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Fix grouped region updating. Will need to account for re-adding StaticObjects after they have been removed from the game world. Also commented out some broken functionality in bootstrap involving first/second/third/etc message handlers. Should revisit with fix.
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@@ -177,15 +177,16 @@ def on_message(args, proc)
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numbers = [ 'first', 'second', 'third', 'fourth', 'fifth' ]
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message = args[0]; option = 0
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numbers.each_index do |index|
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number = numbers[index]
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if message.to_s.start_with?(number)
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option = index + 1
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message = message[number.length + 1, message.length].to_sym
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break
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end
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end
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# TODO
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# numbers.each_index do |index|
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# number = numbers[index]
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#
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# if message.to_s.start_with?(number)
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# option = index + 1
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# message = message[number.length + 1, message.length].to_sym
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# break
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# end
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# end
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class_name = message.to_s.camelize.concat('Message')
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@@ -13,12 +13,12 @@ class OpenDoorAction < DistancedAction
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def executeAction
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mob.turn_to(@door.position)
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DoorUtil::toggle(@door, mob)
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DoorUtil::toggle(@door)
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stop
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end
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def equals(other)
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return (get_class == other.get_class && @door_object == other.door_object)
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return (get_class == other.get_class && @door == other.door)
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end
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end
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@@ -28,6 +28,7 @@ on :message, :first_object_action do |player, message|
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if DoorUtil::is_door?(message.id)
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puts "Player: #{player.position}, door: #{message.position}"
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door = DoorUtil::get_door_object(message.position, message.id)
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player.start_action(OpenDoorAction.new(player, door)) unless door.nil?
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DoorUtil::toggle(door) unless door.nil?
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# player.start_action(OpenDoorAction.new(player, door)) unless door.nil?
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end
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end
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@@ -46,7 +46,7 @@ module DoorUtil
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end
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# Toggles the given door.
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def self.toggle(door, player)
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def self.toggle(door)
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position = door.position
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region = $world.region_repository.from_position(position)
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region.remove_entity(door)
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@@ -59,7 +59,7 @@ module DoorUtil
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else
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toggled_position = translate_door_position(door)
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toggled_orientation = translate_door_orientation(door)
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toggled_door = DynamicGameObject.createPublic(door.id, toggled_position, door.type, toggled_orientation)
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toggled_door = DynamicGameObject.createPublic($world, door.id, toggled_position, door.type, toggled_orientation)
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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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