Files
DungeonsOfKharadum/src/scripts/door.gd

1339 lines
66 KiB
GDScript

extends StaticBody2D
@export_enum("GateDoor", "KeyDoor", "StoneDoor") var type: String = "StoneDoor"
@export_enum("Left", "Up", "Right", "Down") var direction: String = "Up"
#KeyDoors should always be closed at start
#StoneDoor and GateDoor CAN be opened in start, and become closed when entering it's room
#Then you must press a switch in the room or maybe you need to defeat all enemies in the room
@export var is_closed: bool = true
var is_closing:bool = false
var is_opening:bool = false
var time_to_move:float = 0.2
var move_timer:float = 0.0
var animation_start_position: Vector2 = Vector2.ZERO # Position when animation started
var closed_position: Vector2 = Vector2.ZERO # Position when door is closed (local)
var open_offset: Vector2 = Vector2.ZERO # Offset from closed to open position (local)
# Room and puzzle state
var blocking_room: Dictionary = {} # Room this door blocks (the room you enter INTO)
var room1: Dictionary = {} # First room connected by this door (room you leave FROM)
var room2: Dictionary = {} # Second room connected by this door (room you enter INTO - the blocking_room)
var switch_room: Dictionary = {} # Room where the switch is located (before the door)
var room_trigger_area: Area2D = null # Reference to room trigger area for the blocking room
var puzzle_solved: bool = false # True when room puzzle is solved
var enemies_defeated: bool = false # True when all enemies in room are defeated
var switches_activated: bool = false # True when required switches are activated
# Key door state
var key_used: bool = false # True when key has been used
var key_indicator: Sprite2D = null # Visual indicator showing key above door
# Floor switches this door is connected to
var connected_switches: Array = [] # Array of floor switch nodes
var requires_enemies: bool = false # True if door requires defeating enemies to open
var requires_switch: bool = false # True if door requires activating switches to open
# Smoke puff scene for StoneDoor effects
var smoke_puff_scene = preload("res://scenes/smoke_puff.tscn")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# Set texture based on door type
_update_door_texture()
# Rotate door first based on direction (original order)
if direction == "Left":
self.rotate(-PI/2)
elif direction == "Right":
self.rotate(PI/2)
elif direction == "Down":
self.rotate(PI)
# Calculate open offset based on direction (in WORLD space)
# NEW RULES:
# - Open state: door is at specific tile (UP:tile2, RIGHT:tile4, DOWN:tile2, LEFT:tile3)
# - Closed state: door moves 16 pixels offset from open position
# - UP: closed = open + (0, 16) = 16px down (from tile 2 to tile 5)
# - RIGHT: closed = open + (-16, 0) = 16px left (from tile 4 to tile 3)
# - DOWN: closed = open + (0, 16) = 16px down (from tile 2 to tile 5)
# - LEFT: closed = open + (16, 0) = 16px right (from tile 3 to tile 4)
var open_amount = 16.0
open_offset = Vector2.ZERO
$TeleporterIntoClosedRoom.is_enabled = false # disable initially (only enable on closed!)
if direction == "Up":
# Door on top wall: closed state is 16px DOWN from open state
# So open_offset is positive Y (door moves down when closing, so open is up)
# Actually wait - if closed is 16px down from open, then open is 16px up from closed
# So open_offset should be negative Y (open position is above closed position)
open_offset = Vector2(0, -open_amount) # Open is 16px UP from closed
elif direction == "Down":
# Door on bottom wall:
# For StoneDoor/GateDoor: open is at (col 1, row 1), closed is at (col 1, row 0)
# So closed is 16px UP from open, open_offset = (0, -16) means open is 16px DOWN from closed
# For KeyDoor: closed is at (col 1, row 0), open is at (col 1, row 1)
# So open is 16px DOWN from closed, open_offset = (0, 16)
# NOTE: This is recalculated in _ready_after_setup() based on door type
open_offset = Vector2(0, -open_amount) # For StoneDoor/GateDoor: open is 16px DOWN from closed
elif direction == "Left":
# Door on left wall: closed state is 16px RIGHT from open state
# So open_offset is positive X (door moves right when closing, so open is left)
# Actually wait - if closed is 16px right from open, then open is 16px left from closed
# So open_offset should be negative X (open position is left of closed position)
open_offset = Vector2(-open_amount, 0) # Open is 16px LEFT from closed
elif direction == "Right":
# Door on right wall: closed state is 16px LEFT from open state
# So open_offset is negative X (door moves left when closing, so open is right)
# Actually wait - if closed is 16px left from open, then open is 16px right from closed
# So open_offset should be positive X (open position is right of closed position)
open_offset = Vector2(open_amount, 0) # Open is 16px RIGHT from closed
# Note: closed_position will be set in _ready_after_setup after door is positioned
# For now, just initialize it
closed_position = position
# Connect KeyInteractionArea signal
var key_area = get_node_or_null("KeyInteractionArea")
if key_area:
key_area.body_entered.connect(_on_key_interaction_area_body_entered)
# Call setup after a frame to ensure everything is ready
call_deferred("_ready_after_setup")
# Ensure door_index meta is set if name follows BlockingDoor_<index>
if name.begins_with("BlockingDoor_") and not has_meta("door_index"):
var index_str = name.substr(13)
if index_str.is_valid_int():
set_meta("door_index", index_str.to_int())
func _update_door_texture():
# Update door texture based on door type
var sprite = get_node_or_null("Sprite2D")
if not sprite:
return
match type:
"KeyDoor":
var locked_texture = load("res://assets/gfx/door_locked.png")
if locked_texture:
sprite.texture = locked_texture
LogManager.log("Door: Set KeyDoor texture to door_locked.png", LogManager.CATEGORY_DOOR)
else:
LogManager.log_error("Door: Could not load door_locked.png texture!", LogManager.CATEGORY_DOOR)
"GateDoor":
var gate_texture = load("res://assets/gfx/door_gate.png")
if gate_texture:
sprite.texture = gate_texture
LogManager.log("Door: Set GateDoor texture to door_gate.png", LogManager.CATEGORY_DOOR)
else:
LogManager.log_error("Door: Could not load door_gate.png texture!", LogManager.CATEGORY_DOOR)
"StoneDoor":
# Use door_barred.png for stone doors
var barred_texture = load("res://assets/gfx/door_barred.png")
if barred_texture:
sprite.texture = barred_texture
LogManager.log("Door: Set StoneDoor texture to door_barred.png", LogManager.CATEGORY_DOOR)
else:
LogManager.log_error("Door: Could not load door_barred.png texture!", LogManager.CATEGORY_DOOR)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
# Handle door opening/closing animation
if is_opening or is_closing:
# Safety check: ensure closed_position is valid before animating
if closed_position == Vector2.ZERO:
LogManager.log_error("Door: ERROR - closed_position is zero during animation! Resetting...", LogManager.CATEGORY_DOOR)
closed_position = position - open_offset if is_opening else position
is_opening = false
is_closing = false
move_timer = 0.0
# Only update collision for StoneDoor and GateDoor (KeyDoors handle their own state)
if type == "StoneDoor" or type == "GateDoor":
