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path: root/client/Archipelago/saver.gd
blob: 0fba9e7d1c15692981818fdf56d2e7c89d039275 (plain) (blame)
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extends "res://scripts/nodes/saver.gd"


func levelLoaded():
	if type == "keyholders":
		var ap = global.get_node("Archipelago")
		ap.keyboard.load_keyholders.call_deferred(global.map)
	else:
		reload.call_deferred()
eral.Number.Integer.Long */
extends "res://scripts/nodes/player.gd"


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

	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():
			# TODO: specific answers
			var panel_data = gamedata.objects.get_panels()[panel_ref.get_panel()]
			locationListener.senders.append(NodePath("/root/scene/" + panel_data.get_path()))

		get_parent().add_child.call_deferred(locationListener)

	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)

	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)

	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()