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").connect( "evaluate_solvability", 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()