mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-29 18:45:48 -05:00
373 lines
15 KiB
CoffeeScript
373 lines
15 KiB
CoffeeScript
Level = require 'models/Level'
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LevelComponent = require 'models/LevelComponent'
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LevelSystem = require 'models/LevelSystem'
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Article = require 'models/Article'
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LevelSession = require 'models/LevelSession'
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ThangType = require 'models/ThangType'
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ThangNamesCollection = require 'collections/ThangNamesCollection'
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CocoClass = require 'lib/CocoClass'
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AudioPlayer = require 'lib/AudioPlayer'
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app = require 'application'
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World = require 'lib/world/world'
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# This is an initial stab at unifying loading and setup into a single place which can
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# monitor everything and keep a LoadingScreen visible overall progress.
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#
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# Would also like to incorporate into here:
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# * World Building
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# * Sprite map generation
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# * Connecting to Firebase
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module.exports = class LevelLoader extends CocoClass
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constructor: (options) ->
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@t0 = new Date().getTime()
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super()
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@supermodel = options.supermodel
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@supermodel.setMaxProgress 0.2
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@levelID = options.levelID
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@sessionID = options.sessionID
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@opponentSessionID = options.opponentSessionID
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@team = options.team
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@headless = options.headless
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@inLevelEditor = options.inLevelEditor
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@spectateMode = options.spectateMode ? false
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@worldNecessities = []
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@listenTo @supermodel, 'resource-loaded', @onWorldNecessityLoaded
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@loadSession()
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@loadLevel()
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@loadAudio()
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@playJingle()
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if @supermodel.finished()
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@onSupermodelLoaded()
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else
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@listenToOnce @supermodel, 'loaded-all', @onSupermodelLoaded
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playJingle: ->
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return if @headless
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# Apparently the jingle, when it tries to play immediately during all this loading, you can't hear it.
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# Add the timeout to fix this weird behavior.
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f = ->
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jingles = ['ident_1', 'ident_2']
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AudioPlayer.playInterfaceSound jingles[Math.floor Math.random() * jingles.length]
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setTimeout f, 500
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# Session Loading
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loadSession: ->
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return if @headless
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if @sessionID
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url = "/db/level_session/#{@sessionID}"
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else
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url = "/db/level/#{@levelID}/session"
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url += "?team=#{@team}" if @team
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session = new LevelSession().setURL url
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@sessionResource = @supermodel.loadModel(session, 'level_session', {cache: false})
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@session = @sessionResource.model
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@listenToOnce @session, 'sync', ->
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@session.url = -> '/db/level.session/' + @id
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@loadDependenciesForSession(@session)
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if @opponentSessionID
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opponentSession = new LevelSession().setURL "/db/level_session/#{@opponentSessionID}"
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@opponentSessionResource = @supermodel.loadModel(opponentSession, 'opponent_session')
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@opponentSession = @opponentSessionResource.model
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@listenToOnce @opponentSession, 'sync', @loadDependenciesForSession
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loadDependenciesForSession: (session) ->
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return if @levelID is 'sky-span' # TODO
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# TODO: I think this runs afoul of https://github.com/codecombat/codecombat/issues/1108
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# TODO: this shouldn't happen when it's not a hero level, but we don't have level loaded yet,
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# and the sessions are being created with default hero config regardless of whether it's a hero level.
