codecombat/app/lib/world/thang.coffee

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ThangState = require './thang_state'
{thangNames} = require './names'
{ArgumentError} = require './errors'
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Rand = require './rand'
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module.exports = class Thang
@className: "Thang"
@random = new Rand
# Random ordering for each sprite name
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@ordering: (spriteName) ->
Thang.orders ?= {}
names = thangNames[spriteName]
if names
len = names.length
array = Thang.orders[spriteName]
unless array?
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array = @random.randArray len
Thang.orders[spriteName] = array
else
array = []
array
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@nextID: (spriteName) ->
Thang.lastIDNums ?= {}
names = thangNames[spriteName]
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order = @ordering spriteName
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if names
lastIDNum = Thang.lastIDNums[spriteName]
idNum = (if lastIDNum? then lastIDNum + 1 else 0)
Thang.lastIDNums[spriteName] = idNum
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id = names[order[idNum % names.length]]
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if idNum >= names.length
id += Math.floor(idNum / names.length) + 1
else
Thang.lastIDNums[spriteName] = if Thang.lastIDNums[spriteName]? then Thang.lastIDNums[spriteName] + 1 else 0
id = spriteName + (Thang.lastIDNums[spriteName] or '')
id
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@resetThangIDs: -> Thang.lastIDNums = {}
constructor: (@world, @spriteName, @id) ->
@spriteName ?= @constructor.className
@id ?= @constructor.nextID @spriteName
@addTrackedProperties ['exists', 'boolean'] # TODO: move into Systems/Components, too?
#console.log "Generated #{@toString()}."
updateRegistration: ->
system.register @ for system in @world.systems
publishNote: (channel, event) ->
event.thang = @
@world.publishNote channel, event
addComponents: (components...) ->
# We don't need to keep the components around after attaching them, but we will keep their initial config for recreating Thangs
@components ?= []
for [componentClass, componentConfig] in components
@components.push [componentClass, componentConfig]
if _.isString componentClass # We had already turned it into a string, so re-classify it momentarily
componentClass = @world.classMap[componentClass]
else
@world?.classMap[componentClass.className] ?= componentClass
c = new componentClass componentConfig
c.attach @
# [prop, type]s of properties which have values tracked across WorldFrames. Also call keepTrackedProperty some non-expensive time when you change it or it will be skipped.
addTrackedProperties: (props...) ->
@trackedPropertiesKeys ?= []
@trackedPropertiesTypes ?= []
@trackedPropertiesUsed ?= []
for [prop, type] in props
unless type in ThangState.trackedPropertyTypes
# How should errors for busted Components work? We can't recover from this and run the world.
throw new Error "Type #{type} for property #{prop} is not a trackable property type: #{trackedPropertyTypes}"
oldPropIndex = @trackedPropertiesKeys.indexOf prop
if oldPropIndex is -1
@trackedPropertiesKeys.push prop
@trackedPropertiesTypes.push type
@trackedPropertiesUsed.push false
else
oldType = @trackedPropertiesTypes[oldPropIndex]
if type isnt oldType
throw new Error "Two types were specified for trackable property #{prop}: #{oldType} and #{type}."
keepTrackedProperty: (prop) ->
# Hmm; can we do this faster?
propIndex = @trackedPropertiesKeys.indexOf prop
if propIndex isnt -1
@trackedPropertiesUsed[propIndex] = true
# @trackedFinalProperties: names of properties which need to be tracked once at the end of the World; don't worry about types
addTrackedFinalProperties: (props...) ->
@trackedFinalProperties ?= []
@trackedFinalProperties = @trackedFinalProperties.concat (k for k in props when not (k in @trackedFinalProperties))
getState: ->
@_state = new ThangState @
setState: (state) ->
@_state = state.restore()
toString: -> @id
createMethodChain: (methodName) ->
@methodChains ?= {}
chain = @methodChains[methodName]
return chain if chain
chain = @methodChains[methodName] = {original: @[methodName], user: null, components: []}
@[methodName] = _.partial @callChainedMethod, methodName # Optimize! _.partial is fastest I've found
chain
appendMethod: (methodName, newMethod) ->
# Components add methods that come after the original method
@createMethodChain(methodName).components.push newMethod
callChainedMethod: (methodName, args...) ->
# Optimize this like crazy--but how?
chain = @methodChains[methodName]
primaryMethod = chain.user or chain.original
ret = primaryMethod?.apply @, args
for componentMethod in chain.components
ret2 = componentMethod.apply @, args
ret = ret2 ? ret # override return value only if not null
ret
getMethodSource: (methodName) ->
source = {}
if @methodChains? and methodName of @methodChains
chain = @methodChains[methodName]
source.original = chain.original.toString()
source.user = chain.user?.toString()
else
source.original = @[methodName]?.toString() ? ""
source.original = Aether.getFunctionBody source.original
source
serialize: ->
o = {spriteName: @spriteName, id: @id, components: [], finalState: {}}
for [componentClass, componentConfig], i in (@components ? [])
if _.isString componentClass
componentClassName = componentClass
else
componentClassName = componentClass.className
@world.classMap[componentClass.className] ?= componentClass
o.components.push [componentClassName, componentConfig]
for trackedFinalProperty in @trackedFinalProperties ? []
# TODO: take some (but not all) of serialize logic from ThangState to handle other types
o.finalState[trackedFinalProperty] = @[trackedFinalProperty]
o
@deserialize: (o, world, classMap) ->
t = new Thang world, o.spriteName, o.id
for [componentClassName, componentConfig] in o.components
componentClass = classMap[componentClassName]
t.addComponents [componentClass, componentConfig]
for prop, val of o.finalState
# TODO: take some (but not all) of deserialize logic from ThangState to handle other types
t[prop] = val
t
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getSpriteOptions: ->
colorConfigs = @world?.getTeamColors() or {}
options = {}
if @team and colorConfigs[@team]
options.colorConfig = {team: colorConfigs[@team]}
options