_update_collision_based_on_position()
return
move_timer += delta
var progress = clamp(move_timer / time_to_move, 0.0, 1.0)
if is_opening:
# Interpolate from closed to open position
# Start at closed_position (or animation_start_position if set), end at closed_position + open_offset (moving AWAY from closed position)
var start_pos = animation_start_position if animation_start_position != Vector2.ZERO else closed_position
var target_pos = closed_position + open_offset
position = start_pos.lerp(target_pos, progress)
global_position = position # Also update global position during animation
# Debug: log for KeyDoors to verify movement
if type == "KeyDoor" and move_timer < 0.1: # Only log once at start of animation
LogManager.log("Door: KeyDoor opening animation - start: " + str(start_pos) + ", target: " + str(target_pos) + ", offset: " + str(open_offset) + ", direction: " + str(direction), LogManager.CATEGORY_DOOR)
# For KeyDoors: disable collision as soon as opening starts (allow passage immediately)
# For StoneDoor/GateDoor: update collision based on position
if type == "KeyDoor":
# KeyDoors: disable collision immediately when opening starts
if get_collision_layer_value(7):
set_collision_layer_value(7, false)
elif type == "StoneDoor" or type == "GateDoor":
# Update collision based on distance to closed position (disable when moving away)
var dist_to_closed = position.distance_to(closed_position)
if dist_to_closed > 5.0:
# Moving away from closed position - disable collision
if get_collision_layer_value(7):
set_collision_layer_value(7, false)
else:
# Still near closed position - keep collision enabled
if not get_collision_layer_value(7):
set_collision_layer_value(7, true)
elif is_closing:
# Interpolate from open to closed position
# NOTE: KeyDoors should NEVER close (only open with key)
# CRITICAL: Use stored starting position (set when animation started in _close())
# If animation_start_position wasn't set, calculate open position from closed_position + open_offset
var start_pos = animation_start_position if animation_start_position != Vector2.ZERO else (closed_position + open_offset)
position = start_pos.lerp(closed_position, progress)
global_position = position # Also update global position during animation
# Update collision for StoneDoor/GateDoor only
if type == "StoneDoor" or type == "GateDoor":
# Update collision based on distance to closed position (enable when approaching closed)
var dist_to_closed = position.distance_to(closed_position)
if dist_to_closed <= 5.0:
# At or near closed position - enable collision
if not get_collision_layer_value(7):
set_collision_layer_value(7, true)
else:
# Still away from closed position - keep collision disabled
if get_collision_layer_value(7):
set_collision_layer_value(7, false)
if move_timer >= time_to_move:
# Animation complete
if is_opening:
is_closed = false
# Move door to open position (away from closed position)
var open_position = closed_position + open_offset
position = open_position
global_position = open_position # Also set global position
# When moved from closed position (open), collision should be DISABLED
set_collision_layer_value(7, false)
var key_used_str = " (key_used=" + str(key_used) + ")" if type == "KeyDoor" else ""
LogManager.log("Door: Opening animation complete - moved to open position: " + str(open_position) + " (closed: " + str(closed_position) + ", offset: " + str(open_offset) + ") - collision DISABLED" + key_used_str, LogManager.CATEGORY_DOOR)
# CRITICAL: For KeyDoors, ensure key_used is true after animation completes
# This prevents the door from being reset to closed in _process()
if type == "KeyDoor":
key_used = true
# Spawn smoke puffs when StoneDoor finishes opening (1-2 puffs)
if type == "StoneDoor":
_spawn_smoke_puffs_on_open()
# Animation finished, reset flags
is_opening = false
is_closing = false
move_timer = 0.0
animation_start_position = Vector2.ZERO # Reset animation start position
else:
# Closing animation complete
is_closed = true
position = closed_position
global_position = closed_position # Also set global position
# When at closed position, collision should be ENABLED
set_collision_layer_value(7, true)
LogManager.log("Door: Closing animation complete - moved to closed position: " + str(closed_position) + " - collision ENABLED", LogManager.CATEGORY_DOOR)
# Spawn smoke puffs when StoneDoor finishes closing (1-3 puffs)
if type == "StoneDoor":
_spawn_smoke_puffs_on_close()
# Animation finished, reset flags
is_opening = false
is_closing = false
move_timer = 0.0
animation_start_position = Vector2.ZERO # Reset animation start position
# Now that door has finished closing, check if puzzle is solved (to open it immediately if already solved)
if type == "StoneDoor" or type == "GateDoor":
_check_puzzle_state()
# Update collision based on actual position (safety check in case position was changed externally)
# CRITICAL: KeyDoors should NEVER have their position/state changed automatically!
# Only update if not currently animating (to avoid interfering with animation)
# Only update for StoneDoor and GateDoor (NOT KeyDoors)
# IMPORTANT: Only update collision, don't change position - that could interfere with initial setup
if not is_opening and not is_closing and (type == "StoneDoor" or type == "GateDoor"):
# Only update collision based on position, don't change position or is_closed flag
# Position and is_closed should only be changed by explicit _open()/_close() calls or animation
var distance_to_closed = position.distance_to(closed_position) if closed_position != Vector2.ZERO else 999.0
if distance_to_closed <= 1.0:
# At closed position - collision should be ENABLED
if not get_collision_layer_value(7):
set_collision_layer_value(7, true)
else:
# Away from closed position (open) - collision should be DISABLED
if get_collision_layer_value(7):
set_collision_layer_value(7, false)
# For StoneDoor and GateDoor, periodically check puzzle state (only if door is closed and puzzle not solved)
# CRITICAL: Only check puzzle state if door has puzzle elements (switches or enemies)
# If door has no puzzle elements, it should never open
# Check every 10 frames (0.16 seconds at 60fps) to reduce performance impact
var check_puzzle_timer = Engine.get_process_frames() % 10
if check_puzzle_timer == 0 and (type == "StoneDoor" or type == "GateDoor") and is_closed and not puzzle_solved:
# Check if door requires enemies or switches
if requires_enemies or requires_switch:
_check_puzzle_state()
# For KeyDoors, ensure they stay at closed position if not opened
# KeyDoors should NEVER move unless explicitly opened with a key
if type == "KeyDoor" and not is_opening and not is_closing and not key_used:
# Ensure KeyDoor is at closed position and has collision enabled
if closed_position != Vector2.ZERO:
# Snap to closed position if somehow moved (shouldn't happen, but safety check)
var distance_to_closed = position.distance_to(closed_position)
if distance_to_closed > 1.0:
LogManager.log("Door: KeyDoor was moved incorrectly! Resetting to closed position.", LogManager.CATEGORY_DOOR)
position = closed_position
is_closed = true
set_collision_layer_value(7, true)
func _update_collision_based_on_position():
