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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 port_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 anti_trap_ids = {}
var location_name_by_id = {}
var ending_display_name_by_name = {}

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()
			location_name_by_id[door.get_ap_id()] = _get_door_location_name(door)

	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 port in objects.get_ports():
		var room = objects.get_rooms()[port.get_room_id()]
		var map = objects.get_maps()[room.get_map_id()]

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

		var map_data = port_id_by_map_node_path[map.get_name()]
		map_data[port.get_path()] = port.get_id()

	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()
		location_name_by_id[letter.get_ap_id()] = _get_letter_location_name(letter)

	for mastery in objects.get_masteries():
		location_name_by_id[mastery.get_ap_id()] = _get_mastery_location_name(mastery)

	for ending in objects.get_endings():
		var location_name = _get_ending_location_name(ending)
		location_name_by_id[ending.get_ap_id()] = location_name
		ending_display_name_by_name[ending.get_name()] = location_name

	for keyholder in objects.get_keyholders():
		if keyholder.has_key():
			location_name_by_id[keyholder.get_ap_id()] = _get_keyholder_location_name(keyholder)

	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])

	for special_name in objects.get_special_ids().keys():
		if special_name.begins_with("Anti "):
			anti_trap_ids[objects.get_special_ids()[special_name]] = (
				special_name.substr(5).to_lower()
			)


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_port_for_map_node_path(map_name, node_path):
	if not port_id_by_map_node_path.has(map_name):
		return null

	var map_data = port_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_map_name(door_id):
	var door = objects.get_doors()[door_id]
	var room = objects.get_rooms()[door.get_room_id()]
	var map = objects.get_maps()[room.get_map_id()]
	return map.get_name()


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


func get_worldport_display_name(port_id):
	var port = objects.get_ports()[port_id]
	return "%s - %s" % [_get_room_object_map_name(port), port.get_display_name()]


func _get_map_object_map_name(obj):
	return objects.get_maps()[obj.get_map_id()].get_display_name()


func _get_room_object_map_name(obj):
	return _get_map_object_map_name(objects.get_rooms()[obj.get_room_id()])


func _get_room_object_location_prefix(obj):
	var room = objects.get_rooms()[obj.get_room_id()]
	var game_map = objects.get_maps()[room.get_map_id()]

	if room.has_panel_display_name():
		return "%s (%s)" % [game_map.get_display_name(), room.get_panel_display_name()]
	else:
		return game_map.get_display_name()


func _get_door_location_name(door):
	var map_part = _get_room_object_location_prefix(door)

	if door.has_location_name():
		return "%s - %s" % [map_part, door.get_location_name()]

	var generated_location_name = _get_generated_door_location_name(door)
	if generated_location_name != null:
		return generated_location_name

	return "%s - %s" % [map_part, door.get_name()]


func _get_generated_door_location_name(door):
	if door.get_type() != SCRIPT_proto.DoorType.STANDARD:
		return null

	if door.get_keyholders().size() > 0 or door.get_endings().size() > 0 or door.has_complete_at():
		return null

	if door.get_panels().size() > 4:
		return null

	var map_areas = []
	for panel_id in door.get_panels():
		var panel = objects.get_panels()[panel_id.get_panel()]
		var panel_room = objects.get_rooms()[panel.get_room_id()]
		# It's okay if panel_display_name is not present because then it's coalesced with other unnamed areas.
		if not map_areas.has(panel_room.get_panel_display_name()):
			map_areas.append(panel_room.get_panel_display_name())

	if map_areas.size() > 1:
		return null

	var game_map = objects.get_maps()[door.get_map_id()]
	var map_area = map_areas[0]
	var map_part
	if map_area == "":
		map_part = game_map.get_display_name()
	else:
		map_part = "%s (%s)" % [game_map.get_display_name(), map_area]

	var panel_names = []
	for panel_id in door.get_panels():
		var panel_data = objects.get_panels()[panel_id.get_panel()]
		var panel_name
		if panel_data.has_display_name():
			panel_name = panel_data.get_display_name()
		else:
			panel_name = panel_data.get_name()

		var location_part
		if panel_id.has_answer():
			location_part = "%s/%s" % [panel_name, panel_id.get_answer().to_upper()]
		else:
			location_part = panel_name

		panel_names.append(location_part)

	panel_names.sort()

	return map_part + " - " + ", ".join(panel_names)


func _get_letter_location_name(letter):
	var letter_level = 2 if letter.get_level2() else 1
	var letter_name = "%s%d" % [letter.get_key().to_upper(), letter_level]
	return "%s - %s" % [_get_room_object_map_name(letter), letter_name]


func _get_mastery_location_name(mastery):
	return "%s - Mastery" % _get_room_object_map_name(mastery)


func _get_ending_location_name(ending):
	return (
		"%s - %s Ending" % [_get_room_object_map_name(ending), ending.get_name().to_pascal_case()]
	)


func _get_keyholder_location_name(keyholder):
	return (
		"%s - %s Keyholder"
		% [_get_room_object_location_prefix(keyholder), keyholder.get_key().to_upper()]
	)