mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-24 16:17:57 -05:00
219 lines
No EOL
7.7 KiB
CoffeeScript
219 lines
No EOL
7.7 KiB
CoffeeScript
Level = require 'models/Level'
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LevelComponent = require 'models/LevelComponent'
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LevelSystem = require 'models/LevelSystem'
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Article = require 'models/Article'
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LevelSession = require 'models/LevelSession'
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ThangType = require 'models/ThangType'
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CocoClass = require 'lib/CocoClass'
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AudioPlayer = require 'lib/AudioPlayer'
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app = require 'application'
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World = require 'lib/world/world'
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# This is an initial stab at unifying loading and setup into a single place which can
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# monitor everything and keep a LoadingScreen visible overall progress.
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#
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# Would also like to incorporate into here:
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# * World Building
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# * Sprite map generation
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# * Connecting to Firebase
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module.exports = class LevelLoader extends CocoClass
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constructor: (options) ->
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super()
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@supermodel = options.supermodel
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@levelID = options.levelID
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@sessionID = options.sessionID
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@opponentSessionID = options.opponentSessionID
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@team = options.team
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@headless = options.headless
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@spectateMode = options.spectateMode ? false
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@editorMode = options.editorMode # TODO: remove when the surface can load ThangTypes itself
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@loadSession()
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@loadLevel()
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@loadAudio()
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@playJingle()
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@listenToOnce @supermodel, 'loaded-all', @onSupermodelLoaded
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playJingle: ->
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return if @headless
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# Apparently the jingle, when it tries to play immediately during all this loading, you can't hear it.
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# Add the timeout to fix this weird behavior.
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f = ->
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jingles = ["ident_1", "ident_2"]
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AudioPlayer.playInterfaceSound jingles[Math.floor Math.random() * jingles.length]
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setTimeout f, 500
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# Session Loading
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loadSession: ->
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return if @headless
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if @sessionID
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url = "/db/level_session/#{@sessionID}"
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else
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url = "/db/level/#{@levelID}/session"
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url += "?team=#{@team}" if @team
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@session = new LevelSession().setURL url
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@supermodel.loadModel(@session, 'level_session', {cache:false})
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@session.once 'sync', -> @url = -> '/db/level.session/' + @id
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if @opponentSessionID
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@opponentSession = new LevelSession().setURL "/db/level_session/#{@opponentSessionID}"
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@supermodel.loadModel(@opponentSession, 'opponent_session')
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# Supermodel (Level) Loading
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loadLevel: ->
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@level = @supermodel.getModel(Level, @levelID) or new Level _id: @levelID
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if @level.loaded
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@populateLevel()
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else
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@level = @supermodel.loadModel(@level, 'level').model
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@listenToOnce @level, 'sync', @onLevelLoaded
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onLevelLoaded: ->
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@populateLevel()
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populateLevel: ->
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thangIDs = []
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componentVersions = []
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systemVersions = []
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articleVersions = []
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for thang in @level.get('thangs') or []
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thangIDs.push thang.thangType
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for comp in thang.components or []
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componentVersions.push _.pick(comp, ['original', 'majorVersion'])
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for system in @level.get('systems') or []
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systemVersions.push _.pick(system, ['original', 'majorVersion'])
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if indieSprites = system?.config?.indieSprites
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for indieSprite in indieSprites
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thangIDs.push indieSprite.thangType
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for article in @level.get('articles')?.generalArticles or []
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articleVersions.push _.pick(article, ['original', 'majorVersion'])
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objUniq = (array) -> _.uniq array, false, (arg) -> JSON.stringify(arg)
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for thangID in _.uniq thangIDs
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url = "/db/thang.type/#{thangID}/version"
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url += "?project=true" if @headless and not @editorMode
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res = @maybeLoadURL url, ThangType, 'thang'
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@listenToOnce res.model, 'sync', @buildSpriteSheetsForThangType if res
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for obj in objUniq componentVersions
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url = "/db/level.component/#{obj.original}/version/#{obj.majorVersion}"
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@maybeLoadURL url, LevelComponent, 'component'
