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2026-03-12 16:47:56 -04:00

692 lines
24 KiB
GDScript

extends Node2D
class_name Room
signal room_cleared
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const ROOM_W := 960.0
const ROOM_H := 540.0
const WALL_T := 32.0 # wall thickness
const DOOR_W := 80.0 # door opening on horizontal walls
const DOOR_H := 80.0 # door opening on vertical walls
const SPAWN_MARGIN := 120.0 # keep enemies away from walls when spawning
const WALL_COLOR := Color(0.18, 0.18, 0.25)
const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
const REPEATER_SCENE = preload("res://scenes/enemies/repeater.tscn")
const ANCHOR_SCENE = preload("res://scenes/enemies/anchor.tscn")
const SUPERVISOR_SCENE = preload("res://scenes/enemies/supervisor.tscn")
const WARDEN_SCENE = preload("res://scenes/enemies/warden.tscn")
const RELAY_SCENE = preload("res://scenes/enemies/relay.tscn")
const HIVEMIND_SCENE = preload("res://scenes/enemies/hivemind.tscn")
const BODY_PART_PICKUP = preload("res://scenes/upgrades/body_part_pickup.tscn")
const RUN_ITEM_PICKUP = preload("res://scenes/items/run_item_pickup.tscn")
const SHOP_PEDESTAL_SCR = preload("res://scripts/items/shop_item_pedestal.gd")
const STATION_DOOR_SCR = preload("res://scripts/rooms/station_door.gd")
const ALL_PART_PATHS: Array[String] = [
"res://data/body_parts/torso_reinforced_chassis.tres",
"res://data/body_parts/torso_lightweight_frame.tres",
"res://data/body_parts/left_arm_scatter_emitter.tres",
"res://data/body_parts/left_arm_shield_projector.tres",
"res://data/body_parts/right_arm_heavy_emitter.tres",
"res://data/body_parts/right_arm_rapid_emitter.tres",
]
const ALL_ITEM_PATHS: Array[String] = [
"res://data/run_items/coolant_leak.tres",
"res://data/run_items/overclock_module.tres",
"res://data/run_items/scrap_magnet.tres",
"res://data/run_items/memory_spike.tres",
"res://data/run_items/rust_coat.tres",
"res://data/run_items/static_discharge.tres",
"res://data/run_items/fragmented_map.tres",
"res://data/run_items/patch_kit.tres",
"res://data/run_items/plating_shard.tres",
"res://data/run_items/range_booster.tres",
]
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var data: RoomData = null
var _floor: Node = null # reference to floor.gd node
var _enemy_count: int = 0
var _doors: Dictionary = {} # direction -> Area2D trigger
var _physical_doors: Dictionary = {} # direction -> RoomDoor
var _floor_exit_door: StationDoor = null # boss room exit door
# ---------------------------------------------------------------------------
# Signal tracking for explicit cleanup (safer than relying on auto-cleanup)
# ---------------------------------------------------------------------------
var _enemy_death_connections: Array[Dictionary] = [] # [{node, callable}]
var _door_connections: Array[Dictionary] = [] # [{node, callable}]
# ---------------------------------------------------------------------------
# Node refs (set by room_base.tscn)
# ---------------------------------------------------------------------------
@onready var floor_poly: Polygon2D = $Floor
@onready var walls_node: Node2D = $Walls
@onready var door_triggers: Node2D = $DoorTriggers
@onready var doors_node: Node2D = $Doors
@onready var contents: Node2D = $Contents
# ---------------------------------------------------------------------------
# Setup — called by floor.gd after add_child
# ---------------------------------------------------------------------------
func setup(room_data: RoomData, floor_ref: Node) -> void:
data = room_data
_floor = floor_ref
_apply_floor_color()
_build_walls()
_build_door_triggers()
