codecombat/app/lib/LevelLoader.coffee

365 lines
14 KiB
CoffeeScript

Level = require 'models/Level'
LevelComponent = require 'models/LevelComponent'
LevelSystem = require 'models/LevelSystem'
Article = require 'models/Article'
LevelSession = require 'models/LevelSession'
ThangType = require 'models/ThangType'
ThangNamesCollection = require 'collections/ThangNamesCollection'
CocoClass = require 'lib/CocoClass'
AudioPlayer = require 'lib/AudioPlayer'
app = require 'application'
World = require 'lib/world/world'
# This is an initial stab at unifying loading and setup into a single place which can
# monitor everything and keep a LoadingScreen visible overall progress.
#
# Would also like to incorporate into here:
# * World Building
# * Sprite map generation
# * Connecting to Firebase
module.exports = class LevelLoader extends CocoClass
constructor: (options) ->
@t0 = new Date().getTime()
super()
@supermodel = options.supermodel
@supermodel.setMaxProgress 0.2
@levelID = options.levelID
@sessionID = options.sessionID
@opponentSessionID = options.opponentSessionID
@team = options.team
@headless = options.headless
@inLevelEditor = options.inLevelEditor
@spectateMode = options.spectateMode ? false
@worldNecessities = []
@listenTo @supermodel, 'resource-loaded', @onWorldNecessityLoaded
@loadSession()
@loadLevel()
@loadAudio()
@playJingle()
if @supermodel.finished()
@onSupermodelLoaded()
else
@listenToOnce @supermodel, 'loaded-all', @onSupermodelLoaded
playJingle: ->
return if @headless
# 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]
setTimeout f, 500
# Session Loading
loadSession: ->
return if @headless
if @sessionID
url = "/db/level_session/#{@sessionID}"
else
url = "/db/level/#{@levelID}/session"
url += "?team=#{@team}" if @team
session = new LevelSession().setURL url
@sessionResource = @supermodel.loadModel(session, 'level_session', {cache: false})
@session = @sessionResource.model
@listenToOnce @session, 'sync', @onSessionLoaded
if @opponentSessionID
opponentSession = new LevelSession().setURL "/db/level_session/#{@opponentSessionID}"
@opponentSessionResource = @supermodel.loadModel(opponentSession, 'opponent_session')
@opponentSession = @opponentSessionResource.model
@listenToOnce @opponentSession, 'sync', @onSessionLoaded
onSessionLoaded: (session) ->
session.url = -> '/db/level.session/' + @id
if heroConfig = session.get('heroConfig')
url = "/db/thang.type/#{heroConfig.thangType}/version?project=name,components,original"
@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')
for itemThangType in _.values(heroConfig.inventory)
url = "/db/thang.type/#{itemThangType}/version?project=name,components,original"
@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')
@populateHero() if @level?.loaded
# Supermodel (Level) Loading
loadLevel: ->
@level = @supermodel.getModel(Level, @levelID) or new Level _id: @levelID
if @level.loaded
@populateLevel()
else
@level = @supermodel.loadModel(@level, 'level').model
@listenToOnce @level, 'sync', @onLevelLoaded
onLevelLoaded: ->
@populateLevel()
@populateHero() if @session?.loaded
populateLevel: ->
thangIDs = []
componentVersions = []
systemVersions = []
articleVersions = []
for thang in @level.get('thangs') or []
thangIDs.push thang.thangType
@loadItemThangsEquippedByLevelThang(thang)
for comp in thang.components or []
componentVersions.push _.pick(comp, ['original', 'majorVersion'])
for system in @level.get('systems') or []
systemVersions.push _.pick(system, ['original', 'majorVersion'])
if indieSprites = system?.config?.indieSprites
for indieSprite in indieSprites
thangIDs.push indieSprite.thangType
unless @headless
for article in @level.get('documentation')?.generalArticles or []
articleVersions.push _.pick(article, ['original', 'majorVersion'])
objUniq = (array) -> _.uniq array, false, (arg) -> JSON.stringify(arg)
worldNecessities = []
@thangIDs = _.uniq thangIDs
@thangNames = new ThangNamesCollection(@thangIDs)
worldNecessities.push @supermodel.loadCollection(@thangNames, 'thang_names')
@listenToOnce @thangNames, 'sync', @onThangNamesLoaded
worldNecessities.push @sessionResource if @sessionResource?.isLoading
worldNecessities.push @opponentSessionResource if @opponentSessionResource?.isLoading
for obj in objUniq componentVersions
url = "/db/level.component/#{obj.original}/version/#{obj.majorVersion}"
worldNecessities.push @maybeLoadURL(url, LevelComponent, 'component')
for obj in objUniq systemVersions
url = "/db/level.system/#{obj.original}/version/#{obj.majorVersion}"
worldNecessities.push @maybeLoadURL(url, LevelSystem, 'system')
for obj in objUniq articleVersions
url = "/db/article/#{obj.original}/version/#{obj.majorVersion}"
@maybeLoadURL url, Article, 'article'
if obj = @level.get 'nextLevel'
url = "/db/level/#{obj.original}/version/#{obj.majorVersion}"
@maybeLoadURL url, Level, 'level'
unless @headless
wizard = ThangType.loadUniversalWizard()
@supermodel.loadModel wizard, 'thang'
@worldNecessities = @worldNecessities.concat worldNecessities
populateHero: ->
return if @inLevelEditor
return unless @level.get('type') is 'hero' and hero = _.find @level.get('thangs'), id: 'Hero Placeholder'
heroConfig = @session.get('heroConfig')
hero.thangType = heroConfig.thangType # Will mutate the level, but we're okay showing the last-used Hero here
#hero.id = ... ? # What do we want to do about this?
