# There's one TomeView per Level. It has: # - a CastButtonView, which has # - a cast button # - an autocast settings options button # - for each spell (programmableMethod): # - a Spell, which has # - a list of Thangs that share that Spell, with one aether per Thang per Spell # - a SpellView, which has # - tons of stuff; the meat # - a SpellListView, which has # - for each spell: # - a SpellListEntryView, which has # - icons for each Thang # - the spell name # - a reload button # - documentation for that method (in a popover) # - a SpellPaletteView, which has # - for each programmableProperty: # - a SpellPaletteEntryView # # The CastButtonView and SpellListView always show. # The SpellPaletteView shows the entries for the currently selected Programmable Thang. # The SpellView shows the code and runtime state for the currently selected Spell and, specifically, Thang. # The SpellView obscures most of the SpellListView when present. We might mess with this. # You can switch a SpellView to showing the runtime state of another Thang sharing that Spell. # SpellPaletteViews are destroyed and recreated whenever you switch Thangs. # The SpellListView shows spells to which your team has read or readwrite access. # It doubles as a Thang selector, since it's there when nothing is selected. CocoView = require 'views/core/CocoView' template = require 'templates/play/level/tome/tome' {me} = require 'core/auth' Spell = require './Spell' SpellListView = require './SpellListView' SpellPaletteView = require './SpellPaletteView' CastButtonView = require './CastButtonView' module.exports = class TomeView extends CocoView id: 'tome-view' template: template controlsEnabled: true cache: false subscriptions: 'tome:spell-loaded': 'onSpellLoaded' 'tome:cast-spell': 'onCastSpell' 'tome:toggle-spell-list': 'onToggleSpellList' 'tome:change-language': 'updateLanguageForAllSpells' 'surface:sprite-selected': 'onSpriteSelected' 'god:new-world-created': 'onNewWorld' 'tome:comment-my-code': 'onCommentMyCode' 'tome:select-primary-sprite': 'onSelectPrimarySprite' events: 'click #spell-view': 'onSpellViewClick' 'click': 'onClick' afterRender: -> super() @worker = @createWorker() #programmableThangs = _.filter @options.thangs, (t) -> t.isProgrammable and t.spriteName isnt 'Hero Placeholder' programmableThangs = _.filter @options.thangs, 'isProgrammable' @createSpells programmableThangs, programmableThangs[0]?.world # Do before spellList, thangList, and castButton @spellList = @insertSubView new SpellListView spells: @spells, supermodel: @supermodel, level: @options.level @castButton = @insertSubView new CastButtonView spells: @spells, level: @options.level, session: @options.session @teamSpellMap = @generateTeamSpellMap(@spells) unless programmableThangs.length @cast() warning = 'Warning: There are no Programmable Thangs in this level, which makes it unplayable.' noty text: warning, layout: 'topCenter', type: 'warning', killer: false, timeout: 15000, dismissQueue: true, maxVisible: 3 console.warn warning delete @options.thangs onNewWorld: (e) -> thangs = _.filter e.world.thangs, 'inThangList' programmableThangs = _.filter thangs, 'isProgrammable' @createSpells programmableThangs, e.world @spellList.adjustSpells @spells onCommentMyCode: (e) -> for spellKey, spell of @spells when spell.canWrite() console.log 'Commenting out', spellKey commentedSource = 'return; // Commented out to stop infinite loop.\n' + spell.getSource() spell.view.updateACEText commentedSource spell.view.recompile false @cast() createWorker: -> return null unless Worker? return null if window.application.isIPadApp # Save memory! return new Worker('/javascripts/workers/aether_worker.js') generateTeamSpellMap: (spellObject) -> teamSpellMap = {} for spellName, spell of spellObject teamName = spell.team teamSpellMap[teamName] ?= [] spellNameElements = spellName.split '/' thangName = spellNameElements[0] spellName = spellNameElements[1] teamSpellMap[teamName].push thangName if thangName not in teamSpellMap[teamName] return teamSpellMap createSpells: (programmableThangs, world) -> language = @options.session.get('codeLanguage') ? me.get('aceConfig')?.language ? 'python' pathPrefixComponents = ['play', 'level', @options.levelID, @options.session.id, 'code'] @spells ?= {} @thangSpells ?= {} for thang in programmableThangs continue if @thangSpells[thang.id]? @thangSpells[thang.id] = [] thang.programmableMethods ?