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 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 = "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) 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) '#n141'>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
doors {
name: "Trick Door"
type: STANDARD
receivers: "Components/Doors/side_1"
panels { room: "Starting Room" name: "TRICK" }
location_room: "Starting Room"
}
doors {
name: "Link Area Entrance"
type: STANDARD
receivers: "Components/Doors/side_2"
panels { room: "Trick Room" name: "INK" answer: "link" }
location_room: "Trick Room"
}
# side_3 is vanilla because I don't think it's real?
doors {
name: "Trick To Shop Door"
type: STANDARD
receivers: "Components/Doors/side_4"
panels { room: "Starting Room" name: "TRICK" answer: "treat" }
location_room: "Starting Room"
}
doors {
name: "Second Room Right Door"
type: STANDARD
receivers: "Components/Doors/second_right"
panels { room: "Starting Room" name: "HINT" }
location_room: "Starting Room"
}
doors {
name: "Red Alcove Exit"
type: STANDARD
receivers: "Components/Doors/second_right2"
panels { room: "Red Alcove" name: "DEAD" }
panels { room: "Red Alcove" name: "BROW" }
location_room: "Red Alcove"
}
doors {
name: "Four Corner Panels"
type: EVENT
panels { room: "Red Alcove" name: "DEAD" }
panels { room: "Red Alcove" name: "BROW" }
panels { room: "Blue Alcove" name: "BLUE" }
panels { room: "Blue Alcove" name: "ARMY" }
}
doors {
name: "Corners Painting"
type: STANDARD
receivers: "Components/Doors/second_right11"
panels { room: "Least Blue Last" name: "CORNERS" }
location_room: "Least Blue Last"
}
doors {
name: "Blue Alcove Exit"
type: STANDARD
receivers: "Components/Doors/second_right3"
panels { room: "Blue Alcove" name: "BLUE" }
panels { room: "Blue Alcove" name: "ARMY" }
location_room: "Blue Alcove"
}
doors {
name: "Rabbithole Door"
type: STANDARD
receivers: "Components/Doors/second_right8"
panels { room: "Rabbit Hole Lock" name: "RABBIT" }
panels { room: "Rabbit Hole Lock" name: "HOLE" }
location_room: "Rabbit Hole Lock"
}
# second_right is vanilla because it's like LOST door.
doors {
name: "Noon Door"
type: STANDARD
receivers: "Components/Doors/second_right5"
receivers: "Components/Doors/second_right10"
panels { room: "Red Blue Halls" name: "CENTER DAY" }
location_room: "Red Blue Halls"
}
doors {
name: "Scarf Door"
type: STANDARD
receivers: "Components/Doors/second_right6"
panels { room: "Red Blue Halls" name: "RAIN WOMAN" }
location_room: "Red Blue Halls"
}
doors {
name: "Blue Alcove Entrance"
type: STANDARD
receivers: "Components/Doors/second_right9"
panels { room: "Wrath Room" name: "CORN" }
location_room: "Wrath Room"
}
doors {
name: "Second Room Left Door"
type: STANDARD
receivers: "Components/Doors/second_left"
# There's also the special behavior with returning from The Digital.
panels { room: "Starting Room" name: "THIN" }
location_room: "Starting Room"
}
doors {
name: "Flipped Second Room Right Door"
type: STANDARD
receivers: "Components/Doors/second_left_top"
panels { room: "Flipped Second Room" name: "SLENDER" }
location_room: "Flipped Second Room"
}
doors {
name: "Flipped Second Room Left Door"
type: STANDARD
receivers: "Components/Doors/second_right_top"
panels { room: "Flipped Second Room" name: "CLUE" }
location_room: "Flipped Second Room"
}
doors {
name: "Right Eye Entrance"
type: ITEM_ONLY
receivers: "Components/Doors/third_right"
panels { room: "Trick Room" name: "INK" }
}
doors {
name: "Red Blue Area Left Door"
type: STANDARD
receivers: "Components/Doors/fourth_right"
panels { room: "Right Eye" name: "WANDER" }
location_room: "Right Eye"
}
doors {
name: "Red Blue Area Right Door"
type: ITEM_ONLY
receivers: "Components/Doors/fifth_right"
panels { room: "Right Eye" name: "WANDER" }
location_room: "Right Eye"
}
# Components/Doors/back_left_1, _3, _4, _6 are vanilla because they're nothing.
doors {
name: "Orange Door Hider"
type: STANDARD
receivers: "Components/Doors/back_left_2"
panels { room: "Colored Doors Area" name: "OPEN" answer: "orange" }
panels { room: "Colored Doors Area" name: "OPEN" answer: "wall" }
complete_at: 1
location_room: "Colored Doors Area"
location_name: "OPEN"
}
doors {
name: "Lime Room Entrance"
type: STANDARD
receivers: "Components/Doors/back_left_5"
panels { room: "Ctrl Tutorial" name: "RIGHT" }
location_room: "Ctrl Tutorial"
}
doors {
name: "Revitalized Entrance"
type: STANDARD
receivers: "Components/Doors/back_left_8"
receivers: "Components/Doors/back_left_9"
panels { room: "Lime Room" name: "HIDE" }
panels { room: "Lime Room" name: "SEEK" }
location_room: "Lime Room"
}
doors {
name: "Control Center White Door"
type: CONTROL_CENTER_COLOR
latch: true
receivers: "Components/Doors/back_left_7"
control_center_color: "white"
