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Rename 'Sector' to 'Region'.
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@@ -43,9 +43,9 @@ module DoorUtil
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# Replaces a door object for a given player.
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# TODO: This is temporary.
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def self.replace_door(player, original, new)
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player.send PositionMessage.new(player.last_known_sector, original.position)
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player.send PositionMessage.new(player.last_known_region, original.position)
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player.send RemoveObjectMessage.new(original)
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player.send PositionMessage.new(player.last_known_sector, new.position)
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player.send PositionMessage.new(player.last_known_region, new.position)
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player.send SendObjectMessage.new(new)
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end
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@@ -53,8 +53,8 @@ module DoorUtil
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def self.toggle(door, player)
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# First, we remove the door we're toggling (or un-toggling) from the game world.
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position = door.position
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sector = $world.sector_repository.from_position(position)
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sector.remove_entity door
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region = $world.region_repository.from_position(position)
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region.remove_entity door
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# Have we toggled this door already?
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if TOGGLED_DOOR_REPOSITORY.include?(door)
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@@ -62,8 +62,8 @@ module DoorUtil
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original_door = TOGGLED_DOOR_REPOSITORY.delete(door)
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# Now we add our new door to the game world.
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original_sector = $world.sector_repository.from_position(original_door.position)
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original_sector.add_entity original_door
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original_region = $world.region_repository.from_position(original_door.position)
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original_region.add_entity original_door
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# TODO: This and the 'player' parameter are temporary. We still need to synchronize objects for local players.
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replace_door player, door, original_door
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@@ -74,8 +74,8 @@ module DoorUtil
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toggled_door = GameObject.new(door.id, toggled_position, door.type, toggled_orientation)
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# Now we add our new door to the game world.
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toggled_sector = $world.sector_repository.from_position(toggled_position)
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toggled_sector.add_entity toggled_door
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toggled_region = $world.region_repository.from_position(toggled_position)
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toggled_region.add_entity toggled_door
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# Insert our toggled door in the repository.
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TOGGLED_DOOR_REPOSITORY[toggled_door] = door
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@@ -87,7 +87,7 @@ module DoorUtil
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# Gets the door object at the given position, if it exists.
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def self.get_door_object(position, object_id)
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game_objects = $world.sector_repository.from_position(position).get_entities(position, EntityType::GAME_OBJECT)
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game_objects = $world.region_repository.from_position(position).get_entities(position, EntityType::GAME_OBJECT)
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game_objects.each { |game_object| return game_object if game_object.id == object_id }
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return nil
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end
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