CocoModel = require './CocoModel' LevelComponent = require './LevelComponent' LevelSystem = require './LevelSystem' ThangType = require './ThangType' module.exports = class Level extends CocoModel @className: 'Level' @schema: require 'schemas/models/level' urlRoot: '/db/level' serialize: (supermodel, session, otherSession, cached=false) -> o = @denormalize supermodel, session, otherSession # hot spot to optimize # Figure out Components o.levelComponents = if cached then @getCachedLevelComponents(supermodel) else $.extend true, [], (lc.attributes for lc in supermodel.getModels LevelComponent) @sortThangComponents o.thangs, o.levelComponents, 'Level Thang' @fillInDefaultComponentConfiguration o.thangs, o.levelComponents # hot spot to optimize # Figure out Systems systemModels = $.extend true, [], (ls.attributes for ls in supermodel.getModels LevelSystem) o.systems = @sortSystems o.systems, systemModels @fillInDefaultSystemConfiguration o.systems # Figure out ThangTypes' Components tmap = {} tmap[t.thangType] = true for t in o.thangs ? [] o.thangTypes = (original: tt.get('original'), name: tt.get('name'), components: $.extend(true, [], tt.get('components')) for tt in supermodel.getModels ThangType when tmap[tt.get('original')] or (tt.get('components') and not tt.notInLevel)) @sortThangComponents o.thangTypes, o.levelComponents, 'ThangType' @fillInDefaultComponentConfiguration o.thangTypes, o.levelComponents o cachedLevelComponents: null getCachedLevelComponents: (supermodel) -> @cachedLevelComponents ?= {} levelComponents = supermodel.getModels LevelComponent newLevelComponents = [] for levelComponent in levelComponents if levelComponent.hasLocalChanges() newLevelComponents.push $.extend(true, {}, levelComponent.attributes) continue @cachedLevelComponents[levelComponent.id] ?= @cachedLevelComponents[levelComponent.id] = $.extend(true, {}, levelComponent.attributes) newLevelComponents.push(@cachedLevelComponents[levelComponent.id]) newLevelComponents denormalize: (supermodel, session, otherSession) -> o = $.extend true, {}, @attributes if o.thangs and @get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] for levelThang in o.thangs @denormalizeThang(levelThang, supermodel, session, otherSession) o denormalizeThang: (levelThang, supermodel, session, otherSession) -> levelThang.components ?= [] isHero = /Hero Placeholder/.test levelThang.id if isHero and otherSession # If it's a hero and there's another session, find the right session for it. # If there is no other session (playing against default code, or on single player), clone all placeholders. # TODO: actually look at the teams on these Thangs to determine which session should go with which placeholder. if levelThang.id is 'Hero Placeholder 1' and session.get('team') is 'humans' session = otherSession else if levelThang.id is 'Hero Placeholder' and session.get('team') is 'ogres' session = otherSession # Empty out placeholder Components and store their values if we're the hero placeholder. if isHero placeholders = {} placeholdersUsed = {} placeholderThangType = supermodel.getModelByOriginal(ThangType, levelThang.thangType) for defaultPlaceholderComponent in placeholderThangType.get('components') placeholders[defaultPlaceholderComponent.original] = defaultPlaceholderComponent for thangComponent in levelThang.components placeholders[thangComponent.original] = thangComponent levelThang.components = [] # We have stored the placeholder values, so we can inherit everything else. heroThangType = session?.get('heroConfig')?.thangType levelThang.thangType = heroThangType if heroThangType thangType = supermodel.getModelByOriginal(ThangType, levelThang.thangType, (m) -> m.get('components')?) configs = {} for thangComponent in levelThang.components configs[thangComponent.original] = thangComponent for defaultThangComponent in thangType?.get('components') or [] if levelThangComponent = configs[defaultThangComponent.original] # Take the ThangType default Components and merge level-specific Component config into it copy = $.extend true, {}, defaultThangComponent.config levelThangComponent.config = _.merge copy, levelThangComponent.config else # Just add the Component as is levelThangComponent = $.extend true, {}, defaultThangComponent levelThang.components.push levelThangComponent if isHero and placeholderComponent = placeholders[defaultThangComponent.original] placeholdersUsed[placeholderComponent.original] = true placeholderConfig = placeholderComponent.config ? {} if placeholderConfig.pos # Pull in Physical pos x and y levelThangComponent.config ?= {} levelThangComponent.config.pos ?= {} levelThangComponent.config.pos.x = placeholderConfig.pos.x levelThangComponent.config.pos.y = placeholderConfig.pos.y levelThangComponent.config.rotation = placeholderConfig.rotation else if placeholderConfig.team # Pull in Allied team levelThangComponent.config ?= {} levelThangComponent.config.team = placeholderConfig.team else if placeholderConfig.significantProperty # For levels where we cheat on what counts as an enemy levelThangComponent.config ?= {} levelThangComponent.config.significantProperty = placeholderConfig.significantProperty else if placeholderConfig.programmableMethods # Take the ThangType default Programmable and merge level-specific Component config into it copy = $.extend true, {}, placeholderConfig levelThangComponent.config = _.merge copy, levelThangComponent.config else if placeholderConfig.extraHUDProperties levelThangComponent.config ?