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authorStarla Insigna <starla4444@gmail.com>2011-08-09 15:19:17 -0400
committerStarla Insigna <starla4444@gmail.com>2011-08-09 15:19:17 -0400
commit1ed37fda409479769c8d110aa22d5dadc9d2cb85 (patch)
treec3677d7d6c56d66bb02fd8a1461ef2a8bf1d243f /libs/cocoslive
parent1d9ed882de4e2e3a53cdd5e90edc25e8ae10af1b (diff)
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Disabled autorotation
Interesting to note is that, for some reason, the code is calling Landscape Left "Landscape Right". This worries me and makes me think that either I'm not quite sure about the names of the orientations, or that my code is doing something weird.

Fixes #194
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extends Node

var SCRIPT_proto

var objects
var door_id_by_map_node_path = {}
var painting_id_by_map_node_path = {}
var panel_id_by_map_node_path = {}
var door_id_by_ap_id = {}
var map_id_by_name = {}
var progressive_id_by_ap_id = {}
var letter_id_by_ap_id = {}
var symbol_item_ids = []

var kSYMBOL_ITEMS


func _init(proto_script):
	SCRIPT_proto = proto_script

	kSYMBOL_ITEMS = {
		SCRIPT_proto.PuzzleSymbol.SUN: "Sun Symbol",
		SCRIPT_proto.PuzzleSymbol.SPARKLES: "Sparkles Symbol",
		SCRIPT_proto.PuzzleSymbol.ZERO: "Zero Symbol",
		SCRIPT_proto.PuzzleSymbol.EXAMPLE: "Example Symbol",
		SCRIPT_proto.PuzzleSymbol.BOXES: "Boxes Symbol",
		SCRIPT_proto.PuzzleSymbol.PLANET: "Planet Symbol",
		SCRIPT_proto.PuzzleSymbol.PYRAMID: "Pyramid Symbol",
		SCRIPT_proto.PuzzleSymbol.CROSS: "Cross Symbol",
		SCRIPT_proto.PuzzleSymbol.SWEET: "Sweet Symbol",
		SCRIPT_proto.PuzzleSymbol.GENDER: "Gender Symbol",
		SCRIPT_proto.PuzzleSymbol.AGE: "Age Symbol",
		SCRIPT_proto.PuzzleSymbol.SOUND: "Sound Symbol",
		SCRIPT_proto.PuzzleSymbol.ANAGRAM: "Anagram Symbol",
		SCRIPT_proto.PuzzleSymbol.JOB: "Job Symbol",
		SCRIPT_proto.PuzzleSymbol.STARS: "Stars Symbol",
		SCRIPT_proto.PuzzleSymbol.NULL: "Null Symbol",
		SCRIPT_proto.PuzzleSymbol.EVAL: "Eval Symbol",
		SCRIPT_proto.PuzzleSymbol.LINGO: "Lingo Symbol",
		SCRIPT_proto.PuzzleSymbol.QUESTION: "Question Symbol",
	}


func load(data_bytes):
	objects = SCRIPT_proto.AllObjects.new()

	var result_code = objects.from_bytes(data_bytes)
	if result_code != SCRIPT_proto.PB_ERR.NO_ERRORS:
		print("Could not load generated data: %d" % result_code)
		return

	for map in objects.get_maps():
		map_id_by_name[map.get_name()] = map.get_id()

	for door in objects.get_doors():
		var map = objects.get_maps()[door.get_map_id()]

		if not map.get_name() in door_id_by_map_node_path:
			door_id_by_map_node_path[map.get_name()] = {}

		var map_data = door_id_by_map_node_path[map.get_name()]
		for receiver in door.get_receivers():
			map_data[receiver] = door.get_id()

		for painting_id in door.get_move_paintings():
			var painting = objects.get_paintings()[painting_id]
			map_data[painting.get_path()] = door.get_id()

		if door.has_ap_id():
			door_id_by_ap_id[door.get_ap_id()] = door.get_id()

	for painting in objects.get_paintings():
		var room = objects.get_rooms()[painting.get_room_id()]
		var map = objects.get_maps()[room.get_map_id()]

		if not map.get_name() in painting_id_by_map_node_path:
			painting_id_by_map_node_path[map.get_name()] = {}

		var _map_data = painting_id_by_map_node_path[map.get_name()]

	for progressive in objects.get_progressives():
		progressive_id_by_ap_id[progressive.get_ap_id()] = progressive.get_id()

	for letter in objects.get_letters():
		letter_id_by_ap_id[letter.get_ap_id()] = letter.get_id()

	for panel in objects.get_panels():
		var room = objects.get_rooms()[panel.get_room_id()]
		var map = objects.get_maps()[room.get_map_id()]

		if not map.get_name() in panel_id_by_map_node_path:
			panel_id_by_map_node_path[map.get_name()] = {}

		var map_data = panel_id_by_map_node_path[map.get_name()]
		map_data[panel.get_path()] = panel.get_id()

	for symbol_name in kSYMBOL_ITEMS.values():
		symbol_item_ids.append(objects.get_special_ids()[symbol_name])


func get_door_for_map_node_path(map_name, node_path):
	if not door_id_by_map_node_path.has(map_name):
		return null

	var map_data = door_id_by_map_node_path[map_name]
	return map_data.get(node_path, null)


func get_panel_for_map_node_path(map_name, node_path):
	if not panel_id_by_map_node_path.has(map_name):
		return null

	var map_data = panel_id_by_map_node_path[map_name]
	return map_data.get(node_path, null)


func get_door_ap_id(door_id):
	var door = objects.get_doors()[door_id]
	if door.has_ap_id():
		return door.get_ap_id()
	else:
		return null


func get_door_receivers(door_id):
	var door = objects.get_doors()[door_id]
	return door.get_receivers()


func get_door_map_name(door_id):
	var door = objects.get_doors()[door_id]
	var map = objects.get_maps()[door.get_map_id()]
	return map.get_name()