mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-27 09:35:39 -05:00
560 lines
24 KiB
CoffeeScript
560 lines
24 KiB
CoffeeScript
Level = require 'models/Level'
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LevelComponent = require 'models/LevelComponent'
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LevelSystem = require 'models/LevelSystem'
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Article = require 'models/Article'
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LevelSession = require 'models/LevelSession'
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ThangType = require 'models/ThangType'
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ThangNamesCollection = require 'collections/ThangNamesCollection'
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CocoClass = require 'core/CocoClass'
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AudioPlayer = require 'lib/AudioPlayer'
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app = require 'core/application'
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World = require 'lib/world/world'
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utils = require 'core/utils'
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LOG = false
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# This is an initial stab at unifying loading and setup into a single place which can
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# monitor everything and keep a LoadingScreen visible overall progress.
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#
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# Would also like to incorporate into here:
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# * World Building
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# * Sprite map generation
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# * Connecting to Firebase
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# LevelLoader depends on SuperModel retrying timed out requests, as these occasionally happen during play.
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# If LevelLoader ever moves away from SuperModel, it will have to manage its own retries.
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reportedLoadErrorAlready = false
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module.exports = class LevelLoader extends CocoClass
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constructor: (options) ->
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@t0 = new Date().getTime()
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super()
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@supermodel = options.supermodel
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@supermodel.setMaxProgress 0.2
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@levelID = options.levelID
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@sessionID = options.sessionID
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@opponentSessionID = options.opponentSessionID
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@team = options.team
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@headless = options.headless
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@sessionless = options.sessionless
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@fakeSessionConfig = options.fakeSessionConfig
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@spectateMode = options.spectateMode ? false
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@observing = options.observing
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@courseID = options.courseID
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@worldNecessities = []
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@listenTo @supermodel, 'resource-loaded', @onWorldNecessityLoaded
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@listenTo @supermodel, 'failed', @onWorldNecessityLoadFailed
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@loadLevel()
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@loadAudio()
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@playJingle()
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if @supermodel.finished()
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@onSupermodelLoaded()
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else
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@loadTimeoutID = setTimeout @reportLoadError.bind(@), 30000
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@listenToOnce @supermodel, 'loaded-all', @onSupermodelLoaded
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# Supermodel (Level) Loading
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loadWorldNecessities: ->
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# TODO: Actually trigger loading, instead of in the constructor
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new Promise((resolve, reject) =>
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return resolve(@) if @world
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@once 'world-necessities-loaded', => resolve(@)
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@once 'world-necessity-load-failed', ({resource}) ->
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{ jqxhr } = resource
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reject({message: jqxhr.responseJSON?.message or jqxhr.responseText or 'Unknown Error'})
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)
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loadLevel: ->
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@level = @supermodel.getModel(Level, @levelID) or new Level _id: @levelID
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if @level.loaded
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@onLevelLoaded()
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else
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@level = @supermodel.loadModel(@level, 'level').model
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@listenToOnce @level, 'sync', @onLevelLoaded
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reportLoadError: ->
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window.tracker?.trackEvent 'LevelLoadError',
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category: 'Error',
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levelSlug: @work?.level?.slug,
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unloaded: JSON.stringify(@supermodel.report().map (m) -> _.result(m.model, 'url'))
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onLevelLoaded: ->
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if not @sessionless and @level.isType('hero', 'hero-ladder', 'hero-coop', 'course')
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@sessionDependenciesRegistered = {}
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if @level.isType('web-dev')
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@headless = true
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if @sessionless
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# When loading a web-dev level in the level editor, pretend it's a normal hero level so we can put down our placeholder Thang.
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# TODO: avoid this whole roundabout Thang-based way of doing web-dev levels
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originalGet = @level.get
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@level.get = ->
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return 'hero' if arguments[0] is 'type'
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originalGet.apply @, arguments
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if (@courseID and not @level.isType('course', 'course-ladder', 'game-dev', 'web-dev')) or window.serverConfig.picoCTF
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# Because we now use original hero levels for both hero and course levels, we fake being a course level in this context.
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originalGet = @level.get
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@level.get = ->
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return 'course' if arguments[0] is 'type'
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originalGet.apply @, arguments
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if window.serverConfig.picoCTF
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@supermodel.addRequestResource(url: '/picoctf/problems', success: (picoCTFProblems) =>
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@level?.picoCTFProblem = _.find picoCTFProblems, pid: @level.get('picoCTFProblem')
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).load()
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if @sessionless
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null
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else if @fakeSessionConfig?
