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 # 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 pd_script = ResourceLoader.load("user://maps/Archipelago/paintingdata.gd") var pd = pd_script.new() pd.set_name("AP_Paintings") self.add_child(pd) var all_paintings = pd.kALL_PAINTINGS 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)