extends Node var SCRIPT_doorControl var SCRIPT_effects var SCRIPT_location var SCRIPT_multiplayer var SCRIPT_mypainting var SCRIPT_notifier var SCRIPT_panel var SCRIPT_uuid var ap_server = "" var ap_user = "" var ap_pass = "" var confusify_world = false var enable_multiplayer = false var track_player = false const my_version = "2.0.0" const ap_version = {"major": 0, "minor": 4, "build": 5, "class": "Version"} const color_items = [ "White", "Black", "Red", "Blue", "Green", "Brown", "Gray", "Orange", "Purple", "Yellow" ] const progressive_items = { "Progressive Orange Tower": [ {"item": "Orange Tower - Second Floor", "display": "Second Floor"}, {"item": "Orange Tower - Third Floor", "display": "Third Floor"}, {"item": "Orange Tower - Fourth Floor", "display": "Fourth Floor"}, {"item": "Orange Tower - Fifth Floor", "display": "Fifth Floor"}, {"item": "Orange Tower - Sixth Floor", "display": "Sixth Floor"}, {"item": "Orange Tower - Seventh Floor", "display": "Seventh Floor"}, ], "Progressive Art Gallery": [ {"item": "Art Gallery - Second Floor", "display": "Second Floor"}, {"item": "Art Gallery - Third Floor", "display": "Third Floor"}, {"item": "Art Gallery - Fourth Floor", "display": "Fourth Floor"}, {"item": "Art Gallery - Fifth Floor", "display": "Fifth Floor"}, {"item": "Art Gallery - Exit", "display": "Exit"}, ], "Progressive Hallway Room": [ {"item": "Outside The Agreeable - Hallway Door", "display": "First Door"}, {"item": "Hallway Room (2) - Exit", "display": "Second Door"}, {"item": "Hallway Room (3) - Exit", "display": "Third Door"}, {"item": "Hallway Room (4) - Exit", "display": "Fourth Door"}, ], "Progressive Fearless": [ {"item": "The Fearless (First Floor) - Second Floor", "display": "Second Floor"}, {"item": "The Fearless (Second Floor) - Third Floor", "display": "Third Floor"}, ], "Progressive Colorful": [ {"item": "The Colorful - White Door", "display": "White"}, {"item": "The Colorful - Black Door", "display": "Black"}, {"item": "The Colorful - Red Door", "display": "Red"}, {"item": "The Colorful - Yellow Door", "display": "Yellow"}, {"item": "The Colorful - Blue Door", "display": "Blue"}, {"item": "The Colorful - Purple Door", "display": "Purple"}, {"item": "The Colorful - Orange Door", "display": "Orange"}, {"item": "The Colorful - Green Door", "display": "Green"}, {"item": "The Colorful - Brown Door", "display": "Brown"}, {"item": "The Colorful - Gray Door", "display": "Gray"}, ] } const kTHE_END = 0 const kTHE_MASTER = 1 const kLEVEL_2 = 2 const kNO_PANEL_SHUFFLE = 0 const kREARRANGE_PANELS = 1 const kCLASSIFICATION_LOCAL_NORMAL = 1 const kCLASSIFICATION_LOCAL_REDUCED = 2 const kCLASSIFICATION_LOCAL_INSANITY = 4 const kCLASSIFICATION_REMOTE_NORMAL = 0 const kCLASSIFICATION_REMOTE_REDUCED = 1 const kCLASSIFICATION_REMOTE_INSANITY = 2 var _client = WebSocketClient.new() var _should_process = false var _initiated_disconnect = false var _try_wss = false var _datapackages = {} var _pending_packages = [] var _item_id_to_name = {} # All games var _location_id_to_name = {} # All games var _item_name_to_id = {} # LINGO only var _location_name_to_id = {} # LINGO only var _remote_version = {"major": 0, "minor": 0, "build": 0} # TODO: caching per MW/slot, reset between connections var _authenticated = false var _seed = "" var _team = 0 var _slot = 0 var _players = [] var _player_name_by_slot = {} var _checked_locations = [] var _slot_data = {} var _paintings_mapping = {} var _localdata_file = "" var _death_link = false var _victory_condition = 0 # THE END, THE MASTER, LEVEL 2 var _door_shuffle = false var _color_shuffle = false var _panel_shuffle = 0 # none, rearrange var _painting_shuffle = false var _mastery_achievements = 21 var _level_2_requirement = 223 var _location_classification_bit = 0 var _early_color_hallways = false var _slot_seed = 0 var _map_loaded = false var _held_items = [] var _held_locations = [] var _last_new_item = -1 var _progressive_progress = {} var _has_colors = ["white"] var _received_indexes = [] var _puzzle_skips = 0 var _cached_slowness = 0 var _cached_iceland = 0 var _cached_atbash = 0 var _geronimo_skip = false signal could_not_connect signal connect_status signal client_connected signal evaluate_solvability func _init(): global._print("Instantiated APClient") # Read AP settings from file, if there are any var file = File.new() if file.file_exists("user://setti
WebSocketServer.gd:

Copyright (c) 2014-present Godot Engine contributors. Copyright (c) 2007-2014
Juan Linietsky, Ariel Manzur.

