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https://github.com/codeninjasllc/codecombat.git
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7419b269f1
Background linting/transpilation/hasChangedSignificantly
215 lines
8.8 KiB
CoffeeScript
215 lines
8.8 KiB
CoffeeScript
# There's one TomeView per Level. It has:
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# - a CastButtonView, which has
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# - a cast button
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# - an autocast settings options button
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# - for each spell (programmableMethod):
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# - a Spell, which has
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# - a list of Thangs that share that Spell, with one aether per Thang per Spell
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# - a SpellView, which has
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# - tons of stuff; the meat
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# - a SpellListView, which has
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# - for each spell:
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# - a SpellListEntryView, which has
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# - icons for each Thang
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# - the spell name
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# - a reload button
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# - documentation for that method (in a popover)
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# - a SpellPaletteView, which has
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# - for each programmableProperty:
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# - a SpellPaletteEntryView
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#
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# The CastButtonView and SpellListView always show.
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# The SpellPaletteView shows the entries for the currently selected Programmable Thang.
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# The SpellView shows the code and runtime state for the currently selected Spell and, specifically, Thang.
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# The SpellView obscures most of the SpellListView when present. We might mess with this.
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# You can switch a SpellView to showing the runtime state of another Thang sharing that Spell.
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# SpellPaletteViews are destroyed and recreated whenever you switch Thangs.
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# The SpellListView shows spells to which your team has read or readwrite access.
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# It doubles as a Thang selector, since it's there when nothing is selected.
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View = require 'views/kinds/CocoView'
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template = require 'templates/play/level/tome/tome'
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{me} = require 'lib/auth'
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Spell = require './spell'
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SpellListView = require './spell_list_view'
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ThangListView = require './thang_list_view'
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SpellPaletteView = require './spell_palette_view'
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CastButtonView = require './cast_button_view'
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window.SHIM_WORKER_PATH = '/javascripts/workers/catiline_worker_shim.js'
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module.exports = class TomeView extends View
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id: 'tome-view'
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template: template
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controlsEnabled: true
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cache: false
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subscriptions:
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'tome:spell-loaded': "onSpellLoaded"
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'tome:cast-spell': "onCastSpell"
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'tome:toggle-spell-list': 'onToggleSpellList'
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'tome:change-language': 'updateLanguageForAllSpells'
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'surface:sprite-selected': 'onSpriteSelected'
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'god:new-world-created': 'onNewWorld'
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'tome:comment-my-code': 'onCommentMyCode'
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events:
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'click #spell-view': 'onSpellViewClick'
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'click': 'onClick'
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afterRender: ->
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super()
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@worker = @createWorker()
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programmableThangs = _.filter @options.thangs, 'isProgrammable'
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if programmableThangs.length
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@createSpells programmableThangs, programmableThangs[0].world # Do before spellList, thangList, and castButton
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@spellList = @insertSubView new SpellListView spells: @spells, supermodel: @supermodel
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@thangList = @insertSubView new ThangListView spells: @spells, thangs: @options.thangs, supermodel: @supermodel
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@castButton = @insertSubView new CastButtonView spells: @spells, levelID: @options.levelID
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@teamSpellMap = @generateTeamSpellMap(@spells)
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else
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@cast()
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console.warn "Warning: There are no Programmable Thangs in this level, which makes it unplayable."
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delete @options.thangs
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onNewWorld: (e) ->
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thangs = _.filter e.world.thangs, 'isSelectable'
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programmableThangs = _.filter thangs, 'isProgrammable'
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@createSpells programmableThangs, e.world
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@thangList.adjustThangs @spells, thangs
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@spellList.adjustSpells @spells
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onCommentMyCode: (e) ->
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for spellKey, spell of @spells when spell.canWrite()
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console.log "Commenting out", spellKey
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commentedSource = 'return; // Commented out to stop infinite loop.\n' + spell.getSource()
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spell.view.updateACEText commentedSource
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spell.view.recompile false
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@cast()
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createWorker: ->
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return new Worker("/javascripts/workers/aether_worker.js")
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generateTeamSpellMap: (spellObject) ->
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teamSpellMap = {}
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for spellName, spell of spellObject
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teamName = spell.team
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teamSpellMap[teamName] ?= []
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spellNameElements = spellName.split '/'
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thangName = spellNameElements[0]
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spellName = spellNameElements[1]
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teamSpellMap[teamName].push thangName if thangName not in teamSpellMap[teamName]
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return teamSpellMap
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createSpells: (programmableThangs, world) ->
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pathPrefixComponents = ['play', 'level', @options.levelID, @options.session.id, 'code']
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@spells ?= {}
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@thangSpells ?= {}
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for thang in programmableThangs
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continue if @thangSpells[thang.id]?
