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extends "res://scripts/load.gd"
func _load():
global._print("Hooked Load Start")
var randomizer = global.get_node("Randomizer")
var panels_parent = $Panels
# Hide the countdown true panels.
for child in $CountdownPanels.get_children():
if child.is_class("Spatial"):
child.get_node(child.replace_with).translation.y -= 100.0
# Apply the randomized panels.
randomizer.generator.apply(self)
# Write static panels.
set_static_panel("Entry Room/Panel_hi_hi", "hi")
if randomizer.generator.is_set_seed:
set_static_panel("Entry Room/Panel_write_write", "set seed")
else:
set_static_panel("Entry Room/Panel_write_write", "random seed")
set_static_panel("Entry Room/Panel_same_same", str(randomizer.generator.gen_seed))
set_static_panel("Entry Room/Panel_type_type", "version")
set_static_panel("Entry Room/Panel_this_this", randomizer.my_version)
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")
set_static_panel("Color Arrow Room/Panel_me", "me", "hatkirby")
# 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")
# TRANS RIGHTS should be bottom white, like it used to be.
var trans_rights = panels_parent.get_node("Shuffle Room/Panel_secret_secret")
trans_rights.translation.y = 0.5
# Move LOW/LOW back to where it used to be.
var panel_low = panels_parent.get_node("Entry Room/Panel_low_low")
var sign_low = $Decorations/PanelSign/sign21
panel_low.translation = sign_low.translation
panel_low.rotation = sign_low.rotation
sign_low.queue_free()
# Require LOW/LOW for opening the second door.
get_node("Doors/Entry Room Area Doors/Door_hi_high").panels.append("../../../Panels/Entry Room/Panel_low_low")
get_node("Doors/Entry Room Area Doors/Door_hi_high")._ready()
# Proceed with the rest of the load.
global._print("Hooked Load End")
._load()
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 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))
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