# Update collision based on whether door is at closed position or moved away
# CRITICAL: This function should NEVER be called for KeyDoors!
# Only for StoneDoor and GateDoor
# CRITICAL: This function ONLY updates collision, it does NOT change position or is_closed flag
# Position and is_closed should only be changed by explicit _open()/_close() calls or animation
if type == "KeyDoor":
return # Don't update KeyDoors - they handle their own state
# Only update collision, don't change position or is_closed flag
var distance_to_closed = position.distance_to(closed_position) if closed_position != Vector2.ZERO else 999.0
var distance_threshold = 1.0 # Consider "at closed position" if within 1 pixel
if distance_to_closed <= distance_threshold:
# Door is at closed position - collision should be ENABLED
if not get_collision_layer_value(7):
set_collision_layer_value(7, true)
else:
# Door is moved away from closed position (open) - collision should be DISABLED
if get_collision_layer_value(7):
set_collision_layer_value(7, false)
func _open():
# Only open on server/authority in multiplayer, then sync to clients
if multiplayer.has_multiplayer_peer() and not multiplayer.is_server():
return # Clients wait for RPC
$TeleporterIntoClosedRoom.is_enabled = false
# CRITICAL: For KeyDoors, ensure they start from closed position before opening
# KeyDoors should ALWAYS start from closed position when opening (never from open position)
if type == "KeyDoor":
# KeyDoors should always be at closed position when opening starts
# If somehow moved, reset to closed position first
if closed_position != Vector2.ZERO:
# Reset to closed position to ensure animation starts from correct position
position = closed_position
global_position = closed_position
is_closed = true
set_collision_layer_value(7, true) # Collision enabled at closed position
LogManager.log("Door: KeyDoor _open() called - reset to closed position " + str(closed_position) + " before opening", LogManager.CATEGORY_DOOR)
else:
LogManager.log_error("Door: KeyDoor _open() called but closed_position is zero!", LogManager.CATEGORY_DOOR)
return
$SfxOpenKeyDoor.play()
else:
# StoneDoor/GateDoor: Only open if door is currently closed
var distance_to_closed = position.distance_to(closed_position) if closed_position != Vector2.ZERO else 999.0
var is_actually_open = distance_to_closed > 5.0
if is_actually_open:
# Door is already open - don't do anything
LogManager.log("Door: _open() called but door is already open! Position: " + str(position) + ", closed: " + str(closed_position) + ", distance: " + str(distance_to_closed), LogManager.CATEGORY_DOOR)
# Ensure door is at open position and collision is disabled
var open_pos = closed_position + open_offset
position = open_pos
global_position = open_pos
is_closed = false
set_collision_layer_value(7, false)
return # Don't start animation
# Door is closed - ensure it's at closed position before opening
if closed_position != Vector2.ZERO:
position = closed_position
global_position = closed_position
is_closed = true
set_collision_layer_value(7, true)
LogManager.log("Door: StoneDoor/GateDoor _open() called - ensuring door is at closed position " + str(closed_position) + " before opening", LogManager.CATEGORY_DOOR)
else:
LogManager.log_error("Door: StoneDoor/GateDoor _open() called but closed_position is zero!", LogManager.CATEGORY_DOOR)
return
if type == "GateDoor":
$SfxOpenGateDoor.play()
else:
$SfxOpenStoneDoor.play()
# CRITICAL: Store starting position for animation (should be closed_position)
animation_start_position = position
LogManager.log("Door: Starting open animation from " + str(animation_start_position) + " to " + str(closed_position + open_offset) + " (offset: " + str(open_offset) + ")", LogManager.CATEGORY_DOOR)
is_opening = true
is_closing = false
move_timer = 0.0
# Sync door opening to clients in multiplayer
if multiplayer.has_multiplayer_peer() and multiplayer.is_server() and is_inside_tree():
var game_world = get_tree().get_first_node_in_group("game_world")
if game_world and game_world.has_method("_rpc_to_ready_peers"):
game_world._rpc_to_ready_peers("_sync_door_open_by_name", [name])
# Also sync puzzle_solved state
game_world._rpc_to_ready_peers("_sync_door_puzzle_solved_by_name", [name, puzzle_solved])
# Track door state for syncing to new clients
if game_world:
game_world.door_states[name] = {
"is_closed": false,
"puzzle_solved": puzzle_solved,
"key_used": key_used if "key_used" in self else false,
"position": position,
"closed_position": closed_position,
"open_offset": open_offset
}
func _close():
# Only close on server/authority in multiplayer, then sync to clients
if multiplayer.has_multiplayer_peer() and not multiplayer.is_server():
return # Clients wait for RPC
# CRITICAL: KeyDoors should NEVER be closed (they only open with a key and stay open)
if type == "KeyDoor":
LogManager.log_error("Door: ERROR - _close() called on KeyDoor! KeyDoors should never be closed!", LogManager.CATEGORY_DOOR)
return
# Ensure closed_position is valid before closing
if closed_position == Vector2.ZERO:
# If closed_position wasn't set correctly, use current position
closed_position = position
LogManager.log("Door: WARNING - closed_position was zero, using current position: " + str(closed_position), LogManager.CATEGORY_DOOR)
# Check both flag and actual position to determine door state
var distance_to_closed = position.distance_to(closed_position) if closed_position != Vector2.ZERO else 999.0
var is_actually_at_closed = distance_to_closed < 5.0 # Within 5 pixels of closed position
LogManager.log("Door: _close() called - is_closed: " + str(is_closed) + ", is_actually_at_closed: " + str(is_actually_at_closed) + ", position: " + str(position) + ", closed: " + str(closed_position) + ", distance: " + str(distance_to_closed), LogManager.CATEGORY_DOOR)
# If door is already at closed position (both visually and by flag), don't do anything
if is_closed and is_actually_at_closed and not is_opening and not is_closing:
LogManager.log("Door: Already closed (both flag and position match), not closing again", LogManager.CATEGORY_DOOR)
return # Already closed, don't do anything
# CRITICAL: If door is at closed position but flag says open, just fix the state - don't animate
if is_actually_at_closed and not is_closed:
# Door is visually at closed position but flag says open - fix state only
LogManager.log("Door: Door is at closed position but flag says open! Fixing state only (no animation)", LogManager.CATEGORY_DOOR)
position = closed_position # Ensure exact position
is_closed = true
set_collision_layer_value(7, true)
return # Don't start animation
# Door is actually open (position is away from closed position) - start closing animation
# CRITICAL: Store starting position BEFORE starting animation
# Calculate expected open position (closed_position + open_offset)
var expected_open_pos = closed_position + open_offset
var distance_to_open = position.distance_to(expected_open_pos)
# Use current position as start (it should already be at open position)
# If door is significantly away from expected open position, snap to open position first
if distance_to_open > 10.0:
# Door is very far from expected open position - reset to open position first
LogManager.log("Door: WARNING - Door is far from expected open position! Resetting to open: " + str(expected_open_pos) + " (was at: " + str(position) + ", distance: " + str(distance_to_open) + ")", LogManager.CATEGORY_DOOR)
animation_start_position = expected_open_pos
position = expected_open_pos
global_position = expected_open_pos
is_closed = false
set_collision_layer_value(7, false)
else:
# Door is at or near open position - use current position as start
animation_start_position = position
LogManager.log("Door: Starting close animation from " + str(animation_start_position) + " to " + str(closed_position) + " (offset: " + str(open_offset) + ")", LogManager.CATEGORY_DOOR)
if type == "GateDoor":
$SfxCloseGateDoor.play()
else:
$SfxDoorCloses.play()
is_opening = false
is_closing = true
move_timer = 0.0
$TeleporterIntoClosedRoom.is_enabled = true
