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path: root/data/maps/the_entry/rooms/Red Alcove.txtpb
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* Changed how door location names are formattedStar Rauchenberger2025-08-301-1/+1
| | | | | | | | | | | | | | | | | | 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 Rauchenberger2025-08-201-2/+2
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* Trying out protobuf I guessStar Rauchenberger2025-08-071-0/+16
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extends Spatial


func _ready():
	# Some helpful logging.
	if Steam.isSubscribed():
		global._print("Provisioning successful! Build ID: %d" % Steam.getAppBuildId())
	else:
		global._print("Provisioning failed.")

	# Undo the load screen removing our cursor
	get_tree().get_root().set_disable_input(false)
	Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)

	# Increase the WebSocket input buffer size so that we can download large
	# data packages.
	ProjectSettings.set_setting("network/limits/websocket_client/max_in_buffer_kb", 8192)

	# Create the global AP client, if it doesn't already exist.
	if not global.has_node("Archipelago"):
		var apclient_script = ResourceLoader.load("user://maps/Archipelago/client.gd")
		var apclient_instance = apclient_script.new()
		apclient_instance.name = "Archipelago"
		global.add_child(apclient_instance)

		apclient_instance.SCRIPT_doorControl = load("user://maps/Archipelago/doorControl.gd")
		apclient_instance.SCRIPT_effects = load("user://maps/Archipelago/effects.gd")
		apclient_instance.SCRIPT_location = load("user://maps/Archipelago/location.gd")
		apclient_instance.SCRIPT_multiplayer = load("user://maps/Archipelago/multiplayer.gd")
		apclient_instance.SCRIPT_mypainting = load("user://maps/Archipelago/mypainting.gd")
		apclient_instance.SCRIPT_notifier = load("user://maps/Archipelago/notifier.gd")
		apclient_instance.SCRIPT_panel = load("user://maps/Archipelago/panel.gd")
		apclient_instance.SCRIPT_uuid = load("user://maps/Archipelago/vendor/uuid.gd")

		var apdata = ResourceLoader.load("user://maps/Archipelago/gamedata.gd")
		var apdata_instance = apdata.new()
		apdata_instance.name = "Gamedata"
		apclient_instance.add_child(apdata_instance)

		var extradata = ResourceLoader.load("user://maps/Archipelago/extradata.gd")
		var extradata_instance = extradata.new()
		extradata_instance.name = "Extradata"
		apclient_instance.add_child(extradata_instance)

		# Let's also inject any scripts we need to inject now.
		installScriptExtension(apclient_instance.SCRIPT_doorControl)
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/load.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/painting_eye.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/painting_scenery.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/panelLevelSwitch.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/panelEnd.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/panelInput.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/pause_menu.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/player.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/teleport.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/worldTransporter.gd"))

	var apclient = global.get_node("Archipelago")
	apclient.connect("client_connected", self, "connectionSuccessful")
	apclient.connect("could_not_connect", self, "connectionUnsuccessful")
	apclient.connect("connect_status", self, "connectionStatus")

	# Populate textboxes with AP settings.
	self.get_node("Panel/server_box").text = apclient.ap_server
	self.get_node("Panel/player_box").text = apclient.ap_user
	self.get_node("Panel/password_box").text = apclient.ap_pass
	self.get_node("Panel/confusing_box").pressed = apclient.confusify_world
	self.get_node("Panel/multiplayer_box").pressed = apclient.enable_multiplayer
	self.get_node("Panel/position_box").pressed = apclient.track_player

	var history_box = get_node("Panel/connection_history")
	if apclient.connection_history.empty():
		history_box.disabled = true
	else:
		history_box.disabled = false

		var i = 0
		for details in apclient.connection_history:
			history_box.get_popup().add_item("%s (%s)" % [details[1], details[0]], i)
			i += 1

	history_box.get_popup().connect("id_pressed", self, "historySelected")

	# Show client version.
	self.get_node("Panel/title").text = "ARCHIPELAGO (%s)" % apclient.my_version

	# Increase font size in text boxes.
	var field_font = DynamicFont.new()
	field_font.font_data = load("res://fonts/CutiveMono_Regular.ttf")
	field_font.size = 36

	self.get_node("Panel/server_box").add_font_override("font", field_font)
	self.get_node("Panel/player_box").add_font_override("font", field_font)
	self.get_node("Panel/password_box").add_font_override("font", field_font)


# Adapted from https://gitlab.com/Delta-V-Modding/Mods/-/blob/main/game/ModLoader.gd
func installScriptExtension(childScript: Resource):
	# Force Godot to compile the script now.
	# We need to do this here to ensure that the inheritance chain is
	# properly set up, and multiple mods can chain-extend the same
	# class multiple times.
	# This is also needed to make Godot instantiate the extended class
	# when creating singletons.
	# The actual instance is thrown away.
	childScript.new()

	var parentScript = childScript.get_base_script()
	var parentScriptPath = parentScript.resource_path
	global._print("ModLoader: Installing script extension over %s" % parentScriptPath)
	childScript.take_over_path(parentScriptPath)


func connectionStatus(message):
	var popup = self.get_node("Panel/AcceptDialog")
	popup.window_title = "Connecting to Archipelago"
	popup.dialog_text = message
	popup.popup_exclusive = true
	popup.get_ok().visible = false
	popup.popup_centered()


func connectionSuccessful():
	var apclient = global.get_node("Archipelago")

	# Save connection details
	var connection_details = [apclient.ap_server, apclient.ap_user, apclient.ap_pass]
	if apclient.connection_history.has(connection_details):
		apclient.connection_history.erase(connection_details)
	apclient.connection_history.push_front(connection_details)
	if apclient.connection_history.size() > 10:
		apclient.connection_history.resize(10)
	apclient.saveSettings()

	# Switch to LL1
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
	global.save_file = apclient.getSaveFileName()

	if Directory.new().file_exists("user://level1/%s.save" % global.save_file):
		global.map = "level1"
	else:
		global.map = "level1_stable"

	var _discard = get_tree().change_scene("res://scenes/load_screen.tscn")


func connectionUnsuccessful(error_message):
	self.get_node("Panel/connect_button").disabled = false

	var popup = self.get_node("Panel/AcceptDialog")
	popup.window_title = "Could not connect to Archipelago"
	popup.dialog_text = error_message
	popup.popup_exclusive = true
	popup.get_ok().visible = true
	popup.popup_centered()


func historySelected(index):
	var apclient = global.get_node("Archipelago")
	var details = apclient.connection_history[index]

	self.get_node("Panel/server_box").text = details[0]
	self.get_node("Panel/player_box").text = details[1]
	self.get_node("Panel/password_box").text = details[2]