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-rw-r--r--client/Archipelago/manager.gd525
1 files changed, 0 insertions, 525 deletions
diff --git a/client/Archipelago/manager.gd b/client/Archipelago/manager.gd deleted file mode 100644 index ff1e980..0000000 --- a/client/Archipelago/manager.gd +++ /dev/null
@@ -1,525 +0,0 @@
1extends Node
2
3const MOD_VERSION = 1
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 global._print(message)
219
220 global.get_node("Messages").showMessage(message)
221
222
223func _process_message(message):
224 parse_printjson_for_textclient(message)
225
226 if (
227 !message.has("receiving")
228 or !message.has("item")
229 or message["item"]["player"] != client._slot
230 ):
231 return
232
233 var item_name = "Unknown"
234 var item_player_game = client._game_by_player[message["receiving"]]
235 if client._item_id_to_name[item_player_game].has(int(message["item"]["item"])):
236 item_name = client._item_id_to_name[item_player_game][int(message["item"]["item"])]
237
238 var location_name = "Unknown"
239 var location_player_game = client._game_by_player[message["item"]["player"]]
240 if client._location_id_to_name[location_player_game].has(int(message["item"]["location"])):
241 location_name = (client._location_id_to_name[location_player_game][int(
242 message["item"]["location"]
243 )])
244
245 var player_name = "Unknown"
246 if client._player_name_by_slot.has(message["receiving"]):
247 player_name = client._player_name_by_slot[message["receiving"]]
248
249 var item_color = colorForItemType(message["item"]["flags"])
250
251 if message["type"] == "Hint":
252 var is_for = ""
253 if message["receiving"] != client._slot:
254 is_for = " for %s" % player_name
255 if !message.has("found") || !message["found"]:
256 global.get_node("Messages").showMessage(
257 (
258 "Hint: [color=%s]%s[/color]%s is on %s"
259 % [item_color, item_name, is_for, location_name]
260 )
261 )
262 else:
263 if message["receiving"] != client._slot:
264 var sentMsg = "Sent [color=%s]%s[/color] to %s" % [item_color, item_name, player_name]
265 #if _hinted_locations.has(message["item"]["location"]):
266 # sentMsg += " ([color=#fafad2]Hinted![/color])"
267 global.get_node("Messages").showMessage(sentMsg)
268
269
270func parse_printjson_for_textclient(message):
271 var parts = []
272 for message_part in message["data"]:
273 if !message_part.has("type") and message_part.has("text"):
274 parts.append(message_part["text"])
275 elif message_part["type"] == "player_id":
276 if int(message_part["text"]) == client._slot:
277 parts.append(
278 "[color=#ee00ee]%s[/color]" % client._player_name_by_slot[client._slot]
279 )
280 else:
281 var from = float(message_part["text"])
282 parts.append("[color=#fafad2]%s[/color]" % client._player_name_by_slot[from])
283 elif message_part["type"] == "item_id":
284 var item_name = "Unknown"
285 var item_player_game = client._game_by_player[message_part["player"]]
286 if client._item_id_to_name[item_player_game].has(int(message_part["text"])):
287 item_name = client._item_id_to_name[item_player_game][int(message_part["text"])]
288
289 parts.append(
290 "[color=%s]%s[/color]" % [colorForItemType(message_part["flags"]), item_name]
291 )
292 elif message_part["type"] == "location_id":
293 var location_name = "Unknown"
294 var location_player_game = client._game_by_player[message_part["player"]]
295 if client._location_id_to_name[location_player_game].has(int(message_part["text"])):
296 location_name = client._location_id_to_name[location_player_game][int(
297 message_part["text"]
298 )]
299
300 parts.append("[color=#00ff7f]%s[/color]" % location_name)
301 elif message_part.has("text"):
302 parts.append(message_part["text"])
303
304 var textclient_node = global.get_node("Textclient")
305 if textclient_node != null:
306 textclient_node.parse_printjson("".join(parts))
307
308
309func _process_location_scout(item_id, location_id, player, flags):
310 _location_scouts[location_id] = {"item": item_id, "player": player, "flags": flags}
311
312 var gamedata = global.get_node("Gamedata")
313 var map_id = gamedata.map_id_by_name.get(global.map)
314
315 var item_name = "Unknown"
