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48
elements/entities/door/door.gd
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48
elements/entities/door/door.gd
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extends Node3D
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## Door entity. Place at a cell center in TrenchBroom (normal 64 grid).
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## The door's local -Z is "forward" (the direction the player approaches from).
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## At runtime the mesh/collision shift forward to the cell boundary so the door
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## sits flush against the wall the player is facing.
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## If true the door swings toward its local +Z (outward). If false it swings
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## toward -Z (inward).
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@export var opens_outward := true
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@onready var hinge_pivot: Node3D = $HingePivot
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@onready var door_collision: CollisionShape3D = $DoorBody/DoorCollision
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@onready var interact_area: Area3D = $InteractArea
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var _is_open := false
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var _tween: Tween
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const SWING_DURATION := 0.5
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## How far forward (local -Z) to shift everything so the door sits on the cell boundary.
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const BOUNDARY_OFFSET := 0.0
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func _ready() -> void:
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add_to_group("facing_interactable")
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# Shift children to the cell boundary along the door's forward axis.
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var offset := -transform.basis.z.normalized() * BOUNDARY_OFFSET
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for child: Node3D in [hinge_pivot, $DoorBody, interact_area]:
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child.global_position += offset
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func try_interact(player: CharacterBody3D) -> bool:
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if not interact_area.overlaps_body(player):
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return false
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if _tween and _tween.is_running():
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return true
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_is_open = !_is_open
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_tween = create_tween()
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var swing := -PI / 2.0 if opens_outward else PI / 2.0
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var target_angle := swing if _is_open else 0.0
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_tween.tween_property(hinge_pivot, "rotation:y", target_angle, SWING_DURATION)
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if _is_open:
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door_collision.disabled = true
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else:
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_tween.tween_callback(func(): door_collision.disabled = false)
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return true
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