about summary refs log tree commit diff stats
path: root/proto/CMakeLists.txt
diff options
context:
space:
mode:
authorStar Rauchenberger <fefferburbia@gmail.com>2025-08-16 22:08:28 -0400
committerStar Rauchenberger <fefferburbia@gmail.com>2025-08-16 22:08:28 -0400
commitca31f48175157ed3ba0f49a7cae582c77625e4f6 (patch)
tree5da115a37718f127b7ab91ae507cecaa249b8ec5 /proto/CMakeLists.txt
parentc75db26e333f9d9863743e29166b6384f7270f44 (diff)
downloadlingo2-archipelago-ca31f48175157ed3ba0f49a7cae582c77625e4f6.tar.gz
lingo2-archipelago-ca31f48175157ed3ba0f49a7cae582c77625e4f6.tar.bz2
lingo2-archipelago-ca31f48175157ed3ba0f49a7cae582c77625e4f6.zip
Added the_lively
Diffstat (limited to 'proto/CMakeLists.txt')
0 files changed, 0 insertions, 0 deletions
href='#n110'>110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422
extends "res://scripts/nodes/player.gd"

signal evaluate_solvability

var compass


func _ready():
	var khl_script = load("res://scripts/nodes/keyHolderListener.gd")

	var pause_menu = get_node("pause_menu")
	pause_menu.layer = 3

	var ap = global.get_node("Archipelago")
	var gamedata = global.get_node("Gamedata")

	compass = global.get_node("Compass")
	compass.visible = ap.show_compass

	ap.start_batching_locations()

	# Block off roof access in Daedalus.
	if global.map == "daedalus" and not ap.daedalus_roof_access:
		_set_up_invis_wall(75.5, 11, -24.5, 1, 10, 49)
		_set_up_invis_wall(51.5, 11, -17, 16, 10, 1)
		_set_up_invis_wall(46, 10, -9.5, 1, 10, 10)
		_set_up_invis_wall(67.5, 11, 17, 16, 10, 1)
		_set_up_invis_wall(50.5, 11, 14, 10, 10, 1)
		_set_up_invis_wall(39, 10, 18.5, 1, 10, 22)
		_set_up_invis_wall(20, 15, 18.5, 1, 10, 16)
		_set_up_invis_wall(11.5, 15, 3, 32, 10, 1)
		_set_up_invis_wall(11.5, 16, -20, 14, 20, 1)
		_set_up_invis_wall(14, 16, -26.5, 1, 20, 4)
		_set_up_invis_wall(28.5, 20.5, -26.5, 1, 15, 25)
		_set_up_invis_wall(40.5, 20.5, -11, 30, 15, 1)
		_set_up_invis_wall(50.5, 15, 5.5, 7, 10, 1)
		_set_up_invis_wall(83.5, 33.5, 5.5, 1, 7, 11)
		_set_up_invis_wall(83.5, 33.5, -5.5, 1, 7, 11)

		var warp_exit_prefab = preload("res://objects/nodes/exit.tscn")
		var warp_exit = warp_exit_prefab.instantiate()
		warp_exit.name = "roof_access_blocker_warp_exit"
		warp_exit.position = Vector3(58, 10, 0)
		warp_exit.rotation_degrees.y = 90
		get_parent().add_child.call_deferred(warp_exit)

		var warp_enter_prefab = preload("res://objects/nodes/teleportAuto.tscn")
		var warp_enter = warp_enter_prefab.instantiate()
		warp_enter.target = warp_exit
		warp_enter.position = Vector3(76.5, 30, 1)
		warp_enter.scale = Vector3(4, 1.5, 1)
		warp_enter.rotation_degrees.y = 90
		get_parent().add_child.call_deferred(warp_enter)

	if global.map == "the_entry":
		# Remove door behind X1.
		var door_node = get_tree().get_root().get_node("/root/scene/Components/Doors/exit_1")
		door_node.handleTriggered()

		# Display win condition.
		var sign_prefab = preload("res://objects/nodes/sign.tscn")
		var sign1 = sign_prefab.instantiate()
		sign1.position = Vector3(-7, 5, -15.01)
		sign1.text = "victory"
		get_parent().add_child.call_deferred(sign1)

		var sign2 = sign_prefab.instantiate()
		sign2.position = Vector3(-7, 4, -15.01)
		sign2.text = "%s ending" % ap.kEndingNameByVictoryValue.get(ap.victory_condition, "?")

		var sign2_color = ap.kEndingNameByVictoryValue.get(ap.victory_condition, "coral").to_lower()
		if sign2_color == "white":
			sign2_color = "silver"

		sign2.material = load("res://assets/materials/%s.material" % sign2_color)
		get_parent().add_child.call_deferred(sign2)

