diff options
Diffstat (limited to 'apworld/client/player.gd')
| -rw-r--r-- | apworld/client/player.gd | 346 |
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 @@ | |||
| 1 | extends "res://scripts/nodes/player.gd" | ||
| 2 | |||
| 3 | signal evaluate_solvability | ||
| 4 | |||
| 5 | var compass | ||
| 6 | |||
| 7 | |||
| 8 | func _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 | |||
| 328 | func _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 | |||
| 345 | func _process(_dt): | ||
| 346 | compass.update_rotation(global_rotation.y) | ||
