CocoModel = require './CocoModel' SpriteBuilder = require 'lib/sprites/SpriteBuilder' LevelComponent = require './LevelComponent' utils = require 'lib/utils' buildQueue = [] module.exports = class ThangType extends CocoModel @className: 'ThangType' @schema: require 'schemas/models/thang_type' @heroes: captain: '529ec584c423d4e83b000014' knight: '529ffbf1cf1818f2be000001' librarian: '52fbf74b7e01835453bd8d8e' equestrian: '52e95b4222efc8e70900175d' 'potion-master': '52e9adf7427172ae56002172' thoktar: '52a00542cf1818f2be000006' 'robot-walker': '5301696ad82649ec2c0c9b0d' 'michael-heasell': '53e126a4e06b897606d38bef' 'ian-elliott': '53e12be0d042f23505c3023b' @items: 'simple-boots': '53e237bf53457600003e3f05' urlRoot: '/db/thang.type' building: {} initialize: -> super() @building = {} @spriteSheets = {} ## Testing memory clearing #f = => # console.info 'resetting raw data' # @unset 'raw' # @_previousAttributes.raw = null #setTimeout f, 40000 resetRawData: -> @set('raw', {shapes: {}, containers: {}, animations: {}}) resetSpriteSheetCache: -> @buildActions() @spriteSheets = {} @building = {} isFullyLoaded: -> # TODO: Come up with a better way to identify when the model doesn't have everything needed to build the sprite. ie when it's a projection without all the required data. return @get('actions') or @get('raster') # needs one of these two things loadRasterImage: -> return if @loadingRaster or @loadedRaster return unless raster = @get('raster') @rasterImage = $("") @loadingRaster = true @rasterImage.one('load', => @loadingRaster = false @loadedRaster = true @trigger('raster-image-loaded', @)) @rasterImage.one('error', => @loadingRaster = false @trigger('raster-image-load-errored', @) ) getActions: -> return {} unless @isFullyLoaded() return @actions or @buildActions() buildActions: -> return null unless @isFullyLoaded() @actions = $.extend(true, {}, @get('actions')) for name, action of @actions action.name = name for relatedName, relatedAction of action.relatedActions ? {} relatedAction.name = action.name + '_' + relatedName @actions[relatedAction.name] = relatedAction @actions fillOptions: (options) -> options ?= {} options = _.clone options options.resolutionFactor ?= SPRITE_RESOLUTION_FACTOR options.async ?= false options.thang = null # Don't hold onto any bad Thang references. options buildSpriteSheet: (options) -> return false unless @isFullyLoaded() and @get 'raw' @options = @fillOptions options key = @spriteSheetKey(@options) if ss = @spriteSheets[key] then return ss if @building[key] @options = null return key @t0 = new Date().getTime() @initBuild(options) @addGeneralFrames() unless @options.portraitOnly @addPortrait() @building[key] = true result = @finishBuild() return result initBuild: (options) -> @buildActions() if not @actions @vectorParser = new SpriteBuilder(@, options) @builder = new createjs.SpriteSheetBuilder() @builder.padding = 2 @frames = {} addPortrait: -> # The portrait is built very differently than the other animations, so it gets a separate function. return unless @actions portrait = @actions.portrait return unless portrait scale = portrait.scale or 1 pt = portrait.positions?.registration rect = new createjs.Rectangle(pt?.x/scale or 0, pt?.y/scale or 0, 100/scale, 100/scale) if portrait.animation mc = @vectorParser.buildMovieClip portrait.animation mc.nominalBounds = mc.frameBounds = null # override what the movie clip says on bounding @builder.addMovieClip(mc, rect, scale) frames = @builder._animations[portrait.animation].frames frames = @mapFrames(portrait.frames, frames[0]) if portrait.frames? @builder.addAnimation 'portrait', frames, true else if portrait.container s = @vectorParser.buildContainerFromStore(portrait.container) frame = @builder.addFrame(s, rect, scale) @builder.addAnimation 'portrait', [frame], false addGeneralFrames: -> framesMap = {} for animation in @requiredRawAnimations() name = animation.animation mc = @vectorParser.buildMovieClip name continue unless mc @builder.addMovieClip mc, null, animation.scale * @options.resolutionFactor framesMap[animation.scale + '_' + name] = @builder._animations[name].frames for name, action of @actions when action.animation continue if name is 'portrait' scale = action.scale ? @get('scale') ? 