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-rw-r--r--client/Archipelago/player.gd190
1 files changed, 187 insertions, 3 deletions
diff --git a/client/Archipelago/player.gd b/client/Archipelago/player.gd index 082aa64..f0b214f 100644 --- a/client/Archipelago/player.gd +++ b/client/Archipelago/player.gd
@@ -1,10 +1,33 @@
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
20
3 21
4func _ready(): 22func _ready():
23 var khl_script = load("res://scripts/nodes/keyHolderListener.gd")
24
5 var ap = global.get_node("Archipelago") 25 var ap = global.get_node("Archipelago")
6 var gamedata = global.get_node("Gamedata") 26 var gamedata = global.get_node("Gamedata")
7 27
28 ap.start_batching_locations()
29
30 # Set up door locations.
8 var map_id = gamedata.map_id_by_name.get(global.map) 31 var map_id = gamedata.map_id_by_name.get(global.map)
9 for door in gamedata.objects.get_doors(): 32 for door in gamedata.objects.get_doors():
10 if door.get_map_id() != map_id: 33 if door.get_map_id() != map_id:
@@ -13,7 +36,10 @@ func _ready():
13 if not door.has_ap_id(): 36 if not door.has_ap_id():
14 continue 37 continue
15 38
16 if door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY: 39 if (
40 door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY
41 or door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING
42 ):
17 continue 43 continue
18 44
19 var locationListener = ap.SCRIPT_locationListener.new() 45 var locationListener = ap.SCRIPT_locationListener.new()
@@ -21,12 +47,39 @@ func _ready():
21 locationListener.name = "locationListener_%d" % door.get_ap_id() 47 locationListener.name = "locationListener_%d" % door.get_ap_id()
22 48
23 for panel_ref in door.get_panels(): 49 for panel_ref in door.get_panels():
24 # TODO: specific answers
25 var panel_data = gamedata.objects.get_panels()[panel_ref.get_panel()] 50 var panel_data = gamedata.objects.get_panels()[panel_ref.get_panel()]
26 locationListener.senders.append(NodePath("/root/scene/" + panel_data.get_path())) 51 var panel_path = panel_data.get_path()
52
53 if panel_ref.has_answer():
54 for proxy in panel_data.get_proxies():
55 if proxy.get_answer() == panel_ref.get_answer():
56 panel_path = proxy.get_path()
57 break
58
59 locationListener.senders.append(NodePath("/root/scene/" + panel_path))
60
61 for keyholder_ref in door.get_keyholders():
62 var keyholder_data = gamedata.objects.get_keyholders()[keyholder_ref.get_keyholder()]
63
64 var khl = khl_script.new()
65 khl.name = (
66 "location_%d_keyholder_%d" % [door.get_ap_id(), keyholder_ref.get_keyholder()]
67 )
68 khl.answer = keyholder_ref.get_key()
69 khl.senders.append(NodePath("/root/scene/" + keyholder_data.get_path()))
70 get_parent().add_child.call_deferred(khl)
71
72 locationListener.senders.append(NodePath("../" + khl.name))
73
74 for sender in door.get_senders():
75 locationListener.senders.append(NodePath("/root/scene/" + sender))
76
77 if door.has_complete_at():
78 locationListener.complete_at = door.get_complete_at()
27 79
28 get_parent().add_child.call_deferred(locationListener) 80 get_parent().add_child.call_deferred(locationListener)
29 81
82 # Set up letter locations.
30 for letter in gamedata.objects.get_letters(): 83 for letter in gamedata.objects.get_letters():
31 var room = gamedata.objects.get_rooms()[letter.get_room_id()] 84 var room = gamedata.objects.get_rooms()[letter.get_room_id()]
32 if room.get_map_id() != map_id: 85 if room.get_map_id() != map_id:
@@ -39,6 +92,27 @@ func _ready():
39 92
40 get_parent().add_child.call_deferred(locationListener) 93 get_parent().add_child.call_deferred(locationListener)
41 94
95 if (
96 ap.get_letter_behavior(letter.get_key(), letter.has_level2() and letter.get_level2())
97 != ap.kLETTER_BEHAVIOR_VANILLA
98 ):
99 var scout = ap.scout_location(letter.get_ap_id())
100 if (
101 scout != null
102 and not (scout["player"] == ap.client._slot and scout["flags"] & 4 != 0)
103 ):
104 var item_name = "Unknown"
105 var item_player_game = ap.client._game_by_player[float(scout["player"])]
106 if ap.client._item_id_to_name[item_player_game].has(scout["item"]):
107 item_name = ap.client._item_id_to_name[item_player_game][scout["item"]]
108
109 var collectable = get_tree().get_root().get_node("scene").get_node_or_null(
110 letter.get_path()
111 )
112 if collectable != null:
113 collectable.setScoutedText.call_deferred(item_name)
114
115 # Set up mastery locations.
