extends "res://scripts/load.gd" const EXCLUDED_PAINTINGS = [ "ascension.tscn", "ascension_ne.tscn", "ascension_nw.tscn", "ascension_se.tscn", "ascension_sw.tscn", "dan_L1_gate.tscn", "frame.tscn", "scenery_0.tscn", "scenery_1.tscn", "scenery_2.tscn", "scenery_3.tscn", "scenery_4.tscn", "scenery_5.tscn", "pilgrim.tscn", "so_pearl_bk.tscn" ] func _load(): global._print("Hooked Load Start") var apclient = global.get_node("Archipelago") var panels_parent = self.get_node("Panels") var date = Time.get_date_dict_from_system() var april_fools = false if date["month"] == 4 && date["day"] == 1: april_fools = true # Add a wall-blocked raycast to the player. var wallcast = RayCast.new() wallcast.name = "wallcast" wallcast.cast_to = Vector3(0, 0, -15) wallcast.set_collision_mask_bit(1, true) wallcast.set_collision_mask_bit(3, true) wallcast.collide_with_areas = true $player/pivot/camera.add_child(wallcast) # 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 # Hide the countdown true panels. for child in $CountdownPanels.get_children(): if child.is_class("Spatial"): child.get_node(child.replace_with).translation.y -= 100.0 # Create "The Wanderer". set_gridmap_tile(-4.5, 6.5, 56.5, "MeshInstance4") set_gridmap_tile(-3.5, 6.5, 56.5, "MeshInstance18") set_gridmap_tile(-3.5, 6.5, 57.5, "MeshInstance5") var door_scene = load("res://nodes/door.tscn") var door_script = apclient.SCRIPT_doorControl var wanderer_entrance = door_scene.instance() wanderer_entrance.name = "Door_wanderer_entrance" wanderer_entrance.translation = Vector3(7.5, 5, 53) wanderer_entrance.rotation = Vector3(0, -PI / 2, 0) wanderer_entrance.scale = Vector3(1, 1.5, 1) wanderer_entrance.set_script(door_script) wanderer_entrance.panels = ["../../../Panels/Tower Room/Panel_wanderlust_1234567890"] get_node("Doors/Tower Room Area Doors").add_child(wanderer_entrance) var wanderer_achieve = get_node("Panels/Tower Room/Panel_1234567890_wanderlust") wanderer_achieve.get_parent().remove_child(wanderer_achieve) get_node("Panels/Countdown Panels").add_child(wanderer_achieve) var countdown_scene = load("res://nodes/panel_countdown.tscn") var wanderer_cdp = countdown_scene.instance() wanderer_cdp.name = "CountdownPanel_wanderer" wanderer_cdp.panels = [ "../../Panels/Tower Room/Panel_wanderlust_1234567890", "../../Panels/Orange Room/Panel_lust", "../../Panels/Orange Room/Panel_read", "../../Panels/Orange Room/Panel_sew", "../../Panels/Orange Room/Panel_dead", "../../Panels/Orange Room/Panel_learn", "../../Panels/Orange Room/Panel_dust", "../../Panels/Orange Room/Panel_star", "../../Panels/Orange Room/Panel_wander" ] wanderer_cdp.translation = wanderer_achieve.translation wanderer_cdp.rotation = wanderer_achieve.rotation get_node("CountdownPanels").add_child(wanderer_cdp) wanderer_achieve.translation = Vector3(-51, -33, 35) # way under the map # Turn THE COLORFUL into a cdp. var real_colorful = panels_parent.get_node("Countdown Panels/Panel_colorful_colorful") var cdp_auto_scene = load("res://nodes/panel_countdown_auto.tscn") var colorful_cdp = cdp_auto_scene.instance() colorful_cdp.name = "CountdownPanel_colorful" colorful_cdp.replace_with = "../../Panels/Countdown Panels/Panel_colorful_colorful" colorful_cdp.panels = "../../Panels/Doorways Room" colorful_cdp.translation = real_colorful.translation colorful_cdp.rotation = real_colorful.rotation get_node("CountdownPanels").add_child(colorful_cdp) real_colorful.translation = Vector3(-51, -35, 35) # way under the map get_node("Doors/Doorway Room Doors/Door_gray2").queue_free() # Set up The Master to be variable. var old_master_cdp = get_node("CountdownPanels/CountdownPanel_countdown_16") var new_master_cdp = cdp_auto_scene.instance() new_master_cdp.name = "AP_variable_master" new_master_cdp.replace_with = old_master_cdp.replace_with new_master_cdp.panels = "../../Panels/Countdown Panels" new_master_cdp.maxlength = apclient._mastery_achievements new_master_cdp.translation = old_master_cdp.translation new_master_cdp.rotation = old_master_cdp.rotation get_node("CountdownPanels").add_child(new_master_cdp) old_master_cdp.queue_free() # Configure AN OTHER WAY. var another_cdp = get_node("CountdownPanels/CountdownPanel_level2_0") if apclient._level_2_requirement > 1: var new_another_cdp = cdp_auto_scene.instance() new_another_cdp.name = "AP_variable_another" new_another_cdp.replace_with = another_cdp.replace_with new_another_cdp.panels = another_cdp.panels new_another_cdp.translation = another_cdp.translation new_another_cdp.rotation = another_cdp.rotation new_another_cdp.maxlength = (apclient._level_2_requirement - 1) new_another_cdp.nested = true get_node("CountdownPanels").add_child(new_another_cdp) another_cdp.replace_with = "" another_cdp.queue_free() else: var another_replacement = another_cdp.get_node(another_cdp.replace_with) another_replacement.translation = another_cdp.translation another_replacement.rotation = another_cdp.rotation another_cdp.queue_free() # 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 gamedata = apclient.get_node("Gamedata") var location_script = apclient.SCRIPT_location for location_id in gamedata.panel_ids_by_location_id.keys(): if not (gamedata.classification_by_location_id[location_id] & apclient._location_classification_bit): continue var location = location_script.new() location.ap_id = location_id location.name = "AP_location_%d" % location.ap_id self.add_child(location) var panels = gamedata.panel_ids_by_location_id[location_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" ) # HOT CRUSTS should be at eye-level, have a yellow block behind it, and # not vanish when solved. var hotcrusts = panels_parent.get_node("Shuffle Room/Panel_shortcuts") hotcrusts.translation.y = 1.5 hotcrusts.get_node("Viewport/GUI/Panel/TextEdit").disconnect( "answer_correct", hotcrusts, "handle_correct" ) set_gridmap_tile(-20.5, 1.5, -79.5, "MeshInstance9") # TRANS RIGHTS should be bottom white, like it used to be. var trans_rights = panels_parent.get_node("Shuffle Room/Panel_secret_secret") trans_rights.translation.y = 0.5 # Move LOW/LOW back to where it used to be. var panel_low = panels_parent.get_node("Entry Room/Panel_low_low") var sign_low = $Decorations/PanelSign/sign21 panel_low.translation = sign_low.translation panel_low.rotation = sign_low.rotation sign_low.queue_free() # Randomize the panels, if necessary. var rng = RandomNumberGenerator.new() rng.seed = apclient._slot_seed # Remove opaque wall in front of FOURTH. set_gridmap_tile(-71.5, 1.5, -64.5, "MeshInstance18") # Move The Lab's OPEN out of the wall. panels_parent.get_node("Chemistry Room/Panel_open").translation.x = -87.001 # Rotate ZERO toward the front, and remove the black door. panels_parent.get_node("Backside Room/Panel_zero_zero").rotation_degrees.y = 180 get_node("Doors/Count Up Room Area Doors/Door_zero_hider_3").queue_free() # Block the roof access to The Wondrous. for x in range(0, 3): for z in range(0, 3): set_gridmap_tile(-95.5 - x, -3.5, -44.5 - z, "MeshInstance4") # Block visibility of RAINY from the roof. set_gridmap_tile(-88.5, 4.5, -41.5, "MeshInstance8") set_gridmap_tile(-89.5, 4.5, -41.5, "MeshInstance4") # Remove black block from THE RED. clear_gridmap_tile(68.5, 6.5, 76.5) get_node("Decorations/PanelSign/sign19").queue_free() if apclient.confusify_world: # Remove welcome back / color hallway / sunwarp indicators. get_node("Decorations/Signs/Welcome Back Signs").queue_free() # Remove tower floor indicators. get_node("Decorations/Signs/Tower Signs").queue_free() # Turn tower doors black. var material_asset = load("res://materials/matteBlackBlock.material") for door in get_node("Doors/Tower Room Area Doors").get_children(): door.get_node("Hinge/MeshInstance").set_surface_material(0, material_asset) # Make hidden doors white and flush with surrounding walls. var hidden_parent = get_node("Decorations/HiddenDoors") hidden_parent.get_node("hidden_door_1").translation.z = -47 hidden_parent.get_node("hidden_door_2").translation.x = -8 hidden_parent.get_node("hidden_door_3").translation.x = 17 hidden_parent.get_node("hidden_door_4").translation.z = -69 hidden_parent.get_node("hidden_door_4")._setReference("whiteBlock") hidden_parent.get_node("hidden_door_5").translation.x = -82 hidden_parent.get_node("hidden_door_5")._setReference("whiteBlock") hidden_parent.get_node("hidden_door_6").translation.z = -2 hidden_parent.get_node("hidden_door_7").translation.z = 32 hidden_parent.get_node("hidden_door_8").translation.x = 28 hidden_parent.get_node("hidden_door_8")._setReference("whiteBlock") hidden_parent.get_node("hidden_door_9").translation.x = -32 hidden_parent.get_node("hidden_door_9")._setReference("whiteBlock") hidden_parent.get_node("hidden_door_10").translation.z = 5 hidden_parent.get_node("hidden_door_12").translation.z = -30 hidden_parent.get_node("hidden_door_13").translation.z = -39 hidden_parent.get_node("hidden_door_14").translation.z = -39 hidden_parent.get_node("hidden_door_16")._setReference("whiteBlock") hidden_parent.get_node("hidden_door_17").translation.x = -86 hidden_parent.get_node("hidden_door_27").translation.z = -6 hidden_parent.get_node("hidden_door_27")._setReference("whiteBlock") hidden_parent.get_node("hidden_door_31").translation.z = 17 hidden_parent.get_node("hidden_door_32").translation.z = -93 hidden_parent.get_node("hidden_door_38").translation.z = -40 hidden_parent.get_node("hidden_door_46").translation.z = -72 hidden_parent.get_node("hidden_door_47").translation.z = -55 hidden_parent.get_node("hidden_door_57").translation.z = -20 hidden_parent.get_node("hidden_door_57")._setReference("whiteBlock") hidden_parent.get_node("hidden_door_58").translation.x = 48 hidden_parent.get_node("hidden_door_58")._setReference("whiteBlock") if apclient._panel_shuffle != apclient.kNO_PANEL_SHUFFLE: # Make The Wondrous's FIRE solely midred. clear_gridmap_tile(-76.5, 1.5, -73.5) # Reduce double/triple length puzzles in Knight/Night. clear_gridmap_tile(24.5, 1.5, 11.5) clear_gridmap_tile(25.5, 1.5, 11.5) clear_gridmap_tile(47.5, 1.5, 11.5) 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 if panel["id"].begins_with("EndPanel"): panel_node = self.get_node("Decorations").get_node(panel["id"]) else: 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"] if panel.has("link") else "", "copy_to_sign": panel["copy_to_sign"] if panel.has("copy_to_sign") else "" } ) 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" elif apclient._victory_condition == apclient.kLEVEL_2: victory_condition = "level 2" 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") # Finish up with The Wanderer. wanderer_achieve.text = "12345656" wanderer_achieve.answer = "the wanderer" wanderer_achieve.achieved_text = "the wanderer" wanderer_cdp.replace_with = "../../Panels/Countdown Panels/Panel_1234567890_wanderlust" get_node("Doors/Tower Room Area Doors/Door_wanderlust_start").panels = [ "../../../Panels/Countdown Panels/Panel_1234567890_wanderlust" ] if apclient._early_color_hallways: var painting_scene = load("res://nodes/paintings/dan_L1_gate.tscn") var mypainting_script = apclient.SCRIPT_mypainting var exit_painting = painting_scene.instance() exit_painting.set_name("color_exit_painting") exit_painting.translation.x = -98.75 exit_painting.translation.y = 1 exit_painting.translation.z = 3.5 exit_painting.rotation_degrees.y = -90 var exit_mps = mypainting_script.new() exit_mps.set_name("Script") exit_mps.orientation = "west" exit_painting.add_child(exit_mps) $Decorations/Paintings.add_child(exit_painting) var enter_painting = painting_scene.instance() enter_painting.set_name("color_enter_painting") enter_painting.translation.x = 4.5 enter_painting.translation.y = 1 enter_painting.translation.z = 6.75 var enter_mps = mypainting_script.new() enter_mps.set_name("Script") enter_mps.orientation = "south" enter_mps.target = exit_mps enter_painting.add_child(enter_mps) $Decorations/Paintings.add_child(enter_painting) # Randomize the paintings, if necessary. if apclient._painting_shuffle: var paintings_dir = Directory.new() var all_paintings = [] if paintings_dir.open("res://nodes/paintings") == OK: paintings_dir.list_dir_begin() var file_name = paintings_dir.get_next() while file_name != "": if file_name.ends_with(".tscn") and not EXCLUDED_PAINTINGS.has(file_name): all_paintings.append(file_name.trim_suffix(".tscn")) file_name = paintings_dir.get_next() paintings_dir.list_dir_end() var pd = Node.new() pd.set_name("AP_Paintings") self.add_child(pd) 