1 frames = framesMap[scale + '_' + action.animation] continue unless frames frames = @mapFrames(action.frames, frames[0]) if action.frames? next = true next = action.goesTo if action.goesTo next = false if action.loops is false @builder.addAnimation name, frames, next for name, action of @actions when action.container and not action.animation continue if name is 'portrait' scale = @options.resolutionFactor * (action.scale or @get('scale') or 1) s = @vectorParser.buildContainerFromStore(action.container) continue unless s frame = @builder.addFrame(s, s.bounds, scale) @builder.addAnimation name, [frame], false requiredRawAnimations: -> required = [] for name, action of @get('actions') continue if name is 'portrait' allActions = [action].concat(_.values (action.relatedActions ? {})) for a in allActions when a.animation scale = if name is 'portrait' then a.scale or 1 else a.scale or @get('scale') or 1 animation = {animation: a.animation, scale: scale} animation.portrait = name is 'portrait' unless _.find(required, (r) -> _.isEqual r, animation) required.push animation required mapFrames: (frames, frameOffset) -> return frames unless _.isString(frames) # don't accidentally do this again (parseInt(f, 10) + frameOffset for f in frames.split(',')) finishBuild: -> return if _.isEmpty(@builder._animations) key = @spriteSheetKey(@options) spriteSheet = null if @options.async buildQueue.push @builder @builder.t0 = new Date().getTime() @builder.buildAsync() unless buildQueue.length > 1 @builder.on 'complete', @onBuildSpriteSheetComplete, @, true, [@builder, key, @options] @builder = null return key spriteSheet = @builder.build() @logBuild @t0, false, @options.portraitOnly @spriteSheets[key] = spriteSheet @building[key] = false @builder = null @options = null spriteSheet onBuildSpriteSheetComplete: (e, data) -> [builder, key, options] = data @logBuild builder.t0, true, options.portraitOnly buildQueue = buildQueue.slice(1) buildQueue[0].t0 = new Date().getTime() if buildQueue[0] buildQueue[0]?.buildAsync() @spriteSheets[key] = e.target.spriteSheet @building[key] = false @trigger 'build-complete', {key: key, thangType: @} @vectorParser = null logBuild: (startTime, async, portrait) -> kind = if async then 'Async' else 'Sync ' portrait = if portrait then '(Portrait)' else '' name = _.string.rpad @get('name'), 20 time = _.string.lpad '' + new Date().getTime() - startTime, 6 console.debug "Built sheet: #{name} #{time}ms #{kind} #{portrait}" spriteSheetKey: (options) -> colorConfigs = [] for groupName, config of options.colorConfig or {} colorConfigs.push "#{groupName}:#{config.hue}|#{config.saturation}|#{config.lightness}" colorConfigs = colorConfigs.join ',' portraitOnly = !!options.portraitOnly "#{@get('name')} - #{options.resolutionFactor} - #{colorConfigs} - #{portraitOnly}" getPortraitImage: (spriteOptionsOrKey, size=100) -> src = @getPortraitSource(spriteOptionsOrKey, size) return null unless src $('').attr('src', src) getPortraitSource: (spriteOptionsOrKey, size=100) -> return @getPortraitURL() if @get('rasterIcon') or @get('raster') stage = @getPortraitStage(spriteOptionsOrKey, size) stage?.toDataURL() getPortraitStage: (spriteOptionsOrKey, size=100) -> return unless @isFullyLoaded() key = spriteOptionsOrKey key = if _.isString(key) then key else @spriteSheetKey(@fillOptions(key)) spriteSheet = @spriteSheets[key] if not spriteSheet options = if _.isPlainObject spriteOptionsOrKey then spriteOptionsOrKey else {} options.portraitOnly = true spriteSheet = @buildSpriteSheet(options) return if _.isString spriteSheet return unless spriteSheet canvas = $("") console.log 'made canvas', canvas, 'with size', size unless canvas[0] stage = new createjs.Stage(canvas[0]) sprite = new createjs.Sprite(spriteSheet) pt = @actions.portrait?.positions?.registration sprite.regX = pt?.x or 0 sprite.regY = pt?.y or 0 sprite.framerate = @actions.portrait?.framerate ? 20 sprite.gotoAndStop 'portrait' stage.addChild(sprite) stage.update() stage.startTalking = -> sprite.gotoAndPlay 'portrait' return if @tick @tick = (e) => @update(e) createjs.Ticker.addEventListener 'tick', @tick stage.stopTalking = -> sprite.gotoAndStop 'portrait' @update() createjs.Ticker.removeEventListener 'tick', @tick @tick = null stage uploadGenericPortrait: (callback, src) -> src ?= @getPortraitSource() return callback?