_build_physical_doors()
# ---------------------------------------------------------------------------
# Activate — called on first (and repeat) entry
# ---------------------------------------------------------------------------
func activate() -> void:
EventBus.room_entered.emit(data.id)
if data.visited:
_update_door_locks()
return
data.visited = true
match data.type:
RoomData.RoomType.COMBAT:
_spawn_enemies()
RoomData.RoomType.BOSS:
_spawn_boss()
RoomData.RoomType.ITEM:
_spawn_run_item()
data.cleared = true
RoomData.RoomType.SHOP:
_spawn_shop()
data.cleared = true
RoomData.RoomType.START:
data.cleared = true
_:
data.cleared = true
_update_door_locks()
# ---------------------------------------------------------------------------
# Floor colour by room type
# ---------------------------------------------------------------------------
func _apply_floor_color() -> void:
match data.type:
RoomData.RoomType.ITEM: floor_poly.color = Color(0.10, 0.16, 0.10)
RoomData.RoomType.SHOP: floor_poly.color = Color(0.16, 0.12, 0.08)
RoomData.RoomType.BOSS: floor_poly.color = Color(0.20, 0.08, 0.08)
_: floor_poly.color = Color(0.12, 0.12, 0.18)
# ---------------------------------------------------------------------------
# Wall generation
# ---------------------------------------------------------------------------
func _build_walls() -> void:
var hw := ROOM_W / 2.0 # 480
var hh := ROOM_H / 2.0 # 270
var hdw := DOOR_W / 2.0 # 40 — half opening width (top/bottom walls)
var hdh := DOOR_H / 2.0 # 40 — half opening height (left/right walls)
var has_up := data.connections.has("up")
var has_down := data.connections.has("down")
var has_left := data.connections.has("left")
var has_right := data.connections.has("right")
# --- Top wall ---
if has_up:
_make_wall(Rect2(-hw, -hh, hw - hdw, WALL_T)) # left of gap
_make_wall(Rect2( hdw, -hh, hw - hdw, WALL_T)) # right of gap
else:
_make_wall(Rect2(-hw, -hh, ROOM_W, WALL_T))
# --- Bottom wall ---
if has_down:
_make_wall(Rect2(-hw, hh - WALL_T, hw - hdw, WALL_T))
_make_wall(Rect2( hdw, hh - WALL_T, hw - hdw, WALL_T))
else:
_make_wall(Rect2(-hw, hh - WALL_T, ROOM_W, WALL_T))
# Side walls occupy the strip between the horizontal walls
# inner_top = -238, inner_bot = 238, gap spans -40 to +40
var inner_top := -hh + WALL_T # -238
var inner_bot := hh - WALL_T # 238
var top_seg_h := -hdh - inner_top # 198
var bot_seg_h := inner_bot - hdh # 198
var full_side := inner_bot - inner_top # 476
# --- Left wall ---
if has_left:
_make_wall(Rect2(-hw, inner_top, WALL_T, top_seg_h)) # above gap
_make_wall(Rect2(-hw, hdh, WALL_T, bot_seg_h)) # below gap
else:
_make_wall(Rect2(-hw, inner_top, WALL_T, full_side))
# --- Right wall ---
if has_right:
_make_wall(Rect2(hw - WALL_T, inner_top, WALL_T, top_seg_h))
_make_wall(Rect2(hw - WALL_T, hdh, WALL_T, bot_seg_h))
else:
_make_wall(Rect2(hw - WALL_T, inner_top, WALL_T, full_side))
func _make_wall(rect: Rect2) -> void:
var body := StaticBody2D.new()
body.collision_layer = 1
body.collision_mask = 0
body.position = rect.get_center()
var cs := CollisionShape2D.new()
var rs := RectangleShape2D.new()
rs.size = rect.size
cs.shape = rs
body.add_child(cs)
var poly := Polygon2D.new()
var hx := rect.size.x / 2.0
var hy := rect.size.y / 2.0
poly.polygon = PackedVector2Array([
Vector2(-hx, -hy), Vector2(hx, -hy),
Vector2( hx, hy), Vector2(-hx, hy),
])
poly.color = WALL_COLOR
body.add_child(poly)
walls_node.add_child(body)
# ---------------------------------------------------------------------------
# Door triggers
# ---------------------------------------------------------------------------
func _build_door_triggers() -> void:
var hw := ROOM_W / 2.0 # 480
var hh := ROOM_H / 2.0 # 270
# Triggers sit centered on the wall face at the door opening.
# Slightly oversized so the player doesn't have to pixel-perfectly align.
var configs := {
"up": {"pos": Vector2(0, -hh + WALL_T * 0.5), "size": Vector2(DOOR_W * 0.9, WALL_T * 1.5)},
"down": {"pos": Vector2(0, hh - WALL_T * 0.5), "size": Vector2(DOOR_W * 0.9, WALL_T * 1.5)},
"left": {"pos": Vector2(-hw + WALL_T * 0.5, 0), "size": Vector2(WALL_T * 1.5, DOOR_H * 0.9)},
"right": {"pos": Vector2( hw - WALL_T * 0.5, 0), "size": Vector2(WALL_T * 1.5, DOOR_H * 0.9)},
}
for dir in data.connections.keys():
var cfg = configs[dir]
var area := Area2D.new()
area.collision_layer = 0
area.collision_mask = 2 # player layer
area.name = "Door_" + dir
var cs := CollisionShape2D.new()
var rs := RectangleShape2D.new()
rs.size = cfg["size"]
cs.shape = rs
area.add_child(cs)
area.position = cfg["pos"]
# Use call_deferred so the transition runs outside the physics callback
var callable := _on_door_entered.bind(dir)
area.body_entered.connect(callable)
_door_connections.append({"node": area, "signal": "body_entered", "callable": callable})
door_triggers.add_child(area)
_doors[dir] = area
func _on_door_entered(body: Node, direction: String) -> void:
if body.is_in_group("player"):
_floor.call_deferred(
"transition_to", data.connections[direction], direction
)
# ---------------------------------------------------------------------------
# Physical doors with lock barriers and indicator lights
# ---------------------------------------------------------------------------
func _build_physical_doors() -> void:
const DOOR_THICKNESS := 12.0
var hw := ROOM_W / 2.0
var hh := ROOM_H / 2.0
# Door positions and sizes per direction
var configs := {
"up": {"pos": Vector2(0, -hh + WALL_T / 2.0), "size": Vector2(DOOR_W, DOOR_THICKNESS)},
"down": {"pos": Vector2(0, hh - WALL_T / 2.0), "size": Vector2(DOOR_W, DOOR_THICKNESS)},
"left": {"pos": Vector2(-hw + WALL_T / 2.0, 0), "size": Vector2(DOOR_THICKNESS, DOOR_H)},
"right": {"pos": Vector2(hw - WALL_T / 2.0, 0), "size": Vector2(DOOR_THICKNESS, DOOR_H)},
}
for dir in data.connections.keys():
var cfg = configs[dir]
var adj_grid: Vector2i = data.connections[dir]
var adj_type: int = _floor.get_room_type_at(adj_grid)
if adj_type < 0:
adj_type = RoomData.RoomType.COMBAT # fallback
var door := RoomDoor.new()
door.position = cfg["pos"]
door.setup(dir, cfg["size"], adj_type as RoomData.RoomType)
doors_node.add_child(door)
_physical_doors[dir] = door
# ---------------------------------------------------------------------------
# Enemy spawning
# ---------------------------------------------------------------------------
# Enemy pool and count scale with floor depth per CONTENT_SPEC
func _get_enemy_pool() -> Array:
match RunManager.current_floor:
1: return [DRIFTER_SCENE, DRIFTER_SCENE, DRIFTER_SCENE, REPEATER_SCENE]
2: return [DRIFTER_SCENE, DRIFTER_SCENE, REPEATER_SCENE, ANCHOR_SCENE]
_: return [DRIFTER_SCENE, REPEATER_SCENE, ANCHOR_SCENE, ANCHOR_SCENE]
func _get_enemy_count() -> int:
match RunManager.current_floor:
1: return randi_range(1, 3)
2: return randi_range(2, 4)
_: return randi_range(2, 3)
func _spawn_enemies() -> void:
# Hazards first — added to contents before enemies so they draw underneath
_spawn_hazards()
var hw := ROOM_W / 2.0 - SPAWN_MARGIN
var hh := ROOM_H / 2.0 - SPAWN_MARGIN
var pool := _get_enemy_pool()
var count := _get_enemy_count()
for i in count:
var scene = pool[randi() % pool.size()]
var enemy = scene.instantiate()
var local_pos := Vector2(randf_range(-hw, hw), randf_range(-hh, hh))
contents.add_child(enemy)
enemy.global_position = to_global(local_pos)
var callable := _on_enemy_died
enemy.tree_exited.connect(callable, CONNECT_DEFERRED)
_enemy_death_connections.append({"node": enemy, "signal": "tree_exited", "callable": callable})
_enemy_count += 1
func _spawn_boss() -> void:
var scene: PackedScene
match RunManager.current_floor:
1: scene = WARDEN_SCENE
2: scene = RELAY_SCENE
