extends Node const MOD_VERSION = 3 var SCRIPT_client var SCRIPT_keyboard var SCRIPT_locationListener var SCRIPT_uuid var SCRIPT_victoryListener var ap_server = "" var ap_user = "" var ap_pass = "" var connection_history = [] var client var keyboard var _localdata_file = "" var _last_new_item = -1 var _batch_locations = false var _held_locations = [] var _held_location_scouts = [] var _location_scouts = {} var _item_locks = {} var _inverse_item_locks = {} var _held_letters = {} var _letters_setup = false const kSHUFFLE_LETTERS_VANILLA = 0 const kSHUFFLE_LETTERS_UNLOCKED = 1 const kSHUFFLE_LETTERS_PROGRESSIVE = 2 const kSHUFFLE_LETTERS_VANILLA_CYAN = 3 const kSHUFFLE_LETTERS_ITEM_CYAN = 4 const kLETTER_BEHAVIOR_VANILLA = 0 const kLETTER_BEHAVIOR_ITEM = 1 const kLETTER_BEHAVIOR_UNLOCKED = 2 const kCYAN_DOOR_BEHAVIOR_H2 = 0 const kCYAN_DOOR_BEHAVIOR_DOUBLE_LETTER = 1 const kCYAN_DOOR_BEHAVIOR_ITEM = 2 var apworld_version = [0, 0] var cyan_door_behavior = kCYAN_DOOR_BEHAVIOR_H2 var daedalus_roof_access = false var keyholder_sanity = false var shuffle_control_center_colors = false var shuffle_doors = false var shuffle_gallery_paintings = false var shuffle_letters = kSHUFFLE_LETTERS_VANILLA var shuffle_symbols = false var victory_condition = -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("message_received", _process_message) client.connect("location_scout_received", _process_location_scout) 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) keyboard = SCRIPT_keyboard.new() add_child(keyboard) 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(): _last_new_item = -1 _batch_locations = false _held_locations = [] _held_location_scouts = [] _location_scouts = {} _letters_setup = false _held_letters = {} 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): return _item_locks.get(door_id, null) func _process_item(item, index, from, flags, amount): 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 prog_id = null if _inverse_item_locks.has(item): for lock in _inverse_item_locks.get(item): if lock[1] != amount: continue if gamedata.progressive_id_by_ap_id.has(item): prog_id = lock[0] if gamedata.get_door_map_name(lock[0]) != global.map: continue var receivers = gamedata.get_door_receivers(lock[0]) 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() var letter_id = gamedata.letter_id_by_ap_id.get(item, null) if letter_id != null: var letter = gamedata.objects.get_letters()[letter_id] if not letter.has_level2() or not letter.get_level2(): _process_key_item(letter.get_key(), amount) if gamedata.symbol_item_ids.has(item): var player = get_tree().get_root().get_node_or_null("scene/player") if player != null: player.emit_signal("evaluate_solvability") # 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(float(from)): player_name = client._player_name_by_slot[float(from)] var item_color = colorForItemType(flags) var full_item_name = item_name if prog_id != null: var door = gamedata.objects.get_doors()[prog_id] full_item_name = "%s (%s)" % [item_name, door.get_name()] var message if from == client._slot: message = "Found [color=%s]%s[/color]" % [item_color, full_item_name] else: message = ( "Received [color=%s]%s[/color] from %s" % [item_color, full_item_name, player_name] ) if gamedata.anti_trap_ids.has(item): keyboard.block_letter(gamedata.anti_trap_ids[item]) global._print(message) global.get_node("Messages").showMessage(message) func _process_message(message): parse_printjson_for_textclient(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(int(message["item"]["item"])): item_name = client._item_id_to_name[item_player_game][int(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(int(message["item"]["location"])): location_name = (client._location_id_to_name[location_player_game][int( 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 parse_printjson_for_textclient(message): var parts = [] for message_part in message["data"]: if !message_part.has("type") and message_part.has("text"): parts.append(message_part["text"]) elif message_part["type"] == "player_id": if int(message_part["text"]) == client._slot: parts.append( "[color=#ee00ee]%s[/color]" % client._player_name_by_slot[client._slot] ) else: var from = float(message_part["text"]) parts.append("[color=#fafad2]%s[/color]" % client._player_name_by_slot[from]) elif message_part["type"] == "item_id": var item_name = "Unknown" var item_player_game = client._game_by_player[message_part["player"]] if client._item_id_to_name[item_player_game].has(int(message_part["text"])): item_name = client._item_id_to_name[item_player_game][int(message_part["text"])] parts.append( "[color=%s]%s[/color]" % [colorForItemType(message_part["flags"]), item_name] ) elif message_part["type"] == "location_id": var location_name = "Unknown" var location_player_game = client._game_by_player[message_part["player"]] if client._location_id_to_name[location_player_game].has(int(message_part["text"])): location_name = client._location_id_to_name[location_player_game][int( message_part["text"] )] parts.append("[color=#00ff7f]%s[/color]" % location_name) elif message_part.has("text"): parts.append(message_part["text"]) var textclient_node = global.get_node("Textclient") if textclient_node != null: textclient_node.parse_printjson("".join(parts)) func _process_location_scout(item_id, location_id, player, flags): _location_scouts[location_id] = {"item": item_id, "player": player, "flags": flags} var gamedata = global.get_node("Gamedata") var map_id = gamedata.map_id_by_name.get(global.map) var item_name = "Unknown" var item_player_game = client._game_by_player[float(player)] if client._item_id_to_name[item_player_game].has(item_id): item_name = client._item_id_to_name[item_player_game][item_id] var letter_id = gamedata.letter_id_by_ap_id.get(location_id, null) if letter_id != null: var letter = gamedata.objects.get_letters()[letter_id] var room = gamedata.objects.get_rooms()[letter.get_room_id()] if room.get_map_id() == map_id: var collectable = get_tree().get_root().get_node("scene").get_node_or_null( letter.get_path() ) if collectable != null: collectable.setScoutedText(item_name) func _client_could_not_connect(message): emit_signal("could_not_connect", message) func _client_connect_status(message): emit_signal("connect_status", message) func _client_connected(slot_data): var gamedata = global.get_node("Gamedata") _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 = [] if ap_file != null: 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] # Read slot data. cyan_door_behavior = int(slot_data.get("cyan_door_behavior", 0)) daedalus_roof_access = bool(slot_data.get("daedalus_roof_access", false)) keyholder_sanity = bool(slot_data.get("keyholder_sanity", false)) shuffle_control_center_colors = bool(slot_data.get("shuffle_control_center_colors", false)) shuffle_doors = bool(slot_data.get("shuffle_doors", false)) shuffle_gallery_paintings = bool(slot_data.get("shuffle_gallery_paintings", false)) shuffle_letters = int(slot_data.get("shuffle_letters", 0)) shuffle_symbols = bool(slot_data.get("shuffle_symbols", false)) victory_condition = int(slot_data.get("victory_condition", 0)) if slot_data.has("version"): apworld_version = [int(slot_data["version"][0]), int(slot_data["version"][1])] # Set up item locks. _item_locks = {} if shuffle_doors: for door in gamedata.objects.get_doors(): if ( door.get_type() == gamedata.SCRIPT_proto.DoorType.STANDARD or door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY ): _item_locks[door.get_id()] = [door.get_ap_id(), 1] for progressive in gamedata.objects.get_progressives(): for i in range(0, progressive.get_doors().size()): var door = gamedata.objects.get_doors()[progressive.get_doors()[i]] _item_locks[door.get_id()] = [progressive.get_ap_id(), i + 1] for door_group in gamedata.objects.get_door_groups(): if ( door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.CONNECTOR or door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.SHUFFLE_GROUP ): for door in door_group.get_doors(): _item_locks[door] = [door_group.get_ap_id(), 1] if shuffle_control_center_colors: for door in gamedata.objects.get_doors(): if door.get_type() == gamedata.SCRIPT_proto.DoorType.CONTROL_CENTER_COLOR: _item_locks[door.get_id()] = [door.get_ap_id(), 1] for door_group in gamedata.objects.get_door_groups(): if door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.COLOR_CONNECTOR: for door in door_group.get_doors(): _item_locks[door] = [door_group.get_ap_id(), 1] if shuffle_gallery_paintings: for door in gamedata.objects.get_doors(): if door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING: _item_locks[door.get_id()] = [door.get_ap_id(), 1] if cyan_door_behavior == kCYAN_DOOR_BEHAVIOR_ITEM: for door_group in gamedata.objects.get_door_groups(): if door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.CYAN_DOORS: for door in door_group.get_doors(): if not _item_locks.has(door): _item_locks[door] = [door_group.get_ap_id(), 1] # Create a reverse item locks map for processing items. _inverse_item_locks = {} for door_id in _item_locks.keys(): var lock = _item_locks.get(door_id) if not _inverse_item_locks.has(lock[0]): _inverse_item_locks[lock[0]] = [] _inverse_item_locks[lock[0]].append([door_id, lock[1]]) emit_signal("ap_connected") func start_batching_locations(): _batch_locations = true func send_location(loc_id): if _batch_locations: _held_locations.append(loc_id) else: client.sendLocation(loc_id) func scout_location(loc_id): if _location_scouts.has(loc_id): return _location_scouts.get(loc_id) if _batch_locations: _held_location_scouts.append(loc_id) else: client.scoutLocation(loc_id) return null func stop_batching_locations(): _batch_locations = false if not _held_locations.is_empty(): client.sendLocations(_held_locations) _held_locations.clear() if not _held_location_scouts.is_empty(): client.scoutLocations(_held_location_scouts) _held_location_scouts.clear() 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" func get_letter_behavior(key, level2): if shuffle_letters == kSHUFFLE_LETTERS_UNLOCKED: return kLETTER_BEHAVIOR_UNLOCKED if [kSHUFFLE_LETTERS_VANILLA_CYAN, kSHUFFLE_LETTERS_ITEM_CYAN].has(shuffle_letters): if level2: if shuffle_letters == kSHUFFLE_LETTERS_VANILLA_CYAN: return kLETTER_BEHAVIOR_VANILLA else: return kLETTER_BEHAVIOR_ITEM else: return kLETTER_BEHAVIOR_UNLOCKED if not level2 and ["h", "i", "n", "t"].has(key): # This differs from the equivalent function in the apworld. Logically it is # the same as UNLOCKED since they are in the starting room, but VANILLA # means the player still has to actually pick up the letters. return kLETTER_BEHAVIOR_VANILLA if shuffle_letters == kSHUFFLE_LETTERS_PROGRESSIVE: return kLETTER_BEHAVIOR_ITEM return kLETTER_BEHAVIOR_VANILLA func setup_keys(): keyboard.load_seed() _letters_setup = true for k in _held_letters.keys(): _process_key_item(k, _held_letters[k]) _held_letters.clear() func _process_key_item(key, level): if not _letters_setup: _held_letters[key] = max(_held_letters.get(key, 0), level) return keyboard.collect_remote_letter(key, level) 6' href='#n366'>366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800