extends "res://scripts/nodes/panel.gd" var panel_logic = null var symbol_solvable = true var black = load("res://assets/materials/black.material") func _ready(): super._ready() var node_path = String( get_tree().get_root().get_node("scene").get_path_to(self).get_concatenated_names() ) var gamedata = global.get_node("Gamedata") var panel_id = gamedata.get_panel_for_map_node_path(global.map, node_path) if panel_id != null: var ap = global.get_node("Archipelago") if ap.shuffle_symbols: if global.map == "the_entry" and node_path == "Panels/Entry/front_1": clue = "i" symbol = "" setField("clue", clue) setField("symbol", symbol) panel_logic = gamedata.objects.get_panels()[panel_id] checkSymbolSolvable() if not symbol_solvable: get_tree().get_root().get_node("scene/player").evaluate_solvability.connect( evaluateSolvability ) func checkSymbolSolvable(): var old_solvable = symbol_solvable symbol_solvable = true if panel_logic == null: # There's no logic for this panel. return var ap = global.get_node("Archipelago") if not ap.shuffle_symbols: # Symbols aren't item-locked. return var gamedata = global.get_node("Gamedata") for symbol in panel_logic.get_symbols(): var item_name = gamedata.kSYMBOL_ITEMS.get(symbol) var item_id = gamedata.objects.get_special_ids()[item_name] if ap.client.getItemAmount(item_id) < 1: symbol_solvable = false break if symbol_solvable != old_solvable: if symbol_solvable: setField("clue", clue) setField("symbol", symbol) setField("answer", answer) else: quad_mesh.surface_set_material(0, black) get_node("Hinge/clue").text = "missing" get_node("Hinge/answer").text = "symbols" func checkSolvable(key): checkSymbolSolvable() if not symbol_solvable: return false return super.checkSolvable(key) func evaluateSolvability(): checkSolvable("") func passedInput(key, skip_focus_check = false): if not symbol_solvable: return super.passedInput(key, skip_focus_check) func focus(): if not symbol_solvable: has_focus = false return super.focus() func unfocus(): if not symbol_solvable: has_focus = false return super.unfocus() c66f'>diff stats
path: root/data/maps/the_words/rooms/Main Area.txtpb
blob: ae57252378498f59eca8b1e879b3506e66e849be (plain) (blame)
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name: "Main Area"
panels {
  name: "FRUIT"
  path: "Panels/Room_1/panel_2"
  clue: "fruit"
  answer: "peach"
  symbols: EXAMPLE
}
panels {
  name: "FLOWER"
  path: "Panels/Room_1/panel_3"
  clue: "flower"
  answer: "rose"
  symbols: EXAMPLE
}
panels {
  name: "GEM"
  path: "Panels/Room_1/panel_4"
  clue: "gem"
  answer: "jade"
  symbols: EXAMPLE
}
panels {
  name: "DAIRY"
  path: "Panels/Room_1/panel_5"
  clue: "dairy"
  answer: "cream"
  symbols: EXAMPLE
}
panels {
  name: "TREE"
  path: "Panels/Room_1/panel_6"
  clue: "tree"
  answer: "walnut"
  symbols: EXAMPLE
}
panels {
  name: "METAL"
  path: "Panels/Room_1/panel_7"
  clue: "metal"
  answer: "silver"
  symbols: EXAMPLE
}
panels {
  name: "CLOTHES"
  path: "Panels/Room_1/panel_8"
  clue: "clothes"
  answer: "denim"
  symbols: EXAMPLE
}
panels {
  name: "SPICE"
  path: "Panels/Room_1/panel_9"
  clue: "spice"
  answer: "sage"
  symbols: EXAMPLE
}
ports {
  name: "ENTRY"
  display_name: "Worldport"
  path: "Components/Warps/worldport"
  destination { x: 0 y: 0 z: 9.5 }
  rotation: 0
}