ferencd@0: require 'net/http/server'
ferencd@0: require 'pp'
ferencd@0: require 'ellers'
ferencd@0: require 'wilsons'
ferencd@0: require 'distance_grid'
ferencd@0: require 'pg'
ferencd@0: require 'base62-rb'
ferencd@0: require 'zlib'
ferencd@0: require 'wlang'
ferencd@0: require 'set'
ferencd@0: require 'descends'
ferencd@0: require 'pg'
ferencd@0: require 'database'
ferencd@0: require 'openssl'
ferencd@0: require 'game'
ferencd@0: require 'gs_logger'
ferencd@0: require 'gamedata'
ferencd@0:
ferencd@0: #
ferencd@0: # Starting the App, updating things that need to be
ferencd@0: #
ferencd@0: $LOG.info 'gameserver 0.1 starting'
ferencd@0: Database.initialize
ferencd@0:
ferencd@0: #
ferencd@0: # Constants
ferencd@0: #
ferencd@0: CONTENT_TYPE = 'Content-Type'
ferencd@0: MAIN_HTML = 'lab.html'
ferencd@0: CONTENT_TYPES =
ferencd@0: {
ferencd@0: :png => 'image/png',
ferencd@0: :gif => 'image/gif',
ferencd@0: :js => 'application/javascript'
ferencd@0: }
ferencd@0:
ferencd@0: GAME_TYPE_MAZE = 1
ferencd@0: GAME_TYPE_ADVENTURE = 2
ferencd@0: GAME_TYPE_STORY = 3
ferencd@0:
ferencd@0: #################################################################################################################
ferencd@0: # Helper classes
ferencd@0: #################################################################################################################
ferencd@0:
ferencd@0: #
ferencd@0: # Used to get some extra numbers
ferencd@0: #
ferencd@0: class Integer
ferencd@0: N_BYTES = [42].pack('i').size
ferencd@0: N_BITS = N_BYTES * 16
ferencd@0: MAX = 2 ** (N_BITS - 2) - 1
ferencd@0: MIN = -MAX - 1
ferencd@0: end
ferencd@0:
ferencd@0: #
ferencd@0: # An extension to the plain string class to provide b62 validations
ferencd@0: #
ferencd@0: class String
ferencd@0: def valid_b62?
ferencd@0: !!match(/^[[:alnum:]]+$/)
ferencd@0: end
ferencd@0:
ferencd@0: def is_i?
ferencd@0: /\A[-+]?\d+\z/ === self
ferencd@0: end
ferencd@0:
ferencd@0: def encrypt(key)
ferencd@0: cipher = OpenSSL::Cipher::Cipher.new('DES-EDE3-CBC').encrypt
ferencd@0: cipher.key = Digest::SHA1.hexdigest key
ferencd@0: s = cipher.update(self) + cipher.final
ferencd@0: s.unpack('H*')[0].upcase
ferencd@0: end
ferencd@0:
ferencd@0: def decrypt(key)
ferencd@0: cipher = OpenSSL::Cipher::Cipher.new('DES-EDE3-CBC').decrypt
ferencd@0: cipher.key = Digest::SHA1.hexdigest key
ferencd@0: s = [self].pack('H*').unpack('C*').pack('c*')
ferencd@0: cipher.update(s) + cipher.final
ferencd@0: end
ferencd@0:
ferencd@0: end
ferencd@0:
ferencd@0: #
ferencd@0: # Simple class to NOT to escape HTML code in the wlang renderer
ferencd@0: #
ferencd@0: class SimpleHtmlRenderer < WLang::Dialect
ferencd@0:
ferencd@0: def highlight(buf, fn)
ferencd@0: var_name = render(fn)
ferencd@0: var_value = evaluate(var_name)
ferencd@0: buf << var_value
ferencd@0: end
ferencd@0:
ferencd@0: tag '$', :highlight
ferencd@0: end
ferencd@0:
ferencd@0:
ferencd@0: #################################################################################################################
ferencd@0: # Helper methods #