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for obj in objUniq systemVersions
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url = "/db/level.system/#{obj.original}/version/#{obj.majorVersion}"
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@maybeLoadURL url, LevelSystem, 'system'
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for obj in objUniq articleVersions
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url = "/db/article/#{obj.original}/version/#{obj.majorVersion}"
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@maybeLoadURL url, Article, 'article'
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if obj = @level.get 'nextLevel'
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url = "/db/level/#{obj.original}/version/#{obj.majorVersion}"
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@maybeLoadURL url, Level, 'level'
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wizard = ThangType.loadUniversalWizard()
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@supermodel.loadModel wizard, 'thang'
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maybeLoadURL: (url, Model, resourceName) ->
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return if @supermodel.getModel(url)
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model = new Model().setURL url
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@supermodel.loadModel(model, resourceName)
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onSupermodelLoaded: ->
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@loadLevelSounds()
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@denormalizeSession()
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app.tracker.updatePlayState(@level, @session) unless @headless
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@initWorld()
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denormalizeSession: ->
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return if @headless or @sessionDenormalized or @spectateMode
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patch =
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'levelName': @level.get('name')
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'levelID': @level.get('slug') or @level.id
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if me.id is @session.get 'creator'
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patch.creatorName = me.get('name')
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for key, value of patch
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if @session.get(key) is value
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delete patch[key]
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unless _.isEmpty patch
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@session.set key, value for key, value of patch
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tempSession = new LevelSession _id: @session.id
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tempSession.save(patch, {patch: true})
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@sessionDenormalized = true
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# Building sprite sheets
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buildSpriteSheetsForThangType: (thangType) ->
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@grabThangTypeTeams() unless @thangTypeTeams
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for team in @thangTypeTeams[thangType.get('original')] ? [null]
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spriteOptions = {resolutionFactor: 4, async: false}
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if thangType.get('kind') is 'Floor'
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spriteOptions.resolutionFactor = 2
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if team and color = @teamConfigs[team]?.color
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spriteOptions.colorConfig = team: color
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@buildSpriteSheet thangType, spriteOptions
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grabThangTypeTeams: ->
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@grabTeamConfigs()
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@thangTypeTeams = {}
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for thang in @level.get('thangs')
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for component in thang.components
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if team = component.config?.team
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@thangTypeTeams[thang.thangType] ?= []
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@thangTypeTeams[thang.thangType].push team unless team in @thangTypeTeams[thang.thangType]
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break
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@thangTypeTeams
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grabTeamConfigs: ->
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for system in @level.get('systems')
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if @teamConfigs = system.config?.teamConfigs
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break
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unless @teamConfigs
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# Hack: pulled from Alliance System code. TODO: put in just one place.
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@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}}}
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@teamConfigs
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buildSpriteSheet: (thangType, options) ->
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if thangType.get('name') is 'Wizard'
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options.colorConfig = me.get('wizard')?.colorConfig or {}
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thangType.buildSpriteSheet options
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# World init
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initWorld: ->
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return if @initialized
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@initialized = true
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@world = new World @level.get('name')
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serializedLevel = @level.serialize(@supermodel)
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@world.loadFromLevel serializedLevel, false
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# Initial Sound Loading
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loadAudio: ->
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return if @headless
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AudioPlayer.preloadInterfaceSounds ["victory"]
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loadLevelSounds: ->
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return if @headless
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scripts = @level.get 'scripts'
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return unless scripts
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for script in scripts when script.noteChain
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for noteGroup in script.noteChain when noteGroup.sprites
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for sprite in noteGroup.sprites when sprite.say?.sound
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AudioPlayer.preloadSoundReference(sprite.say.sound)
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thangTypes = @supermodel.getModels(ThangType)
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for thangType in thangTypes
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for trigger, sounds of thangType.get('soundTriggers') or {} when trigger isnt 'say'
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AudioPlayer.preloadSoundReference sound for sound in sounds
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# everything else sound wise is loaded as needed as worlds are generated
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progress: -> @supermodel.progress |