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extends Spatial
func _ready():
# Undo the load screen removing our cursor
get_tree().get_root().set_disable_input(false)
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# Create the global AP client, if it doesn't already exist.
if not global.has_node("Archipelago"):
var apclient = ResourceLoader.load("user://maps/Archipelago/client.gd")
var apclient_instance = apclient.new()
apclient_instance.name = "Archipelago"
global.add_child(apclient_instance)
# Let's also inject any scripts we need to inject now.
installScriptExtension("user://maps/Archipelago/doorControl.gd")
installScriptExtension("user://maps/Archipelago/load.gd")
installScriptExtension("user://maps/Archipelago/painting_eye.gd")
global.get_node("Archipelago").connect("client_connected", self, "connectionSuccessful")
# Populate textboxes with AP settings.
self.get_node("Panel/server_box").text = global.get_node("Archipelago").ap_server
self.get_node("Panel/player_box").text = global.get_node("Archipelago").ap_user
self.get_node("Panel/password_box").text = global.get_node("Archipelago").ap_pass
# Adapted from https://gitlab.com/Delta-V-Modding/Mods/-/blob/main/game/ModLoader.gd
func installScriptExtension(childScriptPath: String):
var childScript = ResourceLoader.load(childScriptPath)
# Force Godot to compile the script now.
# We need to do this here to ensure that the inheritance chain is
# properly set up, and multiple mods can chain-extend the same
# class multiple times.
# This is also needed to make Godot instantiate the extended class
# when creating singletons.
# The actual instance is thrown away.
childScript.new()
var parentScript = childScript.get_base_script()
var parentScriptPath = parentScript.resource_path
global._print(
"ModLoader: Installing script extension: %s <- %s" % [parentScriptPath, childScriptPath]
)
childScript.take_over_path(parentScriptPath)
func connectionSuccessful():
# Switch to LL1
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
global.map = "level1"
var _discard = get_tree().change_scene("res://scenes/load_screen.tscn")
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