ferencd@0: #################################################################################################################
ferencd@0:
ferencd@0: #
ferencd@0: # Provides a fully completed template for the template engine
ferencd@0: #
ferencd@0: def complete_templates(templates)
ferencd@0: (1..5).each do | v |
ferencd@0: templates["gotext#{v}".to_sym] = '' unless templates.has_key? "gotext#{v}".to_sym
ferencd@0: end
ferencd@0: templates
ferencd@0: end
ferencd@0:
ferencd@0: #
ferencd@0: # Just returns page not found
ferencd@0: #
ferencd@0: def page_not_found
ferencd@0: content_type = {CONTENT_TYPE => 'text/html'}
ferencd@0: retv = [ '
404 :-(' ]
ferencd@0: code = 404
ferencd@0: return code, content_type, retv
ferencd@0: end
ferencd@0:
ferencd@0: def internal_server_error
ferencd@0: content_type = {CONTENT_TYPE => 'text/html'}
ferencd@0: retv = [ '500 :-(' ]
ferencd@0: code = 500
ferencd@0: return code, content_type, retv
ferencd@0: end
ferencd@0:
ferencd@0:
ferencd@0: #
ferencd@0: # Will create a random room in the grid
ferencd@0: #
ferencd@0: def create_room(grid)
ferencd@0:
ferencd@0: tries = 0
ferencd@0: can_not_make = false
ferencd@0: begin
ferencd@0:
ferencd@0: max_width = [grid.columns/10, 6].max
ferencd@0: max_height = [grid.rows/10, 6].max
ferencd@0:
ferencd@0: grid_width = rand(2 .. max_width) + 2
ferencd@0: grid_height = rand(2 .. max_height) + 2
ferencd@0:
ferencd@0: x1 = rand(grid.columns - grid_width - 4)
ferencd@0: x2 = x1 + grid_width
ferencd@0: y1 = rand(grid.rows - grid_height - 4)
ferencd@0: y2 = y1 + grid_height
ferencd@0:
ferencd@0: tries += 1
ferencd@0: can_not_make = !grid.can_make_room(x1,y1,x2,y2)
ferencd@0:
ferencd@0: end while can_not_make && tries > 5
ferencd@0:
ferencd@0: return '' if tries >= 5
ferencd@0:
ferencd@0: grid.create_room x1, y1, x2, y2
ferencd@0:
ferencd@0: # Place the door
ferencd@0: door_x_cell = x1 + grid_width / 2
ferencd@0: door_y_top_cell = y1
ferencd@0: door_y_bottom_cell = y1 + 1
ferencd@0:
ferencd@0: "{r:#{door_y_bottom_cell},c:#{door_x_cell},v:0}, {r:#{door_y_top_cell},c:#{door_x_cell},v:1}"
ferencd@0: end
ferencd@0:
ferencd@0: #
ferencd@0: # Calculates the distance from the goal cell on the given grid towards the cell_to_go
ferencd@0: # and returns the final_len and final_path
ferencd@0: #
ferencd@0: def distance_calculator(goal, grid, cell_to_go, final_len, final_path)
ferencd@0: another_distances = goal.distances
ferencd@0: grid.distances = another_distances.path_to(cell_to_go)
ferencd@0: jsv2 = grid.distances_js_array_path
ferencd@0: final_len += jsv2.length
ferencd@0: final_path += jsv2
ferencd@0: return final_len, final_path
ferencd@0: end
ferencd@0:
ferencd@0: #
ferencd@0: # Generates a path for the given walker
ferencd@0: #
ferencd@0: def create_walker_path(grid, r, c)
ferencd@0: # making a new path from the furthest point from there
ferencd@0: new_distances = grid[r, c].distances
ferencd@0:
ferencd@0: # goal will be the cell which is the furthest from the new_start and max_dist the length of it
ferencd@0: goal, _ = new_distances.max
ferencd@0: grid.distances = new_distances.path_to(goal)
