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-rw-r--r--client/Archipelago/manager.gd319
1 files changed, 264 insertions, 55 deletions
diff --git a/client/Archipelago/manager.gd b/client/Archipelago/manager.gd index 97c556a..95f8e1a 100644 --- a/client/Archipelago/manager.gd +++ b/client/Archipelago/manager.gd
@@ -1,8 +1,9 @@
1extends Node 1extends Node
2 2
3const my_version = "0.1.0" 3const MOD_VERSION = 4
4 4
5var SCRIPT_client 5var SCRIPT_client
6var SCRIPT_keyboard
6var SCRIPT_locationListener 7var SCRIPT_locationListener
7var SCRIPT_uuid 8var SCRIPT_uuid
8var SCRIPT_victoryListener 9var SCRIPT_victoryListener
@@ -13,13 +14,42 @@ var ap_pass = ""
13var connection_history = [] 14var connection_history = []
14 15
15var client 16var client
17var keyboard
16 18
17var _localdata_file = "" 19var _localdata_file = ""
18var _received_indexes = []
19var _last_new_item = -1 20var _last_new_item = -1
20var _batch_locations = false 21var _batch_locations = false
21var _held_locations = [] 22var _held_locations = []
22 23var _held_location_scouts = []
24var _location_scouts = {}
25var _item_locks = {}
26var _inverse_item_locks = {}
27var _held_letters = {}
28var _letters_setup = false
29
30const kSHUFFLE_LETTERS_VANILLA = 0
31const kSHUFFLE_LETTERS_UNLOCKED = 1
32const kSHUFFLE_LETTERS_PROGRESSIVE = 2
33const kSHUFFLE_LETTERS_VANILLA_CYAN = 3
34const kSHUFFLE_LETTERS_ITEM_CYAN = 4
35
36const kLETTER_BEHAVIOR_VANILLA = 0
37const kLETTER_BEHAVIOR_ITEM = 1
38const kLETTER_BEHAVIOR_UNLOCKED = 2
39
40const kCYAN_DOOR_BEHAVIOR_H2 = 0
41const kCYAN_DOOR_BEHAVIOR_DOUBLE_LETTER = 1
42const kCYAN_DOOR_BEHAVIOR_ITEM = 2
43
44var apworld_version = [0, 0]
45var cyan_door_behavior = kCYAN_DOOR_BEHAVIOR_H2
46var daedalus_roof_access = false
47var keyholder_sanity = false
48var shuffle_control_center_colors = false
49var shuffle_doors = false
50var shuffle_gallery_paintings = false
51var shuffle_letters = kSHUFFLE_LETTERS_VANILLA
52var shuffle_symbols = false
23var victory_condition = -1 53var victory_condition = -1
24 54
25signal could_not_connect 55signal could_not_connect
@@ -57,12 +87,16 @@ func _ready():
57 87
58 client.connect("item_received", _process_item) 88 client.connect("item_received", _process_item)
59 client.connect("message_received", _process_message) 89 client.connect("message_received", _process_message)
90 client.connect("location_scout_received", _process_location_scout)
60 client.connect("could_not_connect", _client_could_not_connect) 91 client.connect("could_not_connect", _client_could_not_connect)
61 client.connect("connect_status", _client_connect_status) 92 client.connect("connect_status", _client_connect_status)
62 client.connect("client_connected", _client_connected) 93 client.connect("client_connected", _client_connected)
63 94
64 add_child(client) 95 add_child(client)
65 96
97 keyboard = SCRIPT_keyboard.new()
98 add_child(keyboard)
99
66 100
67func saveSettings(): 101func saveSettings():
68 # Save the AP settings to disk. 102 # Save the AP settings to disk.
