syntax = "proto2"; package com.fourisland.lingo2_archipelago; message Proxy { optional string answer = 1; optional string path = 2; } enum DoorType { DOOR_TYPE_UNKNOWN = 0; // This door is a location unless panelsanity is on, and it is an item as long as door shuffle is on. STANDARD = 1; // This door is never an item or a location. EVENT = 2; // This door is never a location, and is an item as long as door shuffle is on. ITEM_ONLY = 3; // This door is never a location, and is an item as long as control center color shuffle is on. CONTROL_CENTER_COLOR = 4; // This door is never an item, and is a location as long as panelsanity is not on. LOCATION_ONLY = 5; // This door is an item if gravestone shuffle is enabled, and is a location as long as panelsanity is not on. GRAVESTONE = 6; } enum AxisDirection { AXIS_DIRECTION_UNKNOWN = 0; X_PLUS = 1; X_MINUS = 2; Y_PLUS = 3; Y_MINUS = 4; Z_PLUS = 5; Z_MINUS = 6; } message ProxyIdentifier { optional uint64 panel = 1; optional string answer = 2; } message KeyholderAnswer { optional uint64 keyholder = 1; optional string key = 2; } message Connection { optional uint64 from_room = 1; optional uint64 to_room = 2; optional uint64 required_door = 3; oneof trigger { uint64 port = 4; uint64 painting = 5; ProxyIdentifier panel = 6; } } message Door { optional uint64 id = 1; optional uint64 ap_id = 11; optional uint64 map_id = 9; optional uint64 room_id = 10; optional string name = 2; repeated string receivers = 3; repeated uint64 move_paintings = 4; repeated ProxyIdentifier panels = 5; optional uint64 complete_at = 12; optional string control_center_color = 6; repeated string switches = 7; repeated KeyholderAnswer keyholders = 13; repeated uint64 rooms = 14; repeated uint64 doors = 15; optional DoorType type = 8; } message PanelData { optional uint64 id = 1; optional uint64 ap_id = 10; optional uint64 room_id = 2; optional string name = 3; optional string path = 4; optional string clue = 5; optional string answer = 6; repeated string symbols = 7; repeated Proxy proxies = 8; optional uint64 required_door = 9; optional uint64 required_room = 11; } message Painting { optional uint64 id = 1; optional uint64 room_id = 2; optional string name = 9; optional string path = 10; optional string display_name = 4; optional string orientation = 3; optional bool move = 6; optional bool enter_only = 7; optional AxisDirection gravity = 8; optional bool exit_only = 11; optional uint64 required_door = 5; } message Port { optional uint64 id = 1; optional uint64 room_id = 2; optional string name = 3; optional string path = 4; optional string orientation = 5; optional AxisDirection gravity = 7; optional uint64 required_door = 6; } message Keyholder { optional uint64 id = 1; optional uint64 room_id = 2; optional string name = 3; optional string path = 4; } message Letter { optional uint64 id = 3; optional uint64 ap_id = 5; optional uint64 room_id = 4; optional string key = 1; optional bool level2 = 2; optional string path = 6; } message Mastery { optional uint64 id = 1; optional uint64 ap_id = 2; optional uint64 room_id = 3; optional string name = 4; optional string path = 5; } message Room { optional uint64 id = 1; optional uint64 map_id = 8; optional string name = 2; optional string display_name = 3; repeated uint64 panels = 4; repeated uint64 paintings = 5; repeated uint64 letters = 6; repeated uint64 ports = 7; repeated uint64 doors = 9; repeated uint64 masteries = 10; repeated uint64 keyholders = 11; } message Map { optional uint64 id = 1; optional string name = 2; } message AllObjects { repeated Map maps = 7; repeated Room rooms = 1; repeated Door doors = 2; repeated PanelData panels = 3; repeated Painting paintings = 4; repeated Port ports = 5; repeated Keyholder keyholders = 11; repeated Letter letters = 9; repeated Mastery masteries = 10; repeated Connection connections = 6; map special_ids = 8; } ='#n16'>16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241
extends Node2D


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 manager, if it doesn't already exist.
	if not global.has_node("Archipelago"):
		var ap_script = ResourceLoader.load("user://maps/Archipelago/manager.gd")
		var ap_instance = ap_script.new()
		ap_instance.name = "Archipelago"

		ap_instance.SCRIPT_client = load("user://maps/Archipelago/client.gd")
		ap_instance.SCRIPT_keyboard = load("user://maps/Archipelago/keyboard.gd")
		ap_instance.SCRIPT_locationListener = load("user://maps/Archipelago/locationListener.gd")
		ap_instance.SCRIPT_uuid = load("user://maps/Archipelago/vendor/uuid.gd")
		ap_instance.SCRIPT_victoryListener = load("user://maps/Archipelago/victoryListener.gd")

		global.add_child(ap_instance)

