LucysTools/Godot/mods/Lucy.LucysTools/lucys_menu.gd

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GDScript3
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extends Control
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var MANAGER
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const LucysLib_t = preload("res://mods/LucysLib/main.gd")
const BBCode_t = preload("res://mods/LucysLib/bbcode.gd")
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func setup():
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if MANAGER.DEBUG: print("[LUCYSTOOLS MENU] Setup...")
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get_node("%lucy_punchback").pressed = MANAGER.do_punchback
get_node("%lucy_servername").text = MANAGER.custom_server_name
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get_node("%lucy_servername_preview").bbcode_text = MANAGER.custom_server_name
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get_node("%lucy_servermsg").text = MANAGER.server_join_message
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var srv_m_bb: BBCode_t.BBCodeTag = MANAGER.LucysLib.BBCode.parse_bbcode_text(MANAGER.server_join_message)
get_node("%lucy_servermsg_preview").bbcode_text = srv_m_bb.get_full(MANAGER.allowed_bb)
get_node("%lucy_servermsg_preview2").bbcode_text = srv_m_bb.get_stripped()
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get_node("%lucy_chatcolor_bool").pressed = MANAGER.custom_color_enabled
get_node("%lucy_chatcolor").color = Color(MANAGER.custom_color)
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get_node("%lucy_chatcolor_bool2").pressed = MANAGER.custom_text_color_enabled
get_node("%lucy_chatcolor2").color = Color(MANAGER.custom_text_color)
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get_node("%lucy_lobbycode").text = MANAGER.custom_lobbycode
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get_node("%lucy_name").text = MANAGER.custom_name
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var tag_container = get_node("%bbcode_tags")
var new_btn
for v in BBCode_t.TAG_TYPE.values():
if v == BBCode_t.TAG_TYPE.ROOT or v == BBCode_t.TAG_TYPE.NULL: continue
new_btn = CheckBox.new()
new_btn.text = BBCode_t.TAG_TYPE.keys()[v]
new_btn.connect("pressed",self,"_tags_changed")
tag_container.add_child(new_btn)
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update()
func update():
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if MANAGER.DEBUG: print("[LUCYSTOOLS MENU] Update...")
var tag_type
for tag_btn in get_node("%bbcode_tags").get_children():
tag_type = BBCode_t.TAG_TYPE[tag_btn.text]
tag_btn.pressed = tag_type in MANAGER.allowed_bb
if MANAGER.DEBUG: print("[LUCYSTOOLS M UPDATE] " + tag_btn.text + " " + str(tag_type) + " " + str(tag_btn.pressed))
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_on_lucy_name_text_changed(MANAGER.custom_name)
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func _tags_changed():
if MANAGER.DEBUG: print("[LUCYSTOOLS MENU] Tags changed...")
var tag_type
var allowed = []
for tag_btn in get_node("%bbcode_tags").get_children():
tag_type = BBCode_t.TAG_TYPE[tag_btn.text]
if tag_btn.pressed: allowed.append(tag_type)
if MANAGER.DEBUG: print("[LUCYSTOOLS M _TAGS_CHANGED]" + tag_btn.text + " " + str(tag_type) + " " + str(tag_btn.pressed))
MANAGER.allowed_bb = allowed
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func _on_lucy_name_text_changed(new_text):
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if MANAGER.DEBUG: print("[LUCYSTOOLS MENU] Name text changed...")
var result: BBCode_t.BBCodeTag = MANAGER.LucysLib.BBCode.parse_bbcode_text(new_text)
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var net_name = Network.STEAM_USERNAME.replace("[", "").replace("]", "")
var good = result.get_stripped() == net_name
get_node("%lucy_name_preview").bbcode_text = result.get_full(MANAGER.allowed_bb)
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get_node("%lucy_namegood").bbcode_text = "[color=green]Good[/color]" if good else "[color=red]Bad[/color]"
MANAGER.custom_name_enabled = good
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MANAGER.custom_name = new_text if good else ""
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func _ready():
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print("[LUCYSTOOLS] Menu Ready")
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MANAGER = $"/root/LucyLucysTools"
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visible = MANAGER.lucys_menu_visible
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var can_spawn = (Network.GAME_MASTER or Network.PLAYING_OFFLINE) and MANAGER.ingame
get_node("%lucy_raincloud").disabled = not can_spawn
get_node("%lucy_meteor").disabled = not can_spawn
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get_node("%lucy_void").disabled = not can_spawn
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get_node("%lucy_freezerain").disabled = not can_spawn
get_node("%lucy_clearrain").disabled = not can_spawn
get_node("%lucy_clearmeteor").disabled = not can_spawn
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get_node("%lucy_lobbyrefresh").disabled = not can_spawn
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func _input(event):
if event is InputEventKey and event.scancode == KEY_F5 && event.pressed:
visible = !visible
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print("[LUCYSTOOLS] Menu visble: ", visible)
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MANAGER.lucys_menu_visible = visible
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if event is InputEventKey and event.scancode == KEY_F6 && event.pressed:
var name = Steam.getLobbyData(Network.STEAM_LOBBY_ID, "name")
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var lname = Steam.getLobbyData(Network.STEAM_LOBBY_ID, "lobby_name")
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var nm = Steam.getNumLobbyMembers(Network.STEAM_LOBBY_ID)
var code = Steam.getLobbyData(Network.STEAM_LOBBY_ID, "code")
var type = Steam.getLobbyData(Network.STEAM_LOBBY_ID, "type")
