codecombat/app/lib/LevelLoader.coffee

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Level = require 'models/Level'
LevelComponent = require 'models/LevelComponent'
LevelSystem = require 'models/LevelSystem'
Article = require 'models/Article'
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LevelSession = require 'models/LevelSession'
ThangType = require 'models/ThangType'
ThangNamesCollection = require 'collections/ThangNamesCollection'
CocoClass = require 'core/CocoClass'
AudioPlayer = require 'lib/AudioPlayer'
app = require 'core/application'
World = require 'lib/world/world'
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# This is an initial stab at unifying loading and setup into a single place which can
# monitor everything and keep a LoadingScreen visible overall progress.
#
# Would also like to incorporate into here:
# * World Building
# * Sprite map generation
# * Connecting to Firebase
module.exports = class LevelLoader extends CocoClass
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constructor: (options) ->
@t0 = new Date().getTime()
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super()
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@supermodel = options.supermodel
@supermodel.setMaxProgress 0.2
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@levelID = options.levelID
@sessionID = options.sessionID
@opponentSessionID = options.opponentSessionID
@team = options.team
@headless = options.headless
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@spectateMode = options.spectateMode ? false
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@worldNecessities = []
@listenTo @supermodel, 'resource-loaded', @onWorldNecessityLoaded
@loadLevel()
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@loadAudio()
@playJingle()
if @supermodel.finished()
@onSupermodelLoaded()
else
@listenToOnce @supermodel, 'loaded-all', @onSupermodelLoaded
# Supermodel (Level) Loading
loadLevel: ->
@level = @supermodel.getModel(Level, @levelID) or new Level _id: @levelID
if @level.loaded
@onLevelLoaded()
else
@level = @supermodel.loadModel(@level, 'level').model
@listenToOnce @level, 'sync', @onLevelLoaded
onLevelLoaded: ->
@loadSession()
@populateLevel()
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# Session Loading
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loadSession: ->
if @sessionID
url = "/db/level.session/#{@sessionID}"
else
url = "/db/level/#{@levelID}/session"
url += "?team=#{@team}" if @team
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session = new LevelSession().setURL url
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@sessionResource = @supermodel.loadModel(session, 'level_session', {cache: false})
@session = @sessionResource.model
if @opponentSessionID
opponentSession = new LevelSession().setURL "/db/level.session/#{@opponentSessionID}"
@opponentSessionResource = @supermodel.loadModel(opponentSession, 'opponent_session', {cache: false})
@opponentSession = @opponentSessionResource.model
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if @session.loaded
@session.setURL '/db/level.session/' + @session.id
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@loadDependenciesForSession @session
else
@listenToOnce @session, 'sync', ->
@session.setURL '/db/level.session/' + @session.id
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@loadDependenciesForSession @session
if @opponentSession
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if @opponentSession.loaded
@loadDependenciesForSession @opponentSession
else
@listenToOnce @opponentSession, 'sync', @loadDependenciesForSession
loadDependenciesForSession: (session) ->
if session is @session
codeLanguage = session.get('codeLanguage') or me.get('aceConfig')?.language or 'python'
modulePath = "vendor/aether-#{codeLanguage}"
loading = application.moduleLoader.load(modulePath)
if loading
@languageModuleResource = @supermodel.addSomethingResource 'language_module'
@listenTo application.moduleLoader, 'loaded', (e) ->
if e.id is modulePath
@languageModuleResource.markLoaded()
@stopListening application.moduleLoader
# hero-ladder games require the correct session team in level:loaded
team = @team ? @session.get('team')
Backbone.Mediator.publish 'level:loaded', level: @level, team: team
Backbone.Mediator.publish 'level:session-loaded', level: @level, session: @session
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@consolidateFlagHistory() if @opponentSession?.loaded
else if session is @opponentSession
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@consolidateFlagHistory() if @session.loaded
return unless @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
@sessionDependenciesRegistered ?= {}
heroConfig = session.get('heroConfig')
heroConfig ?= me.get('heroConfig') if session is @session and not @headless
heroConfig ?= {}
heroConfig.inventory ?= feet: '53e237bf53457600003e3f05' # If all else fails, assign simple boots.
heroConfig.thangType ?= '529ffbf1cf1818f2be000001' # If all else fails, assign Tharin as the hero.
