LucysTools/Godot/mods/Lucy.LucysTools/main.gd

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GDScript3
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extends Node
const LUCYS_MENU_SCENE = preload("res://mods/Lucy.LucysTools/lucys_menu.tscn")
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var host_required = true
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var lucys_menu = null
onready var root = get_tree().root
var do_punchback = false setget set_punchback
var allow_bbcode = false setget set_bbcode
var custom_server_name = "" setget set_server_name
var server_join_message = "[color=#5BCEFA]TRAN[/color][color=#F5A9B8]S RIG[/color][color=#ffffff]HTS![/color]" setget set_join_message
var frame_packets = 50 setget set_frame_packets
var bulk_packets = 200 setget set_bulk_packets
var bulk_interval = 1 setget set_bulk_interval
var full_interval = 5 setget set_full_interval
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var srv_allow_bbcode = false setget set_srv_bbcode
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# Patched Network vars
# var LUCY_PACKETS_READ = 0
# var LUCY_BULK_FULL_TIMER = 0
# var LUCY_FRAME_PACKETS = 32
# var LUCY_BULK_PACKETS = 128
# var LUCY_BULK_INTERVAL = 0.8
# var LUCY_BULK_FULL_INTERVAL = 6.4
# var LUCY_CHAT_BBCODE
# var LUCY_SRV_NAME
# var LUCY_PUNCHED_ME
var ingame = false
func set_punchback(punchback):
do_punchback = punchback
func set_bbcode(bbcode):
allow_bbcode = bbcode
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if Network.GAME_MASTER or not host_required: self.srv_allow_bbcode = bbcode
func set_srv_bbcode(bbcode):
if Network.GAME_MASTER and not Network.PLAYING_OFFLINE: send_server_sync_actor()
srv_allow_bbcode = bbcode
Network.LUCY_CHAT_BBCODE = bbcode if host_required else allow_bbcode
if lucys_menu != null: lucys_menu.update()
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func set_server_name(name):
custom_server_name = name
Network.LUCY_SRV_NAME = name
func set_join_message(msg):
server_join_message = msg
func set_frame_packets(val):
frame_packets = val
Network.LUCY_FRAME_PACKETS = val
func set_bulk_packets(val):
bulk_packets = val
Network.LUCY_BULK_PACKETS = val
func set_bulk_interval(val):
bulk_interval = val
Network.LUCY_BULK_INTERVAL = val
Network.BULK_PACKET_READ_TIMER = 0
func set_full_interval(val):
full_interval = val
Network.LUCY_BULK_FULL_INTERVAL = val
Network.LUCY_BULK_FULL_TIMER = 0
func _ready():
print("[LUCY] Loaded LucysTools")
load_settings()
root.connect("child_entered_tree", self, "_on_enter")
Network.connect("_new_player_join", self, "new_player")
PlayerData.connect("_punched", self, "punched")
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Network.connect("_instance_actor", self, "_instance_actor")
func send_server_sync_actor(to = "peers"):
if not Network.GAME_MASTER: return
var dict = {"actor_type": "lucy_fake_actor", "at": Vector3.ZERO, "zone": "", "actor_id": 0, "creator_id": Network.STEAM_ID, "data": {
"allow_bbcode": allow_bbcode
}}
Network._send_P2P_Packet({"type": "instance_actor", "params": dict}, to, 2)
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func _instance_actor(dict):
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if dict["actor_type"] != "lucy_fake_actor": return
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var sender = Network.LUCY_INSTANCE_SENDER
Network.LUCY_INSTANCE_SENDER = 0
if sender != Network.KNOWN_GAME_MASTER or Network.GAME_MASTER: return
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var data = dict["data"]
self.srv_allow_bbcode = data["allow_bbcode"]
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func get_player() -> Actor:
for p in get_tree().get_nodes_in_group("player"):
if p.controlled and p.owner_id == Network.STEAM_ID:
return p
return null
func punched(from, type):
print("[LUCY] punched!")
if not do_punchback: return
if Network.LUCY_PUNCHED_ME == 0 or Network.LUCY_PUNCHED_ME == Network.STEAM_ID: return
var punched_me = null
for p in get_tree().get_nodes_in_group("player"):
if p.owner_id == Network.LUCY_PUNCHED_ME: punched_me = p
if punched_me == null: return
if punched_me.controlled: return
print("[LUCY] punching back...")
Network.LUCY_PUNCHED_ME = 0
Network._send_P2P_Packet({"type": "player_punch", "from": get_player().global_transform.origin, "player": Network.STEAM_ID, "punch_type": type, "nya": "nya"}, str(punched_me.owner_id), 2)
func new_player(id):
print("[LUCY] new player!")
if server_join_message.empty() or not Network.GAME_MASTER: return
print("[LUCY] sending join message")
Network._send_message(server_join_message)
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send_server_sync_actor(str(id))
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func _on_enter(node: Node):
if node.name == "main_menu":
lucys_menu = LUCYS_MENU_SCENE.instance()
node.add_child(lucys_menu)
ingame = false
lucys_menu.setup(self)
if node.name == "playerhud":
lucys_menu = LUCYS_MENU_SCENE.instance()
node.add_child(lucys_menu)
ingame = true
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# retrigger setter
self.srv_allow_bbcode = false
self.allow_bbcode = allow_bbcode
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lucys_menu.setup(self)
func load_settings():
print("[LUCY] Loading settings")
var file = File.new()
if file.open(OS.get_executable_path().get_base_dir().plus_file("GDWeave/configs/LucysTools.json"),File.READ) == OK:
var parse = JSON.parse(file.get_as_text())
file.close()
var result = parse.result
# trigger setters
self.do_punchback = result.do_punchback
self.allow_bbcode = result.allow_bbcode
self.custom_server_name = result.custom_server_name
self.server_join_message = result.server_join_message
self.frame_packets = result.frame_packets
self.bulk_packets = result.bulk_packets
self.bulk_interval = result.bulk_interval
self.full_interval = result.full_interval
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self.host_required = result.host_required
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func save_settings():
print("[LUCY] Saving settings")
var settings = {
"do_punchback": do_punchback,
"allow_bbcode": allow_bbcode,
"custom_server_name": custom_server_name,
"server_join_message": server_join_message,
"frame_packets": frame_packets,
"bulk_packets": bulk_packets,
"bulk_interval": bulk_interval,
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"full_interval": full_interval,
"host_required": host_required
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}
var file = File.new()
if file.open(OS.get_executable_path().get_base_dir().plus_file("GDWeave/configs/LucysTools.json"),File.WRITE) == OK:
file.store_string(JSON.print(settings))
file.close()
func _exit_tree():
save_settings()