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path: root/apworld/client/player.gd
blob: 712a59ba683504b5e8ffd89e8eda5f578856588c (plain) (blame)
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24<
name: "Inside"
panels {
  name: "COLOR"
  path: "Panels/panel_2"
  clue: "color"
  answer: "lavender"
  symbols: EXAMPLE
}
3' href='#n203'>203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766
extends "res://scripts/nodes/player.gd"

signal evaluate_solvability

var compass


func _ready():
	var khl_script = load("res://scripts/nodes/keyHolderListener.gd")

	var pause_menu = get_node("pause_menu")
	pause_menu.layer = 3

	var ap = global.get_node("Archipelago")
	var gamedata = global.get_node("Gamedata")

	compass = global.get_node("Compass")
	compass.visible = ap.show_compass

	ap.start_batching_locations()

	if global.map == "control_center":
		get_node("/root/scene/Components/Doors/entry_18").queue_free()

		_set_up_mastery_listener("advanced")
		_set_up_mastery_listener("charismatic")
		_set_up_mastery_listener("crystalline")
		_set_up_mastery_listener("fuzzy")
		_set_up_mastery_listener("icarus")
		_set_up_mastery_listener("stellar")

		if ap.endings_requirement != 12 or ap.masteries_requirement != 0:
			# Set up listeners for the potential White Ending requirements.
			var merging_prefab = preload("res://objects/nodes/listeners/mergingListener.tscn")

			var old_door = get_node("/root/scene/Components/Doors/entry_19")
			var new_door = old_door.duplicate()
			new_door.name = "entry_19_new"
			new_door.senders.clear()
			new_door.senderGroup.clear()
			new_door.excludeSenders.clear()

			if ap.endings_requirement == 12:
				new_door.senderGroup.append(NodePath("/root/scene/Meshes/Trophies/Listeners"))
			elif ap.endings_requirement > 0:
				if ap.masteries_requirement == 0:
					new_door.senderGroup.append(NodePath("/root/scene/Meshes/Trophies/Listeners"))
					new_door.complete_at = ap.endings_requirement
				else:
					var endings_merge = merging_prefab.instantiate()
					endings_merge.name = "EndingsMerge"
					endings_merge.senderGroup.append(
						NodePath("/root/scene/Meshes/Trophies/Listeners")
					)
					endings_merge.complete_at = ap.endings_requirement
					get_node("/root/scene/Components").add_child.call_deferred(endings_merge)
					new_door.senders.append(NodePath("/root/scene/Components/EndingsMerge"))

			var max_masteries = 13 + ap.enable_gift_maps.size()
			if ap.enable_icarus:
				max_masteries += 1

			if ap.masteries_requirement == max_masteries:
				new_door.senderGroup.append(
					NodePath("/root/scene/Meshes/Trophies/MasteryListeners")
				)
				new_door.excludeSenders.append(
					NodePath(
						"/root/scene/Meshes/Trophies/MasteryListeners/unlockReaderListenerWhite"
					)
				)
			elif ap.masteries_requirement > 0:
				if ap.endings_requirement == 0:
					new_door.senderGroup.append(
						NodePath("/root/scene/Meshes/Trophies/MasteryListeners")
					)
					new_door.excludeSenders.append(
						NodePath(
							"/root/scene/Meshes/Trophies/MasteryListeners/unlockReaderListenerWhite"
						)
					)
					new_door.complete_at = ap.masteries_requirement
				else:
					var masteries_merge = merging_prefab.instantiate()
					masteries_merge.name = "MasteriesMerge"
					masteries_merge.senderGroup.append(
						NodePath("/root/scene/Meshes/Trophies/MasteryListeners")
					)
					masteries_merge.excludeSenders.append(
						NodePath(
							"/root/scene/Meshes/Trophies/MasteryListeners/unlockReaderListenerWhite"
						)
					)
					masteries_merge.complete_at = ap.masteries_requirement
					get_node("/root/scene/Components").add_child.call_deferred(masteries_merge)
					new_door.senders.append(NodePath("/root/scene/Components/MasteriesMerge"))

			old_door.queue_free()
			get_node("/root/scene/Components/Doors").add_child.call_deferred(new_door)

