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extends Node
const my_version = "0.1.0"
var SCRIPT_client
var SCRIPT_locationListener
var SCRIPT_uuid
var ap_server = ""
var ap_user = ""
var ap_pass = ""
var connection_history = []
var client
signal could_not_connect
signal connect_status
signal ap_connected
func _ready():
client = SCRIPT_client.new()
client.SCRIPT_uuid = SCRIPT_uuid
client.connect("item_received", _process_item)
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)
func saveSettings():
pass
func connectToServer():
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):
var gamedata = global.get_node("Gamedata")
var door = gamedata.objects.get_doors()[door_id]
if (
door.get_type() == gamedata.SCRIPT_proto.DoorType.EVENT
or door.get_type() == gamedata.SCRIPT_proto.DoorType.LOCATION_ONLY
or door.get_type() == gamedata.SCRIPT_proto.DoorType.CONTROL_CENTER_COLOR
):
return null
return gamedata.get_door_ap_id(door_id)
func has_item(item_id):
return client.hasItem(item_id)
func _process_item(item_id, _index, _player, _flags):
var gamedata = global.get_node("Gamedata")
var door_id = gamedata.door_id_by_ap_id.get(item_id, null)
if door_id != null and gamedata.get_door_map_name(door_id) == global.map:
var receivers = gamedata.get_door_receivers(door_id)
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()
for painting_id in gamedata.objects.get_doors()[door_id].get_move_paintings():
var painting = gamedata.objects.get_paintings()[painting_id]
var pnode = scene.get_node_or_null(painting.get_path() + "/teleportListener")
if pnode != null:
pnode.handleTriggered()
func _process_message(_message):
pass
func _client_could_not_connect():
emit_signal("could_not_connect")
func _client_connect_status(message):
emit_signal("connect_status", message)
func _client_connected():
emit_signal("ap_connected")
func send_location(loc_id):
client.sendLocation(loc_id)
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