}
# exit_1 should maybe just be removed.
# entry_proxied_1 is part of the vanilla intro.
doors {
name: "X Area Entrance"
type: STANDARD
receivers: "Components/Doors/Entry/entry_proxied_2"
panels { room: "Starting Room" name: "HI" answer: "bye" }
location_room: "Starting Room"
}
doors {
name: "Composite Room Entrance"
type: STANDARD
receivers: "Components/Doors/Entry/entry_proxied_3"
panels { room: "Starting Room" name: "HI" answer: "hidden" }
location_room: "Starting Room"
}
doors {
name: "Flip Area Entrance"
type: STANDARD
receivers: "Components/Doors/Entry/entry_proxied_4"
panels { room: "Starting Room" name: "HI" answer: "high" }
location_room: "Starting Room"
}
doors {
name: "Daedalus Entrance"
type: STANDARD
receivers: "Components/Doors/Entry/entry_proxied_5"
panels { room: "Starting Room" name: "HI" answer: "hide" }
location_room: "Starting Room"
}
doors {
name: "Starting Room West Wall North Door"
type: ITEM_ONLY
receivers: "Components/Doors/Entry/entry_proxied_9"
double_letters: true
}
doors {
name: "Shop Entrance"
type: STANDARD
receivers: "Components/Doors/Entry/entry_proxied_6"
panels { room: "Shop Entrance" name: "TURN" }
location_room: "Shop Entrance"
}
doors {
name: "Liberated Entrance"
type: STANDARD
receivers: "Components/Doors/Entry/entry_proxied_10"
panels { room: "Liberated Entrance Panel" name: "TURN (1)" }
location_room: "Flipped Pyramid Area"
}
doors {
name: "Flipped Pyramid Area Entrance"
type: EVENT
receivers: "Components/Doors/Entry/entry_proxied_12"
double_letters: true
}
doors {
name: "Literate Entrance"
type: STANDARD
receivers: "Components/Doors/Entry/entry_proxied_11"
panels { room: "Literate Entrance Panel" name: "TURN (2)" }
location_room: "Flipped Pyramid Area"
}
doors {
name: "Parthenon Entrance"
type: STANDARD
receivers: "Components/Doors/Entry/entry_proxied_7"
panels { room: "Parthenon Return" name: "RETURN" }
location_room: "Parthenon Return"
}
doors {
name: "Colored Doors Area Entrance"
type: ITEM_ONLY
receivers: "Components/Doors/Entry/entry_proxied_8"
panels { room: "Parthenon Return" name: "RETURN" }
location_room: "Parthenon Return"
}
doors {
name: "D Room Entrance"
type: STANDARD
receivers: "Components/Doors/Entry/d_1"
panels { room: "Starting Room" name: "THAN" }
location_room: "Starting Room"
}
doors {
name: "Near D Room Painting"
type: ITEM_ONLY
receivers: "Components/Doors/Entry/d_3"
receivers: "Components/Doors/Entry/d_4"
double_letters: true
}
doors {
name: "D Room Panels"
type: EVENT
receivers: "Components/Doors/Entry/d_2"
panels { room: "D Room" name: "BASEBALL" }
panels { room: "D Room" name: "BIKERS" }
panels { room: "D Room" name: "RED" }
panels { room: "D Room" name: "SUN" }
panels { room: "D Room" name: "BLACK" }
panels { room: "D Room" name: "COWBOY" }
panels { room: "D Room" name: "SPRAY" }
panels { room: "D Room" name: "BOWLER" }
panels { room: "D Room" name: "CARPENTER" }
}
doors {
name: "Gallery Entrance"
type: STANDARD
receivers: "Components/Doors/Entry/entry_return_1"
panels { room: "Gallery Return" name: "RETURN" }
location_room: "Gallery Return"
}
# entry_front_1 - _6 are part of the vanilla intro.
doors {
name: "L Room Entrance"
type: STANDARD
receivers: "Components/Doors/Entry/entry_front_7"
receivers: "Components/Doors/Entry/entry_front_8"
panels { room: "Trick Room" name: "INK" }
location_room: "Trick Room"
}
doors {
name: "Least Blue Last Panels"
type: EVENT
#move_paintings { room: "Starting Room" name: "OWL" }
#receivers: "Components/Paintings/owl/visibilityListener"
panels { room: "Least Blue Last" name: "CAPABLE (1)" }
panels { room: "Least Blue Last" name: "CAPABLE (2)" }
panels { room: "Least Blue Last" name: "LUSTRE" }
panels { room: "Least Blue Last" name: "WANT" }
panels { room: "Least Blue Last" name: "STEALER" }
panels { room: "Least Blue Last" name: "OLD" }
panels { room: "Least Blue Last" name: "TRUST" }
panels { room: "Least Blue Last" name: "LABEL" }
panels { room: "Least Blue Last" name: "AIL" }
}
doors {
name: "Red Room Painting"
type: STANDARD
#move_paintings { room: "Right Eye" name: "PSYCHIC" }
receivers: "Components/Paintings/psychic/teleportListener"
panels { room: "Right Eye" name: "FAINT" }
location_room: "Right Eye"
}
doors {
name: "Third Eye Painting"
type: LOCATION_ONLY
# move_paintings { room: "Eye Room" name: "GALLERY" }
# TODO: ummmm
panels { room: "Eye Room" name: "I" }
location_room: "Eye Room"
}
doors {
name: "Gift Maps Entrance"
type: EVENT
receivers: "Components/GiftMapEntrance/PanelTeleporter"
double_letters: true
}