about summary refs log tree commit diff stats
path: root/CMakeLists.txt
blob: fab2c861a82425160c8ea03c55bf020f39de44d7 (plain) (blame)
1
2
3
4
5
6
7
cmake_minimum_required(VERSION 3.28)

project(lingo2_archipelago)

add_subdirectory(proto)
add_subdirectory(tools/assign_ids)
add_subdirectory(tools/datapacker)
192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238
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",
}

signal evaluate_solvability


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)

		if (
			ap.get_letter_behavior(letter.get_key(), letter.has_level2() and letter.get_level2())
			!= ap.kLETTER_BEHAVIOR_VANILLA
		):
			var scout = ap.scout_location(letter.get_ap_id())
			if scout != null:
				var item_name = "Unknown"
				var item_player_game = ap.client._game_by_player[float(scout["player"])]
				if ap.client._item_id_to_name[item_player_game].has(scout["item"]):
					item_name = ap.client._item_id_to_name[item_player_game][scout["item"]]

					var collectable = get_tree().get_root().get_node("scene").get_node_or_null(
						letter.get_path()
					)
					if collectable != null:
						collectable.setScoutedText.call_deferred(item_name)

	# 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" and not ap.daedalus_roof_access:
		_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)

	if global.map == "the_entry":
		# Remove door behind X1.
		var door_node = get_tree().get_root().get_node("/root/scene/Components/Doors/exit_1")
		door_node.handleTriggered()

		# Display win condition.
		var sign_prefab = preload("res://objects/nodes/sign.tscn")
		var sign1 = sign_prefab.instantiate()
		sign1.position = Vector3(-7, 5, -15.01)
		sign1.text = "victory"
		get_parent().add_child.call_deferred(sign1)

		var sign2 = sign_prefab.instantiate()
		sign2.position = Vector3(-7, 4, -15.01)
		sign2.text = "%s ending" % kEndingNameByVictoryValue.get(ap.victory_condition, "?")

		var sign2_color = kEndingNameByVictoryValue.get(ap.victory_condition, "coral").to_lower()
		if sign2_color == "white":
			sign2_color = "silver"

		sign2.material = load("res://assets/materials/%s.material" % sign2_color)
		get_parent().add_child.call_deferred(sign2)

	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)