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https://github.com/codeninjasllc/codecombat.git
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Update campaign next level algorithm for practice levels
Don’t show not-started unlocked levels if previous incomplete practice level is available Yellow arrow points at adventurer levels too now Closes #3882
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2 changed files with 112 additions and 62 deletions
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@ -178,7 +178,7 @@ module.exports = class CampaignView extends RootView
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context.levels = _.reject context.levels, slug: reject
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context.levels = _.reject context.levels, slug: reject
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if me.isOnFreeOnlyServer()
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if me.isOnFreeOnlyServer()
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context.levels = _.reject context.levels, 'requiresSubscription'
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context.levels = _.reject context.levels, 'requiresSubscription'
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@annotateLevel level for level in context.levels
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@annotateLevels(context.levels)
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count = @countLevels context.levels
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count = @countLevels context.levels
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context.levelsCompleted = count.completed
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context.levelsCompleted = count.completed
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context.levelsTotal = count.total
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context.levelsTotal = count.total
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@ -278,9 +278,11 @@ module.exports = class CampaignView extends RootView
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return me.getCampaignAdsGroup() is 'leaderboard-ads'
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return me.getCampaignAdsGroup() is 'leaderboard-ads'
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false
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false
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annotateLevel: (level) ->
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annotateLevels: (orderedLevels) ->
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previousIncompletePracticeLevel = false # Lock owned levels if there's a earlier incomplete practice level to play
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for level in orderedLevels
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level.position ?= { x: 10, y: 10 }
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level.position ?= { x: 10, y: 10 }
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level.locked = not me.ownsLevel level.original
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level.locked = not me.ownsLevel(level.original) or previousIncompletePracticeLevel
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level.locked = true if level.slug is 'kithgard-mastery' and @calculateExperienceScore() is 0
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level.locked = true if level.slug is 'kithgard-mastery' and @calculateExperienceScore() is 0
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level.locked = false if @levelStatusMap[level.slug] in ['started', 'complete']
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level.locked = false if @levelStatusMap[level.slug] in ['started', 'complete']
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level.locked = false if @editorMode
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level.locked = false if @editorMode
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@ -290,10 +292,8 @@ module.exports = class CampaignView extends RootView
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level.disabled = true if level.adminOnly and @levelStatusMap[level.slug] not in ['started', 'complete']
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level.disabled = true if level.adminOnly and @levelStatusMap[level.slug] not in ['started', 'complete']
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level.disabled = false if me.isInGodMode()
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level.disabled = false if me.isInGodMode()
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level.color = 'rgb(255, 80, 60)'
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level.color = 'rgb(255, 80, 60)'
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if level.requiresSubscription
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level.color = 'rgb(80, 130, 200)' if level.requiresSubscription
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level.color = 'rgb(80, 130, 200)'
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level.color = 'rgb(200, 80, 200)' if level.adventurer
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if level.adventurer
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level.color = 'rgb(200, 80, 200)'
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if unlocksHero = _.find(level.rewards, 'hero')?.hero
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if unlocksHero = _.find(level.rewards, 'hero')?.hero
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level.unlocksHero = unlocksHero
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level.unlocksHero = unlocksHero
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if level.unlocksHero
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if level.unlocksHero
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@ -311,18 +311,22 @@ module.exports = class CampaignView extends RootView
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"""
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"""
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level.color = 'rgb(80, 130, 200)' if problem.solved
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level.color = 'rgb(80, 130, 200)' if problem.solved
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if level.practice and not level.locked and @levelStatusMap[level.slug] isnt 'complete' and
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(not level.requiresSubscription or level.adventurer or not @requiresSubscription)
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previousIncompletePracticeLevel = true
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level.hidden = level.locked
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level.hidden = level.locked
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if level.concepts?.length
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if level.concepts?.length
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level.displayConcepts = level.concepts
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level.displayConcepts = level.concepts
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maxConcepts = 6
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maxConcepts = 6
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if level.displayConcepts.length > maxConcepts
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if level.displayConcepts.length > maxConcepts
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level.displayConcepts = level.displayConcepts.slice -maxConcepts
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level.displayConcepts = level.displayConcepts.slice -maxConcepts
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level
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countLevels: (levels) ->
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countLevels: (levels) ->
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count = total: 0, completed: 0
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count = total: 0, completed: 0
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for level, levelIndex in levels
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for level, levelIndex in levels
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@annotateLevel level unless level.locked? # Annotate if we haven't already.