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if heroConfig = session.get('heroConfig')
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url = "/db/thang.type/#{heroConfig.thangType}/version?project=name,components,original"
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@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')
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for itemThangType in _.values(heroConfig.inventory)
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url = "/db/thang.type/#{itemThangType}/version?project=name,components,original"
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@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')
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@populateHero() if @level?.loaded
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# Supermodel (Level) Loading
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loadLevel: ->
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@level = @supermodel.getModel(Level, @levelID) or new Level _id: @levelID
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if @level.loaded
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@populateLevel()
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else
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@level = @supermodel.loadModel(@level, 'level').model
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@listenToOnce @level, 'sync', @onLevelLoaded
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onLevelLoaded: ->
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@populateLevel()
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@populateHero() if @session?.loaded
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populateLevel: ->
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thangIDs = []
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componentVersions = []
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systemVersions = []
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articleVersions = []
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flagThang = thangType: '53fa25f25bc220000052c2be', id: 'Placeholder Flag', components: []
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for thang in (@level.get('thangs') or []).concat [flagThang]
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thangIDs.push thang.thangType
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@loadItemThangsEquippedByLevelThang(thang)
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for comp in thang.components or []
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componentVersions.push _.pick(comp, ['original', 'majorVersion'])
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for system in @level.get('systems') or []
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systemVersions.push _.pick(system, ['original', 'majorVersion'])
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if indieSprites = system?.config?.indieSprites
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for indieSprite in indieSprites
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thangIDs.push indieSprite.thangType
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unless @headless
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for article in @level.get('documentation')?.generalArticles or []
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articleVersions.push _.pick(article, ['original', 'majorVersion'])
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objUniq = (array) -> _.uniq array, false, (arg) -> JSON.stringify(arg)
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worldNecessities = []
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@thangIDs = _.uniq thangIDs
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@thangNames = new ThangNamesCollection(@thangIDs)
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worldNecessities.push @supermodel.loadCollection(@thangNames, 'thang_names')
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@listenToOnce @thangNames, 'sync', @onThangNamesLoaded
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worldNecessities.push @sessionResource if @sessionResource?.isLoading
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worldNecessities.push @opponentSessionResource if @opponentSessionResource?.isLoading
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for obj in objUniq componentVersions
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url = "/db/level.component/#{obj.original}/version/#{obj.majorVersion}"
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worldNecessities.push @maybeLoadURL(url, LevelComponent, 'component')
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for obj in objUniq systemVersions
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url = "/db/level.system/#{obj.original}/version/#{obj.majorVersion}"
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worldNecessities.push @maybeLoadURL(url, LevelSystem, 'system')
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for obj in objUniq articleVersions
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url = "/db/article/#{obj.original}/version/#{obj.majorVersion}"
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@maybeLoadURL url, Article, 'article'
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if obj = @level.get 'nextLevel'
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url = "/db/level/#{obj.original}/version/#{obj.majorVersion}"
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@maybeLoadURL url, Level, 'level'
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unless @headless
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wizard = ThangType.loadUniversalWizard()
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@supermodel.loadModel wizard, 'thang'
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@worldNecessities = @worldNecessities.concat worldNecessities
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populateHero: ->
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return
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return if @inLevelEditor
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return unless @level.get('type') is 'hero' and hero = _.find @level.get('thangs'), id: 'Hero Placeholder'
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heroConfig = @session.get('heroConfig')
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hero.thangType = heroConfig.thangType # Will mutate the level, but we're okay showing the last-used Hero here
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#hero.id = ... ? # What do we want to do about this?
