syntax = "proto2"; import "data.proto"; package com.fourisland.lingo2_archipelago; message RoomIdentifier { optional string map = 1; optional string name = 2; } message DoorIdentifier { optional string map = 1; optional string name = 2; } message PortIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; } message PaintingIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; } message PanelIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; optional string answer = 4; } message KeyholderIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; optional string key = 4; } message HumanConnection { message Endpoint { oneof endpoint { RoomIdentifier room = 1; PortIdentifier port = 2; PaintingIdentifier painting = 3; PanelIdentifier panel = 4; } } oneof From { Endpoint from = 1; string from_room = 5; } oneof To { Endpoint to = 2; string to_room = 6; } optional bool oneway = 3; optional DoorIdentifier door = 4; // If true, this connection will only be logically allowed if the Daedalus // Roof Access option is enabled. optional bool roof_access = 7; // This means that the connection intentionally skips the target object's // required door. optional bool bypass_target_door = 8; // This means that the connection should additionally require all purple // letters when the Strict Purple Ending option is on. optional bool purple_ending = 9; // This means that the connection should additionally require all cyan letters // when the Strict Cyan Ending option is on. optional bool cyan_ending = 10; // This means that the connection only exists when doors are not shuffled. optional bool vanilla_only = 11; } message HumanConnections { repeated HumanConnection connections = 1; } message HumanDoor { optional string name = 1; repeated string receivers = 2; repeated PaintingIdentifier move_paintings = 8; // The set of panels that must be solved to open this door. repeated PanelIdentifier panels = 3; // If set, the number of panels from the above set that need to be solved. // Warning: this is a messy kind of OR logic! Consider if there's another way. optional uint64 complete_at = 9; optional string control_center_color = 6; repeated KeyholderIdentifier keyholders = 10; repeated RoomIdentifier rooms = 11; repeated DoorIdentifier doors = 12; optional bool white_ending = 13; optional bool double_letters = 15; // Sender nodes to be added to the list of requirements for triggering the // location. Only for senders that have no logic requirements. repeated string senders = 16; optional DoorType type = 4; optional string location_room = 5; optional string location_name = 14; // Non-item doors that are latched will stay open once opened, even if the // opening trigger is deactivated. This applies to EVENT/LOCATION_ONLY doors, // as well as item-locked doors when not shuffling doors. optional bool latch = 17; // If true, the client will treat this door like a location, even though no // location is created for it in the generator. This helps provide backwards // compatability with older worlds. optional bool legacy_location = 18; } message HumanDoors { repeated HumanDoor doors = 1; } message HumanPanel { optional string name = 1; optional string path = 5; optional string clue = 2; optional string answer = 3; repeated PuzzleSymbol symbols = 4; repeated Proxy proxies = 6; optional DoorIdentifier required_door = 7; optional RoomIdentifier required_room = 8; optional string display_name = 9; } message HumanPainting { optional string name = 1; optional string path = 2; optional string display_name = 4; optional string orientation = 3; optional bool move = 6; optional bool enter_only = 7; optional AxisDirection gravity = 8 [default = Y_MINUS]; optional bool exit_only = 9; optional DoorIdentifier required_door = 5; } message HumanPort { optional string name = 1; optional string display_name = 8; optional string path = 2; optional bool no_shuffle = 7; // These specify how the player should be placed when a randomized entrance // sends them to this port. "rotation" is in degrees and is counter-clockwise // from the positive X axis. optional Vec3d destination = 3; optional double rotation = 6; optional AxisDirection gravity = 5 [default = Y_MINUS]; optional DoorIdentifier required_door = 4; } message HumanKeyholder { optional string name = 1; optional string path = 2; // If this is set, the keyholder will become a location when keyholder shuffle // is enabled. This value specifies the key that is required to clear the // location. It should be the same as the key needed for Green Ending. The // only cases when this shouldn't be set is the two disappearing keyholders in // The Congruent. optional string key = 3; } message HumanLetter { optional string key = 1; optional bool level2 = 2; optional string path = 3; } message
extends Node
var apworld_reader
func _init(path):
apworld_reader = ZIPReader.new()
apworld_reader.open(path)
func _get_true_path(path):
if path.begins_with("../"):
return "lingo2/%s" % path.substr(3)
else:
return "lingo2/client/%s" % path
func path_exists(path):
var true_path = _get_true_path(path)
return apworld_reader.file_exists(true_path)
func load_script(path):
var true_path = _get_true_path(path)
var script = GDScript.new()
script.source_code = apworld_reader.read_file(true_path).get_string_from_utf8()
script.reload()
return script
func read_path(path):
var true_path = _get_true_path(path)
return apworld_reader.read_file(true_path)
func load_script_as_scene(path, scene_name):
var script = load_script(path)
var instance = script.new()
instance.name = scene_name
get_tree().unload_current_scene()
_load_scene.call_deferred(instance)
func _load_scene(instance):
get_tree().get_root().add_child(instance)
get_tree().current_scene = instance