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-rw-r--r--client/Archipelago/player.gd362
1 files changed, 0 insertions, 362 deletions
diff --git a/client/Archipelago/player.gd b/client/Archipelago/player.gd deleted file mode 100644 index 538830f..0000000 --- a/client/Archipelago/player.gd +++ /dev/null
@@ -1,362 +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
21var compass
22
23
24func _ready():
25 var khl_script = load("res://scripts/nodes/keyHolderListener.gd")
26
27 var ap = global.get_node("Archipelago")
28 var gamedata = global.get_node("Gamedata")
29
30 compass = global.get_node("Compass")
31 compass.visible = ap.show_compass
32
33 ap.start_batching_locations()
34
35 # Set up door locations.
36 var map_id = gamedata.map_id_by_name.get(global.map)
37 for door in gamedata.objects.get_doors():
38 if door.get_map_id() != map_id:
39 continue
40
41 if not door.has_ap_id():
42 continue
43
44 if (
45 door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY
46 or door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING
47 ):
48 continue
49
50 var locationListener = ap.SCRIPT_locationListener.new()
51 locationListener.location_id = door.get_ap_id()
52 locationListener.name = "locationListener_%d" % door.get_ap_id()
53
54 for panel_ref in door.get_panels():
55 var panel_data = gamedata.objects.get_panels()[panel_ref.get_panel()]
56 var panel_path = panel_data.get_path()
57
58 if panel_ref.has_answer():
59 for proxy in panel_data.get_proxies():
60 if proxy.get_answer() == panel_ref.get_answer():
61 panel_path = proxy.get_path()
62 break
63
64 locationListener.senders.append(NodePath("/root/scene/" + panel_path))
65
66 for keyholder_ref in door.get_keyholders():
67 var keyholder_data = gamedata.objects.get_keyholders()[keyholder_ref.get_keyholder()]
68
69 var khl = khl_script.new()
70 khl.name = (
71 "location_%d_keyholder_%d" % [door.get_ap_id(), keyholder_ref.get_keyholder()]
72 )
73 khl.answer = keyholder_ref.get_key()
74 khl.senders.append(NodePath("/root/scene/" + keyholder_data.get_path()))
75 get_parent().add_child.call_deferred(khl)
76
77 locationListener.senders.append(NodePath("../" + khl.name))
78
79 for sender in door.get_senders():
80 locationListener.senders.append(NodePath("/root/scene/" + sender))
81
82 if door.has_complete_at():
83 locationListener.complete_at = door.get_complete_at()
84
85 get_parent().add_child.call_deferred(locationListener)
86
87 # Set up letter locations.
88 for letter in gamedata.objects.get_letters():
89 var room = gamedata.objects.get_rooms()[letter.get_room_id()]
90 if room.get_map_id() != map_id:
91 continue
92
93 var locationListener = ap.SCRIPT_locationListener.new()
94 locationListener.location_id = letter.get_ap_id()
95 locationListener.name = "locationListener_%d" % letter.get_ap_id()
96 locationListener.senders.append(NodePath("/root/scene/" + letter.get_path()))
97
98 get_parent().add_child.call_deferred(locationListener)
99
100 if (
101 ap.get_letter_behavior(letter.get_key(), letter.has_level2() and letter.get_level2())
102 != ap.kLETTER_BEHAVIOR_VANILLA
103 ):
104 var scout = ap.scout_location(letter.get_ap_id())
105 if (
106 scout != null
107 and not (scout["player"] == ap.client._slot and scout["flags"] & 4 != 0)
108 ):
109 var item_name = "Unknown"
110 var item_player_game = ap.client._game_by_player[float(scout["player"])]
111 if ap.client._item_id_to_name[item_player_game].has(scout["item"]):
112 item_name = ap.client._item_id_to_name[item_player_game][scout["item"]]
113
114 var collectable = get_tree().get_root().get_node("scene").get_node_or_null(
115 letter.get_path()
116 )
117 if collectable != null:
118 collectable.setScoutedText.call_deferred(item_name)
119
120 # Set up mastery locations.
121 for mastery in gamedata.objects.get_masteries():
122 var room = gamedata.objects.get_rooms()[mastery.get_room_id()]
123 if room.get_map_id() != map_id:
124 continue
125
126 var locationListener = ap.SCRIPT_locationListener.new()
127 locationListener.location_id = mastery.get_ap_id()
128 locationListener.name = "locationListener_%d" % mastery.get_ap_id()
129 locationListener.senders.append(NodePath("/root/scene/" + mastery.get_path()))
130
131 get_parent().add_child.call_deferred(locationListener)
132
133 # Set up ending locations.
