about summary refs log tree commit diff stats
path: root/data
Commit message (Expand)AuthorAgeFilesLines
...
* Assigned IDs for the_hive, the_impressive, and the_invisibleStar Rauchenberger2025-08-144-5/+310
* Added the_invisibleStar Rauchenberger2025-08-145-1/+87
* Added the_impressiveStar Rauchenberger2025-08-1412-6/+194
* Added the_hiveStar Rauchenberger2025-08-146-1/+412
* Added the_hinterlandsStar Rauchenberger2025-08-142-0/+32
* Assigned IDs for the_gold, the_graveyard, and the_greatStar Rauchenberger2025-08-142-2/+971
* Added the_greatStar Rauchenberger2025-08-1446-105/+2198
* Added the_graveyardStar Rauchenberger2025-08-146-2/+91
* Added the_goldStar Rauchenberger2025-08-141-0/+10
* Assigned IDs for the_galleryStar Rauchenberger2025-08-132-2/+105
* Added the_galleryStar Rauchenberger2025-08-139-41/+564
* Assigned IDs for the_extravagantStar Rauchenberger2025-08-121-0/+133
* Added the_extravagantStar Rauchenberger2025-08-1217-0/+435
* Converted to proto2Star Rauchenberger2025-08-126-6/+6
* Add gravity to paintings/portsStar Rauchenberger2025-08-112-3/+4
* Assigned IDs for the_double_sidedStar Rauchenberger2025-08-112-1/+170
* Added the_double_sidedStar Rauchenberger2025-08-1124-1/+442
* Assigned IDs for the_doorStar Rauchenberger2025-08-111-0/+18
* Added the_doorStar Rauchenberger2025-08-114-0/+30
* Assigned IDs for the_digitalStar Rauchenberger2025-08-111-0/+96
* Added the_digitalStar Rauchenberger2025-08-119-0/+286
* Assigned IDs for the_darkroomStar Rauchenberger2025-08-111-0/+128
* Added the_darkroomStar Rauchenberger2025-08-118-2/+365
* Assigned IDs for the_congruentStar Rauchenberger2025-08-101-0/+205
* Added the_congruentStar Rauchenberger2025-08-1013-0/+465
* Assigned IDs for the_colorfulStar Rauchenberger2025-08-101-260/+446
* Added the_colorfulStar Rauchenberger2025-08-0918-0/+357
* Added support for masteriesStar Rauchenberger2025-08-091-94/+121
* Added the_butterflyStar Rauchenberger2025-08-0912-13/+229
* Assigned IDs for the_betweenStar Rauchenberger2025-08-091-0/+179
* Added the_betweenStar Rauchenberger2025-08-097-1/+478
* Assigned IDs for the_bearerStar Rauchenberger2025-08-091-0/+246
* Added the_bearerStar Rauchenberger2025-08-0839-0/+837
* Assigned IDs for the_ancientStar Rauchenberger2025-08-071-0/+35
* Added the_ancientStar Rauchenberger2025-08-076-0/+51
* Assigned IDs for four_roomsStar Rauchenberger2025-08-074-6/+188
* Merge branch 'main' of fourisland.com:/srv/git/lingo2-mapdataStar Rauchenberger2025-08-0710-19/+383
|\
| * Added four_roomsStar Rauchenberger2025-08-0710-19/+383
* | Added special IDsStar Rauchenberger2025-08-071-0/+104
|/
* Assign AP IDs to doors and panels protoStar Rauchenberger2025-08-071-0/+531
* Started apworldStar Rauchenberger2025-08-071-0/+34
* Process the rest of the defined protosStar Rauchenberger2025-08-073-5/+17
* Protobuf works! Parsing connectionsStar Rauchenberger2025-08-071-1/+1
* Trying out protobuf I guessStar Rauchenberger2025-08-0756-989/+1314
* Mapped out The EntryStar Rauchenberger2025-08-0428-0/+989
519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676
extends "res://scripts/load.gd"

const EXCLUDED_PAINTINGS = [
	"ascension.tscn",
	"ascension_ne.tscn",
	"ascension_nw.tscn",
	"ascension_se.tscn",
	"ascension_sw.tscn",
	"dan_L1_gate.tscn",
	"frame.tscn",
	"scenery_0.tscn",
	"scenery_1.tscn",
	"scenery_2.tscn",
	"scenery_3.tscn",
	"scenery_4.tscn",
	"scenery_5.tscn",
	"pilgrim.tscn",
	"so_pearl_bk.tscn"
]


