extends "res://scripts/nodes/player.gd" signal evaluate_solvability var compass func _ready(): var khl_script = load("res://scripts/nodes/keyHolderListener.gd") var pause_menu = get_node("pause_menu") pause_menu.layer = 3 var ap = global.get_node("Archipelago") var gamedata = global.get_node("Gamedata") compass = global.get_node("Compass") compass.visible = ap.show_compass 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 or door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING or door.get_type() == gamedata.SCRIPT_proto.DoorType.CONTROL_CENTER_COLOR ): 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)) for sender in door.get_senders(): locationListener.senders.append(NodePath("/root/scene/" + sender)) if door.has_complete_at(): locationListener.complete_at = door.get_complete_at() 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 and not (scout["for_self"] and scout["flags"] & 4 != 0): var collectable = get_tree().get_root().get_node("scene").get_node_or_null( letter.get_path() ) if collectable != null: collectable.setScoutedText.call_deferred(scout["item"]) # 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 ap.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" % ap.kEndingNameByVictoryValue.get(ap.victory_condition, "?") var sign2_color = ap.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) # Add the strict purple ending validation. if global.map == "the_sun_temple" and ap.strict_purple_ending: var panel_prefab = preload("res://objects/nodes/panel.tscn") var tpl_prefab = preload("res://objects/nodes/listeners/teleportLi
name: "Main Area"
panels {
name: "MOVE (1)"
path: "Panels/Main/panel_1"
clue: "move"
answer: "move"
proxies { answer: "forward" path: "Panels/Forward/forward_1" }
proxies { answer: "back" path: "Panels/Backward/backward_1" }
proxies { answer: "up" path: "Panels/Up/up_1" }
proxies { answer: "down" path: "Panels/Down/down_1" }
proxies { answer: "left" path: "Panels/Left/left_1" }
proxies { answer: "right" path: "Panels/Right/right_1" }
proxies { answer: "move" path: "Panels/Secret/secret_1" }
}
panels {
name: "MOVE (2)"
path: "Panels/Main/panel_2"
clue: "move"
answer: "move"
proxies { answer: "forward" path: "Panels/Forward/forward_2" }
proxies { answer: "back" path: "Panels/Backward/backward_2" }
proxies { answer: "up" path: "Panels/Up/up_2" }
proxies { answer: "down" path: "Panels/Down/down_2" }
proxies { answer: "left" path: "Panels/Left/left_2" }
proxies { answer: "right" path: "Panels/Right/right_2" }
proxies { answer: "move" path: "Panels/Secret/secret_2" }
}
panels {
name: "MOVE (3)"
path: "Panels/Main/panel_3"
clue: "move"
answer: "move"
proxies { answer: "forward" path: "Panels/Forward/forward_3" }
proxies { answer: "back" path: "Panels/Backward/backward_3" }
proxies { answer: "up" path: "Panels/Up/up_3" }
proxies { answer: "down" path: "Panels/Down/down_3" }
proxies { answer: "left" path: "Panels/Left/left_3" }
proxies { answer: "right" path: "Panels/Right/right_3" }
proxies { answer: "move" path: "Panels/Secret/secret_3" }
}
panels {
name: "MOVE (4)"
path: "Panels/Main/panel_4"
clue: "move"
answer: "move"
proxies { answer: "forward" path: "Panels/Forward/forward_4" }
proxies { answer: "back" path: "Panels/Backward/backward_4" }
proxies { answer: "up" path: "Panels/Up/up_4" }
proxies { answer: "down" path: "Panels/Down/down_4" }
proxies { answer: "left" path: "Panels/Left/left_4" }
proxies { answer: "right" path: "Panels/Right/right_4" }
proxies { answer: "move" path: "Panels/Secret/secret_4" }
}
panels {
name: "MOVE (5)"
path: "Panels/Main/panel_5"
clue: "move"
answer: "move"
proxies { answer: "forward" path: "Panels/Forward/forward_5" }
proxies { answer: "back" path: "Panels/Backward/backward_5" }
proxies { answer: "up" path: "Panels/Up/up_5" }
proxies { answer: "down" path: "Panels/Down/down_5" }
proxies { answer: "left" path: "Panels/Left/left_5" }
proxies { answer: "right" path: "Panels/Right/right_5" }
proxies { answer: "move" path: "Panels/Secret/secret_5" }
}
panels {
name: "MOVE (6)"
path: "Panels/Main/panel_6"
clue: "move"
answer: "move"
proxies { answer: "forward" path: "Panels/Forward/forward_6" }
proxies { answer: "back" path: "Panels/Backward/backward_6" }
proxies { answer: "up" path: "Panels/Up/up_6" }
proxies { answer: "down" path: "Panels/Down/down_6" }
proxies { answer: "left" path: "Panels/Left/left_6" }
proxies { answer: "right" path: "Panels/Right/right_6" }
proxies { answer: "move" path: "Panels/Secret/secret_6" }
}
panels {
name: "MOVE (7)"
path: "Panels/Main/panel_7"
clue: "move"
answer: "move"
proxies { answer: "forward" path: "Panels/Forward/forward_7" }
proxies { answer: "back" path: "Panels/Backward/backward_7" }
proxies { answer: "up" path: "Panels/Up/up_7" }
proxies { answer: "down" path: "Panels/Down/down_7" }
proxies { answer: "left" path: "Panels/Left/left_7" }
proxies { answer: "right" path: "Panels/Right/right_7" }
proxies { answer: "move" path: "Panels/Secret/secret_7" }
}
panels {
name: "MOVE (8)"
path: "Panels/Main/panel_8"
clue: "move"
answer: "move"
proxies { answer: "forward" path: "Panels/Forward/forward_8" }
proxies { answer: "back" path: "Panels/Backward/backward_8" }
proxies { answer: "up" path: "Panels/Up/up_8" }
proxies { answer: "down" path: "Panels/Down/down_8" }
proxies { answer: "left" path: "Panels/Left/left_8" }
proxies { answer: "right" path: "Panels/Right/right_8" }
proxies { answer: "move" path: "Panels/Secret/secret_8" }
}
ports {
name: "OWL"
display_name: "Magenta Hallway"
path: "Components/Warps/worldport"
destination { x: 17 y: 0 z: 41 }
rotation: 90
}
ports {
name: "COLORFUL"
display_name: "Cyan Hallway"
path: "Components/Warps/worldport2"
destination { x: 17 y: 0 z: -33 }
rotation: 90
}