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author | Star Rauchenberger <fefferburbia@gmail.com> | 2025-09-25 12:09:50 -0400 |
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committer | Star Rauchenberger <fefferburbia@gmail.com> | 2025-09-25 12:09:50 -0400 |
commit | 3f53502a5907ed1982d28a392c54331f0c1c2c42 (patch) | |
tree | 1dd087464d0fba1c35feaab0cee357fca6f2763c /apworld/client/player.gd | |
parent | fb220e1c75e72a536c19aa1283f905850a91cf44 (diff) | |
download | lingo2-archipelago-3f53502a5907ed1982d28a392c54331f0c1c2c42.tar.gz lingo2-archipelago-3f53502a5907ed1982d28a392c54331f0c1c2c42.tar.bz2 lingo2-archipelago-3f53502a5907ed1982d28a392c54331f0c1c2c42.zip |
Move the client into the apworld
Only works on source right now, not as an apworld.
Diffstat (limited to 'apworld/client/player.gd')
-rw-r--r-- | apworld/client/player.gd | 369 |
1 files changed, 369 insertions, 0 deletions
diff --git a/apworld/client/player.gd b/apworld/client/player.gd new file mode 100644 index 0000000..e58f1bc --- /dev/null +++ b/apworld/client/player.gd | |||
@@ -0,0 +1,369 @@ | |||
1 | extends "res://scripts/nodes/player.gd" | ||
2 | |||
3 | const kEndingNameByVictoryValue = { | ||
4 | 0: "GRAY", | ||
5 | 1: "PURPLE", | ||
6 | 2: "MINT", | ||
7 | 3: "BLACK", | ||
8 | 4: "BLUE", | ||
9 | 5: "CYAN", | ||
10 | 6: "RED", | ||
11 | 7: "PLUM", | ||
12 | 8: "ORANGE", | ||
13 | 9: "GOLD", | ||
14 | 10: "YELLOW", | ||
15 | 11: "GREEN", | ||
16 | 12: "WHITE", | ||
17 | } | ||
18 | |||
19 | signal evaluate_solvability | ||
20 | |||
21 | var compass | ||
22 | |||
23 | |||
24 | func _ready(): | ||
25 | var khl_script = load("res://scripts/nodes/keyHolderListener.gd") | ||
26 | |||
27 | var pause_menu = get_node("pause_menu") | ||
28 | pause_menu.layer = 3 | ||
29 | |||
30 | var ap = global.get_node("Archipelago") | ||
31 | var gamedata = global.get_node("Gamedata") | ||
32 | |||
33 | compass = global.get_node("Compass") | ||
34 | compass.visible = ap.show_compass | ||
35 | |||
36 | ap.start_batching_locations() | ||
37 | |||
38 | # Set up door locations. | ||
39 | var map_id = gamedata.map_id_by_name.get(global.map) | ||
40 | for door in gamedata.objects.get_doors(): | ||
41 | if door.get_map_id() != map_id: | ||
42 | continue | ||
43 | |||
44 | if not door.has_ap_id(): | ||
45 | continue | ||
46 | |||
47 | if ( | ||
48 | door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY | ||
49 | or door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING | ||
50 | ): | ||
51 | continue | ||
52 | |||
53 | var locationListener = ap.SCRIPT_locationListener.new() | ||
54 | locationListener.location_id = door.get_ap_id() | ||
55 | locationListener.name = "locationListener_%d" % door.get_ap_id() | ||
56 | |||
57 | for panel_ref in door.get_panels(): | ||
58 | var panel_data = gamedata.objects.get_panels()[panel_ref.get_panel()] | ||
59 | var panel_path = panel_data.get_path() | ||
60 | |||
61 | if panel_ref.has_answer(): | ||
62 | for proxy in panel_data.get_proxies(): | ||
63 | if proxy.get_answer() == panel_ref.get_answer(): | ||
64 | panel_path = proxy.get_path() | ||
65 | break | ||
66 | |||
67 | locationListener.senders.append(NodePath("/root/scene/" + panel_path)) | ||
68 | |||
69 | for keyholder_ref in door.get_keyholders(): | ||
70 | var keyholder_data = gamedata.objects.get_keyholders()[keyholder_ref.get_keyholder()] | ||