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

	var apclient = global.get_node("Archipelago")
	var panels_parent = self.get_node("Panels")

	# Add a wall-blocked raycast to the player.
	var wallcast = RayCast.new()
	wallcast.name = "wallcast"
	wallcast.cast_to = Vector3(0, 0, -15)
	wallcast.set_collision_mask_bit(1, true)
	wallcast.set_collision_mask_bit(3, true)
	wallcast.collide_with_areas = true
	$player/pivot/camera.add_child(wallcast)

	# 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
	
	# Hide the countdown true panels.
	for child in $CountdownPanels.get_children():
		if child.is_class("Spatial"):
			child.get_node(child.replace_with).translation.y -= 100.0

	# Create "The Wanderer".
	set_gridmap_tile(-4.5, 6.5, 56.5, "MeshInstance4")
	set_gridmap_tile(-3.5, 6.5, 56.5, "MeshInstance18")
	set_gridmap_tile(-3.5, 6.5, 57.5, "MeshInstance5")

	var door_scene = load("res://nodes/door.tscn")
	var door_script = apclient.SCRIPT_doorControl
	var wanderer_entrance = door_scene.instance()
	wanderer_entrance.name = "Door_wanderer_entrance"
	wanderer_entrance.translation = Vector3(7.5, 5, 53)
	wanderer_entrance.rotation = Vector3(0, -PI / 2, 0)
	wanderer_entrance.scale = Vector3(1, 1.5, 1)
	wanderer_entrance.set_script(door_script)
	wanderer_entrance.panels.append("../../../Panels/Tower Room/Panel_wanderlust_1234567890")
	get_node("Doors/Tower Room Area Doors").add_child(wanderer_entrance)

	var wanderer_achieve = get_node("Panels/Tower Room/Panel_1234567890_wanderlust")
	wanderer_achieve.get_parent().remove_child(wanderer_achieve)
	get_node("Panels/Countdown Panels").add_child(wanderer_achieve)

	var countdown_scene = load("res://nodes/panel_countdown.tscn")
	var wanderer_cdp = countdown_scene.instance()
	wanderer_cdp.name = "CountdownPanel_wanderer"
	wanderer_cdp.panels = [
		"../../Panels/Tower Room/Panel_wanderlust_1234567890",
		"../../Panels/Orange Room/Panel_lust",
		"../../Panels/Orange Room/Panel_read",
		"../../Panels/Orange Room/Panel_sew",
		"../../Panels/Orange Room/Panel_dead",
		"../../Panels/Orange Room/Panel_learn",
		"../../Panels/Orange Room/Panel_dust",
		"../../Panels/Orange Room/Panel_star",
		"../../Panels/Orange Room/Panel_wander"
	]
	wanderer_cdp.translation = wanderer_achieve.translation
	wanderer_cdp.rotation = wanderer_achieve.rotation
	get_node("CountdownPanels").add_child(wanderer_cdp)

	wanderer_achieve.translation = Vector3(-51, -33, 35)  # way under the map

	# Turn THE COLORFUL into a cdp.
	var real_colorful = panels_parent.get_node("Countdown Panels/Panel_colorful_colorful")
	var cdp_auto_scene = load("res://nodes/panel_countdown_auto.tscn")
	var colorful_cdp = cdp_auto_scene.instance()
	colorful_cdp.name = "CountdownPanel_colorful"
	colorful_cdp.replace_with = "../../Panels/Countdown Panels/Panel_colorful_colorful"
	colorful_cdp.panels = "../../Panels/Doorways Room"
	colorful_cdp.translation = real_colorful.translation
	colorful_cdp.rotation = real_colorful.rotation
	get_node("CountdownPanels").add_child(colorful_cdp)
	real_colorful.translation = Vector3(-51, -35, 35)  # way under the map
	get_node("Doors/Doorway Room Doors/Door_gray2").queue_free()

