experimental: remove Tekton Doors entirely
- Delete portal_mode_manager.gd, portal_door.gd, portal_door.tscn - Strip all Tekton Doors logic from main.gd, player.gd, lobby.gd, lobby_room.gd, lobby_manager.gd, camera_context_manager.gd, music_manager.gd, tekton.gd, enhanced_gridmap.gd, playerboard_manager.gd, special_tiles_manager.gd - Remove TK enum (TEKTON_DOORS=2), mode_config schema, arena area - Update tests: 3 modes instead of 4 - Strip HowToPlay tab from main.tscn
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@@ -230,10 +230,6 @@ func _check_and_refill_grid_if_needed(server_gridmap: Node):
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break
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if not has_items:
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if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
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# Tekton Doors handles its own wall-aware refill in PortalModeManager
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return
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print("[PlayerboardManager] Floor 1 empty! Respawning tiles with Scarcity...")
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# Call randomize_floor on floor 1 using ScarcityController
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# ScarcityController is a global class, so we can pass its static function as a Callable
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@@ -372,18 +368,7 @@ func auto_put_item() -> bool:
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var pos = neighbor.position
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var cell_3d = Vector3i(pos.x, 1, pos.y)
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if enhanced_gridmap.get_cell_item(cell_3d) == -1 and not player.is_position_occupied(pos):
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# TEKTON DOORS: Avoid portal doors
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var is_on_portal = false
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if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
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var doors = get_tree().get_nodes_in_group("PortalDoors")
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for door in doors:
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var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
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if Vector2i(door_grid.x, door_grid.z) == pos:
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is_on_portal = true
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break
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if not is_on_portal:
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valid_put_positions.append(pos)
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valid_put_positions.append(pos)
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if valid_put_positions.is_empty():
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return false
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