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. --- client/Archipelago/player.gd | 369 ------------------------------------------- 1 file changed, 369 deletions(-) delete mode 100644 client/Archipelago/player.gd (limited to 'client/Archipelago/player.gd') diff --git a/client/Archipelago/player.gd b/client/Archipelago/player.gd deleted file mode 100644 index e58f1bc..0000000 --- a/client/Archipelago/player.gd +++ /dev/null @@ -1,369 +0,0 @@ -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