	# Set up The Master to be variable.
	var old_master_cdp = get_node("CountdownPanels/CountdownPanel_countdown_16")
	var new_master_cdp = cdp_auto_scene.instance()
	new_master_cdp.name = "AP_variable_master"
	new_master_cdp.replace_with = old_master_cdp.replace_with
	new_master_cdp.panels = "../../Panels/Countdown Panels"
	new_master_cdp.maxlength = apclient._mastery_achievements
	new_master_cdp.translation = old_master_cdp.translation
	new_master_cdp.rotation = old_master_cdp.rotation
	get_node("CountdownPanels").add_child(new_master_cdp)
	old_master_cdp.queue_free()

	# Configure AN OTHER WAY.
	var another_cdp = get_node("CountdownPanels/CountdownPanel_level2_0")

	if apclient._level_2_requirement > 1:
		var new_another_cdp = cdp_auto_scene.instance()
		new_another_cdp.name = "AP_variable_another"
		new_another_cdp.replace_with = another_cdp.replace_with
		new_another_cdp.panels = another_cdp.panels
		new_another_cdp.translation = another_cdp.translation
		new_another_cdp.rotation = another_cdp.rotation
		new_another_cdp.maxlength = (apclient._level_2_requirement - 1)
		new_another_cdp.nested = true
		get_node("CountdownPanels").add_child(new_another_cdp)
		another_cdp.replace_with = ""
		another_cdp.queue_free()
	else:
		var another_replacement = another_cdp.get_node(another_cdp.replace_with)
		another_replacement.translation = another_cdp.translation
		another_replacement.rotation = another_cdp.rotation
		another_cdp.queue_free()

	# 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 gamedata = apclient.get_node("Gamedata")
	var location_script = apclient.SCRIPT_location
	for location_id in gamedata.panel_ids_by_location_id.keys():
		if not (gamedata.classification_by_location_id[location_id] & apclient._location_classification_bit):
			continue

		var location = location_script.new()
		location.ap_id = location_id
		location.name = "AP_location_%d" % location.ap_id
		self.add_child(location)

		var panels = gamedata.panel_ids_by_location_id[location_id]
		location.total = panels.size()

		for panel in panels:
			var that_panel
			if panel.begins_with("EndPanel"):
				that_panel = self.get_node("Decorations").get_node(panel)
			else:
				that_panel = panels_parent.get_node(panel)

			that_panel.get_node("Viewport/GUI/Panel/TextEdit").connect(
				"answer_correct", location, "handle_correct"
			)

	# HOT CRUSTS should be at eye-level, have a yellow block behind it, and
	# not vanish when solved.
	var hotcrusts = panels_parent.get_node("Shuffle Room/Panel_shortcuts")
	hotcrusts.translation.y = 1.5
	hotcrusts.get_node("Viewport/GUI/Panel/TextEdit").disconnect(
		"answer_correct", hotcrusts, "handle_correct"
	)

	set_gridmap_tile(-20.5, 1.5, -79.5, "MeshInstance9")

	# TRANS RIGHTS should be bottom white, like it used to be.
	var trans_rights = panels_parent.get_node("Shuffle Room/Panel_secret_secret")
	trans_rights.translation.y = 0.5

	# Move LOW/LOW back to where it used to be.
	var panel_low = panels_parent.get_node("Entry Room/Panel_low_low")
	var sign_low = $Decorations/PanelSign/sign21
	panel_low.translation = sign_low.translation
	panel_low.rotation = sign_low.rotation
	sign_low.queue_free()