@@ -96,8 +130,13 @@ func saveLocaldata():
96 130
97 131
98func connectToServer(): 132func connectToServer():
99 _received_indexes = []
100 _last_new_item = -1 133 _last_new_item = -1
134 _batch_locations = false
135 _held_locations = []
136 _held_location_scouts = []
137 _location_scouts = {}
138 _letters_setup = false
139 _held_letters = {}
101 140
102 client.connectToServer(ap_server, ap_user, ap_pass) 141 client.connectToServer(ap_server, ap_user, ap_pass)
103 142
@@ -111,48 +150,46 @@ func disconnect_from_ap():
111 150
112 151
113func get_item_id_for_door(door_id): 152func get_item_id_for_door(door_id):
114 var gamedata = global.get_node("Gamedata") 153 return _item_locks.get(door_id, null)
115 var door = gamedata.objects.get_doors()[door_id]
116 if (
117 door.get_type() == gamedata.SCRIPT_proto.DoorType.EVENT
118 or door.get_type() == gamedata.SCRIPT_proto.DoorType.LOCATION_ONLY
119 or door.get_type() == gamedata.SCRIPT_proto.DoorType.CONTROL_CENTER_COLOR
120 ):
121 return null
122 return gamedata.get_door_ap_id(door_id)
123
124 154
125func has_item(item_id):
126 return client.hasItem(item_id)
127
128
129func _process_item(item, index, from, flags):
130 if index != null:
131 if _received_indexes.has(index):
132 # Do not re-process items.
133 return
134
135 _received_indexes.append(index)
136 155
156func _process_item(item, index, from, flags, amount):
137 var item_name = "Unknown" 157 var item_name = "Unknown"
138 if client._item_id_to_name["Lingo 2"].has(item): 158 if client._item_id_to_name["Lingo 2"].has(item):
139 item_name = client._item_id_to_name["Lingo 2"][item] 159 item_name = client._item_id_to_name["Lingo 2"][item]
140 160
141 var gamedata = global.get_node("Gamedata") 161 var gamedata = global.get_node("Gamedata")
142 var door_id = gamedata.door_id_by_ap_id.get(item, null) 162
143 if door_id != null and gamedata.get_door_map_name(door_id) == global.map: 163 var prog_id = null
144 var receivers = gamedata.get_door_receivers(door_id) 164 if _inverse_item_locks.has(item):
145 var scene = get_tree().get_root().get_node_or_null("scene") 165 for lock in _inverse_item_locks.get(item):
146 if scene != null: 166 if lock[1] != amount:
147 for receiver in receivers: 167 continue
148 var rnode = scene.get_node_or_null(receiver) 168
149 if rnode != null: 169 if gamedata.progressive_id_by_ap_id.has(item):
150 rnode.handleTriggered() 170 prog_id = lock[0]
151 #for painting_id in gamedata.objects.get_doors()[door_id].get_move_paintings(): 171
152 # var painting = gamedata.objects.get_paintings()[painting_id] 172 if gamedata.get_door_map_name(lock[0]) != global.map:
153 # var pnode = scene.get_node_or_null(painting.get_path() + "/teleportListener") 173 continue
154 # if pnode != null: 174
155 # pnode.handleTriggered() 175 var receivers = gamedata.get_door_receivers(lock[0])
176 var scene = get_tree().get_root().get_node_or_null("scene")
177 if scene != null:
178 for receiver in receivers:
179 var rnode = scene.get_node_or_null(receiver)
180 if rnode != null:
181 rnode.handleTriggered()
182
183 var letter_id = gamedata.letter_id_by_ap_id.get(item, null)
184 if letter_id != null:
185 var letter = gamedata.objects.get_letters()[letter_id]
186 if not letter.has_level2() or not letter.get_level2():
187 _process_key_item(letter.get_key(), amount)
188
189 if gamedata.symbol_item_ids.has(item):
190 var player = get_tree().get_root().get_node_or_null("scene/player")
191 if player != null:
192 player.emit_signal("evaluate_solvability")
156 193
157 # Show a message about the item if it's new. 194 # Show a message about the item if it's new.
