about summary refs log tree commit diff stats
path: root/data/maps/the_owl/rooms/R2C1 Left.txtpb
Commit message (Collapse)AuthorAgeFilesLines
* Changed how door location names are formattedStar Rauchenberger2025-08-301-1/+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 Rauchenberger2025-08-201-3/+3
|
* Added the_owlStar Rauchenberger2025-08-171-0/+23
>120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261
extends Node

const my_version = "0.1.0"

var SCRIPT_client
var SCRIPT_locationListener
var SCRIPT_uuid

var ap_server = ""
var ap_user = ""
var ap_pass = ""
var connection_history = []

var client

var _localdata_file = ""
var _received_indexes = []
var _last_new_item = -1

signal could_not_connect
signal connect_status
signal ap_connected


func _init():
	# Read AP settings from file, if there are any
	if FileAccess.file_exists("user://ap_settings"):
		var file = FileAccess.open("user://ap_settings", FileAccess.READ)
		var data = file.get_var(true)
		file.close()

		if typeof(data) != TYPE_ARRAY:
			global._print("AP settings file is corrupted")
			data = []

		if data.size() > 0:
			ap_server = data[0]

		if data.size() > 1:
			ap_user = data[1]

		if data.size() > 2:
			ap_pass = data[2]

		if data.size() > 3:
			connection_history = data[3]


func _ready():
	client = SCRIPT_client.new()
	client.SCRIPT_uuid = SCRIPT_uuid

	client.connect("item_received", _process_item)
	client.connect("could_not_connect", _client_could_not_connect)
	client.connect("connect_status", _client_connect_status)
	client.connect("client_connected", _client_connected)

	add_child(client)


func saveSettings():
	# Save the AP settings to disk.
	var path = "user://ap_settings"
	var file = FileAccess.open(path, FileAccess.WRITE)

	var data = [
		ap_server,
		ap_user,
		ap_pass,
		connection_history,
	]
	file.store_var(data, true)
	file.close()


func saveLocaldata():
	# Save the MW/slot specific settings to disk.
	var dir = DirAccess.open("user://")
	var folder = "archipelago_data"
	if not dir.dir_exists(folder):
		dir.make_dir(folder)

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

	var data = [
		_last_new_item,
	]
	file.store_var(data, true)
	file.close()


func connectToServer():
	_received_indexes = []
	_last_new_item = -1

	client.connectToServer(ap_server, ap_user, ap_pass)


func getSaveFileName():
	return "zzAP_%s_%d" % [client._seed, client._slot]


func disconnect_from_ap():
	client.disconnect_from_ap()


func get_item_id_for_door(door_id):
	var gamedata = global.get_node("Gamedata")
	var door = gamedata.objects.get_doors()[door_id]
	if (
		door.get_type() == gamedata.SCRIPT_proto.DoorType.EVENT
		or door.get_type() == gamedata.SCRIPT_proto.DoorType.LOCATION_ONLY
		or door.get_type() == gamedata.SCRIPT_proto.DoorType.CONTROL_CENTER_COLOR
	):
		return null
	return gamedata.get_door_ap_id(door_id)


func has_item(item_id):
	return client.hasItem(item_id)


func _process_item(item, index, from, flags):
	if index != null:
		if _received_indexes.has(index):
			# Do not re-process items.
			return

		_received_indexes.append(index)

	var item_name = "Unknown"
	if client._item_id_to_name["Lingo 2"].has(item):
		item_name = client._item_id_to_name["Lingo 2"][item]

	var gamedata = global.get_node("Gamedata")
	var door_id = gamedata.door_id_by_ap_id.get(item, null)
	if door_id != null and gamedata.get_door_map_name(door_id) == global.map:
		var receivers = gamedata.get_door_receivers(door_id)
		var scene = get_tree().get_root().get_node_or_null("scene")
		if scene != null:
			for receiver in receivers:
				var rnode = scene.get_node_or_null(receiver)
				if rnode != null:
					rnode.handleTriggered()
			#for painting_id in gamedata.objects.get_doors()[door_id].get_move_paintings():
			#	var painting = gamedata.objects.get_paintings()[painting_id]
			#	var pnode = scene.get_node_or_null(painting.get_path() + "/teleportListener")
			#	if pnode != null:
			#		pnode.handleTriggered()

	# Show a message about the item if it's new.
	if index != null and index > _last_new_item:
		_last_new_item = index
		saveLocaldata()

		var player_name = "Unknown"
		if client._player_name_by_slot.has(from):
			player_name = client._player_name_by_slot[from]

		var item_color = colorForItemType(flags)

		var message
		if from == client._slot:
			message = "Found [color=%s]%s[/color]" % [item_color, item_name]
		else:
			message = "Received [color=%s]%s[/color] from %s" % [item_color, item_name, player_name]

		global._print(message)

		global.get_node("Messages").showMessage(message)


func _process_message(message):
	if (
		!message.has("receiving")
		or !message.has("item")
		or message["item"]["player"] != client._slot
	):
		return

	var item_name = "Unknown"
	var item_player_game = client._game_by_player[message["receiving"]]
	if client._item_id_to_name[item_player_game].has(message["item"]["item"]):
		item_name = client._item_id_to_name[item_player_game][message["item"]["item"]]

	var location_name = "Unknown"
	var location_player_game = client._game_by_player[message["item"]["player"]]
	if client._location_id_to_name[location_player_game].has(message["item"]["location"]):
		location_name = (
			client._location_id_to_name[location_player_game][message["item"]["location"]]
		)

	var player_name = "Unknown"
	if client._player_name_by_slot.has(message["receiving"]):
		player_name = client._player_name_by_slot[message["receiving"]]

	var item_color = colorForItemType(message["item"]["flags"])

	if message["type"] == "Hint":
		var is_for = ""
		if message["receiving"] != client._slot:
			is_for = " for %s" % player_name
		if !message.has("found") || !message["found"]:
			global.get_node("Messages").showMessage(
				(
					"Hint: [color=%s]%s[/color]%s is on %s"
					% [item_color, item_name, is_for, location_name]
				)
			)
	else:
		if message["receiving"] != client._slot:
			var sentMsg = "Sent [color=%s]%s[/color] to %s" % [item_color, item_name, player_name]
			#if _hinted_locations.has(message["item"]["location"]):
			#	sentMsg += " ([color=#fafad2]Hinted![/color])"
			global.get_node("Messages").showMessage(sentMsg)


func _client_could_not_connect():
	emit_signal("could_not_connect")


func _client_connect_status(message):
	emit_signal("connect_status", message)


func _client_connected():
	_localdata_file = "user://archipelago_data/%s_%d" % [client._seed, client._slot]
	_last_new_item = -1

	if FileAccess.file_exists(_localdata_file):
		var ap_file = FileAccess.open(_localdata_file, FileAccess.READ)
		var localdata = ap_file.get_var(true)
		ap_file.close()

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

		if localdata.size() > 0:
			_last_new_item = localdata[0]

	emit_signal("ap_connected")


func send_location(loc_id):
	client.sendLocation(loc_id)


func colorForItemType(flags):
	var int_flags = int(flags)
	if int_flags & 1:  # progression
		if int_flags & 2:  # proguseful
			return "#f0d200"
		else:
			return "#bc51e0"
	elif int_flags & 2:  # useful
		return "#2b67ff"
	elif int_flags & 4:  # trap
		return "#d63a22"
	else:  # filler
		return "#14de9e"