	# Randomize the panels, if necessary.
	var rng = RandomNumberGenerator.new()
	rng.seed = apclient._slot_seed

	# Remove opaque wall in front of FOURTH.
	set_gridmap_tile(-71.5, 1.5, -64.5, "MeshInstance18")

	# Move The Lab's OPEN out of the wall.
	panels_parent.get_node("Chemistry Room/Panel_open").translation.x = -87.001

	# Rotate ZERO toward the front, and remove the black door.
	panels_parent.get_node("Backside Room/Panel_zero_zero").rotation_degrees.y = 180
	get_node("Doors/Count Up Room Area Doors/Door_zero_hider_3").queue_free()

	# Block the roof access to The Wondrous.
	for x in range(0, 3):
		for z in range(0, 3):
			set_gridmap_tile(-95.5 - x, -3.5, -44.5 - z, "MeshInstance4")

	# Block visibility of RAINY from the roof.
	set_gridmap_tile(-88.5, 4.5, -41.5, "MeshInstance8")
	set_gridmap_tile(-89.5, 4.5, -41.5, "MeshInstance4")

	# Remove black block from THE RED.
	clear_gridmap_tile(68.5, 6.5, 76.5)
	get_node("Decorations/PanelSign/sign19").queue_free()

	if apclient.confusify_world:
		# Remove welcome back / color hallway / sunwarp indicators.
		get_node("Decorations/Signs/Welcome Back Signs").queue_free()
		
		# Remove tower floor indicators.
		get_node("Decorations/Signs/Tower Signs").queue_free()

		# Turn tower doors black.
		var material_asset = load("res://materials/matteBlackBlock.material")
		for door in get_node("Doors/Tower Room Area Doors").get_children():
			door.get_node("Hinge/MeshInstance").set_surface_material(0, material_asset)
		
		# Make hidden doors white and flush with surrounding walls.
		var hidden_parent = get_node("Decorations/HiddenDoors")
		hidden_parent.get_node("hidden_door_1").translation.z = -47
		hidden_parent.get_node("hidden_door_2").translation.x = -8
		hidden_parent.get_node("hidden_door_3").translation.x = 17
		hidden_parent.get_node("hidden_door_4").translation.z = -69
		hidden_parent.get_node("hidden_door_4")._setReference("whiteBlock")
		hidden_parent.get_node("hidden_door_5").translation.x = -82
		hidden_parent.get_node("hidden_door_5")._setReference("whiteBlock")
		hidden_parent.get_node("hidden_door_6").translation.z = -2
		hidden_parent.get_node("hidden_door_7").translation.z = 32
		hidden_parent.get_node("hidden_door_8").translation.x = 28
		hidden_parent.get_node("hidden_door_8")._setReference("whiteBlock")
		hidden_parent.get_node("hidden_door_9").translation.x = -32
		hidden_parent.get_node("hidden_door_9")._setReference("whiteBlock")
		hidden_parent.get_node("hidden_door_10").translation.z = 5
		hidden_parent.get_node("hidden_door_12").translation.z = -30
		hidden_parent.get_node("hidden_door_13").translation.z = -39
		hidden_parent.get_node("hidden_door_14").translation.z = -39
		hidden_parent.get_node("hidden_door_16")._setReference("whiteBlock")
		hidden_parent.get_node("hidden_door_17").translation.x = -86
		hidden_parent.get_node("hidden_door_27").translation.z = -6
		hidden_parent.get_node("hidden_door_27")._setReference("whiteBlock")
		hidden_parent.get_node("hidden_door_31").translation.z = 17
		hidden_parent.get_node("hidden_door_32").translation.z = -93
		hidden_parent.get_node("hidden_door_38").translation.z = -40
		hidden_parent.get_node("hidden_door_46").translation.z = -72
		hidden_parent.get_node("hidden_door_47").translation.z = -55
		hidden_parent.get_node("hidden_door_57").translation.z = -20
		hidden_parent.get_node("hidden_door_57")._setReference("whiteBlock")
		hidden_parent.get_node("hidden_door_58").translation.x = 48
		hidden_parent.get_node("hidden_door_58")._setReference("whiteBlock")

	if apclient._panel_shuffle != apclient.kNO_PANEL_SHUFFLE:
		# Make The Wondrous's FIRE solely midred.
		clear_gridmap_tile(-76.5, 1.5, -73.5)

