codecombat/app/lib/surface/LankBoss.coffee

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CocoClass = require 'core/CocoClass'
{me} = require 'core/auth'
LayerAdapter = require './LayerAdapter'
FlagLank = require 'lib/surface/FlagLank'
Lank = require 'lib/surface/Lank'
Mark = require './Mark'
Grid = require 'lib/world/Grid'
utils = require 'core/utils'
module.exports = class LankBoss extends CocoClass
subscriptions:
'level:set-debug': 'onSetDebug'
'sprite:highlight-sprites': 'onHighlightSprites'
'surface:stage-mouse-down': 'onStageMouseDown'
'level:select-sprite': 'onSelectSprite'
'level:suppress-selection-sounds': 'onSuppressSelectionSounds'
'level:lock-select': 'onSetLockSelect'
'level:restarted': 'onLevelRestarted'
'god:new-world-created': 'onNewWorld'
'god:streaming-world-updated': 'onNewWorld'
'camera:dragged': 'onCameraDragged'
'sprite:loaded': -> @update(true)
'level:flag-color-selected': 'onFlagColorSelected'
'level:flag-updated': 'onFlagUpdated'
'surface:flag-appeared': 'onFlagAppeared'
'surface:remove-selected-flag': 'onRemoveSelectedFlag'
constructor: (@options) ->
super()
@dragged = 0
@options ?= {}
@camera = @options.camera
@webGLStage = @options.webGLStage
@surfaceTextLayer = @options.surfaceTextLayer
@world = @options.world
@options.thangTypes ?= []
@lanks = {}
@lankArray = [] # Mirror @lanks, but faster for when we just need to iterate
@createLayers()
@pendingFlags = []
destroy: ->
@removeLank lank for thangID, lank of @lanks
@targetMark?.destroy()
@selectionMark?.destroy()
lankLayer.destroy() for lankLayer in _.values @layerAdapters
super()
toString: -> "<LankBoss: #{@lankArray.length} lanks>"
thangTypeFor: (type) ->
_.find @options.thangTypes, (m) -> m.get('original') is type or m.get('name') is type
createLayers: ->
@layerAdapters = {}
for [name, priority] in [
['Land', -40]
['Ground', -30]
['Obstacle', -20]
['Path', -10]
['Default', 0]
['Floating', 10]
]
@layerAdapters[name] = new LayerAdapter name: name, webGL: true, layerPriority: priority, transform: LayerAdapter.TRANSFORM_SURFACE, camera: @camera
@webGLStage.addChild (lankLayer.container for lankLayer in _.values(@layerAdapters))...
layerForChild: (child, lank) ->
unless child.layerPriority?
if thang = lank?.thang
child.layerPriority = thang.layerPriority
child.layerPriority ?= 0 if thang.isSelectable
child.layerPriority ?= -40 if thang.isLand
child.layerPriority ?= 0
return @layerAdapters['Default'] unless child.layerPriority
layer = _.findLast @layerAdapters, (layer, name) ->
layer.layerPriority <= child.layerPriority
layer ?= @layerAdapters['Land'] if child.layerPriority < -40
layer ? @layerAdapters['Default']
addLank: (lank, id=null, layer=null) ->
id ?= lank.thang.id
console.error 'Lank collision! Already have:', id if @lanks[id]
@lanks[id] = lank
@lankArray.push lank
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layer ?= @layerAdapters['Obstacle'] if lank.thang?.spriteName.search(/(dungeon|indoor|ice).wall/i) isnt -1
layer ?= @layerForChild lank.sprite, lank
layer.addLank lank
layer.updateLayerOrder()
lank
createMarks: ->
@targetMark = new Mark name: 'target', camera: @camera, layer: @layerAdapters['Ground'], thangType: 'target'
@selectionMark = new Mark name: 'selection', camera: @camera, layer: @layerAdapters['Ground'], thangType: 'selection'
createLankOptions: (options) ->
_.extend options, camera: @camera, resolutionFactor: SPRITE_RESOLUTION_FACTOR, groundLayer: @layerAdapters['Ground'], textLayer: @surfaceTextLayer, floatingLayer: @layerAdapters['Floating'], showInvisible: @options.showInvisible
onSetDebug: (e) ->
return if e.debug is @debug
@debug = e.debug
