mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-24 08:08:15 -05:00
464 lines
20 KiB
CoffeeScript
464 lines
20 KiB
CoffeeScript
Vector = require './vector'
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Rectangle = require './rectangle'
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WorldFrame = require './world_frame'
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Thang = require './thang'
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ThangState = require './thang_state'
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Rand = require './rand'
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WorldScriptNote = require './world_script_note'
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{now, consolidateThangs, typedArraySupport} = require './world_utils'
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Component = require 'lib/world/component'
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System = require 'lib/world/system'
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PROGRESS_UPDATE_INTERVAL = 200
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DESERIALIZATION_INTERVAL = 20
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module.exports = class World
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@className: "World"
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age: 0
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ended: false
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apiProperties: ['age', 'dt']
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constructor: (name, @userCodeMap, classMap) ->
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# classMap is needed for deserializing Worlds, Thangs, and other classes
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@classMap = classMap ? {Vector: Vector, Rectangle: Rectangle, Thang: Thang}
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Thang.resetThangIDs()
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@name ?= name ? "Unnamed World"
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@userCodeMap ?= {}
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@thangs = []
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@thangMap = {}
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@systems = []
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@systemMap = {}
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@scriptNotes = []
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@rand = new Rand 0
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@frames = [new WorldFrame(@, 0)]
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getFrame: (frameIndex) ->
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# Optimize it a bit--assume we have all if @ended and are at the previous frame otherwise
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frames = @frames
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if @ended
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frame = frames[frameIndex]
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else if frameIndex
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frame = frames[frameIndex - 1].getNextFrame()
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frames.push frame
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else
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frame = frames[0]
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@age = frameIndex * @dt
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frame
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getThangByID: (id) ->
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@thangMap[id]
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setThang: (thang) ->
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for old, i in @thangs
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if old.id is thang.id
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@thangs[i] = thang
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@thangMap[thang.id] = thang
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thangDialogueSounds: ->
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if @frames.length < @totalFrames then worldShouldBeOverBeforeGrabbingDialogue
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[sounds, seen] = [[], {}]
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for frame in @frames
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for thangID, state of frame.thangStateMap
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continue unless state.thang.say and sayMessage = state.getStateForProp "sayMessage"
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soundKey = state.thang.spriteName + ":" + sayMessage
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unless seen[soundKey]
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sounds.push [state.thang.spriteName, sayMessage]
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seen[soundKey] = true
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sounds
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setGoalManager: (@goalManager) ->
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addError: (error) ->
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(@runtimeErrors ?= []).push error
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(@unhandledRuntimeErrors ?= []).push error
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loadFrames: (loadedCallback, errorCallback, loadProgressCallback) ->
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return if @aborted
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unless @thangs.length
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console.log "Warning: loadFrames called on empty World (no thangs)."
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t1 = now()
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@t0 ?= t1
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i = @frames.length
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while i < @totalFrames
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try
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@getFrame(i)
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++i # increment this after we have succeeded in getting the frame, otherwise we'll have to do that frame again
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catch error
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# Not an Aether.errors.UserCodeError; maybe we can't recover
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@addError error
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for error in (@unhandledRuntimeErrors ? [])
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return unless errorCallback error # errorCallback tells us whether the error is recoverable
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@unhandledRuntimeErrors = []
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t2 = now()
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if t2 - t1 > PROGRESS_UPDATE_INTERVAL
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loadProgressCallback? i / @totalFrames
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t1 = t2
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if t2 - @t0 > 1000
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console.log(' Loaded', i, 'of', @totalFrames, "(+" + (t2 - @t0).toFixed(0) + "ms)")
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@t0 = t2
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setTimeout((=> @loadFrames(loadedCallback, errorCallback, loadProgressCallback)), 0)
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return
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@ended = true
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system.finish @thangs for system in @systems
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loadProgressCallback? 1
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loadedCallback()
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abort: ->
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@aborted = true
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loadFromLevel: (level, willSimulate=true) ->
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@loadSystemsFromLevel level
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@loadThangsFromLevel level, willSimulate
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@loadScriptsFromLevel level
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system.start @thangs for system in @systems
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loadSystemsFromLevel: (level) ->
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# Remove old Systems
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@systems = []
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@systemMap = {}
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# Load new Systems
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for levelSystem in level.systems
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systemModel = levelSystem.model
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config = levelSystem.config
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systemClass = @loadClassFromCode systemModel.js, systemModel.name, "system"
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#console.log "using db system class ---\n", systemClass, "\n--- from code ---n", systemModel.js, "\n---"
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system = new systemClass @, config
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@addSystems system
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null
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loadThangsFromLevel: (level, willSimulate) ->
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# Remove old Thangs
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@thangs = []
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@thangMap = {}
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# Load new Thangs
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toAdd = []
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for d in level.thangs
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continue if d.thangType is "Interface" # ignore old Interface Thangs until we've migrated away
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components = []
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for component in d.components
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componentModel = _.find level.levelComponents, (c) -> c.original is component.original and c.version.major is (component.majorVersion ? 0)
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#console.log "found model", componentModel, "from", component, "for", d.id, "from existing components", level.levelComponents
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componentClass = @loadClassFromCode componentModel.js, componentModel.name, "component"
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components.push [componentClass, component.config]
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#console.log "---", d.id, "using db component class ---\n", componentClass, "\n--- from code ---\n", componentModel.js, '\n---'
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#console.log "(found", componentModel, "for id", component.original, "from", level.levelComponents, ")"
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thangType = d.thangType
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thangTypeModel = _.find level.thangTypes, (t) -> t.original is thangType
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thangType = thangTypeModel.name if thangTypeModel
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thang = new Thang @, thangType, d.id
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try
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thang.addComponents components...
