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-rw-r--r--apworld/client/player.gd349
1 files changed, 349 insertions, 0 deletions
diff --git a/apworld/client/player.gd b/apworld/client/player.gd new file mode 100644 index 0000000..b73f61e --- /dev/null +++ b/apworld/client/player.gd
@@ -0,0 +1,349 @@
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 or door.get_type() == gamedata.SCRIPT_proto.DoorType.CONTROL_CENTER_COLOR
35 ):
36 continue
37
38 var locationListener = ap.SCRIPT_locationListener.new()
39 locationListener.location_id = door.get_ap_id()
40 locationListener.name = "locationListener_%d" % door.get_ap_id()
41
42 for panel_ref in door.get_panels():
43 var panel_data = gamedata.objects.get_panels()[panel_ref.get_panel()]
44 var panel_path = panel_data.get_path()
45
46 if panel_ref.has_answer():
47 for proxy in panel_data.get_proxies():
48 if proxy.get_answer() == panel_ref.get_answer():
49 panel_path = proxy.get_path()
50 break
51
52 locationListener.senders.append(NodePath("/root/scene/" + panel_path))
53
54 for keyholder_ref in door.get_keyholders():
55 var keyholder_data = gamedata.objects.get_keyholders()[keyholder_ref.get_keyholder()]
56
57 var khl = khl_script.new()
58 khl.name = (
59 "location_%d_keyholder_%d" % [door.get_ap_id(), keyholder_ref.get_keyholder()]
60 )
61 khl.answer = keyholder_ref.get_key()
62 khl.senders.append(NodePath("/root/scene/" + keyholder_data.get_path()))
63 get_parent().add_child.call_deferred(khl)
64
65 locationListener.senders.append(NodePath("../" + khl.name))
66
67 for sender in door.get_senders():
68 locationListener.senders.append(NodePath("/root/scene/" + sender))
69
70 if door.has_complete_at():
71 locationListener.complete_at = door.get_complete_at()
72
73 get_parent().add_child.call_deferred(locationListener)
74
75 # Set up letter locations.
76 for letter in gamedata.objects.get_letters():
77 var room = gamedata.objects.get_rooms()[letter.get_room_id()]
78 if room.get_map_id() != map_id:
79 continue
80
81 var locationListener = ap.SCRIPT_locationListener.new()
82 locationListener.location_id = letter.get_ap_id()
83 locationListener.name = "locationListener_%d" % letter.get_ap_id()
84 locationListener.senders.append(NodePath("/root/scene/" + letter.get_path()))
85
86 get_parent().add_child.call_deferred(locationListener)
87
88 if (
89 ap.get_letter_behavior(letter.get_key(), letter.has_level2() and letter.get_level2())
90 != ap.kLETTER_BEHAVIOR_VANILLA
91 ):
92 var scout = ap.scout_location(letter.get_ap_id())
93 if scout != null and not (scout["for_self"] and scout["flags"] & 4 != 0):
94 var collectable = get_tree().get_root().get_node("scene").get_node_or_null(
95 letter.get_path()
96 )
97 if collectable != null:
98 collectable.setScoutedText.call_deferred(scout["item"])
99
100 # Set up mastery locations.
101 for mastery in gamedata.objects.get_masteries():
102 var room = gamedata.objects.get_rooms()[mastery.get_room_id()]
103 if room.get_map_id() != map_id:
104 continue
105
106 var locationListener = ap.SCRIPT_locationListener.new()
107 locationListener.location_id = mastery.get_ap_id()
108 locationListener.name = "locationListener_%d" % mastery.get_ap_id()
109 locationListener.senders.append(NodePath("/root/scene/" + mastery.get_path()))
110
111 get_parent().add_child.call_deferred(locationListener)
112
113 # Set up ending locations.
114 for ending in gamedata.objects.get_endings():
115 var room = gamedata.objects.get_rooms()[ending.get_room_id()]
116 if room.get_map_id() != map_id:
117 continue
118
119 var locationListener = ap.SCRIPT_locationListener.new()
120 locationListener.location_id = ending.get_ap_id()
121 locationListener.name = "locationListener_%d" % ending.get_ap_id()
122 locationListener.senders.append(NodePath("/root/scene/" + ending.get_path()))
123
124 get_parent().add_child.call_deferred(locationListener)
125
126 if ap.kEndingNameByVictoryValue.get(ap.victory_condition, null) == ending.get_name():
127 var victoryListener = ap.SCRIPT_victoryListener.new()
128 victoryListener.name = "victoryListener"
129 victoryListener.senders.append(NodePath("/root/scene/" + ending.get_path()))
130
131 get_parent().add_child.call_deferred(victoryListener)
132
133 # Set up keyholder locations, in keyholder sanity.
