Vector = require './vector' Rectangle = require './rectangle' Ellipse = require './ellipse' LineSegment = require './line_segment' Grid = require './Grid' module.exports.typedArraySupport = typedArraySupport = Float32Array? # Not in IE until IE 10; we'll fall back to normal arrays #module.exports.typedArraySupport = typedArraySupport = false # imitate IE9 (and in God.coffee) unless ArrayBufferView? # https://code.google.com/p/chromium/issues/detail?id=60449 if typedArraySupport # We have it, it's just not exposed someArray = new Uint8Array(0) if someArray.__proto__ # Most browsers ArrayBufferView = someArray.__proto__.__proto__.constructor else # IE before 11 ArrayBufferView = Object.getPrototypeOf(Object.getPrototypeOf(someArray)).constructor else # If we don't have typed arrays, we don't need an ArrayBufferView ArrayBufferView = null module.exports.clone = clone = (obj, skipThangs=false) -> # http://coffeescriptcookbook.com/chapters/classes_and_objects/cloning if not obj? or typeof obj isnt 'object' return obj if obj instanceof Date return new Date(obj.getTime()) if obj instanceof RegExp flags = '' flags += 'g' if obj.global? flags += 'i' if obj.ignoreCase? flags += 'm' if obj.multiline? flags += 'y' if obj.sticky? return new RegExp(obj.source, flags) if (obj instanceof Vector) or (obj instanceof Rectangle) or (obj instanceof Ellipse) or (obj instanceof LineSegment) return obj.copy() if skipThangs and obj.isThang return obj if _.isArray obj return obj.slice() if ArrayBufferView and obj instanceof ArrayBufferView return new obj.constructor obj newInstance = new obj.constructor() for key of obj newInstance[key] = clone obj[key], skipThangs newInstance # Walk a key chain down to the value. Can optionally set newValue instead. module.exports.downTheChain = downTheChain = (obj, keyChain, newValue=undefined) -> return null unless obj return obj[keyChain] unless _.isArray keyChain value = obj while keyChain.length and value if newValue isnt undefined and keyChain.length is 1 value[keyChain[0]] = newValue return newValue value = value[keyChain[0]] keyChain = keyChain[1..] return value module.exports.now = (if window?.performance?.now? then (-> window.performance.now()) else (-> new Date())) module.exports.consolidateThangs = consolidateThangs = (thangs) -> # We can gain a performance increase by consolidating all regular walls into a minimal covering, non-intersecting set a la Gridmancer. debug = false isStructural = (t) -> t.stateless and t.collides and t.collisionCategory is 'obstacles' and t.shape in ['box', 'sheet'] and # Can only do wall-like obstacle Thangs. t.spriteName isnt 'Ice Wall' and t.restitution is 1.0 and # Fixed restitution value on 2016-03-15, but it causes discrepancies, so disabled for Kelvintaph levels. /Wall/.test(t.spriteName) and # Not useful to do Thangs that aren't actually walls because they're usually not on a grid (t.pos.x - t.width / 2 >= 0) and (t.pos.y - t.height / 2 >= 0) # Grid doesn't handle negative numbers, so don't coalesce walls below/left of 0, 0. structural = _.remove thangs, isStructural return unless structural.length rightmost = _.max structural, (t) -> t.pos.x + t.width / 2 topmost = _.max structural, (t) -> t.pos.y + t.height / 2 leftmost = _.min structural, (t) -> t.pos.x - t.width / 2 bottommost = _.min structural, (t) -> t.pos.y - t.height / 2 console.log 'got rightmost', rightmost.id, 'topmost', topmost.id, 'lefmostmost', leftmost.id, 'bottommost', bottommost.id, 'out of', structural.length, 'structural thangs' if debug left = Math.min 0, leftmost.pos.x - leftmost.width / 2 bottom = Math.min 0, bottommost.pos.y - bottommost.height / 2 if (left < 0) or (bottom < 0) console.error 'Negative structural Thangs aren\'t supported, sorry!' # TODO: largestRectangle, AI System, and anything else that accesses grid directly need updating to finish this left = 0 bottom = 0 width = rightmost.pos.x + rightmost.width / 2 - left height = topmost.pos.y + topmost.height / 2 - bottom padding = 0 console.log 'got max width', width, 'height', height, 'left', left, 'bottom', bottom, 'of thangs', thangs.length, 'structural', structural.length if debug grid = new Grid structural, width, height, padding, left, bottom dissection = [] addStructuralThang = (rect) -> thang = structural[dissection.length] # Grab one we already know is configured properly. console.error 'Hmm, our dissection has more Thangs than the original structural Thangs?', dissection.length unless thang thang.pos.x = rect.x thang.pos.y = rect.y thang.width = rect.width thang.height = rect.height thang.destroyBody() thang.createBodyDef() thang.createBody() dissection.push thang dissectRectangles grid, addStructuralThang, false, debug # Now add the new structural thangs back to thangs and return the ones not in the dissection. console.log 'Turned', structural.length, 'structural Thangs into', dissection.length, 'dissecting Thangs.' thangs.push dissection... structural[dissection.length ... structural.length] module.exports.dissectRectangles = dissectRectangles = (grid, rectangleCallback, wantEmpty, debug) -> # Mark Maxham's fast sweeper approach: https://github.com/codecombat/codecombat/issues/1090 console.log grid.toString() if debug for x in grid.rows grid.left, grid.left + grid.width y = grid.clampColumn grid.bottom while y < grid.clampColumn grid.bottom + grid.height y2 = y # Note our current y. ++y2 until occ x, y2, grid, wantEmpty # Sweep through y to expand 1xN rect. if y2 > y # If we get a hit, sweep X with that swath. x2 = x + 1 ++x2 until occCol x2, y, y2, grid, wantEmpty w = x2 - x h = y2 - y rect = addRect grid, x, y, w, h, wantEmpty rectangleCallback rect console.log grid.toString() if debug y = y2 ++y occ = (x, y, grid, wantEmpty) -> return true if y > grid.bottom + grid.height or x > grid.left + grid.width console.error 'trying to check invalid coordinates', x, y, 'from grid', grid.bottom, grid.left, grid.width, grid.height unless grid.grid[y]?[x] Boolean(grid.grid[y][x].length) is wantEmpty occCol = (x, y1, y2, grid, wantEmpty) -> for j in [y1 ... y2] if occ(x, j, grid, wantEmpty) return true false addRect = (grid, leftX, bottomY, width, height, wantEmpty) -> for x in [leftX ... leftX + width] for y in [bottomY ... bottomY + height] grid.grid[y][x] = if wantEmpty then [true] else [] new Rectangle leftX + width / 2, bottomY + height / 2, width, height