From 1157a68696ba5766a8d134bac5904de8ede6680f Mon Sep 17 00:00:00 2001 From: Star Rauchenberger Date: Mon, 22 Sep 2025 12:07:02 -0400 Subject: [Client] Handle worldport shuffle --- client/Archipelago/gamedata.gd | 19 +++++++++++++++ client/Archipelago/manager.gd | 29 ++++++++++++++++------ client/Archipelago/settings_screen.gd | 5 ++++ client/Archipelago/worldport.gd | 45 ++++++++++++++++++++++++++++++++++- 4 files changed, 90 insertions(+), 8 deletions(-) diff --git a/client/Archipelago/gamedata.gd b/client/Archipelago/gamedata.gd index 41d966a..9eeec3b 100644 --- a/client/Archipelago/gamedata.gd +++ b/client/Archipelago/gamedata.gd @@ -6,6 +6,7 @@ var objects var door_id_by_map_node_path = {} var painting_id_by_map_node_path = {} var panel_id_by_map_node_path = {} +var port_id_by_map_node_path = {} var door_id_by_ap_id = {} var map_id_by_name = {} var progressive_id_by_ap_id = {} @@ -79,6 +80,16 @@ func load(data_bytes): var _map_data = painting_id_by_map_node_path[map.get_name()] + for port in objects.get_ports(): + var room = objects.get_rooms()[port.get_room_id()] + var map = objects.get_maps()[room.get_map_id()] + + if not map.get_name() in port_id_by_map_node_path: + port_id_by_map_node_path[map.get_name()] = {} + + var map_data = port_id_by_map_node_path[map.get_name()] + map_data[port.get_path()] = port.get_id() + for progressive in objects.get_progressives(): progressive_id_by_ap_id[progressive.get_ap_id()] = progressive.get_id() @@ -121,6 +132,14 @@ func get_panel_for_map_node_path(map_name, node_path): return map_data.get(node_path, null) +func get_port_for_map_node_path(map_name, node_path): + if not port_id_by_map_node_path.has(map_name): + return null + + var map_data = port_id_by_map_node_path[map_name] + return map_data.get(node_path, null) + + func get_door_ap_id(door_id): var door = objects.get_doors()[door_id] if door.has_ap_id(): diff --git a/client/Archipelago/manager.gd b/client/Archipelago/manager.gd index 218870c..c804109 100644 --- a/client/Archipelago/manager.gd +++ b/client/Archipelago/manager.gd @@ -46,11 +46,13 @@ var apworld_version = [0, 0] var cyan_door_behavior = kCYAN_DOOR_BEHAVIOR_H2 var daedalus_roof_access = false var keyholder_sanity = false +var port_pairings = {} var shuffle_control_center_colors = false var shuffle_doors = false var shuffle_gallery_paintings = false var shuffle_letters = kSHUFFLE_LETTERS_VANILLA var shuffle_symbols = false +var shuffle_worldports = false var strict_cyan_ending = false var strict_purple_ending = false var victory_condition = -1 @@ -380,6 +382,7 @@ func _client_connected(slot_data): shuffle_gallery_paintings = bool(slot_data.get("shuffle_gallery_paintings", false)) shuffle_letters = int(slot_data.get("shuffle_letters", 0)) shuffle_symbols = bool(slot_data.get("shuffle_symbols", false)) + shuffle_worldports = bool(slot_data.get("shuffle_worldports", false)) strict_cyan_ending = bool(slot_data.get("strict_cyan_ending", false)) strict_purple_ending = bool(slot_data.get("strict_purple_ending", false)) victory_condition = int(slot_data.get("victory_condition", 0)) @@ -387,6 +390,13 @@ func _client_connected(slot_data): if slot_data.has("version"): apworld_version = [int(slot_data["version"][0]), int(slot_data["version"][1])] + port_pairings.clear() + if slot_data.has("port_pairings"): + var raw_pp = slot_data.get("port_pairings") + + for p1 in raw_pp.keys(): + port_pairings[int(p1)] = int(raw_pp[p1]) + # Set up item locks. _item_locks = {} @@ -404,12 +414,14 @@ func _client_connected(slot_data): _item_locks[door.get_id()] = [progressive.get_ap_id(), i + 1] for door_group in gamedata.objects.get_door_groups(): - if ( - door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.CONNECTOR - or door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.SHUFFLE_GROUP - ): - for door in door_group.get_doors(): - _item_locks[door] = [door_group.get_ap_id(), 1] + if door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.CONNECTOR: + if shuffle_worldports: + continue + elif door_group.get_type() != gamedata.SCRIPT_proto.DoorGroupType.SHUFFLE_GROUP: + continue + + for door in door_group.get_doors(): + _item_locks[door] = [door_group.get_ap_id(), 1] if shuffle_control_center_colors: for door in gamedata.objects.get_doors(): @@ -417,7 +429,10 @@ func _client_connected(slot_data): _item_locks[door.get_id()] = [door.get_ap_id(), 1] for door_group in gamedata.objects.get_door_groups(): - if door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.COLOR_CONNECTOR: + if ( + door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.COLOR_CONNECTOR + and not shuffle_worldports + ): for door in door_group.get_doors(): _item_locks[door] = [door_group.get_ap_id(), 1] diff --git a/client/Archipelago/settings_screen.gd b/client/Archipelago/settings_screen.gd index b7bfacf..44c614a 100644 --- a/client/Archipelago/settings_screen.gd +++ b/client/Archipelago/settings_screen.gd @@ -192,6 +192,11 @@ func startGame(): unlocks.loadData() unlocks.unlockKey("capslock", 1) + if ap.shuffle_worldports: + settings.worldport_fades = "default" + else: + settings.worldport_fades = "never" + clearResourceCache("res://objects/meshes/gridDoor.tscn") clearResourceCache("res://objects/nodes/collectable.tscn") clearResourceCache("res://objects/nodes/door.tscn") diff --git a/client/Archipelago/worldport.gd b/client/Archipelago/worldport.gd index d0fb6c9..cdca248 100644 --- a/client/Archipelago/worldport.gd +++ b/client/Archipelago/worldport.gd @@ -1,10 +1,53 @@ extends "res://scripts/nodes/worldport.gd" +var absolute_rotation = false +var target_rotation = 0 + func _ready(): + var node_path = String( + get_tree().get_root().get_node("scene").get_path_to(self).get_concatenated_names() + ) + + var ap = global.get_node("Archipelago") + + if ap.shuffle_worldports: + var gamedata = global.get_node("Gamedata") + var port_id = gamedata.get_port_for_map_node_path(global.map, node_path) + if port_id != null: + if port_id in ap.port_pairings: + var target_port = gamedata.objects.get_ports()[ap.port_pairings[port_id]] + var target_room = gamedata.objects.get_rooms()[target_port.get_room_id()] + var target_map = gamedata.objects.get_maps()[target_room.get_map_id()] + + exit = target_map.get_name() + entry_point.x = target_port.get_destination().get_x() + entry_point.y = target_port.get_destination().get_y() + entry_point.z = target_port.get_destination().get_z() + absolute_rotation = true + target_rotation = target_port.get_rotation() + sets_entry_point = true + invisible = false + fades = true + if global.map == "icarus" and exit == "daedalus": - var ap = global.get_node("Archipelago") if not ap.daedalus_roof_access: entry_point = Vector3(58, 10, 0) super._ready() + + +func bodyEntered(body): + if body.is_in_group("player"): + if absolute_rotation: + entry_rotate.y = target_rotation - body.rotation_degrees.y + + super.bodyEntered(body) + + +func changeScene(): + var player = get_tree().get_root().get_node("scene/player") + if player != null: + player.playable = false + + super.changeScene() -- cgit 1.4.1