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-rw-r--r--client/Archipelago/player.gd244
1 files changed, 0 insertions, 244 deletions
diff --git a/client/Archipelago/player.gd b/client/Archipelago/player.gd deleted file mode 100644 index b4f7cc7..0000000 --- a/client/Archipelago/player.gd +++ /dev/null
@@ -1,244 +0,0 @@
1extends "res://scripts/nodes/player.gd"
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
21
22func _ready():
23 var khl_script = load("res://scripts/nodes/keyHolderListener.gd")
24
25 var ap = global.get_node("Archipelago")
26 var gamedata = global.get_node("Gamedata")
27
28 ap.start_batching_locations()
29
30 # Set up door locations.
31 var map_id = gamedata.map_id_by_name.get(global.map)
32 for door in gamedata.objects.get_doors():
33 if door.get_map_id() != map_id:
34 continue
35
36 if not door.has_ap_id():
37 continue
38
39 if door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY:
40 continue
41
42 var locationListener = ap.SCRIPT_locationListener.new()
43 locationListener.location_id = door.get_ap_id()
44 locationListener.name = "locationListener_%d" % door.get_ap_id()
45
46 for panel_ref in door.get_panels():
47 var panel_data = gamedata.objects.get_panels()[panel_ref.get_panel()]
48 var panel_path = panel_data.get_path()
49
50 if panel_ref.has_answer():
51 for proxy in panel_data.get_proxies():
52 if proxy.get_answer() == panel_ref.get_answer():
53 panel_path = proxy.get_path()
54 break
55
56 locationListener.senders.append(NodePath("/root/scene/" + panel_path))
57
58 for keyholder_ref in door.get_keyholders():
59 var keyholder_data = gamedata.objects.get_keyholders()[keyholder_ref.get_keyholder()]
60
61 var khl = khl_script.new()
62 khl.name = (
63 "location_%d_keyholder_%d" % [door.get_ap_id(), keyholder_ref.get_keyholder()]
64 )
65 khl.answer = keyholder_ref.get_key()
66 khl.senders.append(NodePath("/root/scene/" + keyholder_data.get_path()))
67 get_parent().add_child.call_deferred(khl)
68
69 locationListener.senders.append(NodePath("../" + khl.name))
70
71 for sender in door.get_senders():
72 locationListener.senders.append(NodePath("/root/scene/" + sender))
73
74 if door.has_complete_at():
75 locationListener.complete_at = door.get_complete_at()
76
77 get_parent().add_child.call_deferred(locationListener)
78
79 # Set up letter locations.
80 for letter in gamedata.objects.get_letters():
81 var room = gamedata.objects.get_rooms()[letter.get_room_id()]
82 if room.get_map_id() != map_id:
83 continue
84
85 var locationListener = ap.SCRIPT_locationListener.new()
86 locationListener.location_id = letter.get_ap_id()
87 locationListener.name = "locationListener_%d" % letter.get_ap_id()
88 locationListener.senders.append(NodePath("/root/scene/" + letter.get_path()))
89
90 get_parent().add_child.call_deferred(locationListener)
91
92 if (
93 ap.get_letter_behavior(letter.get_key(), letter.has_level2() and letter.get_level2())
94 != ap.kLETTER_BEHAVIOR_VANILLA
95 ):
96 var scout = ap.scout_location(letter.get_ap_id())
97 if scout != null:
98 var item_name = "Unknown"
99 var item_player_game = ap.client._game_by_player[float(scout["player"])]
100 if ap.client._item_id_to_name[item_player_game].has(scout["item"]):
101 item_name = ap.client._item_id_to_name[item_player_game][scout["item"]]
102
103 var collectable = get_tree().get_root().get_node("scene").get_node_or_null(
104 letter.get_path()
105 )
106 if collectable != null:
107 collectable.setScoutedText.call_deferred(item_name)
108
109 # Set up mastery locations.
110 for mastery in gamedata.objects.get_masteries():
111 var room = gamedata.objects.get_rooms()[mastery.get_room_id()]
112 if room.get_map_id() != map_id:
113 continue
114
115 var locationListener = ap.SCRIPT_locationListener.new()
116 locationListener.location_id = mastery.get_ap_id()
117 locationListener.name = "locationListener_%d" % mastery.get_ap_id()
118 locationListener.senders.append(NodePath("/root/scene/" + mastery.get_path()))
119
120 get_parent().add_child.call_deferred(locationListener)
121
122 # Set up ending locations.
123 for ending in gamedata.objects.get_endings():
124 var room = gamedata.objects.get_rooms()[ending.get_room_id()]
125 if room.get_map_id() != map_id:
126 continue
127
128 var locationListener = ap.SCRIPT_locationListener.new()
129 locationListener.location_id = ending.get_ap_id()
130 locationListener.name = "locationListener_%d" % ending.get_ap_id()
131 locationListener.senders.append(NodePath("/root/scene/" + ending.get_path()))
132
133 get_parent().add_child.call_deferred(locationListener)
134
135 if kEndingNameByVictoryValue.get(ap.victory_condition, null) == ending.get_name():
136 var victoryListener = ap.SCRIPT_victoryListener.new()
137 victoryListener.name = "victoryListener"
138 victoryListener.senders.append(NodePath("/root/scene/" + ending.get_path()))
139
140 get_parent().add_child.call_deferred(victoryListener)
141
142 # Set up keyholder locations, in keyholder sanity.
