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) 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: 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 = "locationListen
display_name: "The Bearer"