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path: root/data/maps/daedalus/rooms/South Castle Area.txtpb
blob: 4bb73f36bce8ae28783a68d1f1458df2e9aee58c (plain) (blame)
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name: "South Castle Area"
panel_display_name: "Outside Pumpkin"
# There is a teal wall in the middle of this room.
panels {
  name: "AN"
  path: "Panels/Castle Entrance/castle_south_helper"
  clue: "an"
  answer: "the"
  symbols: EXAMPLE
}
panels {
  name: "OFFER"
  path: "Panels/Castle Entrance/castle_south_helper2"
  clue: "offer"
  answer: "bid"
  symbols: SUN
}
panels {
  name: "VILLAGE"
  path: "Panels/Castle Entrance/castle_south_helper3"
  clue: "village"
  answer: "city"
  symbols: AGE
}
panels {
  name: "BEFORE"
  path: "Panels/Castle Entrance/castle_south_helper4"
  clue: "before"
  answer: "for"
  symbols: SPARKLES
  symbols: ZERO
}
panels {
  name: "LAIR"
  path: "Panels/Castle Entrance/castle_south_helper5"
  clue: "lair"
  answer: "den"
  symbols: SUN
}
panels {
  name: "AN OFFER VILLAGE BEFORE LAIR"
  path: "Panels/Castle Entrance/castle_south"
  clue: ""
  answer: "castle"
  symbols: EXAMPLE
  symbols: LINGO
  required_door { name: "Castle South Hider" }
}
panels {
  name: "COLOR (1)"
  path: "Panels/Another Path/color_1"
  clue: "color"
  answer: "ppleru"
  symbols: EXAMPLE
  proxies { answer: "red" path: "Panels/Another Path Proxies/proxy_1_1" }
  proxies { answer: "blue" path: "Panels/Another Path Proxies/proxy_1_2" }
  proxies { answer: "green" path: "Panels/Another Path Proxies/proxy_1_3" }
  proxies { answer: "yellow" path: "Panels/Another Path Proxies/proxy_1_4" }
  proxies { answer: "purple" path: "Panels/Another Path Proxies/proxy_1_5" }
  proxies { answer: "orange" path: "Panels/Another Path Proxies/proxy_1_6" }
  proxies { answer: "brown" path: "Panels/Another Path Proxies/proxy_1_7" }
}
panels {
  name: "COLOR (2)"
  path: "Panels/Another Path/color_2"
  clue: "color"
  answer: "ppleru"
  symbols: EXAMPLE
  proxies { answer: "red" path: "Panels/Another Path Proxies/proxy_1_8" }
  proxies { answer: "blue" path: "Panels/Another Path Proxies/proxy_1_9" }
  proxies { answer: "green" path: "Panels/Another Path Proxies/proxy_1_10" }
  proxies { answer: "yellow" path: "Panels/Another Path Proxies/proxy_1_11" }
  proxies { answer: "purple" path: "Panels/Another Path Proxies/proxy_1_12" }
  proxies { answer: "orange" path: "Panels/Another Path Proxies/proxy_1_13" }
  proxies { answer: "brown" path: "Panels/Another Path Proxies/proxy_1_14" }
}
panels {
  name: "COLOR (3)"
  path: "Panels/Another Path/color_3"
  clue: "color"
  answer: "ppleru"
  symbols: EXAMPLE
  proxies { answer: "red" path: "Panels/Another Path Proxies/proxy_1_15" }
  proxies { answer: "blue" path: "Panels/Another Path Proxies/proxy_1_16" }
  proxies { answer: "green" path: "Panels/Another Path Proxies/proxy_1_17" }
  proxies { answer: "yellow" path: "Panels/Another Path Proxies/proxy_1_18" }
  proxies { answer: "purple" path: "Panels/Another Path Proxies/proxy_1_19" }
  proxies { answer: "orange" path: "Panels/Another Path Proxies/proxy_1_20" }
  proxies { answer: "brown" path: "Panels/Another Path Proxies/proxy_1_21" }
}
panels {
  name: "COLOR (4)"
  path: "Panels/Another Path/color_4"
  clue: "color"
  answer: "ppleru"
  symbols: EXAMPLE
  proxies { answer: "red" path: "Panels/Another Path Proxies/proxy_1_22" }
  proxies { answer: "blue" path: "Panels/Another Path Proxies/proxy_1_23" }
  proxies { answer: "green" path: "Panels/Another Path Proxies/proxy_1_24" }
  proxies { answer: "yellow" path: "Panels/Another Path Proxies/proxy_1_25" }
  proxies { answer: "purple" path: "Panels/Another Path Proxies/proxy_1_26" }
  proxies { answer: "orange" path: "Panels/Another Path Proxies/proxy_1_27" }
  proxies { answer: "brown" path: "Panels/Another Path Proxies/proxy_1_28" }
}
paintings {
  name: "TRIANGLE"
  path: "Components/Paintings/Group2/triangle"
  move: true
  enter_only: true
  required_door { name: "Tenacious Color Painting" }
}
a id='n436' href='#n436'>436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535
extends Node

