mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-25 00:28:31 -05:00
942 lines
42 KiB
CoffeeScript
942 lines
42 KiB
CoffeeScript
RootView = require 'views/core/RootView'
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template = require 'templates/play/level'
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{me} = require 'core/auth'
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ThangType = require 'models/ThangType'
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utils = require 'core/utils'
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storage = require 'core/storage'
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{createAetherOptions} = require 'lib/aether_utils'
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# tools
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Surface = require 'lib/surface/Surface'
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God = require 'lib/God'
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GoalManager = require 'lib/world/GoalManager'
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ScriptManager = require 'lib/scripts/ScriptManager'
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LevelBus = require 'lib/LevelBus'
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LevelLoader = require 'lib/LevelLoader'
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LevelSession = require 'models/LevelSession'
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Level = require 'models/Level'
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LevelComponent = require 'models/LevelComponent'
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Article = require 'models/Article'
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Camera = require 'lib/surface/Camera'
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AudioPlayer = require 'lib/AudioPlayer'
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# subviews
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LevelLoadingView = require './LevelLoadingView'
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ProblemAlertView = require './tome/ProblemAlertView'
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TomeView = require './tome/TomeView'
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ChatView = require './LevelChatView'
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HUDView = require './LevelHUDView'
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LevelDialogueView = require './LevelDialogueView'
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ControlBarView = require './ControlBarView'
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LevelPlaybackView = require './LevelPlaybackView'
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GoalsView = require './LevelGoalsView'
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LevelFlagsView = require './LevelFlagsView'
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GoldView = require './LevelGoldView'
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VictoryModal = require './modal/VictoryModal'
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HeroVictoryModal = require './modal/HeroVictoryModal'
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InfiniteLoopModal = require './modal/InfiniteLoopModal'
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LevelSetupManager = require 'lib/LevelSetupManager'
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ContactModal = require 'views/core/ContactModal'
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PROFILE_ME = false
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module.exports = class PlayLevelView extends RootView
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id: 'level-view'
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template: template
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cache: false
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shortcutsEnabled: true
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isEditorPreview: false
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subscriptions:
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'level:set-volume': (e) -> createjs.Sound.setVolume(if e.volume is 1 then 0.6 else e.volume) # Quieter for now until individual sound FX controls work again.
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'level:show-victory': 'onShowVictory'
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'level:restart': 'onRestartLevel'
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'level:highlight-dom': 'onHighlightDOM'
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'level:end-highlight-dom': 'onEndHighlight'
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'level:focus-dom': 'onFocusDom'
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'level:disable-controls': 'onDisableControls'
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'level:enable-controls': 'onEnableControls'
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'god:world-load-progress-changed': 'onWorldLoadProgressChanged'
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'god:new-world-created': 'onNewWorld'
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'god:streaming-world-updated': 'onNewWorld'
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'god:infinite-loop': 'onInfiniteLoop'
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'level:reload-from-data': 'onLevelReloadFromData'
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'level:reload-thang-type': 'onLevelReloadThangType'
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'level:session-will-save': 'onSessionWillSave'
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'level:started': 'onLevelStarted'
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'level:loading-view-unveiling': 'onLoadingViewUnveiling'
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'level:loading-view-unveiled': 'onLoadingViewUnveiled'
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'level:session-loaded': 'onSessionLoaded'
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'playback:real-time-playback-waiting': 'onRealTimePlaybackWaiting'
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'playback:real-time-playback-started': 'onRealTimePlaybackStarted'
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'playback:real-time-playback-ended': 'onRealTimePlaybackEnded'
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'real-time-multiplayer:created-game': 'onRealTimeMultiplayerCreatedGame'
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'real-time-multiplayer:joined-game': 'onRealTimeMultiplayerJoinedGame'
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'real-time-multiplayer:left-game': 'onRealTimeMultiplayerLeftGame'
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'real-time-multiplayer:manual-cast': 'onRealTimeMultiplayerCast'
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'ipad:memory-warning': 'onIPadMemoryWarning'
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'store:item-purchased': 'onItemPurchased'
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events:
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'click #level-done-button': 'onDonePressed'
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'click #stop-real-time-playback-button': -> Backbone.Mediator.publish 'playback:stop-real-time-playback', {}
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'click #fullscreen-editor-background-screen': (e) -> Backbone.Mediator.publish 'tome:toggle-maximize', {}
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'click .contact-link': 'onContactClicked'
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shortcuts:
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'ctrl+s': 'onCtrlS'
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'esc': 'onEscapePressed'
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# Initial Setup #############################################################
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constructor: (options, @levelID) ->
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console.profile?() if PROFILE_ME
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super options
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@isEditorPreview = @getQueryVariable 'dev'
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@sessionID = @getQueryVariable 'session'
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@observing = @getQueryVariable 'observing'
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@opponentSessionID = @getQueryVariable('opponent')
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@opponentSessionID ?= @options.opponent
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$(window).on 'resize', @onWindowResize
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@saveScreenshot = _.throttle @saveScreenshot, 30000
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if @isEditorPreview
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@supermodel.shouldSaveBackups = (model) -> # Make sure to load possibly changed things from localStorage.
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model.constructor.className in ['Level', 'LevelComponent', 'LevelSystem', 'ThangType']
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f = => @load() unless @levelLoader # Wait to see if it's just given to us through setLevel.
