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02/24/2026 12:38 AM
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extends Node2D

@export var foxpost_portrait: Texture2D
@export var package_icon: Texture2D  # reward icon shown in overlay (like Aurora token)

var dialogue_ui
var note_ui
var fade_rect
var item_get_overlay
var main_ref

@onready var player = $Player
@onready var box_eicon: CanvasItem = get_node_or_null("Box/EIcon")
@onready var exit_eicon: CanvasItem = get_node_or_null("ExitToHub/EIcon")

@onready var box = _get_interactable("Box")
@onready var exit_to_hub = _get_interactable("ExitToHub")

var has_reward := false
var interaction_locked := false

# Optional per-scene spawn markers (only if you add them)
var _spawn_from := "left"
@onready var spawn_left: Marker2D = get_node_or_null("SpawnLeft")
@onready var spawn_right: Marker2D = get_node_or_null("SpawnRight")


func set_spawn_from(side: String) -> void:
	_spawn_from = side


func bind_ui(d, n, f, i, m) -> void:
	dialogue_ui = d
	note_ui = n
	fade_rect = f
	item_get_overlay = i
	main_ref = m


func _ready() -> void:
	await _apply_spawn_if_present()

	has_reward = GameState.unlock_home
	if has_reward:
		if exit_eicon: exit_eicon.visible = true
		if box_eicon: box_eicon.visible = false
	else:
		if exit_eicon: exit_eicon.visible = false

	if box != null and box.has_signal("interacted"):
		box.interacted.connect(_on_box_interacted)
	else:
		push_error("Foxpost: Box interactable not found. Name 'Box' + Interactable.gd (or child 'Interactable').")

	if exit_to_hub != null and exit_to_hub.has_signal("interacted"):
		exit_to_hub.interacted.connect(_on_exit_to_hub)
	else:
		push_error("Foxpost: ExitToHub interactable not found. Name 'ExitToHub' + Interactable.gd (or child 'Interactable').")


func _get_interactable(node_name: String) -> Node:
	var n := get_node_or_null(node_name)
	if n == null:
		return null
	if n.has_signal("interacted"):
		return n
	var child := n.get_node_or_null("Interactable")
	if child != null and child.has_signal("interacted"):
		return child
	return null


func _apply_spawn_if_present() -> void:
	if spawn_left == null or spawn_right == null:
		return

	var target: Marker2D = spawn_left if _spawn_from == "left" else spawn_right
	if target == null:
		return

	player.set_can_move(false)

	var offset := Vector2(-32, 0) if _spawn_from == "left" else Vector2(32, 0)
	player.global_position = target.global_position + offset

	var t := create_tween()
	t.tween_property(player, "global_position", target.global_position, 0.35)\
		.set_trans(Tween.TRANS_SINE)\
		.set_ease(Tween.EASE_OUT)

	await t.finished
	player.set_can_move(true)


# -------------------------------------------------
# Choice connection helper (same as Aurora)
# -------------------------------------------------
func _connect_choice_once(handler: Callable) -> void:
	if dialogue_ui == null:
		push_error("Foxpost: dialogue_ui is null (bind_ui not called?)")
		return
	if dialogue_ui.choice_selected.is_connected(handler):
		dialogue_ui.choice_selected.disconnect(handler)
	dialogue_ui.choice_selected.connect(handler, CONNECT_ONE_SHOT)


# -------------------------------------------------
# Debounced "press E to close dialogue" helper
# - Lets typewriter finish (DialogueUI handles E for rushing)
# - Then waits for a FRESH E press to close
# -------------------------------------------------
func _close_after_fresh_e() -> void:
	# Wait until typing ends
	while dialogue_ui != null and dialogue_ui.is_typing():
		await get_tree().process_frame

	# Debounce: wait release (if player is holding interact)
	while Input.is_action_pressed("interact"):
		await get_tree().process_frame

	# Fresh E press to close
	while true:
		await get_tree().process_frame
		if Input.is_action_just_pressed("interact"):
			if dialogue_ui != null:
				dialogue_ui.hide_dialogue()
			break

	# Wait release to prevent instant retrigger
	while Input.is_action_pressed("interact"):
		await get_tree().process_frame

	await get_tree().create_timer(0.05).timeout


# -------------------------------------------------
# Post-reward reinteraction line (Aurora-style)
# -------------------------------------------------
func _show_reinteraction_line(speaker: String, text: String, portrait: Texture2D) -> void:
	if interaction_locked:
		return
	interaction_locked = true

	player.set_can_move(false)

	# Debounce the interact press that triggered it
	await get_tree().process_frame
	while Input.is_action_pressed("interact"):
		await get_tree().process_frame

	dialogue_ui.show_dialogue(speaker, text, portrait, [])
	await _close_after_fresh_e()

	player.set_can_move(true)
	interaction_locked = false


# -------------------------------------------------
# Exit back to hub (only after reward)
# -------------------------------------------------
func _on_exit_to_hub() -> void:
	if interaction_locked:
		return
	if not has_reward:
		return

	if exit_eicon:
		exit_eicon.visible = false

	if main_ref != null and main_ref.has_method("go_hub"):
		main_ref.go_hub("left")
	else:
		push_error("Foxpost: main_ref.go_hub missing")