316 var item_player_game = client._game_by_player[float(player)]
317 if client._item_id_to_name[item_player_game].has(item_id):
318 item_name = client._item_id_to_name[item_player_game][item_id]
319
320 var letter_id = gamedata.letter_id_by_ap_id.get(location_id, null)
321 if letter_id != null:
322 var letter = gamedata.objects.get_letters()[letter_id]
323 var room = gamedata.objects.get_rooms()[letter.get_room_id()]
324 if room.get_map_id() == map_id:
325 var collectable = get_tree().get_root().get_node("scene").get_node_or_null(
326 letter.get_path()
327 )
328 if collectable != null:
329 collectable.setScoutedText(item_name)
330
331
332func _client_could_not_connect():
333 emit_signal("could_not_connect")
334
335
336func _client_connect_status(message):
337 emit_signal("connect_status", message)
338
339
340func _client_connected(slot_data):
341 var gamedata = global.get_node("Gamedata")
342
343 _localdata_file = "user://archipelago_data/%s_%d" % [client._seed, client._slot]
344 _last_new_item = -1
345
346 if FileAccess.file_exists(_localdata_file):
347 var ap_file = FileAccess.open(_localdata_file, FileAccess.READ)
348 var localdata = []
349 if ap_file != null:
350 localdata = ap_file.get_var(true)
351 ap_file.close()
352
353 if typeof(localdata) != TYPE_ARRAY:
354 print("AP localdata file is corrupted")
355 localdata = []
356
357 if localdata.size() > 0:
358 _last_new_item = localdata[0]
359
360 # Read slot data.
361 cyan_door_behavior = int(slot_data.get("cyan_door_behavior", 0))
362 daedalus_roof_access = bool(slot_data.get("daedalus_roof_access", false))
363 keyholder_sanity = bool(slot_data.get("keyholder_sanity", false))
364 shuffle_control_center_colors = bool(slot_data.get("shuffle_control_center_colors", false))
365 shuffle_doors = bool(slot_data.get("shuffle_doors", false))
366 shuffle_gallery_paintings = bool(slot_data.get("shuffle_gallery_paintings", false))
367 shuffle_letters = int(slot_data.get("shuffle_letters", 0))
368 shuffle_symbols = bool(slot_data.get("shuffle_symbols", false))
369 victory_condition = int(slot_data.get("victory_condition", 0))
370
371 if slot_data.has("version"):
372 apworld_version = [int(slot_data["version"][0]), int(slot_data["version"][1])]
373
374 # Set up item locks.
375 _item_locks = {}
376
377 if shuffle_doors:
378 for door in gamedata.objects.get_doors():
379 if (
380 door.get_type() == gamedata.SCRIPT_proto.DoorType.STANDARD
381 or door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY
382 ):
383 _item_locks[door.get_id()] = [door.get_ap_id(), 1]
384
385 for progressive in gamedata.objects.get_progressives():
386 for i in range(0, progressive.get_doors().size()):
387 var door = gamedata.objects.get_doors()[progressive.get_doors()[i]]
388 _item_locks[door.get_id()] = [progressive.get_ap_id(), i + 1]
389
390 for door_group in gamedata.objects.get_door_groups():
391 if (
392 door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.CONNECTOR
393 or door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.SHUFFLE_GROUP
394 ):
395 for door in door_group.get_doors():
396 _item_locks[door] = [door_group.get_ap_id(), 1]
397
398 if shuffle_control_center_colors:
399 for door in gamedata.objects.get_doors():
400 if door.get_type() == gamedata.SCRIPT_proto.DoorType.CONTROL_CENTER_COLOR:
401 _item_locks[door.get_id()] = [door.get_ap_id(), 1]
402
403 for door_group in gamedata.objects.get_door_groups():
404 if door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.COLOR_CONNECTOR:
405 for door in door_group.get_doors():
406 _item_locks[door] = [door_group.get_ap_id(), 1]
407
408 if shuffle_gallery_paintings:
409 for door in gamedata.objects.get_doors():
410 if door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING:
411 _item_locks[door.get_id()] = [door.get_ap_id(), 1]
412
413 if cyan_door_behavior == kCYAN_DOOR_BEHAVIOR_ITEM:
414 for door_group in gamedata.objects.get_door_groups():
415 if door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.CYAN_DOORS:
416 for door in door_group.get_doors():
417 if not _item_locks.has(door):
418 _item_locks[door] = [door_group.get_ap_id(), 1]
419
420 # Create a reverse item locks map for processing items.
