about summary refs log tree commit diff stats
path: root/LICENSE
blob: d9a10e5e9a5c377b80d97cea9b6030ca7cd0aa94 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
MIT License

Copyright (c) 2023 Star Rauchenberger

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
5' href='#n205'>205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706
extends Node

var SCRIPT_doorControl
var SCRIPT_effects
var SCRIPT_location
var SCRIPT_multiplayer
var SCRIPT_mypainting
var SCRIPT_notifier
var SCRIPT_panel
var SCRIPT_uuid

var ap_server = ""
var ap_user = ""
var ap_pass = ""
var confusify_world = false
var enable_multiplayer = false

const my_version = "1.0.1"
const ap_version = {"major": 0, "minor": 4, "build": 4, "class": "Version"}
const color_items = [
	"White", "Black", "Red", "Blue", "Green", "Brown", "Gray", "Orange", "Purple", "Yellow"
]
const progressive_items = {
	"Progressive Orange Tower":
	[
		{"item": "Orange Tower - Second Floor", "display": "Second Floor"},
		{"item": "Orange Tower - Third Floor", "display": "Third Floor"},
		{"item": "Orange Tower - Fourth Floor", "display": "Fourth Floor"},
		{"item": "Orange Tower - Fifth Floor", "display": "Fifth Floor"},
		{"item": "Orange Tower - Sixth Floor", "display": "Sixth Floor"},
		{"item": "Orange Tower - Seventh Floor", "display": "Seventh Floor"},
	],
	"Progressive Art Gallery":
	[
		{"item": "Art Gallery - Second Floor", "display": "Second Floor"},
		{"item": "Art Gallery - Third Floor", "display": "Third Floor"},
		{"item": "Art Gallery - Fourth Floor", "display": "Fourth Floor"},
		{"item": "Art Gallery - Fifth Floor", "display": "Fifth Floor"},
		{"item": "Art Gallery - Exit", "display": "Exit"},
	],
	"Progressive Hallway Room":
	[
		{"item": "Outside The Agreeable - Hallway Door", "display": "First Door"},
		{"item": "Hallway Room (2) - Exit", "display": "Second Door"},
		{"item": "Hallway Room (3) - Exit", "display": "Third Door"},
		{"item": "Hallway Room (4) - Exit", "display": "Fourth Door"},
	],
	"Progressive Fearless":
	[
		{"item": "The Fearless (First Floor) - Second Floor", "display": "Second Floor"},
		{"item": "The Fearless (Second Floor) - Third Floor", "display": "Third Floor"},
	]
}

const kTHE_END = 0
const kTHE_MASTER = 1
const kLEVEL_2 = 2

const kNO_PANEL_SHUFFLE = 0
const kREARRANGE_PANELS = 1

const kCLASSIFICATION_LOCAL_NORMAL = 1
const kCLASSIFICATION_LOCAL_REDUCED = 2
const kCLASSIFICATION_LOCAL_INSANITY = 4

const kCLASSIFICATION_REMOTE_NORMAL = 0
const kCLASSIFICATION_REMOTE_REDUCED = 1
const kCLASSIFICATION_REMOTE_INSANITY = 2

var _client = WebSocketClient.new()
var _should_process = false
var _initiated_disconnect = false
var _try_wss = false

var _datapackages = {}
var _pending_packages = []
var _item_id_to_name = {}  # All games
var _location_id_to_name = {}  # All games
var _item_name_to_id = {}  # LINGO only
var _location_name_to_id = {}  # LINGO only

var _remote_version = {"major": 0, "minor": 0, "build": 0}

# TODO: caching per MW/slot, reset between connections
var _authenticated = false
var _seed = ""
var _team = 0
var _slot = 0
var _players = []
var _player_name_by_slot = {}
var _checked_locations = []
var _slot_data = {}
var _paintings_mapping = {}
var _localdata_file = ""
var _death_link = false
var _victory_condition = 0  # THE END, THE MASTER, LEVEL 2
var _door_shuffle = false
var _color_shuffle = false
var _panel_shuffle = 0  # none, rearrange
var _painting_shuffle = false
var _mastery_achievements = 21
var _level_2_requirement = 223
var _location_classification_bit = 0
var _early_color_hallways = false
var _slot_seed = 0

var _map_loaded = false
var _held_items = []
var _held_locations = []
var _last_new_item = -1
var _progressive_progress = {}
var _has_colors = ["white"]
var _received_indexes = []
var _puzzle_skips = 0

signal could_not_connect
signal connect_status
signal client_connected
signal evaluate_solvability


func _init():
	global._print("Instantiated APClient")

