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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()
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