pcottle.learnGitBranching/src/js/level/arbiter.js
Aaron Schrab 15f7d0f663 Fix path to levels from level arbiter
Need to go up to directories from the level arbiter to get to the
directory containing level definitions.
2013-02-20 18:13:17 -05:00

164 lines
4.2 KiB
JavaScript

var _ = require('underscore');
var Backbone = require('backbone');
// Each level is part of a "sequence;" levels within
// a sequence proceed in order.
var levelSequences = require('../../levels').levelSequences;
var sequenceInfo = require('../../levels').sequenceInfo;
var Main = require('../app');
function LevelArbiter() {
this.levelMap = {};
this.levelSequences = levelSequences;
this.sequences = [];
this.init();
var solvedMap;
try {
solvedMap = JSON.parse(localStorage.getItem('solvedMap') || '{}');
} catch (e) {
console.warn('local storage failed', e);
// throw e;
}
this.solvedMap = solvedMap || {};
Main.getEvents().on('levelSolved', this.levelSolved, this);
}
LevelArbiter.prototype.init = function() {
var previousLevelID;
_.each(this.levelSequences, function(levels, levelSequenceName) {
this.sequences.push(levelSequenceName);
if (!levels || !levels.length) {
throw new Error('no empty sequences allowed');
}
// for this particular sequence...
_.each(levels, function(level, index) {
this.validateLevel(level);
var id = levelSequenceName + String(index + 1);
var compiledLevel = _.extend(
{},
level,
{
index: index,
id: id,
sequenceName: levelSequenceName
}
);
// update our internal data
this.levelMap[id] = compiledLevel;
this.levelSequences[levelSequenceName][index] = compiledLevel;
}, this);
}, this);
};
LevelArbiter.prototype.isLevelSolved = function(id) {
if (!this.levelMap[id]) {
throw new Error('that level doesnt exist!');
}
return Boolean(this.solvedMap[id]);
};
LevelArbiter.prototype.levelSolved = function(id) {
// called without an id when we reset solved status
if (!id) { return; }
this.solvedMap[id] = true;
this.syncToStorage();
};
LevelArbiter.prototype.resetSolvedMap = function() {
this.solvedMap = {};
this.syncToStorage();
Main.getEvents().trigger('levelSolved');
};
LevelArbiter.prototype.syncToStorage = function() {
try {
localStorage.setItem('solvedMap', JSON.stringify(this.solvedMap));
} catch (e) {
console.warn('local storage fialed on set', e);
}
};
LevelArbiter.prototype.validateLevel = function(level) {
level = level || {};
var requiredFields = [
'name',
'goalTreeString',
//'description',
'solutionCommand'
];
var optionalFields = [
'hint',
'disabledMap',
'startTree'
];
_.each(requiredFields, function(field) {
if (level[field] === undefined) {
console.log(level);
throw new Error('I need this field for a level: ' + field);
}
});
};
LevelArbiter.prototype.getSequenceToLevels = function() {
return this.levelSequences;
};
LevelArbiter.prototype.getSequences = function() {
return _.keys(this.levelSequences);
};
LevelArbiter.prototype.getLevelsInSequence = function(sequenceName) {
if (!this.levelSequences[sequenceName]) {
throw new Error('that sequecne name ' + sequenceName + 'does not exist');
}
return this.levelSequences[sequenceName];
};
LevelArbiter.prototype.getSequenceInfo = function(sequenceName) {
return sequenceInfo[sequenceName];
};
LevelArbiter.prototype.getLevel = function(id) {
return this.levelMap[id];
};
LevelArbiter.prototype.getNextLevel = function(id) {
if (!this.levelMap[id]) {
console.warn('that level doesnt exist!!!');
return null;
}
// meh, this method could be better. It's a tradeoff between
// having the sequence structure be really simple JSON
// and having no connectivity information between levels, which means
// you have to build that up yourself on every query
var level = this.levelMap[id];
var sequenceName = level.sequenceName;
var sequence = this.levelSequences[sequenceName];
var nextIndex = level.index + 1;
if (nextIndex < sequence.length) {
return sequence[nextIndex];
}
var nextSequenceIndex = this.sequences.indexOf(sequenceName) + 1;
if (nextSequenceIndex < this.sequences.length) {
var nextSequenceName = this.sequences[nextSequenceIndex];
return this.levelSequences[nextSequenceName][0];
}
// they finished the last level!
return null;
};
exports.LevelArbiter = LevelArbiter;