mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-12-11 08:11:21 -05:00
170 lines
6.4 KiB
CoffeeScript
170 lines
6.4 KiB
CoffeeScript
ThangState = require './thang_state'
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{thangNames} = require './names'
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{ArgumentError} = require './errors'
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Rand = require './rand'
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module.exports = class Thang
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@className: 'Thang'
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@remainingThangNames: {}
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@nextID: (spriteName, world) ->
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originals = thangNames[spriteName] or [spriteName]
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remaining = Thang.remainingThangNames[spriteName]
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remaining = Thang.remainingThangNames[spriteName] = originals.slice() unless remaining?.length
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baseName = remaining.splice(world.rand.rand(remaining.length), 1)[0]
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i = 0
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while true
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name = if i then "#{baseName} #{i}" else baseName
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extantThang = world.thangMap[name]
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break unless extantThang
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i++
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name
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@resetThangIDs: -> Thang.remainingThangNames = {}
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isThang: true
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apiProperties: ['id', 'spriteName', 'health', 'pos', 'team']
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constructor: (@world, @spriteName, @id) ->
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@spriteName ?= @constructor.className
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@id ?= @constructor.nextID @spriteName, @world
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@addTrackedProperties ['exists', 'boolean'] # TODO: move into Systems/Components, too?
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#console.log "Generated #{@toString()}."
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destroy: ->
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# Just trying to destroy __aetherAPIClone, but might as well nuke everything just in case
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@[key] = undefined for key of @
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@destroyed = true
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@destroy = ->
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updateRegistration: ->
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system.register @ for system in @world.systems
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publishNote: (channel, event) ->
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event.thang = @
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@world.publishNote channel, event
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getGoalState: (goalID) ->
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@world.getGoalState goalID
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setGoalState: (goalID, status) ->
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@world.setGoalState goalID, status
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getThangByID: (id) ->
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@world.getThangByID id
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addComponents: (components...) ->
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# We don't need to keep the components around after attaching them, but we will keep their initial config for recreating Thangs
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@components ?= []
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for [componentClass, componentConfig] in components
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@components.push [componentClass, componentConfig]
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if _.isString componentClass # We had already turned it into a string, so re-classify it momentarily
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componentClass = @world.classMap[componentClass]
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else
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@world?.classMap[componentClass.className] ?= componentClass
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c = new componentClass componentConfig
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c.attach @
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# [prop, type]s of properties which have values tracked across WorldFrames. Also call keepTrackedProperty some non-expensive time when you change it or it will be skipped.
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addTrackedProperties: (props...) ->
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@trackedPropertiesKeys ?= []
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@trackedPropertiesTypes ?= []
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@trackedPropertiesUsed ?= []
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for [prop, type] in props
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unless type in ThangState.trackedPropertyTypes
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# How should errors for busted Components work? We can't recover from this and run the world.
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throw new Error "Type #{type} for property #{prop} is not a trackable property type: #{trackedPropertyTypes}"
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oldPropIndex = @trackedPropertiesKeys.indexOf prop
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if oldPropIndex is -1
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@trackedPropertiesKeys.push prop
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@trackedPropertiesTypes.push type
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@trackedPropertiesUsed.push false
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else
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oldType = @trackedPropertiesTypes[oldPropIndex]
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if type isnt oldType
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throw new Error "Two types were specified for trackable property #{prop}: #{oldType} and #{type}."
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keepTrackedProperty: (prop) ->
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# Hmm; can we do this faster?
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propIndex = @trackedPropertiesKeys.indexOf prop
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if propIndex isnt -1
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@trackedPropertiesUsed[propIndex] = true
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# @trackedFinalProperties: names of properties which need to be tracked once at the end of the World; don't worry about types
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addTrackedFinalProperties: (props...) ->
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@trackedFinalProperties ?= []
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@trackedFinalProperties = @trackedFinalProperties.concat (k for k in props when not (k in @trackedFinalProperties))
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getState: ->
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@_state = new ThangState @
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setState: (state) ->
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@_state = state.restore()
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toString: -> @id
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createMethodChain: (methodName) ->
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@methodChains ?= {}
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chain = @methodChains[methodName]
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return chain if chain
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chain = @methodChains[methodName] = {original: @[methodName], user: null, components: []}
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@[methodName] = _.partial @callChainedMethod, methodName # Optimize! _.partial is fastest I've found
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chain
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appendMethod: (methodName, newMethod) ->
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# Components add methods that come after the original method
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@createMethodChain(methodName).components.push newMethod
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callChainedMethod: (methodName, args...) ->
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# Optimize this like crazy--but how?
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chain = @methodChains[methodName]
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primaryMethod = chain.user or chain.original
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ret = primaryMethod?.apply @, args
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for componentMethod in chain.components
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ret2 = componentMethod.apply @, args
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ret = ret2 ? ret # override return value only if not null
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ret
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getMethodSource: (methodName) ->
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source = {}
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if @methodChains? and methodName of @methodChains
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chain = @methodChains[methodName]
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source.original = chain.original.toString()
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source.user = chain.user?.toString()
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else
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source.original = @[methodName]?.toString() ? ''
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source.original = Aether.getFunctionBody source.original
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source
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serialize: ->
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o = {spriteName: @spriteName, id: @id, components: [], finalState: {}}
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for [componentClass, componentConfig], i in (@components ? [])
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if _.isString componentClass
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componentClassName = componentClass
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else
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componentClassName = componentClass.className
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@world.classMap[componentClass.className] ?= componentClass
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o.components.push [componentClassName, componentConfig]
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for trackedFinalProperty in @trackedFinalProperties ? []
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# TODO: take some (but not all) of serialize logic from ThangState to handle other types
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o.finalState[trackedFinalProperty] = @[trackedFinalProperty]
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o
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@deserialize: (o, world, classMap) ->
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t = new Thang world, o.spriteName, o.id
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for [componentClassName, componentConfig] in o.components
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componentClass = classMap[componentClassName]
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t.addComponents [componentClass, componentConfig]
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for prop, val of o.finalState
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# TODO: take some (but not all) of deserialize logic from ThangState to handle other types
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t[prop] = val
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t
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serializeForAether: ->
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{CN: @constructor.className, id: @id}
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getSpriteOptions: ->
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colorConfigs = @world?.getTeamColors() or {}
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options = {}
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if @team and colorConfigs[@team]
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options.colorConfig = {team: colorConfigs[@team]}
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options
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