mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-12-18 03:23:42 -05:00
156 lines
6.7 KiB
CoffeeScript
156 lines
6.7 KiB
CoffeeScript
Vector = require './vector'
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Rectangle = require './rectangle'
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Ellipse = require './ellipse'
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LineSegment = require './line_segment'
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Grid = require './Grid'
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module.exports.typedArraySupport = typedArraySupport = Float32Array? # Not in IE until IE 10; we'll fall back to normal arrays
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#module.exports.typedArraySupport = typedArraySupport = false # imitate IE9 (and in God.coffee)
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unless ArrayBufferView?
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# https://code.google.com/p/chromium/issues/detail?id=60449
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if typedArraySupport
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# We have it, it's just not exposed
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someArray = new Uint8Array(0)
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if someArray.__proto__
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# Most browsers
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ArrayBufferView = someArray.__proto__.__proto__.constructor
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else
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# IE before 11
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ArrayBufferView = Object.getPrototypeOf(Object.getPrototypeOf(someArray)).constructor
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else
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# If we don't have typed arrays, we don't need an ArrayBufferView
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ArrayBufferView = null
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module.exports.clone = clone = (obj, skipThangs=false) ->
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# http://coffeescriptcookbook.com/chapters/classes_and_objects/cloning
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if not obj? or typeof obj isnt 'object'
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return obj
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if obj instanceof Date
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return new Date(obj.getTime())
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if obj instanceof RegExp
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flags = ''
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flags += 'g' if obj.global?
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flags += 'i' if obj.ignoreCase?
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flags += 'm' if obj.multiline?
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flags += 'y' if obj.sticky?
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return new RegExp(obj.source, flags)
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if (obj instanceof Vector) or (obj instanceof Rectangle) or (obj instanceof Ellipse) or (obj instanceof LineSegment)
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return obj.copy()
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if skipThangs and obj.isThang
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return obj
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if _.isArray obj
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return obj.slice()
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if ArrayBufferView and obj instanceof ArrayBufferView
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return new obj.constructor obj
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newInstance = new obj.constructor()
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for key of obj
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newInstance[key] = clone obj[key], skipThangs
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newInstance
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# Walk a key chain down to the value. Can optionally set newValue instead.
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module.exports.downTheChain = downTheChain = (obj, keyChain, newValue=undefined) ->
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return null unless obj
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return obj[keyChain] unless _.isArray keyChain
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value = obj
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while keyChain.length and value
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if newValue isnt undefined and keyChain.length is 1
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value[keyChain[0]] = newValue
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return newValue
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value = value[keyChain[0]]
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keyChain = keyChain[1..]
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return value
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module.exports.now = (if window?.performance?.now? then (-> window.performance.now()) else (-> new Date()))
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module.exports.consolidateThangs = consolidateThangs = (thangs) ->
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# We can gain a performance increase by consolidating all regular walls into a minimal covering, non-intersecting set a la Gridmancer.
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debug = false
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isStructural = (t) ->
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t.stateless and t.collides and t.collisionCategory is 'obstacles' and t.shape in ['box', 'sheet'] and # Can only do wall-like obstacle Thangs.
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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.
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/Wall/.test(t.spriteName) and # Not useful to do Thangs that aren't actually walls because they're usually not on a grid
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(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.
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structural = _.remove thangs, isStructural
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return unless structural.length
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rightmost = _.max structural, (t) -> t.pos.x + t.width / 2
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topmost = _.max structural, (t) -> t.pos.y + t.height / 2
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leftmost = _.min structural, (t) -> t.pos.x - t.width / 2
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bottommost = _.min structural, (t) -> t.pos.y - t.height / 2
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console.log 'got rightmost', rightmost.id, 'topmost', topmost.id, 'lefmostmost', leftmost.id, 'bottommost', bottommost.id, 'out of', structural.length, 'structural thangs' if debug
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left = Math.min 0, leftmost.pos.x - leftmost.width / 2
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bottom = Math.min 0, bottommost.pos.y - bottommost.height / 2
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if (left < 0) or (bottom < 0)
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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
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left = 0
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bottom = 0
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width = rightmost.pos.x + rightmost.width / 2 - left
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height = topmost.pos.y + topmost.height / 2 - bottom
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padding = 0
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console.log 'got max width', width, 'height', height, 'left', left, 'bottom', bottom, 'of thangs', thangs.length, 'structural', structural.length if debug
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grid = new Grid structural, width, height, padding, left, bottom
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dissection = []
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addStructuralThang = (rect) ->
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thang = structural[dissection.length] # Grab one we already know is configured properly.
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console.error 'Hmm, our dissection has more Thangs than the original structural Thangs?', dissection.length unless thang
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thang.pos.x = rect.x
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thang.pos.y = rect.y
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thang.width = rect.width
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thang.height = rect.height
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thang.destroyBody()
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thang.createBodyDef()
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thang.createBody()
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dissection.push thang
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dissectRectangles grid, addStructuralThang, false, debug
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# Now add the new structural thangs back to thangs and return the ones not in the dissection.
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console.log 'Turned', structural.length, 'structural Thangs into', dissection.length, 'dissecting Thangs.'
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thangs.push dissection...
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structural[dissection.length ... structural.length]
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module.exports.dissectRectangles = dissectRectangles = (grid, rectangleCallback, wantEmpty, debug) ->
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# Mark Maxham's fast sweeper approach: https://github.com/codecombat/codecombat/issues/1090
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console.log grid.toString() if debug
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for x in grid.rows grid.left, grid.left + grid.width
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y = grid.clampColumn grid.bottom
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while y < grid.clampColumn grid.bottom + grid.height
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y2 = y # Note our current y.
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++y2 until occ x, y2, grid, wantEmpty # Sweep through y to expand 1xN rect.
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if y2 > y # If we get a hit, sweep X with that swath.
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x2 = x + 1
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++x2 until occCol x2, y, y2, grid, wantEmpty
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w = x2 - x
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h = y2 - y
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rect = addRect grid, x, y, w, h, wantEmpty
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rectangleCallback rect
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console.log grid.toString() if debug
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y = y2
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++y
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occ = (x, y, grid, wantEmpty) ->
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return true if y > grid.bottom + grid.height or x > grid.left + grid.width
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console.error 'trying to check invalid coordinates', x, y, 'from grid', grid.bottom, grid.left, grid.width, grid.height unless grid.grid[y]?[x]
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Boolean(grid.grid[y][x].length) is wantEmpty
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occCol = (x, y1, y2, grid, wantEmpty) ->
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for j in [y1 ... y2]
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if occ(x, j, grid, wantEmpty)
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return true
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false
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addRect = (grid, leftX, bottomY, width, height, wantEmpty) ->
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for x in [leftX ... leftX + width]
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for y in [bottomY ... bottomY + height]
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grid.grid[y][x] = if wantEmpty then [true] else []
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new Rectangle leftX + width / 2, bottomY + height / 2, width, height
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