# Sync door closing to clients in multiplayer
if multiplayer.has_multiplayer_peer() and multiplayer.is_server() and is_inside_tree():
var game_world = get_tree().get_first_node_in_group("game_world")
if game_world and game_world.has_method("_rpc_to_ready_peers"):
game_world._rpc_to_ready_peers("_sync_door_close_by_name", [name])
# Track door state for syncing to new clients
if game_world:
game_world.door_states[name] = {
"is_closed": true,
"puzzle_solved": puzzle_solved,
"key_used": key_used if "key_used" in self else false,
"position": position,
"closed_position": closed_position,
"open_offset": open_offset
}
func _ready_after_setup():
# Called after door is fully set up with room references and positioned
# NEW LOGIC: Door is positioned at OPEN tile position by game_world
# The position set by game_world is the OPEN position (initial state for blocking doors)
var open_position = position # Current position is the OPEN position (from tile coordinates)
LogManager.log("Door: _ready_after_setup() called - type: " + str(type) + ", direction: " + str(direction) + ", is_closed: " + str(is_closed) + ", open_position: " + str(open_position), LogManager.CATEGORY_DOOR)
# CRITICAL: Calculate closed position based on direction
# For StoneDoor/GateDoor: They start OPEN, then CLOSE when entering room
# For KeyDoor: They start CLOSED, then OPEN when key is used
# - UP: closed = open + (0, 16) = 16px down (from tile 2 to tile 5)
# - RIGHT: closed = open + (-16, 0) = 16px left (from tile 4 to tile 3)
# - DOWN: For StoneDoor/GateDoor: closed = open + (0, -16) = 16px UP (from row 1 to row 0)
# For KeyDoor: open = closed + (0, 16) = 16px DOWN (from row 0 to row 1)
# - LEFT: closed = open + (16, 0) = 16px right (from tile 3 to tile 4)
var closed_offset = Vector2.ZERO
match direction:
"Up":
closed_offset = Vector2(0, 16) # Closed is 16px DOWN from open
"Down":
# CRITICAL: For StoneDoor/GateDoor, they start OPEN at (col 1, row 1) and close to (col 1, row 0)
# So closed is 16px UP from open (negative Y)
# For KeyDoor, they start CLOSED at (col 1, row 0) and open to (col 1, row 1)
# But KeyDoor logic is handled separately in _ready_after_setup()
if type == "KeyDoor":
# KeyDoor: closed is at row 0, open is at row 1 (16px down)
# But we calculate from open_position, so this won't be used for KeyDoor
closed_offset = Vector2(0, -16) # Won't be used - KeyDoor uses different logic
else:
# StoneDoor/GateDoor: open is at row 1, closed is at row 0 (16px up)
closed_offset = Vector2(0, -16) # Closed is 16px UP from open
"Left":
closed_offset = Vector2(16, 0) # Closed is 16px RIGHT from open
"Right":
closed_offset = Vector2(-16, 0) # Closed is 16px LEFT from open
closed_position = open_position + closed_offset
# Update open_offset for animation logic (offset from closed to open)
# This is used when opening from closed position
open_offset = -closed_offset # open_offset = (0, -16) means open is 16px up from closed
LogManager.log("Door: Calculated positions - open: " + str(open_position) + ", closed: " + str(closed_position) + ", closed_offset: " + str(closed_offset) + ", open_offset: " + str(open_offset), LogManager.CATEGORY_DOOR)
# CRITICAL: KeyDoors should ALWAYS start closed, regardless of is_closed value
# KeyDoors should NEVER be moved until opened with a key
# For KeyDoors: game_world positions them at CLOSED position (row 0 for Down doors)
# When opened, they move to OPEN position (row 1 for Down doors) - 16px DOWN
if type == "KeyDoor":
# For KeyDoors, the position from game_world is the CLOSED position
# Calculate open position from closed position
var keydoor_closed_position = position # Current position is CLOSED (from game_world)
# Calculate open position based on direction
var keydoor_open_offset = Vector2.ZERO
match direction:
"Up":
keydoor_open_offset = Vector2(0, -16) # Open is 16px UP from closed
"Down":
keydoor_open_offset = Vector2(0, 16) # Open is 16px DOWN from closed (row 0 to row 1)
"Left":
keydoor_open_offset = Vector2(-16, 0) # Open is 16px LEFT from closed
"Right":
keydoor_open_offset = Vector2(16, 0) # Open is 16px RIGHT from closed
# Set positions correctly for KeyDoor
closed_position = keydoor_closed_position # Closed is where game_world placed it
open_offset = keydoor_open_offset # Offset to move from closed to open
# KeyDoor starts CLOSED
is_closed = true
position = closed_position
global_position = closed_position
set_collision_layer_value(7, true) # Collision enabled when closed
LogManager.log("Door: KeyDoor starting CLOSED at position " + str(position) + " (direction: " + str(direction) + "), will open to " + str(closed_position + open_offset) + " - collision ENABLED", LogManager.CATEGORY_DOOR)
# Create key indicator sprite for KeyDoor
_create_key_indicator()
return # Exit early for KeyDoors
elif is_closed:
# StoneDoor/GateDoor starting closed (shouldn't happen for blocking doors, but handle it)
position = closed_position
global_position = closed_position
is_closed = true # Ensure state matches position
set_collision_layer_value(7, true)
LogManager.log("Door: Starting CLOSED at position " + str(position) + " (type: " + str(type) + ", direction: " + str(direction) + ") - collision ENABLED", LogManager.CATEGORY_DOOR)
else:
# StoneDoor/GateDoor starting OPEN (default for blocking doors)
# CRITICAL: Door MUST start at open position (which is where game_world placed it)
# Ensure position is EXACTLY at open_position (don't assume game_world set it correctly)
if position.distance_to(open_position) > 1.0:
# Position doesn't match open_position - force it to open position
LogManager.log("Door: WARNING - Position doesn't match open_position! Forcing to open: " + str(open_position) + " (was: " + str(position) + ")", LogManager.CATEGORY_DOOR)
position = open_position
global_position = position # Ensure global_position matches position
is_closed = false # CRITICAL: State MUST be false (open) when at open position
set_collision_layer_value(7, false) # CRITICAL: Collision MUST be DISABLED when open
LogManager.log("Door: Starting OPEN at position " + str(position) + " (closed: " + str(closed_position) + ", open: " + str(open_position) + ", open_offset: " + str(open_offset) + ", type: " + str(type) + ", direction: " + str(direction) + ") - collision DISABLED, is_closed: " + str(is_closed), LogManager.CATEGORY_DOOR)
# CRITICAL: Verify the door is actually at open position after setting it
var actual_distance = position.distance_to(closed_position)
var expected_distance = 16.0 # Should be 16 pixels away
if abs(actual_distance - expected_distance) > 2.0:
LogManager.log_error("Door: ERROR - Door open/closed distance is wrong! Position: " + str(position) + ", closed: " + str(closed_position) + ", distance: " + str(actual_distance) + " (expected: " + str(expected_distance) + ")", LogManager.CATEGORY_DOOR)
# Force it to correct open position
position = open_position
global_position = open_position
is_closed = false # CRITICAL: Ensure state is false when at open position
set_collision_layer_value(7, false)
LogManager.log("Door: FORCED door to open position: " + str(position) + " (distance to closed: " + str(position.distance_to(closed_position)) + ", is_closed: " + str(is_closed) + ")", LogManager.CATEGORY_DOOR)
# FINAL VERIFICATION: Double-check state matches position
var distance_to_closed = position.distance_to(closed_position)
var should_be_open = distance_to_closed > 8.0 # If more than 8px from closed, should be open
if should_be_open and is_closed:
LogManager.log_error("Door: ERROR - Door is at open position but is_closed is true! Fixing state...", LogManager.CATEGORY_DOOR)
is_closed = false
set_collision_layer_value(7, false)
LogManager.log("Door: Fixed state - door is now OPEN (is_closed: " + str(is_closed) + ", collision: " + str(get_collision_layer_value(7)) + ")", LogManager.CATEGORY_DOOR)
elif not should_be_open and not is_closed:
LogManager.log_error("Door: ERROR - Door is at closed position but is_closed is false! Fixing state...", LogManager.CATEGORY_DOOR)
is_closed = true
set_collision_layer_value(7, true)
