CocoModel = require './CocoModel' module.exports = class LevelSession extends CocoModel @className: 'LevelSession' @schema: require 'schemas/models/level_session' urlRoot: '/db/level.session' initialize: -> super() @on 'sync', (e) => state = @get('state') or {} state.scripts ?= {} @set('state', state) updatePermissions: -> permissions = @get 'permissions', true permissions = (p for p in permissions when p.target isnt 'public') if @get('multiplayer') permissions.push {target: 'public', access: 'write'} @set 'permissions', permissions getSourceFor: (spellKey) -> # spellKey ex: 'tharin/plan' code = @get('code') parts = spellKey.split '/' code?[parts[0]]?[parts[1]] readyToRank: -> return false unless @get('levelID') # If it hasn't been denormalized, then it's not ready. return false unless c1 = @get('code') return false unless team = @get('team') return true unless c2 = @get('submittedCode') thangSpellArr = (s.split('/') for s in @get('teamSpells')[team]) for item in thangSpellArr thang = item[0] spell = item[1] return true if c1[thang][spell] isnt c2[thang]?[spell] false isMultiplayer: -> @get('submittedCodeLanguage')? and @get('team')? completed: -> @get('state')?.complete || false shouldAvoidCorruptData: (attrs) -> return false unless me.team is 'humans' if _.string.startsWith (attrs?.code ? @get('code'))?.anya?.makeBid ? '', 'var __interceptThis' noty text: "Not saving session--it's trying to overwrite Anya's code with transpiled output. Please let us know and help us reproduce this bug!", layout: 'topCenter', type: 'error', killer: false, timeout: 120000 return true false save: (attrs, options) -> return if @shouldAvoidCorruptData attrs super attrs, options increaseDifficulty: (callback) -> state = @get('state') ? {} state.difficulty = (state.difficulty ? 0) + 1 delete state.lastUnsuccessfulSubmissionTime @set 'state', state @trigger 'change-difficulty' @save null, success: callback timeUntilResubmit: -> state = @get('state') ? {} return 0 unless last = state.lastUnsuccessfulSubmissionTime last = new Date(last) if _.isString last # Wait at least this long before allowing submit button active again. wait = (last - new Date()) + 22 * 60 * 60 * 1000 if wait > 24 * 60 * 60 * 1000 # System clock must've gotten busted; max out at one day's wait. wait = 24 * 60 * 60 * 1000 state.lastUnsuccessfulSubmissionTime = new Date() @set 'state', state wait recordScores: (scores, level) -> state = @get 'state' oldTopScores = state.topScores ? [] newTopScores = [] now = new Date() for scoreType in level.get('scoreTypes') ? [] oldTopScore = _.find oldTopScores, type: scoreType newScore = scores[scoreType] unless newScore? newTopScores.push oldTopScore continue newScore *= -1 if scoreType in ['time', 'damage-taken'] # Make it so that higher is better if not oldTopScore? or newScore > oldTopScore.score newTopScores.push type: scoreType, date: now, score: newScore else newTopScores.push oldTopScore state.topScores = newTopScores @set 'state', state