	# 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" % ap.kEndingNameByVictoryValue.get(ap.victory_condition, "?")

		var sign2_color = ap.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)

		# Add the gift map entry panel if needed.
		if not ap.enable_gift_maps.is_empty():
			var panel_prefab = preload("res://objects/nodes/panel.tscn")
			var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
			var wpl_prefab = preload("res://objects/nodes/listeners/worldportListener.tscn")

			var giftmap_parent = Node.new()
			giftmap_parent.name = "GiftMapEntrance"
			get_node("/root/scene/Components").add_child.call_deferred(giftmap_parent)

			var symbolless_player = ""
			for i in range(ap.client.ap_user.length()):
				if "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ".contains(
					ap.client.ap_user[i]
				):
					symbolless_player = symbolless_player + ap.client.ap_user[i].to_lower()

			var giftmap_panel = panel_prefab.instantiate()
			giftmap_panel.name = "Panel"
			giftmap_panel.position = Vector3(33.5, -190, 5.5)
			giftmap_panel.rotation_degrees = Vector3(-45, 0, 0)
			giftmap_panel.clue = "player"
			giftmap_panel.answer = symbolless_player

			if ap.enable_gift_maps.has("The Advanced"):
				var icely_panel = panel_prefab.instantiate()
				icely_panel.name = "IcelyPanel"
				icely_panel.answer = "icely"
				icely_panel.position = Vector3(33.5, -200, 5.5)
				giftmap_panel.proxies.append(NodePath("../IcelyPanel"))
				giftmap_parent.add_child.call_deferred(icely_panel)

				var icely_wpl = wpl_prefab.instantiate()
				icely_wpl.name = "IcelyWpl"
				icely_wpl.exit = "the_advanced"
				icely_wpl.senders.append(NodePath("../IcelyPanel"))
				giftmap_parent.add_child.call_deferred(icely_wpl)

			if ap.enable_gift_maps.has("The Charismatic"):
				var souvey_panel = panel_prefab.instantiate()
				souvey_panel.name = "SouveyPanel"
				souvey_panel.answer = "souvey"
				souvey_panel.position = Vector3(33.5, -210, 5.5)
				giftmap_panel.proxies.append(NodePath("../SouveyPanel"))
				giftmap_parent.add_child.call_deferred(souvey_panel)

				var souvey_wpl = wpl_prefab.instantiate()
				souvey_wpl.name = "SouveyWpl"
				souvey_wpl.exit = "the_charismatic"
				souvey_wpl.senders.append(NodePath("../SouveyPanel"))
				giftmap_parent.add_child.call_deferred(souvey_wpl)

			if ap.enable_gift_maps.has("The Crystalline"):
				var q_panel = panel_prefab.instantiate()
				q_panel.name = "QPanel"
				q_panel.answer = "q"
				q_panel.position = Vector3(33.5, -220, 5.5)
				giftmap_panel.proxies.append(NodePath("../QPanel"))
				giftmap_parent.add_child.call_deferred(q_panel)

				var q_wpl = wpl_prefab.instantiate()
				q_wpl.name = "QWpl"
				q_wpl.exit = "the_crystalline"
				q_wpl.senders.append(NodePath("../QPanel"))
				giftmap_parent.add_child.call_deferred(q_wpl)

			if ap.enable_gift_maps.has("The Fuzzy"):
				var gongus_panel = panel_prefab.instantiate()
				gongus_panel.name = "GongusPanel"
				gongus_panel.answer = "gongus"
				gongus_panel.position = Vector3(33.5, -260, 5.5)
				giftmap_panel.proxies.append(NodePath("../GongusPanel"))
				giftmap_parent.add_child.call_deferred(gongus_panel)

				var kiwi_panel = panel_prefab.instantiate()
				kiwi_panel.name = "KiwiPanel"
				kiwi_panel.answer = "kiwi"
				kiwi_panel.position = Vector3(33.5, -270, 5.5)
				giftmap_panel.proxies.append(NodePath("../KiwiPanel"))
				giftmap_parent.add_child.call_deferred(kiwi_panel)

