Relay changes and light fixes
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@@ -163,15 +163,17 @@ func _reappear() -> void:
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_tp_state = TeleportState.IDLE
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_teleport_count += 1
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# Fire radial burst immediately, then homing after delay
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# Fire radial burst immediately
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_fire_burst()
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_homing_delay = HOMING_DELAY
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# Check drifter spawn
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# Check drifter spawn - skip homing projectiles when spawning drifters
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if _teleport_count >= _next_drifter_threshold:
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_spawn_drifters()
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_teleport_count = 0
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_roll_drifter_threshold()
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else:
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# Fire homing projectiles only when not spawning drifters
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_homing_delay = HOMING_DELAY
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_roll_teleport_cooldown()
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+3
-10
@@ -10,18 +10,11 @@ const INDICATOR_OFFSET := 20.0 # distance above door
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# Indicator light colors - only for special rooms, matching floor colors but brighter
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const INDICATOR_COLORS := {
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RoomData.RoomType.ITEM: Color(0.2, 0.45, 0.2), # green (brighter version of 0.10, 0.16, 0.10)
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RoomData.RoomType.ITEM: Color(0.2, 0.45, 0.2), # green
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RoomData.RoomType.SHOP: Color(0.9, 0.75, 0.1), # yellow
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RoomData.RoomType.BOSS: Color(0.7, 0.15, 0.15), # red (brighter version of 0.20, 0.08, 0.08)
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RoomData.RoomType.BOSS: Color(0.7, 0.15, 0.15), # red
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}
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# Room types that should show indicator lights
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const SPECIAL_ROOM_TYPES := [
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RoomData.RoomType.ITEM,
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RoomData.RoomType.SHOP,
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RoomData.RoomType.BOSS,
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]
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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@@ -77,7 +70,7 @@ func _build_barrier() -> void:
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func _build_indicator() -> void:
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# Only show indicators for special rooms (ITEM, SHOP, BOSS)
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if adjacent_room_type not in SPECIAL_ROOM_TYPES:
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if not INDICATOR_COLORS.has(adjacent_room_type):
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return
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_indicator = Polygon2D.new()
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