134 for ending in gamedata.objects.get_endings():
135 var room = gamedata.objects.get_rooms()[ending.get_room_id()]
136 if room.get_map_id() != map_id:
137 continue
138
139 var locationListener = ap.SCRIPT_locationListener.new()
140 locationListener.location_id = ending.get_ap_id()
141 locationListener.name = "locationListener_%d" % ending.get_ap_id()
142 locationListener.senders.append(NodePath("/root/scene/" + ending.get_path()))
143
144 get_parent().add_child.call_deferred(locationListener)
145
146 if kEndingNameByVictoryValue.get(ap.victory_condition, null) == ending.get_name():
147 var victoryListener = ap.SCRIPT_victoryListener.new()
148 victoryListener.name = "victoryListener"
149 victoryListener.senders.append(NodePath("/root/scene/" + ending.get_path()))
150
151 get_parent().add_child.call_deferred(victoryListener)
152
153 # Set up keyholder locations, in keyholder sanity.
154 if ap.keyholder_sanity:
155 for keyholder in gamedata.objects.get_keyholders():
156 if not keyholder.has_key():
157 continue
158
159 var room = gamedata.objects.get_rooms()[keyholder.get_room_id()]
160 if room.get_map_id() != map_id:
161 continue
162
163 var locationListener = ap.SCRIPT_locationListener.new()
164 locationListener.location_id = keyholder.get_ap_id()
165 locationListener.name = "locationListener_%d" % keyholder.get_ap_id()
166
167 var khl = khl_script.new()
168 khl.name = "location_%d_keyholder" % keyholder.get_ap_id()
169 khl.answer = keyholder.get_key()
170 khl.senders.append(NodePath("/root/scene/" + keyholder.get_path()))
171 get_parent().add_child.call_deferred(khl)
172
173 locationListener.senders.append(NodePath("../" + khl.name))
174
175 get_parent().add_child.call_deferred(locationListener)
176
177 # Block off roof access in Daedalus.
178 if global.map == "daedalus" and not ap.daedalus_roof_access:
179 _set_up_invis_wall(75.5, 11, -24.5, 1, 10, 49)
180 _set_up_invis_wall(51.5, 11, -17, 16, 10, 1)
181 _set_up_invis_wall(46, 10, -9.5, 1, 10, 10)
182 _set_up_invis_wall(67.5, 11, 17, 16, 10, 1)
183 _set_up_invis_wall(50.5, 11, 14, 10, 10, 1)
184 _set_up_invis_wall(39, 10, 18.5, 1, 10, 22)
185 _set_up_invis_wall(20, 15, 18.5, 1, 10, 16)
186 _set_up_invis_wall(11.5, 15, 3, 32, 10, 1)
187 _set_up_invis_wall(11.5, 16, -20, 14, 20, 1)
188 _set_up_invis_wall(14, 16, -26.5, 1, 20, 4)
189 _set_up_invis_wall(28.5, 20.5, -26.5, 1, 15, 25)
190 _set_up_invis_wall(40.5, 20.5, -11, 30, 15, 1)
191 _set_up_invis_wall(50.5, 15, 5.5, 7, 10, 1)
192 _set_up_invis_wall(83.5, 33.5, 5.5, 1, 7, 11)
193 _set_up_invis_wall(83.5, 33.5, -5.5, 1, 7, 11)
194
195 var warp_exit_prefab = preload("res://objects/nodes/exit.tscn")
196 var warp_exit = warp_exit_prefab.instantiate()
197 warp_exit.name = "roof_access_blocker_warp_exit"
198 warp_exit.position = Vector3(58, 10, 0)
199 warp_exit.rotation_degrees.y = 90
200 get_parent().add_child.call_deferred(warp_exit)
201
202 var warp_enter_prefab = preload("res://objects/nodes/teleportAuto.tscn")
203 var warp_enter = warp_enter_prefab.instantiate()
204 warp_enter.target = warp_exit
205 warp_enter.position = Vector3(76.5, 30, 1)
206 warp_enter.scale = Vector3(4, 1.5, 1)
207 warp_enter.rotation_degrees.y = 90
208 get_parent().add_child.call_deferred(warp_enter)
209
210 if global.map == "the_entry":
211 # Remove door behind X1.
212 var door_node = get_tree().get_root().get_node("/root/scene/Components/Doors/exit_1")
213 door_node.handleTriggered()
214
215 # Display win condition.
216 var sign_prefab = preload("res://objects/nodes/sign.tscn")
217 var sign1 = sign_prefab.instantiate()
218 sign1.position = Vector3(-7, 5, -15.01)
219 sign1.text = "victory"
220 get_parent().add_child.call_deferred(sign1)
221
222 var sign2 = sign_prefab.instantiate()
223 sign2.position = Vector3(-7, 4, -15.01)
224 sign2.text = "%s ending" % kEndingNameByVictoryValue.get(ap.victory_condition, "?")
