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path: root/client/Archipelago/player.gd
blob: f6b25396b6c26f0ce3951ef57d0413f0d39f7d6e (plain) (blame)
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extends "res://scripts/nodes/player.gd"


func _ready():
	var khl_script = load("res://scripts/nodes/keyHolderListener.gd")

	var ap = global.get_node("Archipelago")
	var gamedata = global.get_node("Gamedata")

	# 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))

		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)

	# 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)

	# Block off roof access in Daedalus.
	if global.map == "daedalus":
		_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)

	super._ready()


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)