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-rw-r--r--client/Archipelago/manager.gd535
1 files changed, 0 insertions, 535 deletions
diff --git a/client/Archipelago/manager.gd b/client/Archipelago/manager.gd deleted file mode 100644 index 95f8e1a..0000000 --- a/client/Archipelago/manager.gd +++ /dev/null
@@ -1,535 +0,0 @@
1extends Node
2
3const MOD_VERSION = 4
4
5var SCRIPT_client
6var SCRIPT_keyboard
7var SCRIPT_locationListener
8var SCRIPT_uuid
9var SCRIPT_victoryListener
10
11var ap_server = ""
12var ap_user = ""
13var ap_pass = ""
14var connection_history = []
15
16var client
17var keyboard
18
19var _localdata_file = ""
20var _last_new_item = -1
21var _batch_locations = false
22var _held_locations = []
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
53var victory_condition = -1
54
55signal could_not_connect
56signal connect_status
57signal ap_connected
58
59
60func _init():
61 # Read AP settings from file, if there are any
62 if FileAccess.file_exists("user://ap_settings"):
63 var file = FileAccess.open("user://ap_settings", FileAccess.READ)
64 var data = file.get_var(true)
65 file.close()
66
67 if typeof(data) != TYPE_ARRAY:
68 global._print("AP settings file is corrupted")
69 data = []
70
71 if data.size() > 0:
72 ap_server = data[0]
73
74 if data.size() > 1:
75 ap_user = data[1]
76
77 if data.size() > 2:
78 ap_pass = data[2]
79
80 if data.size() > 3:
81 connection_history = data[3]
82
83
84func _ready():
85 client = SCRIPT_client.new()
86 client.SCRIPT_uuid = SCRIPT_uuid
87
88 client.connect("item_received", _process_item)
89 client.connect("message_received", _process_message)
90 client.connect("location_scout_received", _process_location_scout)
91 client.connect("could_not_connect", _client_could_not_connect)
92 client.connect("connect_status", _client_connect_status)
93 client.connect("client_connected", _client_connected)
94
95 add_child(client)
96
97 keyboard = SCRIPT_keyboard.new()
98 add_child(keyboard)
99
100
101func saveSettings():
102 # Save the AP settings to disk.
103 var path = "user://ap_settings"
104 var file = FileAccess.open(path, FileAccess.WRITE)
105
106 var data = [
107 ap_server,
108 ap_user,
109 ap_pass,
110 connection_history,
111 ]
112 file.store_var(data, true)
113 file.close()
114
115
116func saveLocaldata():
117 # Save the MW/slot specific settings to disk.
118 var dir = DirAccess.open("user://")
119 var folder = "archipelago_data"
120 if not dir.dir_exists(folder):
121 dir.make_dir(folder)
122
123 var file = FileAccess.open(_localdata_file, FileAccess.WRITE)
124
125 var data = [
126 _last_new_item,
127 ]
128 file.store_var(data, true)
129 file.close()
130
131
132func connectToServer():
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 = {}
140
141 client.connectToServer(ap_server, ap_user, ap_pass)
142
143
144func getSaveFileName():
145 return "zzAP_%s_%d" % [client._seed, client._slot]
146
147
148func disconnect_from_ap():
149 client.disconnect_from_ap()
150
151
152func get_item_id_for_door(door_id):
153 return _item_locks.get(door_id, null)
154
155
156func _process_item(item, index, from, flags, amount):
157 var item_name = "Unknown"
158 if client._item_id_to_name["Lingo 2"].has(item):
159 item_name = client._item_id_to_name["Lingo 2"][item]
160
161 var gamedata = global.get_node("Gamedata")
162
163 var prog_id = null
164 if _inverse_item_locks.has(item):
165 for lock in _inverse_item_locks.get(item):
166 if lock[1] != amount:
167 continue
168
169 if gamedata.progressive_id_by_ap_id.has(item):
170 prog_id = lock[0]
171
172 if gamedata.get_door_map_name(lock[0]) != global.map:
173 continue
174
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")
193
194 # Show a message about the item if it's new.