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@loadFakeSession()
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else
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@loadSession()
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@populateLevel()
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# Session Loading
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loadFakeSession: ->
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initVals =
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level:
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original: @level.get('original')
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majorVersion: @level.get('version').major
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creator: me.id
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state:
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complete: false
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scripts: {}
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permissions: [
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{target: me.id, access: 'owner'}
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{target: 'public', access: 'write'}
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]
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codeLanguage: @fakeSessionConfig.codeLanguage or me.get('aceConfig')?.language or 'python'
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_id: 'A Fake Session ID'
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@session = new LevelSession initVals
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@session.loaded = true
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@fakeSessionConfig.callback? @session, @level
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# TODO: set the team if we need to, for multiplayer
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# TODO: just finish the part where we make the submit button do what is right when we are fake
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# TODO: anything else to make teacher session-less play make sense when we are fake
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# TODO: make sure we are not actually calling extra save/patch/put things throwing warnings because we know we are fake and so we shouldn't try to do that
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for method in ['save', 'patch', 'put']
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@session[method] = -> console.error "We shouldn't be doing a session.#{method}, since it's a fake session."
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@session.fake = true
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@loadDependenciesForSession @session
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loadSession: ->
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if @sessionID
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url = "/db/level.session/#{@sessionID}"
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url += "?interpret=true" if @spectateMode
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else
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url = "/db/level/#{@levelID}/session"
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url += "?team=#{@team}" if @team
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url += "?course=#{@courseID}" if @courseID
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session = new LevelSession().setURL url
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if @headless and not @level.isType('web-dev')
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session.project = ['creator', 'team', 'heroConfig', 'codeLanguage', 'submittedCodeLanguage', 'state', 'submittedCode', 'submitted']
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@sessionResource = @supermodel.loadModel(session, 'level_session', {cache: false})
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@session = @sessionResource.model
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if @opponentSessionID
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opponentURL = "/db/level.session/#{@opponentSessionID}?interpret=true"
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opponentSession = new LevelSession().setURL opponentURL
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opponentSession.project = session.project if @headless
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@opponentSessionResource = @supermodel.loadModel(opponentSession, 'opponent_session', {cache: false})
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@opponentSession = @opponentSessionResource.model
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if @session.loaded
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@session.setURL '/db/level.session/' + @session.id
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@loadDependenciesForSession @session
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else
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@listenToOnce @session, 'sync', ->
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@session.setURL '/db/level.session/' + @session.id
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@loadDependenciesForSession @session
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if @opponentSession
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if @opponentSession.loaded
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@loadDependenciesForSession @opponentSession
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else
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@listenToOnce @opponentSession, 'sync', @loadDependenciesForSession
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loadDependenciesForSession: (session) ->
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console.log "Loading dependencies for session: ", session if LOG
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if me.id isnt session.get 'creator'
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session.patch = session.save = -> console.error "Not saving session, since we didn't create it."
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else if codeLanguage = utils.getQueryVariable 'codeLanguage'
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session.set 'codeLanguage', codeLanguage
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@loadCodeLanguagesForSession session
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if compressed = session.get 'interpret'
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uncompressed = LZString.decompressFromUTF16 compressed
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code = session.get 'code'
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code[if session.get('team') is 'humans' then 'hero-placeholder' else 'hero-placeholder-1'].plan = uncompressed
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session.set 'code', code
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session.unset 'interpret'
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if session.get('codeLanguage') in ['io', 'clojure']
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session.set 'codeLanguage', 'python'
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if session is @session
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@addSessionBrowserInfo session
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# hero-ladder games require the correct session team in level:loaded
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team = @team ? @session.get('team')
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Backbone.Mediator.publish 'level:loaded', level: @level, team: team
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Backbone.Mediator.publish 'level:session-loaded', level: @level, session: @session
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@consolidateFlagHistory() if @opponentSession?.loaded
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else if session is @opponentSession
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@consolidateFlagHistory() if @session.loaded
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if @level.isType('course') # course-ladder is hard to handle because there's 2 sessions
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heroThangType = me.get('heroConfig')?.thangType or ThangType.heroes.captain
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console.log "Course mode, loading custom hero: ", heroThangType if LOG
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url = "/db/thang.type/#{heroThangType}/version"
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if heroResource = @maybeLoadURL(url, ThangType, 'thang')
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console.log "Pushing resource: ", heroResource if LOG
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@worldNecessities.push heroResource
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@sessionDependenciesRegistered[session.id] = true
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return
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return unless @level.isType('hero', 'hero-ladder', 'hero-coop')
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heroConfig = session.get('heroConfig')
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heroConfig ?= me.get('heroConfig') if session is @session and not @headless
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heroConfig ?= {}
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heroConfig.inventory ?= feet: '53e237bf53457600003e3f05' # If all else fails, assign simple boots.
