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", } func _ready(): var khl_script = load("res://scripts/nodes/keyHolderListener.gd") var ap = global.get_node("Archipelago") var gamedata = global.get_node("Gamedata") 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: 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) 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": _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) 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)