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continue if level.practice
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@annotateLevels(levels) unless level.locked? # Annotate if we haven't already.
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unless level.disabled
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unless level.disabled
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unlockedInSameCampaign = levelIndex < 5 # First few are always counted (probably unlocked in previous campaign)
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unlockedInSameCampaign = levelIndex < 5 # First few are always counted (probably unlocked in previous campaign)
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for otherLevel in levels when not unlockedInSameCampaign and otherLevel isnt level
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for otherLevel in levels when not unlockedInSameCampaign and otherLevel isnt level
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@ -336,34 +340,42 @@ module.exports = class CampaignView extends RootView
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leaderboardModal = new LeaderboardModal supermodel: @supermodel, levelSlug: levelSlug
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leaderboardModal = new LeaderboardModal supermodel: @supermodel, levelSlug: levelSlug
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@openModalView leaderboardModal
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@openModalView leaderboardModal
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determineNextLevel: (levels) ->
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determineNextLevel: (orderedLevels) ->
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foundNext = false
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dontPointTo = ['lost-viking', 'kithgard-mastery'] # Challenge levels we don't want most players bashing heads against
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dontPointTo = ['lost-viking', 'kithgard-mastery'] # Challenge levels we don't want most players bashing heads against
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subscriptionPrompts = [{slug: 'boom-and-bust', unless: 'defense-of-plainswood'}]
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subscriptionPrompts = [{slug: 'boom-and-bust', unless: 'defense-of-plainswood'}]
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for level in levels
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# Iterate through all levels in order and look to find the first unlocked one that meets all our criteria for being pointed out as the next level.
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findNextLevel = (nextLevels, practiceOnly) =>
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level.nextLevels = (reward.level for reward in level.rewards ? [] when reward.level)
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for nextLevelOriginal in nextLevels
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unless foundNext
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nextLevel = _.find orderedLevels, original: nextLevelOriginal
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for nextLevelOriginal in level.nextLevels
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continue if not nextLevel or nextLevel.locked
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nextLevel = _.find levels, original: nextLevelOriginal
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continue if practiceOnly and not nextLevel.practice
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# If it's a challenge level, we efficiently determine whether we actually do want to point it out.
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# If it's a challenge level, we efficiently determine whether we actually do want to point it out.
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if nextLevel and nextLevel.slug is 'kithgard-mastery' and not nextLevel.locked and not @levelStatusMap[nextLevel.slug] and @calculateExperienceScore() >= 3
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if nextLevel.slug is 'kithgard-mastery' and not @levelStatusMap[nextLevel.slug] and @calculateExperienceScore() >= 3
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unless (timesPointedOut = storage.load("pointed-out-#{nextLevel.slug}") or 0) > 3
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unless (timesPointedOut = storage.load("pointed-out-#{nextLevel.slug}") or 0) > 3
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# We may determineNextLevel more than once per render, so we can't just do this once. But we do give up after a couple highlights.
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# We may determineNextLevel more than once per render, so we can't just do this once. But we do give up after a couple highlights.
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dontPointTo = _.without dontPointTo, nextLevel.slug
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dontPointTo = _.without dontPointTo, nextLevel.slug
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storage.save "pointed-out-#{nextLevel.slug}", timesPointedOut + 1
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storage.save "pointed-out-#{nextLevel.slug}", timesPointedOut + 1
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# Should we point this level out?
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# Should we point this level out?
