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-rw-r--r--apworld/client/player.gd346
1 files changed, 346 insertions, 0 deletions
diff --git a/apworld/client/player.gd b/apworld/client/player.gd new file mode 100644 index 0000000..5417a48 --- /dev/null +++ b/apworld/client/player.gd
@@ -0,0 +1,346 @@
1extends "res://scripts/nodes/player.gd"
2
3signal evaluate_solvability
4
5var compass
6
7
8func _ready():
9 var khl_script = load("res://scripts/nodes/keyHolderListener.gd")
10
11 var pause_menu = get_node("pause_menu")
12 pause_menu.layer = 3
13
14 var ap = global.get_node("Archipelago")
15 var gamedata = global.get_node("Gamedata")
16
17 compass = global.get_node("Compass")
18 compass.visible = ap.show_compass
19
20 ap.start_batching_locations()
21
22 # Set up door locations.
23 var map_id = gamedata.map_id_by_name.get(global.map)
24 for door in gamedata.objects.get_doors():
25 if door.get_map_id() != map_id:
26 continue
27
28 if not door.has_ap_id():
29 continue
30
31 if (
32 door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY
33 or door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING
34 ):
35 continue
36
37 var locationListener = ap.SCRIPT_locationListener.new()
38 locationListener.location_id = door.get_ap_id()
39 locationListener.name = "locationListener_%d" % door.get_ap_id()
40
41 for panel_ref in door.get_panels():
42 var panel_data = gamedata.objects.get_panels()[panel_ref.get_panel()]
43 var panel_path = panel_data.get_path()
44
45 if panel_ref.has_answer():
46 for proxy in panel_data.get_proxies():
47 if proxy.get_answer() == panel_ref.get_answer():
48 panel_path = proxy.get_path()
49 break
50
51 locationListener.senders.append(NodePath("/root/scene/" + panel_path))
52
53 for keyholder_ref in door.get_keyholders():
54 var keyholder_data = gamedata.objects.get_keyholders()[keyholder_ref.get_keyholder()]
55
56 var khl = khl_script.new()
57 khl.name = (
58 "location_%d_keyholder_%d" % [door.get_ap_id(), keyholder_ref.get_keyholder()]
59 )
60 khl.answer = keyholder_ref.get_key()
61 khl.senders.append(NodePath("/root/scene/" + keyholder_data.get_path()))
62 get_parent().add_child.call_deferred(khl)
63
64 locationListener.senders.append(NodePath("../" + khl.name))
65
66 for sender in door.get_senders():
67 locationListener.senders.append(NodePath("/root/scene/" + sender))
68
69 if door.has_complete_at():
70 locationListener.complete_at = door.get_complete_at()
71
72 get_parent().add_child.call_deferred(locationListener)
73
74 # Set up letter locations.
75 for letter in gamedata.objects.get_letters():
76 var room = gamedata.objects.get_rooms()[letter.get_room_id()]
77 if room.get_map_id() != map_id:
78 continue
79
80 var locationListener = ap.SCRIPT_locationListener.new()
81 locationListener.location_id = letter.get_ap_id()
82 locationListener.name = "locationListener_%d" % letter.get_ap_id()
83 locationListener.senders.append(NodePath("/root/scene/" + letter.get_path()))
84
85 get_parent().add_child.call_deferred(locationListener)
86
87 if (
88 ap.get_letter_behavior(letter.get_key(), letter.has_level2() and letter.get_level2())
89 != ap.kLETTER_BEHAVIOR_VANILLA
90 ):
91 var scout = ap.scout_location(letter.get_ap_id())
92 if scout != null and not (scout["for_self"] and scout["flags"] & 4 != 0):
93 var collectable = get_tree().get_root().get_node("scene").get_node_or_null(
94 letter.get_path()
95 )
96 if collectable != null:
97 collectable.setScoutedText.call_deferred(scout["item"])
98
99 # Set up mastery locations.
100 for mastery in gamedata.objects.get_masteries():
101 var room = gamedata.objects.get_rooms()[mastery.get_room_id()]
102 if room.get_map_id() != map_id:
103 continue
104
105 var locationListener = ap.SCRIPT_locationListener.new()
106 locationListener.location_id = mastery.get_ap_id()
107 locationListener.name = "locationListener_%d" % mastery.get_ap_id()
108 locationListener.senders.append(NodePath("/root/scene/" + mastery.get_path()))
109
110 get_parent().add_child.call_deferred(locationListener)
111
112 # Set up ending locations.