195 if index != null and index > _last_new_item:
196 _last_new_item = index
197 saveLocaldata()
198
199 var player_name = "Unknown"
200 if client._player_name_by_slot.has(float(from)):
201 player_name = client._player_name_by_slot[float(from)]
202
203 var item_color = colorForItemType(flags)
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
210 var message
211 if from == client._slot:
212 message = "Found [color=%s]%s[/color]" % [item_color, full_item_name]
213 else:
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])
220
221 global._print(message)
222
223 global.get_node("Messages").showMessage(message)
224
225
226func _process_message(message):
227 parse_printjson_for_textclient(message)
228
229 if (
230 !message.has("receiving")
231 or !message.has("item")
232 or message["item"]["player"] != client._slot
233 ):
234 return
235
236 var item_name = "Unknown"
237 var item_player_game = client._game_by_player[message["receiving"]]
238 if client._item_id_to_name[item_player_game].has(int(message["item"]["item"])):
239 item_name = client._item_id_to_name[item_player_game][int(message["item"]["item"])]
240
241 var location_name = "Unknown"
242 var location_player_game = client._game_by_player[message["item"]["player"]]
243 if client._location_id_to_name[location_player_game].has(int(message["item"]["location"])):
244 location_name = (client._location_id_to_name[location_player_game][int(
245 message["item"]["location"]
246 )])
247
248 var player_name = "Unknown"
249 if client._player_name_by_slot.has(message["receiving"]):
250 player_name = client._player_name_by_slot[message["receiving"]]
251
252 var item_color = colorForItemType(message["item"]["flags"])
253
254 if message["type"] == "Hint":
255 var is_for = ""
256 if message["receiving"] != client._slot:
257 is_for = " for %s" % player_name
258 if !message.has("found") || !message["found"]:
259 global.get_node("Messages").showMessage(
260 (
261 "Hint: [color=%s]%s[/color]%s is on %s"
262 % [item_color, item_name, is_for, location_name]
263 )
264 )
265 else:
266 if message["receiving"] != client._slot:
267 var sentMsg = "Sent [color=%s]%s[/color] to %s" % [item_color, item_name, player_name]
268 #if _hinted_locations.has(message["item"]["location"]):
269 # sentMsg += " ([color=#fafad2]Hinted![/color])"
270 global.get_node("Messages").showMessage(sentMsg)
271
272
273func parse_printjson_for_textclient(message):
274 var parts = []
275 for message_part in message["data"]:
276 if !message_part.has("type") and message_part.has("text"):
277 parts.append(message_part["text"])
278 elif message_part["type"] == "player_id":
279 if int(message_part["text"]) == client._slot:
280 parts.append(
281 "[color=#ee00ee]%s[/color]" % client._player_name_by_slot[client._slot]
282 )
283 else:
284 var from = float(message_part["text"])
285 parts.append("[color=#fafad2]%s[/color]" % client._player_name_by_slot[from])
286 elif message_part["type"] == "item_id":
287 var item_name = "Unknown"
288 var item_player_game = client._game_by_player[message_part["player"]]
289 if client._item_id_to_name[item_player_game].has(int(message_part["text"])):
290 item_name = client._item_id_to_name[item_player_game][int(message_part["text"])]
291
292 parts.append(
293 "[color=%s]%s[/color]" % [colorForItemType(message_part["flags"]), item_name]
294 )
295 elif message_part["type"] == "location_id":
296 var location_name = "Unknown"
297 var location_player_game = client._game_by_player[message_part["player"]]
298 if client._location_id_to_name[location_player_game].has(int(message_part["text"])):
299 location_name = client._location_id_to_name[location_player_game][int(
300 message_part["text"]
301 )]
302
303 parts.append("[color=#00ff7f]%s[/color]" % location_name)
304 elif message_part.has("text"):
305 parts.append(message_part["text"])
306
307 var textclient_node = global.get_node("Textclient")
308 if textclient_node != null:
309 textclient_node.parse_printjson("".join(parts))
310
311
312func _process_location_scout(item_id, location_id, player, flags):
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)
341
342
343func _client_connect_status(message):
344 emit_signal("connect_status", message)
345
346
347func _client_connected(slot_data):
348 var gamedata = global.get_node("Gamedata")
349
350 _localdata_file = "user://archipelago_data/%s_%d" % [client._seed, client._slot]
351 _last_new_item = -1
352
353 if FileAccess.file_exists(_localdata_file):
354 var ap_file = FileAccess.open(_localdata_file, FileAccess.READ)
355 var localdata = []
356 if ap_file != null:
357 localdata = ap_file.get_var(true)
358 ap_file.close()
359
360 if typeof(localdata) != TYPE_ARRAY:
361 print("AP localdata file is corrupted")
362 localdata = []
363
364 if localdata.size() > 0:
365 _last_new_item = localdata[0]
366
367 # Read slot data.
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]])
437
438 emit_signal("ap_connected")
439
440
441func start_batching_locations():
442 _batch_locations = true
443
444
445func send_location(loc_id):
446 if _batch_locations:
447 _held_locations.append(loc_id)
448 else:
449 client.sendLocation(loc_id)
450
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
464func stop_batching_locations():
465 _batch_locations = false
466
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()
474
475
476func colorForItemType(flags):
477 var int_flags = int(flags)
478 if int_flags & 1: # progression
479 if int_flags & 2: # proguseful
480 return "#f0d200"
481 else:
482 return "#bc51e0"
483 elif int_flags & 2: # useful
484 return "#2b67ff"
485 elif int_flags & 4: # trap
486 return "#d63a22"
487 else: # filler
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)