codecombat/app/views/play/level/tome/TomeView.coffee
2016-09-15 22:29:36 -07:00

247 lines
11 KiB
CoffeeScript

# There's one TomeView per Level. It has:
# - a CastButtonView, which has
# - a cast button
# - a submit/done button
# - for each spell (programmableMethod) (which is now just always only 'plan')
# - a Spell, which has
# - a Thang that uses that Spell, with an aether and a castAether
# - a SpellView, which has
# - tons of stuff; the meat
# - a SpellTopBarView, which has some controls
# - a SpellPaletteView, which has
# - for each programmableProperty:
# - a SpellPaletteEntryView
#
# The CastButtonView always shows.
# The SpellPaletteView shows the entries for the currently selected Programmable Thang.
# The SpellView shows the code and runtime state for the currently selected Spell and, specifically, Thang.
# You can switch a SpellView to showing the runtime state of another Thang sharing that Spell.
# SpellPaletteViews are destroyed and recreated whenever you switch Thangs.
CocoView = require 'views/core/CocoView'
template = require 'templates/play/level/tome/tome'
{me} = require 'core/auth'
Spell = require './Spell'
SpellPaletteView = require './SpellPaletteView'
CastButtonView = require './CastButtonView'
module.exports = class TomeView extends CocoView
id: 'tome-view'
template: template
controlsEnabled: true
cache: false
subscriptions:
'tome:spell-loaded': 'onSpellLoaded'
'tome:cast-spell': 'onCastSpell'
'tome:change-language': 'updateLanguageForAllSpells'
'surface:sprite-selected': 'onSpriteSelected'
'god:new-world-created': 'onNewWorld'
'tome:comment-my-code': 'onCommentMyCode'
'tome:select-primary-sprite': 'onSelectPrimarySprite'
events:
'click': 'onClick'
afterRender: ->
super()
@worker = @createWorker()
programmableThangs = _.filter @options.thangs, (t) -> t.isProgrammable and t.programmableMethods
if @options.level.isType('web-dev')
if @fakeProgrammableThang = @createFakeProgrammableThang()
programmableThangs = [@fakeProgrammableThang]
@createSpells programmableThangs, programmableThangs[0]?.world # Do before castButton
@castButton = @insertSubView new CastButtonView spells: @spells, level: @options.level, session: @options.session, god: @options.god
@teamSpellMap = @generateTeamSpellMap(@spells)
unless programmableThangs.length
@cast()
warning = 'Warning: There are no Programmable Thangs in this level, which makes it unplayable.'
noty text: warning, layout: 'topCenter', type: 'warning', killer: false, timeout: 15000, dismissQueue: true, maxVisible: 3
console.warn warning
delete @options.thangs
onNewWorld: (e) ->
programmableThangs = _.filter e.thangs, (t) -> t.isProgrammable and t.programmableMethods and t.inThangList
@createSpells programmableThangs, e.world
onCommentMyCode: (e) ->
for spellKey, spell of @spells when spell.canWrite()
console.log 'Commenting out', spellKey
commentedSource = spell.view.commentOutMyCode() + 'Commented out to stop infinite loop.\n' + spell.getSource()
spell.view.updateACEText commentedSource
spell.view.recompile false
@cast()
createWorker: ->
return null unless Worker?
return null if window.application.isIPadApp # Save memory!
return new Worker('/javascripts/workers/aether_worker.js')
generateTeamSpellMap: (spellObject) ->
teamSpellMap = {}
for spellName, spell of spellObject
teamName = spell.team
teamSpellMap[teamName] ?= []
spellNameElements = spellName.split '/'
thangName = spellNameElements[0]
spellName = spellNameElements[1]
teamSpellMap[teamName].push thangName if thangName not in teamSpellMap[teamName]
return teamSpellMap
createSpells: (programmableThangs, world) ->
language = @options.session.get('codeLanguage') ? me.get('aceConfig')?.language ? 'python'
pathPrefixComponents = ['play', 'level', @options.levelID, @options.session.id, 'code']
@spells ?= {}
@thangSpells ?= {}
for thang in programmableThangs
continue if @thangSpells[thang.id]?
@thangSpells[thang.id] = []
for methodName, method of thang.programmableMethods
pathComponents = [thang.id, methodName]
pathComponents[0] = _.string.slugify pathComponents[0]
spellKey = pathComponents.join '/'
@thangSpells[thang.id].push spellKey
skipProtectAPI = @getQueryVariable 'skip_protect_api', false
spell = @spells[spellKey] = new Spell
hintsState: @options.hintsState
programmableMethod: method
spellKey: spellKey
pathComponents: pathPrefixComponents.concat(pathComponents)
session: @options.session
otherSession: @options.otherSession
supermodel: @supermodel
skipProtectAPI: skipProtectAPI
worker: @worker
language: language
spectateView: @options.spectateView
spectateOpponentCodeLanguage: @options.spectateOpponentCodeLanguage
observing: @options.observing
levelID: @options.levelID
level: @options.level
god: @options.god
courseID: @options.courseID
for thangID, spellKeys of @thangSpells
thang = @fakeProgrammableThang ? world.getThangByID thangID
if thang
@spells[spellKey].addThang thang for spellKey in spellKeys
else
delete @thangSpells[thangID]
spell.removeThangID thangID for spell in @spells
for spellKey, spell of @spells when not spell.canRead() # Make sure these get transpiled (they have no views).