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setTimeout f, 100
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else
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@load()
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application.tracker?.trackEvent 'Started Level Load', category: 'Play Level', level: @levelID, label: @levelID, ['Google Analytics'] unless @observing
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setLevel: (@level, givenSupermodel) ->
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@supermodel.models = givenSupermodel.models
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@supermodel.collections = givenSupermodel.collections
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@supermodel.shouldSaveBackups = givenSupermodel.shouldSaveBackups
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serializedLevel = @level.serialize @supermodel, @session, @otherSession
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@god?.setLevel serializedLevel
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if @world
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@world.loadFromLevel serializedLevel, false
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else
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@load()
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load: ->
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@loadStartTime = new Date()
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@god = new God debugWorker: true
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@levelLoader = new LevelLoader supermodel: @supermodel, levelID: @levelID, sessionID: @sessionID, opponentSessionID: @opponentSessionID, team: @getQueryVariable('team'), observing: @observing
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@listenToOnce @levelLoader, 'world-necessities-loaded', @onWorldNecessitiesLoaded
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trackLevelLoadEnd: ->
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return if @isEditorPreview
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@loadEndTime = new Date()
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loadDuration = @loadEndTime - @loadStartTime
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console.debug "Level unveiled after #{(loadDuration / 1000).toFixed(2)}s"
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unless @observing
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application.tracker?.trackEvent 'Finished Level Load', category: 'Play Level', label: @levelID, level: @levelID, loadDuration: loadDuration, ['Google Analytics']
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application.tracker?.trackTiming loadDuration, 'Level Load Time', @levelID, @levelID
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# CocoView overridden methods ###############################################
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getRenderData: ->
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c = super()
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c.world = @world
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c
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afterRender: ->
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super()
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window.onPlayLevelViewLoaded? @ # still a hack
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@insertSubView @loadingView = new LevelLoadingView autoUnveil: @options.autoUnveil or @observing, level: @levelLoader?.level ? @level # May not have @level loaded yet
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@$el.find('#level-done-button').hide()
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$('body').addClass('is-playing')
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$('body').bind('touchmove', false) if @isIPadApp()
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afterInsert: ->
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super()
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# Partially Loaded Setup ####################################################
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onWorldNecessitiesLoaded: ->
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# Called when we have enough to build the world, but not everything is loaded
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@grabLevelLoaderData()
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team = @getQueryVariable('team') ? @session.get('team') ? @world.teamForPlayer(0)
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@loadOpponentTeam(team)
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@setupGod()
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@setTeam team
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@initGoalManager()
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@insertSubviews()
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@initVolume()
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@listenTo(@session, 'change:multiplayer', @onMultiplayerChanged)
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@originalSessionState = $.extend(true, {}, @session.get('state'))
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@register()
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@controlBar.setBus(@bus)
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@initScriptManager()
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grabLevelLoaderData: ->
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@session = @levelLoader.session
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@world = @levelLoader.world
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@level = @levelLoader.level
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@$el.addClass 'hero' if @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
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@$el.addClass 'flags' if _.any(@world.thangs, (t) -> (t.programmableProperties and 'findFlags' in t.programmableProperties) or t.inventory?.flag) or @level.get('slug') is 'sky-span'
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# TODO: Update terminology to always be opponentSession or otherSession
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# TODO: E.g. if it's always opponent right now, then variable names should be opponentSession until we have coop play
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@otherSession = @levelLoader.opponentSession
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@worldLoadFakeResources = [] # first element (0) is 1%, last (100) is 100%
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for percent in [1 .. 100]
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@worldLoadFakeResources.push @supermodel.addSomethingResource "world_simulation_#{percent}%", 1
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onWorldLoadProgressChanged: (e) ->
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return unless @worldLoadFakeResources
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@lastWorldLoadPercent ?= 0
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worldLoadPercent = Math.floor 100 * e.progress
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for percent in [@lastWorldLoadPercent + 1 .. worldLoadPercent] by 1
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@worldLoadFakeResources[percent - 1].markLoaded()
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@lastWorldLoadPercent = worldLoadPercent
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@worldFakeLoadResources = null if worldLoadPercent is 100 # Done, don't need to watch progress any more.
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loadOpponentTeam: (myTeam) ->
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opponentSpells = []
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for spellTeam, spells of @session.get('teamSpells') ? @otherSession?.get('teamSpells') ? {}
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continue if spellTeam is myTeam or not myTeam
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opponentSpells = opponentSpells.concat spells
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if (not @session.get('teamSpells')) and @otherSession?.get('teamSpells')
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@session.set('teamSpells', @otherSession.get('teamSpells'))
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opponentCode = @otherSession?.get('transpiledCode') or {}
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myCode = @session.get('code') or {}
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for spell in opponentSpells
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[thang, spell] = spell.split '/'
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c = opponentCode[thang]?[spell]
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myCode[thang] ?= {}
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if c then myCode[thang][spell] = c else delete myCode[thang][spell]
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@session.set('code', myCode)
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if @session.get('multiplayer') and @otherSession?
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# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
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@session.set 'multiplayer', false
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setupGod: ->
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@god.setLevel @level.serialize @supermodel, @session, @otherSession
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@god.setLevelSessionIDs if @otherSession then [@session.id, @otherSession.id] else [@session.id]
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@god.setWorldClassMap @world.classMap
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setTeam: (team) ->
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team = team?.team unless _.isString team
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team ?= 'humans'
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me.team = team
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@session.set 'team', team
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Backbone.Mediator.publish 'level:team-set', team: team # Needed for scripts
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@team = team
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initGoalManager: ->
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@goalManager = new GoalManager(@world, @level.get('goals'), @team)
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@god.setGoalManager @goalManager
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insertSubviews: ->
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@insertSubView @tome = new TomeView levelID: @levelID, session: @session, otherSession: @otherSession, thangs: @world.thangs, supermodel: @supermodel, level: @level, observing: @observing
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@insertSubView new LevelPlaybackView session: @session, level: @level
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@insertSubView new GoalsView {}
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@insertSubView new LevelFlagsView levelID: @levelID, world: @world if @$el.hasClass 'flags'
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@insertSubView new GoldView {}
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@insertSubView new HUDView {level: @level}
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@insertSubView new LevelDialogueView {level: @level, sessionID: @session.id}
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@insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
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@insertSubView new ProblemAlertView session: @session, level: @level, supermodel: @supermodel
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worldName = utils.i18n @level.attributes, 'name'
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@controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel}
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#_.delay (=> Backbone.Mediator.publish('level:set-debug', debug: true)), 5000 if @isIPadApp() # if me.displayName() is 'Nick'
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initVolume: ->
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volume = me.get('volume')
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volume = 1.0 unless volume?