158 if index != null and index > _last_new_item: 195 if index != null and index > _last_new_item:
@@ -160,16 +197,26 @@ func _process_item(item, index, from, flags):
160 saveLocaldata() 197 saveLocaldata()
161 198
162 var player_name = "Unknown" 199 var player_name = "Unknown"
163 if client._player_name_by_slot.has(from): 200 if client._player_name_by_slot.has(float(from)):
164 player_name = client._player_name_by_slot[from] 201 player_name = client._player_name_by_slot[float(from)]
165 202
166 var item_color = colorForItemType(flags) 203 var item_color = colorForItemType(flags)
167 204
205 var full_item_name = item_name
206 if prog_id != null:
207 var door = gamedata.objects.get_doors()[prog_id]
208 full_item_name = "%s (%s)" % [item_name, door.get_name()]
209
168 var message 210 var message
169 if from == client._slot: 211 if from == client._slot:
170 message = "Found [color=%s]%s[/color]" % [item_color, item_name] 212 message = "Found [color=%s]%s[/color]" % [item_color, full_item_name]
171 else: 213 else:
172 message = "Received [color=%s]%s[/color] from %s" % [item_color, item_name, player_name] 214 message = (
215 "Received [color=%s]%s[/color] from %s" % [item_color, full_item_name, player_name]
216 )
217
218 if gamedata.anti_trap_ids.has(item):
219 keyboard.block_letter(gamedata.anti_trap_ids[item])
173 220
174 global._print(message) 221 global._print(message)
175 222
@@ -188,15 +235,15 @@ func _process_message(message):
188 235
189 var item_name = "Unknown" 236 var item_name = "Unknown"
190 var item_player_game = client._game_by_player[message["receiving"]] 237 var item_player_game = client._game_by_player[message["receiving"]]
191 if client._item_id_to_name[item_player_game].has(message["item"]["item"]): 238 if client._item_id_to_name[item_player_game].has(int(message["item"]["item"])):
192 item_name = client._item_id_to_name[item_player_game][message["item"]["item"]] 239 item_name = client._item_id_to_name[item_player_game][int(message["item"]["item"])]
193 240
194 var location_name = "Unknown" 241 var location_name = "Unknown"
195 var location_player_game = client._game_by_player[message["item"]["player"]] 242 var location_player_game = client._game_by_player[message["item"]["player"]]
196 if client._location_id_to_name[location_player_game].has(message["item"]["location"]): 243 if client._location_id_to_name[location_player_game].has(int(message["item"]["location"])):
197 location_name = ( 244 location_name = (client._location_id_to_name[location_player_game][int(
198 client._location_id_to_name[location_player_game][message["item"]["location"]] 245 message["item"]["location"]
199 ) 246 )])
200 247
201 var player_name = "Unknown" 248 var player_name = "Unknown"
202 if client._player_name_by_slot.has(message["receiving"]): 249 if client._player_name_by_slot.has(message["receiving"]):
@@ -262,8 +309,35 @@ func parse_printjson_for_textclient(message):
262 textclient_node.parse_printjson("".join(parts)) 309 textclient_node.parse_printjson("".join(parts))
263 310
264 311
265func _client_could_not_connect(): 312func _process_location_scout(item_id, location_id, player, flags):
266 emit_signal("could_not_connect") 313 _location_scouts[location_id] = {"item": item_id, "player": player, "flags": flags}
314
315 if player == client._slot and flags & 4 != 0:
316 # This is a trap for us, so let's not display it.