	# Read AP settings from file, if there are any
	var file = File.new()
	if file.file_exists("user://settings/archipelago"):
		file.open("user://settings/archipelago", File.READ)
		var data = file.get_var(true)
		file.close()

		if data.size() > 0:
			ap_server = data[0]
		if data.size() > 1:
			ap_user = data[1]
		if data.size() > 2:
			ap_pass = data[2]
		if data.size() > 3:
			_datapackages = data[3]
		if data.size() > 4:
			confusify_world = data[4]
		if data.size() > 5:
			enable_multiplayer = data[5]

		processDatapackages()


func _ready():
	_client.connect("connection_closed", self, "_closed")
	_client.connect("connection_failed", self, "_closed")
	_client.connect("server_disconnected", self, "_closed")
	_client.connect("connection_error", self, "_errored")
	_client.connect("connection_established", self, "_connected")
	_client.connect("data_received", self, "_on_data")


func _reset_state():
	_should_process = false
	_authenticated = false
	_map_loaded = false
	_try_wss = false


func _errored():
	if _try_wss:
		global._print("Could not connect to AP with ws://, now trying wss://")
		connectToServer()
	else:
		global._print("AP connection failed")
		_reset_state()

		emit_signal(
			"could_not_connect",
			"Could not connect to Archipelago. Check that your server and port are correct. See the error log for more information."
		)


func _closed(_was_clean = true):
	global._print("Connection closed")
	_reset_state()

	if not _initiated_disconnect:
		emit_signal("could_not_connect", "Disconnected from Archipelago")

	_initiated_disconnect = false


func _connected(_proto = ""):
	global._print("Connected!")
	_try_wss = false


func disconnect_from_ap():
	_initiated_disconnect = true
	_client.disconnect_from_host()


func _on_data():
	var packet = _client.get_peer(1).get_packet()
	global._print("Got data from server: " + packet.get_string_from_utf8())
	var data = JSON.parse(packet.get_string_from_utf8())
	if data.error != OK:
		global._print("Error parsing packet from AP: " + data.error_string)
		return

	for message in data.result:
		var cmd = message["cmd"]
		global._print("Received command: " + cmd)

		if cmd == "RoomInfo":
			_seed = message["seed_name"]
			_remote_version = message["version"]

			var needed_games = []
			for game in message["datapackage_checksums"].keys():
				if (
					!_datapackages.has(game)
					or _datapackages[game]["checksum"] != message["datapackage_checksums"][game]
				):
					needed_games.append(game)

			if !needed_games.empty():
				_pending_packages = needed_games
				var cur_needed = _pending_packages.pop_front()
				requestDatapackages([cur_needed])
			else:
				connectToRoom()

		elif cmd == "DataPackage":
			for game in message["data"]["games"].keys():
				_datapackages[game] = message["data"]["games"][game]
			saveSettings()

			if !_pending_packages.empty():
				var cur_needed = _pending_packages.pop_front()
				requestDatapackages([cur_needed])
			else:
				processDatapackages()
				connectToRoom()

		elif cmd == "Connected":
			_authenticated = true
			_team = message["team"]
			_slot = message["slot"]
			_players = message["players"]
			_checked_locations = message["checked_locations"]
			_slot_data = message["slot_data"]

			for player in _players:
				_player_name_by_slot[player["slot"]] = player["alias"]

			_death_link = _slot_data.has("death_link") and _slot_data["death_link"]
			if _death_link:
				sendConnectUpdate(["DeathLink"])