const MOD_VERSION = 5

var SCRIPT_client
var SCRIPT_keyboard
var SCRIPT_locationListener
var SCRIPT_uuid
var SCRIPT_victoryListener

var ap_server = ""
var ap_user = ""
var ap_pass = ""
var connection_history = []

var client
var keyboard

var _localdata_file = ""
var _last_new_item = -1
var _batch_locations = false
var _held_locations = []
var _held_location_scouts = []
var _location_scouts = {}
var _item_locks = {}
var _inverse_item_locks = {}
var _held_letters = {}
var _letters_setup = false

const kSHUFFLE_LETTERS_VANILLA = 0
const kSHUFFLE_LETTERS_UNLOCKED = 1
const kSHUFFLE_LETTERS_PROGRESSIVE = 2
const kSHUFFLE_LETTERS_VANILLA_CYAN = 3
const kSHUFFLE_LETTERS_ITEM_CYAN = 4

const kLETTER_BEHAVIOR_VANILLA = 0
const kLETTER_BEHAVIOR_ITEM = 1
const kLETTER_BEHAVIOR_UNLOCKED = 2

const kCYAN_DOOR_BEHAVIOR_H2 = 0
const kCYAN_DOOR_BEHAVIOR_DOUBLE_LETTER = 1
const kCYAN_DOOR_BEHAVIOR_ITEM = 2

var apworld_version = [0, 0]
var cyan_door_behavior = kCYAN_DOOR_BEHAVIOR_H2
var daedalus_roof_access = false
var keyholder_sanity = false
var shuffle_control_center_colors = false
var shuffle_doors = false
var shuffle_gallery_paintings = false
var shuffle_letters = kSHUFFLE_LETTERS_VANILLA
var shuffle_symbols = false
var victory_condition = -1

signal could_not_connect
signal connect_status
signal ap_connected


func _init():
	# Read AP settings from file, if there are any
	if FileAccess.file_exists("user://ap_settings"):
		var file = FileAccess.open("user://ap_settings", FileAccess.READ)
		var data = file.get_var(true)
		file.close()

		if typeof(data) != TYPE_ARRAY:
			global._print("AP settings file is corrupted")
			data = []

		if data.size() > 0:
			ap_server = data[0]

		if data.size() > 1:
			ap_user = data[1]

		if data.size() > 2:
			ap_pass = data[2]

		if data.size() > 3:
			connection_history = data[3]


func _ready():
	client = SCRIPT_client.new()
	client.SCRIPT_uuid = SCRIPT_uuid

	client.connect("item_received", _process_item)
	client.connect("message_received", _process_message)
	client.connect("location_scout_received", _process_location_scout)
	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)

	keyboard = SCRIPT_keyboard.new()
	add_child(keyboard)


func saveSettings():
	# Save the AP settings to disk.
	var path = "user://ap_settings"
	var file = FileAccess.open(path, FileAccess.WRITE)

	var data = [
		ap_server,
		ap_user,
		ap_pass,
		connection_history,
	]
	file.store_var(data, true)
	file.close()


func saveLocaldata():
	# Save the MW/slot specific settings to disk.
	var dir = DirAccess.open("user://")
	var folder = "archipelago_data"
	if not dir.dir_exists(folder):
		dir.make_dir(folder)

	var file = FileAccess.open(_localdata_file, FileAccess.WRITE)

	var data = [
		_last_new_item,
	]
	file.store_var(data, true)
	file.close()


func connectToServer():
	_last_new_item = -1
	_batch_locations = false
	_held_locations = []
	_held_location_scouts = []
	_location_scouts = {}
	_letters_setup = false
	_held_letters = {}