71 | |||
72 | var khl = khl_script.new() | ||
73 | khl.name = ( | ||
74 | "location_%d_keyholder_%d" % [door.get_ap_id(), keyholder_ref.get_keyholder()] | ||
75 | ) | ||
76 | khl.answer = keyholder_ref.get_key() | ||
77 | khl.senders.append(NodePath("/root/scene/" + keyholder_data.get_path())) | ||
78 | get_parent().add_child.call_deferred(khl) | ||
79 | |||
80 | locationListener.senders.append(NodePath("../" + khl.name)) | ||
81 | |||
82 | for sender in door.get_senders(): | ||
83 | locationListener.senders.append(NodePath("/root/scene/" + sender)) | ||
84 | |||
85 | if door.has_complete_at(): | ||
86 | locationListener.complete_at = door.get_complete_at() | ||
87 | |||
88 | get_parent().add_child.call_deferred(locationListener) | ||
89 | |||
90 | # Set up letter locations. | ||
91 | for letter in gamedata.objects.get_letters(): | ||
92 | var room = gamedata.objects.get_rooms()[letter.get_room_id()] | ||
93 | if room.get_map_id() != map_id: | ||
94 | continue | ||
95 | |||
96 | var locationListener = ap.SCRIPT_locationListener.new() | ||
97 | locationListener.location_id = letter.get_ap_id() | ||
98 | locationListener.name = "locationListener_%d" % letter.get_ap_id() | ||
99 | locationListener.senders.append(NodePath("/root/scene/" + letter.get_path())) | ||
100 | |||
101 | get_parent().add_child.call_deferred(locationListener) | ||
102 | |||
103 | if ( | ||
104 | ap.get_letter_behavior(letter.get_key(), letter.has_level2() and letter.get_level2()) | ||
105 | != ap.kLETTER_BEHAVIOR_VANILLA | ||
106 | ): | ||
107 | var scout = ap.scout_location(letter.get_ap_id()) | ||
108 | if ( | ||
109 | scout != null | ||
110 | and not (scout["player"] == ap.client._slot and scout["flags"] & 4 != 0) | ||
111 | ): | ||
112 | var item_name = "Unknown" | ||
113 | var item_player_game = ap.client._game_by_player[float(scout["player"])] | ||
114 | if ap.client._item_id_to_name[item_player_game].has(scout["item"]): | ||
115 | item_name = ap.client._item_id_to_name[item_player_game][scout["item"]] | ||
116 | |||
117 | var collectable = get_tree().get_root().get_node("scene").get_node_or_null( | ||
118 | letter.get_path() | ||
119 | ) | ||
120 | if collectable != null: | ||
121 | collectable.setScoutedText.call_deferred(item_name) | ||
122 | |||
123 | # Set up mastery locations. | ||
124 | for mastery in gamedata.objects.get_masteries(): | ||
125 | var room = gamedata.objects.get_rooms()[mastery.get_room_id()] | ||
126 | if room.get_map_id() != map_id: | ||
127 | continue | ||
128 | |||
129 | var locationListener = ap.SCRIPT_locationListener.new() | ||
130 | locationListener.location_id = mastery.get_ap_id() | ||
131 | locationListener.name = "locationListener_%d" % mastery.get_ap_id() | ||
132 | locationListener.senders.append(NodePath("/root/scene/" + mastery.get_path())) | ||
133 | |||
134 | get_parent().add_child.call_deferred(locationListener) | ||
135 | |||
136 | # Set up ending locations. | ||
137 | for ending in gamedata.objects.get_endings(): | ||
138 | var room = gamedata.objects.get_rooms()[ending.get_room_id()] | ||
139 | if room.get_map_id() != map_id: | ||
140 | continue | ||
141 | |||
142 | var locationListener = ap.SCRIPT_locationListener.new() | ||
143 | locationListener.location_id = ending.get_ap_id() | ||
144 | locationListener.name = "locationListener_%d" % ending.get_ap_id() | ||
