extends Node const LUCYS_MENU_SCENE = preload("res://mods/Lucy.LucysTools/lucys_menu.tscn") var lucys_menu = null onready var root = get_tree().root var INCERCEPT_MSG = false var INCERCEPT_SEND_MSG = false var do_punchback = false var allow_bbcode = false 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 custom_color_enabled = false var custom_color = Color("009cd0") setget set_custom_color var custom_name_enabled = false var real_custom_name = "" var custom_name = "" setget set_custom_name var allow_intrusive_bbcode = false setget set_allow_intrusive_bbcode var log_messages = false setget set_log_messages var lucys_menu_visible = true var allowed_tags = ["b", "i", "u", "s", "color"] var escape_invalid = true var bbcode_matcher = null func set_custom_name(val): custom_name = val var bb = bbcode_process(val) real_custom_name = bb.fin # i know this sucks # but i have things to do func bbcode_recurse(text, data): var m = bbcode_matcher.search(text) if m == null: var escaped = text.replace('[lb]','[').replace('[','[lb]') if escape_invalid else text data.fin += escaped data.stripped += escaped else: #print("Found ", m.strings, " in '", text, "'") bbcode_recurse(m.get_string(1), data) var tag = m.get_string(2) var junk = m.get_string(3) var allowed = tag in allowed_tags if allowed: data.fin += "[" + tag + junk + "]" else: data.fin += "[lb]" + tag + junk + "]" data.stripped += "[lb]" + tag + junk + "]" #print("TAG ", m.get_string(2), " JUNK ", m.get_string(3)) data.tags.append([tag, junk]) bbcode_recurse(m.get_string(4), data) if allowed: data.fin += "[/" + tag + "]" else: data.fin += "[lb]/" + tag + "]" data.stripped += "[lb]/" + tag + "]" bbcode_recurse(m.get_string(5), data) func bbcode_process(text): bbcode_matcher = RegEx.new() bbcode_matcher.compile("^(.*?)\\[(\\w+?)([^\\]]*)\\](.+?)\\[/\\2\\](.*?)$") #print("processing '", text, "'") var data = {"fin": "", "tags": [], "stripped": ""} bbcode_recurse(text, data) return data var ingame = false func get_user_color() -> Color: var base_color = Color(Globals.cosmetic_data[PlayerData.cosmetics_equipped["primary_color"]]["file"].main_color) * Color(0.95, 0.9, 0.9) var color = custom_color if custom_color_enabled else base_color return color func safe_message(user_id, color, boring_msg, local, lucy_user, lucy_msg): var username = Network._get_username_from_id(user_id) if lucy_user == "" else lucy_user var bb_user = bbcode_process(username) username = bb_user.fin var msg = lucy_msg if lucy_msg != "" else boring_msg var bb_data = bbcode_process(msg) var filter_message = bb_data.fin if bb_user.stripped != Network._get_username_from_id(user_id): filter_message = "(" + Network._get_username_from_id(user_id) + ") " + filter_message if OptionsMenu.chat_filter: filter_message = SwearFilter._filter_string(filter_message) var final_message = filter_message.replace("%u", "[color=#" + str(color) + "]" + username + "[/color]") var thing = {"username":username, "color":color, "filter_message":filter_message, "final_message":final_message,"lucy_user":lucy_user,"lucy_msg":lucy_msg} print("FUCK2 ", thing) Network._update_chat(final_message, local) # this is stinky func process_message(lit_text, final, prefix, suffix, endcap, spoken_text, local, colon, playerhud): var thing = { "lit_text": lit_text, "final": final, "prefix": prefix, "suffix": suffix, "endcap": endcap, "custom_color_enabled": custom_color_enabled, "custom_name_enabled": custom_name_enabled, "allow_bbcode": allow_bbcode, "allowed_tags": allowed_tags } print("FUCK ", thing) if Network.GAME_MASTER and lit_text.begins_with("%"): var bb_dat = bbcode_process(lit_text) lucy_send_message(lit_text.trim_prefix('%'), bb_dat.stripped, false) # we sent the message ourself return [true] var msg = final var boring_msg = final var speak = spoken_text if allow_bbcode: var p = bbcode_process(lit_text) if not p.tags.empty(): msg = prefix + "%u" + endcap + p.fin + suffix boring_msg = prefix + "%u" + endcap + p.stripped + suffix speak = p.stripped print("FUCK3 ", {"msg":msg,"boring_msg":boring_msg,"p":p}) if msg != "": lucy_send_message(msg, boring_msg, local) if spoken_text != "" and colon: playerhud.emit_signal("_message_sent", speak) # we did it ourselves return [true] # return the custom color return [false, get_user_color().to_html()] var LUCYSTOOLS_USERS = [] func lucy_send_message(message, boring_msg, local = false): if not Network._message_cap(Network.STEAM_ID): Network._update_chat("Sending too many messages too quickly!", false) Network._update_chat("Sending too many messages too quickly!", true) return var msg_pos = Network.MESSAGE_ORIGIN.round() var lucy_user = real_custom_name if custom_name_enabled else "" var color = get_user_color().to_html() safe_message(Network.STEAM_ID, color, boring_msg, local, lucy_user, message) Network._send_P2P_Packet( {"type": "message", "message": boring_msg, "color": color, "local": local, "position": Network.MESSAGE_ORIGIN, "zone": Network.MESSAGE_ZONE, "zone_owner": PlayerData.player_saved_zone_owner, "bb_user": lucy_user, "bb_msg": message}, "peers", 