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Update sync PVP to use transpiledCode
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3 changed files with 33 additions and 17 deletions
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@ -4,6 +4,7 @@ template = require 'templates/play/level'
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ThangType = require 'models/ThangType'
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utils = require 'lib/utils'
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storage = require 'lib/storage'
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{createAetherOptions} = require 'lib/aether_utils'
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# tools
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Surface = require 'lib/surface/Surface'
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@ -217,8 +218,7 @@ module.exports = class PlayLevelView extends RootView
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opponentSpells = opponentSpells.concat spells
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if (not @session.get('teamSpells')) and @otherSession?.get('teamSpells')
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@session.set('teamSpells', @otherSession.get('teamSpells'))
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# hero-ladder levels use code instead of transpiledCode
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opponentCode = @otherSession?.get('transpiledCode') or @otherSession?.get('code') or {}
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opponentCode = @otherSession?.get('transpiledCode') or {}
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myCode = @session.get('code') or {}
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for spell in opponentSpells
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[thang, spell] = spell.split '/'
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@ -571,7 +571,20 @@ module.exports = class PlayLevelView extends RootView
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@onRealTimeMultiplayerLevelUnloaded()
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super()
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# Real-time Multiplayer ######################################################
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onIPadMemoryWarning: (e) ->
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@hasReceivedMemoryWarning = true
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onItemPurchased: (e) ->
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heroConfig = @session.get('heroConfig') ? {}
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inventory = heroConfig.inventory ? {}
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slot = e.item.getAllowedSlots()[0]
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if slot and not inventory[slot]
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# Open up the inventory modal so they can equip the new item
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@setupManager?.destroy()
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@setupManager = new LevelSetupManager({supermodel: @supermodel, levelID: @levelID, parent: @, session: @session, hadEverChosenHero: true})
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@setupManager.open()
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# Start Real-time Multiplayer ######################################################
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#
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# This view acts as a hub for the real-time multiplayer session for the current level.
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#
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@ -800,6 +813,21 @@ module.exports = class PlayLevelView extends RootView
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opponentPlayer = player
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if myPlayer
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console.info 'Submitting my code'
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# Transpile code
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# Copied from scripts/transpile.coffee
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# TODO: Should this live somewhere else?
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transpiledCode = {}
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for thang, spells of @session.get('code')
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transpiledCode[thang] = {}
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for spellID, spell of spells
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spellName = thang + '/' + spellID
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continue if @session.get('teamSpells') and not (spellName in @session.get('teamSpells')[@session.get('team')])
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# console.log "PlayLevelView Transpiling spell #{spellName}"
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aetherOptions = createAetherOptions functionName: spellID, codeLanguage: @session.get('submittedCodeLanguage')
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aether = new Aether aetherOptions
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transpiledCode[thang][spellID] = aether.transpile spell
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# console.log "PlayLevelView transpiled code", transpiledCode
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@session.set 'transpiledCode', transpiledCode
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@session.patch()
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myPlayer.set 'state', 'submitted'
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else
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@ -904,15 +932,4 @@ module.exports = class PlayLevelView extends RootView
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# TODO: Don't hardcode spellName
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Backbone.Mediator.publish 'level:select-sprite', thangID: sessionState.selected, spellName: 'plan'
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onIPadMemoryWarning: (e) ->
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@hasReceivedMemoryWarning = true
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onItemPurchased: (e) ->
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heroConfig = @session.get('heroConfig') ? {}
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inventory = heroConfig.inventory ? {}
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slot = e.item.getAllowedSlots()[0]
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if slot and not inventory[slot]
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# Open up the inventory modal so they can equip the new item
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@setupManager?.destroy()
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@setupManager = new LevelSetupManager({supermodel: @supermodel, levelID: @levelID, parent: @, session: @session, hadEverChosenHero: true})
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@setupManager.open()
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# End Real-time Multiplayer ######################################################
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@ -185,7 +185,6 @@ module.exports = class Spell
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shouldUseTranspiledCode: ->
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# Determine whether this code has already been transpiled, or whether it's raw source needing transpilation.
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return false if @levelType is 'hero-ladder'
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return true if @spectateView # Use transpiled code for both teams if we're just spectating.
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return true if @isEnemySpell() # Use transpiled for enemy spells.
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# Players without permissions can't view the raw code.
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@ -39,7 +39,7 @@ LevelSessionSchema.statics.privateProperties = ['code', 'submittedCode', 'unsubs
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LevelSessionSchema.statics.editableProperties = ['multiplayer', 'players', 'code', 'codeLanguage', 'completed', 'state',
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'levelName', 'creatorName', 'levelID', 'screenshot',
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'chat', 'teamSpells', 'submitted', 'submittedCodeLanguage',
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'unsubscribed', 'playtime', 'heroConfig', 'team']
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'unsubscribed', 'playtime', 'heroConfig', 'team', 'transpiledCode']
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LevelSessionSchema.statics.jsonSchema = jsonschema
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LevelSessionSchema.index {user: 1, changed: -1}, {sparse: true, name: 'last played index'}
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