134 if ap.keyholder_sanity:
135 for keyholder in gamedata.objects.get_keyholders():
136 if not keyholder.has_key():
137 continue
138
139 var room = gamedata.objects.get_rooms()[keyholder.get_room_id()]
140 if room.get_map_id() != map_id:
141 continue
142
143 var locationListener = ap.SCRIPT_locationListener.new()
144 locationListener.location_id = keyholder.get_ap_id()
145 locationListener.name = "locationListener_%d" % keyholder.get_ap_id()
146
147 var khl = khl_script.new()
148 khl.name = "location_%d_keyholder" % keyholder.get_ap_id()
149 khl.answer = keyholder.get_key()
150 khl.senders.append(NodePath("/root/scene/" + keyholder.get_path()))
151 get_parent().add_child.call_deferred(khl)
152
153 locationListener.senders.append(NodePath("../" + khl.name))
154
155 get_parent().add_child.call_deferred(locationListener)
156
157 # Block off roof access in Daedalus.
158 if global.map == "daedalus" and not ap.daedalus_roof_access:
159 _set_up_invis_wall(75.5, 11, -24.5, 1, 10, 49)
160 _set_up_invis_wall(51.5, 11, -17, 16, 10, 1)
161 _set_up_invis_wall(46, 10, -9.5, 1, 10, 10)
162 _set_up_invis_wall(67.5, 11, 17, 16, 10, 1)
163 _set_up_invis_wall(50.5, 11, 14, 10, 10, 1)
164 _set_up_invis_wall(39, 10, 18.5, 1, 10, 22)
165 _set_up_invis_wall(20, 15, 18.5, 1, 10, 16)
166 _set_up_invis_wall(11.5, 15, 3, 32, 10, 1)
167 _set_up_invis_wall(11.5, 16, -20, 14, 20, 1)
168 _set_up_invis_wall(14, 16, -26.5, 1, 20, 4)
169 _set_up_invis_wall(28.5, 20.5, -26.5, 1, 15, 25)
170 _set_up_invis_wall(40.5, 20.5, -11, 30, 15, 1)
171 _set_up_invis_wall(50.5, 15, 5.5, 7, 10, 1)
172 _set_up_invis_wall(83.5, 33.5, 5.5, 1, 7, 11)
173 _set_up_invis_wall(83.5, 33.5, -5.5, 1, 7, 11)
174
175 var warp_exit_prefab = preload("res://objects/nodes/exit.tscn")
176 var warp_exit = warp_exit_prefab.instantiate()
177 warp_exit.name = "roof_access_blocker_warp_exit"
178 warp_exit.position = Vector3(58, 10, 0)
179 warp_exit.rotation_degrees.y = 90
180 get_parent().add_child.call_deferred(warp_exit)
181
182 var warp_enter_prefab = preload("res://objects/nodes/teleportAuto.tscn")
183 var warp_enter = warp_enter_prefab.instantiate()
184 warp_enter.target = warp_exit
185 warp_enter.position = Vector3(76.5, 30, 1)
186 warp_enter.scale = Vector3(4, 1.5, 1)
187 warp_enter.rotation_degrees.y = 90
188 get_parent().add_child.call_deferred(warp_enter)
189
190 if global.map == "the_entry":
191 # Remove door behind X1.
192 var door_node = get_tree().get_root().get_node("/root/scene/Components/Doors/exit_1")
193 door_node.handleTriggered()
194
195 # Display win condition.
196 var sign_prefab = preload("res://objects/nodes/sign.tscn")
197 var sign1 = sign_prefab.instantiate()
198 sign1.position = Vector3(-7, 5, -15.01)
199 sign1.text = "victory"
200 get_parent().add_child.call_deferred(sign1)
201
202 var sign2 = sign_prefab.instantiate()
203 sign2.position = Vector3(-7, 4, -15.01)
204 sign2.text = "%s ending" % ap.kEndingNameByVictoryValue.get(ap.victory_condition, "?")
205
206 var sign2_color = ap.kEndingNameByVictoryValue.get(ap.victory_condition, "coral").to_lower()
207 if sign2_color == "white":
208 sign2_color = "silver"
209
210 sign2.material = load("res://assets/materials/%s.material" % sign2_color)
211 get_parent().add_child.call_deferred(sign2)
212
213 # Add the strict purple ending validation.