	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):
	return _item_locks.get(door_id, null)


func _process_item(item, index, from, flags, amount):
	var item_name = "Unknown"
	if client._item_id_to_name["Lingo 2"].has(item):
		item_name = client._item_id_to_name["Lingo 2"][item]

	var gamedata = global.get_node("Gamedata")

	var prog_id = null
	if _inverse_item_locks.has(item):
		for lock in _inverse_item_locks.get(item):
			if lock[1] != amount:
				continue

			if gamedata.progressive_id_by_ap_id.has(item):
				prog_id = lock[0]

			if gamedata.get_door_map_name(lock[0]) != global.map:
				continue

			var receivers = gamedata.get_door_receivers(lock[0])
			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()

	var letter_id = gamedata.letter_id_by_ap_id.get(item, null)
	if letter_id != null:
		var letter = gamedata.objects.get_letters()[letter_id]
		if not letter.has_level2() or not letter.get_level2():
			_process_key_item(letter.get_key(), amount)

	if gamedata.symbol_item_ids.has(item):
		var player = get_tree().get_root().get_node_or_null("scene/player")
		if player != null:
			player.emit_signal("evaluate_solvability")

	# Show a message about the item if it's new.
	if index != null and index > _last_new_item:
		_last_new_item = index
		saveLocaldata()

		var player_name = "Unknown"
		if client._player_name_by_slot.has(float(from)):
			player_name = client._player_name_by_slot[float(from)]

		var item_color = colorForItemType(flags)

		var full_item_name = item_name
		if prog_id != null:
			var door = gamedata.objects.get_doors()[prog_id]
			full_item_name = "%s (%s)" % [item_name, door.get_name()]

		var message
		if from == client._slot:
			message = "Found [color=%s]%s[/color]" % [item_color, full_item_name]
		else:
			message = (
				"Received [color=%s]%s[/color] from %s" % [item_color, full_item_name, player_name]
			)

		if gamedata.anti_trap_ids.has(item):
			keyboard.block_letter(gamedata.anti_trap_ids[item])

		global._print(message)

		global.get_node("Messages").showMessage(message)


func _process_message(message):
	parse_printjson_for_textclient(message)

	if (
		!message.has("receiving")
		or !message.has("item")
		or message["item"]["player"] != client._slot
	):
		return

	var item_name = "Unknown"
	var item_player_game = client._game_by_player[message["receiving"]]
	if client._item_id_to_name[item_player_game].has(int(message["item"]["item"])):
		item_name = client._item_id_to_name[item_player_game][int(message["item"]["item"])]

	var location_name = "Unknown"
	var location_player_game = client._game_by_player[message["item"]["player"]]
	if client._location_id_to_name[location_player_game].has(int(message["item"]["location"])):
		location_name = (client._location_id_to_name[location_player_game][int(
			message["item"]["location"]
		)])

	var player_name = "Unknown"
	if client._player_name_by_slot.has(message["receiving"]):
		player_name = client._player_name_by_slot[message["receiving"]]

	var item_color = colorForItemType(message["item"]["flags"])

	if message["type"] == "Hint":
		var is_for = ""
		if message["receiving"] != client._slot:
			is_for = " for %s" % player_name
		if !message.has("found") || !message["found"]:
			global.get_node("Messages").showMessage(
				(
					"Hint: [color=%s]%s[/color]%s is on %s"
					% [item_color, item_name, is_for, location_name]
				)
			)
	else:
		if message["receiving"] != client._slot:
			var sentMsg = "Sent [color=%s]%s[/color] to %s" % [item_color, item_name, player_name]
			#if _hinted_locations.has(message["item"]["location"]):
			#	sentMsg += " ([color=#fafad2]Hinted![/color])"
			global.get_node("Messages").showMessage(sentMsg)


func parse_printjson_for_textclient(message):
	var parts = []
	for message_part in message["data"]:
		if !message_part.has("type") and message_part.has("text"):
			parts.append(message_part["text"])
		elif message_part["type"] == "player_id":
			if int(message_part["text"]) == client._slot:
				parts.append(
					"[color=#ee00ee]%s[/color]" % client._player_name_by_slot[client._slot]
				)
			else:
				var from = float(message_part["text"])
				parts.append("[color=#fafad2]%s[/color]" % client._player_name_by_slot[from])
		elif message_part["type"] == "item_id":
			var item_name = "Unknown"
			var item_player_game = client._game_by_player[message_part["player"]]
			if client._item_id_to_name[item_player_game].has(int(message_part["text"])):
				item_name = client._item_id_to_name[item_player_game][int(message_part["text"])]

