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extends "res://scripts/nodes/worldport.gd"
var absolute_rotation = false
var target_rotation = 0
func _ready():
var node_path = String(
get_tree().get_root().get_node("scene").get_path_to(self).get_concatenated_names()
)
var ap = global.get_node("Archipelago")
if ap.shuffle_worldports:
var gamedata = global.get_node("Gamedata")
var port_id = gamedata.get_port_for_map_node_path(global.map, node_path)
if port_id != null:
if port_id in ap.port_pairings:
var target_port = gamedata.objects.get_ports()[ap.port_pairings[port_id]]
var target_room = gamedata.objects.get_rooms()[target_port.get_room_id()]
var target_map = gamedata.objects.get_maps()[target_room.get_map_id()]
exit = target_map.get_name()
entry_point.x = target_port.get_destination().get_x()
entry_point.y = target_port.get_destination().get_y()
entry_point.z = target_port.get_destination().get_z()
absolute_rotation = true
target_rotation = target_port.get_rotation()
sets_entry_point = true
invisible = false
fades = true
if global.map == "icarus" and exit == "daedalus":
if not ap.daedalus_roof_access:
entry_point = Vector3(58, 10, 0)
super._ready()
func bodyEntered(body):
if body.is_in_group("player"):
if absolute_rotation:
entry_rotate.y = target_rotation - body.rotation_degrees.y
super.bodyEntered(body)
func changeScene():
var player = get_tree().get_root().get_node("scene/player")
if player != null:
player.playable = false
super.changeScene()
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