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catch e
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console.error "couldn't load components for", d.thangType, d.id, "because", e, e.stack, e.stackTrace
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toAdd.push thang
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@extraneousThangs = consolidateThangs toAdd if willSimulate # combine walls, for example; serialize the leftovers later
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for thang in toAdd
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@thangs.unshift thang # interactions happen in reverse order of specification/drawing
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@setThang thang
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@updateThangState thang
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thang.updateRegistration()
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null
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loadScriptsFromLevel: (level) ->
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@scriptNotes = []
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@scripts = []
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@addScripts level.scripts...
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loadClassFromCode: (js, name, kind="component") ->
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# Cache them based on source code so we don't have to worry about extra compilations
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@componentCodeClassMap ?= {}
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@systemCodeClassMap ?= {}
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map = if kind is "component" then @componentCodeClassMap else @systemCodeClassMap
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c = map[js]
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return c if c
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c = map[js] = eval js
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c.className = name
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c
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add: (spriteName, id, components...) ->
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thang = new Thang @, spriteName, id
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@thangs.unshift thang # interactions happen in reverse order of specification/drawing
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@setThang thang
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thang.addComponents components...
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@updateThangState thang
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thang.updateRegistration()
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thang
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updateThangState: (thang) ->
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@frames[@frames.length-1].thangStateMap[thang.id] = thang.getState()
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size: ->
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@calculateBounds() unless @width? and @height?
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return [@width, @height] if @width? and @height?
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getBounds: ->
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@calculateBounds() unless @bounds?
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return @bounds
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calculateBounds: ->
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bounds = {left: 0, top: 0, right: 0, bottom: 0}
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hasLand = _.some @thangs, 'isLand'
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for thang in @thangs when thang.isLand or not hasLand # Look at Lands only
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rect = thang.rectangle().axisAlignedBoundingBox()
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bounds.left = Math.min(bounds.left, rect.x - rect.width / 2)
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bounds.right = Math.max(bounds.right, rect.x + rect.width / 2)
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bounds.bottom = Math.min(bounds.bottom, rect.y - rect.height / 2)
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bounds.top = Math.max(bounds.top, rect.y + rect.height / 2)
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@width = bounds.right - bounds.left
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@height = bounds.top - bounds.bottom
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@bounds = bounds
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[@width, @height]
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publishNote: (channel, event) ->
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event ?= {}
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channel = 'world:' + channel
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for script in @scripts
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continue if script.channel isnt channel
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scriptNote = new WorldScriptNote script, event
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continue if scriptNote.invalid
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@scriptNotes.push scriptNote
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return unless @goalManager
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@goalManager.submitWorldGenerationEvent(channel, event, @frames.length)
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endWorld: (victory=false, delay=3, tentative=false) ->
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@totalFrames = Math.min(@totalFrames, @frames.length + Math.floor(delay / @dt)) - 1 # end a few seconds later
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@victory = victory # TODO: should just make this signify the winning superteam
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@victoryIsTentative = tentative
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status = if @victory then 'won' else 'lost'
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@publishNote status
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console.log "The world ended in #{status} on frame #{@totalFrames}"
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addSystems: (systems...) ->
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@systems = @systems.concat systems
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for system in systems
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@systemMap[system.constructor.className] = system
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getSystem: (systemClassName) ->
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@systemMap?[systemClassName]