lank.setDebug @debug for lank in @lankArray
onHighlightSprites: (e) ->
highlightedIDs = e.thangIDs or []
for thangID, lank of @lanks
lank.setHighlight? thangID in highlightedIDs, e.delay
addThangToLanks: (thang, layer=null) ->
return console.warn 'Tried to add Thang to the surface it already has:', thang.id if @lanks[thang.id]
thangType = _.find @options.thangTypes, (m) ->
return false unless m.get('actions') or m.get('raster')
return m.get('name') is thang.spriteName
thangType ?= _.find @options.thangTypes, (m) -> return m.get('name') is thang.spriteName
return console.error "Couldn't find ThangType for", thang unless thangType
options = @createLankOptions thang: thang
options.resolutionFactor = if thangType.get('kind') is 'Floor' then 2 else SPRITE_RESOLUTION_FACTOR
if @options.playerNames and /Hero Placeholder/.test thang.id
options.playerName = @options.playerNames[thang.team]
lank = new Lank thangType, options
@listenTo lank, 'sprite:mouse-up', @onLankMouseUp
@addLank lank, null, layer
lank.setDebug @debug
lank
removeLank: (lank) ->
lank.layer.removeLank(lank)
thang = lank.thang
delete @lanks[lank.thang.id]
@lankArray.splice @lankArray.indexOf(lank), 1
@stopListening lank
lank.destroy()
lank.thang = thang # Keep around so that we know which thang the destroyed thang was for
updateSounds: ->
lank.playSounds() for lank in @lankArray # hmm; doesn't work for lanks which we didn't add yet in adjustLankExistence
update: (frameChanged) ->
@adjustLankExistence() if frameChanged
lank.update frameChanged for lank in @lankArray
@updateSelection()
@layerAdapters['Default'].updateLayerOrder()
@cacheObstacles()
adjustLankExistence: ->
# Add anything new, remove anything old, update everything current
updatedObstacles = []
itemsJustEquipped = []
for thang in @world.thangs when thang.exists and thang.pos
itemsJustEquipped = itemsJustEquipped.concat @equipNewItems thang if thang.equip
if lank = @lanks[thang.id]
lank.setThang thang # make sure Lank has latest Thang
else
lank = @addThangToLanks(thang)
Backbone.Mediator.publish 'surface:new-thang-added', thang: thang, sprite: lank
updatedObstacles.push lank if lank.sprite.parent is @layerAdapters['Obstacle']
lank.playSounds()
item.modifyStats() for item in itemsJustEquipped
for thangID, lank of @lanks
missing = not (lank.notOfThisWorld or @world.thangMap[thangID]?.exists)
isObstacle = lank.sprite.parent is @layerAdapters['Obstacle']
updatedObstacles.push lank if isObstacle and (missing or lank.hasMoved)
lank.hasMoved = false
@removeLank lank if missing
@cacheObstacles updatedObstacles if updatedObstacles.length and @cachedObstacles
# mainly for handling selecting thangs from session when the thang is not always in existence
if @willSelectThang and @lanks[@willSelectThang[0]]
@selectThang @willSelectThang...
@updateScreenReader()
updateScreenReader: ->
# Testing ASCII map for screen readers
return unless me.get('name') is 'zersiax' #in ['zersiax', 'Nick']
ascii = $('#ascii-surface')
thangs = (lank.thang for lank in @lankArray)
grid = new Grid thangs, @world.width, @world.height, 0, 0, 0, true
utils.replaceText ascii, grid.toString true
ascii.css 'transform', 'initial'
fullWidth = ascii.innerWidth()
fullHeight = ascii.innerHeight()
availableWidth = ascii.parent().innerWidth()
availableHeight = ascii.parent().innerHeight()
scale = availableWidth / fullWidth
scale = Math.min scale, availableHeight / fullHeight
ascii.css 'transform', "scale(#{scale})"
equipNewItems: (thang) ->
itemsJustEquipped = []
if thang.equip and not thang.equipped
thang.equip() # Pretty hacky, but needed since initialize may not be called if we're not running Systems.