			parts.append(
				"[color=%s]%s[/color]" % [colorForItemType(message_part["flags"]), item_name]
			)
		elif message_part["type"] == "location_id":
			var location_name = "Unknown"
			var location_player_game = client._game_by_player[message_part["player"]]
			if client._location_id_to_name[location_player_game].has(int(message_part["text"])):
				location_name = client._location_id_to_name[location_player_game][int(
					message_part["text"]
				)]

			parts.append("[color=#00ff7f]%s[/color]" % location_name)
		elif message_part.has("text"):
			parts.append(message_part["text"])

	var textclient_node = global.get_node("Textclient")
	if textclient_node != null:
		textclient_node.parse_printjson("".join(parts))


func _process_location_scout(item_id, location_id, player, flags):
	_location_scouts[location_id] = {"item": item_id, "player": player, "flags": flags}

	if player == client._slot and flags & 4 != 0:
		# This is a trap for us, so let's not display it.
		return

	var gamedata = global.get_node("Gamedata")
	var map_id = gamedata.map_id_by_name.get(global.map)

	var item_name = "Unknown"
	var item_player_game = client._game_by_player[float(player)]
	if client._item_id_to_name[item_player_game].has(item_id):
		item_name = client._item_id_to_name[item_player_game][item_id]

	var letter_id = gamedata.letter_id_by_ap_id.get(location_id, null)
	if letter_id != null:
		var letter = gamedata.objects.get_letters()[letter_id]
		var room = gamedata.objects.get_rooms()[letter.get_room_id()]
		if room.get_map_id() == map_id:
			var collectable = get_tree().get_root().get_node("scene").get_node_or_null(
				letter.get_path()
			)
			if collectable != null:
				collectable.setScoutedText(item_name)


func _client_could_not_connect(message):
	emit_signal("could_not_connect", message)


func _client_connect_status(message):
	emit_signal("connect_status", message)


func _client_connected(slot_data):
	var gamedata = global.get_node("Gamedata")

	_localdata_file = "user://archipelago_data/%s_%d" % [client._seed, client._slot]
	_last_new_item = -1

	if FileAccess.file_exists(_localdata_file):
		var ap_file = FileAccess.open(_localdata_file, FileAccess.READ)
		var localdata = []
		if ap_file != null:
			localdata = ap_file.get_var(true)
			ap_file.close()

		if typeof(localdata) != TYPE_ARRAY:
			print("AP localdata file is corrupted")
			localdata = []

		if localdata.size() > 0:
			_last_new_item = localdata[0]

	# Read slot data.
	cyan_door_behavior = int(slot_data.get("cyan_door_behavior", 0))
	daedalus_roof_access = bool(slot_data.get("daedalus_roof_access", false))
	keyholder_sanity = bool(slot_data.get("keyholder_sanity", false))
	shuffle_control_center_colors = bool(slot_data.get("shuffle_control_center_colors", false))
	shuffle_doors = bool(slot_data.get("shuffle_doors", false))
	shuffle_gallery_paintings = bool(slot_data.get("shuffle_gallery_paintings", false))
	shuffle_letters = int(slot_data.get("shuffle_letters", 0))
	shuffle_symbols = bool(slot_data.get("shuffle_symbols", false))
	victory_condition = int(slot_data.get("victory_condition", 0))

	if slot_data.has("version"):
		apworld_version = [int(slot_data["version"][0]), int(slot_data["version"][1])]

	# Set up item locks.
	_item_locks = {}

	if shuffle_doors:
		for door in gamedata.objects.get_doors():
			if (
				door.get_type() == gamedata.SCRIPT_proto.DoorType.STANDARD
				or door.get_type() == gamedata.SCRIPT_proto.DoorType.ITEM_ONLY
			):
				_item_locks[door.get_id()] = [door.get_ap_id(), 1]

		for progressive in gamedata.objects.get_progressives():
			for i in range(0, progressive.get_doors().size()):
				var door = gamedata.objects.get_doors()[progressive.get_doors()[i]]
				_item_locks[door.get_id()] = [progressive.get_ap_id(), i + 1]

		for door_group in gamedata.objects.get_door_groups():
			if (
				door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.CONNECTOR
				or door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.SHUFFLE_GROUP
			):
				for door in door_group.get_doors():
					_item_locks[door] = [door_group.get_ap_id(), 1]