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heroConfig.thangType ?= '529ffbf1cf1818f2be000001' # If all else fails, assign Tharin as the hero.
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session.set 'heroConfig', heroConfig unless _.isEqual heroConfig, session.get('heroConfig')
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url = "/db/thang.type/#{heroConfig.thangType}/version"
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if heroResource = @maybeLoadURL(url, ThangType, 'thang')
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@worldNecessities.push heroResource
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else
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heroThangType = @supermodel.getModel url
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@loadDefaultComponentsForThangType heroThangType
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@loadThangsRequiredByThangType heroThangType
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for itemThangType in _.values(heroConfig.inventory)
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url = "/db/thang.type/#{itemThangType}/version?project=name,components,original,rasterIcon,kind"
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if itemResource = @maybeLoadURL(url, ThangType, 'thang')
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@worldNecessities.push itemResource
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else
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itemThangType = @supermodel.getModel url
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@loadDefaultComponentsForThangType itemThangType
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@loadThangsRequiredByThangType itemThangType
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@sessionDependenciesRegistered[session.id] = true
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if _.size(@sessionDependenciesRegistered) is 2 and @checkAllWorldNecessitiesRegisteredAndLoaded()
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@onWorldNecessitiesLoaded()
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loadCodeLanguagesForSession: (session) ->
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codeLanguages = _.uniq _.filter [session.get('codeLanguage') or 'python', session.get('submittedCodeLanguage')]
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for codeLanguage in codeLanguages
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do (codeLanguage) =>
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modulePath = "vendor/aether-#{codeLanguage}"
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return unless application.moduleLoader?.load modulePath
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languageModuleResource = @supermodel.addSomethingResource 'language_module'
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onModuleLoaded = (e) ->
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return unless e.id is modulePath
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languageModuleResource.markLoaded()
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@stopListening application.moduleLoader, 'loaded', onModuleLoaded # listenToOnce might work here instead, haven't tried
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@listenTo application.moduleLoader, 'loaded', onModuleLoaded
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addSessionBrowserInfo: (session) ->
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return unless me.id is session.get 'creator'
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return unless $.browser?
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browser = {}
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browser['desktop'] = $.browser.desktop if $.browser.desktop
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browser['name'] = $.browser.name if $.browser.name
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browser['platform'] = $.browser.platform if $.browser.platform
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browser['version'] = $.browser.version if $.browser.version
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session.set 'browser', browser
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session.patch() unless session.fake
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consolidateFlagHistory: ->
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state = @session.get('state') ? {}
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myFlagHistory = _.filter state.flagHistory ? [], team: @session.get('team')
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opponentFlagHistory = _.filter @opponentSession.get('state')?.flagHistory ? [], team: @opponentSession.get('team')
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state.flagHistory = myFlagHistory.concat opponentFlagHistory
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@session.set 'state', state
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# Grabbing the rest of the required data for the level
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populateLevel: ->
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thangIDs = []
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componentVersions = []
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systemVersions = []
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articleVersions = []
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flagThang = thangType: '53fa25f25bc220000052c2be', id: 'Placeholder Flag', components: []
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for thang in (@level.get('thangs') or []).concat [flagThang]
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thangIDs.push thang.thangType
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@loadThangsRequiredByLevelThang(thang)
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for comp in thang.components or []
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componentVersions.push _.pick(comp, ['original', 'majorVersion'])
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for system in @level.get('systems') or []
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systemVersions.push _.pick(system, ['original', 'majorVersion'])
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if indieSprites = system?.config?.indieSprites
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for indieSprite in indieSprites
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thangIDs.push indieSprite.thangType