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Backbone.Mediator.publish 'level:set-volume', volume: volume
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initScriptManager: ->
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@scriptManager = new ScriptManager({scripts: @world.scripts or [], view: @, session: @session, levelID: @level.get('slug')})
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@scriptManager.loadFromSession()
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register: ->
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@bus = LevelBus.get(@levelID, @session.id)
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@bus.setSession(@session)
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@bus.setSpells @tome.spells
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if @session.get('multiplayer') and not me.isAdmin()
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@session.set 'multiplayer', false # Temp: multiplayer has bugged out some sessions, so ignoring it.
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@bus.connect() if @session.get('multiplayer')
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# Load Completed Setup ######################################################
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onSessionLoaded: (e) ->
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Backbone.Mediator.publish "ipad:language-chosen", language: e.session.get('codeLanguage') ? "python"
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# Just the level and session have been loaded by the level loader
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if e.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] and not _.size e.session.get('heroConfig')?.inventory ? {}
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@setupManager?.destroy()
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@setupManager = new LevelSetupManager({supermodel: @supermodel, levelID: @levelID, parent: @, session: @session})
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@setupManager.open()
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@onRealTimeMultiplayerLevelLoaded e.session if e.level.get('type') in ['hero-ladder']
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onLoaded: ->
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_.defer => @onLevelLoaderLoaded()
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onLevelLoaderLoaded: ->
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# Everything is now loaded
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return unless @levelLoader.progress() is 1 # double check, since closing the guide may trigger this early
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# Save latest level played.
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if not @observing and not (@levelLoader.level.get('type') in ['ladder', 'ladder-tutorial'])
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me.set('lastLevel', @levelID)
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me.save()
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application.tracker?.identify()
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@saveRecentMatch() if @otherSession
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@levelLoader.destroy()
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@levelLoader = null
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@initSurface()
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saveRecentMatch: ->
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allRecentlyPlayedMatches = storage.load('recently-played-matches') ? {}
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recentlyPlayedMatches = allRecentlyPlayedMatches[@levelID] ? []
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allRecentlyPlayedMatches[@levelID] = recentlyPlayedMatches
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recentlyPlayedMatches.unshift yourTeam: me.team, otherSessionID: @otherSession.id, opponentName: @otherSession.get('creatorName') unless _.find recentlyPlayedMatches, otherSessionID: @otherSession.id
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recentlyPlayedMatches.splice(8)
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storage.save 'recently-played-matches', allRecentlyPlayedMatches
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initSurface: ->
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webGLSurface = $('canvas#webgl-surface', @$el)
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normalSurface = $('canvas#normal-surface', @$el)
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@surface = new Surface(@world, normalSurface, webGLSurface, thangTypes: @supermodel.getModels(ThangType), playJingle: not @isEditorPreview, wizards: not (@level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']), observing: @observing, playerNames: @findPlayerNames())
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worldBounds = @world.getBounds()
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bounds = [{x: worldBounds.left, y: worldBounds.top}, {x: worldBounds.right, y: worldBounds.bottom}]
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@surface.camera.setBounds(bounds)
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@surface.camera.zoomTo({x: 0, y: 0}, 0.1, 0)
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findPlayerNames: ->
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return {} unless @observing
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playerNames = {}
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for session in [@session, @otherSession] when session?.get('team')
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playerNames[session.get('team')] = session.get('creatorName') or 'Anoner'
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playerNames
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# Once Surface is Loaded ####################################################
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onLevelStarted: ->
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return unless @surface?
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@loadingView.showReady()
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@trackLevelLoadEnd()
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if window.currentModal and not window.currentModal.destroyed and window.currentModal.constructor isnt VictoryModal
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return Backbone.Mediator.subscribeOnce 'modal:closed', @onLevelStarted, @
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@surface.showLevel()
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if @otherSession and not (@level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'])
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# TODO: colorize name and cloud by team, colorize wizard by user's color config
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@surface.createOpponentWizard id: @otherSession.get('creator'), name: @otherSession.get('creatorName'), team: @otherSession.get('team'), levelSlug: @level.get('slug'), codeLanguage: @otherSession.get('submittedCodeLanguage')
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if @isEditorPreview or @observing
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@loadingView.startUnveiling()
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@loadingView.unveil()
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onLoadingViewUnveiling: (e) ->
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@restoreSessionState()
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onLoadingViewUnveiled: (e) ->
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@loadingView.$el.remove()
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@removeSubView @loadingView
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@loadingView = null
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@playAmbientSound()
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if @options.realTimeMultiplayerSessionID?
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Backbone.Mediator.publish 'playback:real-time-playback-waiting', {}
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@realTimeMultiplayerContinueGame @options.realTimeMultiplayerSessionID
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# TODO: Is it possible to create a Mongoose ObjectId for 'ls', instead of the string returned from get()?