			if _slot_data.has("victory_condition"):
				_victory_condition = _slot_data["victory_condition"]
			if _slot_data.has("shuffle_colors"):
				_color_shuffle = _slot_data["shuffle_colors"]
			if _slot_data.has("shuffle_doors"):
				_door_shuffle = (_slot_data["shuffle_doors"] > 0)
			if _slot_data.has("shuffle_paintings"):
				_painting_shuffle = _slot_data["shuffle_paintings"]
			if _slot_data.has("shuffle_panels"):
				_panel_shuffle = _slot_data["shuffle_panels"]
			if _slot_data.has("seed"):
				_slot_seed = _slot_data["seed"]
			if _slot_data.has("painting_entrance_to_exit"):
				_paintings_mapping = _slot_data["painting_entrance_to_exit"]
			if _slot_data.has("mastery_achievements"):
				_mastery_achievements = _slot_data["mastery_achievements"]
			if _slot_data.has("level_2_requirement"):
				_level_2_requirement = _slot_data["level_2_requirement"]
			if _slot_data.has("location_checks"):
				if _slot_data["location_checks"] == kCLASSIFICATION_REMOTE_NORMAL:
					_location_classification_bit = kCLASSIFICATION_LOCAL_NORMAL
				elif _slot_data["location_checks"] == kCLASSIFICATION_REMOTE_REDUCED:
					_location_classification_bit = kCLASSIFICATION_LOCAL_REDUCED
				elif _slot_data["location_checks"] == kCLASSIFICATION_REMOTE_INSANITY:
					_location_classification_bit = kCLASSIFICATION_LOCAL_INSANITY
			if _slot_data.has("early_color_hallways"):
				_early_color_hallways = _slot_data["early_color_hallways"]

			_puzzle_skips = 0

			_localdata_file = "user://archipelago_data/%s_%d" % [_seed, _slot]
			var ap_file = File.new()
			if ap_file.file_exists(_localdata_file):
				ap_file.open(_localdata_file, File.READ)
				var localdata = ap_file.get_var(true)
				ap_file.close()

				if localdata.size() > 0:
					_last_new_item = localdata[0]
				else:
					_last_new_item = -1

				if localdata.size() > 1:
					_puzzle_skips = localdata[1]

			requestSync()

			emit_signal("client_connected")

		elif cmd == "ConnectionRefused":
			var error_message = ""
			for error in message["errors"]:
				var submsg = ""
				if error == "InvalidSlot":
					submsg = "Invalid player name."
				elif error == "InvalidGame":
					submsg = "The specified player is not playing Lingo."
				elif error == "IncompatibleVersion":
					submsg = (
						"The Archipelago server is not the correct version for this client. Expected v%d.%d.%d. Found v%d.%d.%d."
						% [
							ap_version["major"],
							ap_version["minor"],
							ap_version["build"],
							_remote_version["major"],
							_remote_version["minor"],
							_remote_version["build"]
						]
					)
				elif error == "InvalidPassword":
					submsg = "Incorrect password."
				elif error == "InvalidItemsHandling":
					submsg = "Invalid item handling flag. This is a bug with the client. Please report it to the lingo-archipelago GitHub."

				if submsg != "":
					if error_message != "":
						error_message += " "
					error_message += submsg

			if error_message == "":
				error_message = "Unknown error."

			_initiated_disconnect = true
			_client.disconnect_from_host()

			emit_signal("could_not_connect", error_message)
			global._print("Connection to AP refused")
			global._print(message)

		elif cmd == "ReceivedItems":
			var i = 0
			for item in message["items"]:
				if _map_loaded:
					processItem(item["item"], message["index"] + i, item["player"], item["flags"])
				else:
					_held_items.append(
						{
							"item": item["item"],
							"index": message["index"] + i,
							"from": item["player"],
							"flags": item["flags"]
						}
					)
				i += 1

		elif cmd == "PrintJSON":
			if (
				!message.has("receiving")
				or !message.has("item")
				or message["item"]["player"] != _slot
			):
				continue

			var item_name = "Unknown"
			if _item_id_to_name.has(message["item"]["item"]):
				item_name = _item_id_to_name[message["item"]["item"]]

			var location_name = "Unknown"
			if _location_id_to_name.has(message["item"]["location"]):
				location_name = _location_id_to_name[message["item"]["location"]]

			var player_name = "Unknown"
			if _player_name_by_slot.has(message["receiving"]):
				player_name = _player_name_by_slot[message["receiving"]]

			var item_color = colorForItemType(message["item"]["flags"])

			if message["type"] == "Hint":
				var is_for = ""
				if message["receiving"] != _slot:
					is_for = " for %s" % player_name
				if !message.has("found") || !message["found"]:
					messages.showMessage(
						(
							"Hint: [color=%s]%s[/color]%s is on %s"
							% [item_color, item_name, is_for, location_name]
						)
					)
			else:
				if message["receiving"] != _slot:
					messages.showMessage(
						"Sent [color=%s]%s[/color] to %s" % [item_color, item_name, player_name]
					)

		elif cmd == "Bounced":
			if (
				_death_link
				and message.has("tags")
				and message.has("data")
				and message["tags"].has("DeathLink")
			):
				var first_sentence = "Received Death"
				var second_sentence = ""
				if message["data"].has("source"):
					first_sentence = "Received Death from %s" % message["data"]["source"]
				if message["data"].has("cause") and message["data"]["cause"] != "":
					second_sentence = ". Reason: %s" % message["data"]["cause"]
				messages.showMessage(first_sentence + second_sentence)

