Level = require 'models/Level' LevelComponent = require 'models/LevelComponent' LevelSystem = require 'models/LevelSystem' Article = require 'models/Article' LevelSession = require 'models/LevelSession' ThangType = require 'models/ThangType' ThangNamesCollection = require 'collections/ThangNamesCollection' CocoClass = require 'lib/CocoClass' AudioPlayer = require 'lib/AudioPlayer' app = require 'application' World = require 'lib/world/world' # 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 constructor: (options) -> @t0 = new Date().getTime() super() @supermodel = options.supermodel @supermodel.setMaxProgress 0.2 @levelID = options.levelID @sessionID = options.sessionID @opponentSessionID = options.opponentSessionID @team = options.team @headless = options.headless @spectateMode = options.spectateMode ? false @worldNecessities = [] @listenTo @supermodel, 'resource-loaded', @onWorldNecessityLoaded @loadLevel() @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() # Session Loading loadSession: -> return if @headless if @sessionID url = "/db/level_session/#{@sessionID}" else url = "/db/level/#{@levelID}/session" url += "?team=#{@team}" if @team session = new LevelSession().setURL url @sessionResource = @supermodel.loadModel(session, 'level_session', {cache: false}) @session = @sessionResource.model if @session.loaded @loadDependenciesForSession @session else @listenToOnce @session, 'sync', -> @session.url = -> '/db/level.session/' + @id @loadDependenciesForSession @session if @opponentSessionID opponentSession = new LevelSession().setURL "/db/level_session/#{@opponentSessionID}" @opponentSessionResource = @supermodel.loadModel(opponentSession, 'opponent_session') @opponentSession = @opponentSessionResource.model if @opponentSession.loaded @loadDependenciesForSession @opponentSession else @listenToOnce @opponentSession, 'sync', @loadDependenciesForSession loadDependenciesForSession: (session) -> return unless @level.get('type', true) is 'hero' heroConfig = session.get('heroConfig') unless heroConfig heroConfig = {inventory: {}, thangType: '529ffbf1cf1818f2be000001'} # Temp: assign Tharin as the hero session.set 'heroConfig', heroConfig url = "/db/thang.type/#{heroConfig.thangType}/version?project=name,components,original" @worldNecessities.push @maybeLoadURL(url, ThangType, 'thang') for itemThangType in _.values(heroConfig.inventory) url = "/db/thang.type/#{itemThangType}/version?project=name,components,original" @worldNecessities.push @maybeLoadURL(url, ThangType, 'thang') # Grabbing the rest of the required data for the level populateLevel: -> thangIDs = [] componentVersions = [] systemVersions = [] articleVersions = [] flagThang = thangType: '53fa25f25bc220000052c2be', id: 'Placeholder Flag', components: [] for thang in (@level.get('thangs') or []).concat [flagThang] thangIDs.push thang.thangType @loadThangsRequiredByLevelThang(thang) for comp in thang.components or [] componentVersions.push _.pick(comp, ['original', 'majorVersion']) 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 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' url = "/db/level/#{obj.original}/version/#{obj.majorVersion}" @maybeLoadURL url, Level, 'level' unless @headless wizard = ThangType.loadUniversalWizard() @supermodel.loadModel wizard, 'thang' @worldNecessities = @worldNecessities.concat worldNecessities loadThangsRequiredByLevelThang: (levelThang) -> @loadThangsRequiredFromComponentList levelThang.components loadThangsRequiredByThangType: (thangType) -> @loadThangsRequiredFromComponentList thangType.get('components') loadThangsRequiredFromComponentList: (components) -> return unless components 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" @worldNecessities.push @maybeLoadURL(url, ThangType, 'thang') onThangNamesLoaded: (thangNames) -> for thangType in thangNames.models @loadDefaultComponentsForThangType(thangType) @loadThangsRequiredByThangType(thangType) 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) @loadThangsRequiredByThangType(resource.model) return unless index >= 0 @worldNecessities.splice(index, 1) @worldNecessities = (r for r in @worldNecessities when r?) @onWorldNecessitiesLoaded() if @worldNecessities.length is 0 onWorldNecessitiesLoaded: => @initWorld() @supermodel.clearMaxProgress() @trigger 'world-necessities-loaded' 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) onSupermodelLoaded: -> return if @destroyed console.log 'SuperModel for Level loaded in', new Date().getTime() - @t0, 'ms' @loadLevelSounds() @denormalizeSession() app.tracker.updatePlayState(@level, @session) unless @headless buildLoop: => someLeft = false for spriteSheetResource, i in @spriteSheetsToBuild 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() clearInterval @buildLoopInterval unless someLeft onBuildComplete: (e) -> resource = null for resource in @spriteSheetsToBuild break if e.thangType is resource.thangType return console.error 'Did not find spriteSheetToBuildResource for', e unless resource resource.spriteSheetKeys = (k for k in resource.spriteSheetKeys when k isnt e.key) resource.markLoaded() if resource.spriteSheetKeys.length is 0 denormalizeSession: -> return if @headless or @sessionDenormalized or @spectateMode 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}) @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 keys = [] for team in @thangTypeTeams[thangType.get('original')] ? [null] 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 key = @buildSpriteSheet thangType, spriteOptions if _.isString(key) then keys.push key keys grabThangTypeTeams: -> @grabTeamConfigs() @thangTypeTeams = {} for thang in @level.get('thangs') 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. @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] serializedLevel = @level.serialize(@supermodel, @session) @world.loadFromLevel serializedLevel, false console.log 'World has been initialized from level loader.' # 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 loadAudio: -> return if @headless AudioPlayer.preloadInterfaceSounds ['victory'] loadLevelSounds: -> return if @headless 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 # everything else sound wise is loaded as needed as worlds are generated progress: -> @supermodel.progress destroy: -> clearInterval @buildLoopInterval if @buildLoopInterval super()