145 | locationListener.senders.append(NodePath("/root/scene/" + ending.get_path())) | ||
146 | |||
147 | get_parent().add_child.call_deferred(locationListener) | ||
148 | |||
149 | if kEndingNameByVictoryValue.get(ap.victory_condition, null) == ending.get_name(): | ||
150 | var victoryListener = ap.SCRIPT_victoryListener.new() | ||
151 | victoryListener.name = "victoryListener" | ||
152 | victoryListener.senders.append(NodePath("/root/scene/" + ending.get_path())) | ||
153 | |||
154 | get_parent().add_child.call_deferred(victoryListener) | ||
155 | |||
156 | # Set up keyholder locations, in keyholder sanity. | ||
157 | if ap.keyholder_sanity: | ||
158 | for keyholder in gamedata.objects.get_keyholders(): | ||
159 | if not keyholder.has_key(): | ||
160 | continue | ||
161 | |||
162 | var room = gamedata.objects.get_rooms()[keyholder.get_room_id()] | ||
163 | if room.get_map_id() != map_id: | ||
164 | continue | ||
165 | |||
166 | var locationListener = ap.SCRIPT_locationListener.new() | ||
167 | locationListener.location_id = keyholder.get_ap_id() | ||
168 | locationListener.name = "locationListener_%d" % keyholder.get_ap_id() | ||
169 | |||
170 | var khl = khl_script.new() | ||
171 | khl.name = "location_%d_keyholder" % keyholder.get_ap_id() | ||
172 | khl.answer = keyholder.get_key() | ||
173 | khl.senders.append(NodePath("/root/scene/" + keyholder.get_path())) | ||
174 | get_parent().add_child.call_deferred(khl) | ||
175 | |||
176 | locationListener.senders.append(NodePath("../" + khl.name)) | ||
177 | |||
178 | get_parent().add_child.call_deferred(locationListener) | ||
179 | |||
180 | # Block off roof access in Daedalus. | ||
181 | if global.map == "daedalus" and not ap.daedalus_roof_access: | ||
182 | _set_up_invis_wall(75.5, 11, -24.5, 1, 10, 49) | ||
183 | _set_up_invis_wall(51.5, 11, -17, 16, 10, 1) | ||
184 | _set_up_invis_wall(46, 10, -9.5, 1, 10, 10) | ||
185 | _set_up_invis_wall(67.5, 11, 17, 16, 10, 1) | ||
186 | _set_up_invis_wall(50.5, 11, 14, 10, 10, 1) | ||
187 | _set_up_invis_wall(39, 10, 18.5, 1, 10, 22) | ||
188 | _set_up_invis_wall(20, 15, 18.5, 1, 10, 16) | ||
189 | _set_up_invis_wall(11.5, 15, 3, 32, 10, 1) | ||
190 | _set_up_invis_wall(11.5, 16, -20, 14, 20, 1) | ||
191 | _set_up_invis_wall(14, 16, -26.5, 1, 20, 4) | ||
192 | _set_up_invis_wall(28.5, 20.5, -26.5, 1, 15, 25) | ||
193 | _set_up_invis_wall(40.5, 20.5, -11, 30, 15, 1) | ||
194 | _set_up_invis_wall(50.5, 15, 5.5, 7, 10, 1) | ||
195 | _set_up_invis_wall(83.5, 33.5, 5.5, 1, 7, 11) | ||
196 | _set_up_invis_wall(83.5, 33.5, -5.5, 1, 7, 11) | ||
197 | |||
198 | var warp_exit_prefab = preload("res://objects/nodes/exit.tscn") | ||
199 | var warp_exit = warp_exit_prefab.instantiate() | ||
200 | warp_exit.name = "roof_access_blocker_warp_exit" | ||
201 | warp_exit.position = Vector3(58, 10, 0) | ||
202 | warp_exit.rotation_degrees.y = 90 | ||
203 | get_parent().add_child.call_deferred(warp_exit) | ||
204 | |||
205 | var warp_enter_prefab = preload("res://objects/nodes/teleportAuto.tscn") | ||
206 | var warp_enter = warp_enter_prefab.instantiate() | ||
207 | warp_enter.target = warp_exit | ||
208 | warp_enter.position = Vector3(76.5, 30, 1) | ||
209 | warp_enter.scale = Vector3(4, 1.5, 1) | ||
210 | warp_enter.rotation_degrees.y = 90 | ||
211 | get_parent().add_child.call_deferred(warp_enter) | ||
212 | |||
213 | if global.map == "the_entry": | ||
