CocoClass = require 'lib/CocoClass' utils = require 'lib/utils' module.exports = class GoalManager extends CocoClass # The Goal Manager is created both on the main thread and # each time the world is generated. The one in world generation # records which code and world related goals # are completed or failed, and then the results are sent back # and saved to the main thread instance. # The main instance handles goals based on UI notifications, # and keeps track of what the goals are at any given point. # Goals can only have only one goal property. Otherwise who knows what will happen. # If you want weird goals or hybrid goals, make a custom goal. nextGoalID: 0 constructor: (@world, @initialGoals) -> super() @init() init: -> @goals = [] @goalStates = {} # goalID -> object (complete, frameCompleted) @userCodeMap = {} # @userCodeMap.thangID.methodName.aether.raw = codeString @thangTeams = {} @initThangTeams() @addGoal goal for goal in @initialGoals if @initialGoals initThangTeams: -> return unless @world for thang in @world.thangs when thang.team and thang.isAttackable continue unless thang.team @thangTeams[thang.team] = [] unless @thangTeams[thang.team] @thangTeams[thang.team].push(thang.id) subscriptions: 'god:new-world-created': 'onNewWorldCreated' 'level:restarted': 'onLevelRestarted' backgroundSubscriptions: 'world:thang-died': 'onThangDied' 'world:thang-touched-goal': 'onThangTouchedGoal' 'world:thang-left-map': 'onThangLeftMap' 'world:thang-collected-item': 'onThangCollectedItem' 'world:ended': 'onWorldEnded' onLevelRestarted: -> @goals = [] @goalStates = {} @userCodeMap = {} @notifyGoalChanges() @addGoal goal for goal in @initialGoals if @initialGoals # INTERFACE AND LIFETIME OVERVIEW # world generator gets current goals from the main instance getGoals: -> @goals # background instance created by world generator, # gets these goals and code, and is told to be all ears during world gen setGoals: (@goals) -> setCode: (@userCodeMap) -> @updateCodeGoalStates() worldGenerationWillBegin: -> @initGoalStates() # World generator feeds world events to the goal manager to keep track submitWorldGenerationEvent: (channel, event, frameNumber) -> func = @backgroundSubscriptions[channel] func = utils.normalizeFunc(func, @) return unless func func.call(@, event, frameNumber) # after world generation, generated goal states # are grabbed to send back to main instance worldGenerationEnded: (finalFrame) -> @wrapUpGoalStates(finalFrame) getGoalStates: -> @goalStates # main instance gets them and updates their existing goal states, # passes the word along onNewWorldCreated: (e) -> @updateGoalStates(e.goalStates) if e.goalStates? @world = e.world updateGoalStates: (newGoalStates) -> for goalID, goalState of newGoalStates continue unless @goalStates[goalID]? @goalStates[goalID] = goalState @notifyGoalChanges() # IMPLEMENTATION DETAILS addGoal: (goal) -> goal = $.extend(true, {}, goal) goal.id = @nextGoalID++ if not goal.id return if @goalStates[goal.id]? @goals.push(goal) goal.isPositive = @goalIsPositive goal.id @goalStates[goal.id] = {status: 'incomplete', keyFrame: 0} @notifyGoalChanges() return unless goal.notificationGoal f = (channel) => (event) => @onNote(channel, event) channel = goal.notificationGoal.channel @addNewSubscription(channel, f(channel)) notifyGoalChanges: -> overallStatus = @checkOverallStatus() event = {goalStates: @goalStates, goals: @goals, overallStatus: overallStatus} Backbone.Mediator.publish('goal-manager:new-goal-states', event) checkOverallStatus: (ignoreIncomplete=false) -> overallStatus = null statuses = if @goalStates then (val.status for key, val of @goalStates) else [] overallStatus = 'success' if statuses.length > 0 and _.every(statuses, (s) -> s is 'success' or (ignoreIncomplete and s is null)) overallStatus = 'failure' if statuses.length > 0 and 'failure' in statuses overallStatus # WORLD GOAL TRACKING initGoalStates: -> @goalStates = {} return unless @goals for goal in @goals state = { status: null # should eventually be either 'success', 'failure', or 'incomplete' keyFrame: 0 # when it became a 'success' or 'failure' } @initGoalState(state, [goal.killThangs, goal.saveThangs], 'killed') for getTo in goal.getAllToLocations ? [] @initGoalState(state,[ getTo.getToLocation?.who , [] ], 'arrived') for keepFrom in goal.keepAllFromLocations ? [] @initGoalState(state,[ [] , keepFrom.keepFromLocation?.who], 'arrived') @initGoalState(state, [goal.getToLocations?.who, goal.keepFromLocations?.who], 'arrived') @initGoalState(state, [goal.leaveOffSides?.who, goal.keepFromLeavingOffSides?.who], 'left') @initGoalState(state, [goal.collectThangs?.who, goal.keepFromCollectingThangs?.who], 'collected') @goalStates[goal.id] = state onThangDied: (e, frameNumber) -> for goal in @goals ? [] @checkKillThangs(goal.id, goal.killThangs, e.thang, frameNumber) if goal.killThangs? @checkKillThangs(goal.id, goal.saveThangs, e.thang, frameNumber) if goal.saveThangs? checkKillThangs: (goalID, targets, thang, frameNumber) -> return unless thang.id in targets or thang.team in targets @updateGoalState(goalID, thang.id, 'killed', frameNumber) onThangTouchedGoal: (e, frameNumber) -> for goal in @goals ? [] @checkArrived(goal.id, goal.getToLocations.who, goal.getToLocations.targets, e.actor, e.touched.id, frameNumber) if