codecombat/app/models/LevelSession.coffee

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CocoModel = require './CocoModel'
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module.exports = class LevelSession extends CocoModel
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@className: 'LevelSession'
@schema: require 'schemas/models/level_session'
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urlRoot: '/db/level.session'
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initialize: ->
super()
@on 'sync', (e) =>
state = @get('state') or {}
state.scripts ?= {}
@set('state', state)
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updatePermissions: ->
permissions = @get 'permissions', true
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permissions = (p for p in permissions when p.target isnt 'public')
if @get('multiplayer')
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permissions.push {target: 'public', access: 'write'}
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@set 'permissions', permissions
getSourceFor: (spellKey) ->
# spellKey ex: 'tharin/plan'
code = @get('code')
parts = spellKey.split '/'
code?[parts[0]]?[parts[1]]
readyToRank: ->
return false unless @get('levelID') # If it hasn't been denormalized, then it's not ready.
return false unless c1 = @get('code')
return false unless team = @get('team')
return true unless c2 = @get('submittedCode')
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thangSpellArr = (s.split('/') for s in @get('teamSpells')[team])
for item in thangSpellArr
thang = item[0]
spell = item[1]
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return true if c1[thang][spell] isnt c2[thang]?[spell]
false
isMultiplayer: ->
@get('submittedCodeLanguage')? and @get('team')?
completed: ->
@get('state')?.complete || @get('submitted') || false
shouldAvoidCorruptData: (attrs) ->
return false unless me.team is 'humans'
if _.string.startsWith (attrs?.code ? @get('code'))?.anya?.makeBid ? '', 'var __interceptThis'
noty text: "Not saving session--it's trying to overwrite Anya's code with transpiled output. Please let us know and help us reproduce this bug!", layout: 'topCenter', type: 'error', killer: false, timeout: 120000
return true
false
save: (attrs, options) ->
return if @shouldAvoidCorruptData attrs
super attrs, options
increaseDifficulty: (callback) ->
state = @get('state') ? {}
state.difficulty = (state.difficulty ? 0) + 1
delete state.lastUnsuccessfulSubmissionTime
@set 'state', state
@trigger 'change-difficulty'
@save null, success: callback
timeUntilResubmit: ->
state = @get('state') ? {}
return 0 unless last = state.lastUnsuccessfulSubmissionTime
last = new Date(last) if _.isString last
# Wait at least this long before allowing submit button active again.
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wait = (last - new Date()) + 22 * 60 * 60 * 1000
if wait > 24 * 60 * 60 * 1000
# System clock must've gotten busted; max out at one day's wait.
wait = 24 * 60 * 60 * 1000
state.lastUnsuccessfulSubmissionTime = new Date()
@set 'state', state
wait
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recordScores: (scores, level) ->
state = @get 'state'
oldTopScores = state.topScores ? []
newTopScores = []
now = new Date()
for scoreType in level.get('scoreTypes') ? []
oldTopScore = _.find oldTopScores, type: scoreType
newScore = scores[scoreType]
unless newScore?
newTopScores.push oldTopScore
continue
newScore *= -1 if scoreType in ['time', 'damage-taken'] # Make it so that higher is better
if not oldTopScore? or newScore > oldTopScore.score
newTopScores.push type: scoreType, date: now, score: newScore
else
newTopScores.push oldTopScore
state.topScores = newTopScores
@set 'state', state
generateSpellsObject: ->
{createAetherOptions} = require 'lib/aether_utils'
aetherOptions = createAetherOptions functionName: 'plan', codeLanguage: @get('codeLanguage')
spellThang = aether: new Aether aetherOptions
spells = "hero-placeholder/plan": thangs: {'Hero Placeholder': spellThang}, name: 'plan'
source = @get('code')['hero-placeholder'].plan
try
spellThang.aether.transpile source
catch e
console.log "Couldn't transpile!\n#{source}\n", e
spellThang.aether.transpile ''
spells