2, Network.CHANNELS.GAME_STATE) func process_read(DATA, PACKET_SENDER, from_host): match DATA["type"]: "lucy_packet": print("[LUCY PACKET]") if not PACKET_SENDER in LUCYSTOOLS_USERS: LUCYSTOOLS_USERS.append(PACKET_SENDER) return true "message": if DATA.has("message"): if typeof(DATA["message"]) == TYPE_STRING: if not "%u" in DATA["message"] and not from_host: DATA["message"] = "(%u)" + DATA["message"] if DATA.has("bb_msg"): if typeof(DATA["bb_msg"]) == TYPE_STRING: if not "%u" in DATA["bb_msg"] and not from_host: DATA["bb_msg"] = "(%u)" + DATA["bb_msg"] if DATA.has("bb_msg") or DATA.has("bb_user"): if not PACKET_SENDER in LUCYSTOOLS_USERS: LUCYSTOOLS_USERS.append(PACKET_SENDER) else: return false # yay! this is a lucy user :3 if PlayerData.players_muted.has(PACKET_SENDER) or PlayerData.players_hidden.has(PACKET_SENDER): return if not Network._validate_packet_information(DATA, ["message", "color", "local", "position", "zone", "zone_owner", "bb_user", "bb_msg"], [TYPE_STRING, TYPE_STRING, TYPE_BOOL, TYPE_VECTOR3, TYPE_STRING, TYPE_INT, TYPE_STRING, TYPE_STRING]): return if not Network._message_cap(PACKET_SENDER): return var user_id: int = PACKET_SENDER var user_color: String = DATA["color"] var user_message: String = DATA["message"] var lucy_user: String = DATA["bb_user"] var lucy_msg: String = DATA["bb_msg"] if not DATA["local"]: safe_message(user_id, user_color, user_message, false, lucy_user, lucy_msg) else : var dist = DATA["position"].distance_to(Network.MESSAGE_ORIGIN) if DATA["zone"] == Network.MESSAGE_ZONE and DATA["zone_owner"] == PlayerData.player_saved_zone_owner: if dist < 25.0: safe_message(user_id, user_color, user_message, true, lucy_user, lucy_msg) # don't process it again! return true # lucy punchback :3 "player_punch": if not DATA.has("nya"): punched(PACKET_SENDER, DATA["punch_type"]) # still get punched! return false # fall through to default code return false func bbcode_changes(): if allow_intrusive_bbcode: allowed_tags = [ "b", "i", "u", "s", "color", "wave", "rainbow", "shake", "tornado", "font"] else: allowed_tags = [ "b", "i", "u", "s", "color"] if lucys_menu != null: lucys_menu.update() func set_log_messages(val): log_messages = val Network.LUCY_LOG_MESSAGES = val func set_allow_intrusive_bbcode(bbcode): allow_intrusive_bbcode = bbcode bbcode_changes() 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_custom_color(val): custom_color = Color(val) if Color(val) != Color("d5aa73") else Color("739ed5") custom_color.a = 1 func _ready(): print("[LUCY] Loaded LucysTools") load_settings() root.connect("child_entered_tree", self, "_on_enter") Network.connect("_new_player_join", self, "new_player") Steam.connect("lobby_created", self, "inject_lobby_data") func inject_lobby_data(connect, lobby_id): if connect != 1: return if custom_server_name != "": Steam.setLobbyData(lobby_id, "bbcode_lobby_name", custom_server_name) func send_lucy_sync(to = "peers"): if not Network.GAME_MASTER: return Network._send_P2P_Packet({"type": "lucy_packet"}, to, Network.CHANNELS.GAME_STATE) 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(puncher_id, type): print("[LUCY] punch from ", Network._get_username_from_id(puncher_id)) if not do_punchback: return if puncher_id == 0 or puncher_id == Network.STEAM_ID: return print("[LUCY] punching back...") Network._send_P2P_Packet({"type": "player_punch", "from_pos": get_player().global_transform.origin, "punch_type": type, "nya": "nya"}, str(puncher_id), 2, Network.CHANNELS.ACTOR_ACTION) func new_player(id): print("[LUCY] new player!") if server_join_message.empty() or not Network.GAME_MASTER: return print("[LUCY] sending join message") var bb_msg = bbcode_process(server_join_message) lucy_send_message(bb_msg.fin, bb_msg.stripped, false) send_lucy_sync(str(id)) func _on_enter(node: Node): if node.name == "main_menu": lucys_menu = LUCYS_MENU_SCENE.instance() lucys_menu.MANAGER = self node.add_child(lucys_menu) ingame = false lucys_menu.setup() if node.name == "playerhud": lucys_menu = LUCYS_MENU_SCENE.instance() lucys_menu.MANAGER = self node.add_child(lucys_menu) ingame = true self.allow_intrusive_bbcode = allow_intrusive_bbcode lucys_menu.setup() const save_keys = [ "do_punchback", "allow_bbcode", "custom_server_name", "server_join_message", "custom_color_enabled", "custom_color", "log_messages", "custom_name", "allow_intrusive_bbcode" ] 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 for key in result.keys(): if key in save_keys: self[key] = result[key] func save_settings(): print("[LUCY] Saving settings") custom_color = Color(custom_color).to_html() var settings = {} for key in save_keys: settings[key] = self[key] 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()