143 if ap.keyholder_sanity:
144 for keyholder in gamedata.objects.get_keyholders():
145 if not keyholder.has_key():
146 continue
147
148 var room = gamedata.objects.get_rooms()[keyholder.get_room_id()]
149 if room.get_map_id() != map_id:
150 continue
151
152 var locationListener = ap.SCRIPT_locationListener.new()
153 locationListener.location_id = keyholder.get_ap_id()
154 locationListener.name = "locationListener_%d" % keyholder.get_ap_id()
155
156 var khl = khl_script.new()
157 khl.name = "location_%d_keyholder" % keyholder.get_ap_id()
158 khl.answer = keyholder.get_key()
159 khl.senders.append(NodePath("/root/scene/" + keyholder.get_path()))
160 get_parent().add_child.call_deferred(khl)
161
162 locationListener.senders.append(NodePath("../" + khl.name))
163
164 get_parent().add_child.call_deferred(locationListener)
165
166 # Block off roof access in Daedalus.
167 if global.map == "daedalus" and not ap.daedalus_roof_access:
168 _set_up_invis_wall(75.5, 11, -24.5, 1, 10, 49)
169 _set_up_invis_wall(51.5, 11, -17, 16, 10, 1)
170 _set_up_invis_wall(46, 10, -9.5, 1, 10, 10)
171 _set_up_invis_wall(67.5, 11, 17, 16, 10, 1)
172 _set_up_invis_wall(50.5, 11, 14, 10, 10, 1)
173 _set_up_invis_wall(39, 10, 18.5, 1, 10, 22)
174 _set_up_invis_wall(20, 15, 18.5, 1, 10, 16)
175 _set_up_invis_wall(11.5, 15, 3, 32, 10, 1)
176 _set_up_invis_wall(11.5, 16, -20, 14, 20, 1)
177 _set_up_invis_wall(14, 16, -26.5, 1, 20, 4)
178 _set_up_invis_wall(28.5, 20.5, -26.5, 1, 15, 25)
179 _set_up_invis_wall(40.5, 20.5, -11, 30, 15, 1)
180 _set_up_invis_wall(50.5, 15, 5.5, 7, 10, 1)
181 _set_up_invis_wall(83.5, 33.5, 5.5, 1, 7, 11)
182 _set_up_invis_wall(83.5, 33.5, -5.5, 1, 7, 11)
183
184 var warp_exit_prefab = preload("res://objects/nodes/exit.tscn")
185 var warp_exit = warp_exit_prefab.instantiate()
186 warp_exit.name = "roof_access_blocker_warp_exit"
187 warp_exit.position = Vector3(58, 10, 0)
188 warp_exit.rotation_degrees.y = 90
189 get_parent().add_child.call_deferred(warp_exit)
190
191 var warp_enter_prefab = preload("res://objects/nodes/teleportAuto.tscn")
192 var warp_enter = warp_enter_prefab.instantiate()
193 warp_enter.target = warp_exit
194 warp_enter.position = Vector3(76.5, 30, 1)
195 warp_enter.scale = Vector3(4, 1.5, 1)
196 warp_enter.rotation_degrees.y = 90
197 get_parent().add_child.call_deferred(warp_enter)
198
199 if global.map == "the_entry":
200 # Remove door behind X1.
201 var door_node = get_tree().get_root().get_node("/root/scene/Components/Doors/exit_1")
202 door_node.handleTriggered()
203
204 # Display win condition.
205 var sign_prefab = preload("res://objects/nodes/sign.tscn")
206 var sign1 = sign_prefab.instantiate()
207 sign1.position = Vector3(-7, 5, -15.01)
208 sign1.text = "victory"
209 get_parent().add_child.call_deferred(sign1)
210
211 var sign2 = sign_prefab.instantiate()
212 sign2.position = Vector3(-7, 4, -15.01)
213 sign2.text = "%s ending" % kEndingNameByVictoryValue.get(ap.victory_condition, "?")
214
215 var sign2_color = kEndingNameByVictoryValue.get(ap.victory_condition, "coral").to_lower()
216 if sign2_color == "white":
217 sign2_color = "silver"
218
219 sign2.material = load("res://assets/materials/%s.material" % sign2_color)
220 get_parent().add_child.call_deferred(sign2)
221
222 super._ready()
223
224 await get_tree().process_frame
225 await get_tree().process_frame
226
227 ap.stop_batching_locations()
228
229
230func _set_up_invis_wall(x, y, z, sx, sy, sz):
231 var prefab = preload("res://objects/nodes/block.tscn")
232 var newwall = prefab.instantiate()
233 newwall.position.x = x
234 newwall.position.y = y
235 newwall.position.z = z
236 newwall.scale.x = sz
237 newwall.scale.y = sy
238 newwall.scale.z = sx
239 newwall.set_surface_override_material(0, preload("res://assets/materials/blackMatte.material"))
240 newwall.visibility_range_end = 3
241 newwall.visibility_range_end_margin = 1
242 newwall.visibility_range_fade_mode = RenderingServer.VISIBILITY_RANGE_FADE_SELF
243 newwall.skeleton = ".."
244 get_parent().add_child.call_deferred(newwall)