				var fuzzy_wpl = wpl_prefab.instantiate()
				fuzzy_wpl.name = "FuzzyWpl"
				fuzzy_wpl.exit = "the_fuzzy"
				fuzzy_wpl.senders.append(NodePath("../GongusPanel"))
				fuzzy_wpl.senders.append(NodePath("../KiwiPanel"))
				fuzzy_wpl.complete_at = 1
				giftmap_parent.add_child.call_deferred(fuzzy_wpl)

			if ap.enable_gift_maps.has("The Stellar"):
				var hatkirby_panel = panel_prefab.instantiate()
				hatkirby_panel.name = "HatkirbyPanel"
				hatkirby_panel.answer = "hatkirby"
				hatkirby_panel.position = Vector3(33.5, -230, 5.5)
				giftmap_panel.proxies.append(NodePath("../HatkirbyPanel"))
				giftmap_parent.add_child.call_deferred(hatkirby_panel)

				var kirby_panel = panel_prefab.instantiate()
				kirby_panel.name = "KirbyPanel"
				kirby_panel.answer = "kirby"
				kirby_panel.position = Vector3(33.5, -240, 5.5)
				giftmap_panel.proxies.append(NodePath("../KirbyPanel"))
				giftmap_parent.add_child.call_deferred(kirby_panel)

				var star_panel = panel_prefab.instantiate()
				star_panel.name = "StarPanel"
				star_panel.answer = "star"
				star_panel.position = Vector3(33.5, -250, 5.5)
				giftmap_panel.proxies.append(NodePath("../StarPanel"))
				giftmap_parent.add_child.call_deferred(star_panel)

				var stellar_wpl = wpl_prefab.instantiate()
				stellar_wpl.name = "StellarWpl"
				stellar_wpl.exit = "the_stellar"
				stellar_wpl.senders.append(NodePath("../HatkirbyPanel"))
				stellar_wpl.senders.append(NodePath("../KirbyPanel"))
				stellar_wpl.senders.append(NodePath("../StarPanel"))
				stellar_wpl.complete_at = 1
				giftmap_parent.add_child.call_deferred(stellar_wpl)

			giftmap_parent.add_child.call_deferred(giftmap_panel)

			var giftmap_tpl = tpl_prefab.instantiate()
			giftmap_tpl.name = "PanelTeleporter"
			giftmap_tpl.teleport_point = Vector3(33.5, 1, 5.5)
			giftmap_tpl.teleport_rotate = Vector3(-45, 0, 0)
			giftmap_tpl.target_path = giftmap_panel
			giftmap_tpl.senders.append(
				NodePath("/root/scene/Components/Listeners/unlockReaderListenerDoubles")
			)
			giftmap_parent.add_child.call_deferred(giftmap_tpl)

	# Add the strict purple ending validation.
	if global.map == "the_sun_temple" and ap.strict_purple_ending:
		var panel_prefab = preload("res://objects/nodes/panel.tscn")
		var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
		var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")

		var previous_panel = null
		var next_y = -100
		var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
		for word in words:
			var panel = panel_prefab.instantiate()
			panel.position = Vector3(0, next_y, 0)
			next_y -= 10
			panel.clue = word
			panel.symbol = ""
			panel.answer = word
			panel.name = "EndCheck_%s" % word

			var tpl = tpl_prefab.instantiate()
			tpl.teleport_point = Vector3(0, 1, 0)
			tpl.teleport_rotate = Vector3(-45, 180, 0)
			tpl.target_path = panel
			tpl.name = "Teleport"

			if previous_panel == null:
				tpl.senders.append(NodePath("/root/scene/Panels/End/panel_24"))
			else:
				tpl.senders.append(NodePath("../../%s" % previous_panel.name))

			var reversing = reverse_prefab.instantiate()
			reversing.senders.append(NodePath(".."))
			reversing.name = "Reversing"
			tpl.senders.append(NodePath("../Reversing"))

			panel.add_child.call_deferred(tpl)
			panel.add_child.call_deferred(reversing)
			get_parent().get_node("Panels").add_child.call_deferred(panel)

			previous_panel = panel

		# Duplicate the doors that usually wait on EQUINOX. We can't set the senders
		# here for some reason so we actually set them in the door ready function.
		var endplat = get_node("/root/scene/Components/Doors/EndPlatform")
		var endplat2 = endplat.duplicate()
		endplat2.name = "spe_EndPlatform"
		endplat.get_parent().add_child.call_deferred(endplat2)
		endplat.queue_free()

		var entry2 = get_node("/root/scene/Components/Doors/entry_2")
		var entry22 = entry2.duplicate()
		entry22.name = "spe_entry_2"
		entry2.get_parent().add_child.call_deferred(entry22)
		entry2.queue_free()