		# Add the gift map entry panel if needed.
		if not ap.enable_gift_maps.is_empty():
			var panel_prefab = preload("res://objects/nodes/panel.tscn")
			var wpl_prefab = preload("res://objects/nodes/listeners/worldportListener.tscn")

			var giftmap_parent = Node.new()
			giftmap_parent.name = "GiftMapEntrance"
			get_node("/root/scene/Components").add_child.call_deferred(giftmap_parent)

			var symbolless_player = ""
			for i in range(ap.client.ap_user.length()):
				if "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ".contains(
					ap.client.ap_user[i]
				):
					symbolless_player = symbolless_player + ap.client.ap_user[i].to_lower()

			var giftmap_panel = panel_prefab.instantiate()
			giftmap_panel.name = "Panel"
			giftmap_panel.position = Vector3(33.5, 1, 5.5)
			giftmap_panel.rotation_degrees = Vector3(-45, 0, 0)
			giftmap_panel.clue = "player"
			giftmap_panel.answer = symbolless_player

			if ap.enable_gift_maps.has("The Advanced"):
				var icely_panel = panel_prefab.instantiate()
				icely_panel.name = "IcelyPanel"
				icely_panel.answer = "icely"
				icely_panel.position = Vector3(33.5, -200, 5.5)
				giftmap_panel.proxies.append(NodePath("../IcelyPanel"))
				giftmap_parent.add_child.call_deferred(icely_panel)

				var icely_wpl = wpl_prefab.instantiate()
				icely_wpl.name = "IcelyWpl"
				icely_wpl.exit = "the_advanced"
				icely_wpl.senders.append(NodePath("../IcelyPanel"))
				giftmap_parent.add_child.call_deferred(icely_wpl)

			giftmap_parent.add_child.call_deferred(giftmap_panel)

	# Add the strict purple ending validation.
	if global.map == "the_sun_temple" and ap.strict_purple_ending:
		var panel_prefab = preload("res://objects/nodes/panel.tscn")
		var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
		var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")

		var previous_panel = null
		var next_y = -100
		var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
		for word in words:
			var panel = panel_prefab.instantiate()
			panel.position = Vector3(0, next_y, 0)
			next_y -= 10
			panel.clue = word
			panel.symbol = ""
			panel.answer = word
			panel.name = "EndCheck_%s" % word

			var tpl = tpl_prefab.instantiate()
			tpl.teleport_point = Vector3(0, 1, 0)
			tpl.teleport_rotate = Vector3(-45, 180, 0)
			tpl.target_path = panel
			tpl.name = "Teleport"

			if previous_panel == null:
				tpl.senders.append(NodePath("/root/scene/Panels/End/panel_24"))
			else:
				tpl.senders.append(NodePath("../../%s" % previous_panel.name))

			var reversing = reverse_prefab.instantiate()
			reversing.senders.append(NodePath(".."))
			reversing.name = "Reversing"
			tpl.senders.append(NodePath("../Reversing"))

			panel.add_child.call_deferred(tpl)
			panel.add_child.call_deferred(reversing)
			get_parent().get_node("Panels").add_child.call_deferred(panel)

			previous_panel = panel

		# Duplicate the doors that usually wait on EQUINOX. We can't set the senders
		# here for some reason so we actually set them in the door ready function.
		var endplat = get_node("/root/scene/Components/Doors/EndPlatform")
		var endplat2 = endplat.duplicate()
		endplat2.name = "spe_EndPlatform"
		endplat.get_parent().add_child.call_deferred(endplat2)
		endplat.queue_free()

		var entry2 = get_node("/root/scene/Components/Doors/entry_2")
		var entry22 = entry2.duplicate()
		entry22.name = "spe_entry_2"
		entry2.get_parent().add_child.call_deferred(entry22)
		entry2.queue_free()