42 for mastery in gamedata.objects.get_masteries(): 116 for mastery in gamedata.objects.get_masteries():
43 var room = gamedata.objects.get_rooms()[mastery.get_room_id()] 117 var room = gamedata.objects.get_rooms()[mastery.get_room_id()]
44 if room.get_map_id() != map_id: 118 if room.get_map_id() != map_id:
@@ -51,6 +125,7 @@ func _ready():
51 125
52 get_parent().add_child.call_deferred(locationListener) 126 get_parent().add_child.call_deferred(locationListener)
53 127
128 # Set up ending locations.
54 for ending in gamedata.objects.get_endings(): 129 for ending in gamedata.objects.get_endings():
55 var room = gamedata.objects.get_rooms()[ending.get_room_id()] 130 var room = gamedata.objects.get_rooms()[ending.get_room_id()]
56 if room.get_map_id() != map_id: 131 if room.get_map_id() != map_id:
@@ -63,4 +138,113 @@ func _ready():
63 138
64 get_parent().add_child.call_deferred(locationListener) 139 get_parent().add_child.call_deferred(locationListener)
65 140
141 if kEndingNameByVictoryValue.get(ap.victory_condition, null) == ending.get_name():
142 var victoryListener = ap.SCRIPT_victoryListener.new()
143 victoryListener.name = "victoryListener"
144 victoryListener.senders.append(NodePath("/root/scene/" + ending.get_path()))
145
146 get_parent().add_child.call_deferred(victoryListener)
147
148 # Set up keyholder locations, in keyholder sanity.
149 if ap.keyholder_sanity:
150 for keyholder in gamedata.objects.get_keyholders():
151 if not keyholder.has_key():
152 continue
153
154 var room = gamedata.objects.get_rooms()[keyholder.get_room_id()]
155 if room.get_map_id() != map_id:
156 continue
157
158 var locationListener = ap.SCRIPT_locationListener.new()
159 locationListener.location_id = keyholder.get_ap_id()
160 locationListener.name = "locationListener_%d" % keyholder.get_ap_id()
161
162 var khl = khl_script.new()
163 khl.name = "location_%d_keyholder" % keyholder.get_ap_id()
164 khl.answer = keyholder.get_key()
165 khl.senders.append(NodePath("/root/scene/" + keyholder.get_path()))
166 get_parent().add_child.call_deferred(khl)
167
168 locationListener.senders.append(NodePath("../" + khl.name))
169
170 get_parent().add_child.call_deferred(locationListener)
171
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
66 super._ready() 228 super._ready()
229
230 await get_tree().process_frame
231 await get_tree().process_frame
232
233 ap.stop_batching_locations()
234
235
236func _set_up_invis_wall(x, y, z, sx, sy, sz):
237 var prefab = preload("res://objects/nodes/block.tscn")
238 var newwall = prefab.instantiate()
239 newwall.position.x = x
240 newwall.position.y = y
241 newwall.position.z = z
242 newwall.scale.x = sz
243 newwall.scale.y = sy
244 newwall.scale.z = sx
245 newwall.set_surface_override_material(0, preload("res://assets/materials/blackMatte.material"))
246 newwall.visibility_range_end = 3
247 newwall.visibility_range_end_margin = 1
248 newwall.visibility_range_fade_mode = RenderingServer.VISIBILITY_RANGE_FADE_SELF
249 newwall.skeleton = ".."
250 get_parent().add_child.call_deferred(newwall)