about summary refs log tree commit diff stats
path: root/apworld/client/player.gd
diff options
context:
space:
mode:
Diffstat (limited to 'apworld/client/player.gd')
-rw-r--r--apworld/client/player.gd209
1 files changed, 14 insertions, 195 deletions
diff --git a/apworld/client/player.gd b/apworld/client/player.gd index 366c3b0..5fac9fd 100644 --- a/apworld/client/player.gd +++ b/apworld/client/player.gd
@@ -1,21 +1,5 @@
1extends "res://scripts/nodes/player.gd" 1extends "res://scripts/nodes/player.gd"
2 2
3const 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
19signal evaluate_solvability 3signal evaluate_solvability
20 4
21var compass 5var compass
@@ -35,6 +19,13 @@ func _ready():
35 19
36 ap.start_batching_locations() 20 ap.start_batching_locations()
37 21
22 # Run map-specific initialization.
23 var map_script = ap.get_map_script(global.map)
24 if map_script != null:
25 map_script.on_map_load(get_tree().get_root())
26
27 ap.update_job_well_done_sign()
28
38 # Set up door locations. 29 # Set up door locations.
39 var map_id = gamedata.map_id_by_name.get(global.map) 30 var map_id = gamedata.map_id_by_name.get(global.map)
40 for door in gamedata.objects.get_doors(): 31 for door in gamedata.objects.get_doors():
@@ -45,8 +36,12 @@ func _ready():
45 continue 36 continue
46 37
47 if ( 38 if (
48 door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY 39 not (door.has_legacy_location() and door.get_legacy_location())
49 or door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING 40 and (
41 door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY
42 or door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING
43 or door.get_type() == gamedata.SCRIPT_proto.DoorType.CONTROL_CENTER_COLOR
44 )
50 ): 45 ):
51 continue 46 continue
52 47
@@ -138,7 +133,7 @@ func _ready():
138 133
139 get_parent().add_child.call_deferred(locationListener) 134 get_parent().add_child.call_deferred(locationListener)
140 135
141 if kEndingNameByVictoryValue.get(ap.victory_condition, null) == ending.get_name(): 136 if ap.kEndingNameByVictoryValue.get(ap.victory_condition, null) == ending.get_name():
142 var victoryListener = ap.SCRIPT_victoryListener.new() 137 var victoryListener = ap.SCRIPT_victoryListener.new()
143 victoryListener.name = "victoryListener" 138 victoryListener.name = "victoryListener"
144 victoryListener.senders.append(NodePath("/root/scene/" + ending.get_path())) 139 victoryListener.senders.append(NodePath("/root/scene/" + ending.get_path()))
@@ -169,165 +164,6 @@ func _ready():
169 164
170 get_parent().add_child.call_deferred(locationListener) 165 get_parent().add_child.call_deferred(locationListener)
171 166
172 # Block off roof access in Daedalus.
173 if global.map == "daedalus" and not ap.daedalus_roof_access:
174 _set_up_invis_wall(75.5, 11, -24.5, 1, 10, 49)
175 _set_up_invis_wall(51.5, 11, -17, 16, 10, 1)
176 _set_up_invis_wall(46, 10, -9.5, 1, 10, 10)
177 _set_up_invis_wall(67.5, 11, 17, 16, 10, 1)
178 _set_up_invis_wall(50.5, 11, 14, 10, 10, 1)
179 _set_up_invis_wall(39, 10, 18.5, 1, 10, 22)
180 _set_up_invis_wall(20, 15, 18.5, 1, 10, 16)
181 _set_up_invis_wall(11.5, 15, 3, 32, 10, 1)
182 _set_up_invis_wall(11.5, 16, -20, 14, 20, 1)
183 _set_up_invis_wall(14, 16, -26.5, 1, 20, 4)
184 _set_up_invis_wall(28.5, 20.5, -26.5, 1, 15, 25)
185 _set_up_invis_wall(40.5, 20.5, -11, 30, 15, 1)
186 _set_up_invis_wall(50.5, 15, 5.5, 7, 10, 1)
187 _set_up_invis_wall(83.5, 33.5, 5.5, 1, 7, 11)
188 _set_up_invis_wall(83.5, 33.5, -5.5, 1, 7, 11)
189
190 var warp_exit_prefab = preload("res://objects/nodes/exit.tscn")
191 var warp_exit = warp_exit_prefab.instantiate()
192 warp_exit.name = "roof_access_blocker_warp_exit"
193 warp_exit.position = Vector3(58, 10, 0)
194 warp_exit.rotation_degrees.y = 90
195 get_parent().add_child.call_deferred(warp_exit)
196
197 var warp_enter_prefab = preload("res://objects/nodes/teleportAuto.tscn")
198 var warp_enter = warp_enter_prefab.instantiate()
199 warp_enter.target = warp_exit
200 warp_enter.position = Vector3(76.5, 30, 1)
201 warp_enter.scale = Vector3(4, 1.5, 1)
202 warp_enter.rotation_degrees.y = 90
203 get_parent().add_child.call_deferred(warp_enter)
204
205 if global.map == "the_entry":
206 # Remove door behind X1.
207 var door_node = get_tree().get_root().get_node("/root/scene/Components/Doors/exit_1")
208 door_node.handleTriggered()
209
210 # Display win condition.
211 var sign_prefab = preload("res://objects/nodes/sign.tscn")
212 var sign1 = sign_prefab.instantiate()
213 sign1.position = Vector3(-7, 5, -15.01)
214 sign1.text = "victory"
215 get_parent().add_child.call_deferred(sign1)
216
217 var sign2 = sign_prefab.instantiate()
218 sign2.position = Vector3(-7, 4, -15.01)
219 sign2.text = "%s ending" % kEndingNameByVictoryValue.get(ap.victory_condition, "?")
