mirror of
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168 lines
4.1 KiB
JavaScript
168 lines
4.1 KiB
JavaScript
"use strict";
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var AppConstants = require('../constants/AppConstants');
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var AppDispatcher = require('../dispatcher/AppDispatcher');
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var EventEmitter = require('events').EventEmitter;
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var levelSequences = require('../../levels').levelSequences;
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var sequenceInfo = require('../../levels').sequenceInfo;
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var ActionTypes = AppConstants.ActionTypes;
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var SOLVED_MAP_STORAGE_KEY = 'solvedMap';
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var _levelMap = {};
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var _solvedMap = {};
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var _sequences = [];
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try {
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_solvedMap = JSON.parse(
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localStorage.getItem(SOLVED_MAP_STORAGE_KEY) || '{}'
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) || {};
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} catch (e) {
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console.warn('local storage failed', e);
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}
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function _syncToStorage() {
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try {
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localStorage.setItem(SOLVED_MAP_STORAGE_KEY, JSON.stringify(_solvedMap));
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} catch (e) {
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console.warn('local storage failed on set', e);
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}
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}
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var validateLevel = function(level) {
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level = level || {};
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var requiredFields = [
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'name',
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'goalTreeString',
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//'description',
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'solutionCommand'
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];
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requiredFields.forEach(function(field) {
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if (level[field] === undefined) {
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console.log(level);
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throw new Error('I need this field for a level: ' + field);
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}
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});
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};
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/**
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* Unpack the level sequences.
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*/
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Object.keys(levelSequences).forEach(function(levelSequenceName) {
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var levels = levelSequences[levelSequenceName];
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_sequences.push(levelSequenceName);
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if (!levels || !levels.length) {
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throw new Error('no empty sequences allowed');
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}
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// for this particular sequence...
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levels.forEach(function(level, index) {
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validateLevel(level);
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var id = levelSequenceName + String(index + 1);
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var compiledLevel = Object.assign(
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{},
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level,
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{
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index: index,
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id: id,
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sequenceName: levelSequenceName
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}
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);
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// update our internal data
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_levelMap[id] = compiledLevel;
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levelSequences[levelSequenceName][index] = compiledLevel;
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});
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});
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var LevelStore = Object.assign(
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{},
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EventEmitter.prototype,
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AppConstants.StoreSubscribePrototype,
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{
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getSequenceToLevels: function() {
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return levelSequences;
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},
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getSequences: function() {
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return Object.keys(levelSequences);
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},
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getLevelsInSequence: function(sequenceName) {
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if (!levelSequences[sequenceName]) {
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throw new Error('that sequecne name ' + sequenceName + 'does not exist');
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}
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return levelSequences[sequenceName];
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},
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getSequenceInfo: function(sequenceName) {
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return sequenceInfo[sequenceName];
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},
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getLevel: function(id) {
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return _levelMap[id];
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},
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getNextLevel: function(id) {
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if (!_levelMap[id]) {
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console.warn('that level doesn\'t exist!!!');
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return null;
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}
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// meh, this method could be better. It's a trade-off between
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// having the sequence structure be really simple JSON
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// and having no connectivity information between levels, which means
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// you have to build that up yourself on every query
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var level = _levelMap[id];
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var sequenceName = level.sequenceName;
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var sequence = levelSequences[sequenceName];
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var nextIndex = level.index + 1;
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if (nextIndex < sequence.length) {
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return sequence[nextIndex];
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}
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var nextSequenceIndex = _sequences.indexOf(sequenceName) + 1;
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if (nextSequenceIndex < _sequences.length) {
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var nextSequenceName = _sequences[nextSequenceIndex];
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return levelSequences[nextSequenceName][0];
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}
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// they finished the last level!
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return null;
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},
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isLevelSolved: function(levelID) {
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if (!_levelMap[levelID]) {
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throw new Error('that level doesn\'t exist!');
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}
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return !!_solvedMap[levelID];
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},
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dispatchToken: AppDispatcher.register(function(payload) {
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var action = payload.action;
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var shouldInform = false;
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switch (action.type) {
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case ActionTypes.RESET_LEVELS_SOLVED:
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_solvedMap = {};
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_syncToStorage();
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shouldInform = true;
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break;
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case ActionTypes.SET_LEVEL_SOLVED:
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_solvedMap[action.levelID] = true;
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_syncToStorage();
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shouldInform = true;
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break;
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}
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if (shouldInform) {
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LevelStore.emit(AppConstants.CHANGE_EVENT);
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}
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})
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});
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module.exports = LevelStore;
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