ferencd@0:
ferencd@0: jsv = grid.distances_js_array_path
ferencd@0: final_path = jsv
ferencd@0: final_len = final_path.length
ferencd@0:
ferencd@0: # And the goal is that the walker will take a round around the maze
ferencd@0:
ferencd@0: # Now add in another path to (0,0)
ferencd@0: final_len, final_path = distance_calculator(goal, grid, grid[0, 0],final_len, final_path)
ferencd@0: final_len, final_path = distance_calculator(grid[0, 0], grid, grid[0, grid.columns - 1],final_len, final_path)
ferencd@0: final_len, final_path = distance_calculator(grid[0, grid.columns - 1], grid, grid[grid.rows - 1, grid.columns - 1],final_len, final_path)
ferencd@0:
ferencd@0: s = ''
ferencd@0: s << "path_len:#{final_len},r:#{r},c:#{c},p:'#{final_path}'"
ferencd@0: s
ferencd@0:
ferencd@0: end
ferencd@0:
ferencd@0: # will generate a few walking characters
ferencd@0: def generate_walkers(grid, max_nr)
ferencd@0: walkers = []
ferencd@0: return walkers if max_nr == 0
ferencd@0:
ferencd@0: walker_count = rand(1 .. max_nr + 1)
ferencd@0: $LOG.info"Generating #{walker_count} walkers\n"
ferencd@0: #walkers << {:body => 0, :row => 0, :col => 1, :path => "path_len:3,r:0,c:1,p:'EEE'"}
ferencd@0: #walkers << {:body => 0, :row => 0, :col => 4, :path => "path_len:3,r:0,c:4,p:'WWW'"}
ferencd@0: dbg_cwa = 0
ferencd@0: (1..walker_count).each do
ferencd@0: walker_body = dbg_cwa #rand(3)
ferencd@0: dbg_cwa = 1 if dbg_cwa == 0
ferencd@0: walker_row = rand(1 .. grid.rows - 2) + 1
ferencd@0: walker_col = rand(1 .. grid.columns - 2) + 1
ferencd@0: walkers <<
ferencd@0: {
ferencd@0: :body => walker_body,
ferencd@0: :row => walker_row,
ferencd@0: :col => walker_col,
ferencd@0: :path => create_walker_path(grid,walker_row,walker_col)
ferencd@0: }
ferencd@0: end
ferencd@0: walkers
ferencd@0: end
ferencd@0:
ferencd@0:
ferencd@0: #
ferencd@0: # Will put the loot stuff on the level. food_locations is an array where wealready have placed food
ferencd@0: #
ferencd@0: def place_loot(grid, food_locations)
ferencd@0: loot_js = 'var loot=['
ferencd@0: max_possible_loot = grid.dead_ends[1].length + grid.dead_ends[2].length + grid.dead_ends[4].length + grid.dead_ends[8].length
ferencd@0: max_possible_loot = max_possible_loot / 4 + 1
ferencd@0:
ferencd@0: max_loot_count = $ITEMS.length # 32 items defined in the png_to_js
ferencd@0:
ferencd@0: loot_count = [rand(max_possible_loot), max_loot_count].min # We want a lot of loot in the maze
ferencd@0:
ferencd@0: current_loot_count = 0
ferencd@0: idxs = [1, 2, 4, 8]
ferencd@0: idxsc = 0
ferencd@0: current_idx = idxs[idxsc]
ferencd@0: loot_js_arr = []
ferencd@0: placed_loots = []
ferencd@0: current_loot_value = 0
ferencd@0:
ferencd@0: (1..loot_count).each do |_|
ferencd@0:
ferencd@0: place_ctr = 0
ferencd@0: can_place = true
ferencd@0: begin
ferencd@0: cell = grid.dead_ends[current_idx][rand (grid.dead_ends[current_idx].length)]
ferencd@0: place_ctr += 1
ferencd@0: already_placed_here = placed_loots.select {|loot_loc| loot_loc[:r] == cell.row && loot_loc[:c] == cell.column}
ferencd@0: here_is_not_fine = already_placed_here.length > 0
