extends "res://scripts/load.gd"
func _load():
global._print("Hooked Load Start")
var apclient = global.get_node("Archipelago")
# Override the YOU panel with the AP slot name.
if self.get_node_or_null("Panels/Color Arrow Room/Panel_you") != null:
self.get_node("Panels/Color Arrow Room/Panel_you").answer = apclient.ap_user
for node in get_tree().get_nodes_in_group("text_you"):
if "text" in node:
node.text = apclient.ap_user
elif "value" in node:
node.value = apclient.ap_user
for node in get_tree().get_nodes_in_group("answer_you"):
if "answer" in node:
node.answer = apclient.ap_user
# This is the best time to create the location nodes, since the map is now
# loaded but the panels haven't been solved from the save file yet.
var panels_parent = self.get_node("Panels")
var location_script = ResourceLoader.load("user://maps/Archipelago/location.gd")
for location_id in apclient._panel_ids_by_location.keys():
var location = location_script.new()
location.ap_id = int(location_id)
location.name = "AP_location_" + location.ap_id
self.add_child(location)
var panels = apclient._panel_ids_by_location[String(location.ap_id)]
location.total = panels.size()
for panel in panels:
var that_panel
if panel.begins_with("EndPanel"):
that_panel = self.get_node("Decorations").get_node(panel)
else:
that_panel = panels_parent.get_node(panel)
that_panel.get_node("Viewport/GUI/Panel/TextEdit").connect(
"answer_correct", location, "handle_correct"
)
# Randomize the panels, if necessary.
var rng = RandomNumberGenerator.new()
rng.seed = apclient._slot_seed
var gamedata = apclient.get_node("Gamedata")
if apclient._panel_shuffle == apclient.kREARRANGE_PANELS:
# Do the actual shuffling.
var panel_pools = {}
for panel in gamedata.panels:
if not panel_pools.has(panel["tag"]):
panel_pools[panel["tag"]] = {}
var pool = panel_pools[panel["tag"]]
var subtag = "default"
if panel.has("subtag"):
subtag = panel["subtag"]
if not pool.has(subtag):
pool[subtag] = []
var panel_node = panels_parent.get_node(panel["id"])
pool[subtag].append(
{
"id": panel["id"],
"hint": panel_node.text,
"answer": panel_node.answer,
"link": panel["link"],
"copy_to_sign": panel["copy_to_sign"]
}
)
for tag in panel_pools.keys():
if tag == "forbid":
continue
var pool = panel_pools[tag]
for subtag in pool.keys():
pool[subtag].sort_custom(self, "sort_by_link")
var count = pool[pool.keys()[0]].size()
var iota = range(0, count)
var order = []
while not iota.empty():
var i = rng.randi_range(0, iota.size() - 1)
order.append(iota[i])
iota.remove(i)
for subtag in pool.keys():
for i in range(0, count):
var source = pool[subtag][i]
var target = pool[subtag][order[i]]
var target_panel_node = panels_parent.get_node(target["id"])
target_panel_node.text = source["hint"]
target_panel_node.answer = source["answer"]
for sign_name in target["copy_to_sign"]:
self.get_node("Decorations/PanelSign").get_node(sign_name).value = source["hint"]
# Change the answer to the final puzzle in the art gallery based on the
# puzzles that were shuffled into the constituent places.
var new_answer = panels_parent.get_node("Painting Room/Panel_eon_one").answer
new_answer += " "
new_answer += panels_parent.get_node("Painting Room/Panel_path_road").answer
new_answer += " "
new_answer += panels_parent.get_node("Painting Room/Panel_any_many").answer
new_answer += " "
new_answer += panels_parent.get_node("Painting Room/Panel_send_use_turns").answer
panels_parent.get_node("Painting Room/Panel_order_onepathmanyturns").answer = new_answer
# Handle our other static panels after panel randomization, so that the old
# values can enter the pool, if necessary.
set_static_panel("Entry Room/Panel_hi_hi", "hi")
set_static_panel("Entry Room/Panel_write_write", apclient.my_version)
set_static_panel("Entry Room/Panel_same_same", str(apclient._slot_seed))
set_static_panel("Entry Room/Panel_type_type", "victory")
var victory_condition = "unknown"
if apclient._victory_condition == apclient.kTHE_END:
victory_condition = "the end"
elif apclient._victory_condition == apclient.kTHE_MASTER:
victory_condition = "the master"
set_static_panel("Entry Room/Panel_this_this", victory_condition)
set_static_panel("Entry Room/Panel_hidden_hidden", "hewwo")
set_static_panel("Entry Room/Panel_hi_high", "goode", "good")
set_static_panel("Entry Room/Panel_low_low", "serendipity", "luck")
set_static_panel("Shuffle Room/Panel_secret_secret", "trans rights", "human rights")
