continue
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var uid := str(entry.get("value", "")).to_upper()
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if uid.is_empty(): continue
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var allowed: Array = run_config.get("rfid_allowed_uids", [])
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if not allowed.is_empty() and not allowed.has(uid): continue
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for sample in feedback.get("devices", []):
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if sample.get("id") == device_id and int(sample.get("age_ms", 999999)) < 2000 and sample.get("value") == entry.get("value") and str(sample.get("error", "")).is_empty():
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credits = 1
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view.credits = credits
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audio.play_effect("credit")
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break
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# The bridge retains only its last 64 events. Keep deduplication bounded too.
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if rfid_seen.size() > 256:
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rfid_seen.clear()
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for entry in events: rfid_seen[str(entry.get("id", ""))] = true
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func _ready() -> void:
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view = View.new()
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view.model = model
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add_child(view)
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audio = Sound.new()
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add_child(audio)
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model.sound_requested.connect(audio.play_effect)
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model.finished.connect(_on_finished)
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_apply_config()
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func configure(config: Dictionary = {}) -> void:
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super.configure(config)
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credits = 0
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rfid_seen.clear()
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rfid_initialized = false
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_apply_config()
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func _apply_config() -> void:
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if view != null:
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view.credit_required = not str(run_config.get("rfid_credit_device", "")).is_empty()
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view.credits = credits
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model.boards_to_win = maxi(0, int(run_config.get("boards_to_win", boards_to_win)))
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model.score_to_win = maxi(0, int(run_config.get("score_to_win", score_to_win)))
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model.initial_lives = clampi(int(run_config.get("starting_lives", starting_lives)), 1, 9)
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model.extra_life_score = maxi(0, int(run_config.get("extra_life_score", extra_life_score)))
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func start_game() -> bool:
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if is_running: return false
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if not str(run_config.get("rfid_credit_device", "")).is_empty():
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if credits < 1: return false
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credits -= 1
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_apply_config()
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audio.stop_all()
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model.start()
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accumulator = 0.0
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return super.start_game()
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func reset_game() -> void:
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credits = 0
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if view != null: view.credits = 0
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audio.stop_all()
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model.reset()
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accumulator = 0.0
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super.reset_game()
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func win_game() -> void:
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if not is_running: return
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model.state = "won"
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audio.stop_all()
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super.win_game()
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func lose_game() -> void:
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if not is_running: return
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model.state = "lost"
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audio.stop_all()
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super.lose_game()
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func _on_finished(won: bool) -> void:
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if won: win_game()
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else: lose_game()
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("arcade_start"):
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start_game()
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get_viewport().set_input_as_handled()
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for pair in [["arcade_up", Vector2i.UP], ["arcade_left", Vector2i.LEFT], ["arcade_down", Vector2i.DOWN], ["arcade_right", Vector2i.RIGHT]]:
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if event.is_action_pressed(pair[0]): model.requested = pair[1]
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func _physics_process(delta: float) -> void:
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if not is_running:
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model.clock += delta
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if is_running:
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accumulator += minf(delta, 0.25)
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while accumulator >= 1.0 / 60.0 and is_running:
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model.update(1.0 / 60.0)
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accumulator -= 1.0 / 60.0
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if audio != null: audio.set_background(model.background_sound() if is_running else "")
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