session.set 'heroConfig', heroConfig unless _.isEqual heroConfig, session.get('heroConfig')
url = "/db/thang.type/#{heroConfig.thangType}/version"
if heroResource = @maybeLoadURL(url, ThangType, 'thang')
@worldNecessities.push heroResource
else
heroThangType = @supermodel.getModel url
@loadDefaultComponentsForThangType heroThangType
@loadThangsRequiredByThangType heroThangType
for itemThangType in _.values(heroConfig.inventory)
url = "/db/thang.type/#{itemThangType}/version?project=name,components,original,rasterIcon,kind"
if itemResource = @maybeLoadURL(url, ThangType, 'thang')
@worldNecessities.push itemResource
else
itemThangType = @supermodel.getModel url
@loadDefaultComponentsForThangType itemThangType
@loadThangsRequiredByThangType itemThangType
@sessionDependenciesRegistered[session.id] = true
if _.size(@sessionDependenciesRegistered) is 2 and @checkAllWorldNecessitiesRegisteredAndLoaded()
@onWorldNecessitiesLoaded()
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consolidateFlagHistory: ->
state = @session.get('state') ? {}
myFlagHistory = _.filter state.flagHistory ? [], team: @session.get('team')
opponentFlagHistory = _.filter @opponentSession.get('state')?.flagHistory ? [], team: @opponentSession.get('team')
state.flagHistory = myFlagHistory.concat opponentFlagHistory
@session.set 'state', state
# Grabbing the rest of the required data for the level
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populateLevel: ->
thangIDs = []
componentVersions = []
systemVersions = []
articleVersions = []
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flagThang = thangType: '53fa25f25bc220000052c2be', id: 'Placeholder Flag', components: []
for thang in (@level.get('thangs') or []).concat [flagThang]
thangIDs.push thang.thangType
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@loadThangsRequiredByLevelThang(thang)
for comp in thang.components or []
componentVersions.push _.pick(comp, ['original', 'majorVersion'])
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for system in @level.get('systems') or []
systemVersions.push _.pick(system, ['original', 'majorVersion'])
if indieSprites = system?.config?.indieSprites
for indieSprite in indieSprites
thangIDs.push indieSprite.thangType
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unless @headless
for article in @level.get('documentation')?.generalArticles or []
articleVersions.push _.pick(article, ['original', 'majorVersion'])
objUniq = (array) -> _.uniq array, false, (arg) -> JSON.stringify(arg)
worldNecessities = []
@thangIDs = _.uniq thangIDs
@thangNames = new ThangNamesCollection(@thangIDs)
worldNecessities.push @supermodel.loadCollection(@thangNames, 'thang_names')
@listenToOnce @thangNames, 'sync', @onThangNamesLoaded
worldNecessities.push @sessionResource if @sessionResource?.isLoading
worldNecessities.push @opponentSessionResource if @opponentSessionResource?.isLoading
for obj in objUniq componentVersions
url = "/db/level.component/#{obj.original}/version/#{obj.majorVersion}"
worldNecessities.push @maybeLoadURL(url, LevelComponent, 'component')
for obj in objUniq systemVersions
url = "/db/level.system/#{obj.original}/version/#{obj.majorVersion}"
worldNecessities.push @maybeLoadURL(url, LevelSystem, 'system')
for obj in objUniq articleVersions
url = "/db/article/#{obj.original}/version/#{obj.majorVersion}"
@maybeLoadURL url, Article, 'article'
if obj = @level.get 'nextLevel' # TODO: update to get next level from campaigns, not this old property
url = "/db/level/#{obj.original}/version/#{obj.majorVersion}"
@maybeLoadURL url, Level, 'level'
unless @headless or @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
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wizard = ThangType.loadUniversalWizard()
@supermodel.loadModel wizard, 'thang'
@worldNecessities = @worldNecessities.concat worldNecessities
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loadThangsRequiredByLevelThang: (levelThang) ->
@loadThangsRequiredFromComponentList levelThang.components
loadThangsRequiredByThangType: (thangType) ->
@loadThangsRequiredFromComponentList thangType.get('components')
loadThangsRequiredFromComponentList: (components) ->
return unless components
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requiredThangTypes = []
for component in components when component.config
if component.original is LevelComponent.EquipsID
requiredThangTypes.push itemThangType for itemThangType in _.values (component.config.inventory ? {})
else if component.config.requiredThangTypes
requiredThangTypes = requiredThangTypes.concat component.config.requiredThangTypes
for thangType in requiredThangTypes
url = "/db/thang.type/#{thangType}/version?project=name,components,original,rasterIcon,kind"
@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')
onThangNamesLoaded: (thangNames) ->
for thangType in thangNames.models
@loadDefaultComponentsForThangType(thangType)
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@loadThangsRequiredByThangType(thangType)
@thangNamesLoaded = true
@onWorldNecessitiesLoaded() if @checkAllWorldNecessitiesRegisteredAndLoaded()
loadDefaultComponentsForThangType: (thangType) ->
return unless components = thangType.get('components')
for component in components
url = "/db/level.component/#{component.original}/version/#{component.majorVersion}"
@worldNecessities.push @maybeLoadURL(url, LevelComponent, 'component')
onWorldNecessityLoaded: (resource) ->
index = @worldNecessities.indexOf(resource)
if resource.name is 'thang'
@loadDefaultComponentsForThangType(resource.model)
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@loadThangsRequiredByThangType(resource.model)
return unless index >= 0
@worldNecessities.splice(index, 1)
@worldNecessities = (r for r in @worldNecessities when r?)