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application.tracker?.trackEvent 'Started Level', category:'Play Level', levelID: @levelID, ls: @session?.get('_id') unless @observing
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playAmbientSound: ->
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return if @destroyed
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return if @ambientSound
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return unless file = {Dungeon: 'ambient-dungeon', Grass: 'ambient-grass'}[@level.get('terrain')]
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src = "/file/interface/#{file}#{AudioPlayer.ext}"
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unless AudioPlayer.getStatus(src)?.loaded
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AudioPlayer.preloadSound src
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Backbone.Mediator.subscribeOnce 'audio-player:loaded', @playAmbientSound, @
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return
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@ambientSound = createjs.Sound.play src, loop: -1, volume: 0.1
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createjs.Tween.get(@ambientSound).to({volume: 1.0}, 10000)
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restoreSessionState: ->
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return if @alreadyLoadedState
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@alreadyLoadedState = true
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state = @originalSessionState
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if not @level or @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
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Backbone.Mediator.publish 'level:suppress-selection-sounds', suppress: true
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Backbone.Mediator.publish 'tome:select-primary-sprite', {}
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Backbone.Mediator.publish 'level:suppress-selection-sounds', suppress: false
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@surface.focusOnHero()
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Backbone.Mediator.publish 'level:set-time', time: 0
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Backbone.Mediator.publish 'level:set-playing', playing: true
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else
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if state.selected
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# TODO: Should also restore selected spell here by saving spellName
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Backbone.Mediator.publish 'level:select-sprite', thangID: state.selected, spellName: null
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# callbacks
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onCtrlS: (e) ->
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e.preventDefault()
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onEscapePressed: (e) ->
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return unless @$el.hasClass 'real-time'
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Backbone.Mediator.publish 'playback:stop-real-time-playback', {}
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onLevelReloadFromData: (e) ->
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isReload = Boolean @world
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@setLevel e.level, e.supermodel
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if isReload
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@scriptManager.setScripts(e.level.get('scripts'))
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Backbone.Mediator.publish 'tome:cast-spell', {} # a bit hacky
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onLevelReloadThangType: (e) ->
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tt = e.thangType
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for url, model of @supermodel.models
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if model.id is tt.id
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for key, val of tt.attributes
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model.attributes[key] = val
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break
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Backbone.Mediator.publish 'tome:cast-spell', {}
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onWindowResize: (e) => @endHighlight()
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onDisableControls: (e) ->
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return if e.controls and not ('level' in e.controls)
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@shortcutsEnabled = false
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@wasFocusedOn = document.activeElement
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$('body').focus()
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onEnableControls: (e) ->
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return if e.controls? and not ('level' in e.controls)
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@shortcutsEnabled = true
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$(@wasFocusedOn).focus() if @wasFocusedOn
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|
@wasFocusedOn = null
|
|
|
|
onDonePressed: -> @showVictory()
|
|
|
|
onShowVictory: (e) ->
|
|
$('#level-done-button').show() unless @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
|
|
@showVictory() if e.showModal
|
|
return if @victorySeen
|
|
@victorySeen = true
|
|
victoryTime = (new Date()) - @loadEndTime
|
|
if not @observing and victoryTime > 10 * 1000 # Don't track it if we're reloading an already-beaten level
|
|
application.tracker?.trackEvent 'Saw Victory',
|
|
category: 'Play Level'
|
|
level: @level.get('name')
|
|
label: @level.get('name')
|
|
levelID: @levelID
|
|
ls: @session?.get('_id')
|
|
application.tracker?.trackTiming victoryTime, 'Level Victory Time', @levelID, @levelID, 100
|
|
|
|
showVictory: ->
|
|
@endHighlight()
|
|
options = {level: @level, supermodel: @supermodel, session: @session, hasReceivedMemoryWarning: @hasReceivedMemoryWarning}
|
|
ModalClass = if @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] then HeroVictoryModal else VictoryModal
|
|
victoryModal = new ModalClass(options)
|
|
@openModalView(victoryModal)
|
|
if me.get('anonymous')
|
|
window.nextURL = '/play/' + (@level.get('campaign') ? '') # Signup will go here on completion instead of reloading.
|
|
|
|
onRestartLevel: ->
|
|
@tome.reloadAllCode()
|
|
Backbone.Mediator.publish 'level:restarted', {}
|
|
$('#level-done-button', @$el).hide()
|
|
application.tracker?.trackEvent 'Confirmed Restart', category: 'Play Level', level: @level.get('name'), label: @level.get('name') unless @observing
|
|
|
|
onInfiniteLoop: (e) ->
|
|
return unless e.firstWorld
|
|
@openModalView new InfiniteLoopModal()
|
|
application.tracker?.trackEvent 'Saw Initial Infinite Loop', category: 'Play Level', level: @level.get('name'), label: @level.get('name') unless @observing
|
|
|
|
onHighlightDOM: (e) -> @highlightElement e.selector, delay: e.delay, sides: e.sides, offset: e.offset, rotation: e.rotation
|
|
|
|
onEndHighlight: -> @endHighlight()
|
|
|
|
onFocusDom: (e) -> $(e.selector).focus()
|
|
|
|
onMultiplayerChanged: (e) ->
|
|
if @session.get('multiplayer')
|
|
@bus.connect()
|
|
else
|
|
@bus.removeFirebaseData =>
|
|
@bus.disconnect()
|
|
|
|
onSessionWillSave: (e) ->
|
|
# Something interesting has happened, so (at a lower frequency), we'll save a screenshot.
|
|
#@saveScreenshot e.session
|
|
|
|
# Throttled
|
|
saveScreenshot: (session) =>
|
|
return unless screenshot = @surface?.screenshot()
|
|
session.save {screenshot: screenshot}, {patch: true, type: 'PUT'}
|
|
|
|
onContactClicked: (e) ->
|
|
@openModalView contactModal = new ContactModal()
|
|
screenshot = @surface.screenshot(1, 'image/png', 1.0, 1)
|
|
body =
|
|
b64png: screenshot.replace 'data:image/png;base64,', ''
|
|
filename: "screenshot-#{@levelID}-#{_.string.slugify((new Date()).toString())}.png"
|
|
path: "db/user/#{me.id}"
|
|
mimetype: 'image/png'
|
|
contactModal.screenshotURL = "http://codecombat.com/file/#{body.path}/#{body.filename}"
|
|
window.screenshot = screenshot
|
|
window.screenshotURL = contactModal.screenshotURL
|
|
$.ajax '/file', type: 'POST', data: body, success: (e) ->
|
|
contactModal.updateScreenshot?()
|
|
|
|
# Dynamic sound loading
|
|
|
|
onNewWorld: (e) ->
|
|
return if @headless
|
|
scripts = @world.scripts # Since these worlds don't have scripts, preserve them.