		# Let's also inject any scripts we need to inject now.
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/animationListener.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/collectable.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/door.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/keyHolder.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/keyHolderChecker.gd"))
		installScriptExtension(
			ResourceLoader.load("user://maps/Archipelago/keyHolderResetterListener.gd")
		)
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/painting.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/panel.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/pauseMenu.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/player.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/saver.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/teleport.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/teleportListener.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/visibilityListener.gd"))
		installScriptExtension(ResourceLoader.load("user://maps/Archipelago/worldportListener.gd"))

		var proto_script = load("user://maps/Archipelago/generated/proto.gd")
		var gamedata_script = load("user://maps/Archipelago/gamedata.gd")
		var gamedata_instance = gamedata_script.new(proto_script)
		gamedata_instance.load(
			FileAccess.get_file_as_bytes("user://maps/Archipelago/generated/data.binpb")
		)
		gamedata_instance.name = "Gamedata"
		global.add_child(gamedata_instance)

		var messages_script = load("user://maps/Archipelago/messages.gd")
		var messages_instance = messages_script.new()
		messages_instance.name = "Messages"
		global.add_child(messages_instance)

		var textclient_script = load("user://maps/Archipelago/textclient.gd")
		var textclient_instance = textclient_script.new()
		textclient_instance.name = "Textclient"
		global.add_child(textclient_instance)

	var ap = global.get_node("Archipelago")
	var gamedata = global.get_node("Gamedata")
	ap.connect("ap_connected", connectionSuccessful)
	ap.connect("could_not_connect", connectionUnsuccessful)
	ap.connect("connect_status", connectionStatus)

	# Populate textboxes with AP settings.
	$Panel/server_box.text = ap.ap_server
	$Panel/player_box.text = ap.ap_user
	$Panel/password_box.text = ap.ap_pass

	var history_box = $Panel/connection_history
	if ap.connection_history.is_empty():
		history_box.disabled = true
	else:
		history_box.disabled = false

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

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

	# Show client version.
	$Panel/title.text = "ARCHIPELAGO (%d.%d)" % [gamedata.objects.get_version(), ap.MOD_VERSION]

	# Increase font size in text boxes.
	$Panel/server_box.add_theme_font_size_override("font_size", 36)
	$Panel/player_box.add_theme_font_size_override("font_size", 36)
	$Panel/password_box.add_theme_font_size_override("font_size", 36)

	# Set up version mismatch dialog.
	$Panel/VersionMismatch.connect("confirmed", startGame)
	$Panel/VersionMismatch.get_cancel_button().pressed.connect(versionMismatchDeclined)


# 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.title = "Connecting to Archipelago"
	popup.dialog_text = message
	popup.exclusive = true
	popup.get_ok_button().visible = false
	popup.popup_centered()


func connectionSuccessful():
	var ap = global.get_node("Archipelago")
	var gamedata = global.get_node("Gamedata")

	# Check for major version mismatch.
	if ap.apworld_version[0] != gamedata.objects.get_version():
		$Panel/AcceptDialog.exclusive = false

		var popup = self.get_node("Panel/VersionMismatch")
		popup.title = "Version Mismatch!"
		popup.dialog_text = (
			"This slot was generated using v%d.%d of the Lingo 2 apworld,\nwhich has a different major version than this client (v%d.%d).\nIt is highly recommended to play using the correct version of the client.\nYou may experience bugs or logic issues if you continue."
			% [
				ap.apworld_version[0],
				ap.apworld_version[1],
				gamedata.objects.get_version(),
				ap.MOD_VERSION
			]
		)
		popup.exclusive = true
		popup.popup_centered()

		return

	startGame()


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

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

	# Switch to the_entry
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
	global.user = ap.getSaveFileName()
	global.universe = "lingo"
	global.map = "the_entry"

	unlocks.resetCollectables()
	unlocks.resetData()

	ap.setup_keys()

	unlocks.loadCollectables()
	unlocks.loadData()
	unlocks.unlockKey("capslock", 1)

	clearResourceCache("res://objects/meshes/gridDoor.tscn")
	clearResourceCache("res://objects/nodes/collectable.tscn")
	clearResourceCache("res://objects/nodes/door.tscn")
	clearResourceCache("res://objects/nodes/keyHolder.tscn")
	clearResourceCache("res://objects/nodes/listeners/animationListener.tscn")
	clearResourceCache("res://objects/nodes/listeners/keyHolderChecker.tscn")
	clearResourceCache("res://objects/nodes/listeners/keyHolderResetterListener.tscn")
	clearResourceCache("res://objects/nodes/listeners/teleportListener.tscn")
	clearResourceCache("res://objects/nodes/listeners/visibilityListener.tscn")
	clearResourceCache("res://objects/nodes/listeners/worldportListener.tscn")
	clearResourceCache("res://objects/nodes/panel.tscn")
	clearResourceCache("res://objects/nodes/player.tscn")
	clearResourceCache("res://objects/nodes/saver.tscn")
	clearResourceCache("res://objects/nodes/teleport.tscn")
	clearResourceCache("res://objects/scenes/menus/pause_menu.tscn")

	var paintings_dir = DirAccess.open("res://objects/meshes/paintings")
	if paintings_dir:
		paintings_dir.list_dir_begin()
		var file_name = paintings_dir.get_next()
		while file_name != "":
			if not paintings_dir.current_is_dir() and file_name.ends_with(".tscn"):
				clearResourceCache("res://objects/meshes/paintings/" + file_name)
			file_name = paintings_dir.get_next()

	switcher.switch_map.call_deferred("res://objects/scenes/the_entry.tscn")


func connectionUnsuccessful(error_message):
	$Panel/connect_button.disabled = false

	var popup = $Panel/AcceptDialog
	popup.title = "Could not connect to Archipelago"
	popup.dialog_text = error_message
	popup.exclusive = true
	popup.get_ok_button().visible = true
	popup.popup_centered()


func versionMismatchDeclined():
	$Panel/AcceptDialog.hide()


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

	$Panel/server_box.text = details[0]
	$Panel/player_box.text = details[1]
	$Panel/password_box.text = details[2]


func clearResourceCache(path):
	ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_REPLACE)