_: scene = HIVEMIND_SCENE
var boss = scene.instantiate()
contents.add_child(boss)
boss.global_position = to_global(Vector2.ZERO) # room centre
var callable := _on_enemy_died
boss.tree_exited.connect(callable, CONNECT_DEFERRED)
_enemy_death_connections.append({"node": boss, "signal": "tree_exited", "callable": callable})
_enemy_count = 1
# Spawn exit door on top wall (visible but closed until boss defeated)
_spawn_floor_exit_door()
func _on_enemy_died() -> void:
# Guard against deferred callback running after room is freed
if not is_instance_valid(self) or not is_inside_tree():
return
_enemy_count -= 1
if _enemy_count <= 0:
data.cleared = true
AudioManager.play("room_clear")
if data.type == RoomData.RoomType.BOSS:
_spawn_body_part_drop()
_open_floor_exit()
room_cleared.emit()
EventBus.room_cleared.emit(data.id)
_update_door_locks()
func _spawn_floor_exit_door() -> void:
# Create the exit door on the top wall (closed until boss defeated)
var is_final_floor := RunManager.current_floor >= 3
_floor_exit_door = StationDoor.new()
# Position on top wall, centered
_floor_exit_door.position = Vector2(0, -ROOM_H / 2.0 + 80)
if is_final_floor:
_floor_exit_door.setup_evacuation_exit()
else:
_floor_exit_door.setup_sector_exit(RunManager.current_floor + 1)
_floor_exit_door.door_entered.connect(_on_floor_exit_entered)
contents.add_child(_floor_exit_door)
# Door starts closed (setup functions already call close())
func _open_floor_exit() -> void:
# Open the door now that boss is dead
if _floor_exit_door != null:
_floor_exit_door.open()
func _on_floor_exit_entered(body: Node) -> void:
RunManager.player_health_carry = body.stats.current_health
if RunManager.current_floor >= 3:
RunManager.end_run(true)
else:
RunManager.advance_floor()
get_tree().call_deferred("change_scene_to_file", "res://scenes/run/floor.tscn")
func _spawn_body_part_drop() -> void:
# 50% drop chance so body parts feel more valuable
if randf() > 0.5:
return
# Drop a random part the player hasn't yet acquired
var unacquired: Array[String] = []
for path in ALL_PART_PATHS:
if path not in UpgradeManager.acquired_part_paths:
unacquired.append(path)
if unacquired.is_empty():
return # player has every part
var chosen: String = unacquired[randi() % unacquired.size()]
var pickup = BODY_PART_PICKUP.instantiate()
pickup.part = load(chosen)
pickup.position = Vector2.ZERO # center of this room
contents.add_child(pickup)
func _spawn_run_item() -> void:
# Exclude shop-only items (Patch Kit) and already collected/spawned items
const PATCH_KIT_PATH := "res://data/run_items/patch_kit.tres"
var item_pool: Array[String] = []
for p in ALL_ITEM_PATHS:
if p == PATCH_KIT_PATH:
continue
if RunManager.is_item_available(p):
item_pool.append(p)
if item_pool.is_empty():
_spawn_out_of_stock_marker(Vector2.ZERO)
return
var chosen: String = item_pool[randi() % item_pool.size()]
RunManager.reserve_item(chosen) # Mark as spawned so other rooms won't use it
var pickup = RUN_ITEM_PICKUP.instantiate()
pickup.item = load(chosen)
pickup.position = Vector2.ZERO
contents.add_child(pickup)
func _spawn_out_of_stock_marker(pos: Vector2) -> void:
var marker := Node2D.new()
marker.position = pos
# Grey pedestal
var pedestal := Polygon2D.new()
pedestal.polygon = PackedVector2Array([
Vector2(-14, -14), Vector2(14, -14),
Vector2(14, 14), Vector2(-14, 14)
])
pedestal.color = Color(0.3, 0.3, 0.3)
marker.add_child(pedestal)
# X mark
var x_line := Line2D.new()
x_line.points = PackedVector2Array([Vector2(-10, -10), Vector2(10, 10)])
x_line.default_color = Color(0.5, 0.5, 0.5)
x_line.width = 2.0
marker.add_child(x_line)
var x_line2 := Line2D.new()
x_line2.points = PackedVector2Array([Vector2(10, -10), Vector2(-10, 10)])
x_line2.default_color = Color(0.5, 0.5, 0.5)
x_line2.width = 2.0
marker.add_child(x_line2)
# Label
var lbl := Label.new()
lbl.text = "OUT OF STOCK"
lbl.position = Vector2(-48, -40)
lbl.modulate = Color(0.6, 0.6, 0.6)
marker.add_child(lbl)
contents.add_child(marker)
