extends "res://scripts/nodes/player.gd" func _ready(): var ap = global.get_node("Archipelago") var gamedata = global.get_node("Gamedata") 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(): # TODO: specific answers var panel_data = gamedata.objects.get_panels()[panel_ref.get_panel()] locationListener.senders.append(NodePath("/root/scene/" + panel_data.get_path())) get_parent().add_child.call_deferred(locationListener) 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) 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) super._ready()