= plan: {name: 'plan', source: '// Should fill in some default source.', permissions: {readwrite: ['humans']}} for methodName, method of thang.programmableMethods pathComponents = [thang.id, methodName] if method.cloneOf pathComponents[0] = method.cloneOf # referencing another Thang's method pathComponents[0] = _.string.slugify pathComponents[0] spellKey = pathComponents.join '/' @thangSpells[thang.id].push spellKey unless method.cloneOf skipProtectAPI = @getQueryVariable 'skip_protect_api', (@options.levelID in ['gridmancer', 'minimax-tic-tac-toe']) spell = @spells[spellKey] = new Spell programmableMethod: method spellKey: spellKey pathComponents: pathPrefixComponents.concat(pathComponents) session: @options.session otherSession: @options.otherSession supermodel: @supermodel skipProtectAPI: skipProtectAPI worker: @worker language: language spectateView: @options.spectateView spectateOpponentCodeLanguage: @options.spectateOpponentCodeLanguage observing: @options.observing levelID: @options.levelID level: @options.level for thangID, spellKeys of @thangSpells thang = world.getThangByID thangID if thang @spells[spellKey].addThang thang for spellKey in spellKeys else delete @thangSpells[thangID] spell.removeThangID thangID for spell in @spells for spellKey, spell of @spells when not spell.canRead() # Make sure these get transpiled (they have no views). spell.transpile() spell.loaded = true null onSpellLoaded: (e) -> for spellID, spell of @spells return unless spell.loaded @cast() onCastSpell: (e) -> # A single spell is cast. @cast e?.preload, e?.realTime cast: (preload=false, realTime=false) -> sessionState = @options.session.get('state') ? {} if realTime sessionState.submissionCount = (sessionState.submissionCount ? 0) + 1 sessionState.flagHistory = _.filter sessionState.flagHistory ? [], (event) => event.team isnt (@options.session.get('team') ? 'humans') sessionState.lastUnsuccessfulSubmissionTime = new Date() if @options.level.get 'replayable' @options.session.set 'state', sessionState Backbone.Mediator.publish 'tome:cast-spells', spells: @spells, preload: preload, realTime: realTime, submissionCount: sessionState.submissionCount ? 0, flagHistory: sessionState.flagHistory ? [], difficulty: sessionState.difficulty ? 0 onToggleSpellList: (e) -> @spellList.rerenderEntries() @spellList.$el.toggle() onSpellViewClick: (e) -> @spellList?.$el.hide() onClick: (e) -> Backbone.Mediator.publish 'tome:focus-editor', {} unless $(e.target).parents('.popover').length clearSpellView: -> @spellView?.dismiss() @spellView?.$el.after('
').detach() @spellView = null @spellTabView?.$el.after('').detach() @spellTabView = null @removeSubView @spellPaletteView if @spellPaletteView @spellPaletteView = null @$el.find('#spell-palette-view').hide() @castButton?.$el.hide() onSpriteSelected: (e) -> return if @spellView and @options.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] # Never deselect the hero in the Tome. thang = e.thang spellName = e.spellName @spellList?.$el.hide() return @clearSpellView() unless thang spell = @spellFor thang, spellName unless spell?.canRead() @clearSpellView() @updateSpellPalette thang, spell return unless spell.view is @spellView @clearSpellView() @spellView = spell.view @spellTabView = spell.tabView @$el.find('#' + @spellView.id).after(@spellView.el).remove() @$el.find('#' + @spellTabView.id).after(@spellTabView.el).remove() @castButton.attachTo @spellView Backbone.Mediator.publish 'tome:spell-shown', thang: thang, spell: spell @updateSpellPalette thang, spell @spellList.setThangAndSpell thang, spell @spellView?.setThang thang @spellTabView?.setThang thang updateSpellPalette: (thang, spell) -> return unless thang and @spellPaletteView?.thang isnt thang and thang.programmableProperties or thang.apiProperties @spellPaletteView = @insertSubView new SpellPaletteView thang: thang, supermodel: @supermodel, programmable: spell?.canRead(), language: spell?.language ? @options.session.get('codeLanguage'), session: @options.session, level: @options.level @spellPaletteView.toggleControls {}, spell.view.controlsEnabled if spell?.view # TODO: know when palette should have been disabled but didn't exist spellFor: (thang, spellName) -> return null unless thang?.isProgrammable return unless @thangSpells[thang.id] # Probably in streaming mode, where we don't update until it's done. selectedThangSpells = (@spells[spellKey] for spellKey in @thangSpells[thang.id]) if spellName spell = _.find selectedThangSpells, {name: spellName} else spell = _.find selectedThangSpells, (spell) -> spell.canWrite() spell ?= _.find selectedThangSpells, (spell) -> spell.canRead() spell reloadAllCode: -> spell.view.reloadCode false for spellKey, spell of @spells when spell.view and (spell.team is me.team or (spell.team in ['common', 'neutral', null])) @cast false, false updateLanguageForAllSpells: (e) -> spell.updateLanguageAether e.language for spellKey, spell of @spells when spell.canWrite() if e.reload @reloadAllCode() else @cast() onSelectPrimarySprite: (e) -> # This is only fired by PlayLevelView for hero levels currently # TODO: Don't hard code these hero names if @options.session.get('team') is 'ogres' Backbone.Mediator.publish 'level:select-sprite', thangID: 'Hero Placeholder 1' else Backbone.Mediator.publish 'level:select-sprite', thangID: 'Hero Placeholder' destroy: -> spell.destroy() for spellKey, spell of @spells @worker?.terminate() super()