= {} levelThangComponent.config.extraHUDProperties = _.union(levelThangComponent.config.extraHUDProperties ? [], placeholderConfig.extraHUDProperties) if isHero if equips = _.find levelThang.components, {original: LevelComponent.EquipsID} inventory = session?.get('heroConfig')?.inventory equips.config ?= {} equips.config.inventory = $.extend true, {}, inventory if inventory for original, placeholderComponent of placeholders when not placeholdersUsed[original] levelThang.components.push placeholderComponent sortSystems: (levelSystems, systemModels) -> [sorted, originalsSeen] = [[], {}] visit = (system) -> return if system.original of originalsSeen systemModel = _.find systemModels, {original: system.original} return console.error 'Couldn\'t find model for original', system.original, 'from', systemModels unless systemModel for d in systemModel.dependencies or [] system2 = _.find levelSystems, {original: d.original} visit system2 #console.log 'sorted systems adding', systemModel.name sorted.push {model: systemModel, config: $.extend true, {}, system.config} originalsSeen[system.original] = true visit system for system in levelSystems ? [] sorted sortThangComponents: (thangs, levelComponents, parentType) -> # Here we have to sort the Components by their dependencies. # It's a bit tricky though, because we don't have either soft dependencies or priority levels. # Example: Programmable must come last, since it has to override any Component-provided methods that any other Component might have created. Can't enumerate all soft dependencies. # Example: Plans needs to come after everything except Programmable, since other Components that add plannable methods need to have done so by the time Plans is attached. # Example: Collides doesn't depend on Allied, but if both exist, Collides must come after Allied. Soft dependency example. Can't just figure out a proper priority to take care of it. # Example: Moves doesn't depend on Acts, but if both exist, Moves must come after Acts. Another soft dependency example. # Decision? Just special case the sort logic in here until we have more examples than these two and decide how best to handle most of the cases then, since we don't really know the whole of the problem yet. # TODO: anything that depends on Programmable will break right now. for thang in thangs ? [] programmableLevelComponent = null plansLevelComponent = null sorted = [] visit = (c) -> return if c in sorted lc = _.find levelComponents, {original: c.original} console.error thang.id or thang.name, 'couldn\'t find lc for', c, 'of', levelComponents unless lc return unless lc if lc.name is 'Plans' # Plans always comes second-to-last, behind Programmable plansLevelComponent = c visit c2 for c2 in _.without thang.components, c, programmableLevelComponent else if lc.name is 'Programmable' # Programmable always comes last programmableLevelComponent = c visit c2 for c2 in _.without thang.components, c else for d in lc.dependencies or [] c2 = _.find thang.components, {original: d.original} unless c2 dependent = _.find levelComponents, {original: d.original} dependent = dependent?.name or d.original console.error parentType, thang.id or thang.name, 'does not have dependent Component', dependent, 'from', lc.name visit c2 if c2 if lc.name is 'Collides' if allied = _.find levelComponents, {name: 'Allied'} allied = _.find(thang.components, {original: allied.original}) visit allied if allied if lc.name is 'Moves' if acts = _.find levelComponents, {name: 'Acts'} acts = _.find(thang.components, {original: acts.original}) visit acts if acts #console.log thang.id, 'sorted comps adding', lc.name sorted.push c for comp in thang.components visit comp thang.components = sorted fillInDefaultComponentConfiguration: (thangs, levelComponents) -> # This is slow, so I inserted some optimizations to speed it up by caching the eventual defaults of commonly-used Components. @defaultComponentConfigurations ?= {} cached = 0 missed = 0 cachedConfigs = 0 for thang in thangs ? [] for component in thang.components or [] isPhysical = component.original is LevelComponent.PhysicalID if not isPhysical and defaultConfiguration = _.find @defaultComponentConfigurations[component.original], ((d) -> _.isEqual component, d.originalComponent) component.config = defaultConfiguration.defaultedConfig ++cached continue continue unless lc = _.find levelComponents, {original: component.original} unless isPhysical originalComponent = $.extend true, {}, component component.config ?= {} TreemaUtils.populateDefaults(component.config, lc.configSchema ? {}, tv4) @lastType = 'component' @lastOriginal = component.original unless isPhysical @defaultComponentConfigurations[component.original] ?= [] @defaultComponentConfigurations[component.original].push originalComponent: originalComponent, defaultedConfig: component.config ++cachedConfigs ++missed #console.log 'cached', cached, 'missed', missed fillInDefaultSystemConfiguration: (levelSystems) -> for system in levelSystems ? [] system.config ?= {} TreemaUtils.populateDefaults(system.config, system.model.configSchema, tv4) @lastType = 'system' @lastOriginal = system.model.name dimensions: -> width = 0 height = 0 for thang in @get('thangs') or [] for component in thang.components c = component.config continue unless c? width = c.width if c.width? and c.width > width height = c.height if c.height? and c.height > height return {width: width, height: height}