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] if april_fools: chosen = "bg_notnerb" 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) if april_fools: remaining = ["bg_notnerb"] for painting in gamedata.paintings.keys(): if randomized.has(painting): continue var chosen_painting = remaining[rng.randi_range(0, remaining.size() - 1)] instantiate_painting(painting, chosen_painting) # Replace the roof of The Artistic. var artistic_paintings = [ ["smile_painting_9", -49.5, 44.5], ["cherry_painting3", -38.5, 44.5], ["boxes_painting2", -38.5, 55.5], ["panda_painting_3", -49.5, 55.5] ] for painting in artistic_paintings: var painting_node = get_node("AP_Paintings").get_node(painting[0]).get_node("GridMap") var small_mesh_library = painting_node.mesh_library for x in range(0,10): for y in range(0,10): var cellitem = painting_node.get_cell_item(-5 + x, 1+y, 0) var meshitem = small_mesh_library.get_item_name(cellitem) if meshitem.begins_with("Tiny"): meshitem = meshitem.substr(4) set_gridmap_tile(painting[1]+9-y, 8.5, painting[2]+x, meshitem) # We need to make some changes to the Art Gallery. The player should always # have access to the backroom, but they shouldn't have access to ORDER until # getting the fifth floor, so will move the backroom door. Also, the # paintings in the backroom should only show up as the player gets the # progressive art gallery items. var backroom_door = get_node("Doors/Tower Room Area Doors/Door_painting_backroom") backroom_door.translation.x = 97 backroom_door.translation.y = 0 backroom_door.translation.z = 39 backroom_door.scale.x = 2 backroom_door.scale.y = 2.5 backroom_door.scale.z = 1 for i in range(2, 6): var painting_path = "Decorations/Paintings/scenery_painting_%db" % i var painting_node = get_node(painting_path) var rotate = painting_node.rotate var target_path = painting_node.target_path painting_node.set_script(load("res://scripts/painting_eye.gd")) painting_node.rotate = rotate painting_node.target_path = target_path painting_node.move_to_x = painting_node.translation.x painting_node.move_to_z = painting_node.translation.z painting_node.translation.x = 88 painting_node.translation.z = 39 var ref_painting_path = "Decorations/Paintings/scenery_painting_%dc" % i var ref_painting_node = get_node(ref_painting_path) painting_node.key_path = ref_painting_node.key_path painting_node._ready() # shows an error about looked_at being double connected # If door shuffle is on, we need to add an extra door to The Fearless. if apclient._door_shuffle: var fearless_door = get_node("Doors/Naps Room Doors/Door_hider_5").duplicate() fearless_door.name = "Door_hider_new1" fearless_door.translation.y = 5 get_node("Doors/Naps Room Doors").add_child(fearless_door) # Set up notifiers for each achievement panel, for the tracker. var notifier_script = apclient.SCRIPT_notifier for panel in gamedata.panels: if "achievement" in panel: var panel_node = panels_parent.get_node(panel["id"]) var script_instance = notifier_script.new() script_instance.name = "Achievement_Notifier" script_instance.key = "Achievement|%s" % panel["achievement"] panel_node.add_child(script_instance) if "hunt" in panel and panel["hunt"] and not (gamedata.classification_by_location_id[panel["loc"]] & apclient._location_classification_bit): var panel_node = panels_parent.get_node(panel["id"]) var script_instance = notifier_script.new() script_instance.name = "Hunt_Notifier" script_instance.key = "Hunt|%d" % panel["loc"] panel_node.add_child(script_instance) # Make stack/double puzzles into proxies, unless panelsanity is on. if apclient._location_classification_bit != apclient.kCLASSIFICATION_LOCAL_INSANITY: var proxyscript = load("res://scripts/panelProxy.gd") var extradata_proxies = apclient.get_node("Extradata").proxies for truepanel in extradata_proxies: var proxies = extradata_proxies[truepanel] for proxypanel in proxies: var proxynode = panels_parent.get_node(proxypanel) var oldparent = proxynode.get_parent() oldparent.remove_child(proxynode) var oldtext = proxynode.text var oldanswer = proxynode.answer proxynode.set_script(proxyscript) proxynode.text = oldtext proxynode.answer = oldanswer proxynode.proxied_panels = ["../../%s" % truepanel] proxynode.exact_proxy = true proxynode.request_ready() oldparent.add_child(proxynode) # Attach a script to every panel so that we can do things like conditionally # disable them. var panel_script = apclient.SCRIPT_panel for panel in gamedata.panels: var panel_node if panel["id"].begins_with("EndPanel"): panel_node = self.get_node("Decorations").get_node(panel["id"]) else: panel_node = panels_parent.get_node(panel["id"]) var script_instance = panel_script.new() script_instance.name = "AP_Panel" script_instance.data = panel if apclient._panel_door_shuffle and gamedata.mentioned_panels.has(panel["id"]): script_instance.locked = true panel_node.add_child(script_instance) apclient.connect("evaluate_solvability", script_instance, "evaluate_solvability") # Hook up the goal panel. if apclient._victory_condition == apclient.kTHE_MASTER: 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" ) elif apclient._victory_condition == apclient.kLEVEL_2: var level_2 = self.get_node("Decorations/EndPanel/Panel_level_2") level_2.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 effects node. var effects_script = apclient.SCRIPT_effects var effects = effects_script.new() effects.set_name("AP_Effects") self.add_child(effects) # Create the multiplayer node, if needed. if apclient.enable_multiplayer: var multiplayer_node = apclient.SCRIPT_multiplayer.new() multiplayer_node.ghost_mode = true add_child(multiplayer_node) # Hook up Geronimo handler. $player.connect("player_jumped", apclient, "geronimo") if april_fools: # Change the appearance of every painting. var notnerb_painting = load("res://nodes/paintings/bg_notnerb.tscn").instance() for child in $Decorations/Paintings.get_children(): if child.get_node_or_null("GridMap") != null: child.get_node("GridMap").queue_free() child.add_child(notnerb_painting.get_node("GridMap").duplicate(true)) # 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() # Activate any cached traps. if apclient._cached_slowness > 0: effects.trigger_slowness_trap(apclient._cached_slowness) if apclient._cached_iceland > 0: effects.trigger_iceland_trap(apclient._cached_iceland) if apclient._cached_atbash > 0: for _i in range(0, apclient._cached_atbash): effects.trigger_atbash_trap() # Process any items received while the map was loading, and send the checks # from the save load. apclient.mapFinishedLoading() func _load_user_textures(var custom = true): # We are using this function as a hook to process queued Iceland Traps # because it happens after the environment gets set. var effects_node = get_tree().get_root().get_node("Spatial/AP_Effects") effects_node.activate() ._load_user_textures(custom) 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_or_null(name) if old_painting != null: new_painting.translation = old_painting.translation new_painting.rotation = old_painting.rotation var mypainting_script = apclient.SCRIPT_mypainting var mps_inst = mypainting_script.new() mps_inst.set_name("Script") var gamedata = apclient.get_node("Gamedata") if gamedata.paintings.has(name): var pconfig = gamedata.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) if old_painting != null: old_painting.queue_free() return mps_inst func set_gridmap_tile(x, y, z, tile): var gridmap = self.get_node("GridMap") var mesh_library = gridmap.mesh_library var mapvec = gridmap.world_to_map(gridmap.to_local(Vector3(x, y, z))) var cellitem = mesh_library.find_item_by_name(tile) if cellitem != GridMap.INVALID_CELL_ITEM: gridmap.set_cell_item(mapvec.x, mapvec.y, mapvec.z, cellitem) func clear_gridmap_tile(x, y, z): var gridmap = self.get_node("GridMap") var mesh_library = gridmap.mesh_library var mapvec = gridmap.world_to_map(gridmap.to_local(Vector3(x, y, z))) gridmap.set_cell_item(mapvec.x, mapvec.y, mapvec.z, GridMap.INVALID_CELL_ITEM) func set_small_gridmap_tile(x, y, z, tile): var gridmap = self.get_node("GridMapSmall") var mesh_library = gridmap.mesh_library var mapvec = gridmap.world_to_map(gridmap.to_local(Vector3(x, y, z))) gridmap.set_cell_item(mapvec.x, mapvec.y, mapvec.z, mesh_library.find_item_by_name(tile)) func archipelago_disconnected(reason): messages.showMessage(reason)