mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-12-17 19:12:33 -05:00
458 lines
17 KiB
CoffeeScript
458 lines
17 KiB
CoffeeScript
CocoModel = require './CocoModel'
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SpriteBuilder = require 'lib/sprites/SpriteBuilder'
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LevelComponent = require './LevelComponent'
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utils = require 'core/utils'
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buildQueue = []
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module.exports = class ThangType extends CocoModel
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@className: 'ThangType'
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@schema: require 'schemas/models/thang_type'
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@heroes:
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captain: '529ec584c423d4e83b000014'
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knight: '529ffbf1cf1818f2be000001'
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'samurai': '53e12be0d042f23505c3023b'
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'ninja': '52fc0ed77e01835453bd8f6c'
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'forest-archer': '5466d4f2417c8b48a9811e87'
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trapper: '5466d449417c8b48a9811e83'
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librarian: '52fbf74b7e01835453bd8d8e'
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'potion-master': '52e9adf7427172ae56002172'
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sorcerer: '52fd1524c7e6cf99160e7bc9'
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@heroClasses:
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Warrior: ['captain', 'knight', 'samurai']
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Ranger: ['ninja', 'forest-archer', 'trapper']
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Wizard: ['librarian', 'potion-master', 'sorcerer']
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@items:
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'simple-boots': '53e237bf53457600003e3f05'
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urlRoot: '/db/thang.type'
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building: {}
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initialize: ->
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super()
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@building = {}
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@spriteSheets = {}
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## Testing memory clearing
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#f = =>
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# console.info 'resetting raw data'
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# @unset 'raw'
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# @_previousAttributes.raw = null
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#setTimeout f, 40000
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resetRawData: ->
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@set('raw', {shapes: {}, containers: {}, animations: {}})
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resetSpriteSheetCache: ->
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@buildActions()
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@spriteSheets = {}
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@building = {}
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isFullyLoaded: ->
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# 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.
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return @get('actions') or @get('raster') # needs one of these two things
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loadRasterImage: ->
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return if @loadingRaster or @loadedRaster
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return unless raster = @get('raster')
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@rasterImage = $("<img src='/file/#{raster}' />")
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@loadingRaster = true
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@rasterImage.one('load', =>
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@loadingRaster = false
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@loadedRaster = true
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@trigger('raster-image-loaded', @))
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@rasterImage.one('error', =>
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@loadingRaster = false
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@trigger('raster-image-load-errored', @)
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)
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getActions: ->
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return {} unless @isFullyLoaded()
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return @actions or @buildActions()
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buildActions: ->
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return null unless @isFullyLoaded()
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@actions = $.extend(true, {}, @get('actions'))
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for name, action of @actions
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action.name = name
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for relatedName, relatedAction of action.relatedActions ? {}
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relatedAction.name = action.name + '_' + relatedName
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@actions[relatedAction.name] = relatedAction
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@actions
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fillOptions: (options) ->
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options ?= {}
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options = _.clone options
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options.resolutionFactor ?= SPRITE_RESOLUTION_FACTOR
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options.async ?= false
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options.thang = null # Don't hold onto any bad Thang references.
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options
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buildSpriteSheet: (options) ->
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return false unless @isFullyLoaded() and @get 'raw'
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@options = @fillOptions options
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key = @spriteSheetKey(@options)
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if ss = @spriteSheets[key] then return ss
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if @building[key]
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@options = null
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return key
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@t0 = new Date().getTime()
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@initBuild(options)
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@addGeneralFrames() unless @options.portraitOnly
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@addPortrait()
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@building[key] = true
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result = @finishBuild()
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return result
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initBuild: (options) ->
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@buildActions() if not @actions
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@vectorParser = new SpriteBuilder(@, options)
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@builder = new createjs.SpriteSheetBuilder()
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@builder.padding = 2
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@frames = {}
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addPortrait: ->
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# The portrait is built very differently than the other animations, so it gets a separate function.
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return unless @actions
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portrait = @actions.portrait
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return unless portrait
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scale = portrait.scale or 1
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pt = portrait.positions?.registration
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rect = new createjs.Rectangle(pt?.x/scale or 0, pt?.y/scale or 0, 100/scale, 100/scale)
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if portrait.animation
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mc = @vectorParser.buildMovieClip portrait.animation
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mc.nominalBounds = mc.frameBounds = null # override what the movie clip says on bounding
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@builder.addMovieClip(mc, rect, scale)
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frames = @builder._animations[portrait.animation].frames
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frames = @mapFrames(portrait.frames, frames[0]) if portrait.frames?