() unless src and src.startsWith 'data:' src = src.replace('data:image/png;base64,', '').replace(/\ /g, '+') body = filename: 'portrait.png' mimetype: 'image/png' path: "db/thang.type/#{@get('original')}" b64png: src force: 'true' $.ajax('/file', {type: 'POST', data: body, success: callback or @onFileUploaded}) onFileUploaded: => console.log 'Image uploaded' @loadUniversalWizard: -> return @wizardType if @wizardType wizOriginal = '52a00d55cf1818f2be00000b' url = "/db/thang.type/#{wizOriginal}/version" @wizardType = new module.exports() @wizardType.url = -> url @wizardType.fetch() @wizardType getPortraitURL: -> if iconURL = @get('rasterIcon') return "/file/#{iconURL}" if rasterURL = @get('raster') return "/file/#{rasterURL}" "/file/db/thang.type/#{@get('original')}/portrait.png" # Item functions getAllowedSlots: -> itemComponentRef = _.find( @get('components') or [], (compRef) -> compRef.original is LevelComponent.ItemID) return itemComponentRef?.config?.slots or ['right-hand'] # ['right-hand'] is default getAllowedHeroClasses: -> return [heroClass] if heroClass = @get 'heroClass' ['Warrior', 'Ranger', 'Wizard'] getHeroStats: -> # Translate from raw hero properties into appropriate display values for the ChooseHeroView. # Adapted from https://docs.google.com/a/codecombat.com/spreadsheets/d/1BGI1bzT4xHvWA81aeyIaCKWWw9zxn7-MwDdydmB5vw4/edit#gid=809922675 return unless heroClass = @get('heroClass') components = @get('components') or [] unless equipsConfig = _.find(components, original: LevelComponent.EquipsID)?.config return console.warn @get('name'), 'is not an equipping hero, but you are asking for its hero stats. (Did you project away components?)' unless movesConfig = _.find(components, original: LevelComponent.MovesID)?.config return console.warn @get('name'), 'is not a moving hero, but you are asking for its hero stats.' @classStatAverages ?= attack: {Warrior: 7.5, Ranger: 5, Wizard: 2.5} health: {Warrior: 7.5, Ranger: 5, Wizard: 3.5} stats = {skills: []} # TODO: find skills rawNumbers = attack: equipsConfig.attackDamageFactor ? 1, health: equipsConfig.maxHealthFactor ? 1, speed: movesConfig.maxSpeed for prop in ['attack', 'health'] stat = rawNumbers[prop] if stat < 1 classSpecificScore = 10 - 5 / stat else classSpecificScore = stat * 5 classAverage = @classStatAverages[prop][@get('heroClass')] stats[prop] = Math.round(2 * ((classAverage - 2.5) + classSpecificScore / 2)) / 2 / 10 minSpeed = 4 maxSpeed = 16 speedRange = maxSpeed - minSpeed speedPoints = rawNumbers.speed - minSpeed stats.speed = Math.round(20 * speedPoints / speedRange) / 2 / 10 stats getFrontFacingStats: -> components = @get('components') or [] unless itemConfig = _.find(components, original: LevelComponent.ItemID)?.config console.warn @get('name'), 'is not an item, but you are asking for its stats.' return props: [], stats: {} props = itemConfig.programmableProperties ? [] props = props.concat itemConfig.moreProgrammableProperties ? [] stats = {} for stat, modifiers of itemConfig.stats ? {} stats[stat] = @formatStatDisplay stat, modifiers for stat in itemConfig.extraHUDProperties ? [] stats[stat] ?= null # Find it in the other Components. for component in components continue unless config = component.config for stat, value of stats when not value? value = config[stat] continue unless value? stats[stat] = @formatStatDisplay stat, setTo: value if stat is 'attackDamage' dps = (value / (config.cooldown or 0.5)).toFixed(1) stats[stat].display += " (#{dps} DPS)" if config.programmableSnippets props = props.concat config.programmableSnippets for stat, value of stats when not value? stats[stat] = name: stat, display: '???' props: props, stats: stats formatStatDisplay: (name, modifiers) -> i18nKey = { maxHealth: 'health' maxSpeed: 'speed' healthReplenishRate: 'regeneration' attackDamage: 'attack' attackRange: 'range' shieldDefenseFactor: 'blocks' visualRange: 'range' }[name] if i18nKey name = $.i18n.t 'choose_hero.' + i18nKey else name = _.string.humanize name format = '' format = 'm' if /(range|radius|distance|vision)$/i.test name format ||= 's' if /cooldown$/i.test name format ||= 'm/s' if /speed$/i.test name format ||= '/s' if /(regeneration| rate)$/i.test name value = modifiers.setTo if /(blocks)$/i.test name format ||= '%' value = (value*100).toFixed(1) value = value.join ', ' if _.isArray value display = [] display.push "#{value}#{format}" if value? display.push "+#{modifiers.addend}#{format}" if modifiers.addend > 0 display.push "#{modifiers.addend}#{format}" if modifiers.addend < 0 display.push "x#{modifiers.factor}" if modifiers.factor? and modifiers.factor isnt 1 display = display.join ', ' display = display.replace /9001m?/, 'Infinity' name: name, display: display isSilhouettedItem: -> # TODO: have items have actual levels instead of just going by their gem count return console.error "Trying to determine whether #{@get('name')} should be a silhouetted item, but it has no gem cost." unless @get 'gems' points = me.get('points') expectedTotalGems = (points ? 0) * 1.5 # Not actually true, but roughly kinda close for tier 0, kinda tier 1 @get('gems') > (100 + expectedTotalGems) * 2