ferencd@0:
ferencd@0: unless here_is_not_fine
ferencd@0: food_placed_here = food_locations.select {|food_loc| food_loc[:r] == cell.row && food_loc[:c] == cell.column}
ferencd@0: here_is_not_fine |= food_placed_here.length > 0
ferencd@0: end
ferencd@0:
ferencd@0: end while here_is_not_fine && place_ctr < grid.dead_ends[current_idx].length-1
ferencd@0:
ferencd@0: if place_ctr == grid.dead_ends[current_idx].length-1
ferencd@0: if already_placed_here.length > 0
ferencd@0: # try to find the first non empty place in the grid
ferencd@0: found = false
ferencd@0: (0..grid.dead_ends[current_idx].length - 1).each do |i|
ferencd@0: cell = grid.dead_ends[current_idx][i]
ferencd@0:
ferencd@0: already_placed_here = placed_loots.select {|loot_loc| loot_loc[:r] == cell.row && loot_loc[:c] == cell.column}
ferencd@0: can_go_here = already_placed_here.length == 0
ferencd@0: food_placed_here = food_locations.select {|loot_loc| loot_loc[:r] == cell.row && loot_loc[:c] == cell.column}
ferencd@0: can_go_here &= food_placed_here.length == 0
ferencd@0:
ferencd@0: if can_go_here
ferencd@0: found = true
ferencd@0: break
ferencd@0: end
ferencd@0:
ferencd@0: end
ferencd@0: can_place = false if found
ferencd@0: end
ferencd@0: end
ferencd@0:
ferencd@0: if can_place
ferencd@0: loot_js_arr << "{r:#{cell.row},c:#{cell.column},t:#{current_loot_count}}" if (cell.row > 0 && cell.column > 0)
ferencd@0:
ferencd@0: current_loot_value += $ITEMS[current_loot_count][:value]
ferencd@0: placed_loots << {:r => cell.row, :c => cell.column}
ferencd@0: else
ferencd@0: break
ferencd@0: end
ferencd@0:
ferencd@0: current_idx = idxs[idxsc]
ferencd@0:
ferencd@0: idxsc += 1
ferencd@0: if idxsc == idxs.length
ferencd@0: idxsc = 0
ferencd@0: end
ferencd@0: current_loot_count += 1
ferencd@0: if current_loot_count == max_loot_count
ferencd@0: current_loot_count = 0
ferencd@0: end
ferencd@0: end
ferencd@0: loot_js << loot_js_arr.join(',') << "];\n"
ferencd@0: return loot_js, placed_loots, current_loot_value
ferencd@0: end
ferencd@0:
ferencd@0: #
ferencd@0: # Will put the food on the table ... ie. level
ferencd@0: #
ferencd@0: def place_food(grid, level_number, game_type)
ferencd@0: food_js = 'var food=['
ferencd@0: max_possible_food = grid.dead_ends[1].length + grid.dead_ends[2].length + grid.dead_ends[4].length + grid.dead_ends[8].length
ferencd@0: max_possible_food = max_possible_food / 4 + 1
ferencd@0: food_count = rand(max_possible_food)
ferencd@0:
ferencd@0: if game_type == GAME_TYPE_STORY
ferencd@0: if level_number > 55
ferencd@0: food_count *= 4
ferencd@0: elsif level_number > 45
ferencd@0: food_count *= 3
ferencd@0: elsif level_number > 20
ferencd@0: food_count *= 2
ferencd@0: elsif level_number < 10
ferencd@0: food_count /= 2
ferencd@0: food_count += 1
ferencd@0: end
ferencd@0: end
ferencd@0:
ferencd@0: max_food_count = 10 # This comes from png_to_js the number of possible food items available
ferencd@0: current_food_count = 0 # Counts the food items of the max available
ferencd@0: idxs = [1, 2, 4, 8] # The indexes of the cells, which are "dead ends".