itemsJustEquipped.push thang
if thang.inventoryIDs
# Even hackier: these items were only created/equipped during simulation, so we reequip here.
for slot, itemID of thang.inventoryIDs
item = @world.getThangByID itemID
unless item.equipped
console.log thang.id, 'equipping', item, 'in', thang.slot, 'Surface-side, but it cannot equip?' unless item.equip
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item.equip?()
itemsJustEquipped.push item if item.equip
return itemsJustEquipped
cacheObstacles: (updatedObstacles=null) ->
return if @cachedObstacles and not updatedObstacles
lankArray = @lankArray
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wallLanks = (lank for lank in lankArray when lank.thangType?.get('name').search(/(dungeon|indoor|ice).wall/i) isnt -1)
return if _.any (s.stillLoading for s in wallLanks)
walls = (lank.thang for lank in wallLanks)
@world.calculateBounds()
wallGrid = new Grid walls, @world.width, @world.height
if updatedObstacles
possiblyUpdatedWallLanks = (lank for lank in wallLanks when _.find updatedObstacles, (w2) -> lank is w2 or (Math.abs(lank.thang.pos.x - w2.thang.pos.x) + Math.abs(lank.thang.pos.y - w2.thang.pos.y)) <= 16)
else
possiblyUpdatedWallLanks = wallLanks
# console.log 'updating up to', possiblyUpdatedWallLanks.length, 'of', wallLanks.length, 'wall lanks from updatedObstacles', updatedObstacles
for wallLank in possiblyUpdatedWallLanks
wallLank.queueAction 'idle' if not wallLank.currentRootAction
wallLank.lockAction(false)
wallLank.updateActionDirection wallGrid
wallLank.lockAction(true)
wallLank.updateScale()
wallLank.updatePosition()
# console.log wallGrid.toString()
@cachedObstacles = true
lankFor: (thangID) -> @lanks[thangID]
onNewWorld: (e) ->
@world = @options.world = e.world
# Clear obstacle cache for this level, since we are spawning walls dynamically
@cachedObstacles = false if e.finished and /kithgard-mastery/.test window.location.href
play: ->
lank.play() for lank in @lankArray
@selectionMark?.play()
@targetMark?.play()
stop: ->
lank.stop() for lank in @lankArray
@selectionMark?.stop()
@targetMark?.stop()
# Selection
onSuppressSelectionSounds: (e) -> @suppressSelectionSounds = e.suppress
onSetLockSelect: (e) -> @selectLocked = e.lock
onLevelRestarted: (e) ->
@selectLocked = false
@selectLank e, null
onSelectSprite: (e) ->
@selectThang e.thangID, e.spellName
onCameraDragged: ->
@dragged += 1
onLankMouseUp: (e) ->
return if key.shift #and @options.choosing
return @dragged = 0 if @dragged > 3
@dragged = 0
lank = if e.sprite?.thang?.isSelectable then e.sprite else null
return if @flagCursorLank and lank?.thangType.get('name') is 'Flag'
@selectLank e, lank
onStageMouseDown: (e) ->
return if key.shift #and @options.choosing
@selectLank e if e.onBackground
selectThang: (thangID, spellName=null, treemaThangSelected = null) ->
return @willSelectThang = [thangID, spellName] unless @lanks[thangID]
@selectLank null, @lanks[thangID], spellName, treemaThangSelected
selectLank: (e, lank=null, spellName=null, treemaThangSelected = null) ->
return if e and (@disabled or @selectLocked) # Ignore clicks for selection/panning/wizard movement while disabled or select is locked
worldPos = lank?.thang?.pos
worldPos ?= @camera.screenToWorld {x: e.originalEvent.rawX, y: e.originalEvent.rawY} if e?.originalEvent
if (not @reallyStopMoving) and worldPos and (@options.navigateToSelection or not lank or treemaThangSelected) and e?.originalEvent?.nativeEvent?.which isnt 3
@camera.zoomTo(lank?.sprite or @camera.worldToSurface(worldPos), @camera.zoom, 1000, true)
lank = null if @options.choosing # Don't select lanks while choosing
if lank isnt @selectedLank
@selectedLank?.selected = false
lank?.selected = true
@selectedLank = lank
alive = lank and not (lank.thang.health < 0)
Backbone.Mediator.publish 'surface:sprite-selected',
thang: if lank then lank.thang else null
sprite: lank
spellName: spellName ? e?.spellName
originalEvent: e
worldPos: worldPos
@willSelectThang = null if lank # Now that we've done a real selection, don't reselect some other Thang later.