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@builder.addAnimation 'portrait', frames, true
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else if portrait.container
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s = @vectorParser.buildContainerFromStore(portrait.container)
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frame = @builder.addFrame(s, rect, scale)
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@builder.addAnimation 'portrait', [frame], false
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addGeneralFrames: ->
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framesMap = {}
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for animation in @requiredRawAnimations()
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name = animation.animation
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mc = @vectorParser.buildMovieClip name
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continue unless mc
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@builder.addMovieClip mc, null, animation.scale * @options.resolutionFactor
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framesMap[animation.scale + '_' + name] = @builder._animations[name].frames
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for name, action of @actions when action.animation
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continue if name is 'portrait'
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scale = action.scale ? @get('scale') ? 1
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frames = framesMap[scale + '_' + action.animation]
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continue unless frames
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frames = @mapFrames(action.frames, frames[0]) if action.frames?
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next = true
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next = action.goesTo if action.goesTo
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next = false if action.loops is false
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@builder.addAnimation name, frames, next
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for name, action of @actions when action.container and not action.animation
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continue if name is 'portrait'
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scale = @options.resolutionFactor * (action.scale or @get('scale') or 1)
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s = @vectorParser.buildContainerFromStore(action.container)
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continue unless s
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frame = @builder.addFrame(s, s.bounds, scale)
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@builder.addAnimation name, [frame], false
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requiredRawAnimations: ->
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required = []
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for name, action of @get('actions')
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continue if name is 'portrait'
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allActions = [action].concat(_.values (action.relatedActions ? {}))
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for a in allActions when a.animation
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scale = if name is 'portrait' then a.scale or 1 else a.scale or @get('scale') or 1
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animation = {animation: a.animation, scale: scale}
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animation.portrait = name is 'portrait'
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unless _.find(required, (r) -> _.isEqual r, animation)
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required.push animation
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required
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mapFrames: (frames, frameOffset) ->
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return frames unless _.isString(frames) # don't accidentally do this again
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(parseInt(f, 10) + frameOffset for f in frames.split(','))
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finishBuild: ->
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return if _.isEmpty(@builder._animations)
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key = @spriteSheetKey(@options)
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spriteSheet = null
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if @options.async
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buildQueue.push @builder
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@builder.t0 = new Date().getTime()
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@builder.buildAsync() unless buildQueue.length > 1
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@builder.on 'complete', @onBuildSpriteSheetComplete, @, true, [@builder, key, @options]
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@builder = null
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return key
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spriteSheet = @builder.build()
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@logBuild @t0, false, @options.portraitOnly
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@spriteSheets[key] = spriteSheet
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@building[key] = false
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@builder = null
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@options = null
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spriteSheet
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onBuildSpriteSheetComplete: (e, data) ->
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[builder, key, options] = data
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@logBuild builder.t0, true, options.portraitOnly
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buildQueue = buildQueue.slice(1)
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buildQueue[0].t0 = new Date().getTime() if buildQueue[0]
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buildQueue[0]?.buildAsync()
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@spriteSheets[key] = e.target.spriteSheet
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@building[key] = false
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@trigger 'build-complete', {key: key, thangType: @}
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@vectorParser = null
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logBuild: (startTime, async, portrait) ->
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kind = if async then 'Async' else 'Sync '
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portrait = if portrait then '(Portrait)' else ''
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name = _.string.rpad @get('name'), 20
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time = _.string.lpad '' + new Date().getTime() - startTime, 6
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console.debug "Built sheet: #{name} #{time}ms #{kind} #{portrait}"
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spriteSheetKey: (options) ->
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colorConfigs = []
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for groupName, config of options.colorConfig or {}
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colorConfigs.push "#{groupName}:#{config.hue}|#{config.saturation}|#{config.lightness}"
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colorConfigs = colorConfigs.join ','
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portraitOnly = !!options.portraitOnly
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"#{@get('name')} - #{options.resolutionFactor} - #{colorConfigs} - #{portraitOnly}"
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getPortraitImage: (spriteOptionsOrKey, size=100) ->
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src = @getPortraitSource(spriteOptionsOrKey, size)
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return null unless src
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$('<img />').attr('src', src)
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getPortraitSource: (spriteOptionsOrKey, size=100) ->
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return @getPortraitURL() if @get('rasterIcon') or @get('raster')
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stage = @getPortraitStage(spriteOptionsOrKey, size)
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stage?.toDataURL()
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getPortraitStage: (spriteOptionsOrKey, size=100) ->
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canvas = $("<canvas width='#{size}' height='#{size}'></canvas>")
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stage = new createjs.Stage(canvas[0])