# -------------------------------------------------
# Interaction entry
# -------------------------------------------------
func _on_box_interacted() -> void:
	if interaction_locked:
		return

	if has_reward:
		await _show_reinteraction_line(
			"Foxpost",
			"Már kivetted a csomagod.",
			foxpost_portrait
		)
		return

	interaction_locked = true
	player.set_can_move(false)
	_stage_picker()


# -------------------------------------------------
# Picker -> wrong (E to close -> back) -> right (E to close -> reward -> E to finish)
# -------------------------------------------------
func _stage_picker() -> void:
	dialogue_ui.show_dialogue(
		"Foxpost",
		"Melyik rekeszt nyitod?",
		foxpost_portrait,
		[
			{"label": "21-es rekesz"},
			{"label": "32-es rekesz"},
			{"label": "53-as rekesz"},
			{"label": "64-es rekesz"},
		]
	)
	_connect_choice_once(_choice_picker)


func _choice_picker(i: int) -> void:
	# Correct is index 2 (53-as)
	if i == 2:
		await _stage_right()
	else:
		await _stage_wrong()


func _stage_wrong() -> void:
	dialogue_ui.show_dialogue(
		"Foxpost",
		"Sajnos ez nem az. Próbálj egy másikat.",
		foxpost_portrait,
		[]
	)

	# Player: E can finish typewriter; then fresh E closes; then return to picker
	await _close_after_fresh_e()
	_stage_picker()


func _stage_right() -> void:
	dialogue_ui.show_dialogue(
		"Foxpost",
		"**A rekesz kinyílik...**\nVedd át a csomagod, már régóta vár rád.",
		foxpost_portrait,
		[]
	)

	# Player finishes typing with E; then fresh E closes the dialogue
	await _close_after_fresh_e()

	# Then grant reward overlay
	await _grant_reward()

	# After reward, require a fresh E release/press cycle before enabling movement
	# (prevents instant re-trigger on the box)
	while Input.is_action_pressed("interact"):
		await get_tree().process_frame
	await get_tree().create_timer(0.05).timeout

	player.set_can_move(true)
	interaction_locked = false


# -------------------------------------------------
# Reward: show overlay + unlock home
# -------------------------------------------------
func _grant_reward() -> void:
	has_reward = true
	GameState.unlock_home = true

	await _play_item_get_sequence(package_icon)

	if box_eicon:
		box_eicon.visible = false
	if exit_eicon:
		exit_eicon.visible = true


# -------------------------------------------------
# Item get sequence (copied from Aurora)
# -------------------------------------------------
func _play_item_get_sequence(texture: Texture2D) -> void:
	if fade_rect == null or item_get_overlay == null:
		push_error("Foxpost: Missing fade_rect / item_get_overlay")
		return
	if texture == null:
		push_error("Foxpost: Reward texture is null")
		return

	var icon := item_get_overlay.get_node("Center/ItemIcon") as TextureRect
	if icon == null:
		push_error("Foxpost: ItemGetOverlay missing Center/ItemIcon")
		return

	player.set_can_move(false)

	fade_rect.visible = true
	fade_rect.modulate.a = 0.0

	item_get_overlay.visible = true
	icon.visible = true
	icon.texture = texture
	icon.modulate = Color(1, 1, 1, 0)
	icon.scale = Vector2(1.0, 1.0)

	var t := create_tween()
	t.set_pause_mode(Tween.TWEEN_PAUSE_PROCESS)
	t.tween_property(fade_rect, "modulate:a", 1.0, 0.25).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
	await t.finished

	var t2 := create_tween()
	t2.set_pause_mode(Tween.TWEEN_PAUSE_PROCESS)

	t2.tween_property(icon, "modulate:a", 1.0, 0.18).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
	t2.parallel().tween_property(icon, "scale", Vector2(1.12, 1.12), 0.18).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
	t2.tween_property(icon, "scale", Vector2(1.0, 1.0), 0.18).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)

	t2.tween_property(icon, "scale", Vector2(1.16, 1.16), 0.20).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
	t2.tween_property(icon, "scale", Vector2(1.0, 1.0), 0.20).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)

	t2.tween_interval(0.25)
	t2.tween_property(icon, "modulate:a", 0.0, 0.20).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
	await t2.finished

	icon.visible = false
	item_get_overlay.visible = false

	var t3 := create_tween()
	t3.set_pause_mode(Tween.TWEEN_PAUSE_PROCESS)
	t3.tween_property(fade_rect, "modulate:a", 0.0, 0.25).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
	await t3.finished

	fade_rect.visible = false
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