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# Actually, swapping out inventory and placeholder Components is done in Level's denormalizeThang
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loadItemThangsEquippedByLevelThang: (levelThang) ->
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return unless levelThang.components
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for component in levelThang.components
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if component.original is LevelComponent.EquipsID and inventory = component.config?.inventory
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for itemThangType in _.values(inventory)
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unless itemThangType
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console.warn "Empty item in inventory for", levelThang
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continue
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url = "/db/thang.type/#{itemThangType}/version?project=name,components,original"
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@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')
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onThangNamesLoaded: (thangNames) ->
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if @level.get('type') is 'hero'
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for thangType in thangNames.models
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@loadDefaultComponentsForThangType(thangType)
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@loadEquippedItemsInheritedFromThangType(thangType)
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loadDefaultComponentsForThangType: (thangType) ->
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return unless components = thangType.get('components')
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for component in components
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url = "/db/level.component/#{component.original}/version/#{component.majorVersion}"
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@worldNecessities.push @maybeLoadURL(url, LevelComponent, 'component')
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loadEquippedItemsInheritedFromThangType: (thangType) ->
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for levelThang in @level.get('thangs') or []
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if levelThang.thangType is thangType.get('original')
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levelThang = $.extend true, {}, levelThang
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@level.denormalizeThang(levelThang, @supermodel)
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equipsComponent = _.find levelThang.components, {original: LevelComponent.EquipsID}
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inventory = equipsComponent?.config?.inventory
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continue unless inventory
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for itemThangType in _.values inventory
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url = "/db/thang.type/#{itemThangType}/version?project=name,components,original"
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@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')
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onWorldNecessityLoaded: (resource) ->
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index = @worldNecessities.indexOf(resource)
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if (@level?.loading or (@level?.get('type') is 'hero')) and resource.name is 'thang'
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@loadDefaultComponentsForThangType(resource.model)
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@loadEquippedItemsInheritedFromThangType(resource.model)
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return unless index >= 0
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@worldNecessities.splice(index, 1)
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@worldNecessities = (r for r in @worldNecessities when r?)
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@onWorldNecessitiesLoaded() if @worldNecessities.length is 0
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onWorldNecessitiesLoaded: =>
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@initWorld()
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@supermodel.clearMaxProgress()
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@trigger 'world-necessities-loaded'
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return if @headless
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thangsToLoad = _.uniq( (t.spriteName for t in @world.thangs when t.exists) )
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nameModelTuples = ([thangType.get('name'), thangType] for thangType in @thangNames.models)
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nameModelMap = _.zipObject nameModelTuples
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@spriteSheetsToBuild = []
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for thangTypeName in thangsToLoad
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thangType = nameModelMap[thangTypeName]
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console.log 'found ThangType', thangType, 'for', thangTypeName, 'of nameModelMap', nameModelMap unless thangType
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continue if thangType.isFullyLoaded()
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thangType.fetch()
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thangType = @supermodel.loadModel(thangType, 'thang').model
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res = @supermodel.addSomethingResource 'sprite_sheet', 5
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res.thangType = thangType
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res.markLoading()
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@spriteSheetsToBuild.push res
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@buildLoopInterval = setInterval @buildLoop, 5 if @spriteSheetsToBuild.length
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maybeLoadURL: (url, Model, resourceName) ->
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return if @supermodel.getModel(url)
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model = new Model().setURL url
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@supermodel.loadModel(model, resourceName)
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onSupermodelLoaded: ->
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return if @destroyed
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console.log 'SuperModel for Level loaded in', new Date().getTime() - @t0, 'ms'
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@loadLevelSounds()
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@denormalizeSession()
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app.tracker.updatePlayState(@level, @session) unless @headless
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buildLoop: =>
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someLeft = false
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for spriteSheetResource, i in @spriteSheetsToBuild
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continue if spriteSheetResource.spriteSheetKeys
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someLeft = true
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thangType = spriteSheetResource.thangType
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if thangType.loaded and not thangType.loading
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keys = @buildSpriteSheetsForThangType spriteSheetResource.thangType
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if keys and keys.length
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@listenTo spriteSheetResource.thangType, 'build-complete', @onBuildComplete
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spriteSheetResource.spriteSheetKeys = keys
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else
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spriteSheetResource.markLoaded()
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clearInterval @buildLoopInterval unless someLeft
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onBuildComplete: (e) ->
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resource = null
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for resource in @spriteSheetsToBuild
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break if e.thangType is resource.thangType
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resource.spriteSheetKeys = (k for k in resource.spriteSheetKeys when k isnt e.key)
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resource.markLoaded() if resource.spriteSheetKeys.length is 0
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denormalizeSession: ->
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return if @headless or @sessionDenormalized or @spectateMode
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patch =
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'levelName': @level.get('name')
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'levelID': @level.get('slug') or @level.id
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if me.id is @session.get 'creator'
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patch.creatorName = me.get('name')
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for key, value of patch
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if @session.get(key) is value
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delete patch[key]
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unless _.isEmpty patch
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@session.set key, value for key, value of patch
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tempSession = new LevelSession _id: @session.id
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tempSession.save(patch, {patch: true})
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@sessionDenormalized = true
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# Building sprite sheets
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buildSpriteSheetsForThangType: (thangType) ->
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return if @headless
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# TODO: Finish making sure the supermodel loads the raster image before triggering load complete, and that the cocosprite has access to the asset.