	if shuffle_control_center_colors:
		for door in gamedata.objects.get_doors():
			if door.get_type() == gamedata.SCRIPT_proto.DoorType.CONTROL_CENTER_COLOR:
				_item_locks[door.get_id()] = [door.get_ap_id(), 1]

		for door_group in gamedata.objects.get_door_groups():
			if door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.COLOR_CONNECTOR:
				for door in door_group.get_doors():
					_item_locks[door] = [door_group.get_ap_id(), 1]

	if shuffle_gallery_paintings:
		for door in gamedata.objects.get_doors():
			if door.get_type() == gamedata.SCRIPT_proto.DoorType.GALLERY_PAINTING:
				_item_locks[door.get_id()] = [door.get_ap_id(), 1]

	if cyan_door_behavior == kCYAN_DOOR_BEHAVIOR_ITEM:
		for door_group in gamedata.objects.get_door_groups():
			if door_group.get_type() == gamedata.SCRIPT_proto.DoorGroupType.CYAN_DOORS:
				for door in door_group.get_doors():
					if not _item_locks.has(door):
						_item_locks[door] = [door_group.get_ap_id(), 1]

	# Create a reverse item locks map for processing items.
	_inverse_item_locks = {}

	for door_id in _item_locks.keys():
		var lock = _item_locks.get(door_id)

		if not _inverse_item_locks.has(lock[0]):
			_inverse_item_locks[lock[0]] = []

		_inverse_item_locks[lock[0]].append([door_id, lock[1]])

	emit_signal("ap_connected")


func start_batching_locations():
	_batch_locations = true


func send_location(loc_id):
	if _batch_locations:
		_held_locations.append(loc_id)
	else:
		client.sendLocation(loc_id)


func scout_location(loc_id):
	if _location_scouts.has(loc_id):
		return _location_scouts.get(loc_id)

	if _batch_locations:
		_held_location_scouts.append(loc_id)
	else:
		client.scoutLocation(loc_id)

	return null


func stop_batching_locations():
	_batch_locations = false

	if not _held_locations.is_empty():
		client.sendLocations(_held_locations)
		_held_locations.clear()

	if not _held_location_scouts.is_empty():
		client.scoutLocations(_held_location_scouts)
		_held_location_scouts.clear()


func colorForItemType(flags):
	var int_flags = int(flags)
	if int_flags & 1:  # progression
		if int_flags & 2:  # proguseful
			return "#f0d200"
		else:
			return "#bc51e0"
	elif int_flags & 2:  # useful
		return "#2b67ff"
	elif int_flags & 4:  # trap
		return "#d63a22"
	else:  # filler
		return "#14de9e"


func get_letter_behavior(key, level2):
	if shuffle_letters == kSHUFFLE_LETTERS_UNLOCKED:
		return kLETTER_BEHAVIOR_UNLOCKED

	if [kSHUFFLE_LETTERS_VANILLA_CYAN, kSHUFFLE_LETTERS_ITEM_CYAN].has(shuffle_letters):
		if level2:
			if shuffle_letters == kSHUFFLE_LETTERS_VANILLA_CYAN:
				return kLETTER_BEHAVIOR_VANILLA
			else:
				return kLETTER_BEHAVIOR_ITEM
		else:
			return kLETTER_BEHAVIOR_UNLOCKED

	if not level2 and ["h", "i", "n", "t"].has(key):
		# This differs from the equivalent function in the apworld. Logically it is
		# the same as UNLOCKED since they are in the starting room, but VANILLA
		# means the player still has to actually pick up the letters.
		return kLETTER_BEHAVIOR_VANILLA

	if shuffle_letters == kSHUFFLE_LETTERS_PROGRESSIVE:
		return kLETTER_BEHAVIOR_ITEM

	return kLETTER_BEHAVIOR_VANILLA


func setup_keys():
	keyboard.load_seed()

	_letters_setup = true

	for k in _held_letters.keys():
		_process_key_item(k, _held_letters[k])

	_held_letters.clear()


func _process_key_item(key, level):
	if not _letters_setup:
		_held_letters[key] = max(_held_letters.get(key, 0), level)
		return

	if shuffle_letters == kSHUFFLE_LETTERS_ITEM_CYAN:
		level += 1

	keyboard.collect_remote_letter(key, level)