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unless @headless
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for article in @level.get('documentation')?.generalArticles or []
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articleVersions.push _.pick(article, ['original', 'majorVersion'])
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objUniq = (array) -> _.uniq array, false, (arg) -> JSON.stringify(arg)
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worldNecessities = []
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@thangIDs = _.uniq thangIDs
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@thangNames = new ThangNamesCollection(@thangIDs)
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worldNecessities.push @supermodel.loadCollection(@thangNames, 'thang_names')
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@listenToOnce @thangNames, 'sync', @onThangNamesLoaded
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worldNecessities.push @sessionResource if @sessionResource?.isLoading
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worldNecessities.push @opponentSessionResource if @opponentSessionResource?.isLoading
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for obj in objUniq componentVersions
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url = "/db/level.component/#{obj.original}/version/#{obj.majorVersion}"
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worldNecessities.push @maybeLoadURL(url, LevelComponent, 'component')
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for obj in objUniq systemVersions
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url = "/db/level.system/#{obj.original}/version/#{obj.majorVersion}"
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worldNecessities.push @maybeLoadURL(url, LevelSystem, 'system')
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for obj in objUniq articleVersions
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url = "/db/article/#{obj.original}/version/#{obj.majorVersion}"
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@maybeLoadURL url, Article, 'article'
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if obj = @level.get 'nextLevel' # TODO: update to get next level from campaigns, not this old property
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url = "/db/level/#{obj.original}/version/#{obj.majorVersion}"
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@maybeLoadURL url, Level, 'level'
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@worldNecessities = @worldNecessities.concat worldNecessities
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loadThangsRequiredByLevelThang: (levelThang) ->
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@loadThangsRequiredFromComponentList levelThang.components
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loadThangsRequiredByThangType: (thangType) ->
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@loadThangsRequiredFromComponentList thangType.get('components')
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loadThangsRequiredFromComponentList: (components) ->
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return unless components
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requiredThangTypes = []
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for component in components when component.config
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if component.original is LevelComponent.EquipsID
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requiredThangTypes.push itemThangType for itemThangType in _.values (component.config.inventory ? {})
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else if component.config.requiredThangTypes
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requiredThangTypes = requiredThangTypes.concat component.config.requiredThangTypes
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extantRequiredThangTypes = _.filter requiredThangTypes
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if extantRequiredThangTypes.length < requiredThangTypes.length
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console.error "Some Thang had a blank required ThangType in components list:", components
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for thangType in extantRequiredThangTypes
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url = "/db/thang.type/#{thangType}/version?project=name,components,original,rasterIcon,kind,prerenderedSpriteSheetData"
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@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')
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onThangNamesLoaded: (thangNames) ->
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for thangType in thangNames.models
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@loadDefaultComponentsForThangType(thangType)
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@loadThangsRequiredByThangType(thangType)
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@thangNamesLoaded = true
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@onWorldNecessitiesLoaded() if @checkAllWorldNecessitiesRegisteredAndLoaded()
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loadDefaultComponentsForThangType: (thangType) ->
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return unless components = thangType.get('components')
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for component in components
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url = "/db/level.component/#{component.original}/version/#{component.majorVersion}"
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@worldNecessities.push @maybeLoadURL(url, LevelComponent, 'component')
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onWorldNecessityLoaded: (resource) ->
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index = @worldNecessities.indexOf(resource)
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if resource.name is 'thang'
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@loadDefaultComponentsForThangType(resource.model)
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@loadThangsRequiredByThangType(resource.model)
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return unless index >= 0
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@worldNecessities.splice(index, 1)
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@worldNecessities = (r for r in @worldNecessities when r?)
