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* Annotated RTE triggers for mapsStar Rauchenberger2026-02-061-0/+2
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* Annotated RTE rooms for most mapsStar Rauchenberger2026-02-061-0/+1
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* (Almost) all panels are locations or connections nowStar Rauchenberger2025-11-011-0/+79
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* Annotate "worldport entrances"Star Rauchenberger2025-10-191-0/+4
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* Added display names to portsStar Rauchenberger2025-09-281-0/+1
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* [Data] Annotate shuffleable portsStar Rauchenberger2025-09-211-1/+2
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* Changed how door location names are formattedStar Rauchenberger2025-08-3021-21/+0
| | | | | | | | | | | | | | | | | | STANDARD type doors with at most four panels in the same map area and no other trigger objects will have their location names generated from the names of the panels used to open the door, similar to Lingo 1. Other door types will use the door's name. In either case, the name can be overridden using the new location_name field. Rooms can also set a panel_display_name field, which will be used in location names for doors, and is used to group panels into areas. Panels themselves can set display names, which differentiates their locations from other panels in the same area. Many maps were updated for this, but note that the_symbolic and the_unyielding have validator failures because of duplicate panel names. This won't matter until panelsanity is implemented.
* Converted puzzle symbols to an enumStar Rauchenberger2025-08-2015-20/+20
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* Maps have display names nowStar Rauchenberger2025-08-201-0/+1
| | | | Also added endings to the apworld.
* Started writing a data validatorStar Rauchenberger2025-08-161-1/+1
| | | | | | | Currently, it can check whether identifiers point to non-existent objects, or whether multiple objects share the same identifier. It can also determine whether an identifier is underspecified (e.g. a door doesn't specify a room, or a global connection doesn't specify a map).
* Assigned IDs for the_double_sidedStar Rauchenberger2025-08-111-1/+1
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* Added the_double_sidedStar Rauchenberger2025-08-1123-0/+426
/* Literal.String */ .highlight .na { color: #336699 } /* Name.Attribute */ .highlight .nb { color: #003388 } /* Name.Builtin */ .highlight .nc { color: #bb0066; font-weight: bold } /* Name.Class */ .highlight .no { color: #003366; font-weight: bold } /* Name.Constant */ .highlight .nd { color: #555555 } /* Name.Decorator */ .highlight .ne { color: #bb0066; font-weight: bold } /* Name.Exception */ .highlight .nf { color: #0066bb; font-weight: bold } /* Name.Function */ .highlight .nl { color: #336699; font-style: italic } /* Name.Label */ .highlight .nn { color: #bb0066; font-weight: bold } /* Name.Namespace */ .highlight .py { color: #336699; font-weight: bold } /* Name.Property */ .highlight .nt { color: #bb0066; font-weight: bold } /* Name.Tag */ .highlight .nv { color: #336699 } /* Name.Variable */ .highlight .ow { color: #008800 } /* Operator.Word */ .highlight .w { color: #bbbbbb } /* Text.Whitespace */ .highlight .mb { color: #0000DD; font-weight: bold } /* Literal.Number.Bin */ .highlight .mf { color: #0000DD; font-weight: bold } /* Literal.Number.Float */ .highlight .mh { color: #0000DD; font-weight: bold } /* Literal.Number.Hex */ .highlight .mi { color: #0000DD; font-weight: bold } /* Literal.Number.Integer */ .highlight .mo { color: #0000DD; font-weight: bold } /* Literal.Number.Oct */ .highlight .sa { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Affix */ .highlight .sb { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Backtick */ .highlight .sc { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Char */ .highlight .dl { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Delimiter */ .highlight .sd { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Doc */ .highlight .s2 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Double */ .highlight .se { color: #0044dd; background-color: #fff0f0 } /* Literal.String.Escape */ .highlight .sh { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Heredoc */ .highlight .si { color: #3333bb; background-color: #fff0f0 } /* Literal.String.Interpol */ .highlight .sx { color: #22bb22; background-color: #f0fff0 } /* Literal.String.Other */ .highlight .sr { color: #008800; background-color: #fff0ff } /* Literal.String.Regex */ .highlight .s1 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Single */ .highlight .ss { color: #aa6600; background-color: #fff0f0 } /* Literal.String.Symbol */ .highlight .bp { color: #003388 } /* Name.Builtin.Pseudo */ .highlight .fm { color: #0066bb; font-weight: bold } /* Name.Function.Magic */ .highlight .vc { color: #336699 } /* Name.Variable.Class */ .highlight .vg { color: #dd7700 } /* Name.Variable.Global */ .highlight .vi { color: #3333bb } /* Name.Variable.Instance */ .highlight .vm { color: #336699 } /* Name.Variable.Magic */ .highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */
extends Node

const kALL_LETTERS = "abcdefghjiklmnopqrstuvwxyz"

