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path: root/data/progressives.txtpb
blob: 0eba2bf5f59a121aebdfa2cf682720f136099fcc (plain) (blame)
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progressives {
  name: "Progressive Gold Ending"
  doors { map: "daedalus" name: "Red Rainbow Room" }
  doors { map: "daedalus" name: "Orange Rainbow Room" }
  doors { map: "daedalus" name: "Yellow Rainbow Room" }
  doors { map: "daedalus" name: "Green Rainbow Room" }
  doors { map: "daedalus" name: "Blue Rainbow Room" }
  doors { map: "daedalus" name: "Purple Rainbow Room" }
  doors { map: "daedalus" name: "Cyan Rainbow Room" }
  doors { map: "daedalus" name: "Brown Rainbow Room" }
}
: bold } /* Literal.Number.Float */ .highlight .mh { color: #0000DD; font-weight: bold } /* Literal.Number.Hex */ .highlight .mi { color: #0000DD; font-weight: bold } /* Literal.Number.Integer */ .highlight .mo { color: #0000DD; font-weight: bold } /* Literal.Number.Oct */ .highlight .sa { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Affix */ .highlight .sb { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Backtick */ .highlight .sc { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Char */ .highlight .dl { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Delimiter */ .highlight .sd { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Doc */ .highlight .s2 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Double */ .highlight .se { color: #0044dd; background-color: #fff0f0 } /* Literal.String.Escape */ .highlight .sh { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Heredoc */ .highlight .si { color: #3333bb; background-color: #fff0f0 } /* Literal.String.Interpol */ .highlight .sx { color: #22bb22; background-color: #f0fff0 } /* Literal.String.Other */ .highlight .sr { color: #008800; background-color: #fff0ff } /* Literal.String.Regex */ .highlight .s1 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Single */ .highlight .ss { color: #aa6600; background-color: #fff0f0 } /* Literal.String.Symbol */ .highlight .bp { color: #003388 } /* Name.Builtin.Pseudo */ .highlight .fm { color: #0066bb; font-weight: bold } /* Name.Function.Magic */ .highlight .vc { color: #336699 } /* Name.Variable.Class */ .highlight .vg { color: #dd7700 } /* Name.Variable.Global */ .highlight .vi { color: #3333bb } /* Name.Variable.Instance */ .highlight .vm { color: #336699 } /* Name.Variable.Magic */ .highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */
extends "res://scripts/nodes/panel.gd"

var panel_logic = null
var symbol_solvable = true

var black = load("res://assets/materials/black.material")


func _ready():
	super._ready()

	var node_path = String(
		get_tree().get_root().get_node("scene").get_path_to(self).get_concatenated_names()
	)

	var gamedata = global.get_node("Gamedata")
	var panel_id = gamedata.get_panel_for_map_node_path(global.map, node_path)
	if panel_id != null:
		var ap = global.get_node("Archipelago")
		if ap.shuffle_symbols:
			if global.map == "the_entry" and node_path == "Panels/Entry/front_1":
				clue = "i"
				symbol = ""

				setField("clue", clue)
				setField("symbol", symbol)

		panel_logic = gamedata.objects.get_panels()[panel_id]
		checkSymbolSolvable()

		if not symbol_solvable:
			get_tree().get_root().get_node("scene/player").connect(
				"evaluate_solvability", evaluateSolvability
			)


func checkSymbolSolvable():
	var old_solvable = symbol_solvable
	symbol_solvable = true

	if panel_logic == null:
		# There's no logic for this panel.
		return

	var ap = global.get_node("Archipelago")
	if not ap.shuffle_symbols:
		# Symbols aren't item-locked.
		return

	var gamedata = global.get_node("Gamedata")
	for symbol in panel_logic.get_symbols():
		var item_name = gamedata.kSYMBOL_ITEMS.get(symbol)
		var item_id = gamedata.objects.get_special_ids()[item_name]
		if ap.client.getItemAmount(item_id) < 1:
			symbol_solvable = false
			break

	if symbol_solvable != old_solvable:
		if symbol_solvable:
			setField("clue", clue)
			setField("symbol", symbol)
			setField("answer", answer)
		else:
			quad_mesh.surface_set_material(0, black)
			get_node("Hinge/clue").text = "missing"
			get_node("Hinge/answer").text = "symbols"


func checkSolvable(key):
	checkSymbolSolvable()
	if not symbol_solvable:
		return false

	return super.checkSolvable(key)


func evaluateSolvability():
	checkSolvable("")


func passedInput(key, skip_focus_check = false):
	if not symbol_solvable:
		return

	super.passedInput(key, skip_focus_check)


func focus():
	if not symbol_solvable:
		has_focus = false
		return

	super.focus()


func unfocus():
	if not symbol_solvable:
		has_focus = false
		return

	super.unfocus()