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addScripts: (scripts...) ->
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@scripts = (@scripts ? []).concat scripts
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addTrackedProperties: (props...) ->
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@trackedProperties = (@trackedProperties ? []).concat props
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serialize: ->
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# Code hotspot; optimize it
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if @frames.length < @totalFrames then worldShouldBeOverBeforeSerialization
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[transferableObjects, nontransferableObjects] = [0, 0]
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o = {name: @name, totalFrames: @totalFrames, maxTotalFrames: @maxTotalFrames, frameRate: @frameRate, dt: @dt, victory: @victory, userCodeMap: {}, trackedProperties: {}}
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o.trackedProperties[prop] = @[prop] for prop in @trackedProperties or []
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for thangID, methods of @userCodeMap
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serializedMethods = o.userCodeMap[thangID] = {}
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for methodName, method of methods
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serializedMethods[methodName] = method.serialize?() ? method # serialize the method again if it has been deserialized
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t0 = now()
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o.trackedPropertiesThangIDs = []
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o.trackedPropertiesPerThangIndices = []
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o.trackedPropertiesPerThangKeys = []
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o.trackedPropertiesPerThangTypes = []
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trackedPropertiesPerThangValues = [] # We won't send these, just the offsets and the storage buffer
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o.trackedPropertiesPerThangValuesOffsets = [] # Needed to reconstruct ArrayBufferViews on other end, since Firefox has bugs transfering those: https://bugzilla.mozilla.org/show_bug.cgi?id=841904 and https://bugzilla.mozilla.org/show_bug.cgi?id=861925
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transferableStorageBytesNeeded = 0
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nFrames = @frames.length
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for thang in @thangs
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# Don't serialize empty trackedProperties for stateless Thangs which haven't changed (like obstacles).
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# Check both, since sometimes people mark stateless Thangs but don't change them, and those should still be tracked, and the inverse doesn't work on the other end (we'll just think it doesn't exist then).
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continue if thang.stateless and not _.some(thang.trackedPropertiesUsed, Boolean)
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o.trackedPropertiesThangIDs.push thang.id
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trackedPropertiesIndices = []
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trackedPropertiesKeys = []
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trackedPropertiesTypes = []
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for used, propIndex in thang.trackedPropertiesUsed
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continue unless used
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trackedPropertiesIndices.push propIndex
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trackedPropertiesKeys.push thang.trackedPropertiesKeys[propIndex]
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trackedPropertiesTypes.push thang.trackedPropertiesTypes[propIndex]
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o.trackedPropertiesPerThangIndices.push trackedPropertiesIndices
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o.trackedPropertiesPerThangKeys.push trackedPropertiesKeys
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o.trackedPropertiesPerThangTypes.push trackedPropertiesTypes
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trackedPropertiesPerThangValues.push []
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o.trackedPropertiesPerThangValuesOffsets.push []
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for type in trackedPropertiesTypes
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transferableStorageBytesNeeded += ThangState.transferableBytesNeededForType(type, nFrames)
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if typedArraySupport
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o.storageBuffer = new ArrayBuffer(transferableStorageBytesNeeded)
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else
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o.storageBuffer = []
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storageBufferOffset = 0
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for trackedPropertiesValues, thangIndex in trackedPropertiesPerThangValues
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trackedPropertiesValuesOffsets = o.trackedPropertiesPerThangValuesOffsets[thangIndex]
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for type, propIndex in o.trackedPropertiesPerThangTypes[thangIndex]
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[storage, bytesStored] = ThangState.createArrayForType type, nFrames, o.storageBuffer, storageBufferOffset
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trackedPropertiesValues.push storage
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trackedPropertiesValuesOffsets.push storageBufferOffset
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++transferableObjects if bytesStored
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++nontransferableObjects unless bytesStored
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if typedArraySupport
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storageBufferOffset += bytesStored
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else
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# Instead of one big array with each storage as a view into it, they're all separate, so let's keep 'em around for flattening.
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storageBufferOffset += storage.length
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o.storageBuffer.push storage
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o.specialKeysToValues = [null, Infinity, NaN]
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# Whatever is in specialKeysToValues index 0 will be default for anything missing, so let's make sure it's null.