214 if global.map == "the_sun_temple" and ap.strict_purple_ending:
215 var panel_prefab = preload("res://objects/nodes/panel.tscn")
216 var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
217 var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")
218
219 var previous_panel = null
220 var next_y = -100
221 var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
222 for word in words:
223 var panel = panel_prefab.instantiate()
224 panel.position = Vector3(0, next_y, 0)
225 next_y -= 10
226 panel.clue = word
227 panel.symbol = ""
228 panel.answer = word
229 panel.name = "EndCheck_%s" % word
230
231 var tpl = tpl_prefab.instantiate()
232 tpl.teleport_point = Vector3(0, 1, 0)
233 tpl.teleport_rotate = Vector3(-45, 180, 0)
234 tpl.target_path = panel
235 tpl.name = "Teleport"
236
237 if previous_panel == null:
238 tpl.senders.append(NodePath("/root/scene/Panels/End/panel_24"))
239 else:
240 tpl.senders.append(NodePath("../../%s" % previous_panel.name))
241
242 var reversing = reverse_prefab.instantiate()
243 reversing.senders.append(NodePath(".."))
244 reversing.name = "Reversing"
245 tpl.senders.append(NodePath("../Reversing"))
246
247 panel.add_child.call_deferred(tpl)
248 panel.add_child.call_deferred(reversing)
249 get_parent().get_node("Panels").add_child.call_deferred(panel)
250
251 previous_panel = panel
252
253 # Duplicate the doors that usually wait on EQUINOX. We can't set the senders
254 # here for some reason so we actually set them in the door ready function.
255 var endplat = get_node("/root/scene/Components/Doors/EndPlatform")
256 var endplat2 = endplat.duplicate()
257 endplat2.name = "spe_EndPlatform"
258 endplat.get_parent().add_child.call_deferred(endplat2)
259 endplat.queue_free()
260
261 var entry2 = get_node("/root/scene/Components/Doors/entry_2")
262 var entry22 = entry2.duplicate()
263 entry22.name = "spe_entry_2"
264 entry2.get_parent().add_child.call_deferred(entry22)
265 entry2.queue_free()
266
267 # Add the strict cyan ending validation.
268 if global.map == "the_parthenon" and ap.strict_cyan_ending:
269 var panel_prefab = preload("res://objects/nodes/panel.tscn")
270 var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
271 var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")
272
273 var previous_panel = null
274 var next_y = -100
275 var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
276 for word in words:
277 var panel = panel_prefab.instantiate()
278 panel.position = Vector3(0, next_y, 0)
279 next_y -= 10
280 panel.clue = word
281 panel.symbol = "."
282 panel.answer = "%s%s" % [word, word]
283 panel.name = "EndCheck_%s" % word
284
285 var tpl = tpl_prefab.instantiate()
286 tpl.teleport_point = Vector3(0, 1, -11)
287 tpl.teleport_rotate = Vector3(-45, 0, 0)
288 tpl.target_path = panel
289 tpl.name = "Teleport"
290
291 if previous_panel == null:
292 tpl.senderGroup.append(NodePath("/root/scene/Panels/Rulers"))
293 else:
294 tpl.senders.append(NodePath("../../%s" % previous_panel.name))
295
296 var reversing = reverse_prefab.instantiate()
297 reversing.senders.append(NodePath(".."))
298 reversing.name = "Reversing"
299 tpl.senders.append(NodePath("../Reversing"))
300
301 panel.add_child.call_deferred(tpl)
302 panel.add_child.call_deferred(reversing)
303 get_parent().get_node("Panels").add_child.call_deferred(panel)
304
305 previous_panel = panel
306
307 # Duplicate the door that usually waits on the rulers. We can't set the
308 # senders here for some reason so we actually set them in the door ready
309 # function.
310 var entry1 = get_node("/root/scene/Components/Doors/entry_1")
311 var entry12 = entry1.duplicate()
312 entry12.name = "spe_entry_1"
313 entry1.get_parent().add_child.call_deferred(entry12)
314 entry1.queue_free()
315
316 ap.update_job_well_done_sign()
317
318 var minimap = ap.SCRIPT_minimap.new()
319 minimap.name = "Minimap"
320 minimap.visible = ap.show_minimap
321 get_parent().add_child.call_deferred(minimap)
322
323 super._ready()
324
325 await get_tree().process_frame
326 await get_tree().process_frame
327
328 ap.stop_batching_locations()
329
330
331func _set_up_invis_wall(x, y, z, sx, sy, sz):
332 var prefab = preload("res://objects/nodes/block.tscn")
333 var newwall = prefab.instantiate()
334 newwall.position.x = x
335 newwall.position.y = y
336 newwall.position.z = z
337 newwall.scale.x = sz
338 newwall.scale.y = sy
339 newwall.scale.z = sx
340 newwall.set_surface_override_material(0, preload("res://assets/materials/blackMatte.material"))
341 newwall.visibility_range_end = 3
342 newwall.visibility_range_end_margin = 1
343 newwall.visibility_range_fade_mode = RenderingServer.VISIBILITY_RANGE_FADE_SELF
344 newwall.skeleton = ".."
345 get_parent().add_child.call_deferred(newwall)
346
347
348func _process(_dt):
349 compass.update_rotation(global_rotation.y)