		# Reduce double/triple length puzzles in Knight/Night.
		clear_gridmap_tile(24.5, 1.5, 11.5)
		clear_gridmap_tile(25.5, 1.5, 11.5)
		clear_gridmap_tile(47.5, 1.5, 11.5)

	if apclient._panel_shuffle == apclient.kREARRANGE_PANELS:
		# Do the actual shuffling.
		var panel_pools = {}
		for panel in gamedata.panels:
			if not panel_pools.has(panel["tag"]):
				panel_pools[panel["tag"]] = {}
			var pool = panel_pools[panel["tag"]]
			var subtag = "default"
			if panel.has("subtag"):
				subtag = panel["subtag"]
			if not pool.has(subtag):
				pool[subtag] = []

			var panel_node
			if panel["id"].begins_with("EndPanel"):
				panel_node = self.get_node("Decorations").get_node(panel["id"])
			else:
				panel_node = panels_parent.get_node(panel["id"])

			pool[subtag].append(
				{
					"id": panel["id"],
					"hint": panel_node.text,
					"answer": panel_node.answer,
					"link": panel["link"] if panel.has("link") else "",
					"copy_to_sign": panel["copy_to_sign"] if panel.has("copy_to_sign") else ""
				}
			)

		for tag in panel_pools.keys():
			if tag == "forbid":
				continue

			var pool = panel_pools[tag]
			for subtag in pool.keys():
				pool[subtag].sort_custom(self, "sort_by_link")

			var count = pool[pool.keys()[0]].size()
			var iota = range(0, count)
			var order = []
			while not iota.empty():
				var i = rng.randi_range(0, iota.size() - 1)
				order.append(iota[i])
				iota.remove(i)

			for subtag in pool.keys():
				for i in range(0, count):
					var source = pool[subtag][i]
					var target = pool[subtag][order[i]]
					var target_panel_node = panels_parent.get_node(target["id"])

					target_panel_node.text = source["hint"]
					target_panel_node.answer = source["answer"]

					for sign_name in target["copy_to_sign"]:
						self.get_node("Decorations/PanelSign").get_node(sign_name).value = source["hint"]

		# Change the answer to the final puzzle in the art gallery based on the
		# puzzles that were shuffled into the constituent places.
		var new_answer = panels_parent.get_node("Painting Room/Panel_eon_one").answer
		new_answer += " "
		new_answer += panels_parent.get_node("Painting Room/Panel_path_road").answer
		new_answer += " "
		new_answer += panels_parent.get_node("Painting Room/Panel_any_many").answer
		new_answer += " "
		new_answer += panels_parent.get_node("Painting Room/Panel_send_use_turns").answer
		panels_parent.get_node("Painting Room/Panel_order_onepathmanyturns").answer = new_answer

	# Handle our other static panels after panel randomization, so that the old
	# values can enter the pool, if necessary.
	set_static_panel("Entry Room/Panel_hi_hi", "hi")
	set_static_panel("Entry Room/Panel_write_write", apclient.my_version)
	set_static_panel("Entry Room/Panel_same_same", str(apclient._slot_seed))
	set_static_panel("Entry Room/Panel_type_type", "victory")

	var victory_condition = "unknown"
	if apclient._victory_condition == apclient.kTHE_END:
		victory_condition = "the end"
	elif apclient._victory_condition == apclient.kTHE_MASTER:
		victory_condition = "the master"
	elif apclient._victory_condition == apclient.kLEVEL_2:
		victory_condition = "level 2"

	set_static_panel("Entry Room/Panel_this_this", victory_condition)
	set_static_panel("Entry Room/Panel_hidden_hidden", "hewwo")
	set_static_panel("Entry Room/Panel_hi_high", "goode", "good")
	set_static_panel("Entry Room/Panel_low_low", "serendipity", "luck")
	set_static_panel("Shuffle Room/Panel_secret_secret", "trans rights", "human rights")