214 | # Remove door behind X1. | ||
215 | var door_node = get_tree().get_root().get_node("/root/scene/Components/Doors/exit_1") | ||
216 | door_node.handleTriggered() | ||
217 | |||
218 | # Display win condition. | ||
219 | var sign_prefab = preload("res://objects/nodes/sign.tscn") | ||
220 | var sign1 = sign_prefab.instantiate() | ||
221 | sign1.position = Vector3(-7, 5, -15.01) | ||
222 | sign1.text = "victory" | ||
223 | get_parent().add_child.call_deferred(sign1) | ||
224 | |||
225 | var sign2 = sign_prefab.instantiate() | ||
226 | sign2.position = Vector3(-7, 4, -15.01) | ||
227 | sign2.text = "%s ending" % kEndingNameByVictoryValue.get(ap.victory_condition, "?") | ||
228 | |||
229 | var sign2_color = kEndingNameByVictoryValue.get(ap.victory_condition, "coral").to_lower() | ||
230 | if sign2_color == "white": | ||
231 | sign2_color = "silver" | ||
232 | |||
233 | sign2.material = load("res://assets/materials/%s.material" % sign2_color) | ||
234 | get_parent().add_child.call_deferred(sign2) | ||
235 | |||
236 | # Add the strict purple ending validation. | ||
237 | if global.map == "the_sun_temple" and ap.strict_purple_ending: | ||
238 | var panel_prefab = preload("res://objects/nodes/panel.tscn") | ||
239 | var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn") | ||
240 | var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn") | ||
241 | |||
242 | var previous_panel = null | ||
243 | var next_y = -100 | ||
244 | var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"] | ||
245 | for word in words: | ||
246 | var panel = panel_prefab.instantiate() | ||
247 | panel.position = Vector3(0, next_y, 0) | ||
248 | next_y -= 10 | ||
249 | panel.clue = word | ||
250 | panel.symbol = "" | ||
251 | panel.answer = word | ||
252 | panel.name = "EndCheck_%s" % word | ||
253 | |||
254 | var tpl = tpl_prefab.instantiate() | ||
255 | tpl.teleport_point = Vector3(0, 1, 0) | ||
256 | tpl.teleport_rotate = Vector3(-45, 180, 0) | ||
257 | tpl.target_path = panel | ||
258 | tpl.name = "Teleport" | ||
259 | |||
260 | if previous_panel == null: | ||
261 | tpl.senders.append(NodePath("/root/scene/Panels/End/panel_24")) | ||
262 | else: | ||
263 | tpl.senders.append(NodePath("../../%s" % previous_panel.name)) | ||
264 | |||
265 | var reversing = reverse_prefab.instantiate() | ||
266 | reversing.senders.append(NodePath("..")) | ||
267 | reversing.name = "Reversing" | ||
268 | tpl.senders.append(NodePath("../Reversing")) | ||
269 | |||
270 | panel.add_child.call_deferred(tpl) | ||
271 | panel.add_child.call_deferred(reversing) | ||
272 | get_parent().get_node("Panels").add_child.call_deferred(panel) | ||
273 | |||
274 | previous_panel = panel | ||
275 | |||
276 | # Duplicate the doors that usually wait on EQUINOX. We can't set the senders | ||
277 | # here for some reason so we actually set them in the door ready function. | ||
278 | var endplat = get_node("/root/scene/Components/Doors/EndPlatform") | ||
279 | var endplat2 = endplat.duplicate() | ||
280 | endplat2.name = "spe_EndPlatform" | ||
281 | endplat.get_parent().add_child.call_deferred(endplat2) | ||
282 | endplat.queue_free() | ||
283 | |||
284 | var entry2 = get_node("/root/scene/Components/Doors/entry_2") | ||
285 | var entry22 = entry2.duplicate() | ||
286 | entry22.name = "spe_entry_2" | ||
287 | entry2.get_parent().add_child.call_deferred(entry22) | ||