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return stage unless @isFullyLoaded()
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key = spriteOptionsOrKey
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key = if _.isString(key) then key else @spriteSheetKey(@fillOptions(key))
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spriteSheet = @spriteSheets[key]
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if not spriteSheet
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options = if _.isPlainObject spriteOptionsOrKey then spriteOptionsOrKey else {}
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options.portraitOnly = true
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spriteSheet = @buildSpriteSheet(options)
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return if _.isString spriteSheet
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return unless spriteSheet
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sprite = new createjs.Sprite(spriteSheet)
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pt = @actions.portrait?.positions?.registration
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sprite.regX = pt?.x or 0
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sprite.regY = pt?.y or 0
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sprite.framerate = @actions.portrait?.framerate ? 20
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sprite.gotoAndStop 'portrait'
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stage.addChild(sprite)
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stage.update()
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stage.startTalking = ->
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sprite.gotoAndPlay 'portrait'
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return # TODO: causes infinite recursion in new EaselJS
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return if @tick
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@tick = (e) => @update(e)
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createjs.Ticker.addEventListener 'tick', @tick
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stage.stopTalking = ->
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sprite.gotoAndStop 'portrait'
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return # TODO: just breaks in new EaselJS
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@update()
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createjs.Ticker.removeEventListener 'tick', @tick
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@tick = null
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stage
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getVectorPortraitStage: (size=100) ->
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return unless @actions
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canvas = $("<canvas width='#{size}' height='#{size}'></canvas>")
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stage = new createjs.Stage(canvas[0])
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portrait = @actions.portrait
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return unless portrait and (portrait.animation or portrait.container)
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scale = portrait.scale or 1
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vectorParser = new SpriteBuilder(@, {})
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if portrait.animation
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sprite = vectorParser.buildMovieClip portrait.animation
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sprite.gotoAndStop(0)
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else if portrait.container
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sprite = vectorParser.buildContainerFromStore(portrait.container)
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pt = portrait.positions?.registration
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sprite.regX = pt?.x or 0
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sprite.regY = pt?.y or 0
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sprite.scaleX = sprite.scaleY = scale * size / 100
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stage.addChild(sprite)
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stage.update()
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stage
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uploadGenericPortrait: (callback, src) ->
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src ?= @getPortraitSource()
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return callback?() unless src and src.startsWith 'data:'
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src = src.replace('data:image/png;base64,', '').replace(/\ /g, '+')
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body =
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filename: 'portrait.png'
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mimetype: 'image/png'
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path: "db/thang.type/#{@get('original')}"
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b64png: src
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force: 'true'
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$.ajax('/file', {type: 'POST', data: body, success: callback or @onFileUploaded})
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onFileUploaded: =>
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console.log 'Image uploaded'
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@loadUniversalWizard: ->
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return @wizardType if @wizardType
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wizOriginal = '52a00d55cf1818f2be00000b'
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url = "/db/thang.type/#{wizOriginal}/version"
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@wizardType = new module.exports()
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@wizardType.url = -> url
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@wizardType.fetch()
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@wizardType
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getPortraitURL: ->
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if iconURL = @get('rasterIcon')
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return "/file/#{iconURL}"
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if rasterURL = @get('raster')
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return "/file/#{rasterURL}"
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"/file/db/thang.type/#{@get('original')}/portrait.png"
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# Item functions
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getAllowedSlots: ->
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itemComponentRef = _.find(
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@get('components') or [],
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(compRef) -> compRef.original is LevelComponent.ItemID)
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return itemComponentRef?.config?.slots or ['right-hand'] # ['right-hand'] is default
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getAllowedHeroClasses: ->
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return [heroClass] if heroClass = @get 'heroClass'
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['Warrior', 'Ranger', 'Wizard']
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getHeroStats: ->
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# Translate from raw hero properties into appropriate display values for the PlayHeroesModal.
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# Adapted from https://docs.google.com/a/codecombat.com/spreadsheets/d/1BGI1bzT4xHvWA81aeyIaCKWWw9zxn7-MwDdydmB5vw4/edit#gid=809922675
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return unless heroClass = @get('heroClass')
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components = @get('components') or []
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unless equipsConfig = _.find(components, original: LevelComponent.EquipsID)?.config
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return console.warn @get('name'), 'is not an equipping hero, but you are asking for its hero stats. (Did you project away components?)'
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unless movesConfig = _.find(components, original: LevelComponent.MovesID)?.config
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return console.warn @get('name'), 'is not a moving hero, but you are asking for its hero stats.'
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unless programmableConfig = _.find(components, original: LevelComponent.ProgrammableID)?.config
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return console.warn @get('name'), 'is not a Programmable hero, but you are asking for its hero stats.'
