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
This commit is contained in:
god
2026-07-06 00:18:59 +08:00
parent 0ab00afd37
commit 114748a54f
31 changed files with 4493 additions and 1535 deletions
+1 -16
View File
@@ -230,10 +230,6 @@ func _check_and_refill_grid_if_needed(server_gridmap: Node):
break
if not has_items:
if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
# Tekton Doors handles its own wall-aware refill in PortalModeManager
return
print("[PlayerboardManager] Floor 1 empty! Respawning tiles with Scarcity...")
# Call randomize_floor on floor 1 using ScarcityController
# ScarcityController is a global class, so we can pass its static function as a Callable
@@ -372,18 +368,7 @@ func auto_put_item() -> bool:
var pos = neighbor.position
var cell_3d = Vector3i(pos.x, 1, pos.y)
if enhanced_gridmap.get_cell_item(cell_3d) == -1 and not player.is_position_occupied(pos):
# TEKTON DOORS: Avoid portal doors
var is_on_portal = false
if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
var doors = get_tree().get_nodes_in_group("PortalDoors")
for door in doors:
var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
if Vector2i(door_grid.x, door_grid.z) == pos:
is_on_portal = true
break
if not is_on_portal:
valid_put_positions.append(pos)
valid_put_positions.append(pos)
if valid_put_positions.is_empty():
return false