	# Add the strict cyan ending validation.
	if global.map == "the_parthenon" and ap.strict_cyan_ending:
		var panel_prefab = preload("res://objects/nodes/panel.tscn")
		var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
		var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")

		var previous_panel = null
		var next_y = -100
		var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
		for word in words:
			var panel = panel_prefab.instantiate()
			panel.position = Vector3(0, next_y, 0)
			next_y -= 10
			panel.clue = word
			panel.symbol = "."
			panel.answer = "%s%s" % [word, word]
			panel.name = "EndCheck_%s" % word

			var tpl = tpl_prefab.instantiate()
			tpl.teleport_point = Vector3(0, 1, -11)
			tpl.teleport_rotate = Vector3(-45, 0, 0)
			tpl.target_path = panel
			tpl.name = "Teleport"

			if previous_panel == null:
				tpl.senderGroup.append(NodePath("/root/scene/Panels/Rulers"))
			else:
				tpl.senders.append(NodePath("../../%s" % previous_panel.name))

			var reversing = reverse_prefab.instantiate()
			reversing.senders.append(NodePath(".."))
			reversing.name = "Reversing"
			tpl.senders.append(NodePath("../Reversing"))

			panel.add_child.call_deferred(tpl)
			panel.add_child.call_deferred(reversing)
			get_parent().get_node("Panels").add_child.call_deferred(panel)

			previous_panel = panel

		# Duplicate the door that usually waits on the rulers. We can't set the
		# senders here for some reason so we actually set them in the door ready
		# function.
		var entry1 = get_node("/root/scene/Components/Doors/entry_1")
		var entry12 = entry1.duplicate()
		entry12.name = "spe_entry_1"
		entry1.get_parent().add_child.call_deferred(entry12)
		entry1.queue_free()

	# Move the Plaza RTE trigger outside of the turtle.
	if global.map == "the_plaza":
		var rte_trigger = get_node("/root/scene/Components/Warps/triggerArea")
		rte_trigger.position.z = 0

	# Add the mastery to Icarus.
	if global.map == "icarus" and ap.enable_icarus:
		var collectable_prefab = preload("res://objects/nodes/collectable.tscn")
		var saver_prefab = preload("res://objects/nodes/saver.tscn")
		var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
		var usl_prefab = preload("res://objects/nodes/listeners/unlockSetterListener.tscn")

		var mastery = collectable_prefab.instantiate()
		mastery.name = "collectable"
		mastery.position = Vector3(0, -2000, 0)
		mastery.unlock_type = "smiley"
		mastery.material_override = load("res://assets/materials/gold.material")
		get_node("/root/scene/Components/Collectables").add_child.call_deferred(mastery)

		var tpl = tpl_prefab.instantiate()
		tpl.teleport_point = Vector3(56.25, 0, -5.5)
		tpl.teleport_rotate = Vector3(0, 0, 0)
		tpl.target_path = mastery
		tpl.name = "Teleport"
		tpl.senderGroup.append(NodePath("/root/scene/Panels"))
		tpl.nested = true
		mastery.add_child.call_deferred(tpl)

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

	# Add the mastery to The Advanced.
	if global.map == "the_advanced":
		var collectable_prefab = preload("res://objects/nodes/collectable.tscn")
		var saver_prefab = preload("res://objects/nodes/saver.tscn")
		var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
		var usl_prefab = preload("res://objects/nodes/listeners/unlockSetterListener.tscn")

		var mastery = collectable_prefab.instantiate()
		mastery.name = "collectable"
		mastery.position = Vector3(0, -200, -5)
		mastery.unlock_type = "smiley"
		mastery.material_override = load("res://assets/materials/gold.material")
		get_node("/root/scene/Components/Collectables").add_child.call_deferred(mastery)

		var tpl = tpl_prefab.instantiate()
		tpl.teleport_point = Vector3(0, 2, -5)
		tpl.teleport_rotate = Vector3(0, 0, 0)
		tpl.target_path = mastery
		tpl.name = "Teleport"
		tpl.senders.append(NodePath("/root/scene/Panels/Room_1/panel_29"))
		tpl.senders.append(NodePath("/root/scene/Panels/Room_1/panel_30"))
		tpl.senders.append(NodePath("/root/scene/Panels/Room_1/panel_31"))
		mastery.add_child.call_deferred(tpl)

