extends "res://scripts/nodes/door.gd" var door_id var item_id var item_amount var latched = false func _ready(): var node_path = String( get_tree().get_root().get_node("scene").get_path_to(self).get_concatenated_names() ) var gamedata = global.get_node("Gamedata") door_id = gamedata.get_door_for_map_node_path(global.map, node_path) if door_id != null: var ap = global.get_node("Archipelago") var item_lock = ap.get_item_id_for_door(door_id) if item_lock != null: item_id = item_lock[0] item_amount = item_lock[1] self.senders = [] self.senderGroup = [] self.nested = false self.complete_at = 0 self.max_length = 0 self.excludeSenders = [] call_deferred("_readier") else: var door_data = gamedata.objects.get_doors()[door_id] if door_data.has_latch() and door_data.get_latch(): _check_latched.call_deferred(door_id) latched = true if global.map == "the_sun_temple": if name == "spe_EndPlatform" or name == "spe_entry_2": senders = [NodePath("/root/scene/Panels/EndCheck_dog")] if global.map == "the_parthenon": if name == "spe_entry_1": senders = [NodePath("/root/scene/Panels/EndCheck_dog")] super._ready() func _readier(): var ap = global.get_node("Archipelago") if ap.client.getItemAmount(item_id) >= item_amount: handleTriggered() func _check_latched(door_id): var ap = global.get_node("Archipelago") if ap.client._latched_doors.has(door_id): triggered = total handleTriggered() func handleTriggered(): super.handleTriggered() if latched and ran: var ap = global.get_node("Archipelago") ap.client.latchDoor(door_id) func handleUntriggered(): if not latched or not ran: super.handleUntriggered()