288 | entry2.queue_free() | ||
289 | |||
290 | # Add the strict cyan ending validation. | ||
291 | if global.map == "the_parthenon" and ap.strict_cyan_ending: | ||
292 | var panel_prefab = preload("res://objects/nodes/panel.tscn") | ||
293 | var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn") | ||
294 | var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn") | ||
295 | |||
296 | var previous_panel = null | ||
297 | var next_y = -100 | ||
298 | var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"] | ||
299 | for word in words: | ||
300 | var panel = panel_prefab.instantiate() | ||
301 | panel.position = Vector3(0, next_y, 0) | ||
302 | next_y -= 10 | ||
303 | panel.clue = word | ||
304 | panel.symbol = "." | ||
305 | panel.answer = "%s%s" % [word, word] | ||
306 | panel.name = "EndCheck_%s" % word | ||
307 | |||
308 | var tpl = tpl_prefab.instantiate() | ||
309 | tpl.teleport_point = Vector3(0, 1, -11) | ||
310 | tpl.teleport_rotate = Vector3(-45, 0, 0) | ||
311 | tpl.target_path = panel | ||
312 | tpl.name = "Teleport" | ||
313 | |||
314 | if previous_panel == null: | ||
315 | tpl.senderGroup.append(NodePath("/root/scene/Panels/Rulers")) | ||
316 | else: | ||
317 | tpl.senders.append(NodePath("../../%s" % previous_panel.name)) | ||
318 | |||
319 | var reversing = reverse_prefab.instantiate() | ||
320 | reversing.senders.append(NodePath("..")) | ||
321 | reversing.name = "Reversing" | ||
322 | tpl.senders.append(NodePath("../Reversing")) | ||
323 | |||
324 | panel.add_child.call_deferred(tpl) | ||
325 | panel.add_child.call_deferred(reversing) | ||
326 | get_parent().get_node("Panels").add_child.call_deferred(panel) | ||
327 | |||
328 | previous_panel = panel | ||
329 | |||
330 | # Duplicate the door that usually waits on the rulers. We can't set the | ||
331 | # senders here for some reason so we actually set them in the door ready | ||
332 | # function. | ||
333 | var entry1 = get_node("/root/scene/Components/Doors/entry_1") | ||
334 | var entry12 = entry1.duplicate() | ||
335 | entry12.name = "spe_entry_1" | ||
336 | entry1.get_parent().add_child.call_deferred(entry12) | ||
337 | entry1.queue_free() | ||
338 | |||
339 | var minimap = ap.SCRIPT_minimap.new() | ||
340 | minimap.name = "Minimap" | ||
341 | get_parent().add_child.call_deferred(minimap) | ||
342 | |||
343 | super._ready() | ||
344 | |||
345 | await get_tree().process_frame | ||
346 | await get_tree().process_frame | ||
347 | |||
348 | ap.stop_batching_locations() | ||
349 | |||
350 | |||
351 | func _set_up_invis_wall(x, y, z, sx, sy, sz): | ||
352 | var prefab = preload("res://objects/nodes/block.tscn") | ||
353 | var newwall = prefab.instantiate() | ||
354 | newwall.position.x = x | ||
355 | newwall.position.y = y | ||
356 | newwall.position.z = z | ||
357 | newwall.scale.x = sz | ||
358 | newwall.scale.y = sy | ||
359 | newwall.scale.z = sx | ||
360 | newwall.set_surface_override_material(0, preload("res://assets/materials/blackMatte.material")) | ||
361 | newwall.visibility_range_end = 3 | ||
362 | newwall.visibility_range_end_margin = 1 | ||
363 | newwall.visibility_range_fade_mode = RenderingServer.VISIBILITY_RANGE_FADE_SELF | ||
364 | newwall.skeleton = ".." | ||
365 | get_parent().add_child.call_deferred(newwall) | ||
366 | |||
367 | |||
368 | func _process(_dt): | ||
369 | compass.update_rotation(global_rotation.y) | ||