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@onWorldNecessitiesLoaded() if @checkAllWorldNecessitiesRegisteredAndLoaded()
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onWorldNecessityLoadFailed: (event) ->
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@reportLoadError()
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@trigger('world-necessity-load-failed', event)
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checkAllWorldNecessitiesRegisteredAndLoaded: ->
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return false unless _.filter(@worldNecessities).length is 0
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return false unless @thangNamesLoaded
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return false if @sessionDependenciesRegistered and not @sessionDependenciesRegistered[@session.id] and not @sessionless
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return false if @sessionDependenciesRegistered and @opponentSession and not @sessionDependenciesRegistered[@opponentSession.id] and not @sessionless
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true
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onWorldNecessitiesLoaded: ->
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console.log "World necessities loaded." if LOG
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@initWorld()
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@supermodel.clearMaxProgress()
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@trigger 'world-necessities-loaded'
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return if @headless
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thangsToLoad = _.uniq( (t.spriteName for t in @world.thangs when t.exists) )
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nameModelTuples = ([thangType.get('name'), thangType] for thangType in @thangNames.models)
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nameModelMap = _.zipObject nameModelTuples
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@spriteSheetsToBuild ?= []
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# for thangTypeName in thangsToLoad
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# thangType = nameModelMap[thangTypeName]
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# continue if not thangType or thangType.isFullyLoaded()
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# thangType.fetch()
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# thangType = @supermodel.loadModel(thangType, 'thang').model
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# res = @supermodel.addSomethingResource 'sprite_sheet', 5
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# res.thangType = thangType
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# res.markLoading()
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# @spriteSheetsToBuild.push res
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@buildLoopInterval = setInterval @buildLoop, 5 if @spriteSheetsToBuild.length
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maybeLoadURL: (url, Model, resourceName) ->
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return if @supermodel.getModel(url)
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model = new Model().setURL url
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@supermodel.loadModel(model, resourceName)
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onSupermodelLoaded: ->
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clearTimeout @loadTimeoutID
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return if @destroyed
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console.log 'SuperModel for Level loaded in', new Date().getTime() - @t0, 'ms' if LOG
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@loadLevelSounds()
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@denormalizeSession()
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buildLoop: =>
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someLeft = false
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for spriteSheetResource, i in @spriteSheetsToBuild ? []
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continue if spriteSheetResource.spriteSheetKeys
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someLeft = true
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thangType = spriteSheetResource.thangType
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if thangType.loaded and not thangType.loading
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keys = @buildSpriteSheetsForThangType spriteSheetResource.thangType
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if keys and keys.length
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@listenTo spriteSheetResource.thangType, 'build-complete', @onBuildComplete
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spriteSheetResource.spriteSheetKeys = keys
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else
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spriteSheetResource.markLoaded()
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clearInterval @buildLoopInterval unless someLeft
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onBuildComplete: (e) ->
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resource = null
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for resource in @spriteSheetsToBuild
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break if e.thangType is resource.thangType
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return console.error 'Did not find spriteSheetToBuildResource for', e unless resource
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resource.spriteSheetKeys = (k for k in resource.spriteSheetKeys when k isnt e.key)
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resource.markLoaded() if resource.spriteSheetKeys.length is 0
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denormalizeSession: ->
|
|
return if @sessionDenormalized or @spectateMode or @sessionless or me.isSessionless()
|
|
return if @headless and not @level.isType('web-dev')
|
|
# This is a way (the way?) PUT /db/level.sessions/undefined was happening
|
|
# See commit c242317d9
|
|
return if not @session.id
|
|
patch =
|
|
'levelName': @level.get('name')
|
|
'levelID': @level.get('slug') or @level.id
|
|
if me.id is @session.get 'creator'
|
|
patch.creatorName = me.get('name')
|
|
for key, value of patch
|
|
if @session.get(key) is value
|
|
delete patch[key]
|
|
unless _.isEmpty patch
|
|
@session.set key, value for key, value of patch
|
|
tempSession = new LevelSession _id: @session.id
|
|
tempSession.save(patch, {patch: true, type: 'PUT'})
|
|
@sessionDenormalized = true
|
|
|
|
# Building sprite sheets
|
|
|
|
buildSpriteSheetsForThangType: (thangType) ->
|
|
return if @headless
|
|
# TODO: Finish making sure the supermodel loads the raster image before triggering load complete, and that the cocosprite has access to the asset.
|
|
# if f = thangType.get('raster')
|
|
# queue = new createjs.LoadQueue()
|
|
# queue.loadFile('/file/'+f)
|
|
@grabThangTypeTeams() unless @thangTypeTeams
|
|
keys = []
|
|
for team in @thangTypeTeams[thangType.get('original')] ? [null]
|
|
spriteOptions = {resolutionFactor: SPRITE_RESOLUTION_FACTOR, async: true}
|
|
if thangType.get('kind') is 'Floor'
|
|
spriteOptions.resolutionFactor = 2
|
|
if team and color = @teamConfigs[team]?.color
|
|
spriteOptions.colorConfig = team: color
|
|
key = @buildSpriteSheet thangType, spriteOptions
|
|
if _.isString(key) then keys.push key
|
|
keys
|
|
|
|
grabThangTypeTeams: ->
|
|
@grabTeamConfigs()
|
|
@thangTypeTeams = {}
|
|
for thang in @level.get('thangs')
|
|
if @level.isType('hero', 'course') and thang.id is 'Hero Placeholder'
|
|
continue # No team colors for heroes on single-player levels
|
|
for component in thang.components
|
|
if team = component.config?.team
|
|
@thangTypeTeams[thang.thangType] ?= []
|
|
@thangTypeTeams[thang.thangType].push team unless team in @thangTypeTeams[thang.thangType]
|
|
break
|
|
@thangTypeTeams
|
|
|
|
grabTeamConfigs: ->
|
|
for system in @level.get('systems')