# Actually, swapping out inventory and placeholder Components is done in Level's denormalizeThang
loadItemThangsEquippedByLevelThang: (levelThang) ->
return unless levelThang.components
for component in levelThang.components
if component.original is LevelComponent.EquipsID and inventory = component.config?.inventory
for itemThangType in _.values(inventory)
unless itemThangType
console.warn "Empty item in inventory for", levelThang
continue
url = "/db/thang.type/#{itemThangType}/version?project=name,components,original"
@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')
onThangNamesLoaded: (thangNames) ->
if @level.get('type') is 'hero'
for thangType in thangNames.models
@loadDefaultComponentsForThangType(thangType)
@loadEquippedItemsInheritedFromThangType(thangType)
loadDefaultComponentsForThangType: (thangType) ->
return unless components = thangType.get('components')
for component in components
url = "/db/level.component/#{component.original}/version/#{component.majorVersion}"
@worldNecessities.push @maybeLoadURL(url, LevelComponent, 'component')
loadEquippedItemsInheritedFromThangType: (thangType) ->
for levelThang in @level.get('thangs') or []
if levelThang.thangType is thangType.get('original')
levelThang = $.extend true, {}, levelThang
@level.denormalizeThang(levelThang, @supermodel)
equipsComponent = _.find levelThang.components, {original: LevelComponent.EquipsID}
inventory = equipsComponent?.config?.inventory
continue unless inventory
for itemThangType in _.values inventory
url = "/db/thang.type/#{itemThangType}/version?project=name,components,original"
@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')
onWorldNecessityLoaded: (resource) ->
index = @worldNecessities.indexOf(resource)
if (@level?.loading or (@level?.get('type') is 'hero')) and resource.name is 'thang'
@loadDefaultComponentsForThangType(resource.model)
@loadEquippedItemsInheritedFromThangType(resource.model)
return unless index >= 0
@worldNecessities.splice(index, 1)
@worldNecessities = (r for r in @worldNecessities when r?)
@onWorldNecessitiesLoaded() if @worldNecessities.length is 0
onWorldNecessitiesLoaded: =>
@initWorld()
@supermodel.clearMaxProgress()
@trigger 'world-necessities-loaded'
return if @headless
thangsToLoad = _.uniq( (t.spriteName for t in @world.thangs when t.exists) )
nameModelTuples = ([thangType.get('name'), thangType] for thangType in @thangNames.models)
nameModelMap = _.zipObject nameModelTuples
@spriteSheetsToBuild = []
for thangTypeName in thangsToLoad
thangType = nameModelMap[thangTypeName]
continue if thangType.isFullyLoaded()
thangType.fetch()
thangType = @supermodel.loadModel(thangType, 'thang').model
res = @supermodel.addSomethingResource 'sprite_sheet', 5
res.thangType = thangType
res.markLoading()
@spriteSheetsToBuild.push res
@buildLoopInterval = setInterval @buildLoop, 5
maybeLoadURL: (url, Model, resourceName) ->
return if @supermodel.getModel(url)
model = new Model().setURL url
@supermodel.loadModel(model, resourceName)
onSupermodelLoaded: ->
return if @destroyed
console.log 'SuperModel for Level loaded in', new Date().getTime() - @t0, 'ms'
@loadLevelSounds()
@denormalizeSession()
app.tracker.updatePlayState(@level, @session) unless @headless
buildLoop: =>
someLeft = false
for spriteSheetResource, i in @spriteSheetsToBuild
continue if spriteSheetResource.spriteSheetKeys
someLeft = true
thangType = spriteSheetResource.thangType
if thangType.loaded and not thangType.loading
keys = @buildSpriteSheetsForThangType spriteSheetResource.thangType
if keys and keys.length
@listenTo spriteSheetResource.thangType, 'build-complete', @onBuildComplete
spriteSheetResource.spriteSheetKeys = keys
else
spriteSheetResource.markLoaded()
clearInterval @buildLoopInterval unless someLeft
onBuildComplete: (e) ->
resource = null
for resource in @spriteSheetsToBuild
break if e.thangType is resource.thangType
resource.spriteSheetKeys = (k for k in resource.spriteSheetKeys when k isnt e.key)
resource.markLoaded() if resource.spriteSheetKeys.length is 0
denormalizeSession: ->
return if @headless or @sessionDenormalized or @spectateMode
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})
@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')
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
@world = new World()
@world.levelSessionIDs = if @opponentSessionID then [@sessionID, @opponentSessionID] else [@sessionID]
serializedLevel = @level.serialize(@supermodel, @session)
@world.loadFromLevel serializedLevel, false
console.log 'World has been initialized from level loader.'
# Initial Sound Loading
loadAudio: ->
return if @headless
AudioPlayer.preloadInterfaceSounds ['victory']
loadLevelSounds: ->
return if @headless
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()