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Copy pathmain.gd
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191 lines (159 loc) · 5.57 KB
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extends Node2D
@onready var connection: GameConnection = $Connection
@onready var text_processor: TextProcessor = $TextProcessor
@onready var command_input: CommandInput = $Input
@onready var map_panel: MapPanel = $Map
@onready var status_panel: StatusPanel = $Status
@onready var mobs_panel: MobsPanel = $Mobs
@onready var containers_panel: ContainersController = $Containers
var gmcp_state: Dictionary = {}
var _gmcp_ready: bool = false
func _ready() -> void:
connection.connected.connect(_on_connection_connected)
connection.text_received.connect(_on_text_received)
connection.sound_received.connect(_on_sound_received)
connection.gmcp_received.connect(_on_gmcp_received)
command_input.cmd_text_submitted.connect(_on_cmd_text_submitted)
func _on_text_received(data: String) -> void:
text_processor.update_lines(data)
func _on_sound_received(_data: Dictionary) -> void:
pass
func _on_gmcp_received(data: Dictionary) -> void:
var topic: String = data.get("topic", "")
var topic_details: Variant = data.get("data")
_process_gmcp(topic, topic_details)
func _process_gmcp(topic: String, data: Variant) -> void:
if topic == "":
return
_gmcp_ready = true
_apply_gmcp_payload(topic, data)
_dispatch_gmcp_payload(topic, data)
func _apply_gmcp_payload(topic: String, data: Variant) -> void:
var parts: PackedStringArray = topic.split(".", false)
if parts.is_empty():
return
var cursor: Dictionary = gmcp_state
for index: int in range(parts.size() - 1):
var part: String = parts[index]
if not cursor.has(part) or not cursor[part] is Dictionary:
cursor[part] = {}
cursor = cursor[part]
cursor[parts[parts.size() - 1]] = data
func _dispatch_gmcp_payload(topic: String, data: Variant) -> void:
map_panel.apply_gmcp(topic, data, gmcp_state)
status_panel.apply_gmcp(topic, data, gmcp_state)
mobs_panel.apply_gmcp(topic, data, gmcp_state)
containers_panel.apply_gmcp(topic, data, gmcp_state)
func _on_connection_connected() -> void:
gmcp_state.clear()
_gmcp_ready = false
text_processor.reset_session(true)
containers_panel.clear_pending_npc_look()
func _request_gmcp_snapshot() -> void:
for topic: String in ["Room.Info", "Char", "Party", "Game"]:
_send_gmcp_if_connected(topic)
func _send_gmcp_if_connected(topic: String, additional: String = "") -> void:
if connection.is_open():
connection.send_gmcp_request(topic, additional)
func _on_cmd_text_submitted(data: String) -> void:
if _handle_local_command(data):
return
if not _prepare_look_context(data):
containers_panel.clear_pending_npc_look()
connection.send_message(data)
func _handle_local_command(data: String) -> bool:
var command: String = data.strip_edges()
if not command.begins_with("/"):
return _handle_gmcp_command(command)
var parts: PackedStringArray = command.split(" ", false)
var local_command: String = parts[0].to_lower()
match local_command:
"/connect":
if parts.size() > 1:
var target: String = parts[1].to_lower()
match target:
"official":
connection.connect_to_server(connection.OFFICIAL_SERVER_URL)
"catacombs":
connection.connect_to_server(connection.CATACOMBS_SERVER_URL)
_:
connection.connect_to_server(parts[1])
else:
connection.connect_to_server()
return true
"/disconnect":
connection.disconnect_from_server()
return true
"/gmcp":
if not _gmcp_ready:
connection.show_status_message(
"Login first. GMCP is enabled after the server sends character data."
)
return true
if parts.size() > 1:
var topic: String = parts[1]
var additional: String = (
command.substr(command.find(topic) + topic.length()).strip_edges()
)
connection.send_gmcp_request(topic, additional)
return true
"/ui":
if parts.size() < 2:
return true
return _handle_gmcp_command(parts[1].to_lower(), true)
_:
return false
func _handle_gmcp_command(command: String, force_local: bool = false) -> bool:
if not _gmcp_ready:
if force_local:
connection.show_status_message(
"Login first. GMCP windows are available after the server sends character data."
)
return true
return false
var normalized: String = command.to_lower()
match normalized:
"i", "inv", "inventory":
containers_panel.show_equipment_gmcp(gmcp_state)
_send_gmcp_if_connected("Char.Inventory")
return true
"eq", "equipment":
containers_panel.show_player_equipment_gmcp(gmcp_state)
_send_gmcp_if_connected("Char.Inventory")
return true
"status", "score":
containers_panel.show_status_gmcp(gmcp_state)
_send_gmcp_if_connected("Char.Info")
_send_gmcp_if_connected("Char.Stats")
return true
"skills", "jobs":
containers_panel.show_skills_gmcp(gmcp_state)
_send_gmcp_if_connected("Char.Skills")
return true
"affects", "effects":
containers_panel.show_affects_gmcp(gmcp_state)
_send_gmcp_if_connected("Char.Affects")
return true
"kills", "killstats":
containers_panel.show_kills_gmcp(gmcp_state)
_send_gmcp_if_connected("Char.Kills")
return true
_:
return false
func _prepare_look_context(command: String) -> bool:
var normalized: String = command.strip_edges()
if normalized == "":
return false
var parts: PackedStringArray = normalized.split(" ", false)
var verb: String = parts[0].to_lower()
if verb != "look" and verb != "l":
return false
var target: String = normalized.substr(parts[0].length()).strip_edges()
if target == "":
return false
var context: Dictionary = {"target": target}
var object: Variant = mobs_panel.object_for_command_target(target)
if object is Dictionary:
context["object"] = object
containers_panel.set_pending_npc_look_context(context)
return true