if alive and not @suppressSelectionSounds
instance = lank.playSound 'selected'
if instance?.playState is 'playSucceeded'
Backbone.Mediator.publish 'sprite:thang-began-talking', thang: lank?.thang
instance.addEventListener 'complete', ->
Backbone.Mediator.publish 'sprite:thang-finished-talking', thang: lank?.thang
onFlagColorSelected: (e) ->
@removeLank @flagCursorLank if @flagCursorLank
@flagCursorLank = null
for flagLank in @lankArray when flagLank.thangType.get('name') is 'Flag'
flagLank.sprite.cursor = if e.color then 'crosshair' else 'pointer'
return unless e.color
@flagCursorLank = new FlagLank @thangTypeFor('Flag'), @createLankOptions(thangID: 'Flag Cursor', color: e.color, team: me.team, isCursor: true, pos: e.pos)
@addLank @flagCursorLank, @flagCursorLank.thang.id, @layerAdapters['Floating']
onFlagUpdated: (e) ->
return unless e.active
pendingFlag = new FlagLank @thangTypeFor('Flag'), @createLankOptions(thangID: 'Pending Flag ' + Math.random(), color: e.color, team: e.team, isCursor: false, pos: e.pos)
@addLank pendingFlag, pendingFlag.thang.id, @layerAdapters['Floating']
@pendingFlags.push pendingFlag
onFlagAppeared: (e) ->
# Remove the pending flag that matches this one's color/team/position, and any color/team matches placed earlier.
t1 = e.sprite.thang
pending = (@pendingFlags ? []).slice()
foundExactMatch = false
for i in [pending.length - 1 .. 0] by -1
pendingFlag = pending[i]
t2 = pendingFlag.thang
matchedType = t1.color is t2.color and t1.team is t2.team
matched = matchedType and (foundExactMatch or Math.abs(t1.pos.x - t2.pos.x) < 0.00001 and Math.abs(t1.pos.y - t2.pos.y) < 0.00001)
if matched
foundExactMatch = true
@pendingFlags.splice(i, 1)
@removeLank pendingFlag
e.sprite.sprite?.cursor = if @flagCursorLank then 'crosshair' else 'pointer'
null
onRemoveSelectedFlag: (e) ->
# Remove the selected lank if it's a flag, or any flag of the given color if a color is given.
flagLank = _.find [@selectedLank].concat(@lankArray), (lank) ->
lank and lank.thangType.get('name') is 'Flag' and lank.thang.team is me.team and (lank.thang.color is e.color or not e.color) and not lank.notOfThisWorld
return unless flagLank
Backbone.Mediator.publish 'surface:remove-flag', color: flagLank.thang.color
# Marks
updateSelection: ->
if @selectedLank?.thang and (not @selectedLank.thang.exists or not @world.getThangByID @selectedLank.thang.id)
thangID = @selectedLank.thang.id
@selectedLank = null # Don't actually trigger deselection, but remove the selected lank.
@selectionMark?.toggle false
@willSelectThang = [thangID, null]
@updateTarget()
return unless @selectionMark
@selectedLank = null if @selectedLank and (@selectedLank.destroyed or not @selectedLank.thang)
# The selection mark should be on the ground layer, unless we're not a normal lank (like a wall), in which case we'll place it higher so we can see it.
if @selectedLank and @selectedLank.sprite.parent isnt @layerAdapters.Default.container
@selectionMark.setLayer @layerAdapters.Default
else if @selectedLank
@selectionMark.setLayer @layerAdapters.Ground
@selectionMark.toggle @selectedLank?
@selectionMark.setLank @selectedLank
@selectionMark.update()
updateTarget: ->
return unless @targetMark
thang = @selectedLank?.thang
target = thang?.target
targetPos = thang?.targetPos
targetPos = null if targetPos?.isZero?() # Null targetPos get serialized as (0, 0, 0)
@targetMark.setLank if target then @lanks[target.id] else null
@targetMark.toggle @targetMark.lank or targetPos
@targetMark.update if targetPos then @camera.worldToSurface targetPos else null