extends "res://scripts/nodes/player.gd" 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() # Run map-specific initialization. var map_script = ap.get_map_script(global.map) if map_script != null: map_script.on_map_load(get_tree().get_root()) ap.update_job_well_done_sign() # 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 ( not (door.has_legacy_location() and door.get_legacy_location()) and ( door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY or door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING or door.get_type() == gamedata.SCRIPT_proto.DoorType.CONTROL_CENTER_COLOR ) ): 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["for_self"] and scout["flags"] & 4 != 0): var collectable = get_tree().get_root().get_node("scene").get_node_or_null( letter.get_path() ) if collectable != null: collectable.setScoutedText.call_deferred(scout["item"]) # 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 ap.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) var minimap = ap.SCRIPT_minimap.new() minimap.name = "Minimap" minimap.visible = ap.show_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 _process(_dt): compass.update_rotation(global_rotation.y)