# Randomize the paintings, if necessary.
if apclient._painting_shuffle:
var pd_script = ResourceLoader.load("user://maps/Archipelago/paintingdata.gd")
var pd = pd_script.new()
pd.set_name("AP_Paintings")
self.add_child(pd)
var all_paintings = pd.kALL_PAINTINGS
var classes = {}
for painting in apclient._paintings_mapping.values():
if not classes.has(painting):
var i = rng.randi_range(0, all_paintings.size() - 1)
var chosen = all_paintings[i]
classes[painting] = chosen
all_paintings.remove(i)
var randomized = []
for painting in classes.keys():
var painting_class = classes[painting]
instantiate_painting(painting, painting_class)
randomized.append(painting)
for source_painting in apclient._paintings_mapping.keys():
var target_painting = apclient._paintings_mapping[source_painting]
var painting_class = classes[target_painting]
var new_source = instantiate_painting(source_painting, painting_class)
new_source.target = pd.get_node(target_painting).get_node("Script")
randomized.append(source_painting)
var remaining_size = classes.size() / 2
if remaining_size >= all_paintings.size():
remaining_size = all_paintings.size()
var remaining = []
for i in range(0, remaining_size):
var j = rng.randi_range(0, all_paintings.size() - 1)
remaining.append(all_paintings[j])
all_paintings.remove(j)
for painting in apclient._paintings.keys():
if randomized.has(painting):
continue
var chosen_painting = remaining[rng.randi_range(0, remaining.size() - 1)]
instantiate_painting(painting, chosen_painting)
# Attach a script to every panel so that we can do things like conditionally
# disable them.
var panel_script = ResourceLoader.load("user://maps/Archipelago/panel.gd")
for panel in gamedata.panels:
var panel_node = panels_parent.get_node(panel["id"])
var script_instance = panel_script.new()
script_instance.name = "AP_Panel"
script_instance.data = panel
panel_node.add_child(script_instance)
apclient.connect("evaluate_solvability", script_instance, "evaluate_solvability")
# Hook up the goal panel.
if apclient._victory_condition == 1:
var the_master = self.get_node("Panels/Countdown Panels/Panel_master_master")
the_master.get_node("Viewport/GUI/Panel/TextEdit").connect(
"answer_correct", apclient, "completedGoal"
)
else:
var the_end = self.get_node("Decorations/EndPanel/Panel_end_end")
the_end.get_node("Viewport/GUI/Panel/TextEdit").connect(
"answer_correct", apclient, "completedGoal"
)
# Create the messages node.
var messages_script = ResourceLoader.load("user://maps/Archipelago/messages.gd")
var messages = messages_script.new()
messages.set_name("AP_Messages")
self.add_child(messages)
# Create the effects node.
var effects_script = ResourceLoader.load("user://maps/Archipelago/effects.gd")
var effects = effects_script.new()
effects.set_name("AP_Effects")
self.add_child(effects)
# Hook up the scene to be able to handle connection failures.
apclient.connect("could_not_connect", self, "archipelago_disconnected")
# Proceed with the rest of the load.
global._print("Hooked Load End")
._load()
# Process any items received while the map was loading, and send the checks
# from the save load.
apclient.mapFinishedLoading()
func sort_by_link(a, b):
return a["link"] < b["link"]
func set_static_panel(name, question, answer = ""):
if answer == "":
answer = question
var node = self.get_node("Panels").get_node(name)
node.text = question
node.answer = answer
func instantiate_painting(name, scene):
var apclient = global.get_node("Archipelago")
var scene_path = "res://nodes/paintings/%s.tscn" % scene
var painting_scene = load(scene_path)
var new_painting = painting_scene.instance()
new_painting.set_name(name)
var old_painting = self.get_node("Decorations/Paintings").get_node(name)
new_painting.translation = old_painting.translation
new_painting.rotation = old_painting.rotation
var mypainting_script = ResourceLoader.load("user://maps/Archipelago/mypainting.gd")
var mps_inst = mypainting_script.new()
mps_inst.set_name("Script")
var pconfig = apclient._paintings[name]
mps_inst.orientation = pconfig["orientation"]
if pconfig["move"]:
mps_inst.move = true
mps_inst.move_to_x = old_painting.move_to_x
mps_inst.move_to_z = old_painting.move_to_z
mps_inst.key = old_painting.key
self.get_node("AP_Paintings").add_child(new_painting)
new_painting.add_child(mps_inst)
old_painting.queue_free()
return mps_inst
func archipelago_disconnected(reason):
var messages_node = self.get_node("AP_Messages")
messages_node.show_message(reason)