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Housekeeping
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require 'java'
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java_import 'org.apollo.game.model.Position'
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java_import 'org.apollo.game.model.area.Region'
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java_import 'org.apollo.game.model.entity.Entity'
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java_import 'org.apollo.game.model.entity.obj.DynamicGameObject'
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# Contains door-related utility methods.
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module DoorUtil
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include DoorConstants
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# A hash containing currently toggled door objects mapped to the original door objects.
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TOGGLED_DOORS = {}
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# Translates a door's position in the direction of its orientation.
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def self.translate_door_position(door)
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position = door.position
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case door.orientation
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when Orientation::WEST
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Position.new(position.x - 1, position.y, position.height)
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when Orientation::EAST
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Position.new(position.x + 1, position.y, position.height)
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when Orientation::NORTH
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Position.new(position.x, position.y + 1, position.height)
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when Orientation::SOUTH
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Position.new(position.x, position.y - 1, position.height)
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else fail "Unsupported orientation #{door.orientation}."
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end
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end
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# Translates the orientation of a door to a toggled position.
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def self.translate_door_orientation(door)
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object_id = door.id
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orientation = door.orientation
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if RIGHT_HINGE_DOORS.include?(object_id)
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return ORIENTATIONS[:right_side_hinge][orientation]
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elsif LEFT_HINGE_DOORS.include?(object_id)
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return ORIENTATIONS[:left_side_hinge][orientation]
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end
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fail 'Given object was not registered as a door.'
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end
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# Toggles the given door.
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def self.toggle(door)
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region = $world.region_repository.from_position(door.position)
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region.remove_entity(door)
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if TOGGLED_DOORS.include?(door)
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original_door = TOGGLED_DOORS.delete(door)
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original_region = $world.region_repository.from_position(original_door.position)
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original_region.add_entity(original_door)
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else
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position = translate_door_position(door)
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orientation = translate_door_orientation(door)
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type = door.type
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toggled_door = DynamicGameObject.create_public($world, door.id, position, type, orientation)
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toggled_region = $world.region_repository.from_position(position)
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toggled_region.add_entity(toggled_door)
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TOGGLED_DOORS[toggled_door] = door
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end
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end
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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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region = $world.region_repository.from_position(position)
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objects = region.get_entities(position, EntityType::DYNAMIC_OBJECT, EntityType::STATIC_OBJECT)
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objects.each { |game_object| return game_object if game_object.id == object_id }
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nil
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end
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# Checks if the given game object id is a door.
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def self.door?(object_id)
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RIGHT_HINGE_DOORS.include?(object_id) || LEFT_HINGE_DOORS.include?(object_id)
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end
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end
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