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

	# Add the mastery to The Charismatic.
	if global.map == "the_charismatic":
		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(-17, 2, -29)
		mastery.rotation_degrees = Vector3(0, 45, 0)
		mastery.unlock_type = "smiley"
		mastery.material_override = load("res://assets/materials/gold.material")
		get_node("/root/scene/Components/Collectables").add_child.call_deferred(mastery)

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

	# Add the mastery to The Crystalline.
	if global.map == "the_crystalline":
		var collectable_prefab = preload("res://objects/nodes/collectable.tscn")
		var saver_prefab = preload("res://objects/nodes/saver.tscn")
		var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
		var usl_prefab = preload("res://objects/nodes/listeners/unlockSetterListener.tscn")

		var mastery = collectable_prefab.instantiate()
		mastery.name = "collectable"
		mastery.position = Vector3(0, 13, 37)
		mastery.unlock_type = "smiley"
		mastery.material_override = load("res://assets/materials/gold.material")
		get_node("/root/scene/Components/Collectables").add_child.call_deferred(mastery)

		var tpl = tpl_prefab.instantiate()
		tpl.teleport_point = Vector3(0, 11.5, -20)
		tpl.teleport_rotate = Vector3(0, 0, 180)
		tpl.target_path = mastery
		tpl.name = "Teleport"
		tpl.senders.append(NodePath("/root/scene/Panels/Room_1/panel_3"))
		mastery.add_child.call_deferred(tpl)

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

	# Add the mastery to The Fuzzy.
	if global.map == "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")
		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"))
		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"))
		get_node("/root/scene").add_child.call_deferred(saver)

	# Add the mastery to The Stellar.
	if global.map == "the_stellar":
		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 collectables = Node.new()
		collectables.name = "Collectables"

		var mastery = collectable_prefab.instantiate()
		mastery.name = "collectable"
		mastery.position = Vector3(2, 2, -31)
		mastery.rotation_degrees = Vector3(0, 90, 0)
		mastery.unlock_type = "smiley"
		mastery.material_override = load("res://assets/materials/gold.material")
		collectables.add_child.call_deferred(mastery)
		get_node("/root/scene/Components").add_child.call_deferred(collectables)

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

	ap.update_job_well_done_sign()

	# 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
			or door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING
			or door.get_type() == gamedata.SCRIPT_proto.DoorType.CONTROL_CENTER_COLOR
		):
			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))

		for sender in door.get_senders():
			locationListener.senders.append(NodePath("/root/scene/" + sender))

		if door.has_complete_at():
			locationListener.complete_at = door.get_complete_at()

		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 and not (scout["for_self"] and scout["flags"] & 4 != 0):
				var collectable = get_tree().get_root().get_node("scene").get_node_or_null(
					letter.get_path()
				)
				if collectable != null:
					collectable.setScoutedText.call_deferred(scout["item"])

	# 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 ap.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)

	var minimap = ap.SCRIPT_minimap.new()
	minimap.name = "Minimap"
	minimap.visible = ap.show_minimap
	get_parent().add_child.call_deferred(minimap)

	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)


func _set_up_mastery_listener(name):
	var prefab = preload("res://objects/nodes/listeners/unlockReaderListener.tscn")
	var url = prefab.instantiate()
	url.name = "unlockReaderListenerMastery_%s" % name
	url.key = "%s_mastery" % name
	url.value = "unlocked"
	get_node("/root/scene/Meshes/Trophies/MasteryListeners").add_child.call_deferred(url)


func _process(_dt):
	compass.update_rotation(global_rotation.y)