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# Don't think we can include undefined or it'll be treated as a sparse array; haven't tested performance.
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o.specialValuesToKeys = {}
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for specialValue, i in o.specialKeysToValues
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o.specialValuesToKeys[specialValue] = i
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t1 = now()
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o.frameHashes = []
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for frame, frameIndex in @frames
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o.frameHashes.push frame.serialize(frameIndex, o.trackedPropertiesThangIDs, o.trackedPropertiesPerThangIndices, o.trackedPropertiesPerThangTypes, trackedPropertiesPerThangValues, o.specialValuesToKeys, o.specialKeysToValues)
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t2 = now()
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unless typedArraySupport
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flattened = []
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for storage in o.storageBuffer
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for value in storage
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flattened.push value
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o.storageBuffer = flattened
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#console.log "Allocating memory:", (t1 - t0).toFixed(0), "ms; assigning values:", (t2 - t1).toFixed(0), "ms, so", ((t2 - t1) / @frames.length).toFixed(3), "ms per frame"
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#console.log "Got", transferableObjects, "transferable objects and", nontransferableObjects, "nontransferable; stored", transferableStorageBytesNeeded, "bytes transferably"
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o.thangs = (t.serialize() for t in @thangs.concat(@extraneousThangs ? []))
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o.scriptNotes = (sn.serialize() for sn in @scriptNotes)
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if o.scriptNotes.length > 200
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console.log "Whoa, serializing a lot of WorldScriptNotes here:", o.scriptNotes.length
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{serializedWorld: o, transferableObjects: [o.storageBuffer]}
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@deserialize: (o, classMap, oldSerializedWorldFrames, worldCreationTime, finishedWorldCallback) ->
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# Code hotspot; optimize it
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#console.log "Deserializing", o, "length", JSON.stringify(o).length
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#console.log JSON.stringify(o)
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#console.log "Got special keys and values:", o.specialValuesToKeys, o.specialKeysToValues
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perf = {}
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perf.t0 = now()
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w = new World o.name, o.userCodeMap, classMap
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[w.totalFrames, w.maxTotalFrames, w.frameRate, w.dt, w.scriptNotes, w.victory] = [o.totalFrames, o.maxTotalFrames, o.frameRate, o.dt, o.scriptNotes ? [], o.victory]
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w[prop] = val for prop, val of o.trackedProperties
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perf.t1 = now()
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w.thangs = (Thang.deserialize(thang, w, classMap) for thang in o.thangs)
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w.setThang thang for thang in w.thangs
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w.scriptNotes = (WorldScriptNote.deserialize(sn, w, classMap) for sn in o.scriptNotes)
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perf.t2 = now()
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o.trackedPropertiesThangs = (w.getThangByID thangID for thangID in o.trackedPropertiesThangIDs)
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o.trackedPropertiesPerThangValues = []
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for trackedPropertyTypes, thangIndex in o.trackedPropertiesPerThangTypes
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o.trackedPropertiesPerThangValues.push (trackedPropertiesValues = [])
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trackedPropertiesValuesOffsets = o.trackedPropertiesPerThangValuesOffsets[thangIndex]
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for type, propIndex in trackedPropertyTypes
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storage = ThangState.createArrayForType(type, o.totalFrames, o.storageBuffer, trackedPropertiesValuesOffsets[propIndex])[0]
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unless typedArraySupport
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# This could be more efficient
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i = trackedPropertiesValuesOffsets[propIndex]
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storage = o.storageBuffer.slice i, i + storage.length
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trackedPropertiesValues.push storage
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perf.t3 = now()
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perf.batches = 0
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w.frames = []
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_.delay @deserializeSomeFrames, 1, o, w, finishedWorldCallback, perf
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# Spread deserialization out across multiple calls so the interface stays responsive
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@deserializeSomeFrames: (o, w, finishedWorldCallback, perf) =>
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++perf.batches
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startTime = now()
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for frameIndex in [w.frames.length ... o.totalFrames]
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w.frames.push WorldFrame.deserialize(w, frameIndex, o.trackedPropertiesThangIDs, o.trackedPropertiesThangs, o.trackedPropertiesPerThangKeys, o.trackedPropertiesPerThangTypes, o.trackedPropertiesPerThangValues, o.specialKeysToValues, o.frameHashes[frameIndex])
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if (now() - startTime) > DESERIALIZATION_INTERVAL
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_.delay @deserializeSomeFrames, 1, o, w, finishedWorldCallback, perf
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return
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@finishDeserializing w, finishedWorldCallback, perf
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@finishDeserializing: (w, finishedWorldCallback, perf) =>
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perf.t4 = now()
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w.ended = true
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w.getFrame(w.totalFrames - 1).restoreState()
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perf.t5 = now()
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console.log "Deserialization:", (perf.t5 - perf.t0).toFixed(0) + "ms (" + ((perf.t5 - perf.t0) / w.frames.length).toFixed(3) + "ms per frame).", perf.batches, "batches."