|
|
@world = e.world
|
|
@world.scripts = scripts
|
|
thangTypes = @supermodel.getModels(ThangType)
|
|
startFrame = @lastWorldFramesLoaded ? 0
|
|
finishedLoading = @world.frames.length is @world.totalFrames
|
|
if finishedLoading
|
|
@lastWorldFramesLoaded = 0
|
|
if @waitingForSubmissionComplete
|
|
_.defer @onSubmissionComplete # Give it a frame to make sure we have the latest goals
|
|
@waitingForSubmissionComplete = false
|
|
else
|
|
@lastWorldFramesLoaded = @world.frames.length
|
|
for [spriteName, message] in @world.thangDialogueSounds startFrame
|
|
continue unless thangType = _.find thangTypes, (m) -> m.get('name') is spriteName
|
|
continue unless sound = AudioPlayer.soundForDialogue message, thangType.get('soundTriggers')
|
|
AudioPlayer.preloadSoundReference sound
|
|
|
|
# Real-time playback
|
|
onRealTimePlaybackWaiting: (e) ->
|
|
@$el.addClass('real-time').focus()
|
|
@onWindowResize()
|
|
|
|
onRealTimePlaybackStarted: (e) ->
|
|
@$el.addClass('real-time').focus()
|
|
@onWindowResize()
|
|
|
|
onRealTimePlaybackEnded: (e) ->
|
|
return unless @$el.hasClass 'real-time'
|
|
@$el.removeClass 'real-time'
|
|
@onWindowResize()
|
|
if @world.frames.length is @world.totalFrames
|
|
_.delay @onSubmissionComplete, 750 # Wait for transition to end.
|
|
else
|
|
@waitingForSubmissionComplete = true
|
|
@onRealTimeMultiplayerPlaybackEnded()
|
|
|
|
onSubmissionComplete: =>
|
|
return if @destroyed
|
|
# TODO: Show a victory dialog specific to hero-ladder level
|
|
if @goalManager.checkOverallStatus() is 'success' and not @options.realTimeMultiplayerSessionID?
|
|
showModalFn = -> Backbone.Mediator.publish 'level:show-victory', showModal: true
|
|
@session.recordScores @world.scores, @level
|
|
if @level.get 'replayable'
|
|
@session.increaseDifficulty showModalFn
|
|
else
|
|
showModalFn()
|
|
|
|
destroy: ->
|
|
@levelLoader?.destroy()
|
|
@surface?.destroy()
|
|
@god?.destroy()
|
|
@goalManager?.destroy()
|
|
@scriptManager?.destroy()
|
|
@setupManager?.destroy()
|
|
if ambientSound = @ambientSound
|
|
# Doesn't seem to work; stops immediately.
|
|
createjs.Tween.get(ambientSound).to({volume: 0.0}, 1500).call -> ambientSound.stop()
|
|
$(window).off 'resize', @onWindowResize
|
|
delete window.world # not sure where this is set, but this is one way to clean it up
|
|
@bus?.destroy()
|
|
#@instance.save() unless @instance.loading
|
|
delete window.nextURL
|
|
console.profileEnd?() if PROFILE_ME
|
|
@onRealTimeMultiplayerLevelUnloaded()
|
|
super()
|
|
|
|
onIPadMemoryWarning: (e) ->
|
|
@hasReceivedMemoryWarning = true
|
|
|
|
onItemPurchased: (e) ->
|
|
heroConfig = @session.get('heroConfig') ? {}
|
|
inventory = heroConfig.inventory ? {}
|
|
slot = e.item.getAllowedSlots()[0]
|
|
if slot and not inventory[slot]
|
|
# Open up the inventory modal so they can equip the new item
|
|
@setupManager?.destroy()
|
|
@setupManager = new LevelSetupManager({supermodel: @supermodel, levelID: @levelID, parent: @, session: @session, hadEverChosenHero: true})
|
|
@setupManager.open()
|
|
|
|
# Start Real-time Multiplayer ######################################################
|
|
#
|
|
# This view acts as a hub for the real-time multiplayer session for the current level.
|
|
#
|
|
# It performs these actions:
|
|
# Player heartbeat
|
|
# Publishes player status
|
|
# Updates real-time multiplayer session state
|
|
# Updates real-time multiplayer player state
|
|
# Cleans up old sessions (sets state to 'finished')
|
|
# Real-time multiplayer cast handshake
|
|
# Swap teams on game joined, if necessary
|
|
# Reload PlayLevelView on real-time submit, automatically continue game and real-time playback
|
|
#
|
|
# It monitors these:
|
|
# Real-time multiplayer sessions
|
|
# Current real-time multiplayer session
|
|
# Internal multiplayer create/joined/left events
|
|
#
|
|
# Real-time state variables.
|
|
# Each Ref is Firebase reference, and may have a matching Data suffixed variable with the latest data received.
|
|
# @realTimePlayerRef - User's real-time multiplayer player for this level
|
|
# @realTimePlayerGameRef - User's current real-time multiplayer player game session
|
|
# @realTimeSessionRef - Current real-time multiplayer game session
|
|
# @realTimeOpponentRef - Current real-time multiplayer opponent
|
|
# @realTimePlayersRef - Real-time players for current real-time multiplayer game session
|
|
# @options.realTimeMultiplayerSessionID - Need to continue an existing real-time multiplayer session
|
|
#
|
|
# TODO: Move this code to it's own file, or possibly the LevelBus
|
|
# TODO: Save settings somewhere reasonable
|
|
multiplayerFireHost: 'https://codecombat.firebaseio.com/test/db/'
|
|
|
|
onRealTimeMultiplayerLevelLoaded: (session) ->
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerLevelLoaded'
|
|
return if @realTimePlayerRef?
|
|
return if me.get('anonymous')
|
|
@realTimePlayerRef = new Firebase "#{@multiplayerFireHost}multiplayer_players/#{@levelID}/#{me.id}"
|
|
unless @options.realTimeMultiplayerSessionID?
|
|
# TODO: Wait for name instead of using 'Anon', or try and update it later?
|
|
name = me.get('name') ? session.get('creatorName') ? 'Anon'
|
|
@realTimePlayerRef.set
|
|
id: me.id # TODO: is this redundant info necessary?
