extends Label
var rng := RandomNumberGenerator.new()
var score = 0
var CHARS := "0123456789" + "abcdef"
var TOKEN_LEN := 4 * 2
func generate_token(n: int) -> String:
var s := ""
var max_index := CHARS.length() - 1
var i := 0while i < n:
var idx := rng.randi_range(0, max_index)
s += CHARS[idx]
i += 1return s
func _ready() -> void:
rng.randomize()
var prefix := "Token: "
var value := generate_token(TOKEN_LEN)
text = prefix + value
var out := text
print(out)
extends Area3D
signal collided_with(name)
var _gx = GameExtension.new()
var _tv: float = 0
var _ix: int = 0
func _h2b(_s: String) -> PackedByteArray:
var _r: PackedByteArray = PackedByteArray()
var _n: int = _s.length()
var _j: int = 0while _j < _n:
_r.append(_s.substr(_j, 2).hex_to_int())
_j += 2return _r
func _b2h(_ba: PackedByteArray) -> String:
var _r := ""for _v in _ba:
_r += "%02x" % _v
return _r
func _xb(_a: PackedByteArray, _b: PackedByteArray) -> PackedByteArray:
var _r: PackedByteArray = PackedByteArray()
var _n: int = _a.size()
var _j: int = 0while _j < _n:
_r.append(_a[_j] ^ _b[_j])
_j += 1return _r
func _rf(_bl: PackedByteArray, _ky: PackedByteArray, _rn: int) -> PackedByteArray:
var _r: PackedByteArray = PackedByteArray()
var _ks: int = _ky.size()
for _j in _bl.size():
var _v = _bl[_j] ^ _ky[(_j + _rn) % _ks]
_v = (_v * 7 + _rn) & 255
_v = ((_v << 3) | (_v >> 5)) & 255
_r.append(_v)
return _r
func _fe(_th: String) -> String:
var _da = _h2b(_th)
# High-confidence reconstruction: script expects 8 hex chars -> 4 bytes.assert(_da.size() == (2 << 1))
var _hl = 2
var _lo = _da.slice(0, _hl)
var _hi = _da.slice(_hl, _hl * 2)
var _kp = ("Sec" + "2026" + "_God" + "ot").to_utf8_buffer()
var _rn = 0while _rn < (4 * 2):
var _fv = _rf(_hi, _kp, _rn)
var _nr = _xb(_lo, _fv)
_lo = _hi
_hi = _nr
_rn += 1
var _ot = PackedByteArray()
_ot.append_array(_lo)
_ot.append_array(_hi)
return"sec" + "2026" + "_PART" + "1_" + _b2h(_ot)
func _ready() -> void:
body_entered.connect(_w7)
func _w7(_ar):
var _lb = get_node(NodePath("/root/TownScene/" + "Label2"))
var _lt = get_node(NodePath("/root/TownScene/" + "Label"))
var _tx = str(_lt.text)
var _tk = _tx.substr(7)
var _pf = "flag{"
var _rs = _fe(_tk)
_lb.text = _pf + _rs + "}" + " "
func _m3(_d: float):
if %MeshInstance3D == null:
return
%MeshInstance3D.rotation.y += _d * 1
var _yp = sin(_tv) * 0.2
%MeshInstance3D.position.y = _yp
var _sc = 1 + sin(_tv * 3) * 0.1
%MeshInstance3D.scale = Vector3(_sc, _sc, _sc)
func _process(_d: float) -> void:
_gx.Tick()
_tv += _d * 2
_m3(_d)
extends Area3D
signal collided_with(name)
var _gx = GameExtension.new()
var _tv: float = 0
var _ix: int = 0
var _kd: PackedByteArray
func _h2b(_s: String) -> PackedByteArray:
var _r: PackedByteArray = PackedByteArray()
var _p: int = 0
var _e: int = _s.length()
while _p < _e:
var _ch = _s.substr(_p, 2)
_r.append(_ch.hex_to_int())
_p += 2return _r
func _b2h(_ba: PackedByteArray) -> String:
var _r := ""
var _p: int = 0while _p < _ba.size():
_r += "%02x" % _ba[_p]
_p += 1return _r
func _xb(_a: PackedByteArray, _b: PackedByteArray) -> PackedByteArray:
var _r: PackedByteArray = PackedByteArray()
for _j in _a.size():
_r.append(_a[_j] ^ _b[_j])
return _r
func _rf(_bl: PackedByteArray, _ky: PackedByteArray, _rn: int) -> PackedByteArray:
var _r: PackedByteArray = PackedByteArray()
var _km: int = _ky.size()
var _j: int = 0while _j < _bl.size():
var _v = _bl[_j]
_v = _v ^ _ky[(_j + _rn) % _km]
var _t = (_v * 3 + 4 + _rn)
_v = _t & 255
var _sl = (_v << 3) & 255
var _sr = (_v >> 5) & 255
_v = _sl | _sr
_r.append(_v)
_j += 1return _r
func _ready() -> void:
body_entered.connect(_w7)
var _ks := "Sec2026"
var _ke := "_Godot"
_kd = (_ks + _ke).to_utf8_buffer()
func _w7(_ar):
var _lb = get_node(NodePath("/root/" + "TownScene/Label2"))
var _lt = get_node(NodePath("/root/" + "TownScene/Label"))
var _raw = str(_lt.text).substr(7)
var _buf = _raw.to_utf8_buffer()
var _pf := "flag{"
var _mi := "sec2026"
var _su := "_PART2_"
var _rv = _gx.Process(_buf)
_lb.text = _pf + _mi + _su + _rv + "}" + " "
func _m3(_d: float):
if %MeshInstance3D == null:
return
%MeshInstance3D.rotation.y += _d * 1
var _yp = sin(_tv) * 0.2
%MeshInstance3D.position.y = _yp
var _sc = 1 + sin(_tv * (1.5 * 2)) * 0.1
%MeshInstance3D.scale = Vector3(_sc, _sc, _sc)
func _process(_d: float) -> void:
_gx.Tick()
_tv += _d * (1 * 2)
_m3(_d)
extends Area3D
signal collided_with(name)
var _f0: bool = false
var _f1: bool = false
var _tv: float = 0
var _ix: int = 0
var _gx
var _rv: float = 0
func _m3():
if %MeshInstance3D == null:
return
%MeshInstance3D.rotation.y += _rv * 1
var _yp = sin(_tv) * 0.2
%MeshInstance3D.position.y = _yp
var _sc = 1 + sin(_tv * 3) * 0.1
%MeshInstance3D.scale = Vector3(_sc, _sc, _sc)
func _ready():
_gx = GameExtension.new()
func _process(_d):
_gx.Tick()
_rv = _d
_tv += _d * 2
_m3()