LogManager.log("Door: Fixed state - door is now CLOSED (is_closed: " + str(is_closed) + ", collision: " + str(get_collision_layer_value(7)) + ")", LogManager.CATEGORY_DOOR)
# NOTE: Doors are NOT connected via signals to room triggers
# Instead, room triggers call door._on_room_entered() directly
# This prevents doors from reacting to ALL room entries, only their own blocking room
func _create_key_indicator():
# Create visual indicator for key above door
if key_indicator:
return # Already created
key_indicator = Sprite2D.new()
# Load key texture from loot system
var key_texture = load("res://assets/gfx/pickups/items_n_shit.png")
if key_texture:
key_indicator.texture = key_texture
key_indicator.hframes = 20
key_indicator.vframes = 14
key_indicator.frame = (13 * 20) + 10 # Key frame from loot system
key_indicator.position = Vector2(0, -24) # Above door
key_indicator.visible = false # Hidden until key is used
add_child(key_indicator)
func _on_room_entered(body):
# Player entered the room - close this door if puzzle not solved
# This door is IN the room that was just entered (room1 == entered room OR blocking_room == entered room)
if not body.is_in_group("player"):
return
# Verify this door is in the room we just entered
if not room_trigger_area:
return # No trigger set, don't do anything
var trigger_room = room_trigger_area.room if room_trigger_area.room else {}
var door_room1 = room1 if room1 else {}
var door_blocking_room = blocking_room if blocking_room else {}
# Check if door is IN the trigger room (door starts FROM trigger room OR blocking_room == trigger room)
var door_in_trigger_room = false
if trigger_room and not trigger_room.is_empty():
# Check room1 first (door starts FROM this room)
if door_room1 and not door_room1.is_empty():
door_in_trigger_room = (door_room1.x == trigger_room.x and door_room1.y == trigger_room.y and \
door_room1.w == trigger_room.w and door_room1.h == trigger_room.h)
# Also check blocking_room (should match the puzzle room)
if not door_in_trigger_room and door_blocking_room and not door_blocking_room.is_empty():
door_in_trigger_room = (door_blocking_room.x == trigger_room.x and door_blocking_room.y == trigger_room.y and \
door_blocking_room.w == trigger_room.w and door_blocking_room.h == trigger_room.h)
if not door_in_trigger_room:
# This door is NOT in the trigger room - ignore
return
# This door is IN the room that was just entered - close it if puzzle not solved
if type == "StoneDoor" or type == "GateDoor":
# Close door if puzzle not solved and door is currently open
if not puzzle_solved:
# Check both is_closed flag AND actual position to determine door state
var distance_to_closed = position.distance_to(closed_position) if closed_position != Vector2.ZERO else 999.0
var is_actually_open = distance_to_closed > 5.0 # If door is more than 5 pixels away from closed_position, it's open
LogManager.log("Door: _on_room_entered() - type: " + str(type) + ", is_closed: " + str(is_closed) + ", is_actually_open: " + str(is_actually_open) + ", position: " + str(position) + ", closed: " + str(closed_position) + ", distance: " + str(distance_to_closed), LogManager.CATEGORY_DOOR)
# CRITICAL: Only close if door is actually open (both flag and position must indicate open)
# If door is already closed, don't do anything
if is_actually_open and not is_closing and not is_opening:
# Door is actually open (position is away from closed position) - close it
LogManager.log("Door: Closing door on room entry - was at position " + str(position) + " (closed: " + str(closed_position) + ", is_closed: " + str(is_closed) + ", distance: " + str(distance_to_closed) + ")", LogManager.CATEGORY_DOOR)
# Ensure door is at open position before closing
var expected_open_pos = closed_position + open_offset
var dist_to_open = position.distance_to(expected_open_pos)
if dist_to_open > 5.0:
# Door is not at expected open position - reset to open position first
LogManager.log("Door: WARNING - Door is not at expected open position! Resetting to open: " + str(expected_open_pos) + " (was at: " + str(position) + ")", LogManager.CATEGORY_DOOR)
position = expected_open_pos
global_position = expected_open_pos
is_closed = false
set_collision_layer_value(7, false)
_close()
# Don't check puzzle state immediately - wait for door to finish closing
# Puzzle state will be checked when closing animation completes (in _process)
return # Exit early, don't check puzzle state yet
elif is_actually_open:
# Door is open but animation already in progress - don't interfere
LogManager.log("Door: Door is open but animation in progress, not closing", LogManager.CATEGORY_DOOR)
return
elif not is_actually_open:
# Door is already at closed position - but for StoneDoor/GateDoor, this shouldn't happen on room entry
# They should start OPEN and then CLOSE when entering room
# If door is at closed position, it might have been closed already - don't do anything
LogManager.log("Door: WARNING - Door is already at closed position when entering room! This shouldn't happen for StoneDoor/GateDoor that start open.", LogManager.CATEGORY_DOOR)
if closed_position != Vector2.ZERO:
# Ensure exact position and state match
position = closed_position
global_position = closed_position
is_closed = true
set_collision_layer_value(7, true) # Collision ENABLED when closed
LogManager.log("Door: Door was already closed - ensuring state is correct, position: " + str(position) + ", closed: " + str(closed_position), LogManager.CATEGORY_DOOR)
# Now that door is confirmed closed, check if puzzle is already solved
# CRITICAL: Only check puzzle state if door is closed - don't check if puzzle is already solved
if not puzzle_solved:
_check_puzzle_state()
# If door is already closing (animation in progress), don't check puzzle state yet
# Puzzle state will be checked when closing animation completes (in _process)
func _on_room_exited(body):
# Player left the room
if not body.is_in_group("player"):
return
# Doors stay in their current state
func _check_puzzle_state():
# Only check puzzle state on server/authority in multiplayer
if multiplayer.has_multiplayer_peer() and not multiplayer.is_server():
return # Clients wait for server to check and sync via RPC
# CRITICAL: Don't check puzzle state while door is animating (closing or opening)
# This prevents race conditions where switch triggers before door finishes closing
if is_closing or is_opening:
LogManager.log("Door: Skipping puzzle check - door is animating (is_closing: " + str(is_closing) + ", is_opening: " + str(is_opening) + ")", LogManager.CATEGORY_DOOR)
return
# Check door's actual state (position-based check is more reliable than flags)
var distance_to_closed = position.distance_to(closed_position) if closed_position != Vector2.ZERO else 999.0
var is_actually_closed = distance_to_closed < 5.0 # Within 5 pixels of closed position
var is_actually_open = distance_to_closed > 5.0 # More than 5 pixels away from closed position
var collision_enabled = get_collision_layer_value(7) # Check if collision layer 7 is enabled
# CRITICAL: If puzzle_solved is true but door is not actually open (not in open position or collision still enabled),
# allow switch to trigger again to open the door
# This handles race conditions where switch triggers while door is still closing
if puzzle_solved and (not is_actually_open or collision_enabled):
# Door should be open but isn't (position or collision) - reset puzzle_solved to allow switch to trigger again
LogManager.log("Door: puzzle_solved is true but door is not actually open (position: " + str(is_actually_open) + ", collision: " + str(collision_enabled) + ") - resetting to allow switch to trigger again", LogManager.CATEGORY_DOOR)
puzzle_solved = false
switches_activated = false
# Check if all enemies are defeated (enemies in blocking room)
if requires_enemies and _are_all_enemies_defeated():
var room_x_str = str(blocking_room.get("x", "?")) if blocking_room and not blocking_room.is_empty() else "?"
var room_y_str = str(blocking_room.get("y", "?")) if blocking_room and not blocking_room.is_empty() else "?"