|
|
if @teamConfigs = system.config?.teamConfigs
|
|
break
|
|
unless @teamConfigs
|
|
# Hack: pulled from Alliance System code. TODO: put in just one place.
|
|
@teamConfigs = {'humans': {'superteam': 'humans', 'color': {'hue': 0, 'saturation': 0.75, 'lightness': 0.5}, 'playable': true}, 'ogres': {'superteam': 'ogres', 'color': {'hue': 0.66, 'saturation': 0.75, 'lightness': 0.5}, 'playable': false}, 'neutral': {'superteam': 'neutral', 'color': {'hue': 0.33, 'saturation': 0.75, 'lightness': 0.5}}}
|
|
@teamConfigs
|
|
|
|
buildSpriteSheet: (thangType, options) ->
|
|
if thangType.get('name') is 'Wizard'
|
|
options.colorConfig = me.get('wizard')?.colorConfig or {}
|
|
thangType.buildSpriteSheet options
|
|
|
|
# World init
|
|
|
|
initWorld: ->
|
|
return if @initialized
|
|
@initialized = true
|
|
return if @level.isType('web-dev')
|
|
@world = new World()
|
|
@world.levelSessionIDs = if @opponentSessionID then [@sessionID, @opponentSessionID] else [@sessionID]
|
|
@world.submissionCount = @session?.get('state')?.submissionCount ? 0
|
|
@world.flagHistory = @session?.get('state')?.flagHistory ? []
|
|
@world.difficulty = @session?.get('state')?.difficulty ? 0
|
|
if @observing
|
|
@world.difficulty = Math.max 0, @world.difficulty - 1 # Show the difficulty they won, not the next one.
|
|
serializedLevel = @level.serialize {@supermodel, @session, @opponentSession, @headless, @sessionless}
|
|
@world.loadFromLevel serializedLevel, false
|
|
console.log 'World has been initialized from level loader.' if LOG
|
|
|
|
# Initial Sound Loading
|
|
|
|
playJingle: ->
|
|
return if @headless or not me.get('volume')
|
|
volume = 0.5
|
|
if me.level() < 3
|
|
volume = 0.25 # Start softly, since they may not be expecting it
|
|
# Apparently the jingle, when it tries to play immediately during all this loading, you can't hear it.
|
|
# Add the timeout to fix this weird behavior.
|
|
f = ->
|
|
jingles = ['ident_1', 'ident_2']
|
|
AudioPlayer.playInterfaceSound jingles[Math.floor Math.random() * jingles.length], volume
|
|
setTimeout f, 500
|
|
|
|
loadAudio: ->
|
|
return if @headless or not me.get('volume')
|
|
AudioPlayer.preloadInterfaceSounds ['victory']
|
|
|
|
loadLevelSounds: ->
|
|
return if @headless or not me.get('volume')
|
|
scripts = @level.get 'scripts'
|
|
return unless scripts
|
|
|
|
for script in scripts when script.noteChain
|
|
for noteGroup in script.noteChain when noteGroup.sprites
|
|
for sprite in noteGroup.sprites when sprite.say?.sound
|
|
AudioPlayer.preloadSoundReference(sprite.say.sound)
|
|
|
|
thangTypes = @supermodel.getModels(ThangType)
|
|
for thangType in thangTypes
|
|
for trigger, sounds of thangType.get('soundTriggers') or {} when trigger isnt 'say'
|
|
AudioPlayer.preloadSoundReference sound for sound in sounds
|
|
|
|
# everything else sound wise is loaded as needed as worlds are generated
|
|
|
|
progress: -> @supermodel.progress
|
|
|
|
destroy: ->
|
|
clearInterval @buildLoopInterval if @buildLoopInterval
|
|
super()
|