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extends "res://scripts/nodes/panel.gd"
var panel_logic = null
var symbol_solvable = true
var black = load("res://assets/materials/black.material")
func _ready():
super._ready()
var node_path = String(
get_tree().get_root().get_node("scene").get_path_to(self).get_concatenated_names()
)
var gamedata = global.get_node("Gamedata")
var panel_id = gamedata.get_panel_for_map_node_path(global.map, node_path)
if panel_id != null:
var ap = global.get_node("Archipelago")
if ap.shuffle_symbols:
if global.map == "the_entry" and node_path == "Panels/Entry/front_1":
clue = "i"
symbol = ""
setField("clue", clue)
setField("symbol", symbol)
panel_logic = gamedata.objects.get_panels()[panel_id]
checkSymbolSolvable()
if not symbol_solvable:
get_tree().get_root().get_node("scene/player").connect(
"evaluate_solvability", evaluateSolvability
)
func checkSymbolSolvable():
var old_solvable = symbol_solvable
symbol_solvable = true
if panel_logic == null:
# There's no logic for this panel.
return
var ap = global.get_node("Archipelago")
if not ap.shuffle_symbols:
# Symbols aren't item-locked.
return
var gamedata = global.get_node("Gamedata")
for symbol in panel_logic.get_symbols():
var item_name = gamedata.kSYMBOL_ITEMS.get(symbol)
var item_id = gamedata.objects.get_special_ids()[item_name]
if ap.client.getItemAmount(item_id) < 1:
symbol_solvable = false
break
if symbol_solvable != old_solvable:
if symbol_solvable:
setField("clue", clue)
setField("symbol", symbol)
setField("answer", answer)
else:
quad_mesh.surface_set_material(0, black)
get_node("Hinge/clue").text = "missing"
get_node("Hinge/answer").text = "symbols"
func checkSolvable(key):
checkSymbolSolvable()
if not symbol_solvable:
return false
return super.checkSolvable(key)
func evaluateSolvability():
checkSolvable("")
func passedInput(key, skip_focus_check = false):
if not symbol_solvable:
return
super.passedInput(key, skip_focus_check)
func focus():
if not symbol_solvable:
has_focus = false
return
super.focus()
func unfocus():
if not symbol_solvable:
has_focus = false
return
super.unfocus()
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