ThangState = require './thang_state' {thangNames} = require './names' {ArgumentError} = require './errors' Rand = require './rand' module.exports = class Thang @className: "Thang" @random = new Rand 0 # Random ordering for each sprite name @ordering: (spriteName) -> Thang.orders ?= {} names = thangNames[spriteName] if names len = names.length array = Thang.orders[spriteName] if not array? array = @random.randArray len Thang.orders[spriteName] = array else array = [] array @nextID: (spriteName) -> Thang.lastIDNums ?= {} names = thangNames[spriteName] order = @ordering spriteName if names lastIDNum = Thang.lastIDNums[spriteName] idNum = (if lastIDNum? then lastIDNum + 1 else 0) Thang.lastIDNums[spriteName] = idNum console.log order id = names[order[idNum % names.length]] if idNum >= names.length id += Math.floor(idNum / names.length) + 1 else Thang.lastIDNums[spriteName] = if Thang.lastIDNums[spriteName]? then Thang.lastIDNums[spriteName] + 1 else 0 id = spriteName + (Thang.lastIDNums[spriteName] or '') id @resetThangIDs: -> Thang.lastIDNums = {} constructor: (@world, @spriteName, @id) -> @spriteName ?= @constructor.className @id ?= @constructor.nextID @spriteName @addTrackedProperties ['exists', 'boolean'] # TODO: move into Systems/Components, too? #console.log "Generated #{@toString()}." updateRegistration: -> system.register @ for system in @world.systems publishNote: (channel, event) -> event.thang = @ @world.publishNote channel, event addComponents: (components...) -> # We don't need to keep the components around after attaching them, but we will keep their initial config for recreating Thangs @components ?= [] for [componentClass, componentConfig] in components @components.push [componentClass, componentConfig] if _.isString componentClass # We had already turned it into a string, so re-classify it momentarily componentClass = @world.classMap[componentClass] else @world?.classMap[componentClass.className] ?= componentClass c = new componentClass componentConfig c.attach @ # [prop, type]s of properties which have values tracked across WorldFrames. Also call keepTrackedProperty some non-expensive time when you change it or it will be skipped. addTrackedProperties: (props...) -> @trackedPropertiesKeys ?= [] @trackedPropertiesTypes ?= [] @trackedPropertiesUsed ?= [] for [prop, type] in props unless type in ThangState.trackedPropertyTypes # How should errors for busted Components work? We can't recover from this and run the world. throw new Error "Type #{type} for property #{prop} is not a trackable property type: #{trackedPropertyTypes}" oldPropIndex = @trackedPropertiesKeys.indexOf prop if oldPropIndex is -1 @trackedPropertiesKeys.push prop @trackedPropertiesTypes.push type @trackedPropertiesUsed.push false else oldType = @trackedPropertiesTypes[oldPropIndex] if type isnt oldType throw new Error "Two types were specified for trackable property #{prop}: #{oldType} and #{type}." keepTrackedProperty: (prop) -> # Hmm; can we do this faster? propIndex = @trackedPropertiesKeys.indexOf prop if propIndex isnt -1 @trackedPropertiesUsed[propIndex] = true # @trackedFinalProperties: names of properties which need to be tracked once at the end of the World; don't worry about types addTrackedFinalProperties: (props...) -> @trackedFinalProperties ?= [] @trackedFinalProperties = @trackedFinalProperties.concat (k for k in props when not (k in @trackedFinalProperties)) getState: -> @_state = new ThangState @ setState: (state) -> @_state = state.restore() toString: -> @id createMethodChain: (methodName) -> @methodChains ?= {} chain = @methodChains[methodName] return chain if chain chain = @methodChains[methodName] = {original: @[methodName], user: null, components: []} @[methodName] = _.partial @callChainedMethod, methodName # Optimize! _.partial is fastest I've found chain appendMethod: (methodName, newMethod) -> # Components add methods that come after the original method @createMethodChain(methodName).components.push newMethod callChainedMethod: (methodName, args...) -> # Optimize this like crazy--but how? chain = @methodChains[methodName] primaryMethod = chain.user or chain.original ret = primaryMethod?.apply @, args for componentMethod in chain.components ret2 = componentMethod.apply @, args ret = ret2 ? ret # override return value only if not null ret getMethodSource: (methodName) -> source = {} if @methodChains? and methodName of @methodChains chain = @methodChains[methodName] source.original = chain.original.toString() source.user = chain.user?.toString() else source.original = @[methodName]?.toString() ? "" source.original = Aether.getFunctionBody source.original source serialize: -> o = {spriteName: @spriteName, id: @id, components: [], finalState: {}} for [componentClass, componentConfig], i in (@components ? []) if _.isString componentClass componentClassName = componentClass else componentClassName = componentClass.className @world.classMap[componentClass.className] ?= componentClass o.components.push [componentClassName, componentConfig] for trackedFinalProperty in @trackedFinalProperties ? [] # TODO: take some (but not all) of serialize logic from ThangState to handle other types o.finalState[trackedFinalProperty] = @[trackedFinalProperty] o @deserialize: (o, world, classMap) -> t = new Thang world, o.spriteName, o.id for [componentClassName, componentConfig] in o.components componentClass = classMap[componentClassName] t.addComponents [componentClass, componentConfig] for prop, val of o.finalState # TODO: take some (but not all) of deserialize logic from ThangState to handle other types t[prop] = val t