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* Mark some doors as "latched"Star Rauchenberger2025-10-201-2/+0
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* Added display names to portsStar Rauchenberger2025-09-282-0/+2
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* [Data] Annotate shuffleable portsStar Rauchenberger2025-09-212-2/+6
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* Added keyholder sanityStar Rauchenberger2025-09-021-0/+1
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* Changed how door location names are formattedStar Rauchenberger2025-08-305-5/+0
| | | | | | | | | | | | | | | | | | 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.
* Converted puzzle symbols to an enumStar Rauchenberger2025-08-203-19/+19
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* Added the_partialStar Rauchenberger2025-08-175-0/+178
ariable */ .highlight .ow { color: #008800 } /* Operator.Word */ .highlight .w { color: #bbbbbb } /* Text.Whitespace */ .highlight .mb { color: #0000DD; font-weight: bold } /* Literal.Number.Bin */ .highlight .mf { color: #0000DD; font-weight: bold } /* Literal.Number.Float */ .highlight .mh { color: #0000DD; font-weight: bold } /* Literal.Number.Hex */ .highlight .mi { color: #0000DD; font-weight: bold } /* Literal.Number.Integer */ .highlight .mo { color: #0000DD; font-weight: bold } /* Literal.Number.Oct */ .highlight .sa { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Affix */ .highlight .sb { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Backtick */ .highlight .sc { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Char */ .highlight .dl { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Delimiter */ .highlight .sd { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Doc */ .highlight .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 "res://scripts/load.gd"


func _load():
	global._print("Hooked Load Start")

	var apclient = global.get_node("Archipelago")

	# Override the YOU panel with the AP slot name.
	if self.get_node_or_null("Panels/Color Arrow Room/Panel_you") != null:
		self.get_node("Panels/Color Arrow Room/Panel_you").answer = apclient.ap_user
	for node in get_tree().get_nodes_in_group("text_you"):
		if "text" in node:
			node.text = apclient.ap_user
		elif "value" in node:
			node.value = apclient.ap_user
	for node in get_tree().get_nodes_in_group("answer_you"):
		if "answer" in node:
			node.answer = apclient.ap_user

	# This is the best time to create the location nodes, since the map is now
	# loaded but the panels haven't been solved from the save file yet.
	var panels_parent = self.get_node("Panels")
	var location_script = ResourceLoader.load("user://maps/Archipelago/location.gd")
	for location_name in apclient._location_name_to_id:
		var location = location_script.new()
		location.ap_name = location_name
		location.ap_id = apclient._location_name_to_id[location_name]
		location.name = "AP_location_" + location.ap_id
		self.add_child(location)

		var panels = apclient._panel_ids_by_location[String(location.ap_id)]
		location.total = panels.size()

		for panel in panels:
			var that_panel = panels_parent.get_node(panel)
			that_panel.get_node("Viewport/GUI/Panel/TextEdit").connect(
				"answer_correct", location, "handle_correct"
			)

	# Attach a script to every panel so that we can do things like conditionally
	# disable them.
	var gamedata = apclient.get_node("Gamedata")
	var panel_script = ResourceLoader.load("user://maps/Archipelago/panel.gd")
	for panel in gamedata.panels:
		var panel_node = panels_parent.get_node(panel["id"])
		var script_instance = panel_script.new()
		script_instance.name = "AP_Panel"
		script_instance.data = panel
		panel_node.add_child(script_instance)
		apclient.connect("evaluate_solvability", script_instance, "evaluate_solvability")

	# Hook up the goal panel.
	if apclient._victory_condition == 1:
		var the_master = self.get_node("Panels/Countdown Panels/Panel_master_master")
		the_master.get_node("Viewport/GUI/Panel/TextEdit").connect(
			"answer_correct", apclient, "completedGoal"
		)
	else:
		var the_end = self.get_node("Decorations/EndPanel/Panel_end_end")
		the_end.get_node("Viewport/GUI/Panel/TextEdit").connect(
			"answer_correct", apclient, "completedGoal"
		)

	# Create the messages node.
	var messages_script = ResourceLoader.load("user://maps/Archipelago/messages.gd")
	var messages = messages_script.new()
	messages.set_name("AP_Messages")
	self.add_child(messages)

	# Proceed with the rest of the load.
	global._print("Hooked Load End")
	._load()

	# Process any items received while the map was loading, and send the checks
	# from the save load.
	apclient.mapFinishedLoading()