113 for ending in gamedata.objects.get_endings():
114 var room = gamedata.objects.get_rooms()[ending.get_room_id()]
115 if room.get_map_id() != map_id:
116 continue
117
118 var locationListener = ap.SCRIPT_locationListener.new()
119 locationListener.location_id = ending.get_ap_id()
120 locationListener.name = "locationListener_%d" % ending.get_ap_id()
121 locationListener.senders.append(NodePath("/root/scene/" + ending.get_path()))
122
123 get_parent().add_child.call_deferred(locationListener)
124
125 if ap.kEndingNameByVictoryValue.get(ap.victory_condition, null) == ending.get_name():
126 var victoryListener = ap.SCRIPT_victoryListener.new()
127 victoryListener.name = "victoryListener"
128 victoryListener.senders.append(NodePath("/root/scene/" + ending.get_path()))
129
130 get_parent().add_child.call_deferred(victoryListener)
131
132 # Set up keyholder locations, in keyholder sanity.
133 if ap.keyholder_sanity:
134 for keyholder in gamedata.objects.get_keyholders():
135 if not keyholder.has_key():
136 continue
137
138 var room = gamedata.objects.get_rooms()[keyholder.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 = keyholder.get_ap_id()
144 locationListener.name = "locationListener_%d" % keyholder.get_ap_id()
145
146 var khl = khl_script.new()
147 khl.name = "location_%d_keyholder" % keyholder.get_ap_id()
148 khl.answer = keyholder.get_key()
149 khl.senders.append(NodePath("/root/scene/" + keyholder.get_path()))
150 get_parent().add_child.call_deferred(khl)
151
152 locationListener.senders.append(NodePath("../" + khl.name))
153
154 get_parent().add_child.call_deferred(locationListener)
155
156 # Block off roof access in Daedalus.
157 if global.map == "daedalus" and not ap.daedalus_roof_access:
158 _set_up_invis_wall(75.5, 11, -24.5, 1, 10, 49)
159 _set_up_invis_wall(51.5, 11, -17, 16, 10, 1)
160 _set_up_invis_wall(46, 10, -9.5, 1, 10, 10)
161 _set_up_invis_wall(67.5, 11, 17, 16, 10, 1)
162 _set_up_invis_wall(50.5, 11, 14, 10, 10, 1)
163 _set_up_invis_wall(39, 10, 18.5, 1, 10, 22)
164 _set_up_invis_wall(20, 15, 18.5, 1, 10, 16)
165 _set_up_invis_wall(11.5, 15, 3, 32, 10, 1)
166 _set_up_invis_wall(11.5, 16, -20, 14, 20, 1)
167 _set_up_invis_wall(14, 16, -26.5, 1, 20, 4)
168 _set_up_invis_wall(28.5, 20.5, -26.5, 1, 15, 25)
169 _set_up_invis_wall(40.5, 20.5, -11, 30, 15, 1)
170 _set_up_invis_wall(50.5, 15, 5.5, 7, 10, 1)
171 _set_up_invis_wall(83.5, 33.5, 5.5, 1, 7, 11)
172 _set_up_invis_wall(83.5, 33.5, -5.5, 1, 7, 11)
173
174 var warp_exit_prefab = preload("res://objects/nodes/exit.tscn")
175 var warp_exit = warp_exit_prefab.instantiate()
176 warp_exit.name = "roof_access_blocker_warp_exit"
177 warp_exit.position = Vector3(58, 10, 0)
178 warp_exit.rotation_degrees.y = 90
179 get_parent().add_child.call_deferred(warp_exit)
180
181 var warp_enter_prefab = preload("res://objects/nodes/teleportAuto.tscn")
182 var warp_enter = warp_enter_prefab.instantiate()
183 warp_enter.target = warp_exit
184 warp_enter.position = Vector3(76.5, 30, 1)
185 warp_enter.scale = Vector3(4, 1.5, 1)
186 warp_enter.rotation_degrees.y = 90
187 get_parent().add_child.call_deferred(warp_enter)
188
189 if global.map == "the_entry":
190 # Remove door behind X1.
191 var door_node = get_tree().get_root().get_node("/root/scene/Components/Doors/exit_1")
192 door_node.handleTriggered()
193
194 # Display win condition.
195 var sign_prefab = preload("res://objects/nodes/sign.tscn")
196 var sign1 = sign_prefab.instantiate()
197 sign1.position = Vector3(-7, 5, -15.01)
198 sign1.text = "victory"
199 get_parent().add_child.call_deferred(sign1)
200
201 var sign2 = sign_prefab.instantiate()
202 sign2.position = Vector3(-7, 4, -15.01)
203 sign2.text = "%s ending" % ap.kEndingNameByVictoryValue.get(ap.victory_condition, "?")
204
205 var sign2_color = ap.kEndingNameByVictoryValue.get(ap.victory_condition, "coral").to_lower()
206 if sign2_color == "white":
207 sign2_color = "silver"
208
209 sign2.material = load("res://assets/materials/%s.material" % sign2_color)
210 get_parent().add_child.call_deferred(sign2)
211
212 # Add the strict purple ending validation.