220
221 var sign2_color = kEndingNameByVictoryValue.get(ap.victory_condition, "coral").to_lower()
222 if sign2_color == "white":
223 sign2_color = "silver"
224
225 sign2.material = load("res://assets/materials/%s.material" % sign2_color)
226 get_parent().add_child.call_deferred(sign2)
227
228 # Add the strict purple ending validation.
229 if global.map == "the_sun_temple" and ap.strict_purple_ending:
230 var panel_prefab = preload("res://objects/nodes/panel.tscn")
231 var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
232 var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")
233
234 var previous_panel = null
235 var next_y = -100
236 var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
237 for word in words:
238 var panel = panel_prefab.instantiate()
239 panel.position = Vector3(0, next_y, 0)
240 next_y -= 10
241 panel.clue = word
242 panel.symbol = ""
243 panel.answer = word
244 panel.name = "EndCheck_%s" % word
245
246 var tpl = tpl_prefab.instantiate()
247 tpl.teleport_point = Vector3(0, 1, 0)
248 tpl.teleport_rotate = Vector3(-45, 180, 0)
249 tpl.target_path = panel
250 tpl.name = "Teleport"
251
252 if previous_panel == null:
253 tpl.senders.append(NodePath("/root/scene/Panels/End/panel_24"))
254 else:
255 tpl.senders.append(NodePath("../../%s" % previous_panel.name))
256
257 var reversing = reverse_prefab.instantiate()
258 reversing.senders.append(NodePath(".."))
259 reversing.name = "Reversing"
260 tpl.senders.append(NodePath("../Reversing"))
261
262 panel.add_child.call_deferred(tpl)
263 panel.add_child.call_deferred(reversing)
264 get_parent().get_node("Panels").add_child.call_deferred(panel)
265
266 previous_panel = panel
267
268 # Duplicate the doors that usually wait on EQUINOX. We can't set the senders
269 # here for some reason so we actually set them in the door ready function.
270 var endplat = get_node("/root/scene/Components/Doors/EndPlatform")
271 var endplat2 = endplat.duplicate()
272 endplat2.name = "spe_EndPlatform"
273 endplat.get_parent().add_child.call_deferred(endplat2)
274 endplat.queue_free()
275
276 var entry2 = get_node("/root/scene/Components/Doors/entry_2")
277 var entry22 = entry2.duplicate()
278 entry22.name = "spe_entry_2"
279 entry2.get_parent().add_child.call_deferred(entry22)
280 entry2.queue_free()
281
282 # Add the strict cyan ending validation.
283 if global.map == "the_parthenon" and ap.strict_cyan_ending:
284 var panel_prefab = preload("res://objects/nodes/panel.tscn")
285 var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
286 var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")
287
288 var previous_panel = null
289 var next_y = -100
290 var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
291 for word in words:
292 var panel = panel_prefab.instantiate()
293 panel.position = Vector3(0, next_y, 0)
294 next_y -= 10
295 panel.clue = word
296 panel.symbol = "."
297 panel.answer = "%s%s" % [word, word]
298 panel.name = "EndCheck_%s" % word
299
300 var tpl = tpl_prefab.instantiate()
301 tpl.teleport_point = Vector3(0, 1, -11)
302 tpl.teleport_rotate = Vector3(-45, 0, 0)
303 tpl.target_path = panel
304 tpl.name = "Teleport"
305
306 if previous_panel == null:
307 tpl.senderGroup.append(NodePath("/root/scene/Panels/Rulers"))
308 else:
309 tpl.senders.append(NodePath("../../%s" % previous_panel.name))
310
311 var reversing = reverse_prefab.instantiate()
312 reversing.senders.append(NodePath(".."))
313 reversing.name = "Reversing"
314 tpl.senders.append(NodePath("../Reversing"))
315
316 panel.add_child.call_deferred(tpl)
317 panel.add_child.call_deferred(reversing)
318 get_parent().get_node("Panels").add_child.call_deferred(panel)
319
320 previous_panel = panel
321
322 # Duplicate the door that usually waits on the rulers. We can't set the
323 # senders here for some reason so we actually set them in the door ready
324 # function.
325 var entry1 = get_node("/root/scene/Components/Doors/entry_1")
326 var entry12 = entry1.duplicate()
327 entry12.name = "spe_entry_1"
328 entry1.get_parent().add_child.call_deferred(entry12)
329 entry1.queue_free()
330
331 var minimap = ap.SCRIPT_minimap.new() 167 var minimap = ap.SCRIPT_minimap.new()
332 minimap.name = "Minimap" 168 minimap.name = "Minimap"
333 minimap.visible = ap.show_minimap 169 minimap.visible = ap.show_minimap
@@ -341,22 +177,5 @@ func _ready():
341 ap.stop_batching_locations() 177 ap.stop_batching_locations()
342 178
343 179
344func _set_up_invis_wall(x, y, z, sx, sy, sz):
345 var prefab = preload("res://objects/nodes/block.tscn")
346 var newwall = prefab.instantiate()
347 newwall.position.x = x
348 newwall.position.y = y
349 newwall.position.z = z
350 newwall.scale.x = sz
351 newwall.scale.y = sy
352 newwall.scale.z = sx
353 newwall.set_surface_override_material(0, preload("res://assets/materials/blackMatte.material"))
354 newwall.visibility_range_end = 3
355 newwall.visibility_range_end_margin = 1
356 newwall.visibility_range_fade_mode = RenderingServer.VISIBILITY_RANGE_FADE_SELF
357 newwall.skeleton = ".."
358 get_parent().add_child.call_deferred(newwall)
359
360
361func _process(_dt): 180func _process(_dt):
362 compass.update_rotation(global_rotation.y) 181 compass.update_rotation(global_rotation.y)