mirror of
https://github.com/codeninjasllc/codecombat.git
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8f923f9e1e
We’re keeping the patch behavior though. Real patch calls return incorrect http responses in some environments, like Browserstack and schools.
393 lines
16 KiB
CoffeeScript
393 lines
16 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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@spectateMode = options.spectateMode ? false
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@worldNecessities = []
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@listenTo @supermodel, 'resource-loaded', @onWorldNecessityLoaded
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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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# 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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@onLevelLoaded()
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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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@loadSession()
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@populateLevel()
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Backbone.Mediator.publish 'level:loaded', level: @level, team: @team ? 'humans'
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# Session Loading
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loadSession: ->
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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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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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if @session.loaded
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@session.setURL '/db/level.session/' + @session.id
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@loadDependenciesForSession @session
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else
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@listenToOnce @session, 'sync', ->
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@session.setURL '/db/level.session/' + @session.id
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@loadDependenciesForSession @session
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if @opponentSession
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if @opponentSession.loaded
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@loadDependenciesForSession @opponentSession
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else
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@listenToOnce @opponentSession, 'sync', @loadDependenciesForSession
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loadDependenciesForSession: (session) ->
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if session is @session
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Backbone.Mediator.publish 'level:session-loaded', level: @level, session: @session
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@consolidateFlagHistory() if @opponentSession?.loaded
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else if session is @opponentSession
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@consolidateFlagHistory() if @session.loaded
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return unless @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
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@sessionDependenciesRegistered ?= {}
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heroConfig = session.get('heroConfig')
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heroConfig ?= me.get('heroConfig') if session is @session and not @headless
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heroConfig ?= {inventory: {}, thangType: '529ffbf1cf1818f2be000001'} # If all else fails, assign Tharin as the hero.
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session.set 'heroConfig', heroConfig unless _.isEqual heroConfig, session.get('heroConfig')
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url = "/db/thang.type/#{heroConfig.thangType}/version"
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if heroResource = @maybeLoadURL(url, ThangType, 'thang')
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@worldNecessities.push heroResource
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else
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heroThangType = @supermodel.getModel url
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@loadDefaultComponentsForThangType heroThangType
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@loadThangsRequiredByThangType heroThangType
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for itemThangType in _.values(heroConfig.inventory)
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url = "/db/thang.type/#{itemThangType}/version?project=name,components,original,rasterIcon,kind"
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if itemResource = @maybeLoadURL(url, ThangType, 'thang')
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@worldNecessities.push itemResource
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else
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itemThangType = @supermodel.getModel url
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@loadDefaultComponentsForThangType itemThangType
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@loadThangsRequiredByThangType itemThangType
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@sessionDependenciesRegistered[session.id] = true
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if _.size(@sessionDependenciesRegistered) is 2 and not (r for r in @worldNecessities when r?).length
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@onWorldNecessitiesLoaded()
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consolidateFlagHistory: ->
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state = @session.get('state') ? {}
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myFlagHistory = _.filter state.flagHistory ? [], team: @session.get('team')
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opponentFlagHistory = _.filter @opponentSession.get('state')?.flagHistory ? [], team: @opponentSession.get('team')
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state.flagHistory = myFlagHistory.concat opponentFlagHistory
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@session.set 'state', state
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# Grabbing the rest of the required data for the level
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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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@loadThangsRequiredByLevelThang(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 or @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
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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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loadThangsRequiredByLevelThang: (levelThang) ->
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@loadThangsRequiredFromComponentList levelThang.components
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loadThangsRequiredByThangType: (thangType) ->
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@loadThangsRequiredFromComponentList thangType.get('components')
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loadThangsRequiredFromComponentList: (components) ->
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return unless components
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requiredThangTypes = []
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for component in components when component.config
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if component.original is LevelComponent.EquipsID
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requiredThangTypes.push itemThangType for itemThangType in _.values (component.config.inventory ? {})
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else if component.config.requiredThangTypes
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requiredThangTypes = requiredThangTypes.concat component.config.requiredThangTypes
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for thangType in requiredThangTypes
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url = "/db/thang.type/#{thangType}/version?project=name,components,original,rasterIcon,kind"
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@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')
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onThangNamesLoaded: (thangNames) ->
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for thangType in thangNames.models
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@loadDefaultComponentsForThangType(thangType)
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@loadThangsRequiredByThangType(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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onWorldNecessityLoaded: (resource) ->
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index = @worldNecessities.indexOf(resource)
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if resource.name is 'thang'
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@loadDefaultComponentsForThangType(resource.model)
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@loadThangsRequiredByThangType(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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if @worldNecessities.length is 0 and (not @sessionDependenciesRegistered or @sessionDependenciesRegistered[@session.id] and (not @opponentSession or @sessionDependenciesRegistered[@opponentSession.id]))
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@onWorldNecessitiesLoaded()
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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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# continue if not thangType or 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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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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return console.error 'Did not find spriteSheetToBuildResource for', e unless resource
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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, type: 'PUT'})
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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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@world.submissionCount = @session?.get('state')?.submissionCount ? 0
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@world.flagHistory = @session?.get('state')?.flagHistory ? []
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serializedLevel = @level.serialize(@supermodel, @session, @opponentSession)
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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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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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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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