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* Added display names to portsStar Rauchenberger2025-09-2815-0/+16
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* [Data] Annotate shuffleable portsStar Rauchenberger2025-09-2115-6/+31
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* [Data] Renamed some doors with compass directionsStar Rauchenberger2025-09-191-1/+1
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* [Data] Daedalus - C Keyholder should be in East AreaStar Rauchenberger2025-09-161-1/+1
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* [Client] Fixed The Great - Colorful EntranceStar Rauchenberger2025-09-121-1/+0
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* Added option for Daedalus roof access logicStar Rauchenberger2025-09-031-0/+4
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* Added keyholder sanityStar Rauchenberger2025-09-025-0/+5
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* [Data] Some more double letters fixesStar Rauchenberger2025-09-011-1/+1
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* [Data] Small tweaksStar Rauchenberger2025-08-312-2/+2
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* [Data] Small tweaksStar Rauchenberger2025-08-301-0/+1
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* Changed how door location names are formattedStar Rauchenberger2025-08-30151-151/+176
| | | | | | | | | | | | | | | | | | STANDARD type doors with at most four panels in the same map area and no other trigger objects will have their location names generated from the names of the panels used to open the door, similar to Lingo 1. Other door types will use the door's name. In either case, the name can be overridden using the new location_name field. Rooms can also set a panel_display_name field, which will be used in location names for doors, and is used to group panels into areas. Panels themselves can set display names, which differentiates their locations from other panels in the same area. Many maps were updated for this, but note that the_symbolic and the_unyielding have validator failures because of duplicate panel names. This won't matter until panelsanity is implemented.
* [Data] Added logic for Tenacious Color PaintingStar Rauchenberger2025-08-301-1/+1
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* Added daedalusStar Rauchenberger2025-08-24152-0/+5478
s2 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Double */ .highlight .se { color: #0044dd; background-color: #fff0f0 } /* Literal.String.Escape */ .highlight .sh { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Heredoc */ .highlight .si { color: #3333bb; background-color: #fff0f0 } /* Literal.String.Interpol */ .highlight .sx { color: #22bb22; background-color: #f0fff0 } /* Literal.String.Other */ .highlight .sr { color: #008800; background-color: #fff0ff } /* Literal.String.Regex */ .highlight .s1 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Single */ .highlight .ss { color: #aa6600; background-color: #fff0f0 } /* Literal.String.Symbol */ .highlight .bp { color: #003388 } /* Name.Builtin.Pseudo */ .highlight .fm { color: #0066bb; font-weight: bold } /* Name.Function.Magic */ .highlight .vc { color: #336699 } /* Name.Variable.Class */ .highlight .vg { color: #dd7700 } /* Name.Variable.Global */ .highlight .vi { color: #3333bb } /* Name.Variable.Instance */ .highlight .vm { color: #336699 } /* Name.Variable.Magic */ .highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */
extends CanvasLayer

var player
var drawer
var sprite
var label

var cell_left
var cell_top
var cell_right
var cell_bottom
var center_x_min
var center_x_max
var center_y_min
var center_y_max


func _ready():
	player = get_tree().get_root().get_node("scene/player")

	var svc = SubViewportContainer.new()
	svc.anchor_left = 1.0
	svc.anchor_top = 1.0
	svc.anchor_right = 1.0
	svc.anchor_bottom = 1.0
	svc.offset_left = -320.0
	svc.offset_top = -320.0
	svc.offset_right = -64.0
	svc.offset_bottom = -64.0
	add_child(svc)

	var sv = SubViewport.new()
	sv.size = Vector2i(256, 256)
	sv.disable_3d = true
	svc.add_child(sv)

	var background_color = Color.WHITE

	var world_env = get_tree().get_root().get_node("scene/WorldEnvironment")
	if world_env != null and world_env.environment != null:
		if world_env.environment.background_mode == Environment.BG_COLOR:
			background_color = world_env.environment.background_color
		elif (
			world_env.environment.background_mode == Environment.BG_SKY
			and world_env.environment.sky != null
			and world_env.environment.sky.sky_material != null
		):
			var sky = world_env.environment.sky.sky_material
			if sky is PhysicalSkyMaterial:
				background_color = sky.ground_color
			elif sky is ProceduralSkyMaterial:
				background_color = sky.sky_top_color

	var background_image = Image.create_empty(256, 256, false, Image.FORMAT_RGBA8)
	background_image.fill(background_color)

	var background_texture = ImageTexture.create_from_image(background_image)
	var background = Sprite2D.new()
	background.texture = background_texture
	background.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
	background.centered = false
	sv.add_child(background)

	drawer = Node2D.new()
	sv.add_child(drawer)

	var gridmap = get_tree().get_root().get_node("scene/GridMap")
	if gridmap == null:
		visible = false
		return

	cell_left = 0
	cell_top = 0
	cell_right = 0
	cell_bottom = 0

	for pos in gridmap.get_used_cells():
		if pos.x < cell_left:
			cell_left = pos.x
		if pos.x > cell_right:
			cell_right = pos.x
		if pos.z < cell_top:
			cell_top = pos.z
		if pos.z > cell_bottom:
			cell_bottom = pos.z

	var cell_width = cell_right - cell_left + 1
	var cell_height = cell_bottom - cell_top + 1

	var heights = {}

	var rendered = Image.create_empty(cell_width, cell_height, false, Image.FORMAT_RGBA8)
	rendered.fill(Color.TRANSPARENT)

	for pos in gridmap.get_used_cells():
		var in_plane = Vector2i(pos.x, pos.z)

		if in_plane in heights and heights[in_plane] > pos.y:
			continue

		heights[in_plane] = pos.y

		var cell_item = gridmap.get_cell_item(pos)
		var mesh = gridmap.mesh_library.get_item_mesh(cell_item)
		var material = mesh.surface_get_material(0)
		var color = material.albedo_color

		rendered.set_pixel(pos.x - cell_left, pos.z - cell_top, color)

	var image_texture = ImageTexture.create_from_image(rendered)
	sprite = Sprite2D.new()
	sprite.texture = image_texture
	sprite.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
	sprite.scale = Vector2(2, 2)
	sprite.centered = false
	drawer.add_child(sprite)

	label = Label.new()
	label.theme = preload("res://assets/themes/baseUI.tres")
	label.add_theme_font_size_override("font_size", 32)
	label.text = "@"
	drawer.add_child(label)

	var local_tl = gridmap.map_to_local(Vector3i(cell_left, 0, cell_top))
	var local_br = gridmap.map_to_local(Vector3i(cell_right, 0, cell_bottom))
	var global_tl = gridmap.to_global(local_tl)
	var global_br = gridmap.to_global(local_br)

	center_x_min = 0
	center_x_max = cell_width - 128
	center_y_min = 0
	center_y_max = cell_height - 128

	if center_x_max < center_x_min:
		center_x_min = (center_x_min + center_x_max) / 2
		center_x_max = center_x_min

	if center_y_max < center_y_min:
		center_y_min = (center_y_min + center_y_max) / 2
		center_y_max = center_y_min


func _process(_delta):
	if visible == false:
		return

	drawer.position.x = clamp(player.position.x - cell_left - 64, center_x_min, center_x_max) * -2
	drawer.position.y = clamp(player.position.z - cell_top - 64, center_y_min, center_y_max) * -2

	label.position.x = (player.position.x - cell_left) * 2 - 16
	label.position.y = (player.position.z - cell_top) * 2 - 16