|
|
name: name
|
|
state: 'playing'
|
|
created: new Date().toISOString()
|
|
heartbeat: new Date().toISOString()
|
|
@timerMultiplayerHeartbeatID = setInterval @onRealTimeMultiplayerHeartbeat, 60 * 1000
|
|
@cleanupRealTimeSessions()
|
|
|
|
cleanupRealTimeSessions: ->
|
|
# console.log 'PlayLevelView cleanupRealTimeSessions'
|
|
# TODO: Reduce this call, possibly by username and dates
|
|
realTimeSessionCollection = new Firebase "#{@multiplayerFireHost}multiplayer_level_sessions/#{@levelID}"
|
|
realTimeSessionCollection.once 'value', (collectionSnapshot) =>
|
|
for multiplayerSessionID, multiplayerSession of collectionSnapshot.val()
|
|
continue if @options.realTimeMultiplayerSessionID? and @options.realTimeMultiplayerSessionID is multiplayerSessionID
|
|
continue unless multiplayerSession.state isnt 'finished'
|
|
player = realTimeSessionCollection.child "#{multiplayerSession.id}/players/#{me.id}"
|
|
player.once 'value', (playerSnapshot) =>
|
|
if playerSnapshot.val()
|
|
console.info 'Cleaning up previous real-time multiplayer session', multiplayerSessionID
|
|
player.update 'state': 'left'
|
|
multiplayerSessionRef = realTimeSessionCollection.child "#{multiplayerSessionID}"
|
|
multiplayerSessionRef.update 'state': 'finished'
|
|
|
|
onRealTimeMultiplayerLevelUnloaded: ->
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerLevelUnloaded'
|
|
if @timerMultiplayerHeartbeatID?
|
|
clearInterval @timerMultiplayerHeartbeatID
|
|
@timerMultiplayerHeartbeatID = null
|
|
|
|
# TODO: similar to game ending cleanup
|
|
if @realTimeOpponentRef?
|
|
@realTimeOpponentRef.off 'value', @onRealTimeOpponentChanged
|
|
@realTimeOpponentRef = null
|
|
if @realTimePlayersRef?
|
|
@realTimePlayersRef.off 'child_added', @onRealTimePlayerAdded
|
|
@realTimePlayersRef = null
|
|
if @realTimeSessionRef?
|
|
@realTimeSessionRef.off 'value', @onRealTimeSessionChanged
|
|
@realTimeSessionRef = null
|
|
if @realTimePlayerGameRef?
|
|
@realTimePlayerGameRef = null
|
|
if @realTimePlayerRef?
|
|
@realTimePlayerRef = null
|
|
|
|
onRealTimeMultiplayerHeartbeat: =>
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerHeartbeat', @realTimePlayerRef
|
|
@realTimePlayerRef.update 'heartbeat': new Date().toISOString() if @realTimePlayerRef?
|
|
|
|
onRealTimeMultiplayerCreatedGame: (e) ->
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerCreatedGame'
|
|
@joinRealTimeMultiplayerGame e
|
|
@realTimePlayerGameRef.update 'state': 'coding'
|
|
@realTimePlayerRef.update 'state': 'available'
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Waiting for opponent..'
|
|
|
|
onRealTimeSessionChanged: (snapshot) =>
|
|
# console.log 'PlayLevelView onRealTimeSessionChanged', snapshot.val()
|
|
@realTimeSessionData = snapshot.val()
|
|
if @realTimeSessionData?.state is 'finished'
|
|
@realTimeGameEnded()
|
|
Backbone.Mediator.publish 'real-time-multiplayer:left-game', {}
|
|
|
|
onRealTimePlayerAdded: (snapshot) =>
|
|
# console.log 'PlayLevelView onRealTimePlayerAdded', snapshot.val()
|
|
# Assume game is full, game on
|
|
data = snapshot.val()
|
|
if data? and data.id isnt me.id
|
|
@realTimeOpponentData = data
|
|
# console.log 'PlayLevelView onRealTimePlayerAdded opponent', @realTimeOpponentData, @realTimePlayersData
|
|
@realTimePlayersData[@realTimeOpponentData.id] = @realTimeOpponentData
|
|
if @realTimeSessionData?.state is 'creating'
|
|
@realTimeSessionRef.update 'state': 'coding'
|
|
@realTimePlayerRef.update 'state': 'unavailable'
|
|
@realTimeOpponentRef = @realTimeSessionRef.child "players/#{@realTimeOpponentData.id}"
|
|
@realTimeOpponentRef.on 'value', @onRealTimeOpponentChanged
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Playing against #{@realTimeOpponentData.name}"
|
|
|
|
onRealTimeOpponentChanged: (snapshot) =>
|
|
# console.log 'PlayLevelView onRealTimeOpponentChanged', snapshot.val()
|
|
@realTimeOpponentData = snapshot.val()
|
|
switch @realTimeOpponentData?.state
|
|
when 'left'
|
|
console.info 'Real-time multiplayer opponent left the game'
|
|
opponentID = @realTimeOpponentData.id
|
|
@realTimeGameEnded()
|
|
Backbone.Mediator.publish 'real-time-multiplayer:left-game', userID: opponentID
|
|
when 'submitted'
|
|
# TODO: What should this message say?
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "#{@realTimeOpponentData.name} waiting for your code"
|
|
|
|
joinRealTimeMultiplayerGame: (e) ->
|
|
# console.log 'PlayLevelView joinRealTimeMultiplayerGame', e
|
|
unless @realTimeSessionRef?
|
|
@session.set('submittedCodeLanguage', @session.get('codeLanguage'))
|
|
@session.save()
|
|
|
|
@realTimeSessionRef = new Firebase "#{@multiplayerFireHost}multiplayer_level_sessions/#{@levelID}/#{e.realTimeSessionID}"
|
|
@realTimePlayersRef = @realTimeSessionRef.child 'players'
|
|
|
|
# Look for opponent
|
|
@realTimeSessionRef.once 'value', (multiplayerSessionSnapshot) =>
|
|
if @realTimeSessionData = multiplayerSessionSnapshot.val()
|
|
@realTimePlayersRef.once 'value', (playsSnapshot) =>
|
|
if @realTimePlayersData = playsSnapshot.val()
|
|
for id, player of @realTimePlayersData
|
|
if id isnt me.id
|
|
@realTimeOpponentRef = @realTimeSessionRef.child "players/#{id}"
|
|
@realTimeOpponentRef.once 'value', (opponentSnapshot) =>
|
|
if @realTimeOpponentData = opponentSnapshot.val()
|
|
@updateTeam()
|
|
else
|
|
console.error 'Could not lookup multiplayer opponent data.'