225
226 var sign2_color = kEndingNameByVictoryValue.get(ap.victory_condition, "coral").to_lower()
227 if sign2_color == "white":
228 sign2_color = "silver"
229
230 sign2.material = load("res://assets/materials/%s.material" % sign2_color)
231 get_parent().add_child.call_deferred(sign2)
232
233 # Add the strict purple ending validation.
234 if global.map == "the_sun_temple" and ap.strict_purple_ending:
235 var panel_prefab = preload("res://objects/nodes/panel.tscn")
236 var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
237 var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")
238
239 var previous_panel = null
240 var next_y = -100
241 var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
242 for word in words:
243 var panel = panel_prefab.instantiate()
244 panel.position = Vector3(0, next_y, 0)
245 next_y -= 10
246 panel.clue = word
247 panel.symbol = ""
248 panel.answer = word
249 panel.name = "EndCheck_%s" % word
250
251 var tpl = tpl_prefab.instantiate()
252 tpl.teleport_point = Vector3(0, 1, 0)
253 tpl.teleport_rotate = Vector3(-45, 180, 0)
254 tpl.target_path = panel
255 tpl.name = "Teleport"
256
257 if previous_panel == null:
258 tpl.senders.append(NodePath("/root/scene/Panels/End/panel_24"))
259 else:
260 tpl.senders.append(NodePath("../../%s" % previous_panel.name))
261
262 var reversing = reverse_prefab.instantiate()
263 reversing.senders.append(NodePath(".."))
264 reversing.name = "Reversing"
265 tpl.senders.append(NodePath("../Reversing"))
266
267 panel.add_child.call_deferred(tpl)
268 panel.add_child.call_deferred(reversing)
269 get_parent().get_node("Panels").add_child.call_deferred(panel)
270
271 previous_panel = panel
272
273 # Duplicate the doors that usually wait on EQUINOX. We can't set the senders
274 # here for some reason so we actually set them in the door ready function.
275 var endplat = get_node("/root/scene/Components/Doors/EndPlatform")
276 var endplat2 = endplat.duplicate()
277 endplat2.name = "spe_EndPlatform"
278 endplat.get_parent().add_child.call_deferred(endplat2)
279 endplat.queue_free()
280
281 var entry2 = get_node("/root/scene/Components/Doors/entry_2")
282 var entry22 = entry2.duplicate()
283 entry22.name = "spe_entry_2"
284 entry2.get_parent().add_child.call_deferred(entry22)
285 entry2.queue_free()
286
287 # Add the strict cyan ending validation.
288 if global.map == "the_parthenon" and ap.strict_cyan_ending:
289 var panel_prefab = preload("res://objects/nodes/panel.tscn")
290 var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
291 var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")
292
293 var previous_panel = null
294 var next_y = -100
295 var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
296 for word in words:
297 var panel = panel_prefab.instantiate()
298 panel.position = Vector3(0, next_y, 0)
299 next_y -= 10
300 panel.clue = word
301 panel.symbol = "."
302 panel.answer = "%s%s" % [word, word]
303 panel.name = "EndCheck_%s" % word
304
305 var tpl = tpl_prefab.instantiate()
306 tpl.teleport_point = Vector3(0, 1, -11)
307 tpl.teleport_rotate = Vector3(-45, 0, 0)
308 tpl.target_path = panel
309 tpl.name = "Teleport"
310
311 if previous_panel == null:
312 tpl.senderGroup.append(NodePath("/root/scene/Panels/Rulers"))
313 else:
314 tpl.senders.append(NodePath("../../%s" % previous_panel.name))
315
316 var reversing = reverse_prefab.instantiate()
317 reversing.senders.append(NodePath(".."))
318 reversing.name = "Reversing"
319 tpl.senders.append(NodePath("../Reversing"))
320
321 panel.add_child.call_deferred(tpl)
322 panel.add_child.call_deferred(reversing)
323 get_parent().get_node("Panels").add_child.call_deferred(panel)
324
325 previous_panel = panel
326
327 # Duplicate the door that usually waits on the rulers. We can't set the
328 # senders here for some reason so we actually set them in the door ready
329 # function.
330 var entry1 = get_node("/root/scene/Components/Doors/entry_1")
331 var entry12 = entry1.duplicate()
332 entry12.name = "spe_entry_1"
333 entry1.get_parent().add_child.call_deferred(entry12)
334 entry1.queue_free()
335
336 super._ready()
337
338 await get_tree().process_frame
339 await get_tree().process_frame
340
341 ap.stop_batching_locations()
342
343
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):
362 compass.update_rotation(global_rotation.y)