goal.getToLocations? if goal.getAllToLocations? for getTo in goal.getAllToLocations @checkArrived(goal.id, getTo.getToLocation.who, getTo.getToLocation.targets, e.actor, e.touched.id, frameNumber) @checkArrived(goal.id, goal.keepFromLocations.who, goal.keepFromLocations.targets, e.actor, e.touched.id, frameNumber) if goal.keepFromLocations? if goal.keepAllFromLocations? for keepFrom in goal.keepAllFromLocations @checkArrived(goal.id, keepFrom.keepFromLocation.who , keepFrom.keepFromLocation.targets, e.actor, e.touched.id, frameNumber ) checkArrived: (goalID, who, targets, thang, touchedID, frameNumber) -> return unless touchedID in targets return unless thang.id in who or thang.team in who @updateGoalState(goalID, thang.id, 'arrived', frameNumber) onThangLeftMap: (e, frameNumber) -> for goal in @goals ? [] @checkLeft(goal.id, goal.leaveOffSides.who, goal.leaveOffSides.sides, e.thang.id, e.side, frameNumber) if goal.leaveOffSides? @checkLeft(goal.id, goal.keepFromLeavingOffSides.who, goal.keepFromLeavingOffSides.sides, e.thang.id, e.side, frameNumber) if goal.keepFromLeavingOffSides? checkLeft: (goalID, who, sides, thangID, side, frameNumber) -> return if sides and side and not (side in sides) return unless thangID in who @updateGoalState(goalID, thangID, 'left', frameNumber) onThangCollectedItem: (e, frameNumber) -> for goal in @goals ? [] @checkCollected(goal.id, goal.collectThangs.who, goal.collectThangs.targets, e.actor.id, e.item.id, frameNumber) if goal.collectThangs? @checkCollected(goal.id, goal.keepFromCollectingThangs.who, goal.keepFromCollectingThangs.targets, e.actor.id, e.item.id, frameNumber) if goal.keepFromCollectingThangs? checkCollected: (goalID, who, targets, thangID, itemID, frameNumber) -> return unless itemID in targets return unless thangID in who @updateGoalState(goalID, thangID, 'collected', frameNumber) wrapUpGoalStates: (finalFrame) -> for goalID, state of @goalStates if state.status is null if @goalIsPositive(goalID) state.status = 'incomplete' else state.status = 'success' state.keyFrame = 'end' # special case for objective UI to handle # UI EVENT GOAL TRACKING onNote: (channel, e) -> # TODO for UI event related goals # HELPER FUNCTIONS # It's a pretty similar pattern for each of the above goals. # Once you determine a thang has done the thing, you mark it done in the progress object. initGoalState: (state, whos, progressObjectName) -> # 'whos' is an array of goal 'who' values. # This inits the progress object for the goal tracking. arrays = (prop for prop in whos when prop?.length) return unless arrays.length state[progressObjectName] = {} for array in arrays for thang in array if @thangTeams[thang]? for t in @thangTeams[thang] state[progressObjectName][t] = false else state[progressObjectName][thang] = false setGoalState: (goalID, status) -> state = @goalStates[goalID] state.status = status if overallStatus = @checkOverallStatus true matchedGoals = (_.find(@goals, {id: goalID}) for goalID, goalState of @goalStates when goalState.status is overallStatus) mostEagerGoal = _.min matchedGoals, 'worldEndsAfter' victory = overallStatus is "success" tentative = overallStatus is "success" @world.endWorld victory, mostEagerGoal.worldEndsAfter, tentative if mostEagerGoal isnt Infinity updateGoalState: (goalID, thangID, progressObjectName, frameNumber) -> # A thang has done something related to the goal! # Mark it down and update the goal state. goal = _.find @goals, {id: goalID} state = @goalStates[goalID] stateThangs = state[progressObjectName] stateThangs[thangID] = true success = @goalIsPositive goalID if success numNeeded = goal.howMany ? Math.max(1, _.size stateThangs) else # saveThangs: by default we would want to save all the Thangs, which means that we would want none of them to be "done" numNeeded = _.size(stateThangs) - Math.min((goal.howMany ? 1), _.size stateThangs) + 1 numDone = _.filter(stateThangs).length #console.log "needed", numNeeded, "done", numDone, "of total", _.size(stateThangs), "with how many", goal.howMany return unless numDone >= numNeeded return if state.status and not success # already failed it; don't wipe keyframe state.status = if success then "success" else "failure" state.keyFrame = frameNumber #console.log goalID, "became", success, "on frame", frameNumber, "with overallStatus", @checkOverallStatus true if overallStatus = @checkOverallStatus true matchedGoals = (_.find(@goals, {id: goalID}) for goalID, goalState of @goalStates when goalState.status is overallStatus) mostEagerGoal = _.min matchedGoals, 'worldEndsAfter' victory = overallStatus is "success" tentative = overallStatus is "success" @world.endWorld victory, mostEagerGoal.worldEndsAfter, tentative if mostEagerGoal isnt Infinity goalIsPositive: (goalID) -> # Positive goals are completed when all conditions are true (kill all these thangs) # Negative goals fail when any are true (keep all these thangs from being killed) goal = _.find(@goals, {id: goalID}) ? {} return false for prop of goal when @positiveGoalMap[prop] is 0 true positiveGoalMap: killThangs: 1 saveThangs: 0 getToLocations: 1 getAllToLocations: 1 keepFromLocations: 0 keepAllFromLocations: 0 leaveOffSides: 1 keepFromLeavingOffSides: 0 collectThangs: 1 keepFromCollectingThangs: 0 updateCodeGoalStates: -> # TODO # teardown destroy: -> super()