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)) 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: 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) id='n149' href='#n149'>149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178
extends Node
const kALL_LETTERS = "abcdefghjiklmnopqrstuvwxyz"
var letters_saved = {}
var letters_in_keyholders = []
var letters_dynamic = {}
var keyholder_state = {}
var filename = ""
func _init():
reset()
func reset():
letters_saved.clear()
letters_in_keyholders.clear()
letters_dynamic.clear()
keyholder_state.clear()
func load_seed():
var ap = global.get_node("Archipelago")
reset()
filename = "user://archipelago_keys/%s_%d" % [ap.client._seed, ap.client._slot]
if FileAccess.file_exists(filename):
var ap_file = FileAccess.open(filename, FileAccess.READ)
var localdata = []
if ap_file != null:
localdata = ap_file.get_var(true)
ap_file.close()
if typeof(localdata) != TYPE_ARRAY:
print("AP keyboard file is corrupted")
localdata = []
if localdata.size() > 0:
letters_saved = localdata[0]
if localdata.size() > 1:
letters_in_keyholders = localdata[1]
if localdata.size() > 2:
keyholder_state = localdata[2]
for k in kALL_LETTERS:
var level = 0
if ap.get_letter_behavior(k, false) == ap.kLETTER_BEHAVIOR_UNLOCKED:
level += 1
if ap.get_letter_behavior(k, true) == ap.kLETTER_BEHAVIOR_UNLOCKED:
level += 1
letters_dynamic[k] = level
update_unlocks()
func save():
var dir = DirAccess.open("user://")
var folder = "archipelago_keys"
if not dir.dir_exists(folder):
dir.make_dir(folder)
var file = FileAccess.open(filename, FileAccess.WRITE)
var data = [
letters_saved,
letters_in_keyholders,
keyholder_state,
]
file.store_var(data, true)
file.close()
func update_unlocks():
unlocks.resetKeys()
var has_doubles = false
for k in kALL_LETTERS:
var level = 0
if not letters_in_keyholders.has(k):
level = letters_saved.get(k, 0) + letters_dynamic.get(k, 0)
if level >= 2:
level = 2
has_doubles = true
unlocks.unlockKey(k, level)
if has_doubles and unlocks.data["double_letters"] != "unlocked":
var ap = global.get_node("Archipelago")
if ap.cyan_door_behavior == ap.kCYAN_DOOR_BEHAVIOR_DOUBLE_LETTER:
unlocks.setData("double_letters", "unlocked")
func collect_local_letter(key, level):
if level < 0 or level > 2 or level < letters_saved.get(key, 0):
return
letters_saved[key] = level
update_unlocks()
save()
func collect_remote_letter(key, level):
if level < 0 or level > 2 or level < letters_dynamic.get(key, 0):
return
letters_dynamic[key] = level
update_unlocks()
save()
func put_in_keyholder(key, map, kh_path):
if not keyholder_state.has(map):
keyholder_state[map] = {}
keyholder_state[map][kh_path] = key
letters_in_keyholders.append(key)
get_tree().get_root().get_node("scene").get_node(kh_path).setFromAp(
key, min(letters_saved.get(key, 0) + letters_dynamic.get(key, 0), 2)
)
update_unlocks()
save()
func remove_from_keyholder(key, map, kh_path):
if not keyholder_state.has(map):
# This... shouldn't happen.
keyholder_state[map] = {}
keyholder_state[map].erase(kh_path)
letters_in_keyholders.erase(key)
get_tree().get_root().get_node("scene").get_node(kh_path).setFromAp(key, 0)
update_unlocks()
save()
func load_keyholders(map):
if keyholder_state.has(map):
var khs = keyholder_state[map]
for path in khs.keys():
var key = khs[path]
get_tree().get_root().get_node("scene").get_node(path).setFromAp(
key, min(letters_saved.get(key, 0) + letters_dynamic.get(key, 0), 2)
)
func reset_keyholders():
if letters_in_keyholders.is_empty():
return false
if keyholder_state.has(global.map):
for path in keyholder_state[global.map]:
get_tree().get_root().get_node("scene").get_node(path).setFromAp(
keyholder_state[global.map][path], 0
)
keyholder_state.clear()
letters_in_keyholders.clear()
update_unlocks()
save()
return true