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_pilgrimage_terminator var SCRIPT_textclient var SCRIPT_uuid var ap_server = "" var ap_user = "" var ap_pass = "" var confusify_world = false var enable_multiplayer = false var track_player = false var connection_history = [] const my_version = "5.0.0" const ap_version = {"major": 0, "minor": 5, "build": 1, "class": "Version"} const color_items = [ "White", "Black", "Red", "Blue", "Green", "Brown", "Gray", "Orange", "Purple", "Yellow" ] const door_progressive_items = { "Progressive Orange Tower": ["Second Floor", "Third Floor", "Fourth Floor", "Fifth Floor", "Sixth Floor", "Seventh Floor"], "Progressive Art Gallery": ["Second Floor", "Third Floor", "Fourth Floor", "Fifth Floor", "Exit"], "Progressive Hallway Room": ["First Door", "Second Door", "Third Door", "Fourth Door"], "Progressive Fearless": ["Second Floor", "Third Floor"], "Progressive Colorful": ["White", "Black", "Red", "Yellow", "Blue", "Purple", "Orange", "Green", "Brown", "Gray"], "Progressive Pilgrimage": ["1 Sunwarp", "2 Sunwarp", "3 Sunwarp", "4 Sunwarp", "5 Sunwarp", "6 Sunwarp"] } const panel_progressive_items = { "Progressive Hallway Room": ["First Door", "Second Door", "Third Door", "Fourth Door"], "Progressive Colorful": ["White", "Black", "Red", "Yellow", "Blue", "Purple", "Orange", "Green", "Brown", "Gray"], "Progressive Number Hunt": ["Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Nine", "Zero"], "Progressive Symmetry Room": ["Near Far", "Warts Straw", "Leaf Feel"], "Progressive Suits Area": ["Words Sword", "Lost", "Amen Name"] } const kTHE_END = 0 const kTHE_MASTER = 1 const kLEVEL_2 = 2 const kPILGRIMAGE = 3 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_LOCAL_SMALL_SPHERE_ONE = 8 const kCLASSIFICATION_REMOTE_NORMAL = 0 const kCLASSIFICATION_REMOTE_REDUCED = 1 const kCLASSIFICATION_REMOTE_INSANITY = 2 const kSUNWARP_ACCESS_NORMAL = 0 const kSUNWARP_ACCESS_DISABLED = 1 const kSUNWARP_ACCESS_UNLOCK = 2 const kSUNWARP_ACCESS_INDIVIDUAL = 3 const kSUNWARP_ACCESS_PROGRESSIVE = 4 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} var _gen_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 _game_by_player = {} 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 _panel_door_shuffle = false var _color_shuffle = false var _panel_shuffle = 0 # none, rearrange var _painting_shuffle = false var _sunwarp_access = 0 # normal, disabled, unlock, progressive var _mastery_achievements = 21 var _level_2_requirement = 223 var _location_classification_bit = 0 var _early_color_hallways = false var _pilgrimage_compatibility = false # set to true for pre-0.4.6 var _pilgrimage_enabled = false var _pilgrimage_allows_roof_access = false var _pilgrimage_allows_paintings = false var _sunwarp_shuffle = false var _sunwarp_mapping = [] var _speed_boost_mode = 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 var _cached_slowness = 0 var _cached_iceland = 0 var _cached_atbash = 0 var _cached_speed_boosts = 0 var _geronimo_skip = false var _checked_paintings = [] var _hints_key = "" var _hinted_locations = [] 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 typeof(data) != TYPE_ARRAY: global._print("AP settings file is corrupted") data = [] 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] if data.size() > 6: track_player = data[6] if data.size() > 7: connection_history = data[7] 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"] _gen_version = message["generator_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"] _game_by_player[player["slot"]] = message["slot_info"][str(player["slot"])]["game"] _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"): if _slot_data.has("group_doors"): _door_shuffle = (_slot_data["shuffle_doors"] == 2) _panel_door_shuffle = (_slot_data["shuffle_doors"] == 1) else: _door_shuffle = (_slot_data["shuffle_doors"] > 0) _panel_door_shuffle = false else: _door_shuffle = false _panel_door_shuffle = false 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("sunwarp_access"): _sunwarp_access = _slot_data["sunwarp_access"] else: _sunwarp_access = kSUNWARP_ACCESS_NORMAL 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 else: _location_classification_bit = kCLASSIFICATION_LOCAL_NORMAL if _slot_data.has("early_color_hallways"): _early_color_hallways = _slot_data["early_color_hallways"] else: _early_color_hallways = false if _slot_data.has("enable_pilgrimage"): _pilgrimage_enabled = _slot_data["enable_pilgrimage"] else: _pilgrimage_compatibility = true _pilgrimage_enabled = true if _slot_data.has("pilgrimage_allows_roof_access"): _pilgrimage_allows_roof_access = _slot_data["pilgrimage_allows_roof_access"] else: _pilgrimage_allows_roof_access = true if _slot_data.has("pilgrimage_allows_paintings"): _pilgrimage_allows_paintings = _slot_data["pilgrimage_allows_paintings"] else: _pilgrimage_allows_paintings = true if _slot_data.has("shuffle_sunwarps"): _sunwarp_shuffle = _slot_data["shuffle_sunwarps"] else: _sunwarp_shuffle = false if _slot_data.has("sunwarp_permutation"): _sunwarp_mapping = _slot_data["sunwarp_permutation"] if _slot_data.has("speed_boost_mode"): _speed_boost_mode = _slot_data["speed_boost_mode"] else: _speed_boost_mode = false if ( _location_classification_bit != kCLASSIFICATION_LOCAL_INSANITY and _door_shuffle and not _early_color_hallways ): _location_classification_bit += kCLASSIFICATION_LOCAL_SMALL_SPHERE_ONE if track_player: setValue("PlayerPos", {"x": 0, "z": 0}) else: setValue("PlayerPos", null) _puzzle_skips = 0 _last_new_item = -1 _cached_slowness = 0 _cached_iceland = 0 _cached_atbash = 0 _cached_speed_boosts = 0 _geronimo_skip = false _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 typeof(localdata) != TYPE_ARRAY: global._print("AP localdata file is corrupted") localdata = [] if localdata.size() > 0: _last_new_item = localdata[0] if localdata.size() > 1: _puzzle_skips = localdata[1] if localdata.size() > 2: _cached_slowness = localdata[2] if localdata.size() > 3: _cached_iceland = localdata[3] if localdata.size() > 4: _cached_atbash = localdata[4] if localdata.size() > 5: _geronimo_skip = localdata[5] if localdata.size() > 6: _cached_speed_boosts = localdata[6] requestSync() sendMessage( [ { "cmd": "Set", "key": "Lingo_%d_Paintings" % [_slot], "default": [], "want_reply": true, "operations": [{"operation": "default", "value": []}] } ] ) _hints_key = "_read_hints_%d_%d" % [_team, _slot] sendMessage( [{"cmd": "SetNotify", "keys": [_hints_key]}, {"cmd": "Get", "keys": [_hints_key]}] ) 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": parse_printjson(message) if ( !message.has("receiving") or !message.has("item") or message["item"]["player"] != _slot ): continue var item_name = "Unknown" var item_player_game = _game_by_player[message["receiving"]] if _item_id_to_name[item_player_game].has(message["item"]["item"]): item_name = _item_id_to_name[item_player_game][message["item"]["item"]] var location_name = "Unknown" var location_player_game = _game_by_player[message["item"]["player"]] if _location_id_to_name[location_player_game].has(message["item"]["location"]): location_name = _location_id_to_name[location_player_game][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: var sentMsg = ( "Sent [color=%s]%s[/color] to %s" % [item_color, item_name, player_name] ) if _hinted_locations.has(message["item"]["location"]): sentMsg += " ([color=#fafad2]Hinted![/color])" messages.showMessage(sentMsg) 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() elif cmd == "SetReply": if message.has("key"): if message["key"] == ("Lingo_%d_Paintings" % _slot): _checked_paintings = message["value"] elif message["key"] == _hints_key: parseHints(message["value"]) elif cmd == "Retrieved": if message.has("keys") and message["keys"].has(_hints_key): parseHints(message["keys"][_hints_key]) 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, track_player, connection_history ] 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 effects_node = get_tree().get_root().get_node("Spatial/AP_Effects") var data = [ _last_new_item, _puzzle_skips, effects_node.slowness_remaining, effects_node.iceland_remaining, effects_node.atbash_remaining, _geronimo_skip, effects_node.speed_boosts_remaining, ] 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 game in _datapackages.keys(): var package = _datapackages[game] _item_id_to_name[game] = {} for name in package["item_name_to_id"].keys(): _item_id_to_name[game][package["item_name_to_id"][name]] = name _location_id_to_name[game] = {} for name in package["location_name_to_id"].keys(): _location_id_to_name[game][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, operation = "replace"): sendMessage( [ { "cmd": "Set", "key": "Lingo_%d_%s" % [_slot, key], "want_reply": false, "operations": [{"operation": operation, "value": value}] } ] ) func say(textdata): sendMessage([{"cmd": "Say", "text": textdata}]) 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["Lingo"].has(item): item_name = _item_id_to_name["Lingo"][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.panel_ids_by_item_id.has(int(item)): var panel_ids = gamedata.panel_ids_by_item_id[int(item)] if wasGeneratedOnVersion(0, 5, 1): var extradata = get_node("Extradata") if extradata.panels_mode_051_panel_fixes.has(int(item)): panel_ids = extradata.panels_mode_051_panel_fixes[int(item)] var panelsNode = get_tree().get_root().get_node("Spatial/Panels") for panel_id in panel_ids: panelsNode.get_node(panel_id).get_node("AP_Panel").locked = false emit_signal("evaluate_solvability") 