317 return
318
319 var gamedata = global.get_node("Gamedata")
320 var map_id = gamedata.map_id_by_name.get(global.map)
321
322 var item_name = "Unknown"
323 var item_player_game = client._game_by_player[float(player)]
324 if client._item_id_to_name[item_player_game].has(item_id):
325 item_name = client._item_id_to_name[item_player_game][item_id]
326
327 var letter_id = gamedata.letter_id_by_ap_id.get(location_id, null)
328 if letter_id != null:
329 var letter = gamedata.objects.get_letters()[letter_id]
330 var room = gamedata.objects.get_rooms()[letter.get_room_id()]
331 if room.get_map_id() == map_id:
332 var collectable = get_tree().get_root().get_node("scene").get_node_or_null(
333 letter.get_path()
334 )
335 if collectable != null:
336 collectable.setScoutedText(item_name)
337
338
339func _client_could_not_connect(message):
340 emit_signal("could_not_connect", message)
267 341
268 342
269func _client_connect_status(message): 343func _client_connect_status(message):
@@ -271,6 +345,8 @@ func _client_connect_status(message):
271 345
272 346
273func _client_connected(slot_data): 347func _client_connected(slot_data):
348 var gamedata = global.get_node("Gamedata")
349
274 _localdata_file = "user://archipelago_data/%s_%d" % [client._seed, client._slot] 350 _localdata_file = "user://archipelago_data/%s_%d" % [client._seed, client._slot]
275 _last_new_item = -1 351 _last_new_item = -1
276 352
@@ -288,8 +364,76 @@ func _client_connected(slot_data):
288 if localdata.size() > 0: 364 if localdata.size() > 0:
289 _last_new_item = localdata[0] 365 _last_new_item = localdata[0]
290 366
291 if slot_data.has("victory_condition"): 367 # Read slot data.
292 victory_condition = int(slot_data["victory_condition"]) 368 cyan_door_behavior = int(slot_data.get("cyan_door_behavior", 0))
369 daedalus_roof_access = bool(slot_data.get("daedalus_roof_access", false))
370 keyholder_sanity = bool(slot_data.get("keyholder_sanity", false))
371 shuffle_control_center_colors = bool(slot_data.get("shuffle_control_center_colors", false))
372 shuffle_doors = bool(slot_data.get("shuffle_doors", false))
373 shuffle_gallery_paintings = bool(slot_data.get("shuffle_gallery_paintings", false))
374 shuffle_letters = int(slot_data.get("shuffle_letters", 0))
375 shuffle_symbols = bool(slot_data.get("shuffle_symbols", false))
376 victory_condition = int(slot_data.get("victory_condition", 0))
377
378 if slot_data.has("version"):
379 apworld_version = [int(slot_data["version"][0]), int(slot_data["version"][1])]
380
381 # Set up item locks.
382 _item_locks = {}
383
384 if shuffle_doors:
385 for door in gamedata.objects.get_doors():
386 if (
387 door.get_type() == gamedata.SCRIPT_proto.DoorType.STANDARD
388 or door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY
389 ):
390 _item_locks[door.get_id()] = [door.get_ap_id(), 1]
391
392 for progressive in gamedata.objects.get_progressives():
393 for i in range(0, progressive.get_doors().size()):
394 var door = gamedata.objects.get_doors()[progressive.get_doors()[i]]
395 _item_locks[door.get_id()] = [progressive.get_ap_id(), i + 1]
396
397 for door_group in gamedata.objects.get_door_groups():
398 if (
399 door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.CONNECTOR
400 or door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.SHUFFLE_GROUP
401 ):
402 for door in door_group.get_doors():
403 _item_locks[door] = [door_group.get_ap_id(), 1]
404
405 if shuffle_control_center_colors:
406 for door in gamedata.objects.get_doors():
407 if door.get_type() == gamedata.SCRIPT_proto.DoorType.CONTROL_CENTER_COLOR:
408 _item_locks[door.get_id()] = [door.get_ap_id(), 1]
409
410 for door_group in gamedata.objects.get_door_groups():
411 if door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.COLOR_CONNECTOR:
412 for door in door_group.get_doors():
413 _item_locks[door] = [door_group.get_ap_id(), 1]
414
415 if shuffle_gallery_paintings:
416 for door in gamedata.objects.get_doors():
417 if door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING:
418 _item_locks[door.get_id()] = [door.get_ap_id(), 1]
419
420 if cyan_door_behavior == kCYAN_DOOR_BEHAVIOR_ITEM:
421 for door_group in gamedata.objects.get_door_groups():
422 if door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.CYAN_DOORS:
423 for door in door_group.get_doors():
424 if not _item_locks.has(door):
425 _item_locks[door] = [door_group.get_ap_id(), 1]
426
427 # Create a reverse item locks map for processing items.
