about summary refs log tree commit diff stats
path: root/Archipelago/effects.gd
blob: 341a78327843d4cfb55a9ae384de9b50bb5aaed4 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
extends Node

var activated = false
var effect_running = false
var slowness_remaining = 0
var iceland_remaining = 0
var atbash_remaining = 0
var speed_boosts_remaining = 0
var queued_iceland = 0
var skip_available = false
var puzzle_focused = false
var solve_mode = false
var not_behind_wall = false
var puzzle_to_skip = ""
var text_dirty = true

var orig_env
var orig_walk
var orig_run
var wallcast


func _ready():
	orig_env = get_tree().get_root().get_node("Spatial/player/pivot/camera").environment
	orig_walk = get_tree().get_root().get_node("Spatial/player").walk_speed
	orig_run = get_tree().get_root().get_node("Spatial/player").run_speed

	wallcast = get_tree().get_root().get_node("Spatial/player/pivot/camera/wallcast")

	var label = Label.new()
	label.set_name("label")
	label.margin_right = 1920.0 - 20.0
	label.margin_top = 20.0
	label.align = Label.ALIGN_RIGHT
	label.valign = Label.VALIGN_TOP

	var dynamic_font = DynamicFont.new()
	dynamic_font.font_data = load("res://fonts/Lingo.ttf")
	dynamic_font.size = 36
	dynamic_font.outline_color = Color(0, 0, 0, 1)
	dynamic_font.outline_size = 2
	label.add_font_override("font", dynamic_font)

	add_child(label)

	var slowness_timer = Timer.new()
	slowness_timer.name = "SlownessTimer"
	slowness_timer.wait_time = 1.0
	add_child(slowness_timer)
	slowness_timer.connect("timeout", self, "_tick_slowness")

	var speed_boost_timer = Timer.new()
	speed_boost_timer.name = "SpeedBoostTimer"
	speed_boost_timer.wait_time = 1.0
	add_child(speed_boost_timer)
	speed_boost_timer.connect("timeout", self, "_tick_speed_boost")

	var iceland_timer = Timer.new()
	iceland_timer.name = "IcelandTimer"
	iceland_timer.wait_time = 1.0
	add_child(iceland_timer)
	iceland_timer.connect("timeout", self, "_tick_iceland")


func activate():
	activated = true

	if queued_iceland > 0:
		trigger_iceland_trap(queued_iceland)

	queued_iceland = 0

	var apclient = global.get_node("Archipelago")
	if apclient._speed_boost_mode:
		var player = get_tree().get_root().get_node("Spatial/player")
		player.walk_speed = orig_walk / 2.0
		player.run_speed = orig_run / 2.0


func trigger_slowness_trap(length = 30):
	if slowness_remaining == 0:
		var player = get_tree().get_root().get_node("Spatial/player")
		player.walk_speed = orig_walk / 2.0
		player.run_speed = orig_run / 2.0

		$SlownessTimer.start()

	slowness_remaining += length
	text_dirty = true

	var apclient = global.get_node("Archipelago")
	apclient.saveLocaldata()


func trigger_speed_boost(length = 20):
	if speed_boosts_remaining == 0:
		var player = get_tree().get_root().get_node("Spatial/player")
		player.walk_speed = orig_walk
		player.run_speed = orig_run

		$SpeedBoostTimer.start()

	speed_boosts_remaining += length
	text_dirty = true

	var apclient = global.get_node("Archipelago")
	apclient.saveLocaldata()


func trigger_iceland_trap(length = 60):
	if not activated:
		queued_iceland += length
		return

	if iceland_remaining == 0:
		get_tree().get_root().get_node("Spatial/player/pivot/camera").set_environment(
			load("res://environments/level_iceland.tres")
		)

		$IcelandTimer.start()

	iceland_remaining += length
	text_dirty = true

	var apclient = global.get_node("Archipelago")
	apclient.saveLocaldata()


func trigger_atbash_trap():
	var newly_atbash = atbash_remaining == 0
	atbash_remaining += 1

	if newly_atbash:
		var apclient = global.get_node("Archipelago")
		apclient.evaluateSolvability()

	text_dirty = true

	var apclient = global.get_node("Archipelago")
	apclient.saveLocaldata()


func deactivate_atbash_trap():
	if atbash_remaining > 0:
		atbash_remaining -= 1

		if atbash_remaining == 0:
			var apclient = global.get_node("Archipelago")
			apclient.evaluateSolvability()

