Level = require 'models/Level' LevelComponent = require 'models/LevelComponent' LevelSystem = require 'models/LevelSystem' Article = require 'models/Article' LevelSession = require 'models/LevelSession' ThangType = require 'models/ThangType' 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) -> super() @supermodel = options.supermodel @levelID = options.levelID @sessionID = options.sessionID @opponentSessionID = options.opponentSessionID @team = options.team @headless = options.headless @spectateMode = options.spectateMode ? false @editorMode = options.editorMode # TODO: remove when the surface can load ThangTypes itself @loadSession() @loadLevel() @loadAudio() @playJingle() @listenToOnce @supermodel, 'loaded-all', @onSupermodelLoaded 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 # 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 @supermodel.loadModel(@session, 'level_session', {cache:false}) @session.once 'sync', -> @url = -> '/db/level.session/' + @id if @opponentSessionID @opponentSession = new LevelSession().setURL "/db/level_session/#{@opponentSessionID}" @supermodel.loadModel(@opponentSession, 'opponent_session') # Supermodel (Level) Loading loadLevel: -> @level = @supermodel.getModel(Level, @levelID) or new Level _id: @levelID if @level.loaded @populateLevel() else @level = @supermodel.loadModel(@level, 'level').model @listenToOnce @level, 'sync', @onLevelLoaded onLevelLoaded: -> @populateLevel() populateLevel: -> thangIDs = [] componentVersions = [] systemVersions = [] articleVersions = [] for thang in @level.get('thangs') or [] thangIDs.push thang.thangType 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) for thangID in _.uniq thangIDs url = "/db/thang.type/#{thangID}/version" url += "?project=true" if @headless and not @editorMode res = @maybeLoadURL url, ThangType, 'thang' @listenToOnce res.model, 'sync', @buildSpriteSheetsForThangType if res for obj in objUniq componentVersions url = "/db/level.component/#{obj.original}/version/#{obj.majorVersion}" @maybeLoadURL url, LevelComponent, 'component' for obj in objUniq systemVersions url = "/db/level.system/#{obj.original}/version/#{obj.majorVersion}" @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' maybeLoadURL: (url, Model, resourceName) -> return if @supermodel.getModel(url) model = new Model().setURL url @supermodel.loadModel(model, resourceName) onSupermodelLoaded: -> @loadLevelSounds() @denormalizeSession() app.tracker.updatePlayState(@level, @session) unless @headless @initWorld() 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) -> @grabThangTypeTeams() unless @thangTypeTeams for team in @thangTypeTeams[thangType.get('original')] ? [null] spriteOptions = {resolutionFactor: 4, async: false} if thangType.get('kind') is 'Floor' spriteOptions.resolutionFactor = 2 if team and color = @teamConfigs[team]?.color spriteOptions.colorConfig = team: color @buildSpriteSheet thangType, spriteOptions 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 @level.get('name') serializedLevel = @level.serialize(@supermodel) @world.loadFromLevel serializedLevel, false # Initial Sound Loading 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