ferencd@0: idxsc = 0 # Counter for the "dead end" index array
ferencd@0: current_idx = idxs[idxsc] # The current "dead end" index
ferencd@0: food_js_arr = [] # Will hold the javascript array for the food stuff
ferencd@0: placed_foods = [] # Will hold where the food was placed
ferencd@0:
ferencd@0: (1..food_count).each do |_|
ferencd@0:
ferencd@0: place_ctr = 0
ferencd@0: can_place = true
ferencd@0:
ferencd@0: # Find a place (cell) where we can place the food item
ferencd@0: begin
ferencd@0: cell = grid.dead_ends[current_idx][rand (grid.dead_ends[current_idx].length)]
ferencd@0: place_ctr += 1
ferencd@0: already_placed_here = placed_foods.select {|food_loc| food_loc[:r] == cell.row && food_loc[:c] == cell.column}
ferencd@0: end while already_placed_here.length>0 && place_ctr < grid.dead_ends[current_idx].length-1
ferencd@0:
ferencd@0: if place_ctr == grid.dead_ends[current_idx].length-1
ferencd@0: # Did not find an "empty dead end" cell to put the food there
ferencd@0: if already_placed_here.length > 0
ferencd@0: # try to find the first empty cell in the grid
ferencd@0: found = false
ferencd@0: (0..grid.dead_ends[current_idx].length - 1).each do |i|
ferencd@0: cell = grid.dead_ends[current_idx][i]
ferencd@0: already_placed_here = placed_foods.select {|food_loc| food_loc[:r] == cell.row && food_loc[:c] == cell.column}
ferencd@0: if already_placed_here.length == 0
ferencd@0: found = true
ferencd@0: break
ferencd@0: end
ferencd@0: end
ferencd@0: can_place = false if found
ferencd@0: end
ferencd@0: end
ferencd@0:
ferencd@0: if can_place
ferencd@0: food_js_arr << "{r:#{cell.row},c:#{cell.column},t:#{current_food_count}}" if (cell.row > 0 && cell.column > 0)
ferencd@0: placed_foods << {:r => cell.row, :c => cell.column}
ferencd@0: else
ferencd@0: break
ferencd@0: end
ferencd@0:
ferencd@0: current_idx = idxs[idxsc]
ferencd@0:
ferencd@0: idxsc += 1
ferencd@0: if idxsc == idxs.length
ferencd@0: idxsc = 0
ferencd@0: end
ferencd@0: current_food_count += 1
ferencd@0: if current_food_count == max_food_count
ferencd@0: current_food_count = 0
ferencd@0: end
ferencd@0: end
ferencd@0: food_js << food_js_arr.join(',') << "];\n"
ferencd@0: return food_js, placed_foods
ferencd@0: end
ferencd@0:
ferencd@0: def place_torches(grid)
ferencd@0: torches = grid.identify_torch_locations
ferencd@0: torch_data = []
ferencd@0: torches.each do |torch|
ferencd@0: torch_data << "{i:#{torch[:i]},j:#{torch[:j]},p:#{torch[:number]}}"
ferencd@0: end
ferencd@0: torch_str = "var torch_placements=[#{torch_data.join(',')}];\n"
ferencd@0: storch_str = Utils.split(torch_str, 80)
ferencd@0: storch_str
ferencd@0: end
ferencd@0:
ferencd@0: def place_doors(grid, exit_row, exit_col)
ferencd@0: doors_js = []
ferencd@0: # Create a few rooms in the grid
ferencd@0: room_count = 0 #rand(4 .. 10)
ferencd@0: (1..room_count).each do
ferencd@0: room_js = create_room(grid)
ferencd@0: if room_js
ferencd@0: doors_js << room_js
ferencd@0: else
ferencd@0: break
ferencd@0: end
ferencd@0: end
ferencd@0: # 0 -> cell with a top door, 1 -> cell with a bottom door in
ferencd@0: # adding a door at (0,0) just for visual effects :)
