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path: root/client/Archipelago/panel.gd
blob: fdaaf0e2e180d1539fdc0b0d47a810378381edc8 (plain) (blame)
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pre { line-height: 125%; }
td.linenos .normal { color: inherit; background-color: transparent; padding-left: 5px; padding-right: 5px; }
span.linenos { color: inherit; background-color: transparent; padding-left: 5px; padding-right: 5px; }
td.linenos .special { color: #000000; background-color: #ffffc0; padding-left: 5px; padding-right: 5px; }
span.linenos.special { color: #000000; background-color: #ffffc0; padding-left: 5px; padding-right: 5px; }
.highlight .hll { background-color: #ffffcc }
.highlight .c { color: #888888 } /* Comment */
.highlight .err { color: #a61717; background-color: #e3d2d2 } /* Error */
.highlight .k { color: #008800; font-weight: bold } /* Keyword */
.highlight .ch { color: #888888 } /* Comment.Hashbang */
.highlight .cm { color: #888888 } /* Comment.Multiline */
.highlight .cp { color: #cc0000; font-weight: bold } /* Comment.Preproc */
.highlight .cpf { color: #888888 } /* Comment.PreprocFile */
.highlight .c1 { color: #888888 } /* Comment.Single */
.highlight .cs { color: #cc0000; font-weight: bold; background-color: #fff0f0 } /* Comment.Special */
.highlight .gd { color: #000000; background-color: #ffdddd } /* Generic.Deleted */
.highlight .ge { font-style: italic } /* Generic.Emph */
.highlight .ges { font-weight: bold; font-style: italic } /* Generic.EmphStrong */
.highlight .gr { color: #aa0000 } /* Generic.Error */
.highlight .gh { color: #333333 } /* Generic.Heading */
.highlight .gi { color: #000000; background-color: #ddffdd } /* Generic.Inserted */
.highlight .go { color: #888888 } /* Generic.Output */
.highlight .gp { color: #555555 } /* Generic.Prompt */
.highlight .gs { font-weight: bold } /* Generic.Strong */
.highlight .gu { color: #666666 } /* Generic.Subheading */
.highlight .gt { color: #aa0000 } /* Generic.Traceback */
.highlight .kc { color: #008800; font-weight: bold } /* Keyword.Constant */
.highlight .kd { color: #008800; font-weight: bold } /* Keyword.Declaration */
.highlight .kn { color: #008800; font-weight: bold } /* Keyword.Namespace */
.highlight .kp { color: #008800 } /* Keyword.Pseudo */
.highlight .kr { color: #008800; font-weight: bold } /* Keyword.Reserved */
.highlight .kt { color: #888888; font-weight: bold } /* Keyword.Type */
.highlight .m { color: #0000DD; font-weight: bold } /* Literal.Number */
.highlight .s { color: #dd2200; background-color: #fff0f0 } /* Literal.String */
.highlight .na { color: #336699 } /* Name.Attribute */
.highlight .nb { color: #003388 } /* Name.Builtin */
.highlight .nc { color: #bb0066; font-weight: bold } /* Name.Class */
.highlight .no { color: #003366; font-weight: bold } /* Name.Constant */
.highlight .nd { color: #555555 } /* Name.Decorator */
.highlight .ne { color: #bb0066; font-weight: bold } /* Name.Exception *
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()