LucysTools/Godot/mods/Lucy.LucysTools/main.gd
2024-11-07 01:05:45 -06:00

333 lines
11 KiB
GDScript

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()