ferencd@0: # add another door at (width, height) to indicate exit
ferencd@0: doors_js << '{r:0,c:0,v:0}'
ferencd@0: doors_js << "{r:#{exit_row},c:#{exit_col},v:5}"
ferencd@0: doors_str = "var doors=[ #{doors_js.join(',')}];\nvar exit_row=#{exit_row};\nvar exit_col=#{exit_col};";
ferencd@0: sdoors_str = Utils.split(doors_str, 80)
ferencd@0: sdoors_str
ferencd@0: end
ferencd@0:
ferencd@0: def place_weapons(food_locations, grid, height, width)
ferencd@0: weapons_js = 'var weapon_locations = ['
ferencd@0: weapon_locs = []
ferencd@0: all_weapons = [0, 1, 2, 3] # 0 - spear, armor, shoe, ring
ferencd@0: special_weapons = [2, 3].to_set
ferencd@0: shoe_distance = 0
ferencd@0: ring_distance = 0
ferencd@0:
ferencd@0: all_weapons.each do |weapon|
ferencd@0: distance_len = 101
ferencd@0: begin
ferencd@0: wcol = 1 + rand(width - 2)
ferencd@0: wrow = 1+ rand(height - 2)
ferencd@0:
ferencd@0: fl = 0
ferencd@0: fp = ''
ferencd@0: wep_cell = grid[wrow, wcol]
ferencd@0: cell00 = grid[0, 0]
ferencd@0: distance_len, _ = distance_calculator(wep_cell, grid, cell00, fl, fp)
ferencd@0:
ferencd@0: if weapon == 2
ferencd@0: shoe_distance = distance_len
ferencd@0: end
ferencd@0:
ferencd@0: if weapon == 3
ferencd@0: ring_distance = distance_len
ferencd@0: end
ferencd@0:
ferencd@0: foods_already_placed_here = food_locations.select {|food_loc| food_loc[:r] == wrow && food_loc[:c] == wcol}
ferencd@0: food_here = foods_already_placed_here.length > 0
ferencd@0:
ferencd@0: weapons_placed_here = weapon_locs.select {|weapon_loc| weapon_loc[:r] == wrow && weapon_loc[:c] == wcol}
ferencd@0: weapon_here = weapons_placed_here.length > 0
ferencd@0:
ferencd@0: end while (distance_len > 101 && special_weapons.include?(weapon)) || food_here || weapon_here
ferencd@0:
ferencd@0: weapon_locs << {:r => wrow, :c => wcol, :t => weapon}
ferencd@0: end
ferencd@0: weap_tmp_arr=[]
ferencd@0: weapon_locs.each {|wpl| weap_tmp_arr << "{r:#{wpl[:r]},c:#{wpl[:c]},t:#{wpl[:t]}}"}
ferencd@0: weapons_js << weap_tmp_arr.join(',') << "];\n"
ferencd@0: return weapons_js, shoe_distance, ring_distance
ferencd@0: end
ferencd@0:
ferencd@0: #
ferencd@0: # Will create a new maze with the given number as the seed for the random generator.
ferencd@0: #
ferencd@0: def handle_maze_with_number(level_number, game_id, main_html='lab.html', game_type = GAME_TYPE_STORY)
ferencd@0:
ferencd@0: current_seed = 0x2ECD06801D ^ level_number
ferencd@0: # Set the seed based on the level number
ferencd@0: srand(current_seed)
ferencd@0:
ferencd@0: minwidth = 10
ferencd@0: minheight = 10
ferencd@0:
ferencd@0: maxwidth = 30
ferencd@0: maxheight = 30
ferencd@0:
ferencd@0: # There are no walkers, so the system should be able to handle it
ferencd@0: if game_type == GAME_TYPE_MAZE
ferencd@0: maxwidth = 40
ferencd@0: maxheight = 40
ferencd@0: end
ferencd@0:
ferencd@0: maxwidth = [minwidth + level_number, maxwidth].min
ferencd@0: maxheight = [minheight + level_number, maxheight].min
ferencd@0:
ferencd@0: width = rand(minwidth .. maxwidth)
ferencd@0: height = rand(minheight ..maxheight)
ferencd@0:
