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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 Randomizer node, if it doesn't already exist.
if not global.has_node("Randomizer"):
var randomizer_script = ResourceLoader.load("user://maps/randomizer/randomizer.gd")
var randomizer_instance = randomizer_script.new()
randomizer_instance.name = "Randomizer"
global.add_child(randomizer_instance)
randomizer_instance.SCRIPT_generator = load("user://maps/randomizer/generator.gd")
var generated_puzzles = ResourceLoader.load("user://maps/randomizer/generated_puzzles.gd")
var generated_puzzles_instance = generated_puzzles.new()
generated_puzzles_instance.name = "GeneratedPuzzles"
randomizer_instance.add_child(generated_puzzles_instance)
# Let's also inject any scripts we need to inject now.
installScriptExtension(ResourceLoader.load("user://maps/randomizer/load.gd"))
installScriptExtension(ResourceLoader.load("user://maps/randomizer/panelEnd.gd"))
installScriptExtension(ResourceLoader.load("user://maps/randomizer/panelInput.gd"))
installScriptExtension(ResourceLoader.load("user://maps/randomizer/panelLevelSwitch.gd"))
installScriptExtension(ResourceLoader.load("user://maps/randomizer/worldTransporter.gd"))
var randomizer = global.get_node("Randomizer")
randomizer.connect("finished_randomizing", self, "randomizationSuccessful")
randomizer.connect("randomizer_status", self, "randomizationStatus")
# Show client version.
self.get_node("Panel/title").text = "RANDOMIZER (%s)" % randomizer.my_version
# Increase font size in text boxes.
var field_font = DynamicFont.new()
field_font.font_data = load("res://fonts/CutiveMono_Regular.ttf")
field_font.size = 36
self.get_node("Panel/seed_box").add_font_override("font", field_font)
# Adapted from https://gitlab.com/Delta-V-Modding/Mods/-/blob/main/game/ModLoader.gd
func installScriptExtension(childScript: Resource):
# 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 over %s" % parentScriptPath)
childScript.take_over_path(parentScriptPath)
func randomizationStatus(message):
var popup = self.get_node("Panel/AcceptDialog")
popup.window_title = "Randomizing..."
popup.dialog_text = message
popup.popup_exclusive = true
popup.get_ok().visible = false
popup.popup_centered()
func randomizationSuccessful():
var randomizer = global.get_node("Randomizer")
# Switch to LL1
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
global.map = "level1"
global.save_file = randomizer.getSaveFileName()
var _discard = get_tree().change_scene("res://scenes/load_screen.tscn")
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