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var bbname = Steam.getLobbyData(Network.STEAM_LOBBY_ID, "bbcode_lobby_name")
var lobby_dat = {"name": name, "lobby_name":lname, "bbcode_lobby_name":bbname, "nm": nm, "code": code, "type": type}
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print("[LUCYSTOOLS] LOBBY ", lobby_dat)
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func _on_lucy_bbcode_toggled(button_pressed):
MANAGER.allow_bbcode = button_pressed
func _on_lucy_punchback_toggled(button_pressed):
MANAGER.do_punchback = button_pressed
func _on_lucy_servername_text_changed(new_text):
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get_node("%lucy_servername_preview").bbcode_text = new_text
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MANAGER.custom_server_name = new_text
func _on_lucy_servermsg_text_changed(new_text):
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var srv_m_bb: BBCode_t.BBCodeTag = MANAGER.LucysLib.BBCode.parse_bbcode_text(new_text)
get_node("%lucy_servermsg_preview").bbcode_text = srv_m_bb.get_full(MANAGER.allowed_bb)
get_node("%lucy_servermsg_preview2").bbcode_text = srv_m_bb.get_stripped()
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MANAGER.server_join_message = new_text
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func _on_lucy_chatcolor_bool_toggled(button_pressed):
MANAGER.custom_color_enabled = button_pressed
func _on_lucy_chatcolor_color_changed(color):
MANAGER.custom_color = color
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func _on_lucy_chatcolor_bool2_toggled(button_pressed):
MANAGER.custom_text_color_enabled = button_pressed
func _on_lucy_chatcolor2_color_changed(color):
MANAGER.custom_text_color = color
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func _on_lucy_intbbcode_toggled(button_pressed):
MANAGER.allow_intrusive_bbcode = button_pressed
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func _on_lucy_bug_bb_toggled(button_pressed):
MANAGER.bug_bbcode = button_pressed
func _on_lucy_srv_bbcode_toggled(button_pressed):
if (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
MANAGER.srv_bbcode = button_pressed
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func _on_lucy_lobbycode_text_changed(new_text):
MANAGER.custom_lobbycode = new_text
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func _on_lucy_raincloud_pressed():
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if not MANAGER.ingame or (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
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print("[LUCYSTOOLS] Spawning raincloud")
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var player = MANAGER.get_player()
var pos = Vector3(player.global_transform.origin.x, 42, player.global_transform.origin.z)
var zone = player.current_zone
Network._sync_create_actor("raincloud", pos, zone, - 1, Network.STEAM_ID)
func _on_lucy_meteor_pressed():
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if not MANAGER.ingame or (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
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if get_tree().get_nodes_in_group("meteor").size() > 10: return
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print("[LUCYSTOOLS] Spawning meteor")
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var player_pos = MANAGER.get_player().global_transform.origin
var dist = INF
var point = null
for n in get_tree().get_nodes_in_group("fish_spawn"):
var node_dist = n.global_transform.origin.distance_to(player_pos)
if node_dist < dist:
dist = node_dist
point = n
var zone = "main_zone"
var pos = point.global_transform.origin
Network._sync_create_actor("fish_spawn_alien", pos, zone, - 1, Network.STEAM_ID)
func _on_lucy_freezerain_pressed():
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if not MANAGER.ingame or (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
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print("[LUCYSTOOLS] Freezing rain")
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for cloud in get_tree().get_nodes_in_group("raincloud"):
if cloud.controlled == true:
cloud.speed = 0
cloud.decay = false
func _on_lucy_clearrain_pressed():
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if not MANAGER.ingame or (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
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print("[LUCYSTOOLS] Clearing rain")
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for cloud in get_tree().get_nodes_in_group("raincloud"):
cloud._deinstantiate(true)
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func _on_lucy_clearchat_pressed():
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Network._wipe_chat()
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Network.emit_signal("_chat_update")
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func _on_lucy_clearmeteor_pressed():
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if not MANAGER.ingame or (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
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print("[LUCYSTOOLS] Clearing meteor")
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for meteor in get_tree().get_nodes_in_group("meteor"):
meteor._deinstantiate(true)
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func _on_lucy_void_pressed():
if not MANAGER.ingame or (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
if get_tree().get_nodes_in_group("void_portal").size() > 10: return
print("[LUCYSTOOLS] Spawning void")
var player_pos = MANAGER.get_player().global_transform.origin
var dist = INF
var point = null
for n in get_tree().get_nodes_in_group("hidden_spot"):
var node_dist = n.global_transform.origin.distance_to(player_pos)
if node_dist < dist:
dist = node_dist
point = n
var zone = "main_zone"
var pos = point.global_transform.origin
Network._sync_create_actor("void_portal", pos, zone, - 1, Network.STEAM_ID)
func _on_lucy_lobbyrefresh_pressed():
if not MANAGER.ingame or (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
MANAGER.inject_lobby_data(1,Network.STEAM_LOBBY_ID)