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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
r_message == "": error_message = "Unknown error." _initiated_disconnect = true _client.disconnect_from_host() emit_signal("could_not_connect", error_message) global._print("Connection to AP refused") global._print(message) elif cmd == "ReceivedItems": var i = 0 for item in message["items"]: if _map_loaded: processItem(item["item"], message["index"] + i, item["player"], item["flags"]) else: _held_items.append( { "item": item["item"], "index": message["index"] + i, "from": item["player"], "flags": item["flags"] } ) i += 1 elif cmd == "PrintJSON": if ( !message.has("receiving") or !message.has("item") or message["item"]["player"] != _slot ): continue var item_name = "Unknown" if _item_id_to_name.has(message["item"]["item"]): item_name = _item_id_to_name[message["item"]["item"]] var location_name = "Unknown" if _location_id_to_name.has(message["item"]["location"]): location_name = _location_id_to_name[message["item"]["location"]] var player_name = "Unknown" if _player_name_by_slot.has(message["receiving"]): player_name = _player_name_by_slot[message["receiving"]] var item_color = colorForItemType(message["item"]["flags"]) if message["type"] == "Hint": var is_for = "" if message["receiving"] != _slot: is_for = " for %s" % player_name if !message.has("found") || !message["found"]: messages.showMessage( ( "Hint: [color=%s]%s[/color]%s is on %s" % [item_color, item_name, is_for, location_name] ) ) else: if message["receiving"] != _slot: messages.showMessage( "Sent [color=%s]%s[/color] to %s" % [item_color, item_name, player_name] ) elif cmd == "Bounced": if ( _death_link and message.has("tags") and message.has("data") and message["tags"].has("DeathLink") ): var first_sentence = "Received Death" var second_sentence = "" if message["data"].has("source"): first_sentence = "Received Death from %s" % message["data"]["source"] if message["data"].has("cause") and message["data"]["cause"] != "": second_sentence = ". Reason: %s" % message["data"]["cause"] messages.showMessage(first_sentence + second_sentence) # Return the player home. get_tree().get_root().get_node("Spatial/player/pause_menu")._reload() func _process(_delta): if _should_process: _client.poll() func saveSettings(): # Save the AP settings to disk. var dir = Directory.new() var path = "user://settings" if dir.dir_exists(path): pass else: dir.make_dir(path) var file = File.new() file.open("user://settings/archipelago", File.WRITE) var data = [ ap_server, ap_user, ap_pass, _datapackages, confusify_world, enable_multiplayer, track_player ] file.store_var(data, true) file.close() func saveLocaldata(): # Save the MW/slot specific settings to disk. var dir = Directory.new() var path = "user://archipelago_data" if dir.dir_exists(path): pass else: dir.make_dir(path) var file = File.new() file.open(_localdata_file, File.WRITE) var effects_node = get_tree().get_root().get_node("Spatial/AP_Effects") var data = [ _last_new_item, _puzzle_skips, effects_node.slowness_remaining, effects_node.iceland_remaining, effects_node.atbash_remaining, _geronimo_skip ] file.store_var(data, true) file.close() func getSaveFileName(): return "zzAP_%s_%d" % [_seed, _slot] func connectToServer(): _initiated_disconnect = false var url = "" if ap_server.begins_with("ws://") or ap_server.begins_with("wss://"): url = ap_server _try_wss = false elif _try_wss: url = "wss://" + ap_server _try_wss = false else: url = "ws://" + ap_server _try_wss = true var err = _client.connect_to_url(url) if err != OK: emit_signal( "could_not_connect", ( "Could not connect to Archipelago. Check that your server and port are correct. See the error log for more information. Error code: %d." % err ) ) global._print("Could not connect to AP: " + err) return _should_process = true emit_signal("connect_status", "Connecting...") func sendMessage(msg): var payload = JSON.print(msg) _client.get_peer(1).set_write_mode(WebSocketPeer.WRITE_MODE_TEXT) _client.get_peer(1).put_packet(payload.to_utf8()) func requestDatapackages(games): emit_signal("connect_status", "Downloading %s data package..." % games[0]) sendMessage([{"cmd": "GetDataPackage", "games": games}]) func processDatapackages(): _item_id_to_name = {} _location_id_to_name = {} for package in _datapackages.values(): for name in package["item_name_to_id"].keys(): _item_id_to_name[package["item_name_to_id"][name]] = name for name in package["location_name_to_id"].keys(): _location_id_to_name[package["location_name_to_id"][name]] = name if _datapackages.has("Lingo"): _item_name_to_id = _datapackages["Lingo"]["item_name_to_id"] _location_name_to_id = _datapackages["Lingo"]["location_name_to_id"] func