extends "res://scripts/nodes/player.gd" func _ready(): var khl_script = load("res://scripts/nodes/keyHolderListener.gd") var ap = global.get_node("Archipelago") var gamedata = global.get_node("Gamedata") # 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: 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)) 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) # 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) super._ready()