				# Return the player home.
				get_tree().get_root().get_node("Spatial/player/pause_menu")._reload()


func _process(_delta):
	if _should_process:
		_client.poll()


func saveSettings():
	# Save the AP settings to disk.
	var dir = Directory.new()
	var path = "user://settings"
	if dir.dir_exists(path):
		pass
	else:
		dir.make_dir(path)

	var file = File.new()
	file.open("user://settings/archipelago", File.WRITE)

	var data = [ap_server, ap_user, ap_pass, _datapackages, confusify_world, enable_multiplayer]
	file.store_var(data, true)
	file.close()


func saveLocaldata():
	# Save the MW/slot specific settings to disk.
	var dir = Directory.new()
	var path = "user://archipelago_data"
	if dir.dir_exists(path):
		pass
	else:
		dir.make_dir(path)

	var file = File.new()
	file.open(_localdata_file, File.WRITE)

	var data = [_last_new_item, _puzzle_skips]
	file.store_var(data, true)
	file.close()


func getSaveFileName():
	return "zzAP_%s_%d" % [_seed, _slot]


func connectToServer():
	_initiated_disconnect = false

	var url = ""
	if ap_server.begins_with("ws://") or ap_server.begins_with("wss://"):
		url = ap_server
		_try_wss = false
	elif _try_wss:
		url = "wss://" + ap_server
		_try_wss = false
	else:
		url = "ws://" + ap_server
		_try_wss = true

	var err = _client.connect_to_url(url)
	if err != OK:
		emit_signal(
			"could_not_connect",
			(
				"Could not connect to Archipelago. Check that your server and port are correct. See the error log for more information. Error code: %d."
				% err
			)
		)
		global._print("Could not connect to AP: " + err)
		return
	_should_process = true

	emit_signal("connect_status", "Connecting...")


func sendMessage(msg):
	var payload = JSON.print(msg)
	_client.get_peer(1).set_write_mode(WebSocketPeer.WRITE_MODE_TEXT)
	_client.get_peer(1).put_packet(payload.to_utf8())


func requestDatapackages(games):
	emit_signal("connect_status", "Downloading %s data package..." % games[0])

	sendMessage([{"cmd": "GetDataPackage", "games": games}])


func processDatapackages():
	_item_id_to_name = {}
	_location_id_to_name = {}
	for package in _datapackages.values():
		for name in package["item_name_to_id"].keys():
			_item_id_to_name[package["item_name_to_id"][name]] = name

		for name in package["location_name_to_id"].keys():
			_location_id_to_name[package["location_name_to_id"][name]] = name

	if _datapackages.has("Lingo"):
		_item_name_to_id = _datapackages["Lingo"]["item_name_to_id"]
		_location_name_to_id = _datapackages["Lingo"]["location_name_to_id"]


func connectToRoom():
	emit_signal("connect_status", "Authenticating...")

	sendMessage(
		[
			{
				"cmd": "Connect",
				"password": ap_pass,
				"game": "Lingo",
				"name": ap_user,
				"uuid": SCRIPT_uuid.v4(),
				"version": ap_version,
				"items_handling": 0b111,  # always receive our items
				"tags": [],
				"slot_data": true
			}
		]
	)


func sendConnectUpdate(tags):
	sendMessage([{"cmd": "ConnectUpdate", "tags": tags}])


func requestSync():
	sendMessage([{"cmd": "Sync"}])


func sendLocation(loc_id):
	if _map_loaded:
		sendMessage([{"cmd": "LocationChecks", "locations": [loc_id]}])
	else:
		_held_locations.append(loc_id)


func setValue(key, value):
	sendMessage(
		[
			{
				"cmd": "Set",
				"key": "Lingo_%d_%s" % [_slot, key],
				"operations": [{"operation": "replace", "value": value}]
			}
		]
	)


func completedGoal():
	sendMessage([{"cmd": "StatusUpdate", "status": 30}])  # CLIENT_GOAL

	messages.showMessage("You have completed your goal!")