LogManager.log("Door: All enemies defeated! Opening door " + str(name) + " (type: " + str(type) + ", room: " + room_x_str + "," + room_y_str + ")", LogManager.CATEGORY_DOOR)
enemies_defeated = true
puzzle_solved = true
if is_actually_closed:
_open()
return
# Check if all required switches are activated (switches in switch_room, before the door)
var all_switches_active = _are_all_switches_activated()
# Check if any connected switches are pillar switches (for special handling)
var has_pillar_switch = false
for switch in connected_switches:
if is_instance_valid(switch) and "switch_type" in switch and switch.switch_type == "pillar":
has_pillar_switch = true
break
if all_switches_active:
# All switches are active - solve puzzle and open door if closed
switches_activated = true
puzzle_solved = true
# Only open if door is actually closed (not just the flag, but actual position)
# This prevents race condition where switch triggers while door is still closing
if is_actually_closed:
_open()
return
else:
# Not all switches are active
if puzzle_solved and has_pillar_switch:
# Pillar switch became inactive and door was open - close it and reset puzzle
LogManager.log("Door: Pillar switch deactivated - closing door " + str(name), LogManager.CATEGORY_DOOR)
switches_activated = false
puzzle_solved = false
if not is_actually_closed:
_close()
return
elif puzzle_solved and not has_pillar_switch:
# Walk switch puzzle - once solved, stays solved (door stays open)
# Don't reset puzzle_solved for walk switches
return
else:
# Puzzle not solved yet - just reset flags
switches_activated = false
puzzle_solved = false
func _are_all_enemies_defeated() -> bool:
# Check if all enemies spawned from spawners in the puzzle room are defeated
# CRITICAL: Only check enemies that were SPAWNED from spawners (not pre-spawned enemies)
# Use room1 (the room this door is IN) or blocking_room for checking enemies
var target_room = room1 if room1 and not room1.is_empty() else blocking_room
if target_room.is_empty():
return false
# Find all enemies in the room that were spawned from spawners
var game_world = get_tree().get_first_node_in_group("game_world")
var entities_node = null
if game_world:
entities_node = game_world.get_node_or_null("Entities")
if not entities_node:
# Fallback without throwing if GameWorld isn't ready yet
entities_node = get_node_or_null("/root/GameWorld/Entities")
if not entities_node:
return false
var room_spawned_enemies = []
for child in entities_node.get_children():
if child.is_in_group("enemy"):
# CRITICAL: Only check enemies that were spawned from spawners (not pre-spawned)
if not child.has_meta("spawned_from_spawner") or not child.get_meta("spawned_from_spawner"):
continue # Skip pre-spawned enemies
# Check if enemy is in this room (use position-based check, more reliable)
var enemy_in_room = false
# Use tile_size and room bounds from parent scope (declared below)
var enemy_tile_x = int(child.global_position.x / 16)
var enemy_tile_y = int(child.global_position.y / 16)
var enemy_room_min_x = target_room.x + 2
var enemy_room_max_x = target_room.x + target_room.w - 2
var enemy_room_min_y = target_room.y + 2
var enemy_room_max_y = target_room.y + target_room.h - 2
if enemy_tile_x >= enemy_room_min_x and enemy_tile_x < enemy_room_max_x and \
enemy_tile_y >= enemy_room_min_y and enemy_tile_y < enemy_room_max_y:
enemy_in_room = true
# Also check spawner metadata - if enemy has spawner_name matching this room's spawners
if child.has_meta("spawner_name"):
var spawner_name = child.get_meta("spawner_name")
# Spawner names are like "EnemySpawner_<room_x>_<room_y>"
if str(target_room.x) in spawner_name and str(target_room.y) in spawner_name:
enemy_in_room = true # Confirmed by spawner name
if enemy_in_room:
room_spawned_enemies.append(child)
var spawner_name = str(child.get_meta("spawner_name")) if child.has_meta("spawner_name") else "unknown"
var is_dead_str = str(child.is_dead) if "is_dead" in child else "unknown"
LogManager.log("Door: Found spawned enemy in room: " + str(child.name) + " (spawner: " + spawner_name + ", is_dead: " + is_dead_str + ")", LogManager.CATEGORY_DOOR)
# Check if all spawned enemies are dead
var target_room_x_str = str(target_room.get("x", "?")) if target_room and not target_room.is_empty() else "?"
var target_room_y_str = str(target_room.get("y", "?")) if target_room and not target_room.is_empty() else "?"
LogManager.log("Door: _are_all_enemies_defeated() - Found " + str(room_spawned_enemies.size()) + " spawned enemies in room (" + target_room_x_str + "," + target_room_y_str + ")", LogManager.CATEGORY_DOOR)
# First, check if any enemies in room_spawned_enemies are still alive
# If any are alive, puzzle is not solved
for enemy in room_spawned_enemies:
if is_instance_valid(enemy):
var enemy_is_dead = false
if "is_dead" in enemy:
enemy_is_dead = enemy.is_dead
else:
enemy_is_dead = enemy.is_queued_for_deletion() or not enemy.is_inside_tree()
if not enemy_is_dead:
LogManager.log("Door: Enemy " + str(enemy.name) + " is still alive - puzzle not solved yet", LogManager.CATEGORY_DOOR)
return false # Enemy is still alive, puzzle not solved
# If we have enemies and all are dead, puzzle is solved
if room_spawned_enemies.size() > 0:
LogManager.log("Door: All " + str(room_spawned_enemies.size()) + " spawned enemies are dead! Puzzle solved!", LogManager.CATEGORY_DOOR)
return true # All enemies found are dead
# No spawned enemies found - check if spawners have actually spawned enemies before
# CRITICAL: Only consider puzzle solved if spawners have spawned enemies and they're all dead
# Don't solve if spawners haven't spawned yet (e.g., spawn_on_ready=false and player hasn't entered room)
# IMPORTANT: Before checking spawners, verify there are NO ALIVE enemies in the room
# This catches cases where enemies weren't added to room_spawned_enemies due to position check issues
var entities_child = entities_node.get_node_or_null("Entities") if entities_node else null
if not entities_child and entities_node:
var fallback_game_world = get_tree().get_first_node_in_group("game_world")
if fallback_game_world:
entities_child = fallback_game_world.get_node_or_null("Entities")
var tile_size = 16
var room_min_x = target_room.x + 2
var room_max_x = target_room.x + target_room.w - 2
var room_min_y = target_room.y + 2
var room_max_y = target_room.y + target_room.h - 2
if entities_child:
for child in entities_child.get_children():
if child.is_in_group("enemy"):
# Only check enemies that were spawned from spawners
if not child.has_meta("spawned_from_spawner") or not child.get_meta("spawned_from_spawner"):
continue
# Check if enemy is in this room by position
var enemy_tile_x = int(child.global_position.x / tile_size)
var enemy_tile_y = int(child.global_position.y / tile_size)
var enemy_in_room = (enemy_tile_x >= room_min_x and enemy_tile_x < room_max_x and \
enemy_tile_y >= room_min_y and enemy_tile_y < room_max_y)
if not enemy_in_room:
continue # Skip enemies not in this room
# Check if enemy is alive
var enemy_is_alive = false
if "is_dead" in child:
enemy_is_alive = not child.is_dead
else:
enemy_is_alive = not child.is_queued_for_deletion() and child.is_inside_tree()
if enemy_is_alive:
# Found an ALIVE enemy in this room - puzzle not solved!
LogManager.log("Door: Found ALIVE enemy " + str(child.name) + " in room - puzzle not solved yet (enemy still alive)", LogManager.CATEGORY_DOOR)
return false
# No alive enemies found in room - now check if spawners have spawned
if room_spawned_enemies.size() == 0:
# No spawned enemies found - check if spawners have actually spawned enemies before
# CRITICAL: Only consider puzzle solved if spawners have spawned enemies and they're all dead
# Don't solve if spawners haven't spawned yet (e.g., spawn_on_ready=false and player hasn't entered room)
var spawners_in_room = []
var spawners_that_have_spawned = []
# First, check ALL spawners in the room (including destroyed ones by checking for enemies with their names)
for spawner in get_tree().get_nodes_in_group("enemy_spawner"):
if is_instance_valid(spawner):
var spawner_tile_x = int(spawner.global_position.x / 16)
var spawner_tile_y = int(spawner.global_position.y / 16)
if spawner_tile_x >= target_room.x + 2 and spawner_tile_x < target_room.x + target_room.w - 2 and \
spawner_tile_y >= target_room.y + 2 and spawner_tile_y < target_room.y + target_room.h - 2:
spawners_in_room.append(spawner)
# Check if this spawner has spawned by multiple methods:
# 1. Check if spawner has has_ever_spawned flag (most reliable)
# 2. Check if any enemies in scene were spawned by this spawner
# 3. Check if spawner has spawned_enemies list with valid enemies
var has_spawned = false
# First, check if spawner has has_ever_spawned flag
if "has_ever_spawned" in spawner and spawner.has_ever_spawned:
has_spawned = true
# Also check if any enemies in scene were spawned by this spawner (ONLY if they're dead/removed)
# If we find ALIVE enemies, don't mark spawner as spawned - wait until they're dead
if not has_spawned:
var entities_child_for_spawner = entities_node.get_node_or_null("Entities") if entities_node else null
if not entities_child_for_spawner and entities_node:
var fallback_game_world = get_tree().get_first_node_in_group("game_world")