# ---------------------------------------------------------------------------
# Environmental hazards — spawned in combat rooms
# ---------------------------------------------------------------------------
func _spawn_hazards() -> void:
# Oil slicks — 0-2 random puddles in the room interior
var hw := ROOM_W / 2.0 - SPAWN_MARGIN
var hh := ROOM_H / 2.0 - SPAWN_MARGIN
for i in randi_range(0, 2):
_make_oil_slick(Vector2(randf_range(-hw, hw), randf_range(-hh, hh)))
# Exposed wiring — 0-2 sections along walls
for i in randi_range(0, 2):
_make_exposed_wiring()
func _make_oil_slick(pos: Vector2) -> void:
var slick := Area2D.new()
slick.collision_layer = 0
slick.collision_mask = 2 | 8 # player (2) + enemies (8)
slick.position = pos
# Oval dimensions — wider than tall
var radius_x: float = randf_range(55.0, 85.0)
var radius_y: float = randf_range(35.0, 50.0)
# Use rectangle shape for collision (approximates oval)
var cs := CollisionShape2D.new()
var sh := RectangleShape2D.new()
sh.size = Vector2(radius_x * 1.6, radius_y * 1.6) # slightly smaller than visual
cs.shape = sh
slick.add_child(cs)
# Visual — oval shape
var poly := Polygon2D.new()
var pts := PackedVector2Array()
var segs := 16
for i in segs:
var a := i * TAU / segs
pts.append(Vector2(cos(a) * radius_x, sin(a) * radius_y))
poly.polygon = pts
poly.color = Color(0.04, 0.07, 0.14, 0.78)
slick.add_child(poly)
slick.body_entered.connect(func(b: Node) -> void:
if b.is_in_group("player") and b.has_method("enter_slick"):
b.enter_slick()
elif b.is_in_group("enemies") and b.has_method("apply_slow"):
b.apply_slow(999.0, 0.35))
slick.body_exited.connect(func(b: Node) -> void:
if b.is_in_group("player") and b.has_method("exit_slick"):
b.exit_slick()
elif b.is_in_group("enemies") and b.has_method("clear_slows"):
b.clear_slows())
contents.add_child(slick)
func _make_exposed_wiring() -> void:
var hw := ROOM_W / 2.0 - WALL_T
var hh := ROOM_H / 2.0 - WALL_T
var wire_len := randf_range(80.0, 150.0)
var wire_thick := 14.0
var inset := wire_thick / 2.0 + 2.0
var half := wire_len / 2.0
var hdw := DOOR_W / 2.0 # 40 — half door gap on horiz walls
var hdh := DOOR_H / 2.0 # 40 — half door gap on vert walls
# Build candidates: {wall, min, max} for center position along the wall.
# Door walls get two segments (one each side of gap); non-door walls get one full segment.
var wall_dirs := ["up", "down", "left", "right"]
var candidates : Array = []
for wall_id in 4:
var has_door := data.connections.has(wall_dirs[wall_id])
var is_horiz := wall_id <= 1
var extent := hw if is_horiz else hh
var door_half := hdw if is_horiz else hdh
if has_door:
var a_min := -extent + half; var a_max := -door_half - half
var b_min := door_half + half; var b_max := extent - half
if a_min <= a_max: candidates.append({"wall": wall_id, "min": a_min, "max": a_max})
if b_min <= b_max: candidates.append({"wall": wall_id, "min": b_min, "max": b_max})
else:
var s_min := -extent + half; var s_max := extent - half
if s_min <= s_max: candidates.append({"wall": wall_id, "min": s_min, "max": s_max})
if candidates.is_empty():
return
var chosen: Dictionary = candidates[randi() % candidates.size()]
var wall := chosen["wall"] as int
var along := randf_range(chosen["min"], chosen["max"])
var pos: Vector2
var size: Vector2
match wall:
0: pos = Vector2(along, -hh + inset); size = Vector2(wire_len, wire_thick)
1: pos = Vector2(along, hh - inset); size = Vector2(wire_len, wire_thick)
2: pos = Vector2(-hw + inset, along); size = Vector2(wire_thick, wire_len)
_: pos = Vector2( hw - inset, along); size = Vector2(wire_thick, wire_len)
var area := Area2D.new()
area.collision_layer = 0
area.collision_mask = 2 # player layer
area.position = pos
var cs := CollisionShape2D.new()
var rs := RectangleShape2D.new()
rs.size = size
cs.shape = rs
area.add_child(cs)
# Visual — bright yellow-orange strip
var poly := Polygon2D.new()
var hx := size.x / 2.0
var hy := size.y / 2.0
poly.polygon = PackedVector2Array([
Vector2(-hx, -hy), Vector2(hx, -hy),
Vector2( hx, hy), Vector2(-hx, hy),
])