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if false
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console.log " Deserializing--constructing new World:", (perf.t1 - perf.t0).toFixed(2) + "ms"
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console.log " Deserializing--Thangs and ScriptNotes:", (perf.t2 - perf.t1).toFixed(2) + "ms"
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console.log " Deserializing--reallocating memory:", (perf.t3 - perf.t2).toFixed(2) + "ms"
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console.log " Deserializing--WorldFrames:", (perf.t4 - perf.t3).toFixed(2) + "ms"
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console.log " Deserializing--restoring last WorldFrame:", (perf.t5 - perf.t4).toFixed(2) + "ms"
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finishedWorldCallback w
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findFirstChangedFrame: (oldWorld) ->
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return @firstChangedFrame = 0 unless oldWorld
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for newFrame, i in @frames
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oldFrame = oldWorld.frames[i]
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break unless oldFrame and newFrame.hash is oldFrame.hash
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@firstChangedFrame = i
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if @frames[i]
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console.log "First changed frame is", @firstChangedFrame, "with hash", @frames[i].hash, "compared to", oldWorld.frames[i]?.hash
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else
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console.log "No frames were changed out of all", @frames.length
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@firstChangedFrame
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pointsForThang: (thangID, frameStart=0, frameEnd=null, camera=null, resolution=4) ->
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# Optimized
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@pointsForThangCache ?= {}
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cacheKey = thangID
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allPoints = @pointsForThangCache[cacheKey]
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unless allPoints
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allPoints = []
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lastFrameIndex = @frames.length - 1
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lastPos = x: null, y: null
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for frameIndex in [lastFrameIndex .. 0] by -1
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frame = @frames[frameIndex]
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if pos = frame.thangStateMap[thangID]?.getStateForProp 'pos'
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pos = camera.worldToSurface {x: pos.x, y: pos.y} if camera # without z
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if not lastPos.x? or (Math.abs(lastPos.x - pos.x) + Math.abs(lastPos.y - pos.y)) > 1
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lastPos = pos
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allPoints.push lastPos.y, lastPos.x unless lastPos.y is 0 and lastPos.x is 0
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allPoints.reverse()
|
|
@pointsForThangCache[cacheKey] = allPoints
|
|
|
|
points = []
|
|
[lastX, lastY] = [null, null]
|
|
for frameIndex in [Math.floor(frameStart / resolution) ... Math.ceil(frameEnd / resolution)]
|
|
x = allPoints[frameIndex * 2 * resolution]
|
|
y = allPoints[frameIndex * 2 * resolution + 1]
|
|
continue if x is lastX and y is lastY
|
|
lastX = x
|
|
lastY = y
|
|
points.push x, y
|
|
points
|
|
|
|
actionsForThang: (thangID, keepIdle=false) ->
|
|
# Optimized
|
|
@actionsForThangCache ?= {}
|
|
cacheKey = thangID + "_" + Boolean(keepIdle)
|
|
cached = @actionsForThangCache[cacheKey]
|
|
return cached if cached
|
|
states = (frame.thangStateMap[thangID] for frame in @frames)
|
|
actions = []
|
|
lastAction = ''
|
|
for state, i in states
|
|
action = state?.getStateForProp 'action'
|
|
continue unless action and (action isnt lastAction or state.actionActivated)
|
|
continue unless state.action isnt 'idle' or keepIdle
|
|
actions.push {frame: i, pos: state.pos, name: action}
|
|
lastAction = action
|
|
@actionsForThangCache[cacheKey] = actions
|
|
return actions
|
|
|
|
getTeamColors: ->
|
|
teamConfigs = @teamConfigs or {}
|
|
colorConfigs = {}
|
|
colorConfigs[teamName] = config.color for teamName, config of teamConfigs
|
|
colorConfigs
|
|
|
|
teamForPlayer: (n) ->
|
|
playableTeams = @playableTeams ? ['humans']
|
|
playableTeams[n % playableTeams.length]
|