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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)
super._ready()
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