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
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
|
extends "res://scripts/load.gd"
const EXCLUDED_PAINTINGS = [
"ascension.tscn",
"ascension_ne.tscn",
"ascension_nw.tscn",
"ascension_se.tscn",
"ascension_sw.tscn",
"frame.tscn",
"scenery_0.tscn",
"scenery_1.tscn",
"scenery_2.tscn",
"scenery_3.tscn",
"scenery_4.tscn",
"scenery_5.tscn",
"pilgrim.tscn"
]
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
# 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 = load("user://maps/Archipelago/doorControl.gd")
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.append("../../../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
# Set up The Master to be variable.
var old_master_cdp = get_node("CountdownPanels/CountdownPanel_countdown_16")
var cdp_auto_scene = load("res://nodes/panel_countdown_auto.tscn")
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()
# 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"
)
# 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")
# 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.kNO_PANEL_SHUFFLE:
# 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
# Move ZERO out of the wall and change the wall to be white.
panels_parent.get_node("Backside Room/Panel_zero_zero").translation.z = 16.499
set_small_gridmap_tile(-76.25, 1.75, 16.75, "SmallMeshInstance5")
set_small_gridmap_tile(-76.75, 1.75, 16.75, "SmallMeshInstance5")
set_small_gridmap_tile(-76.25, 1.25, 16.75, "SmallMeshInstance5")
set_small_gridmap_tile(-76.75, 1.25, 16.75, "SmallMeshInstance5")
# Make The Wondrous's FIRE solely midred.
set_gridmap_tile(-76.5, 1.5, -73.5, "MeshInstance18")
# Reduce double/triple length puzzles in Knight/Night.
set_gridmap_tile(24.5, 1.5, 11.5, "MeshInstance18")
set_gridmap_tile(25.5, 1.5, 11.5, "MeshInstance18")
set_gridmap_tile(47.5, 1.5, 11.5, "MeshInstance18")
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")
# 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"
]
# 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]
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)
# If door shuffle is on, 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.
#
# We also need to add an extra door to The Fearless.
if apclient._door_shuffle:
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 = painting_node.target
painting_node.set_script(load("res://scripts/painting_eye.gd"))
painting_node.rotate = rotate
painting_node.target = target
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 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 = ResourceLoader.load("user://maps/Archipelago/notifier.gd")
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)
# 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 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 _load_user_textures():
# 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()
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 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)))
gridmap.set_cell_item(mapvec.x, mapvec.y, mapvec.z, mesh_library.find_item_by_name(tile))
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):
var messages_node = self.get_node("Messages")
messages_node.show_message(reason)
|