	# Finish up with The Wanderer.
	wanderer_achieve.text = "12345656"
	wanderer_achieve.answer = "the wanderer"
	wanderer_achieve.achieved_text = "the wanderer"

	wanderer_cdp.replace_with = "../../Panels/Countdown Panels/Panel_1234567890_wanderlust"

	get_node("Doors/Tower Room Area Doors/Door_wanderlust_start").panels = [
		"../../../Panels/Countdown Panels/Panel_1234567890_wanderlust"
	]

	if apclient._early_color_hallways:
		var painting_scene = load("res://nodes/paintings/dan_L1_gate.tscn")
		var mypainting_script = apclient.SCRIPT_mypainting

		var exit_painting = painting_scene.instance()
		exit_painting.set_name("color_exit_painting")
		exit_painting.translation.x = -98.75
		exit_painting.translation.y = 1
		exit_painting.translation.z = 3.5
		exit_painting.rotation_degrees.y = -90

		var exit_mps = mypainting_script.new()
		exit_mps.set_name("Script")
		exit_mps.orientation = "west"
		exit_painting.add_child(exit_mps)
		$Decorations/Paintings.add_child(exit_painting)

		var enter_painting = painting_scene.instance()
		enter_painting.set_name("color_enter_painting")
		enter_painting.translation.x = 4.5
		enter_painting.translation.y = 1
		enter_painting.translation.z = 6.75

		var enter_mps = mypainting_script.new()
		enter_mps.set_name("Script")
		enter_mps.orientation = "south"
		enter_mps.target = exit_mps
		enter_painting.add_child(enter_mps)
		$Decorations/Paintings.add_child(enter_painting)

	# Randomize the paintings, if necessary.
	if apclient._painting_shuffle:
		var paintings_dir = Directory.new()
		var all_paintings = []
		if paintings_dir.open("res://nodes/paintings") == OK:
			paintings_dir.list_dir_begin()
			var file_name = paintings_dir.get_next()
			while file_name != "":
				if file_name.ends_with(".tscn") and not EXCLUDED_PAINTINGS.has(file_name):
					all_paintings.append(file_name.trim_suffix(".tscn"))
				file_name = paintings_dir.get_next()
			paintings_dir.list_dir_end()

		var pd = Node.new()
		pd.set_name("AP_Paintings")
		self.add_child(pd)

		var classes = {}
		for painting in apclient._paintings_mapping.values():
			if not classes.has(painting):
				var i = rng.randi_range(0, all_paintings.size() - 1)
				var chosen = all_paintings[i]
				classes[painting] = chosen
				all_paintings.remove(i)

		var randomized = []
		for painting in classes.keys():
			var painting_class = classes[painting]
			instantiate_painting(painting, painting_class)
			randomized.append(painting)

		for source_painting in apclient._paintings_mapping.keys():
			var target_painting = apclient._paintings_mapping[source_painting]
			var painting_class = classes[target_painting]
			var new_source = instantiate_painting(source_painting, painting_class)
			new_source.target = pd.get_node(target_painting).get_node("Script")
			randomized.append(source_painting)

		var remaining_size = classes.size() / 2
		if remaining_size >= all_paintings.size():
			remaining_size = all_paintings.size()
		var remaining = []
		for _i in range(0, remaining_size):
			var j = rng.randi_range(0, all_paintings.size() - 1)
			remaining.append(all_paintings[j])
			all_paintings.remove(j)

		for painting in gamedata.paintings.keys():
			if randomized.has(painting):
				continue

			var chosen_painting = remaining[rng.randi_range(0, remaining.size() - 1)]
			instantiate_painting(painting, chosen_painting)

