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-- src/ServerScriptService/EnvironmentalPuzzleManager.server.lua

local CollectionService = game:GetService("CollectionService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")

local ExplorationConfig = require(ReplicatedStorage:WaitForChild("Shared"):WaitForChild("ExplorationConfig"))

-- Manage Weight Switches (Pressure Plates that require heavy logs)
local function bindWeightSwitch(switchModel)
    local platePart = switchModel:FindFirstChild("Plate")
    local targetDoor = switchModel:FindFirstChild("LinkedDoor") or switchModel.Parent:FindFirstChild("Door")
    
    if not platePart or not targetDoor then return end
    
    local config = ExplorationConfig.Puzzles.WeightSwitch
    local isActive = false
    
    RunService.Heartbeat:Connect(function()
        -- Calculate total mass resting on the plate
        local touchingParts = workspace:GetPartsInPart(platePart)
        local totalMass = 0
        
        for _, part in ipairs(touchingParts) do
            if part:IsA("BasePart") and not part.Anchored then
                totalMass = totalMass + part.AssemblyMass
            end
        end
        
        if totalMass >= config.RequiredWeight and not isActive then
            isActive = true
            platePart.BrickColor = BrickColor.new("Bright green")
            -- Open Door Tween
            targetDoor.Transparency = 0.5
            targetDoor.CanCollide = false
            print("Puzzle Solved: Door Opened")
            
        elseif totalMass < config.RequiredWeight and isActive then
            isActive = false
            platePart.BrickColor = BrickColor.new("Bright red")
            -- Close Door Tween
            targetDoor.Transparency = 0
            targetDoor.CanCollide = true
            print("Puzzle Reset: Door Closed")
        end
    end)
end

CollectionService:GetInstanceAddedSignal("WeightSwitch"):Connect(bindWeightSwitch)
for _, switch in pairs(CollectionService:GetTagged("WeightSwitch")) do
    bindWeightSwitch(switch)
end

-- Manage Biome Hazards (e.g., Sinking in Swamps)
local function bindSwampZone(zonePart)
    local config = ExplorationConfig.Biomes.Swamp
    
    RunService.Heartbeat:Connect(function(dt)
        local touchingParts = workspace:GetPartsInPart(zonePart)
        for _, part in ipairs(touchingParts) do
            -- Sink objects that aren't specifically built for swamps
            if part:IsA("BasePart") and not part.Anchored and not CollectionService:HasTag(part, "SwampTires") then
                -- Apply a downward velocity to simulate sinking
                part.AssemblyLinearVelocity = Vector3.new(
                    part.AssemblyLinearVelocity.X,
                    -config.SinkingSpeed,
                    part.AssemblyLinearVelocity.Z
                )
            end
            
            -- Can add Player damage logic here if character parts touch it
        end
    end)
end

CollectionService:GetInstanceAddedSignal("SwampZone"):Connect(bindSwampZone)
for _, zone in pairs(CollectionService:GetTagged("SwampZone")) do
    bindSwampZone(zone)
end