421 _inverse_item_locks = {}
422
423 for door_id in _item_locks.keys():
424 var lock = _item_locks.get(door_id)
425
426 if not _inverse_item_locks.has(lock[0]):
427 _inverse_item_locks[lock[0]] = []
428
429 _inverse_item_locks[lock[0]].append([door_id, lock[1]])
430
431 emit_signal("ap_connected")
432
433
434func start_batching_locations():
435 _batch_locations = true
436
437
438func send_location(loc_id):
439 if _batch_locations:
440 _held_locations.append(loc_id)
441 else:
442 client.sendLocation(loc_id)
443
444
445func scout_location(loc_id):
446 if _location_scouts.has(loc_id):
447 return _location_scouts.get(loc_id)
448
449 if _batch_locations:
450 _held_location_scouts.append(loc_id)
451 else:
452 client.scoutLocation(loc_id)
453
454 return null
455
456
457func stop_batching_locations():
458 _batch_locations = false
459
460 if not _held_locations.is_empty():
461 client.sendLocations(_held_locations)
462 _held_locations.clear()
463
464 if not _held_location_scouts.is_empty():
465 client.scoutLocations(_held_location_scouts)
466 _held_location_scouts.clear()
467
468
469func colorForItemType(flags):
470 var int_flags = int(flags)
471 if int_flags & 1: # progression
472 if int_flags & 2: # proguseful
473 return "#f0d200"
474 else:
475 return "#bc51e0"
476 elif int_flags & 2: # useful
477 return "#2b67ff"
478 elif int_flags & 4: # trap
479 return "#d63a22"
480 else: # filler
481 return "#14de9e"
482
483
484func get_letter_behavior(key, level2):
485 if shuffle_letters == kSHUFFLE_LETTERS_UNLOCKED:
486 return kLETTER_BEHAVIOR_UNLOCKED
487
488 if [kSHUFFLE_LETTERS_VANILLA_CYAN, kSHUFFLE_LETTERS_ITEM_CYAN].has(shuffle_letters):
489 if level2:
490 if shuffle_letters == kSHUFFLE_LETTERS_VANILLA_CYAN:
491 return kLETTER_BEHAVIOR_VANILLA
492 else:
493 return kLETTER_BEHAVIOR_ITEM
494 else:
495 return kLETTER_BEHAVIOR_UNLOCKED
496
497 if not level2 and ["h", "i", "n", "t"].has(key):
498 # This differs from the equivalent function in the apworld. Logically it is
499 # the same as UNLOCKED since they are in the starting room, but VANILLA
500 # means the player still has to actually pick up the letters.
501 return kLETTER_BEHAVIOR_VANILLA
502
503 if shuffle_letters == kSHUFFLE_LETTERS_PROGRESSIVE:
504 return kLETTER_BEHAVIOR_ITEM
505
506 return kLETTER_BEHAVIOR_VANILLA
507
508
509func setup_keys():
510 keyboard.load_seed()
511
512 _letters_setup = true
513
514 for k in _held_letters.keys():
515 _process_key_item(k, _held_letters[k])
516
517 _held_letters.clear()
518
519
520func _process_key_item(key, level):
521 if not _letters_setup:
522 _held_letters[key] = max(_held_letters.get(key, 0), level)
523 return
524
525 keyboard.collect_remote_letter(key, level)