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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",
}
func _ready():
var khl_script = load("res://scripts/nodes/keyHolderListener.gd")
var ap = global.get_node("Archipelago")
var gamedata = global.get_node("Gamedata")
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:
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)
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)
# 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()
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)
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