connectToRoom(): emit_signal("connect_status", "Authenticating...") sendMessage( [ { "cmd": "Connect", "password": ap_pass, "game": "Lingo", "name": ap_user, "uuid": SCRIPT_uuid.v4(), "version": ap_version, "items_handling": 0b111, # always receive our items "tags": [], "slot_data": true } ] ) func sendConnectUpdate(tags): sendMessage([{"cmd": "ConnectUpdate", "tags": tags}]) func requestSync(): sendMessage([{"cmd": "Sync"}]) func sendLocation(loc_id): if _map_loaded: sendMessage([{"cmd": "LocationChecks", "locations": [loc_id]}]) else: _held_locations.append(loc_id) func setValue(key, value): sendMessage( [ { "cmd": "Set", "key": "Lingo_%d_%s" % [_slot, key], "operations": [{"operation": "replace", "value": value}] } ] ) func completedGoal(): sendMessage([{"cmd": "StatusUpdate", "status": 30}]) # CLIENT_GOAL messages.showMessage("You have completed your goal!") func mapFinishedLoading(): if !_map_loaded: _received_indexes.clear() _progressive_progress.clear() _has_colors = ["white"] emit_signal("evaluate_solvability") for item in _held_items: processItem(item["item"], item["index"], item["from"], item["flags"]) sendMessage([{"cmd": "LocationChecks", "locations": _held_locations}]) _map_loaded = true _held_items = [] _held_locations = [] func processItem(item, index, from, flags): if index != null: if _received_indexes.has(index): # Do not re-process items. return _received_indexes.append(index) global._print(item) var gamedata = $Gamedata var item_name = "Unknown" if _item_id_to_name.has(item): item_name = _item_id_to_name[item] if gamedata.door_ids_by_item_id.has(int(item)): var doorsNode = get_tree().get_root().get_node("Spatial/Doors") for door_id in gamedata.door_ids_by_item_id[int(item)]: doorsNode.get_node(door_id).openDoor() if gamedata.painting_ids_by_item_id.has(int(item)): var real_parent_node = get_tree().get_root().get_node("Spatial/Decorations/Paintings") var fake_parent_node = get_tree().get_root().get_node_or_null("Spatial/AP_Paintings") for painting_id in gamedata.painting_ids_by_item_id[int(item)]: var painting_node = real_parent_node.get_node_or_null(painting_id) if painting_node != null: painting_node.movePainting() if _painting_shuffle: painting_node = fake_parent_node.get_node_or_null(painting_id) if painting_node != null: painting_node.get_node("Script").movePainting() # Handle progressive items. if item_name in progressive_items.keys(): if not item_name in _progressive_progress: _progressive_progress[item_name] = 0 if _progressive_progress[item_name] < progressive_items[item_name].size(): var subitem_name = progressive_items[item_name][_progressive_progress[item_name]]["item"] global._print(subitem_name) processItem(_item_name_to_id[subitem_name], null, null, null) _progressive_progress[item_name] += 1 if _color_shuffle and color_items.has(_item_id_to_name[item]): var lcol = _item_id_to_name[item].to_lower() if not _has_colors.has(lcol): _has_colors.append(lcol) emit_signal("evaluate_solvability") # Show a message about the item if it's new. Also apply effects here. if index != null and index > _last_new_item: _last_new_item = index saveLocaldata() if item_name in progressive_items: var subitem = progressive_items[item_name][_progressive_progress[item_name] - 1] item_name += " (%s)" % subitem["display"] var player_name = "Unknown" if _player_name_by_slot.has(from): player_name = _player_name_by_slot[from] var item_color = colorForItemType(flags) if from == _slot: messages.showMessage("Found [color=%s]%s[/color]" % [item_color, item_name]) else: messages.showMessage( "Received [color=%s]%s[/color] from %s" % [item_color, item_name, player_name] ) var effects_node = get_tree().get_root().get_node("Spatial/AP_Effects") if item_name == "Slowness Trap": effects_node.trigger_slowness_trap() if item_name == "Iceland Trap": effects_node.trigger_iceland_trap() if item_name == "Atbash Trap": effects_node.trigger_atbash_trap() if item_name == "Puzzle Skip": _puzzle_skips += 1 saveLocaldata() func doorIsVanilla(door): return !$Gamedata.mentioned_doors.has(door) func paintingIsVanilla(painting): return !$Gamedata.mentioned_paintings.has(painting) func evaluateSolvability(): emit_signal("evaluate_solvability") func getAvailablePuzzleSkips(): return _puzzle_skips func usePuzzleSkip(): _puzzle_skips -= 1 saveLocaldata() func geronimo(): if !_geronimo_skip: messages.showMessage("Geronimo! You found a puzzle skip.") _puzzle_skips += 1 _geronimo_skip = true saveLocaldata() func colorForItemType(flags): var int_flags = int(flags) if int_flags & 1: # progression return "#bc51e0" elif int_flags & 2: # useful return "#2b67ff" elif int_flags & 4: # trap return "#d63a22" else: # filler return "#14de9e"