428 _inverse_item_locks = {}
429
430 for door_id in _item_locks.keys():
431 var lock = _item_locks.get(door_id)
432
433 if not _inverse_item_locks.has(lock[0]):
434 _inverse_item_locks[lock[0]] = []
435
436 _inverse_item_locks[lock[0]].append([door_id, lock[1]])
293 437
294 emit_signal("ap_connected") 438 emit_signal("ap_connected")
295 439
@@ -305,10 +449,28 @@ func send_location(loc_id):
305 client.sendLocation(loc_id) 449 client.sendLocation(loc_id)
306 450
307 451
452func scout_location(loc_id):
453 if _location_scouts.has(loc_id):
454 return _location_scouts.get(loc_id)
455
456 if _batch_locations:
457 _held_location_scouts.append(loc_id)
458 else:
459 client.scoutLocation(loc_id)
460
461 return null
462
463
308func stop_batching_locations(): 464func stop_batching_locations():
309 _batch_locations = false 465 _batch_locations = false
310 client.sendLocations(_held_locations) 466
311 _held_locations.clear() 467 if not _held_locations.is_empty():
468 client.sendLocations(_held_locations)
469 _held_locations.clear()
470
471 if not _held_location_scouts.is_empty():
472 client.scoutLocations(_held_location_scouts)
473 _held_location_scouts.clear()
312 474
313 475
314func colorForItemType(flags): 476func colorForItemType(flags):
@@ -324,3 +486,50 @@ func colorForItemType(flags):
324 return "#d63a22" 486 return "#d63a22"
325 else: # filler 487 else: # filler
326 return "#14de9e" 488 return "#14de9e"
489
490
491func get_letter_behavior(key, level2):
492 if shuffle_letters == kSHUFFLE_LETTERS_UNLOCKED:
493 return kLETTER_BEHAVIOR_UNLOCKED
494
495 if [kSHUFFLE_LETTERS_VANILLA_CYAN, kSHUFFLE_LETTERS_ITEM_CYAN].has(shuffle_letters):
496 if level2:
497 if shuffle_letters == kSHUFFLE_LETTERS_VANILLA_CYAN:
498 return kLETTER_BEHAVIOR_VANILLA
499 else:
500 return kLETTER_BEHAVIOR_ITEM
501 else:
502 return kLETTER_BEHAVIOR_UNLOCKED
503
504 if not level2 and ["h", "i", "n", "t"].has(key):
505 # This differs from the equivalent function in the apworld. Logically it is
506 # the same as UNLOCKED since they are in the starting room, but VANILLA
507 # means the player still has to actually pick up the letters.
508 return kLETTER_BEHAVIOR_VANILLA
509
510 if shuffle_letters == kSHUFFLE_LETTERS_PROGRESSIVE:
511 return kLETTER_BEHAVIOR_ITEM
512
513 return kLETTER_BEHAVIOR_VANILLA
514
515
516func setup_keys():
517 keyboard.load_seed()
518
519 _letters_setup = true
520
521 for k in _held_letters.keys():
522 _process_key_item(k, _held_letters[k])
523
524 _held_letters.clear()
525
526
527func _process_key_item(key, level):
528 if not _letters_setup:
529 _held_letters[key] = max(_held_letters.get(key, 0), level)
530 return
531
532 if shuffle_letters == kSHUFFLE_LETTERS_ITEM_CYAN:
533 level += 1
534
535 keyboard.collect_remote_letter(key, level)