#include "godot_processor.h" #include #include #include #include #include "structs.h" #include "util/godot_scene.h" namespace com::fourisland::lingo2_archipelago { namespace { static const std::set kImportantNodeTypes = { "res://objects/nodes/panel.tscn", "res://objects/nodes/worldport.tscn", "res://objects/nodes/keyHolder.tscn", "res://objects/nodes/collectable.tscn"}; class GodotProcessor { public: GodotProcessor(const std::string& repodir, CollectedInfo& info) : repodir_(repodir), info_(info) {} void Run() { for (auto& [map_name, map_info] : info_.maps) { ProcessMap(map_name, map_info); } } void ProcessMap(const std::string& map_name, MapInfo& map_info) { std::filesystem::path scene_path = std::filesystem::path(repodir_) / "objects" / "scenes" / (map_name + ".tscn"); std::string scene_path_str = scene_path.string(); std::cout << "Processing " << scene_path_str << std::endl; GodotScene scene = ReadGodotSceneFromFile(scene_path_str); for (const GodotNode& node : scene.GetNodes()) { ProcessMapNode(scene, node, map_info); } } void ProcessMapNode(const GodotScene& scene, const GodotNode& node, MapInfo& map_info) { if (std::holds_alternative(node.instance_type)) { const GodotExtResourceRef& ext_resource_ref = std::get(node.instance_type); const GodotExtResource* ext_resource = scene.GetExtResource(ext_resource_ref.id); if (ext_resource != nullptr && (kImportantNodeTypes.count(ext_resource->path) || ext_resource->path.starts_with("res://objects/meshes/paintings/"))) { map_info.game_nodes[node.GetPath()].defined = true; } } } private: std::string repodir_; CollectedInfo& info_; }; } // namespace void ProcessGodotData(const std::string& repodir, CollectedInfo& info) { GodotProcessor godot_processor(repodir, info); godot_processor.Run(); } } // namespace com::fourisland::lingo2_archipelago ize='10' name='q' value=''/>
blob: 269dceedb3b16f0509759afaf0f2970dadc0f695 (plain) (blame)
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func on_map_load(root):
	# Add the mastery to The Fuzzy.
	var collectable_prefab = preload("res://objects/nodes/collectable.tscn")
	var saver_prefab = preload("res://objects/nodes/saver.tscn")
	var usl_prefab = preload("res://objects/nodes/listeners/unlockSetterListener.tscn")

	var mastery = collectable_prefab.instantiate()
	mastery.name = "collectable"
	mastery.position = Vector3(0, 2, -20)
	mastery.unlock_type = "smiley"
	mastery.material_override = load("res://assets/materials/gold.material")
	root.get_node("/root/scene/Components/Collectables").add_child.call_deferred(mastery)

	var usl = usl_prefab.instantiate()
	usl.name = "unlockSetterListenerMastery"
	usl.key = "fuzzy_mastery"
	usl.value = "unlocked"
	usl.senders.append(NodePath("/root/scene/Components/Collectables/collectable"))
	root.get_node("/root/scene/Components").add_child.call_deferred(usl)

	var saver = saver_prefab.instantiate()
	saver.name = "saver_collectables"
	saver.type = "collectables"
	saver.senderGroup.append(NodePath("/root/scene/Components/Collectables"))
	root.get_node("/root/scene").add_child.call_deferred(saver)