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if nextLevel and not nextLevel.locked and not nextLevel.disabled and @levelStatusMap[nextLevel.slug] isnt 'complete' and nextLevel.slug not in dontPointTo and not nextLevel.replayable and (
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if not nextLevel.disabled and @levelStatusMap[nextLevel.slug] isnt 'complete' and nextLevel.slug not in dontPointTo and
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me.isPremium() or not nextLevel.requiresSubscription or
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not nextLevel.replayable and (
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me.isPremium() or not nextLevel.requiresSubscription or nextLevel.adventurer or
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_.any(subscriptionPrompts, (prompt) => nextLevel.slug is prompt.slug and not @levelStatusMap[prompt.unless])
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_.any(subscriptionPrompts, (prompt) => nextLevel.slug is prompt.slug and not @levelStatusMap[prompt.unless])
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)
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)
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nextLevel.next = true
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nextLevel.next = true
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foundNext = true
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return true
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break
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false
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if not foundNext and levels[0] and not levels[0].locked and @levelStatusMap[levels[0].slug] isnt 'complete'
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levels[0].next = true
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foundNext = false
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for level in orderedLevels
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# Iterate through all levels in order and look to find the first unlocked one that meets all our criteria for being pointed out as the next level.
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level.nextLevels = (reward.level for reward in level.rewards ? [] when reward.level)
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break if foundNext = findNextLevel(level.nextLevels, true) # Check practice levels first
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break if foundNext = findNextLevel(level.nextLevels, false)
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if not foundNext and orderedLevels[0] and not orderedLevels[0].locked and @levelStatusMap[orderedLevels[0].slug] isnt 'complete'
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orderedLevels[0].next = true
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calculateExperienceScore: ->
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calculateExperienceScore: ->
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adultPoint = me.get('ageRange') in ['18-24', '25-34', '35-44', '45-100'] # They have to have answered the poll for this, likely after Shadow Guard.
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adultPoint = me.get('ageRange') in ['18-24', '25-34', '35-44', '45-100'] # They have to have answered the poll for this, likely after Shadow Guard.
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@ -411,6 +423,7 @@ module.exports = class CampaignView extends RootView
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@particleMan.removeEmitters()
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@particleMan.removeEmitters()
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@particleMan.attach @$el.find('.map')
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@particleMan.attach @$el.find('.map')
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for level in @campaign.renderedLevels ? {}
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for level in @campaign.renderedLevels ? {}
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continue if level.practice
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terrain = @terrain.replace('-branching-test', '').replace(/(campaign-)?(game|web)-dev-\d/, 'forest').replace('intro', 'dungeon')
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terrain = @terrain.replace('-branching-test', '').replace(/(campaign-)?(game|web)-dev-\d/, 'forest').replace('intro', 'dungeon')
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particleKey = ['level', terrain]
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particleKey = ['level', terrain]
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particleKey.push level.type if level.type and not (level.type in ['hero', 'course']) # Would use isType, but it's not a Level model
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particleKey.push level.type if level.type and not (level.type in ['hero', 'course']) # Would use isType, but it's not a Level model
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37
test/app/views/play/CampaignView.spec.coffee
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37
test/app/views/play/CampaignView.spec.coffee
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@ -0,0 +1,37 @@
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factories = require 'test/app/factories'
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CampaignView = require 'views/play/CampaignView'
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Levels = require 'collections/Levels'
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describe 'CampaignView', ->
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describe 'when 4 earned levels', ->
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beforeEach ->
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@campaignView = new CampaignView()
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@campaignView.levelStatusMap = {}
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levels = new Levels(_.times(4, -> factories.makeLevel()))
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@campaignView.campaign = factories.makeCampaign({}, {levels})
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@levels = (level.toJSON() for level in levels.models)
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earned = me.get('earned') or {}
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earned.levels ?= []
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earned.levels.push(level.original) for level in @levels
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me.set('earned', earned)
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describe 'and 3rd one is practice', ->
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beforeEach ->
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@levels[2].practice = true
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@campaignView.annotateLevels(@levels)
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it 'hides next levels if there are practice levels to do', ->
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expect(@levels[2].hidden).toEqual(false)
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expect(@levels[3].hidden).toEqual(true)
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describe 'and 2nd rewards a practice a non-practice level', ->
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beforeEach ->
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@campaignView.levelStatusMap[@levels[0].slug] = 'complete'
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@campaignView.levelStatusMap[@levels[1].slug] = 'complete'
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@levels[1].rewards = [{level: @levels[2].original}, {level: @levels[3].original}]
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@levels[2].practice = true
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@campaignView.annotateLevels(@levels)
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@campaignView.determineNextLevel(@levels)
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it 'points at practice level first', ->
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expect(@levels[2].next).toEqual(true)
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expect(@levels[3].next).not.toBeDefined(true)
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