extends Node var activated = false var effect_running = false var slowness_remaining = 0 var iceland_remaining = 0 var atbash_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 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 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_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_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 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 #n93'>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 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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"
)
# 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")
# 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 archipelago_disconnected(reason):
var messages_node = self.get_node("Messages")
messages_node.show_message(reason)