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@classStatAverages ?=
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attack: {Warrior: 7.5, Ranger: 5, Wizard: 2.5}
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health: {Warrior: 7.5, Ranger: 5, Wizard: 3.5}
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stats = {}
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rawNumbers = attack: equipsConfig.attackDamageFactor ? 1, health: equipsConfig.maxHealthFactor ? 1, speed: movesConfig.maxSpeed
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for prop in ['attack', 'health']
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stat = rawNumbers[prop]
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if stat < 1
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classSpecificScore = 10 - 5 / stat
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else
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classSpecificScore = stat * 5
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classAverage = @classStatAverages[prop][@get('heroClass')]
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stats[prop] = Math.round(2 * ((classAverage - 2.5) + classSpecificScore / 2)) / 2 / 10
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minSpeed = 4
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maxSpeed = 16
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speedRange = maxSpeed - minSpeed
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speedPoints = rawNumbers.speed - minSpeed
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stats.speed = Math.round(20 * speedPoints / speedRange) / 2 / 10
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stats.skills = (_.string.titleize(_.string.humanize(skill)) for skill in programmableConfig.programmableProperties when skill isnt 'say')
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stats
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getFrontFacingStats: ->
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components = @get('components') or []
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unless itemConfig = _.find(components, original: LevelComponent.ItemID)?.config
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console.warn @get('name'), 'is not an item, but you are asking for its stats.'
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return props: [], stats: {}
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stats = {}
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props = itemConfig.programmableProperties ? []
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props = props.concat itemConfig.moreProgrammableProperties ? []
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props = _.without props, 'canCast', 'spellNames', 'spells'
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for stat, modifiers of itemConfig.stats ? {}
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stats[stat] = @formatStatDisplay stat, modifiers
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for stat in itemConfig.extraHUDProperties ? []
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stats[stat] ?= null # Find it in the other Components.
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for component in components
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continue unless config = component.config
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for stat, value of stats when not value?
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value = config[stat]
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continue unless value?
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stats[stat] = @formatStatDisplay stat, setTo: value
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if stat is 'attackDamage'
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dps = (value / (config.cooldown or 0.5)).toFixed(1)
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stats[stat].display += " (#{dps} DPS)"
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if config.programmableSnippets
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props = props.concat config.programmableSnippets
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for stat, value of stats when not value?
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stats[stat] = name: stat, display: '???'
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statKeys = _.keys(stats)
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statKeys.sort()
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props.sort()
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sortedStats = {}
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sortedStats[key] = stats[key] for key in statKeys
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props: props, stats: sortedStats
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formatStatDisplay: (name, modifiers) ->
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i18nKey = {
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maxHealth: 'health'
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maxSpeed: 'speed'
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healthReplenishRate: 'regeneration'
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attackDamage: 'attack'
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attackRange: 'range'
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shieldDefenseFactor: 'blocks'
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visualRange: 'range'
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throwDamage: 'attack'
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throwRange: 'range'
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bashDamage: 'attack'
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backstabDamage: 'backstab'
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}[name]
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if i18nKey
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name = $.i18n.t 'choose_hero.' + i18nKey
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else
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name = _.string.humanize name
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format = ''
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format = 'm' if /(range|radius|distance|vision)$/i.test name
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format ||= 's' if /cooldown$/i.test name
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format ||= 'm/s' if /speed$/i.test name
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format ||= '/s' if /(regeneration| rate)$/i.test name
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value = modifiers.setTo
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if /(blocks)$/i.test name
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format ||= '%'
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value = (value*100).toFixed(1)
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value = value.join ', ' if _.isArray value
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display = []
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display.push "#{value}#{format}" if value?
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display.push "+#{modifiers.addend}#{format}" if modifiers.addend > 0
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display.push "#{modifiers.addend}#{format}" if modifiers.addend < 0
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display.push "x#{modifiers.factor}" if modifiers.factor? and modifiers.factor isnt 1
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display = display.join ', '
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display = display.replace /9001m?/, 'Infinity'
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name: name, display: display
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isSilhouettedItem: ->
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return console.error "Trying to determine whether #{@get('name')} should be a silhouetted item, but it has no gem cost." unless @get('gems') or @get('tier')
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console.info "Add (or make sure you have fetched) a tier for #{@get('name')} to more accurately determine whether it is silhouetted." unless @get('tier')?
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tier = @get 'tier'
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if tier?
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return @levelRequiredForItem() > me.level()
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points = me.get('points')
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expectedTotalGems = (points ? 0) * 1.5 # Not actually true, but roughly kinda close for tier 0, kinda tier 1
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@get('gems') > (100 + expectedTotalGems) * 1.2
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levelRequiredForItem: ->
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return console.error "Trying to determine what level is required for #{@get('name')}, but it has no tier." unless @get('tier')?
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itemTier = @get 'tier'
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playerTier = itemTier / 2.5
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playerLevel = me.constructor.levelForTier playerTier
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#console.log 'Level required for', @get('name'), 'is', playerLevel, 'player tier', playerTier, 'because it is itemTier', itemTier, 'which is normally level', me.constructor.levelForTier(itemTier)
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playerLevel
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