213 if global.map == "the_sun_temple" and ap.strict_purple_ending:
214 var panel_prefab = preload("res://objects/nodes/panel.tscn")
215 var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
216 var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")
217
218 var previous_panel = null
219 var next_y = -100
220 var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
221 for word in words:
222 var panel = panel_prefab.instantiate()
223 panel.position = Vector3(0, next_y, 0)
224 next_y -= 10
225 panel.clue = word
226 panel.symbol = ""
227 panel.answer = word
228 panel.name = "EndCheck_%s" % word
229
230 var tpl = tpl_prefab.instantiate()
231 tpl.teleport_point = Vector3(0, 1, 0)
232 tpl.teleport_rotate = Vector3(-45, 180, 0)
233 tpl.target_path = panel
234 tpl.name = "Teleport"
235
236 if previous_panel == null:
237 tpl.senders.append(NodePath("/root/scene/Panels/End/panel_24"))
238 else:
239 tpl.senders.append(NodePath("../../%s" % previous_panel.name))
240
241 var reversing = reverse_prefab.instantiate()
242 reversing.senders.append(NodePath(".."))
243 reversing.name = "Reversing"
244 tpl.senders.append(NodePath("../Reversing"))
245
246 panel.add_child.call_deferred(tpl)
247 panel.add_child.call_deferred(reversing)
248 get_parent().get_node("Panels").add_child.call_deferred(panel)
249
250 previous_panel = panel
251
252 # Duplicate the doors that usually wait on EQUINOX. We can't set the senders
253 # here for some reason so we actually set them in the door ready function.
254 var endplat = get_node("/root/scene/Components/Doors/EndPlatform")
255 var endplat2 = endplat.duplicate()
256 endplat2.name = "spe_EndPlatform"
257 endplat.get_parent().add_child.call_deferred(endplat2)
258 endplat.queue_free()
259
260 var entry2 = get_node("/root/scene/Components/Doors/entry_2")
261 var entry22 = entry2.duplicate()
262 entry22.name = "spe_entry_2"
263 entry2.get_parent().add_child.call_deferred(entry22)
264 entry2.queue_free()
265
266 # Add the strict cyan ending validation.
267 if global.map == "the_parthenon" and ap.strict_cyan_ending:
268 var panel_prefab = preload("res://objects/nodes/panel.tscn")
269 var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
270 var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")
271
272 var previous_panel = null
273 var next_y = -100
274 var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
275 for word in words:
276 var panel = panel_prefab.instantiate()
277 panel.position = Vector3(0, next_y, 0)
278 next_y -= 10
279 panel.clue = word
280 panel.symbol = "."
281 panel.answer = "%s%s" % [word, word]
282 panel.name = "EndCheck_%s" % word
283
284 var tpl = tpl_prefab.instantiate()
285 tpl.teleport_point = Vector3(0, 1, -11)
286 tpl.teleport_rotate = Vector3(-45, 0, 0)
287 tpl.target_path = panel
288 tpl.name = "Teleport"
289
290 if previous_panel == null:
291 tpl.senderGroup.append(NodePath("/root/scene/Panels/Rulers"))
292 else:
293 tpl.senders.append(NodePath("../../%s" % previous_panel.name))
294
295 var reversing = reverse_prefab.instantiate()
296 reversing.senders.append(NodePath(".."))
297 reversing.name = "Reversing"
298 tpl.senders.append(NodePath("../Reversing"))
299
300 panel.add_child.call_deferred(tpl)
301 panel.add_child.call_deferred(reversing)
302 get_parent().get_node("Panels").add_child.call_deferred(panel)
303
304 previous_panel = panel
305
306 # Duplicate the door that usually waits on the rulers. We can't set the
307 # senders here for some reason so we actually set them in the door ready
308 # function.
309 var entry1 = get_node("/root/scene/Components/Doors/entry_1")
310 var entry12 = entry1.duplicate()
311 entry12.name = "spe_entry_1"
312 entry1.get_parent().add_child.call_deferred(entry12)
313 entry1.queue_free()
314
315 var minimap = ap.SCRIPT_minimap.new()
316 minimap.name = "Minimap"
317 minimap.visible = ap.show_minimap
318 get_parent().add_child.call_deferred(minimap)
319
320 super._ready()
321
322 await get_tree().process_frame
323 await get_tree().process_frame
324
325 ap.stop_batching_locations()
326
327
328func _set_up_invis_wall(x, y, z, sx, sy, sz):
329 var prefab = preload("res://objects/nodes/block.tscn")
330 var newwall = prefab.instantiate()
331 newwall.position.x = x
332 newwall.position.y = y
333 newwall.position.z = z
334 newwall.scale.x = sz
335 newwall.scale.y = sy
336 newwall.scale.z = sx
337 newwall.set_surface_override_material(0, preload("res://assets/materials/blackMatte.material"))
338 newwall.visibility_range_end = 3
339 newwall.visibility_range_end_margin = 1
340 newwall.visibility_range_fade_mode = RenderingServer.VISIBILITY_RANGE_FADE_SELF
341 newwall.skeleton = ".."
342 get_parent().add_child.call_deferred(newwall)
343
344
345func _process(_dt):
346 compass.update_rotation(global_rotation.y)