codecombat/app/lib/world/world_utils.coffee
2016-03-21 10:57:38 -07:00

156 lines
6.7 KiB
CoffeeScript

Vector = require './vector'
Rectangle = require './rectangle'
Ellipse = require './ellipse'
LineSegment = require './line_segment'
Grid = require './Grid'
module.exports.typedArraySupport = typedArraySupport = Float32Array? # Not in IE until IE 10; we'll fall back to normal arrays
#module.exports.typedArraySupport = typedArraySupport = false # imitate IE9 (and in God.coffee)
unless ArrayBufferView?
# https://code.google.com/p/chromium/issues/detail?id=60449
if typedArraySupport
# We have it, it's just not exposed
someArray = new Uint8Array(0)
if someArray.__proto__
# Most browsers
ArrayBufferView = someArray.__proto__.__proto__.constructor
else
# IE before 11
ArrayBufferView = Object.getPrototypeOf(Object.getPrototypeOf(someArray)).constructor
else
# If we don't have typed arrays, we don't need an ArrayBufferView
ArrayBufferView = null
module.exports.clone = clone = (obj, skipThangs=false) ->
# http://coffeescriptcookbook.com/chapters/classes_and_objects/cloning
if not obj? or typeof obj isnt 'object'
return obj
if obj instanceof Date
return new Date(obj.getTime())
if obj instanceof RegExp
flags = ''
flags += 'g' if obj.global?
flags += 'i' if obj.ignoreCase?
flags += 'm' if obj.multiline?
flags += 'y' if obj.sticky?
return new RegExp(obj.source, flags)
if (obj instanceof Vector) or (obj instanceof Rectangle) or (obj instanceof Ellipse) or (obj instanceof LineSegment)
return obj.copy()
if skipThangs and obj.isThang
return obj
if _.isArray obj
return obj.slice()
if ArrayBufferView and obj instanceof ArrayBufferView
return new obj.constructor obj
newInstance = new obj.constructor()
for key of obj
newInstance[key] = clone obj[key], skipThangs
newInstance
# Walk a key chain down to the value. Can optionally set newValue instead.
module.exports.downTheChain = downTheChain = (obj, keyChain, newValue=undefined) ->
return null unless obj
return obj[keyChain] unless _.isArray keyChain
value = obj
while keyChain.length and value
if newValue isnt undefined and keyChain.length is 1
value[keyChain[0]] = newValue
return newValue
value = value[keyChain[0]]
keyChain = keyChain[1..]
return value
module.exports.now = (if window?.performance?.now? then (-> window.performance.now()) else (-> new Date()))
module.exports.consolidateThangs = consolidateThangs = (thangs) ->
# We can gain a performance increase by consolidating all regular walls into a minimal covering, non-intersecting set a la Gridmancer.
debug = false
isStructural = (t) ->
t.stateless and t.collides and t.collisionCategory is 'obstacles' and t.shape in ['box', 'sheet'] and # Can only do wall-like obstacle Thangs.
t.spriteName isnt 'Ice Wall' and t.restitution is 1.0 and # Fixed restitution value on 2016-03-15, but it causes discrepancies, so disabled for Kelvintaph levels.
/Wall/.test(t.spriteName) and # Not useful to do Thangs that aren't actually walls because they're usually not on a grid
(t.pos.x - t.width / 2 >= 0) and (t.pos.y - t.height / 2 >= 0) # Grid doesn't handle negative numbers, so don't coalesce walls below/left of 0, 0.
structural = _.remove thangs, isStructural
return unless structural.length
rightmost = _.max structural, (t) -> t.pos.x + t.width / 2
topmost = _.max structural, (t) -> t.pos.y + t.height / 2
leftmost = _.min structural, (t) -> t.pos.x - t.width / 2
bottommost = _.min structural, (t) -> t.pos.y - t.height / 2
console.log 'got rightmost', rightmost.id, 'topmost', topmost.id, 'lefmostmost', leftmost.id, 'bottommost', bottommost.id, 'out of', structural.length, 'structural thangs' if debug
left = Math.min 0, leftmost.pos.x - leftmost.width / 2
bottom = Math.min 0, bottommost.pos.y - bottommost.height / 2
if (left < 0) or (bottom < 0)
console.error 'Negative structural Thangs aren\'t supported, sorry!' # TODO: largestRectangle, AI System, and anything else that accesses grid directly need updating to finish this
left = 0
bottom = 0
width = rightmost.pos.x + rightmost.width / 2 - left
height = topmost.pos.y + topmost.height / 2 - bottom
padding = 0
console.log 'got max width', width, 'height', height, 'left', left, 'bottom', bottom, 'of thangs', thangs.length, 'structural', structural.length if debug
grid = new Grid structural, width, height, padding, left, bottom
dissection = []
addStructuralThang = (rect) ->
thang = structural[dissection.length] # Grab one we already know is configured properly.
console.error 'Hmm, our dissection has more Thangs than the original structural Thangs?', dissection.length unless thang
thang.pos.x = rect.x
thang.pos.y = rect.y
thang.width = rect.width
thang.height = rect.height
thang.destroyBody()
thang.createBodyDef()
thang.createBody()
dissection.push thang
dissectRectangles grid, addStructuralThang, false, debug
# Now add the new structural thangs back to thangs and return the ones not in the dissection.
console.log 'Turned', structural.length, 'structural Thangs into', dissection.length, 'dissecting Thangs.'
thangs.push dissection...
structural[dissection.length ... structural.length]
module.exports.dissectRectangles = dissectRectangles = (grid, rectangleCallback, wantEmpty, debug) ->
# Mark Maxham's fast sweeper approach: https://github.com/codecombat/codecombat/issues/1090
console.log grid.toString() if debug
for x in grid.rows grid.left, grid.left + grid.width
y = grid.clampColumn grid.bottom
while y < grid.clampColumn grid.bottom + grid.height
y2 = y # Note our current y.
++y2 until occ x, y2, grid, wantEmpty # Sweep through y to expand 1xN rect.
if y2 > y # If we get a hit, sweep X with that swath.
x2 = x + 1
++x2 until occCol x2, y, y2, grid, wantEmpty
w = x2 - x
h = y2 - y
rect = addRect grid, x, y, w, h, wantEmpty
rectangleCallback rect
console.log grid.toString() if debug
y = y2
++y
occ = (x, y, grid, wantEmpty) ->
return true if y > grid.bottom + grid.height or x > grid.left + grid.width
console.error 'trying to check invalid coordinates', x, y, 'from grid', grid.bottom, grid.left, grid.width, grid.height unless grid.grid[y]?[x]
Boolean(grid.grid[y][x].length) is wantEmpty
occCol = (x, y1, y2, grid, wantEmpty) ->
for j in [y1 ... y2]
if occ(x, j, grid, wantEmpty)
return true
false
addRect = (grid, leftX, bottomY, width, height, wantEmpty) ->
for x in [leftX ... leftX + width]
for y in [bottomY ... bottomY + height]
grid.grid[y][x] = if wantEmpty then [true] else []
new Rectangle leftX + width / 2, bottomY + height / 2, width, height