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|
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 = "2.0.0-beta1"
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"},
],
"Progressive Colorful":
[
{"item": "The Colorful - White Door", "display": "White"},
{"item": "The Colorful - Black Door", "display": "Black"},
{"item": "The Colorful - Red Door", "display": "Red"},
{"item": "The Colorful - Yellow Door", "display": "Yellow"},
{"item": "The Colorful - Blue Door", "display": "Blue"},
{"item": "The Colorful - Purple Door", "display": "Purple"},
{"item": "The Colorful - Orange Door", "display": "Orange"},
{"item": "The Colorful - Green Door", "display": "Green"},
{"item": "The Colorful - Brown Door", "display": "Brown"},
{"item": "The Colorful - Gray Door", "display": "Gray"},
]
}
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
var _cached_slowness = 0
var _cached_iceland = 0
var _cached_atbash = 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]
if localdata.size() > 2:
_cached_slowness = localdata[2]
else:
_cached_slowness = 0
if localdata.size() > 3:
_cached_iceland = localdata[3]
else:
_cached_iceland = 0
if localdata.size() > 4:
_cached_atbash = localdata[4]
else:
_cached_atbash = 0
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 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
]
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"
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