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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_name in apclient._location_name_to_id:
var location = location_script.new()
location.ap_name = location_name
location.ap_id = apclient._location_name_to_id[location_name]
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 = 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:
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"]
}
)
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"]
# 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)
# 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"]
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