@onWorldNecessitiesLoaded() if @checkAllWorldNecessitiesRegisteredAndLoaded()
checkAllWorldNecessitiesRegisteredAndLoaded: ->
return false unless _.filter(@worldNecessities).length is 0
return false unless @thangNamesLoaded
return false if @sessionDependenciesRegistered and not @sessionDependenciesRegistered[@session.id]
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return false if @sessionDependenciesRegistered and @opponentSession and not @sessionDependenciesRegistered[@opponentSession.id]
true
onWorldNecessitiesLoaded: ->
@initWorld()
@supermodel.clearMaxProgress()
@trigger 'world-necessities-loaded'
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return if @headless
thangsToLoad = _.uniq( (t.spriteName for t in @world.thangs when t.exists) )
nameModelTuples = ([thangType.get('name'), thangType] for thangType in @thangNames.models)
nameModelMap = _.zipObject nameModelTuples
@spriteSheetsToBuild ?= []
# for thangTypeName in thangsToLoad
# thangType = nameModelMap[thangTypeName]
# continue if not thangType or thangType.isFullyLoaded()
# thangType.fetch()
# thangType = @supermodel.loadModel(thangType, 'thang').model
# res = @supermodel.addSomethingResource 'sprite_sheet', 5
# res.thangType = thangType
# res.markLoading()
# @spriteSheetsToBuild.push res
@buildLoopInterval = setInterval @buildLoop, 5 if @spriteSheetsToBuild.length
maybeLoadURL: (url, Model, resourceName) ->
return if @supermodel.getModel(url)
model = new Model().setURL url
@supermodel.loadModel(model, resourceName)
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onSupermodelLoaded: ->
return if @destroyed
console.log 'SuperModel for Level loaded in', new Date().getTime() - @t0, 'ms'
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@loadLevelSounds()
@denormalizeSession()
buildLoop: =>
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someLeft = false
for spriteSheetResource, i in @spriteSheetsToBuild ? []
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continue if spriteSheetResource.spriteSheetKeys
someLeft = true
thangType = spriteSheetResource.thangType
if thangType.loaded and not thangType.loading
keys = @buildSpriteSheetsForThangType spriteSheetResource.thangType
if keys and keys.length
@listenTo spriteSheetResource.thangType, 'build-complete', @onBuildComplete
spriteSheetResource.spriteSheetKeys = keys
else
spriteSheetResource.markLoaded()
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clearInterval @buildLoopInterval unless someLeft
onBuildComplete: (e) ->
resource = null
for resource in @spriteSheetsToBuild
break if e.thangType is resource.thangType
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return console.error 'Did not find spriteSheetToBuildResource for', e unless resource
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resource.spriteSheetKeys = (k for k in resource.spriteSheetKeys when k isnt e.key)
resource.markLoaded() if resource.spriteSheetKeys.length is 0
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denormalizeSession: ->
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return if @headless or @sessionDenormalized or @spectateMode
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patch =
'levelName': @level.get('name')
'levelID': @level.get('slug') or @level.id
if me.id is @session.get 'creator'
patch.creatorName = me.get('name')
for key, value of patch
if @session.get(key) is value
delete patch[key]
unless _.isEmpty patch
@session.set key, value for key, value of patch
tempSession = new LevelSession _id: @session.id
tempSession.save(patch, {patch: true, type: 'PUT'})
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@sessionDenormalized = true
# Building sprite sheets
buildSpriteSheetsForThangType: (thangType) ->
return if @headless
# TODO: Finish making sure the supermodel loads the raster image before triggering load complete, and that the cocosprite has access to the asset.