	# Add the strict cyan ending validation.
	if global.map == "the_parthenon" and ap.strict_cyan_ending:
		var panel_prefab = preload("res://objects/nodes/panel.tscn")
		var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
		var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")

		var previous_panel = null
		var next_y = -100
		var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
		for word in words:
			var panel = panel_prefab.instantiate()
			panel.position = Vector3(0, next_y, 0)
			next_y -= 10
			panel.clue = word
			panel.symbol = "."
			panel.answer = "%s%s" % [word, word]
			panel.name = "EndCheck_%s" % word

			var tpl = tpl_prefab.instantiate()
			tpl.teleport_point = Vector3(0, 1, -11)
			tpl.teleport_rotate = Vector3(-45, 0, 0)
			tpl.target_path = panel
			tpl.name = "Teleport"

			if previous_panel == null:
				tpl.senderGroup.append(NodePath("/root/scene/Panels/Rulers"))
			else:
				tpl.senders.append(NodePath("../../%s" % previous_panel.name))

			var reversing = reverse_prefab.instantiate()
			reversing.senders.append(NodePath(".."))
			reversing.name = "Reversing"
			tpl.senders.append(NodePath("../Reversing"))

			panel.add_child.call_deferred(tpl)
			panel.add_child.call_deferred(reversing)
			get_parent().get_node("Panels").add_child.call_deferred(panel)

			previous_panel = panel

		# Duplicate the door that usually waits on the rulers. We can't set the
		# senders here for some reason so we actually set them in the door ready
		# function.
		var entry1 = get_node("/root/scene/Components/Doors/entry_1")
		var entry12 = entry1.duplicate()
		entry12.name = "spe_entry_1"
		entry1.get_parent().add_child.call_deferred(entry12)
		entry1.queue_free()

	# Move the Plaza RTE trigger outside of the turtle.
	if global.map == "the_plaza":
		var rte_trigger = get_node("/root/scene/Components/Warps/triggerArea")
		rte_trigger.position.z = 0

	# Add the mastery to The Advanced.
	if global.map == "the_advanced":
		var collectable_prefab = preload("res://objects/nodes/collectable.tscn")
		var saver_prefab = preload("res://objects/nodes/saver.tscn")
		var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")

		var mastery = collectable_prefab.instantiate()
		mastery.name = "collectable"
		mastery.position = Vector3(0, -200, -5)
		mastery.unlock_type = "smiley"
		mastery.material_override = load("res://assets/materials/gold.material")
		get_node("/root/scene/Components/Collectables").add_child.call_deferred(mastery)

		var tpl = tpl_prefab.instantiate()
		tpl.teleport_point = Vector3(0, 2, -5)
		tpl.teleport_rotate = Vector3(0, 0, 0)
		tpl.target_path = mastery
		tpl.name = "Teleport"
		tpl.senders.append(NodePath("/root/scene/Panels/Room_1/panel_29"))
		tpl.senders.append(NodePath("/root/scene/Panels/Room_1/panel_30"))
		tpl.senders.append(NodePath("/root/scene/Panels/Room_1/panel_31"))
		mastery.add_child.call_deferred(tpl)

		var saver = saver_prefab.instantiate()
		saver.name = "saver_collectables"
		saver.type = "collectables"
		saver.senderGroup.append(NodePath("/root/scene/Components/Collectables"))
		get_node("/root/scene").add_child.call_deferred(saver)

	ap.update_job_well_done_sign()

	# Set up door locations.
	var map_id = gamedata.map_id_by_name.get(global.map)
	for door in gamedata.objects.get_doors():
		if door.get_map_id() != map_id:
			continue

		if not door.has_ap_id():
			continue

		if (
			door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY
			or door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING
			or door.get_type() == gamedata.SCRIPT_proto.DoorType.CONTROL_CENTER_COLOR
		):
			continue

		var locationListener = ap.SCRIPT_locationListener.new()
		locationListener.location_id = door.get_ap_id()
		locationListener.name = "locationListener_%d" % door.get_ap_id()

		for panel_ref in door.get_panels():
			var panel_data = gamedata.objects.get_panels()[panel_ref.get_panel()]
			var panel_path = panel_data.get_path()

			if panel_ref.has_answer():
				for proxy in panel_data.get_proxies():
					if proxy.get_answer() == panel_ref.get_answer():
						panel_path = proxy.get_path()
						break

			locationListener.senders.append(NodePath("/root/scene/" + panel_path))

		for keyholder_ref in door.get_keyholders():
			var keyholder_data = gamedata.objects.get_keyholders()[keyholder_ref.get_keyholder()]

			var khl = khl_script.new()
			khl.name = (
				"location_%d_keyholder_%d" % [door.get_ap_id(), keyholder_ref.get_keyholder()]
			)
			khl.answer = keyholder_ref.get_key()
			khl.senders.append(NodePath("/root/scene/" + keyholder_data.get_path()))
			get_parent().add_child.call_deferred(khl)

			locationListener.senders.append(NodePath("../" + khl.name))

		for sender in door.get_senders():
			locationListener.senders.append(NodePath("/root/scene/" + sender))

		if door.has_complete_at():
			locationListener.complete_at = door.get_complete_at()

		get_parent().add_child.call_deferred(locationListener)