func mapFinishedLoading():
	if !_map_loaded:
		_received_indexes.clear()
		_progressive_progress.clear()
		_has_colors = ["white"]
		emit_signal("evaluate_solvability")

		for item in _held_items:
			processItem(item["item"], item["index"], item["from"], item["flags"])

		sendMessage([{"cmd": "LocationChecks", "locations": _held_locations}])

		_map_loaded = true
		_held_items = []
		_held_locations = []


func processItem(item, index, from, flags):
	if index != null:
		if _received_indexes.has(index):
			# Do not re-process items.
			return

		_received_indexes.append(index)

	global._print(item)

	var gamedata = $Gamedata
	var item_name = "Unknown"
	if _item_id_to_name.has(item):
		item_name = _item_id_to_name[item]

	if gamedata.door_ids_by_item_id.has(int(item)):
		var doorsNode = get_tree().get_root().get_node("Spatial/Doors")
		for door_id in gamedata.door_ids_by_item_id[int(item)]:
			doorsNode.get_node(door_id).openDoor()

	if gamedata.painting_ids_by_item_id.has(int(item)):
		var real_parent_node = get_tree().get_root().get_node("Spatial/Decorations/Paintings")
		var fake_parent_node = get_tree().get_root().get_node_or_null("Spatial/AP_Paintings")

		for painting_id in gamedata.painting_ids_by_item_id[int(item)]:
			var painting_node = real_parent_node.get_node_or_null(painting_id)
			if painting_node != null:
				painting_node.movePainting()

			if _painting_shuffle:
				painting_node = fake_parent_node.get_node_or_null(painting_id)
				if painting_node != null:
					painting_node.get_node("Script").movePainting()

	# Handle progressive items.
	if item_name in progressive_items.keys():
		if not item_name in _progressive_progress:
			_progressive_progress[item_name] = 0

		if _progressive_progress[item_name] < progressive_items[item_name].size():
			var subitem_name = progressive_items[item_name][_progressive_progress[item_name]]["item"]
			global._print(subitem_name)
			processItem(_item_name_to_id[subitem_name], null, null, null)
			_progressive_progress[item_name] += 1

	if _color_shuffle and color_items.has(_item_id_to_name[item]):
		var lcol = _item_id_to_name[item].to_lower()
		if not _has_colors.has(lcol):
			_has_colors.append(lcol)
			emit_signal("evaluate_solvability")

	# Show a message about the item if it's new. Also apply effects here.
	if index != null and index > _last_new_item:
		_last_new_item = index
		saveLocaldata()

		if item_name in progressive_items:
			var subitem = progressive_items[item_name][_progressive_progress[item_name] - 1]
			item_name += " (%s)" % subitem["display"]

		var player_name = "Unknown"
		if _player_name_by_slot.has(from):
			player_name = _player_name_by_slot[from]

		var item_color = colorForItemType(flags)

		if from == _slot:
			messages.showMessage("Found [color=%s]%s[/color]" % [item_color, item_name])
		else:
			messages.showMessage(
				"Received [color=%s]%s[/color] from %s" % [item_color, item_name, player_name]
			)

		var effects_node = get_tree().get_root().get_node("Spatial/AP_Effects")
		if item_name == "Slowness Trap":
			effects_node.trigger_slowness_trap()
		if item_name == "Iceland Trap":
			effects_node.trigger_iceland_trap()
		if item_name == "Atbash Trap":
			effects_node.trigger_atbash_trap()
		if item_name == "Puzzle Skip":
			_puzzle_skips += 1

			saveLocaldata()


func doorIsVanilla(door):
	return !$Gamedata.mentioned_doors.has(door)


func paintingIsVanilla(painting):
	return !$Gamedata.mentioned_paintings.has(painting)


func evaluateSolvability():
	emit_signal("evaluate_solvability")


func getAvailablePuzzleSkips():
	return _puzzle_skips


func usePuzzleSkip():
	_puzzle_skips -= 1

	saveLocaldata()


func colorForItemType(flags):
	var int_flags = int(flags)
	if int_flags & 1:  # progression
		return "#bc51e0"
	elif int_flags & 2:  # useful
		return "#2b67ff"
	elif int_flags & 4:  # trap
		return "#d63a22"
	else:  # filler
		return "#14de9e"