From 3f53502a5907ed1982d28a392c54331f0c1c2c42 Mon Sep 17 00:00:00 2001 From: Star Rauchenberger Date: Thu, 25 Sep 2025 12:09:50 -0400 Subject: Move the client into the apworld Only works on source right now, not as an apworld. --- apworld/client/player.gd | 369 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 369 insertions(+) create mode 100644 apworld/client/player.gd (limited to 'apworld/client/player.gd') diff --git a/apworld/client/player.gd b/apworld/client/player.gd new file mode 100644 index 0000000..e58f1bc --- /dev/null +++ b/apworld/client/player.gd @@ -0,0 +1,369 @@ +extends "res://scripts/nodes/player.gd" + +const kEndingNameByVictoryValue = { + 0: "GRAY", + 1: "PURPLE", + 2: "MINT", + 3: "BLACK", + 4: "BLUE", + 5: "CYAN", + 6: "RED", + 7: "PLUM", + 8: "ORANGE", + 9: "GOLD", + 10: "YELLOW", + 11: "GREEN", + 12: "WHITE", +} + +signal evaluate_solvability + +var compass + + +func _ready(): + var khl_script = load("res://scripts/nodes/keyHolderListener.gd") + + var pause_menu = get_node("pause_menu") + pause_menu.layer = 3 + + var ap = global.get_node("Archipelago") + var gamedata = global.get_node("Gamedata") + + compass = global.get_node("Compass") + compass.visible = ap.show_compass + + ap.start_batching_locations() + + # Set up door locations. + var map_id = gamedata.map_id_by_name.get(global.map) + for door in gamedata.objects.get_doors(): + if door.get_map_id() != map_id: + continue + + if not door.has_ap_id(): + continue + + if ( + door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY + or door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING + ): + continue + + var locationListener = ap.SCRIPT_locationListener.new() + locationListener.location_id = door.get_ap_id() + locationListener.name = "locationListener_%d" % door.get_ap_id() + + for panel_ref in door.get_panels(): + var panel_data = gamedata.objects.get_panels()[panel_ref.get_panel()] + var panel_path = panel_data.get_path() + + if panel_ref.has_answer(): + for proxy in panel_data.get_proxies(): + if proxy.get_answer() == panel_ref.get_answer(): + panel_path = proxy.get_path() + break + + locationListener.senders.append(NodePath("/root/scene/" + panel_path)) + + for keyholder_ref in door.get_keyholders(): + var keyholder_data = gamedata.objects.get_keyholders()[keyholder_ref.get_keyholder()] + + var khl = khl_script.new() + khl.name = ( + "location_%d_keyholder_%d" % [door.get_ap_id(), keyholder_ref.get_keyholder()] + ) + khl.answer = keyholder_ref.get_key() + khl.senders.append(NodePath("/root/scene/" + keyholder_data.get_path())) + get_parent().add_child.call_deferred(khl) + + locationListener.senders.append(NodePath("../" + khl.name)) + + for sender in door.get_senders(): + locationListener.senders.append(NodePath("/root/scene/" + sender)) + + if door.has_complete_at(): + locationListener.complete_at = door.get_complete_at() + + get_parent().add_child.call_deferred(locationListener) + + # Set up letter locations. + for letter in gamedata.objects.get_letters(): + var room = gamedata.objects.get_rooms()[letter.get_room_id()] + if room.get_map_id() != map_id: + continue + + var locationListener = ap.SCRIPT_locationListener.new() + locationListener.location_id = letter.get_ap_id() + locationListener.name = "locationListener_%d" % letter.get_ap_id() + locationListener.senders.append(NodePath("/root/scene/" + letter.get_path())) + + get_parent().add_child.call_deferred(locationListener) + + if ( + ap.get_letter_behavior(letter.get_key(), letter.has_level2() and letter.get_level2()) + != ap.kLETTER_BEHAVIOR_VANILLA + ): + var scout = ap.scout_location(letter.get_ap_id()) + if ( + scout != null + and not (scout["player"] == ap.client._slot and scout["flags"] & 4 != 0) + ): + var item_name = "Unknown" + var item_player_game = ap.client._game_by_player[float(scout["player"])] + if ap.client._item_id_to_name[item_player_game].has(scout["item"]): + item_name = ap.client._item_id_to_name[item_player_game][scout["item"]] + + var collectable = get_tree().get_root().get_node("scene").get_node_or_null( + letter.get_path() + ) + if collectable != null: + collectable.setScoutedText.call_deferred(item_name) + + # Set up mastery locations. + for mastery in gamedata.objects.get_masteries(): + var room = gamedata.objects.get_rooms()[mastery.get_room_id()] + if room.get_map_id() != map_id: + continue + + var locationListener = ap.SCRIPT_locationListener.new() + locationListener.location_id = mastery.get_ap_id() + locationListener.name = "locationListener_%d" % mastery.get_ap_id() + locationListener.senders.append(NodePath("/root/scene/" + mastery.get_path())) + + get_parent().add_child.call_deferred(locationListener) + + # Set up ending locations. + for ending in gamedata.objects.get_endings(): + var room = gamedata.objects.get_rooms()[ending.get_room_id()] + if room.get_map_id() != map_id: + continue + + var locationListener = ap.SCRIPT_locationListener.new() + locationListener.location_id = ending.get_ap_id() + locationListener.name = "locationListener_%d" % ending.get_ap_id() + locationListener.senders.append(NodePath("/root/scene/" + ending.get_path())) + + get_parent().add_child.call_deferred(locationListener) + + if kEndingNameByVictoryValue.get(ap.victory_condition, null) == ending.get_name(): + var victoryListener = ap.SCRIPT_victoryListener.new() + victoryListener.name = "victoryListener" + victoryListener.senders.append(NodePath("/root/scene/" + ending.get_path())) + + get_parent().add_child.call_deferred(victoryListener) + + # Set up keyholder locations, in keyholder sanity. + if ap.keyholder_sanity: + for keyholder in gamedata.objects.get_keyholders(): + if not keyholder.has_key(): + continue + + var room = gamedata.objects.get_rooms()[keyholder.get_room_id()] + if room.get_map_id() != map_id: + continue + + var locationListener = ap.SCRIPT_locationListener.new() + locationListener.location_id = keyholder.get_ap_id() + locationListener.name = "locationListener_%d" % keyholder.get_ap_id() + + var khl = khl_script.new() + khl.name = "location_%d_keyholder" % keyholder.get_ap_id() + khl.answer = keyholder.get_key() + khl.senders.append(NodePath("/root/scene/" + keyholder.get_path())) + get_parent().add_child.call_deferred(khl) + + locationListener.senders.append(NodePath("../" + khl.name)) + + get_parent().add_child.call_deferred(locationListener) + + # Block off roof access in Daedalus. + if global.map == "daedalus" and not ap.daedalus_roof_access: + _set_up_invis_wall(75.5, 11, -24.5, 1, 10, 49) + _set_up_invis_wall(51.5, 11, -17, 16, 10, 1) + _set_up_invis_wall(46, 10, -9.5, 1, 10, 10) + _set_up_invis_wall(67.5, 11, 17, 16, 10, 1) + _set_up_invis_wall(50.5, 11, 14, 10, 10, 1) + _set_up_invis_wall(39, 10, 18.5, 1, 10, 22) + _set_up_invis_wall(20, 15, 18.5, 1, 10, 16) + _set_up_invis_wall(11.5, 15, 3, 32, 10, 1) + _set_up_invis_wall(11.5, 16, -20, 14, 20, 1) + _set_up_invis_wall(14, 16, -26.5, 1, 20, 4) + _set_up_invis_wall(28.5, 20.5, -26.5, 1, 15, 25) + _set_up_invis_wall(40.5, 20.5, -11, 30, 15, 1) + _set_up_invis_wall(50.5, 15, 5.5, 7, 10, 1) + _set_up_invis_wall(83.5, 33.5, 5.5, 1, 7, 11) + _set_up_invis_wall(83.5, 33.5, -5.5, 1, 7, 11) + + var warp_exit_prefab = preload("res://objects/nodes/exit.tscn") + var warp_exit = warp_exit_prefab.instantiate() + warp_exit.name = "roof_access_blocker_warp_exit" + warp_exit.position = Vector3(58, 10, 0) + warp_exit.rotation_degrees.y = 90 + get_parent().add_child.call_deferred(warp_exit) + + var warp_enter_prefab = preload("res://objects/nodes/teleportAuto.tscn") + var warp_enter = warp_enter_prefab.instantiate() + warp_enter.target = warp_exit + warp_enter.position = Vector3(76.5, 30, 1) + warp_enter.scale = Vector3(4, 1.5, 1) + warp_enter.rotation_degrees.y = 90 + get_parent().add_child.call_deferred(warp_enter) + + if global.map == "the_entry": + # Remove door behind X1. + var door_node = get_tree().get_root().get_node("/root/scene/Components/Doors/exit_1") + door_node.handleTriggered() + + # Display win condition. + var sign_prefab = preload("res://objects/nodes/sign.tscn") + var sign1 = sign_prefab.instantiate() + sign1.position = Vector3(-7, 5, -15.01) + sign1.text = "victory" + get_parent().add_child.call_deferred(sign1) + + var sign2 = sign_prefab.instantiate() + sign2.position = Vector3(-7, 4, -15.01) + sign2.text = "%s ending" % kEndingNameByVictoryValue.get(ap.victory_condition, "?") + + var sign2_color = kEndingNameByVictoryValue.get(ap.victory_condition, "coral").to_lower() + if sign2_color == "white": + sign2_color = "silver" + + sign2.material = load("res://assets/materials/%s.material" % sign2_color) + get_parent().add_child.call_deferred(sign2) + + # Add the strict purple ending validation. + if global.map == "the_sun_temple" and ap.strict_purple_ending: + var panel_prefab = preload("res://objects/nodes/panel.tscn") + var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn") + var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn") + + var previous_panel = null + var next_y = -100 + var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"] + for word in words: + var panel = panel_prefab.instantiate() + panel.position = Vector3(0, next_y, 0) + next_y -= 10 + panel.clue = word + panel.symbol = "" + panel.answer = word + panel.name = "EndCheck_%s" % word + + var tpl = tpl_prefab.instantiate() + tpl.teleport_point = Vector3(0, 1, 0) + tpl.teleport_rotate = Vector3(-45, 180, 0) + tpl.target_path = panel + tpl.name = "Teleport" + + if previous_panel == null: + tpl.senders.append(NodePath("/root/scene/Panels/End/panel_24")) + else: + tpl.senders.append(NodePath("../../%s" % previous_panel.name)) + + var reversing = reverse_prefab.instantiate() + reversing.senders.append(NodePath("..")) + reversing.name = "Reversing" + tpl.senders.append(NodePath("../Reversing")) + + panel.add_child.call_deferred(tpl) + panel.add_child.call_deferred(reversing) + get_parent().get_node("Panels").add_child.call_deferred(panel) + + previous_panel = panel + + # Duplicate the doors that usually wait on EQUINOX. We can't set the senders + # here for some reason so we actually set them in the door ready function. + var endplat = get_node("/root/scene/Components/Doors/EndPlatform") + var endplat2 = endplat.duplicate() + endplat2.name = "spe_EndPlatform" + endplat.get_parent().add_child.call_deferred(endplat2) + endplat.queue_free() + + var entry2 = get_node("/root/scene/Components/Doors/entry_2") + var entry22 = entry2.duplicate() + entry22.name = "spe_entry_2" + entry2.get_parent().add_child.call_deferred(entry22) + entry2.queue_free() + + # Add the strict cyan ending validation. + if global.map == "the_parthenon" and ap.strict_cyan_ending: + var panel_prefab = preload("res://objects/nodes/panel.tscn") + var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn") + var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn") + + var previous_panel = null + var next_y = -100 + var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"] + for word in words: + var panel = panel_prefab.instantiate() + panel.position = Vector3(0, next_y, 0) + next_y -= 10 + panel.clue = word + panel.symbol = "." + panel.answer = "%s%s" % [word, word] + panel.name = "EndCheck_%s" % word + + var tpl = tpl_prefab.instantiate() + tpl.teleport_point = Vector3(0, 1, -11) + tpl.teleport_rotate = Vector3(-45, 0, 0) + tpl.target_path = panel + tpl.name = "Teleport" + + if previous_panel == null: + tpl.senderGroup.append(NodePath("/root/scene/Panels/Rulers")) + else: + tpl.senders.append(NodePath("../../%s" % previous_panel.name)) + + var reversing = reverse_prefab.instantiate() + reversing.senders.append(NodePath("..")) + reversing.name = "Reversing" + tpl.senders.append(NodePath("../Reversing")) + + panel.add_child.call_deferred(tpl) + panel.add_child.call_deferred(reversing) + get_parent().get_node("Panels").add_child.call_deferred(panel) + + previous_panel = panel + + # Duplicate the door that usually waits on the rulers. We can't set the + # senders here for some reason so we actually set them in the door ready + # function. + var entry1 = get_node("/root/scene/Components/Doors/entry_1") + var entry12 = entry1.duplicate() + entry12.name = "spe_entry_1" + entry1.get_parent().add_child.call_deferred(entry12) + entry1.queue_free() + + var minimap = ap.SCRIPT_minimap.new() + minimap.name = "Minimap" + get_parent().add_child.call_deferred(minimap) + + super._ready() + + await get_tree().process_frame + await get_tree().process_frame + + ap.stop_batching_locations() + + +func _set_up_invis_wall(x, y, z, sx, sy, sz): + var prefab = preload("res://objects/nodes/block.tscn") + var newwall = prefab.instantiate() + newwall.position.x = x + newwall.position.y = y + newwall.position.z = z + newwall.scale.x = sz + newwall.scale.y = sy + newwall.scale.z = sx + newwall.set_surface_override_material(0, preload("res://assets/materials/blackMatte.material")) + newwall.visibility_range_end = 3 + newwall.visibility_range_end_margin = 1 + newwall.visibility_range_fade_mode = RenderingServer.VISIBILITY_RANGE_FADE_SELF + newwall.skeleton = ".." + get_parent().add_child.call_deferred(newwall) + + +func _process(_dt): + compass.update_rotation(global_rotation.y) -- cgit 1.4.1