	# Set up letter locations.
	for letter in gamedata.objects.get_letters():
		var room = gamedata.objects.get_rooms()[letter.get_room_id()]
		if room.get_map_id() != map_id:
			continue

		var locationListener = ap.SCRIPT_locationListener.new()
		locationListener.location_id = letter.get_ap_id()
		locationListener.name = "locationListener_%d" % letter.get_ap_id()
		locationListener.senders.append(NodePath("/root/scene/" + letter.get_path()))

		get_parent().add_child.call_deferred(locationListener)

		if (
			ap.get_letter_behavior(letter.get_key(), letter.has_level2() and letter.get_level2())
			!= ap.kLETTER_BEHAVIOR_VANILLA
		):
			var scout = ap.scout_location(letter.get_ap_id())
			if scout != null and not (scout["for_self"] and scout["flags"] & 4 != 0):
				var collectable = get_tree().get_root().get_node("scene").get_node_or_null(
					letter.get_path()
				)
				if collectable != null:
					collectable.setScoutedText.call_deferred(scout["item"])

	# Set up mastery locations.
	for mastery in gamedata.objects.get_masteries():
		var room = gamedata.objects.get_rooms()[mastery.get_room_id()]
		if room.get_map_id() != map_id:
			continue

		var locationListener = ap.SCRIPT_locationListener.new()
		locationListener.location_id = mastery.get_ap_id()
		locationListener.name = "locationListener_%d" % mastery.get_ap_id()
		locationListener.senders.append(NodePath("/root/scene/" + mastery.get_path()))

		get_parent().add_child.call_deferred(locationListener)

	# Set up ending locations.
	for ending in gamedata.objects.get_endings():
		var room = gamedata.objects.get_rooms()[ending.get_room_id()]
		if room.get_map_id() != map_id:
			continue

		var locationListener = ap.SCRIPT_locationListener.new()
		locationListener.location_id = ending.get_ap_id()
		locationListener.name = "locationListener_%d" % ending.get_ap_id()
		locationListener.senders.append(NodePath("/root/scene/" + ending.get_path()))

		get_parent().add_child.call_deferred(locationListener)

		if ap.kEndingNameByVictoryValue.get(ap.victory_condition, null) == ending.get_name():
			var victoryListener = ap.SCRIPT_victoryListener.new()
			victoryListener.name = "victoryListener"
			victoryListener.senders.append(NodePath("/root/scene/" + ending.get_path()))

			get_parent().add_child.call_deferred(victoryListener)

	# Set up keyholder locations, in keyholder sanity.
	if ap.keyholder_sanity:
		for keyholder in gamedata.objects.get_keyholders():
			if not keyholder.has_key():
				continue

			var room = gamedata.objects.get_rooms()[keyholder.get_room_id()]
			if room.get_map_id() != map_id:
				continue

			var locationListener = ap.SCRIPT_locationListener.new()
			locationListener.location_id = keyholder.get_ap_id()
			locationListener.name = "locationListener_%d" % keyholder.get_ap_id()

			var khl = khl_script.new()
			khl.name = "location_%d_keyholder" % keyholder.get_ap_id()
			khl.answer = keyholder.get_key()
			khl.senders.append(NodePath("/root/scene/" + keyholder.get_path()))
			get_parent().add_child.call_deferred(khl)

			locationListener.senders.append(NodePath("../" + khl.name))

			get_parent().add_child.call_deferred(locationListener)

	var minimap = ap.SCRIPT_minimap.new()
	minimap.name = "Minimap"
	minimap.visible = ap.show_minimap
	get_parent().add_child.call_deferred(minimap)

	super._ready()

	await get_tree().process_frame
	await get_tree().process_frame

	ap.stop_batching_locations()


func _set_up_invis_wall(x, y, z, sx, sy, sz):
	var prefab = preload("res://objects/nodes/block.tscn")
	var newwall = prefab.instantiate()
	newwall.position.x = x
	newwall.position.y = y
	newwall.position.z = z
	newwall.scale.x = sz
	newwall.scale.y = sy
	newwall.scale.z = sx
	newwall.set_surface_override_material(0, preload("res://assets/materials/blackMatte.material"))
	newwall.visibility_range_end = 3
	newwall.visibility_range_end_margin = 1
	newwall.visibility_range_fade_mode = RenderingServer.VISIBILITY_RANGE_FADE_SELF
	newwall.skeleton = ".."
	get_parent().add_child.call_deferred(newwall)


func _process(_dt):
	compass.update_rotation(global_rotation.y)