codecombat/test/demo/views/common/LevelSessionCodeView.demo.coffee

13 lines
12 KiB
CoffeeScript

LevelSessionCodeView = require 'views/common/LevelSessionCodeView'
LevelSession = require 'models/LevelSession'
levelSessionData = {"_id":"5317ad4909098828ed071f4d","level":{"original":"53173f76c269d400000543c2","majorVersion":0},"team":"humans","levelID":"dungeon-arena","levelName":"Dungeon Arena","submitted":true,"totalScore":38.4584087145667,"code":{"programmable-librarian":{"chooseAction":"// The Librarian is a spellcaster with a fireball attack\n// plus three useful spells: 'slow', 'regen', and 'haste'.\n// Slow makes a target move and attack at half speed for 5s.\n// Regen makes a target heal 10 hp/s for 10s.\n// Haste speeds up a target by 4x for 5s, once per match.\n\nvar enemies = this.getEnemies();\nif (enemies.length === 0) return; // Chill if all enemies are dead.\nvar enemy = this.getNearest(enemies);\nif (this.canCast('slow', enemy)) {\n // Slow the enemy, or chase if out of range (30m).\n this.castSlow(enemy);\n if (this.distance(enemy) <= 50)\n this.say(\"Not so fast, \" + enemy.type + \" \" + enemy.id);\n}\nelse {\n this.attack(enemy);\n}\nvar base = this.getFriends()[0];\nvar d = base.distance(enemy);\n// You can also command your troops with this.say():\n//this.say(\"Defend!\", {targetPos: {x: 30, y: 30}}));\n//this.say(\"Attack!\", {target: enemy});\n//this.say(\"Move!\", {targetPos: {x: 50, y: 40});\n"},"human-base":{"chooseAction":"// This is the code for your base. Decide which unit to build each frame.\n// Units you build will go into the this.built array.\n// Destroy the enemy base within 60 seconds!\n// Check out the Guide at the top for more info.\n\n// CHOOSE YOUR HERO! You can only build one hero.\nvar hero;\n//hero = 'tharin'; // A fierce knight with battlecry abilities.\nhero = 'hushbaum'; // A fiery spellcaster hero.\n\nif(hero && !this.builtHero) {\n this.builtHero = this.build(hero);\n return;\n}\n\n// Soldiers are hard-to-kill, low damage melee units with 2s build cooldown.\n// Archers are fragile but deadly ranged units with 2.5s build cooldown.\nvar buildOrder = ['soldier', 'soldier', 'soldier', 'soldier', 'archer'];\nvar type = buildOrder[this.built.length % buildOrder.length];\n//this.say('Unit #' + this.built.length + ' will be a ' + type);\nthis.build(type);"},"hushbaum":{"chooseAction":"var enemy = this.getNearestEnemy();\nif (enemy) {\n if (!enemy.hasEffect('slow')) {\n this.say(\"Not so fast, \" + enemy.type + \" \" + enemy.id);\n this.castSlow(enemy);\n }\n else {\n this.attack(enemy);\n }\n}\nelse {\n this.move({x: 70, y: 30});\n}\n"},"tharin":{"chooseAction":"var enemies = this.getEnemies();\nvar enemy = this.getNearest(enemies);\nif (!this.getCooldown('warcry')) {\n this.warcry();\n}\nelse if (enemy) {\n this.attack(enemy);\n}\nelse {\n this.move({x: 10, y: 30});\n}\n"},"tharin-1":{"chooseAction":"var __interceptThis=(function(){var G=this;return function($this,sandbox){if($this==G){return sandbox;}return $this;};})();\nreturn (function (__global) {\n var tmp0, tmp1;\n tmp1 = function () {\n _aether.logCallStart(this._aetherUserInfo); var enemies, enemy, tmp2, tmp3, tmp4, tmp5, tmp6, tmp7, tmp8, tmp9, tmp10, tmp11, tmp12, tmp13, tmp14, tmp15, tmp16, tmp17, tmp18, tmp19, tmp20, tmp21, tmp22, tmp23, tmp24, tmp25, tmp26;\n tmp2 = 'use strict';\n tmp3 = __interceptThis(this, __global);\n tmp4 = 'getEnemies';\n _aether.logStatementStart([{ofs: 0, row: 0, col: 0}, {ofs: 32, row: 0, col: 32}]); enemies = tmp3[tmp4](); _aether.vars['enemies'] = typeof enemies == 'undefined' ? undefined : enemies; _aether.vars['enemy'] = typeof enemy == 'undefined' ? undefined : enemy; _aether.vars['chooseAction'] = typeof chooseAction == 'undefined' ? undefined : chooseAction; _aether.logStatement([{ofs: 0, row: 0, col: 0}, {ofs: 32, row: 0, col: 32}], \"var enemies = this.getEnemies();\", this._aetherUserInfo);\n tmp5 = __interceptThis(this, __global);\n tmp6 = 'getNearest';\n tmp7 = enemies;\n _aether.logStatementStart([{ofs: 33, row: 1, col: 0}, {ofs: 70, row: 1, col: 37}]); enemy = tmp5[tmp6](tmp7); _aether.vars['enemies'] = typeof