spell.transpile()
spell.loaded = true
null
onSpellLoaded: (e) ->
console.log 'onSpellLoaded', e if me.get('name') is 'Shanakin'
for spellID, spell of @spells
return unless spell.loaded
console.log '... all loaded, let us begin' if me.get('name') is 'Shanakin'
justBegin = @options.level.isType('game-dev')
@cast false, false, justBegin
onCastSpell: (e) ->
# A single spell is cast.
@cast e?.preload, e?.realTime, e?.justBegin
cast: (preload=false, realTime=false, justBegin=false) ->
return if @options.level.isType('web-dev')
sessionState = @options.session.get('state') ? {}
if realTime
sessionState.submissionCount = (sessionState.submissionCount ? 0) + 1
sessionState.flagHistory = _.filter sessionState.flagHistory ? [], (event) => event.team isnt (@options.session.get('team') ? 'humans')
sessionState.lastUnsuccessfulSubmissionTime = new Date() if @options.level.get 'replayable'
@options.session.set 'state', sessionState
difficulty = sessionState.difficulty ? 0
if @options.observing
difficulty = Math.max 0, difficulty - 1 # Show the difficulty they won, not the next one.
Backbone.Mediator.publish 'tome:cast-spells', {
@spells,
preload,
realTime,
justBegin,
difficulty,
submissionCount: sessionState.submissionCount ? 0,
flagHistory: sessionState.flagHistory ? [],
god: @options.god,
fixedSeed: @options.fixedSeed
}
onClick: (e) ->
Backbone.Mediator.publish 'tome:focus-editor', {} unless $(e.target).parents('.popover').length
onSpriteSelected: (e) ->
return if @spellView and @options.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev'] # Never deselect the hero in the Tome.
spell = @spellFor e.thang, e.spellName
if spell?.canRead()
@setSpellView spell, e.thang
setSpellView: (spell, thang) ->
unless spell.view is @spellView
@spellView = spell.view
@spellTopBarView = spell.topBarView
@$el.find('#' + @spellView.id).after(@spellView.el).remove()
@$el.find('#' + @spellTopBarView.id).after(@spellTopBarView.el).remove()
@castButton?.attachTo @spellView
@updateSpellPalette thang, spell
@spellView?.setThang thang
updateSpellPalette: (thang, spell) ->
return unless thang and @spellPaletteView?.thang isnt thang and (thang.programmableProperties or thang.apiProperties or thang.programmableHTMLProperties)
useHero = /hero/.test(spell.getSource()) or not /(self[\.\:]|this\.|\@)/.test(spell.getSource())
@spellPaletteView = @insertSubView new SpellPaletteView { thang, @supermodel, programmable: spell?.canRead(), language: spell?.language ? @options.session.get('codeLanguage'), session: @options.session, level: @options.level, courseID: @options.courseID, courseInstanceID: @options.courseInstanceID, useHero }
@spellPaletteView.toggleControls {}, spell.view.controlsEnabled if spell?.view # TODO: know when palette should have been disabled but didn't exist
spellFor: (thang, spellName) ->
return null unless thang?.isProgrammable
return unless @thangSpells[thang.id] # Probably in streaming mode, where we don't update until it's done.
selectedThangSpells = (@spells[spellKey] for spellKey in @thangSpells[thang.id])
if spellName
spell = _.find selectedThangSpells, {name: spellName}
else
spell = _.find selectedThangSpells, (spell) -> spell.canWrite()
spell ?= _.find selectedThangSpells, (spell) -> spell.canRead()
spell
reloadAllCode: ->
spell.view.reloadCode false for spellKey, spell of @spells when spell.view and (spell.team is me.team or (spell.team in ['common', 'neutral', null]))
@cast false, false
updateLanguageForAllSpells: (e) ->
spell.updateLanguageAether e.language for spellKey, spell of @spells when spell.canWrite()
if e.reload
@reloadAllCode()
else
@cast()
onSelectPrimarySprite: (e) ->
if @options.level.isType('web-dev')
@setSpellView @spells['hero-placeholder/plan'], @fakeProgrammableThang
return
# This is fired by PlayLevelView
if @options.session.get('team') is 'ogres'
Backbone.Mediator.publish 'level:select-sprite', thangID: 'Hero Placeholder 1'
else
Backbone.Mediator.publish 'level:select-sprite', thangID: 'Hero Placeholder'
createFakeProgrammableThang: ->
return null unless hero = _.find @options.level.get('thangs'), id: 'Hero Placeholder'
return null unless programmableConfig = _.find(hero.components, (component) -> component.config?.programmableMethods).config
usesHTMLConfig = _.find(hero.components, (component) -> component.config?.programmableHTMLProperties).config
usesWebJavaScriptConfig = _.find(hero.components, (component) -> component.config?.programmableWebJavaScriptProperties)?.config
usesJQueryConfig = _.find(hero.components, (component) -> component.config?.programmableJQueryProperties)?.config
console.warn "Couldn't find usesHTML config; is it presented and not defaulted on the Hero Placeholder?" unless usesHTMLConfig
thang =
id: 'Hero Placeholder'
isProgrammable: true
thang = _.merge thang, programmableConfig, usesHTMLConfig, usesWebJavaScriptConfig, usesJQueryConfig
thang
destroy: ->
spell.destroy() for spellKey, spell of @spells
@worker?.terminate()
super()