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path: root/apworld/client/player.gd
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f='#n188'>188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346
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()

	# 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
		):
			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)

	# 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 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()

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