poly.color = Color(1.0, 0.85, 0.05, 0.90)
area.add_child(poly)
# Continuous damage while overlapping — timer ticks damage, player iframes limit actual hits
var overlapping_players: Array[Node] = []
var damage_timer := Timer.new()
damage_timer.wait_time = 0.3
damage_timer.autostart = true
damage_timer.timeout.connect(func() -> void:
for b in overlapping_players:
if is_instance_valid(b) and b.has_method("take_damage"):
b.take_damage(1.0))
area.add_child(damage_timer)
area.body_entered.connect(func(b: Node) -> void:
if b.is_in_group("player"):
overlapping_players.append(b)
if b.has_method("take_damage"):
b.take_damage(1.0))
area.body_exited.connect(func(b: Node) -> void:
overlapping_players.erase(b))
contents.add_child(area)
# ---------------------------------------------------------------------------
# Shop spawning — 2 random items + Patch Kit (restocking heal item)
# ---------------------------------------------------------------------------
func _spawn_shop() -> void:
const PATCH_KIT_PATH := "res://data/run_items/patch_kit.tres"
# Build random item pool (exclude Patch Kit which has its own slot)
var item_pool: Array[String] = []
for p in ALL_ITEM_PATHS:
if p == PATCH_KIT_PATH:
continue
if RunManager.is_item_available(p):
item_pool.append(p)
item_pool.shuffle()
# Positions: left = random, center = random, right = Patch Kit
var positions: Array[Vector2] = [
Vector2(-200, 0),
Vector2( 0, 0),
Vector2( 200, 0),
]
# Slot 0: Random item
if item_pool.size() > 0:
RunManager.reserve_item(item_pool[0])
var pedestal := Area2D.new()
pedestal.set_script(SHOP_PEDESTAL_SCR)
pedestal.position = positions[0]
pedestal.set("item", load(item_pool[0]))
pedestal.set("price", 20)
contents.add_child(pedestal)
else:
_spawn_out_of_stock_marker(positions[0])
# Slot 1: Random item
if item_pool.size() > 1:
RunManager.reserve_item(item_pool[1])
var pedestal := Area2D.new()
pedestal.set_script(SHOP_PEDESTAL_SCR)
pedestal.position = positions[1]
pedestal.set("item", load(item_pool[1]))
pedestal.set("price", 20)
contents.add_child(pedestal)
else:
_spawn_out_of_stock_marker(positions[1])
# Slot 2: Patch Kit (always available, restocks after purchase)
var patch_pedestal := Area2D.new()
patch_pedestal.set_script(SHOP_PEDESTAL_SCR)
patch_pedestal.position = positions[2]
patch_pedestal.set("item", load(PATCH_KIT_PATH))
patch_pedestal.set("price", 10)
contents.add_child(patch_pedestal)
# ---------------------------------------------------------------------------
# Door locking
# ---------------------------------------------------------------------------
func _update_door_locks() -> void:
var is_combat := data.type == RoomData.RoomType.COMBAT \
or data.type == RoomData.RoomType.BOSS
var locked := data.visited and not data.cleared and is_combat
# Update door triggers (for transitions)
for area in _doors.values():
(area as Area2D).monitoring = not locked
# Update physical door barriers
var was_unlocked := false
for door in _physical_doors.values():
if not door.is_locked():
was_unlocked = true
break
for door in _physical_doors.values():
if locked:
door.lock()
else:
door.unlock()
if locked and was_unlocked:
AudioManager.play("door_close")
# ---------------------------------------------------------------------------
# Explicit signal cleanup on exit (safer than relying on Godot auto-cleanup)
# ---------------------------------------------------------------------------
func _exit_tree() -> void:
# Disconnect enemy death signals
for conn in _enemy_death_connections:
var node = conn["node"] # untyped to avoid error on freed instances
if is_instance_valid(node) and node.is_connected(conn["signal"], conn["callable"]):
node.disconnect(conn["signal"], conn["callable"])
_enemy_death_connections.clear()
# Disconnect door trigger signals
for conn in _door_connections:
var node = conn["node"] # untyped to avoid error on freed instances
if is_instance_valid(node) and node.is_connected(conn["signal"], conn["callable"]):
node.disconnect(conn["signal"], conn["callable"])
_door_connections.clear()