|
|
@realTimeOpponentRef.on 'value', @onRealTimeOpponentChanged
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Playing against ' + player.name
|
|
else
|
|
console.error 'Could not lookup multiplayer session players data.'
|
|
# TODO: need child_removed too?
|
|
@realTimePlayersRef.on 'child_added', @onRealTimePlayerAdded
|
|
else
|
|
console.error 'Could not lookup multiplayer session data.'
|
|
@realTimeSessionRef.on 'value', @onRealTimeSessionChanged
|
|
|
|
@realTimePlayerGameRef = @realTimeSessionRef.child "players/#{me.id}"
|
|
|
|
# TODO: Follow up in MultiplayerView to see if double joins can be avoided
|
|
# else
|
|
# console.error 'Joining real-time multiplayer game with an existing @realTimeSessionRef.'
|
|
|
|
onRealTimeMultiplayerJoinedGame: (e) ->
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerJoinedGame', e
|
|
@joinRealTimeMultiplayerGame e
|
|
@realTimePlayerGameRef.update 'state': 'coding'
|
|
@realTimePlayerRef.update 'state': 'unavailable'
|
|
|
|
onRealTimeMultiplayerLeftGame: (e) ->
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerLeftGame', e
|
|
if e.userID? and e.userID is me.id
|
|
@realTimePlayerGameRef.update 'state': 'left'
|
|
@realTimeGameEnded()
|
|
|
|
realTimeMultiplayerContinueGame: (realTimeSessionID) ->
|
|
# console.log 'PlayLevelView realTimeMultiplayerContinueGame', realTimeSessionID, me.id
|
|
Backbone.Mediator.publish 'real-time-multiplayer:joined-game', realTimeSessionID: realTimeSessionID
|
|
|
|
console.info 'Setting my game status to ready'
|
|
@realTimePlayerGameRef.update 'state': 'ready'
|
|
|
|
if @realTimeOpponentData.state is 'ready'
|
|
@realTimeOpponentIsReady()
|
|
else
|
|
console.info 'Waiting for opponent to be ready'
|
|
@realTimeOpponentRef.on 'value', @realTimeOpponentMaybeReady
|
|
|
|
realTimeOpponentMaybeReady: (snapshot) =>
|
|
# console.log 'PlayLevelView realTimeOpponentMaybeReady'
|
|
if @realTimeOpponentData = snapshot.val()
|
|
if @realTimeOpponentData.state is 'ready'
|
|
@realTimeOpponentRef.off 'value', @realTimeOpponentMaybeReady
|
|
@realTimeOpponentIsReady()
|
|
|
|
realTimeOpponentIsReady: =>
|
|
console.info 'All real-time multiplayer players are ready!'
|
|
@realTimeSessionRef.update 'state': 'running'
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Battling ' + @realTimeOpponentData.name
|
|
Backbone.Mediator.publish 'tome:manual-cast', {realTime: true}
|
|
|
|
realTimeGameEnded: ->
|
|
if @realTimeOpponentRef?
|
|
@realTimeOpponentRef.off 'value', @onRealTimeOpponentChanged
|
|
@realTimeOpponentRef = null
|
|
if @realTimePlayersRef?
|
|
@realTimePlayersRef.off 'child_added', @onRealTimePlayerAdded
|
|
@realTimePlayersRef = null
|
|
if @realTimeSessionRef?
|
|
@realTimeSessionRef.off 'value', @onRealTimeSessionChanged
|
|
@realTimeSessionRef.update 'state': 'finished'
|
|
@realTimeSessionRef = null
|
|
if @realTimePlayerGameRef?
|
|
@realTimePlayerGameRef = null
|
|
if @realTimePlayerRef?
|
|
@realTimePlayerRef.update 'state': 'playing'
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: ''
|
|
|
|
onRealTimeMultiplayerCast: (e) ->
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerCast', @realTimeSessionData, @realTimePlayersData
|
|
unless @realTimeSessionRef?
|
|
console.error 'Real-time multiplayer cast without multiplayer session.'
|
|
return
|
|
unless @realTimeSessionData?
|
|
console.error 'Real-time multiplayer cast without multiplayer data.'
|
|
return
|
|
unless @realTimePlayersData?
|
|
console.error 'Real-time multiplayer cast without multiplayer players data.'
|
|
return
|
|
|
|
# Set submissionCount for created real-time multiplayer session
|
|
if me.id is @realTimeSessionData.creator
|
|
sessionState = @session.get('state')
|
|
if sessionState?
|
|
submissionCount = sessionState.submissionCount ? 0
|
|
console.info 'Setting multiplayer submissionCount to', submissionCount
|
|
@realTimeSessionRef.update 'submissionCount': submissionCount
|
|
else
|
|
console.error 'Failed to read sessionState in onRealTimeMultiplayerCast'
|
|
|
|
console.info 'Submitting my code'