enemies == 'undefined' ? undefined : enemies; _aether.vars['enemy'] = typeof enemy == 'undefined' ? undefined : enemy; _aether.vars['chooseAction'] = typeof chooseAction == 'undefined' ? undefined : chooseAction; _aether.logStatement([{ofs: 33, row: 1, col: 0}, {ofs: 70, row: 1, col: 37}], \"var enemy = this.getNearest(enemies);\", this._aetherUserInfo);\n tmp10 = __interceptThis(this, __global);\n tmp11 = 'getCooldown';\n _aether.logStatementStart([{ofs: 93, row: 2, col: 22}, {ofs: 101, row: 2, col: 30}]); tmp12 = 'warcry'; _aether.vars['enemies'] = typeof enemies == 'undefined' ? undefined : enemies; _aether.vars['enemy'] = typeof enemy == 'undefined' ? undefined : enemy; _aether.vars['chooseAction'] = typeof chooseAction == 'undefined' ? undefined : chooseAction; _aether.logStatement([{ofs: 93, row: 2, col: 22}, {ofs: 101, row: 2, col: 30}], \"'warcry'\", this._aetherUserInfo);\n _aether.logStatementStart([{ofs: 76, row: 2, col: 5}, {ofs: 102, row: 2, col: 31}]); tmp9 = tmp10[tmp11](tmp12); _aether.vars['enemies'] = typeof enemies == 'undefined' ? undefined : enemies; _aether.vars['enemy'] = typeof enemy == 'undefined' ? undefined : enemy; _aether.vars['chooseAction'] = typeof chooseAction == 'undefined' ? undefined : chooseAction; _aether.logStatement([{ofs: 76, row: 2, col: 5}, {ofs: 102, row: 2, col: 31}], \"this.getCooldown('warcry')\", this._aetherUserInfo);\n _aether.logStatementStart([{ofs: 75, row: 2, col: 4}, {ofs: 102, row: 2, col: 31}]); tmp8 = !tmp9; _aether.vars['enemies'] = typeof enemies == 'undefined' ? undefined : enemies; _aether.vars['enemy'] = typeof enemy == 'undefined' ? undefined : enemy; _aether.vars['chooseAction'] = typeof chooseAction == 'undefined' ? undefined : chooseAction; _aether.logStatement([{ofs: 75, row: 2, col: 4}, {ofs: 102, row: 2, col: 31}], \"!this.getCooldown('warcry')\", this._aetherUserInfo);\n if (tmp8) {\n tmp13 = __interceptThis(this, __global);\n tmp14 = 'warcry';\n _aether.logStatementStart([{ofs: 110, row: 3, col: 4}, {ofs: 123, row: 3, col: 17}]); tmp15 = tmp13[tmp14](); _aether.vars['enemies'] = typeof enemies == 'undefined' ? undefined : enemies; _aether.vars['enemy'] = typeof enemy == 'undefined' ? undefined : enemy; _aether.vars['chooseAction'] = typeof chooseAction == 'undefined' ? undefined : chooseAction; _aether.logStatement([{ofs: 110, row: 3, col: 4}, {ofs: 123, row: 3, col: 17}], \"this.warcry()\", this._aetherUserInfo);\n } else {\n tmp16 = enemy;\n if (tmp16) {\n tmp17 = __interceptThis(this, __global);\n tmp18 = 'attack';\n tmp19 = enemy;\n _aether.logStatementStart([{ofs: 149, row: 6, col: 4}, {ofs: 167, row: 6, col: 22}]); tmp20 = tmp17[tmp18](tmp19); _aether.vars['enemies'] = typeof enemies == 'undefined' ? undefined : enemies; _aether.vars['enemy'] = typeof enemy == 'undefined' ? undefined : enemy; _aether.vars['chooseAction'] = typeof chooseAction == 'undefined' ? undefined : chooseAction; _aether.logStatement([{ofs: 149, row: 6, col: 4}, {ofs: 167, row: 6, col: 22}], \"this.attack(enemy)\", this._aetherUserInfo);\n } else {\n tmp21 = __interceptThis(this, __global);\n tmp22 = 'move';\n _aether.logStatementStart([{ofs: 196, row: 9, col: 18}, {ofs: 198, row: 9, col: 20}]); tmp24 = 10; _aether.vars['enemies'] = typeof enemies == 'undefined' ? undefined : enemies; _aether.vars['enemy'] = typeof enemy == 'undefined' ? undefined : enemy; _aether.vars['chooseAction'] = typeof chooseAction == 'undefined' ? undefined : chooseAction; _aether.logStatement([{ofs: 196, row: 9, col: 18}, {ofs: 198, row: 9, col: 20}], \"10\", this._aetherUserInfo);\n _aether.logStatementStart([{ofs: 203, row: 9, col: 25}, {ofs: 205, row: 9, col: 27}]); tmp25 = 30; _aether.vars['enemies'] = typeof enemies == 'undefined' ? undefined : enemies; _aether.vars['enemy'] = typeof enemy == 'undefined' ? undefined : enemy; _aether.vars['chooseAction'] = typeof chooseAction == 'undefined' ? undefined : chooseAction; _aether.logStatement([{ofs: 203, row: 9, col: 25}, {ofs: 205, row: 9, col: 27}], \"30\", this._aetherUserInfo);\n _aether.logStatementStart([{ofs: 192, row: 9, col: 14}, {ofs: 206, row: 9, col: 28}]); tmp23 = {\n x: tmp24,\n y: tmp25\n }; _aether.vars['enemies'] = typeof enemies == 'undefined' ? undefined : enemies; _aether.vars['enemy'] = typeof enemy == 'undefined' ? undefined : enemy; _aether.vars['chooseAction'] = typeof chooseAction == 'undefined' ? undefined : chooseAction; _aether.logStatement([{ofs: 192, row: 9, col: 14}, {ofs: 206, row: 9, col: 28}], \"{x: 10, y: 30}\", this._aetherUserInfo);\n _aether.logStatementStart([{ofs: 182, row: 9, col: 4}, {ofs: 207, row: 9, col: 29}]); tmp26 = tmp21[tmp22](tmp23); _aether.vars['enemies'] = typeof enemies == 'undefined' ? undefined : enemies; _aether.vars['enemy'] = typeof enemy == 'undefined' ? undefined : enemy; _aether.vars['chooseAction'] = typeof chooseAction == 'undefined' ? undefined : chooseAction; _aether.logStatement([{ofs: 182, row: 9, col: 4}, {ofs: 207, row: 9, col: 29}], \"this.move({x: 10, y: 30})\", this._aetherUserInfo);\n }\n }\n _aether.logCallEnd(); return;\n };\n tmp0 = 'chooseAction';\n __global[tmp0] = tmp1;\n}(this));"},"programmable-tharin":{"chooseAction":"/*this.getFriends();\nthis.attack(this.getEnemies()[0]);\nreturn;\n*/\n \n\n/* TODO:\n If they fully base race us, we actually do want to produce archers since they DPS faster\n The effective DPS on soldiers is better if they attack us\n but worse if they straight race us\n\n //not sure if this is good but...\n if they're attacking our base with a small number of units\n we should make archers and get them to defend\n*/\n/*\nreturn;\n// Tharin is a melee fighter with shield, warcry, and terrify skills.\n// this.shield() lets him take one-third damage while defending.\n// this.warcry() gives allies within 10m 30% haste for 5s, every 10s.\n// this.terrify() sends foes within 30m fleeing for 5s, once per match.\nvar friends = this.getFriends();\nvar enemies = this.getEnemies();\nif (enemies.length === 0) return; // Chill if all enemies are dead.\nvar enemy = this.getNearest(enemies);\nvar furthestFriendX = 30;\nfor (var i = 0; i < friends.length; ++i) {\n var friend = friends[i];\n furthestFriendX = Math.max(friend.pos.x, furthestFriendX);\n} \nif (!this.getCooldown('warcry') && friends.length > 5) {\n this.warcry();\n} \nelse if ((this.now() > 15 || this.health < 150) && !this.getCooldown('terrify')) {\n this.terrify();\n}\nelse if (this.health < 75 && this.pos.x > furthestFriendX - 5) {\n this.move({x: 10, y: 27});\n}\nelse if (this.pos.x > furthestFriendX - 1 && this.now() < 50) {\n this.shield();\n}\nelse {\n this.attack(enemy);\n}\nthis.say(\"Defend!\", {targetPos: {x: 30, y: Infinity}});\n\n// You can also command your troops with this.say():\n//this.say(\"Defend!\", {targetPos: {x: 30, y: 30}}));\n//this.say(\"Attack!\", {target: enemy});\n//this.say(\"Move!\", {targetPos: {x: 40, y: 40});\n\n// You can store state on this across frames:\n//this.lastHealth = this.health;\n*/"}},"teamSpells":{"ogres":["programmable-brawler/chooseAction","programmable-shaman/chooseAction","ogre-base/chooseAction"],"humans":["programmable-librarian/chooseAction","programmable-tharin/chooseAction","human-base/chooseAction"]},"submittedCodeLanguage":"javascript","playtime":9753,"codeLanguage":"javascript"}
levelData = {"_id":"53c997066567c600002a43d0","name":"Dungeon Arena","icon":"db/level/53173f76c269d400000543c2/11_dungeon.png","banner":"db/level/53173f76c269d400000543c2/dungeon_arena.png","employerDescription":"Players:\n* Attempt to destroy the enemy base.\n* Choose and control heroes to attack with.\n* Choose which types of lesser units to build and have limited control over them.\n* Try to write strategies that counter other enemy strategies.\n* Play on a small map.","systems":[],"thangs":[],"scripts":[],"documentation":{"generalArticles":[],"specificArticles":[]},"description":"This level is indescribably flarmy!","version":{"minor":0,"major":0,"isLatestMajor":true,"isLatestMinor":true}};
module.exports = ->
session = new LevelSession(levelSessionData)
v = new LevelSessionCodeView({session:session})
request = jasmine.Ajax.requests.mostRecent()
request.response({status: 200, responseText: JSON.stringify(levelData)})
console.log 'okay should be fine'
v