	# We need to make some changes to the Art Gallery. The player should always
	# have access to the backroom, but they shouldn't have access to ORDER until
	# getting the fifth floor, so will move the backroom door. Also, the
	# paintings in the backroom should only show up as the player gets the
	# progressive art gallery items.
	var backroom_door = get_node("Doors/Tower Room Area Doors/Door_painting_backroom")
	backroom_door.translation.x = 97
	backroom_door.translation.y = 0
	backroom_door.translation.z = 39
	backroom_door.scale.x = 2
	backroom_door.scale.y = 2.5
	backroom_door.scale.z = 1

	for i in range(2, 6):
		var painting_path = "Decorations/Paintings/scenery_painting_%db" % i
		var painting_node = get_node(painting_path)
		var rotate = painting_node.rotate
		var target_path = painting_node.target_path
		painting_node.set_script(load("res://scripts/painting_eye.gd"))
		painting_node.rotate = rotate
		painting_node.target_path = target_path
		painting_node.move_to_x = painting_node.translation.x
		painting_node.move_to_z = painting_node.translation.z
		painting_node.translation.x = 88
		painting_node.translation.z = 39

		var ref_painting_path = "Decorations/Paintings/scenery_painting_%dc" % i
		var ref_painting_node = get_node(ref_painting_path)
		painting_node.key_path = ref_painting_node.key_path
		painting_node._ready() # shows an error about looked_at being double connected

	# If door shuffle is on, we need to add an extra door to The Fearless.
	if apclient._door_shuffle:
		var fearless_door = get_node("Doors/Naps Room Doors/Door_hider_5").duplicate()
		fearless_door.name = "Door_hider_new1"
		fearless_door.translation.y = 5
		get_node("Doors/Naps Room Doors").add_child(fearless_door)

	# Set up notifiers for each achievement panel, for the tracker.
	var notifier_script = apclient.SCRIPT_notifier
	for panel in gamedata.panels:
		if "achievement" in panel:
			var panel_node = panels_parent.get_node(panel["id"])
			var script_instance = notifier_script.new()
			script_instance.name = "Achievement_Notifier"
			script_instance.key = "Achievement|%s" % panel["achievement"]
			panel_node.add_child(script_instance)

		if "hunt" in panel and panel["hunt"] and not (gamedata.classification_by_location_id[panel["loc"]] & apclient._location_classification_bit):
			var panel_node = panels_parent.get_node(panel["id"])
			var script_instance = notifier_script.new()
			script_instance.name = "Hunt_Notifier"
			script_instance.key = "Hunt|%d" % panel["loc"]
			panel_node.add_child(script_instance)
	
	# Make stack/double puzzles into proxies, unless panelsanity is on.
	if apclient._location_classification_bit != apclient.kCLASSIFICATION_LOCAL_INSANITY:
		var proxyscript = load("res://scripts/panelProxy.gd")

		var extradata_proxies = apclient.get_node("Extradata").proxies
		for truepanel in extradata_proxies:
			var proxies = extradata_proxies[truepanel]
			for proxypanel in proxies:
				var proxynode = panels_parent.get_node(proxypanel)
				var oldparent = proxynode.get_parent()
				oldparent.remove_child(proxynode)
				var oldtext = proxynode.text
				var oldanswer = proxynode.answer
				proxynode.set_script(proxyscript)
				proxynode.text = oldtext
				proxynode.answer = oldanswer
				proxynode.proxied_panels = ["../../%s" % truepanel]
				proxynode.exact_proxy = true
				proxynode.request_ready()
				oldparent.add_child(proxynode)

	# Attach a script to every panel so that we can do things like conditionally
	# disable them.
	var panel_script = apclient.SCRIPT_panel
	for panel in gamedata.panels:
		var panel_node
		if panel["id"].begins_with("EndPanel"):
			panel_node = self.get_node("Decorations").get_node(panel["id"])
		else:
			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 == apclient.kTHE_MASTER:
		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"
		)
	elif apclient._victory_condition == apclient.kLEVEL_2:
		var level_2 = self.get_node("Decorations/EndPanel/Panel_level_2")
		level_2.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 effects node.
	var effects_script = apclient.SCRIPT_effects
	var effects = effects_script.new()
	effects.set_name("AP_Effects")
	self.add_child(effects)

