1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
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
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
|
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
var compass
func _ready():
var khl_script = load("res://scripts/nodes/keyHolderListener.gd")
var ap = global.get_node("Archipelago")
var gamedata = global.get_node("Gamedata")
compass = global.get_node("Compass")
compass.visible = ap.show_compass
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
or door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING
):
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))
for sender in door.get_senders():
locationListener.senders.append(NodePath("/root/scene/" + sender))
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
and not (scout["player"] == ap.client._slot and scout["flags"] & 4 != 0)
):
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)
# Add the strict purple ending validation.
if global.map == "the_sun_temple" and ap.strict_purple_ending:
var panel_prefab = preload("res://objects/nodes/panel.tscn")
var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")
var previous_panel = null
var next_y = -100
var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
for word in words:
var panel = panel_prefab.instantiate()
panel.position = Vector3(0, next_y, 0)
next_y -= 10
panel.clue = word
panel.symbol = ""
panel.answer = word
panel.name = "EndCheck_%s" % word
var tpl = tpl_prefab.instantiate()
tpl.teleport_point = Vector3(0, 1, 0)
tpl.teleport_rotate = Vector3(-45, 180, 0)
tpl.target_path = panel
tpl.name = "Teleport"
if previous_panel == null:
tpl.senders.append(NodePath("/root/scene/Panels/End/panel_24"))
else:
tpl.senders.append(NodePath("../../%s" % previous_panel.name))
var reversing = reverse_prefab.instantiate()
reversing.senders.append(NodePath(".."))
reversing.name = "Reversing"
tpl.senders.append(NodePath("../Reversing"))
panel.add_child.call_deferred(tpl)
panel.add_child.call_deferred(reversing)
get_parent().get_node("Panels").add_child.call_deferred(panel)
previous_panel = panel
# Duplicate the doors that usually wait on EQUINOX. We can't set the senders
# here for some reason so we actually set them in the door ready function.
var endplat = get_node("/root/scene/Components/Doors/EndPlatform")
var endplat2 = endplat.duplicate()
endplat2.name = "spe_EndPlatform"
endplat.get_parent().add_child.call_deferred(endplat2)
endplat.queue_free()
var entry2 = get_node("/root/scene/Components/Doors/entry_2")
var entry22 = entry2.duplicate()
entry22.name = "spe_entry_2"
entry2.get_parent().add_child.call_deferred(entry22)
entry2.queue_free()
# Add the strict cyan ending validation.
if global.map == "the_parthenon" and ap.strict_cyan_ending:
var panel_prefab = preload("res://objects/nodes/panel.tscn")
var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn")
var reverse_prefab = preload("res://objects/nodes/listeners/reversingListener.tscn")
var previous_panel = null
var next_y = -100
var words = ["quick", "brown", "fox", "jumps", "over", "the", "lazy", "dog"]
for word in words:
var panel = panel_prefab.instantiate()
panel.position = Vector3(0, next_y, 0)
next_y -= 10
panel.clue = word
panel.symbol = "."
panel.answer = "%s%s" % [word, word]
panel.name = "EndCheck_%s" % word
var tpl = tpl_prefab.instantiate()
tpl.teleport_point = Vector3(0, 1, -11)
tpl.teleport_rotate = Vector3(-45, 0, 0)
tpl.target_path = panel
tpl.name = "Teleport"
if previous_panel == null:
tpl.senderGroup.append(NodePath("/root/scene/Panels/Rulers"))
else:
tpl.senders.append(NodePath("../../%s" % previous_panel.name))
var reversing = reverse_prefab.instantiate()
reversing.senders.append(NodePath(".."))
reversing.name = "Reversing"
tpl.senders.append(NodePath("../Reversing"))
panel.add_child.call_deferred(tpl)
panel.add_child.call_deferred(reversing)
get_parent().get_node("Panels").add_child.call_deferred(panel)
previous_panel = panel
# Duplicate the door that usually waits on the rulers. We can't set the
# senders here for some reason so we actually set them in the door ready
# function.
var entry1 = get_node("/root/scene/Components/Doors/entry_1")
var entry12 = entry1.duplicate()
entry12.name = "spe_entry_1"
entry1.get_parent().add_child.call_deferred(entry12)
entry1.queue_free()
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)
func _process(_dt):
compass.update_rotation(global_rotation.y)
|