|
|
# Transpiling code copied from scripts/transpile.coffee
|
|
# TODO: Should this live somewhere else?
|
|
transpiledCode = {}
|
|
for thang, spells of @session.get('code')
|
|
transpiledCode[thang] = {}
|
|
for spellID, spell of spells
|
|
spellName = thang + '/' + spellID
|
|
continue if @session.get('teamSpells') and not (spellName in @session.get('teamSpells')[@session.get('team')])
|
|
# console.log "PlayLevelView Transpiling spell #{spellName}"
|
|
aetherOptions = createAetherOptions functionName: spellID, codeLanguage: @session.get('submittedCodeLanguage'), includeFlow: true
|
|
aether = new Aether aetherOptions
|
|
transpiledCode[thang][spellID] = aether.transpile spell
|
|
# console.log "PlayLevelView transpiled code", transpiledCode
|
|
@session.set 'transpiledCode', transpiledCode
|
|
permissions = @session.get 'permissions' ? []
|
|
unless _.find(permissions, (p) -> p.target is 'public' and p.access is 'read')
|
|
permissions.push target:'public', access:'read'
|
|
@session.set 'permissions', permissions
|
|
@session.patch()
|
|
@realTimePlayerGameRef.update 'state': 'submitted'
|
|
|
|
console.info 'Other player is', @realTimeOpponentData.state
|
|
if @realTimeOpponentData.state in ['submitted', 'ready']
|
|
@realTimeOpponentSubmittedCode @realTimeOpponentData, @realTimePlayerGameData
|
|
else
|
|
# Wait for opponent to submit their code
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Waiting for code from #{@realTimeOpponentData.name}"
|
|
@realTimeOpponentRef.on 'value', @realTimeOpponentMaybeSubmitted
|
|
|
|
realTimeOpponentMaybeSubmitted: (snapshot) =>
|
|
if @realTimeOpponentData = snapshot.val()
|
|
if @realTimeOpponentData.state in ['submitted', 'ready']
|
|
@realTimeOpponentRef.off 'value', @realTimeOpponentMaybeSubmitted
|
|
@realTimeOpponentSubmittedCode @realTimeOpponentData, @realTimePlayerGameData
|
|
|
|
onRealTimeMultiplayerPlaybackEnded: ->
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerPlaybackEnded'
|
|
if @realTimeSessionRef?
|
|
@realTimeSessionRef.update 'state': 'coding'
|
|
@realTimePlayerGameRef.update 'state': 'coding'
|
|
if @realTimeOpponentData?
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Playing against #{@realTimeOpponentData.name}"
|
|
|
|
realTimeOpponentSubmittedCode: (opponentPlayer, myPlayer) =>
|
|
# console.log 'PlayLevelView realTimeOpponentSubmittedCode', @realTimeSessionData.id, opponentPlayer.level_session
|
|
# Read submissionCount for joined real-time multiplayer session
|
|
if me.id isnt @realTimeSessionData.creator
|
|
sessionState = @session.get('state') ? {}
|
|
newSubmissionCount = @realTimeSessionData.submissionCount
|
|
if newSubmissionCount?
|
|
# TODO: This isn't always getting updated where the random seed generation uses it.
|
|
sessionState.submissionCount = parseInt newSubmissionCount
|
|
console.info 'Got multiplayer submissionCount', sessionState.submissionCount
|
|
@session.set 'state', sessionState
|
|
@session.patch()
|
|
|
|
# Reload this level so the opponent session can easily be wired up
|
|
Backbone.Mediator.publish 'router:navigate',
|
|
route: "/play/level/#{@levelID}"
|
|
viewClass: PlayLevelView
|
|
viewArgs: [{supermodel: @supermodel, autoUnveil: true, realTimeMultiplayerSessionID: @realTimeSessionData.id, opponent: opponentPlayer.level_session, team: @team}, @levelID]
|
|
|
|
updateTeam: ->
|
|
# If not creator, and same team as creator, then switch teams
|
|
# TODO: Assumes there are only 'humans' and 'ogres'
|
|
|
|
unless @realTimeOpponentData?
|
|
console.error 'Tried to switch teams without real-time multiplayer opponent data.'
|
|
return
|
|
unless @realTimeSessionData?
|
|
console.error 'Tried to switch teams without real-time multiplayer session data.'
|
|
return
|
|
return if me.id is @realTimeSessionData.creator
|
|
|
|
oldTeam = @realTimeOpponentData.team
|
|
return unless oldTeam is @session.get('team')
|
|
|
|
# Need to switch to other team
|
|
newTeam = if oldTeam is 'humans' then 'ogres' else 'humans'
|
|
console.info "Switching from team #{oldTeam} to #{newTeam}"
|
|
|
|
# Move code from old team to new team
|
|
# Assumes teamSpells has matching spells for each team
|
|
# TODO: Similar to code in loadOpponentTeam, consolidate?
|
|
code = @session.get 'code'
|
|
teamSpells = @session.get 'teamSpells'
|
|
for oldSpellKey in teamSpells[oldTeam]
|
|
[oldThang, oldSpell] = oldSpellKey.split '/'
|
|
oldCode = code[oldThang]?[oldSpell]
|
|
continue unless oldCode?
|
|
# Move oldCode to new team under same spell
|
|
for newSpellKey in teamSpells[newTeam]
|
|
[newThang, newSpell] = newSpellKey.split '/'
|
|
if newSpell is oldSpell
|
|
# Found spell location under new team
|
|
# console.log "Swapping spell=#{oldSpell} from #{oldThang} to #{newThang}"
|
|
if code[newThang]?[oldSpell]?
|
|
# Option 1: have a new spell to swap
|
|
code[oldThang][oldSpell] = code[newThang][oldSpell]
|
|
else
|
|
# Option 2: no new spell to swap
|
|
delete code[oldThang][oldSpell]
|
|
code[newThang] = {} unless code[newThang]?
|
|
code[newThang][oldSpell] = oldCode
|
|
break
|
|
|
|
@setTeam newTeam # Sets @session 'team'
|
|
sessionState = @session.get('state')
|
|
if sessionState?
|
|
# TODO: Don't hard code thangID
|
|
sessionState.selected = if newTeam is 'humans' then 'Hero Placeholder' else 'Hero Placeholder 1'
|
|
@session.set 'state', sessionState
|
|
@session.set 'code', code
|
|
@session.patch()
|
|
|
|
if sessionState?
|
|
# TODO: Don't hardcode spellName
|
|
Backbone.Mediator.publish 'level:select-sprite', thangID: sessionState.selected, spellName: 'plan'
|
|
|
|
# End Real-time Multiplayer ######################################################
|