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# if f = thangType.get('raster')
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# queue = new createjs.LoadQueue()
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# queue.loadFile('/file/'+f)
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@grabThangTypeTeams() unless @thangTypeTeams
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keys = []
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for team in @thangTypeTeams[thangType.get('original')] ? [null]
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spriteOptions = {resolutionFactor: SPRITE_RESOLUTION_FACTOR, async: true}
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if thangType.get('kind') is 'Floor'
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spriteOptions.resolutionFactor = 2
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if team and color = @teamConfigs[team]?.color
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spriteOptions.colorConfig = team: color
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key = @buildSpriteSheet thangType, spriteOptions
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if _.isString(key) then keys.push key
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keys
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grabThangTypeTeams: ->
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@grabTeamConfigs()
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@thangTypeTeams = {}
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for thang in @level.get('thangs')
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for component in thang.components
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if team = component.config?.team
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@thangTypeTeams[thang.thangType] ?= []
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@thangTypeTeams[thang.thangType].push team unless team in @thangTypeTeams[thang.thangType]
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break
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@thangTypeTeams
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grabTeamConfigs: ->
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for system in @level.get('systems')
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if @teamConfigs = system.config?.teamConfigs
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break
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unless @teamConfigs
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# Hack: pulled from Alliance System code. TODO: put in just one place.
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@teamConfigs = {'humans': {'superteam': 'humans', 'color': {'hue': 0, 'saturation': 0.75, 'lightness': 0.5}, 'playable': true}, 'ogres': {'superteam': 'ogres', 'color': {'hue': 0.66, 'saturation': 0.75, 'lightness': 0.5}, 'playable': false}, 'neutral': {'superteam': 'neutral', 'color': {'hue': 0.33, 'saturation': 0.75, 'lightness': 0.5}}}
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@teamConfigs
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buildSpriteSheet: (thangType, options) ->
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if thangType.get('name') is 'Wizard'
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options.colorConfig = me.get('wizard')?.colorConfig or {}
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thangType.buildSpriteSheet options
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# World init
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initWorld: ->
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return if @initialized
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@initialized = true
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@world = new World()
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@world.levelSessionIDs = if @opponentSessionID then [@sessionID, @opponentSessionID] else [@sessionID]
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serializedLevel = @level.serialize(@supermodel, @session)
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@world.loadFromLevel serializedLevel, false
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console.log 'World has been initialized from level loader.'
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# Initial Sound Loading
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loadAudio: ->
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return if @headless
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AudioPlayer.preloadInterfaceSounds ['victory']
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loadLevelSounds: ->
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return if @headless
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scripts = @level.get 'scripts'
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return unless scripts
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for script in scripts when script.noteChain
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for noteGroup in script.noteChain when noteGroup.sprites
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for sprite in noteGroup.sprites when sprite.say?.sound
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AudioPlayer.preloadSoundReference(sprite.say.sound)
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thangTypes = @supermodel.getModels(ThangType)
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for thangType in thangTypes
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for trigger, sounds of thangType.get('soundTriggers') or {} when trigger isnt 'say'
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AudioPlayer.preloadSoundReference sound for sound in sounds
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# everything else sound wise is loaded as needed as worlds are generated
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progress: -> @supermodel.progress
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destroy: ->
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clearInterval @buildLoopInterval if @buildLoopInterval
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super()
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