updateExitPortalPrompt shows the finish prompt when the player is near the portal andkeysCollected() >= 3 (hardcoded). tryEnterExitPortal / checkExitCollision correctly gate on this.requiredKeys.
If requiredKeys is not 3, the HUD can claim the portal is ready while E does nothing (or hide the prompt when extra keys are required). Characterized in dungeon-crawler.quest-skill.spec.ts (wave 7 a1 tick 2).
Expected: compare against this.requiredKeys (same contract as enter/collision).
`updateExitPortalPrompt` shows the finish prompt when the player is near the portal **and** `keysCollected() >= 3` (hardcoded). `tryEnterExitPortal` / `checkExitCollision` correctly gate on `this.requiredKeys`.
If `requiredKeys` is not 3, the HUD can claim the portal is ready while E does nothing (or hide the prompt when extra keys are required). Characterized in `dungeon-crawler.quest-skill.spec.ts` (wave 7 a1 tick 2).
```ts
const shouldShow = distSq < interactionDistSq && this.keysCollected() >= 3;
```
Expected: compare against `this.requiredKeys` (same contract as enter/collision).
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updateExitPortalPromptshows the finish prompt when the player is near the portal andkeysCollected() >= 3(hardcoded).tryEnterExitPortal/checkExitCollisioncorrectly gate onthis.requiredKeys.If
requiredKeysis not 3, the HUD can claim the portal is ready while E does nothing (or hide the prompt when extra keys are required). Characterized indungeon-crawler.quest-skill.spec.ts(wave 7 a1 tick 2).Expected: compare against
this.requiredKeys(same contract as enter/collision).Already present on
spikersoft-angularmaster(48e93a23e).updateExitPortalPromptgates onthis.keysCollected() >= this.requiredKeys. Closing.