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extends Node
const kALL_LETTERS = "abcdefghjiklmnopqrstuvwxyz"
var letters_saved = {}
var letters_in_keyholders = []
var letters_blocked = []
var letters_dynamic = {}
var keyholder_state = {}
var filename = ""
func _init():
reset()
func reset():
letters_saved.clear()
letters_in_keyholders.clear()
letters_blocked.clear()
letters_dynamic.clear()
keyholder_state.clear()
func load_seed():
var ap = global.get_node("Archipelago")
reset()
filename = "user://archipelago_keys/%s_%d" % [ap.client._seed, ap.client._slot]
if FileAccess.file_exists(filename):
var ap_file = FileAccess.open(filename, FileAccess.READ)
var localdata = []
if ap_file != null:
localdata = ap_file.get_var(true)
ap_file.close()
if typeof(localdata) != TYPE_ARRAY:
print("AP keyboard file is corrupted")
localdata = []
if localdata.size() > 0:
letters_saved = localdata[0]
if localdata.size() > 1:
letters_in_keyholders = localdata[1]
if localdata.size() > 2:
keyholder_state = localdata[2]
for k in kALL_LETTERS:
var level = 0
if ap.get_letter_behavior(k, false) == ap.kLETTER_BEHAVIOR_UNLOCKED:
level += 1
if ap.get_letter_behavior(k, true) == ap.kLETTER_BEHAVIOR_UNLOCKED:
level += 1
letters_dynamic[k] = level
update_unlocks()
func save():
var dir = DirAccess.open("user://")
var folder = "archipelago_keys"
if not dir.dir_exists(folder):
dir.make_dir(folder)
var file = FileAccess.open(filename, FileAccess.WRITE)
var data = [
letters_saved,
letters_in_keyholders,
keyholder_state,
]
file.store_var(data, true)
file.close()
func update_unlocks():
unlocks.resetKeys()
var has_doubles = false
for k in kALL_LETTERS:
var level = 0
if not letters_in_keyholders.has(k):
level = letters_saved.get(k, 0) + letters_dynamic.get(k, 0)
if level >= 2:
level = 2
has_doubles = true
if letters_blocked.has(k):
level = 0
unlocks.unlockKey(k, level)
if has_doubles and unlocks.data["double_letters"] != "unlocked":
var ap = global.get_node("Archipelago")
if ap.cyan_door_behavior == ap.kCYAN_DOOR_BEHAVIOR_DOUBLE_LETTER:
unlocks.setData("double_letters", "unlocked")
func collect_local_letter(key, level):
if level < 0 or level > 2 or level < letters_saved.get(key, 0):
return
letters_saved[key] = level
if letters_blocked.has(key):
letters_blocked.erase(key)
update_unlocks()
save()
func collect_remote_letter(key, level):
if level < 0 or level > 2 or level < letters_dynamic.get(key, 0):
return
letters_dynamic[key] = level
if letters_blocked.has(key):
letters_blocked.erase(key)
update_unlocks()
save()
func put_in_keyholder(key, map, kh_path):
if not keyholder_state.has(map):
keyholder_state[map] = {}
keyholder_state[map][kh_path] = key
letters_in_keyholders.append(key)
get_tree().get_root().get_node("scene").get_node(kh_path).setFromAp(
key, min(letters_saved.get(key, 0) + letters_dynamic.get(key, 0), 2)
)
update_unlocks()
save()
func remove_from_keyholder(key, map, kh_path):
if not keyholder_state.has(map):
# This... shouldn't happen.
keyholder_state[map] = {}
keyholder_state[map].erase(kh_path)
letters_in_keyholders.erase(key)
get_tree().get_root().get_node("scene").get_node(kh_path).setFromAp(key, 0)
update_unlocks()
save()
func block_letter(key):
if not letters_blocked.has(key):
letters_blocked.append(key)
update_unlocks()
func load_keyholders(map):
if keyholder_state.has(map):
var khs = keyholder_state[map]
for path in khs.keys():
var key = khs[path]
get_tree().get_root().get_node("scene").get_node(path).setFromAp(
key, min(letters_saved.get(key, 0) + letters_dynamic.get(key, 0), 2)
)
func reset_keyholders():
if letters_in_keyholders.is_empty() and letters_blocked.is_empty():
return false
var cleared_anything = not letters_in_keyholders.is_empty() or not letters_blocked.is_empty()
if keyholder_state.has(global.map):
for path in keyholder_state[global.map]:
get_tree().get_root().get_node("scene").get_node(path).setFromAp(
keyholder_state[global.map][path], 0
)
keyholder_state.clear()
letters_in_keyholders.clear()
letters_blocked.clear()
update_unlocks()
save()
return cleared_anything
|