	# Create the multiplayer node, if needed.
	if apclient.enable_multiplayer:
		var multiplayer_node = apclient.SCRIPT_multiplayer.new()
		multiplayer_node.ghost_mode = true
		add_child(multiplayer_node)

	# Hook up the scene to be able to handle connection failures.
	apclient.connect("could_not_connect", self, "archipelago_disconnected")

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

	# Activate any cached traps.
	if apclient._cached_slowness > 0:
		effects.trigger_slowness_trap(apclient._cached_slowness)
	if apclient._cached_iceland > 0:
		effects.trigger_iceland_trap(apclient._cached_iceland)
	if apclient._cached_atbash > 0:
		for _i in range(0, apclient._cached_atbash):
			effects.trigger_atbash_trap()

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


func _load_user_textures(var custom = true):
	# We are using this function as a hook to process queued Iceland Traps
	# because it happens after the environment gets set.
	var effects_node = get_tree().get_root().get_node("Spatial/AP_Effects")
	effects_node.activate()

	._load_user_textures(custom)


func sort_by_link(a, b):
	return a["link"] < b["link"]


func set_static_panel(name, question, answer = ""):
	if answer == "":
		answer = question

	var node = self.get_node("Panels").get_node(name)

	node.text = question
	node.answer = answer


func instantiate_painting(name, scene):
	var apclient = global.get_node("Archipelago")

	var scene_path = "res://nodes/paintings/%s.tscn" % scene
	var painting_scene = load(scene_path)
	var new_painting = painting_scene.instance()
	new_painting.set_name(name)

	var old_painting = self.get_node("Decorations/Paintings").get_node_or_null(name)
	if old_painting != null:
		new_painting.translation = old_painting.translation
		new_painting.rotation = old_painting.rotation

	var mypainting_script = apclient.SCRIPT_mypainting
	var mps_inst = mypainting_script.new()
	mps_inst.set_name("Script")

	var gamedata = apclient.get_node("Gamedata")
	if gamedata.paintings.has(name):
		var pconfig = gamedata.paintings[name]
		mps_inst.orientation = pconfig["orientation"]
		if pconfig["move"]:
			mps_inst.move = true
			mps_inst.move_to_x = old_painting.move_to_x
			mps_inst.move_to_z = old_painting.move_to_z
			mps_inst.key = old_painting.key

	self.get_node("AP_Paintings").add_child(new_painting)
	new_painting.add_child(mps_inst)
	if old_painting != null:
		old_painting.queue_free()
	return mps_inst


func set_gridmap_tile(x, y, z, tile):
	var gridmap = self.get_node("GridMap")
	var mesh_library = gridmap.mesh_library
	var mapvec = gridmap.world_to_map(gridmap.to_local(Vector3(x, y, z)))

	gridmap.set_cell_item(mapvec.x, mapvec.y, mapvec.z, mesh_library.find_item_by_name(tile))


func clear_gridmap_tile(x, y, z):
	var gridmap = self.get_node("GridMap")
	var mesh_library = gridmap.mesh_library
	var mapvec = gridmap.world_to_map(gridmap.to_local(Vector3(x, y, z)))

	gridmap.set_cell_item(mapvec.x, mapvec.y, mapvec.z, GridMap.INVALID_CELL_ITEM)


func set_small_gridmap_tile(x, y, z, tile):
	var gridmap = self.get_node("GridMapSmall")
	var mesh_library = gridmap.mesh_library
	var mapvec = gridmap.world_to_map(gridmap.to_local(Vector3(x, y, z)))

	gridmap.set_cell_item(mapvec.x, mapvec.y, mapvec.z, mesh_library.find_item_by_name(tile))


func archipelago_disconnected(reason):
	messages.showMessage(reason)