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@thangSpells[thang.id] = []
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for methodName, method of thang.programmableMethods
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pathComponents = [thang.id, methodName]
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if method.cloneOf
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pathComponents[0] = method.cloneOf # referencing another Thang's method
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pathComponents[0] = _.string.slugify pathComponents[0]
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spellKey = pathComponents.join '/'
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@thangSpells[thang.id].push spellKey
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unless method.cloneOf
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skipProtectAPI = @getQueryVariable "skip_protect_api", not @options.ladderGame
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skipFlow = @getQueryVariable "skip_flow", @options.levelID is 'brawlwood' or @options.levelID is 'resource-gathering-multiplayer'
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spell = @spells[spellKey] = new Spell programmableMethod: method, spellKey: spellKey, pathComponents: pathPrefixComponents.concat(pathComponents), session: @options.session, supermodel: @supermodel, skipFlow: skipFlow, skipProtectAPI: skipProtectAPI, worker: @worker
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for thangID, spellKeys of @thangSpells
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thang = world.getThangByID thangID
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if thang
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@spells[spellKey].addThang thang for spellKey in spellKeys
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else
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delete @thangSpells[thangID]
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spell.removeThangID thangID for spell in @spells
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null
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onSpellLoaded: (e) ->
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for spellID, spell of @spells
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return unless spell.loaded
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@cast()
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onCastSpell: (e) ->
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# A single spell is cast.
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# Hmm; do we need to make sure other spells are all cast here?
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@cast()
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cast: ->
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if @options.levelID is 'brawlwood'
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# For performance reasons, only includeFlow on the currently Thang.
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for spellKey, spell of @spells
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for thangID, spellThang of spell.thangs
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hadFlow = Boolean spellThang.aether.options.includeFlow
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willHaveFlow = spellThang is @spellView?.spellThang
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spellThang.aether.options.includeFlow = spellThang.aether.originalOptions.includeFlow = willHaveFlow
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spellThang.aether.transpile spell.source unless hadFlow is willHaveFlow
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#console.log "set includeFlow to", spellThang.aether.options.includeFlow, "for", thangID, "of", spellKey
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Backbone.Mediator.publish 'tome:cast-spells', spells: @spells
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onToggleSpellList: (e) ->
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@spellList.rerenderEntries()
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@spellList.$el.toggle()
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onSpellViewClick: (e) ->
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@spellList.$el.hide()
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onClick: (e) ->
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Backbone.Mediator.publish 'focus-editor' unless $(e.target).parents('.popover').length
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clearSpellView: ->
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@spellView?.dismiss()
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@spellView?.$el.after('<div id="' + @spellView.id + '"></div>').detach()
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@spellView = null
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@spellTabView?.$el.after('<div id="' + @spellTabView.id + '"></div>').detach()
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@spellTabView = null
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@removeSubView @spellPaletteView if @spellPaletteView
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@spellPaletteView = null
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@castButton?.$el.hide()
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@thangList?.$el.show()
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onSpriteSelected: (e) ->
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thang = e.thang
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spellName = e.spellName
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@spellList?.$el.hide()
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return @clearSpellView() unless thang?.isProgrammable
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selectedThangSpells = (@spells[spellKey] for spellKey in @thangSpells[thang.id])
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if spellName
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spell = _.find selectedThangSpells, {name: spellName}
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else
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spell = @thangList.topSpellForThang thang
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#spell = selectedThangSpells[0] # TODO: remember last selected spell for this thang
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return @clearSpellView() unless spell?.canRead()
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unless spell.view is @spellView
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@clearSpellView()
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@spellView = spell.view
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@spellTabView = spell.tabView
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@$el.find('#' + @spellView.id).after(@spellView.el).remove()
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@$el.find('#' + @spellTabView.id).after(@spellTabView.el).remove()
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@castButton.attachTo @spellView
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@thangList.$el.hide()
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Backbone.Mediator.publish 'tome:spell-shown', thang: thang, spell: spell
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@spellList.setThangAndSpell thang, spell
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@spellView?.setThang thang
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@spellTabView?.setThang thang
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if @spellPaletteView?.thang isnt thang
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@spellPaletteView = @insertSubView new SpellPaletteView thang: thang, supermodel: @supermodel
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@spellPaletteView.toggleControls {}, spell.view.controlsEnabled # TODO: know when palette should have been disabled but didn't exist
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reloadAllCode: ->
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spell.view.reloadCode false for spellKey, spell of @spells when spell.team is me.team or (spell.team in ["common", "neutral", null])
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Backbone.Mediator.publish 'tome:cast-spells', spells: @spells
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updateLanguageForAllSpells: ->
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spell.updateLanguageAether() for spellKey, spell of @spells
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destroy: ->
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spell.destroy() for spellKey, spell of @spells
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@worker?.terminate()
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super()
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