var letters_saved = {}
var letters_in_keyholders = []
var letters_blocked = []
var letters_dynamic = {}
var keyholder_state = {}

var filename = ""


func _init():
	reset()


func reset():
	letters_saved.clear()
	letters_in_keyholders.clear()
	letters_blocked.clear()
	letters_dynamic.clear()
	keyholder_state.clear()


func load_seed():
	var ap = global.get_node("Archipelago")

	reset()

	filename = "user://archipelago_keys/%s_%d" % [ap.client._seed, ap.client._slot]

	if FileAccess.file_exists(filename):
		var ap_file = FileAccess.open(filename, FileAccess.READ)
		var localdata = []
		if ap_file != null:
			localdata = ap_file.get_var(true)
			ap_file.close()

		if typeof(localdata) != TYPE_ARRAY:
			print("AP keyboard file is corrupted")
			localdata = []

		if localdata.size() > 0:
			letters_saved = localdata[0]
		if localdata.size() > 1:
			letters_in_keyholders = localdata[1]
		if localdata.size() > 2:
			keyholder_state = localdata[2]

	for k in kALL_LETTERS:
		var level = 0

		if ap.get_letter_behavior(k, false) == ap.kLETTER_BEHAVIOR_UNLOCKED:
			level += 1
		if ap.get_letter_behavior(k, true) == ap.kLETTER_BEHAVIOR_UNLOCKED:
			level += 1

		letters_dynamic[k] = level

	update_unlocks()


func save():
	var dir = DirAccess.open("user://")
	var folder = "archipelago_keys"
	if not dir.dir_exists(folder):
		dir.make_dir(folder)

	var file = FileAccess.open(filename, FileAccess.WRITE)

	var data = [
		letters_saved,
		letters_in_keyholders,
		keyholder_state,
	]
	file.store_var(data, true)
	file.close()


func update_unlocks():
	unlocks.resetKeys()

	var has_doubles = false

	for k in kALL_LETTERS:
		var level = 0

		if not letters_in_keyholders.has(k):
			level = letters_saved.get(k, 0) + letters_dynamic.get(k, 0)

		if level >= 2:
			level = 2
			has_doubles = true

		if letters_blocked.has(k):
			level = 0

		unlocks.unlockKey(k, level)

	if has_doubles and unlocks.data["double_letters"] != "unlocked":
		var ap = global.get_node("Archipelago")
		if ap.cyan_door_behavior == ap.kCYAN_DOOR_BEHAVIOR_DOUBLE_LETTER:
			unlocks.setData("double_letters", "unlocked")


func collect_local_letter(key, level):
	if level < 0 or level > 2 or level < letters_saved.get(key, 0):
		return

	letters_saved[key] = level

	if letters_blocked.has(key):
		letters_blocked.erase(key)

	update_unlocks()
	save()


func collect_remote_letter(key, level):
	if level < 0 or level > 2 or level < letters_dynamic.get(key, 0):
		return

	letters_dynamic[key] = level

	if letters_blocked.has(key):
		letters_blocked.erase(key)

	update_unlocks()
	save()


func put_in_keyholder(key, map, kh_path):
	if not keyholder_state.has(map):
		keyholder_state[map] = {}

	keyholder_state[map][kh_path] = key
	letters_in_keyholders.append(key)

	get_tree().get_root().get_node("scene").get_node(kh_path).setFromAp(
		key, min(letters_saved.get(key, 0) + letters_dynamic.get(key, 0), 2)
	)

	update_unlocks()
	save()


func remove_from_keyholder(key, map, kh_path):
	if not keyholder_state.has(map):
		# This... shouldn't happen.
		keyholder_state[map] = {}

	keyholder_state[map].erase(kh_path)
	letters_in_keyholders.erase(key)

	get_tree().get_root().get_node("scene").get_node(kh_path).setFromAp(key, 0)

	update_unlocks()
	save()


func block_letter(key):
	if not letters_blocked.has(key):
		letters_blocked.append(key)

	update_unlocks()


func load_keyholders(map):
	if keyholder_state.has(map):
		var khs = keyholder_state[map]

		for path in khs.keys():
			var key = khs[path]
			get_tree().get_root().get_node("scene").get_node(path).setFromAp(
				key, min(letters_saved.get(key, 0) + letters_dynamic.get(key, 0), 2)
			)


func reset_keyholders():
	if letters_in_keyholders.is_empty() and letters_blocked.is_empty():
		return false

	var cleared_anything = not letters_in_keyholders.is_empty() or not letters_blocked.is_empty()

	if keyholder_state.has(global.map):
		for path in keyholder_state[global.map]:
			get_tree().get_root().get_node("scene").get_node(path).setFromAp(
				keyholder_state[global.map][path], 0
			)

	keyholder_state.clear()
	letters_in_keyholders.clear()
	letters_blocked.clear()

	update_unlocks()
	save()

	return cleared_anything