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