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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()
">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()] )