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() if gamedata.warp_ids_by_item_id.has(int(item)): var warpsNode = get_tree().get_root().get_node("Spatial/Warps") for warp_id in gamedata.warp_ids_by_item_id[int(item)]: warpsNode.get_node(warp_id).unlock_warp() # Handle progressive items. var is_progressive_door = int(item) in gamedata.door_items_by_progressive_id var is_progressive_panel = int(item) in gamedata.panel_items_by_progressive_id var progitems = null var prognames = null if is_progressive_door and is_progressive_panel: if _door_shuffle: progitems = gamedata.door_items_by_progressive_id[int(item)] prognames = door_progressive_items else: progitems = gamedata.panel_items_by_progressive_id[int(item)] prognames = panel_progressive_items elif is_progressive_door: progitems = gamedata.door_items_by_progressive_id[int(item)] prognames = door_progressive_items elif is_progressive_panel: progitems = gamedata.panel_items_by_progressive_id[int(item)] prognames = panel_progressive_items if progitems != null: if not int(item) in _progressive_progress: _progressive_progress[int(item)] = 0 if _progressive_progress[int(item)] < progitems.size(): var subitem_id = progitems[_progressive_progress[int(item)]] global._print("Subitem: %d" % subitem_id) processItem(subitem_id, null, null, null) item_name += " (%s)" % prognames[item_name][_progressive_progress[int(item)]] _progressive_progress[int(item)] += 1 if _color_shuffle and color_items.has(_item_id_to_name["Lingo"][item]): var lcol = _item_id_to_name["Lingo"][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() 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" and !_speed_boost_mode: 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 == "Speed Boost" and _speed_boost_mode: effects_node.trigger_speed_boost() if item_name == "Puzzle Skip": _puzzle_skips += 1 saveLocaldata() func doorIsVanilla(door): return !$Gamedata.mentioned_doors.has(door) func paintingIsVanilla(painting): return !$Gamedata.mentioned_paintings.has(painting) func warpIsVanilla(warp): return !$Gamedata.mentioned_warps.has(warp) func evaluateSolvability(): emit_signal("evaluate_solvability") func getAvailablePuzzleSkips(): return _puzzle_skips func usePuzzleSkip(): _puzzle_skips -= 1 saveLocaldata() func geronimo(): if !_geronimo_skip: messages.showMessage("Geronimo! You found a puzzle skip.") _puzzle_skips += 1 _geronimo_skip = true saveLocaldata() func checkPainting(painting_id): if _checked_paintings.has(painting_id): return _checked_paintings.append(painting_id) setValue("Paintings", [painting_id], "add") func parseHints(hints): _hinted_locations.clear() for hint in hints: if hint["finding_player"] == int(_slot): _hinted_locations.append(hint["location"]) 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" func parse_printjson(message): var parts = [] for message_part in message["data"]: if !message_part.has("type") and message_part.has("text"): parts.append(message_part["text"]) elif message_part["type"] == "player_id": if int(message_part["text"]) == _slot: parts.append("[color=#ee00ee]%s[/color]" % _player_name_by_slot[_slot]) else: var from = float(message_part["text"]) parts.append("[color=#fafad2]%s[/color]" % _player_name_by_slot[from]) elif message_part["type"] == "item_id": var item_name = "Unknown" var item_player_game = _game_by_player[message_part["player"]] if _item_id_to_name[item_player_game].has(float(message_part["text"])): item_name = _item_id_to_name[item_player_game][float(message_part["text"])] parts.append( "[color=%s]%s[/color]" % [colorForItemType(message_part["flags"]), item_name] ) elif message_part["type"] == "location_id": var location_name = "Unknown" var location_player_game = _game_by_player[message_part["player"]] if _location_id_to_name[location_player_game].has(float(message_part["text"])): location_name = _location_id_to_name[location_player_game][float( message_part["text"] )] parts.append("[color=#00ff7f]%s[/color]" % location_name) elif message_part.has("text"): parts.append(message_part["text"]) var textclient_node = get_tree().get_root().get_node_or_null("Spatial/AP_TextClient") if textclient_node != null: textclient_node.parse_printjson("".join(parts)) func get_player_name(): return _player_name_by_slot[_slot] func compareVersion(lhs, rhs): if lhs["major"] == rhs["major"]: if lhs["minor"] == rhs["minor"]: return lhs["build"] < rhs["build"] else: return lhs["minor"] < rhs["minor"] else: return lhs["major"] < rhs["major"] func wasGeneratedBeforeVersion(major, minor, build): return compareVersion(_gen_version, {"major": major, "minor": minor, "build": build}) func wasGeneratedOnVersion(major, minor, build): return ( _gen_version["major"] == major and _gen_version["minor"] == minor and _gen_version["build"] == build )