if fallback_game_world:
entities_child_for_spawner = fallback_game_world.get_node_or_null("Entities")
if entities_child_for_spawner:
for child in entities_child_for_spawner.get_children():
if child.is_in_group("enemy"):
if child.has_meta("spawner_name") and child.get_meta("spawner_name") == spawner.name:
# Found an enemy spawned by this spawner
# Check if it's alive - if alive, don't mark spawner as spawned yet
var enemy_is_alive = false
if "is_dead" in child:
enemy_is_alive = not child.is_dead
else:
enemy_is_alive = not child.is_queued_for_deletion() and child.is_inside_tree()
if not enemy_is_alive:
# Enemy is dead - spawner has spawned
has_spawned = true
break
# If enemy is alive, don't mark spawner as spawned - wait until it's dead
# Also check if spawner currently has enemies in its spawned_enemies list
# Only count if all enemies in the list are dead (puzzle can only be solved when all are dead)
if not has_spawned and "spawned_enemies" in spawner:
var spawned_enemies_list = spawner.spawned_enemies
if spawned_enemies_list and spawned_enemies_list.size() > 0:
# Check if all enemies in list are dead
var all_enemies_dead = true
for enemy in spawned_enemies_list:
if is_instance_valid(enemy):
var enemy_is_dead = false
if "is_dead" in enemy:
enemy_is_dead = enemy.is_dead
else:
enemy_is_dead = enemy.is_queued_for_deletion() or not enemy.is_inside_tree()
if not enemy_is_dead:
all_enemies_dead = false
break
# Only mark spawner as spawned if all enemies are dead
if all_enemies_dead:
has_spawned = true
if has_spawned:
spawners_that_have_spawned.append(spawner)
# Also check for spawners that may have been destroyed but had enemies spawned
# Look for any dead enemies with spawner name matching this room AND position in this room
var spawner_name_pattern = "EnemySpawner_" + str(target_room.x) + "_" + str(target_room.y)
var found_dead_enemies_with_matching_spawner = []
if entities_child:
for child in entities_child.get_children():
if child.is_in_group("enemy"):
# Only check enemies that were spawned from spawners
if not child.has_meta("spawned_from_spawner") or not child.get_meta("spawned_from_spawner"):
continue
# Check if enemy is in this room by position
var enemy_tile_x = int(child.global_position.x / tile_size)
var enemy_tile_y = int(child.global_position.y / tile_size)
var enemy_in_room = (enemy_tile_x >= room_min_x and enemy_tile_x < room_max_x and \
enemy_tile_y >= room_min_y and enemy_tile_y < room_max_y)
if not enemy_in_room:
continue # Skip enemies not in this room
# Check if enemy is dead
var enemy_is_dead = false
if "is_dead" in child:
enemy_is_dead = child.is_dead
else:
enemy_is_dead = child.is_queued_for_deletion() or not child.is_inside_tree()
# Only check dead/removed enemies as evidence that spawners spawned
if enemy_is_dead and child.has_meta("spawner_name"):
var enemy_spawner_name = child.get_meta("spawner_name")
if spawner_name_pattern in enemy_spawner_name or enemy_spawner_name == spawner_name_pattern:
found_dead_enemies_with_matching_spawner.append(child)
# Track unique spawner names that have spawned (only based on dead enemies)
var unique_spawner_names_that_spawned = {}
for enemy in found_dead_enemies_with_matching_spawner:
if enemy.has_meta("spawner_name"):
var spawner_name = enemy.get_meta("spawner_name")
unique_spawner_names_that_spawned[spawner_name] = true
# Only mark spawners as spawned if we found DEAD enemies (ensures puzzle only solves when all are dead)
if unique_spawner_names_that_spawned.size() > 0:
# Found dead enemies with matching spawner names - spawners definitely spawned and enemies are dead
if spawners_in_room.size() == 0:
for spawner_name in unique_spawner_names_that_spawned.keys():
spawners_in_room.append(null) # Placeholder for destroyed spawner
spawners_that_have_spawned.append(null) # Count as spawned
LogManager.log("Door: Spawner " + str(spawner_name) + " was destroyed but spawned enemies that are now all dead - counting as spawned", LogManager.CATEGORY_DOOR)
else:
# Spawners exist - check if any weren't counted as spawned yet
for spawner_name in unique_spawner_names_that_spawned.keys():
var spawner_already_counted = false
for spawned_spawner in spawners_that_have_spawned:
if is_instance_valid(spawned_spawner) and spawned_spawner.name == spawner_name:
spawner_already_counted = true
break
if not spawner_already_counted:
for i in range(spawners_in_room.size()):
var spawner = spawners_in_room[i]
if is_instance_valid(spawner) and spawner.name == spawner_name:
spawners_that_have_spawned.append(spawner)
LogManager.log("Door: Found dead enemy from spawner " + str(spawner_name) + " - marking as spawned", LogManager.CATEGORY_DOOR)
break
# Only solve if:
# 1. There are spawners in the room (or were spawners that spawned)
# 2. All spawners have spawned enemies
# 3. All those enemies are now dead (since no enemies found in room)
# Count valid spawners (including null placeholders for destroyed spawners)
var valid_spawners_count = spawners_in_room.size()
var valid_spawned_count = spawners_that_have_spawned.size()
# If we have spawners (including destroyed ones) and they've all spawned, puzzle is solved
if valid_spawners_count > 0 and valid_spawned_count >= valid_spawners_count:
# All spawners in room have spawned at least once, and no enemies found in room
# This means all spawned enemies are dead - puzzle solved!
LogManager.log("Door: No spawned enemies found, but all " + str(valid_spawners_count) + " spawners in room have spawned enemies that are all dead - puzzle solved!", LogManager.CATEGORY_DOOR)
return true
# Also check: if no spawners found (they were destroyed), but this is a puzzle room (has blocking doors),
# and we previously found enemies with matching spawner names that are now gone,
# consider the puzzle solved
if valid_spawners_count == 0 and valid_spawned_count > 0:
# Spawners were destroyed, but we found evidence they spawned
# Since no enemies found, they must all be dead - puzzle solved!
LogManager.log("Door: No spawners or enemies found, but found evidence of spawned enemies that are now all dead - puzzle solved!", LogManager.CATEGORY_DOOR)
return true
if valid_spawners_count > 0:
LogManager.log("Door: Spawners in room (" + str(valid_spawners_count) + ") but only " + str(valid_spawned_count) + " have spawned - puzzle not solved yet", LogManager.CATEGORY_DOOR)
else:
LogManager.log("Door: No spawned enemies found in room - puzzle not solved yet (enemies may not have spawned or already removed)", LogManager.CATEGORY_DOOR)
return false
for enemy in room_spawned_enemies:
if is_instance_valid(enemy):
var enemy_is_dead = false
if "is_dead" in enemy:
enemy_is_dead = enemy.is_dead
else:
# Check if enemy is queued for deletion or removed from scene
enemy_is_dead = enemy.is_queued_for_deletion() or not enemy.is_inside_tree()
if not enemy_is_dead:
LogManager.log("Door: Enemy " + str(enemy.name) + " is still alive (is_dead: " + str(enemy_is_dead) + ", is_queued: " + str(enemy.is_queued_for_deletion()) + ", in_tree: " + str(enemy.is_inside_tree()) + ")", LogManager.CATEGORY_DOOR)
return false
else:
# Enemy is no longer valid (removed from scene) - consider it dead
LogManager.log("Door: Enemy is no longer valid (removed from scene) - counting as dead", LogManager.CATEGORY_DOOR)
LogManager.log("Door: All " + str(room_spawned_enemies.size()) + " spawned enemies are dead! Puzzle solved!", LogManager.CATEGORY_DOOR)
return true # All enemies are dead
func _spawn_smoke_puffs_on_close():
# Spawn 1-3 smoke puffs when StoneDoor finishes closing
if not smoke_puff_scene:
return
var puff_count = randi_range(1, 3) # Random between 1-3 puffs
for i in range(puff_count):
var puff = smoke_puff_scene.instantiate()
if puff:
# Spawn at door position with small random offset
var offset_x = randf_range(-8, 8)
var offset_y = randf_range(-8, 8)
puff.global_position = global_position + Vector2(offset_x, offset_y)
puff.z_index = 10 # High z-index to ensure visibility
# Add to Entities node for proper layering
var entities_node = get_tree().get_first_node_in_group("game_world")
if entities_node:
entities_node = entities_node.get_node_or_null("Entities")
if entities_node:
entities_node.add_child(puff)
else:
# Fallback: add to scene root
get_tree().current_scene.add_child(puff)
else:
# Fallback: add to scene root
get_tree().current_scene.add_child(puff)
func _spawn_smoke_puffs_on_open():
# Spawn 1-2 smoke puffs when StoneDoor starts opening
if not smoke_puff_scene:
return
var puff_count = randi_range(1, 2) # Random between 1-2 puffs
for i in range(puff_count):
var puff = smoke_puff_scene.instantiate()
if puff:
# Spawn at door position with small random offset
var offset_x = randf_range(-8, 8)
var offset_y = randf_range(-8, 8)
puff.global_position = global_position + Vector2(offset_x, offset_y)
puff.z_index = 10 # High z-index to ensure visibility
# Add to Entities node for proper layering
var entities_node = get_tree().get_first_node_in_group("game_world")
if entities_node:
entities_node = entities_node.get_node_or_null("Entities")
if entities_node:
entities_node.add_child(puff)
else:
# Fallback: add to scene root
get_tree().current_scene.add_child(puff)
else:
# Fallback: add to scene root
get_tree().current_scene.add_child(puff)
func _are_all_switches_activated() -> bool:
# Check if all required switches are activated
# CRITICAL: ONLY check connected_switches - switches are explicitly connected when spawned
# Do NOT use position-based fallback checks - they cause cross-room door triggering!
if connected_switches.size() > 0:
# Check all connected switches (these are the switches in THIS door's puzzle room)
var switch_room_x = str(blocking_room.get("x", "?")) if blocking_room and not blocking_room.is_empty() else "?"
var switch_room_y = str(blocking_room.get("y", "?")) if blocking_room and not blocking_room.is_empty() else "?"
LogManager.log("Door: _are_all_switches_activated() - Checking " + str(connected_switches.size()) + " connected switches for door " + str(name) + " (room: " + switch_room_x + "," + switch_room_y + ")", LogManager.CATEGORY_DOOR)
for switch in connected_switches:
if not is_instance_valid(switch):
continue
# is_activated is a variable, not a method
if not switch.is_activated:
LogManager.log("Door: Switch " + str(switch.name) + " is NOT activated", LogManager.CATEGORY_DOOR)
return false
LogManager.log("Door: All connected switches are activated!", LogManager.CATEGORY_DOOR)
return true # All connected switches are activated
# CRITICAL: If no switches are connected, the puzzle is NOT solved!
# Switches should ALWAYS be connected when spawned - if they're not, it's an error
LogManager.log("Door: WARNING - Door " + str(name) + " has no connected switches! Puzzle cannot be solved!", LogManager.CATEGORY_DOOR)
return false # No connected switches means puzzle is NOT solved
func _on_key_interaction_area_body_entered(body):
# Player entered key interaction area
if not body.is_in_group("player"):
return
if type == "KeyDoor" and is_closed and not key_used:
# Check if player has a key
if body.has_method("has_key") and body.has_method("use_key"):
if body.has_key():
# Use key and open door
body.use_key()
key_used = true
_show_key_indicator()
_open()
LogManager.log("KeyDoor opened with key!", LogManager.CATEGORY_DOOR)
func _show_key_indicator():
# Show key indicator above door
if key_indicator:
key_indicator.visible = true
# Make sure it's on top (higher z-index or add to front)
key_indicator.z_index = 10
move_child(key_indicator, get_child_count() - 1) # Move to front
else:
# Create key indicator if it doesn't exist yet
_create_key_indicator()
if key_indicator:
key_indicator.visible = true
func teleportPlayer(body: Node2D):
# Only teleport on server in multiplayer (server is authority for all players)
if multiplayer.has_multiplayer_peer() and not multiplayer.is_server():
# Client should wait for server to sync position
return
var keydoor_open_offset = Vector2.ZERO
match direction:
"Up":
keydoor_open_offset = Vector2(0, 16) # Open is 16px UP from closed
"Down":
keydoor_open_offset = Vector2(0, -16) # Open is 16px DOWN from closed (row 0 to row 1)
"Left":
keydoor_open_offset = Vector2(16, 0) # Open is 16px LEFT from closed
"Right":
keydoor_open_offset = Vector2(-16, 0) # Open is 16px RIGHT from closed
var new_position = self.global_position + keydoor_open_offset
if body.is_in_group("player"):
# Player teleportation - set position on server and sync to all clients
if multiplayer.has_multiplayer_peer() and multiplayer.is_server():
# Server: set position directly and sync to all clients
body.global_position = new_position
# Also reset velocity to prevent player from moving back
if "velocity" in body:
body.velocity = Vector2.ZERO
# Sync position to all clients (including the teleported player's client)
if body.has_method("_sync_teleport_position") and body.can_send_rpcs and body.is_inside_tree():
body._sync_teleport_position.rpc(new_position)
else:
# Single-player: just set position
body.global_position = new_position
if "velocity" in body:
body.velocity = Vector2.ZERO
else:
# Non-player teleportation (shouldn't happen, but handle it)
body.global_position = new_position
pass
@rpc("authority", "reliable")
func _sync_door_open():
# Client receives door open RPC - open the door locally
if multiplayer.has_multiplayer_peer() and not multiplayer.is_server():
# Only open if door is closed (avoid reopening already open doors)
var distance_to_closed = position.distance_to(closed_position) if closed_position != Vector2.ZERO else 999.0
var is_actually_open = distance_to_closed > 5.0
if not is_actually_open and not is_opening:
# Door is closed - open it
if closed_position != Vector2.ZERO:
position = closed_position
global_position = closed_position
is_closed = true
set_collision_layer_value(7, true)
# CRITICAL: For KeyDoors, set key_used to true so it doesn't get reset to closed
if type == "KeyDoor":
key_used = true
animation_start_position = position
is_opening = true
is_closing = false
move_timer = 0.0
# Play sound effect on client
if type == "KeyDoor":
$SfxOpenKeyDoor.play()
elif type == "GateDoor":
$SfxOpenGateDoor.play()
else:
$SfxOpenStoneDoor.play()
var key_used_str = " (key_used=" + str(key_used) + ")" if type == "KeyDoor" else ""
LogManager.log("Door: Client received door open RPC for " + str(name) + " - starting open animation" + key_used_str, LogManager.CATEGORY_DOOR)
@rpc("authority", "reliable")
func _sync_puzzle_solved(is_solved: bool):
# Client receives puzzle solved state sync
if multiplayer.has_multiplayer_peer() and not multiplayer.is_server():
puzzle_solved = is_solved
if is_solved:
enemies_defeated = true
switches_activated = true
LogManager.log("Door: Client received puzzle_solved sync for " + str(name) + " - puzzle_solved: " + str(is_solved), LogManager.CATEGORY_DOOR)
@rpc("authority", "reliable")
func _sync_door_close():
# Client receives door close RPC - close the door locally
if multiplayer.has_multiplayer_peer() and not multiplayer.is_server():
# Only close if door is open (avoid reclosing already closed doors)
var distance_to_closed = position.distance_to(closed_position) if closed_position != Vector2.ZERO else 999.0
var is_actually_at_closed = distance_to_closed < 5.0
if not is_actually_at_closed and not is_closing:
# Door is open - close it
var expected_open_pos = closed_position + open_offset
var distance_to_open = position.distance_to(expected_open_pos)
if distance_to_open > 10.0:
animation_start_position = expected_open_pos
position = expected_open_pos
global_position = expected_open_pos
else:
animation_start_position = position
is_opening = false
is_closing = true
move_timer = 0.0
LogManager.log("Door: Client received door close RPC for " + str(name) + " - starting close animation", LogManager.CATEGORY_DOOR)