# if f = thangType.get('raster')
# queue = new createjs.LoadQueue()
# queue.loadFile('/file/'+f)
@grabThangTypeTeams() unless @thangTypeTeams
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keys = []
for team in @thangTypeTeams[thangType.get('original')] ? [null]
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spriteOptions = {resolutionFactor: SPRITE_RESOLUTION_FACTOR, async: true}
if thangType.get('kind') is 'Floor'
spriteOptions.resolutionFactor = 2
if team and color = @teamConfigs[team]?.color
spriteOptions.colorConfig = team: color
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key = @buildSpriteSheet thangType, spriteOptions
if _.isString(key) then keys.push key
keys
grabThangTypeTeams: ->
@grabTeamConfigs()
@thangTypeTeams = {}
for thang in @level.get('thangs')
if @level.get('type', true) is 'hero' and thang.id is 'Hero Placeholder'
continue # No team colors for heroes on single-player levels
for component in thang.components
if team = component.config?.team
@thangTypeTeams[thang.thangType] ?= []
@thangTypeTeams[thang.thangType].push team unless team in @thangTypeTeams[thang.thangType]
break
@thangTypeTeams
grabTeamConfigs: ->
for system in @level.get('systems')
if @teamConfigs = system.config?.teamConfigs
break
unless @teamConfigs
# Hack: pulled from Alliance System code. TODO: put in just one place.
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@teamConfigs = {'humans': {'superteam': 'humans', 'color': {'hue': 0, 'saturation': 0.75, 'lightness': 0.5}, 'playable': true}, 'ogres': {'superteam': 'ogres', 'color': {'hue': 0.66, 'saturation': 0.75, 'lightness': 0.5}, 'playable': false}, 'neutral': {'superteam': 'neutral', 'color': {'hue': 0.33, 'saturation': 0.75, 'lightness': 0.5}}}
@teamConfigs
buildSpriteSheet: (thangType, options) ->
if thangType.get('name') is 'Wizard'
options.colorConfig = me.get('wizard')?.colorConfig or {}
thangType.buildSpriteSheet options
# World init
initWorld: ->
return if @initialized
@initialized = true
@world = new World()
@world.levelSessionIDs = if @opponentSessionID then [@sessionID, @opponentSessionID] else [@sessionID]
@world.submissionCount = @session?.get('state')?.submissionCount ? 0
@world.flagHistory = @session?.get('state')?.flagHistory ? []
@world.difficulty = @session?.get('state')?.difficulty ? 0
serializedLevel = @level.serialize(@supermodel, @session, @opponentSession)
@world.loadFromLevel serializedLevel, false
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console.log 'World has been initialized from level loader.'
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# Initial Sound Loading
playJingle: ->
return if @headless
# Apparently the jingle, when it tries to play immediately during all this loading, you can't hear it.
# Add the timeout to fix this weird behavior.
f = ->
jingles = ['ident_1', 'ident_2']
AudioPlayer.playInterfaceSound jingles[Math.floor Math.random() * jingles.length]
setTimeout f, 500
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loadAudio: ->
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return if @headless
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AudioPlayer.preloadInterfaceSounds ['victory']
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loadLevelSounds: ->
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return if @headless
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scripts = @level.get 'scripts'
return unless scripts
for script in scripts when script.noteChain
for noteGroup in script.noteChain when noteGroup.sprites
for sprite in noteGroup.sprites when sprite.say?.sound
AudioPlayer.preloadSoundReference(sprite.say.sound)
thangTypes = @supermodel.getModels(ThangType)
for thangType in thangTypes
for trigger, sounds of thangType.get('soundTriggers') or {} when trigger isnt 'say'
AudioPlayer.preloadSoundReference sound for sound in sounds
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# everything else sound wise is loaded as needed as worlds are generated
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progress: -> @supermodel.progress
destroy: ->
clearInterval @buildLoopInterval if @buildLoopInterval
super()