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02/22/2026 9:37 PM
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extends Node2D

@export var guard_portrait: Texture2D
@export var proxy_icon: Texture2D  # entrance pass icon

var dialogue_ui
var note_ui
var fade_rect
var item_get_overlay
var main_ref

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

@onready var guard = _get_guard_interactable()
@onready var exit_to_hub = _get_exit_interactable()

var has_proxy := false
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()

	if guard != null:
		guard.interacted.connect(_on_guard_interacted)
	else:
		push_error("BankCenter: BiztonsagiOr interactable not found.")

	if exit_to_hub != null:
		exit_to_hub.interacted.connect(_on_exit_to_hub)

	if exit_eicon:
		exit_eicon.visible = false

func _get_guard_interactable() -> Node:
	var n := get_node_or_null("BiztonsagiOr")
	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 _get_exit_interactable() -> Node:
	var n := get_node_or_null("ExitToHub")
	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 := spawn_left if _spawn_from == "left" else spawn_right
	player.set_can_move(false)
	player.global_position = target.global_position
	await get_tree().create_timer(0.2).timeout
	player.set_can_move(true)

# -------------------------------------------------
# Dialogue connection helper
# -------------------------------------------------
func _connect_choice_once(handler: Callable) -> void:
	if dialogue_ui.choice_selected.is_connected(handler):
		dialogue_ui.choice_selected.disconnect(handler)
	dialogue_ui.choice_selected.connect(handler, CONNECT_ONE_SHOT)

# -------------------------------------------------
# Entry
# -------------------------------------------------
func _on_guard_interacted() -> void:
	if has_proxy:
		dialogue_ui.show_dialogue(
			"Biztonsági őr",
			"„Szia!”\nMosolyog.\n„Most már hivatalos ember vagy.”\n„Laminált.”",
			guard_portrait,
			[]
		)
		return

	player.set_can_move(false)

	dialogue_ui.show_dialogue(
		"Biztonsági őr",
		"Rád néz, majd a nyakad környékére.\n„Hol a kártyád?”\n„Mert az arcod ismerős, de a nyakad üres.”",
		guard_portrait,
		[
			{"label": "Fent dolgozom a kilencediken."},
			{"label": "Csak a kondiba mennék le."},
			{"label": "Elhagytam."},
			{"label": "Nem is volt."}
		]
	)

	_connect_choice_once(_first_choice)

func _first_choice(i: int) -> void:
	match i:
		0:
			_second_stage("„Kilencedik…”\nElgondolkodik.\n„Ott van az a filmes iroda, ugye?”")
		1:
			_second_stage("„A kondi jó.”\n„Ott mindig szól a zene, de senki nem mosolyog.”")
		2:
			_second_stage("„Elhagytad?”\n„Az baj.”\n„A kártyák nem szeretnek egyedül lenni.”")
		3:
			_second_stage("„Nem volt?”\n„Akkor ez most egy eredettörténet.”")

func _second_stage(prompt: String) -> void:
	dialogue_ui.show_dialogue(
		"Biztonsági őr",
		prompt + "\n„Na várj.”\n„Teszt.”",
		guard_portrait,
		[
			{"label": "Warner Bros."},
			{"label": "Grafikus vagyok."},
			{"label": "A kilencedik emeleten balra."},
			{"label": "Nem tudom, csak dolgozom."}
		]
	)
	_connect_choice_once(_third_choice)

func _third_choice(i: int) -> void:
	match i:
		0:
			_final_stage("Felcsillan a szeme.\n„Tudtam!”\n„Ott mindig jók a plakátok.”")
		1:
			_final_stage("„Grafikus?”\n„Akkor te csinálod azokat a dolgokat, amiket nézek, de nem értek.”")
		2:
			_final_stage("„Balra.”\nBólint.\n„Aki balra megy, az ritkán téved.”")
		3:
			_second_stage("„Nem tudom” nem válasz.”)

func _final_stage(prompt: String) -> void:
	dialogue_ui.show_dialogue(
		"Biztonsági őr",
		prompt + "\n„Figyelj.”\n„Csinálok neked egy újat.”",
		guard_portrait,
		[
			{"label": "Köszönöm."},
			{"label": "Ígérem, nem hagyom el."},
			{"label": "Most már laminált leszek én is."}
		]
	)
	_connect_choice_once(_grant_proxy)

func _grant_proxy(i: int) -> void:
	has_proxy = true

	GameState.unlock_foxpost = true  # example progression

	dialogue_ui.show_dialogue(
		"Biztonsági őr",
		"Elővesz egy nyakpántot.\nKomolyan koncentrál, mintha űrhajót szerelne.\n„Na.”\n„Most már hivatalos.”\nA kezedbe ad egy belépőkártyát.",
		guard_portrait,
		[]
	)

	while dialogue_ui.is_typing():
		await get_tree().process_frame

	await _play_item_get_sequence(proxy_icon)

	dialogue_ui.hide_dialogue()

	if exit_eicon:
		exit_eicon.visible = true

	player.set_can_move(true)

# -------------------------------------------------
# Exit
# -------------------------------------------------
func _on_exit_to_hub() -> void:
	if not has_proxy:
		return

	main_ref.go_hub("left")

# -------------------------------------------------
# Reward animation
# -------------------------------------------------
func _play_item_get_sequence(texture: Texture2D) -> void:
	if fade_rect == null or item_get_overlay == null:
		return

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

	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)

	var t := create_tween()
	t.tween_property(fade_rect, "modulate:a", 1.0, 0.25)
	await t.finished

	var t2 := create_tween()
	t2.tween_property(icon, "modulate:a", 1.0, 0.2)
	await t2.finished

	await get_tree().create_timer(0.4).timeout

	var t3 := create_tween()
	t3.tween_property(icon, "modulate:a", 0.0, 0.2)
	await t3.finished

	item_get_overlay.visible = false

	var t4 := create_tween()
	t4.tween_property(fade_rect, "modulate:a", 0.0, 0.25)
	await t4.finished

	fade_rect.visible = false
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