		text_dirty = true

	var apclient = global.get_node("Archipelago")
	apclient.saveLocaldata()


func show_puzzle_skip_message(node_path):
	if puzzle_focused and node_path != puzzle_to_skip:
		hide_puzzle_skip_message()

	var panel_input = get_tree().get_root().get_node(node_path)
	if not panel_input.visible:
		return

	var ap_panel = panel_input.get_parent().get_parent().get_parent().get_parent().get_node_or_null(
		"AP_Panel"
	)
	if ap_panel == null or not ap_panel.solvable:
		return

	puzzle_focused = true
	wallcast.enabled = true
	not_behind_wall = false
	text_dirty = true
	puzzle_to_skip = node_path
	_evaluate_puzzle_skip()


func hide_puzzle_skip_message():
	puzzle_focused = false
	wallcast.enabled = false
	not_behind_wall = false
	text_dirty = true
	_evaluate_puzzle_skip()


func enter_solve_mode():
	solve_mode = true
	_evaluate_puzzle_skip()


func exit_solve_mode():
	solve_mode = false
	_evaluate_puzzle_skip()


func skip_puzzle():
	if not solve_mode and puzzle_focused:
		var apclient = global.get_node("Archipelago")
		if apclient.getAvailablePuzzleSkips() > 0:
			apclient.usePuzzleSkip()
			get_tree().get_root().get_node(puzzle_to_skip).complete()


func _evaluate_puzzle_skip():
	if puzzle_focused and not solve_mode:
		skip_available = true
	else:
		skip_available = false
	text_dirty = true


func _tick_slowness():
	slowness_remaining -= 1
	text_dirty = true

	if slowness_remaining == 0:
		var player = get_tree().get_root().get_node("Spatial/player")
		player.walk_speed = orig_walk
		player.run_speed = orig_run

		$SlownessTimer.stop()

	if slowness_remaining % 5 == 0:
		var apclient = global.get_node("Archipelago")
		apclient.saveLocaldata()


func _tick_speed_boost():
	speed_boosts_remaining -= 1
	text_dirty = true

	if speed_boosts_remaining == 0:
		var player = get_tree().get_root().get_node("Spatial/player")
		player.walk_speed = orig_walk / 2.0
		player.run_speed = orig_run / 2.0

		$SpeedBoostTimer.stop()

	if speed_boosts_remaining % 5 == 0:
		var apclient = global.get_node("Archipelago")
		apclient.saveLocaldata()


func _tick_iceland():
	iceland_remaining -= 1
	text_dirty = true

	if iceland_remaining == 0:
		get_tree().get_root().get_node("Spatial/player/pivot/camera").set_environment(orig_env)

		$IcelandTimer.stop()

	if iceland_remaining % 5 == 0:
		var apclient = global.get_node("Archipelago")
		apclient.saveLocaldata()


func _process(_delta):
	if puzzle_focused:
		var should_nbw = false
		if wallcast.is_colliding():
			var player = get_tree().get_root().get_node("Spatial/player")
			var puzzlecast = player.get_node("pivot/camera/RayCast_sight")
			var distance = puzzlecast.get_collision_point().distance_to(
				wallcast.get_collision_point()
			)
			should_nbw = (distance < 0.05)

		if should_nbw != not_behind_wall:
			not_behind_wall = should_nbw
			text_dirty = true

	if text_dirty:
		text_dirty = false

		var text = ""
		if atbash_remaining == 1:
			text += "Atbash Trap lasts until you solve a puzzle"
		if atbash_remaining > 1:
			text += ("Atbash Trap lasts until you solve %d puzzles" % atbash_remaining)
		if slowness_remaining > 0:
			if not text.empty():
				text += "\n"
			text += "Slowness: %d seconds" % slowness_remaining
		if speed_boosts_remaining > 0:
			if not text.empty():
				text += "\n"
			text += "Speed Boost: %d seconds" % speed_boosts_remaining
		if iceland_remaining > 0:
			if not text.empty():
				text += "\n"
			text += "Iceland: %d seconds" % iceland_remaining
		if skip_available and not_behind_wall:
			var apclient = global.get_node("Archipelago")
			if apclient.getAvailablePuzzleSkips() > 0:
				if not text.empty():
					text += "\n"
				text += "Press P to skip puzzle (%d available)" % apclient.getAvailablePuzzleSkips()
		self.get_node("label").text = text