ferencd@0: $LOG.info "GameID:#{game_id} Generated: #{width} x #{height} for level #{level_number}"
ferencd@0:
ferencd@0: grid = DistanceGrid.new(height, width)
ferencd@0: wilson = Wilsons.new
ferencd@0: wilson.on grid
ferencd@0:
ferencd@0: maze_js = ''
ferencd@0: maze_js << "history.pushState(null, null, '/#{game_id}');"
ferencd@0: maze_js << "var w = #{width};\n"
ferencd@0: maze_js << "var h = #{height};\n"
ferencd@0: maze_js << "#{grid.maze_js_array}\n"
ferencd@0:
ferencd@0: # Now identify all the places where a torch can go
ferencd@0: storch_str = place_torches(grid)
ferencd@0: maze_js << storch_str
ferencd@0:
ferencd@0: # Where the exit is for now
ferencd@0: exit_col = width - 1
ferencd@0: exit_row = height- 1
ferencd@0:
ferencd@0:
ferencd@0: # At a later stage the exit will not be exactly at the end of the maze, but at the furthest cell from (0,0)
ferencd@0: # start = grid[0,0]
ferencd@0: # distances = start.distances
ferencd@0: # new_start, _ = distances.max
ferencd@0: #if game_type == GAME_TYPE_ADVENTURE
ferencd@0: # exit_col = new_start.column
ferencd@0: # exit_row = new_start.row
ferencd@0: #end
ferencd@0:
ferencd@0: # Calculate the shortest path from the entrance to the exit
ferencd@0: fp_fl = 0
ferencd@0: fp_fp = ''
ferencd@0: fp_wep_cell = grid[exit_row, exit_col]
ferencd@0: fp_cell00 = grid[0,0]
ferencd@0: full_path_len, _ = distance_calculator(fp_wep_cell, grid, fp_cell00, fp_fl, fp_fp)
ferencd@0: $LOG.info "Distance from (0,0) to (#{exit_col}, #{exit_row}) is #{full_path_len} steps"
ferencd@0:
ferencd@0: loot_value = 0
ferencd@0: walkers = []
ferencd@0: food_locations = []
ferencd@0:
ferencd@0: # Create a few rooms with doors. Notes:
ferencd@0: # 1. This is not done due to various reasons yet
ferencd@0:
ferencd@0: sdoors_str = place_doors(grid, exit_row, exit_col)
ferencd@0: maze_js << sdoors_str
ferencd@0:
ferencd@0: # Create a few walkers but only if the game type is not a simple maze runner
ferencd@0: if game_type != GAME_TYPE_MAZE
ferencd@0: max_walkers = 0
ferencd@0: if game_type == GAME_TYPE_STORY
ferencd@0: max_walkers = [ [1, level_number - 3].max, 15].min if level_number > 4
ferencd@0: else
ferencd@0: max_walkers = rand(3..15)
ferencd@0: end
ferencd@0:
ferencd@0: walkers = generate_walkers(grid, max_walkers)
ferencd@0: walkers_str_array = []
ferencd@0: walkers.each do |walker|
ferencd@0: walkers_str_array << "{t:#{walker[:body]},#{walker[:path]}}"
ferencd@0: end
ferencd@0: walkers_js = "var walkers=[#{walkers_str_array.join(',')}];\n"
ferencd@0: maze_js << Utils.split(walkers_js, 80)
ferencd@0: maze_js << "var walkers_count = #{walkers.length};"
ferencd@0: else
ferencd@0: maze_js << "var walkers=[];\nvar walkers_count=0;"
ferencd@0: end
ferencd@0:
ferencd@0: # Food items
ferencd@0: if game_type != GAME_TYPE_MAZE
ferencd@0: food_js, food_locations = place_food(grid, level_number, game_type)
ferencd@0: maze_js << "#{food_js}"
ferencd@0: else
ferencd@0: maze_js << "var food=[];\n"
ferencd@0: end
ferencd@0:
ferencd@0: # Loot in the maze only if this is an adventure game
ferencd@0: if game_type == GAME_TYPE_ADVENTURE
ferencd@0: loot_js, loot_locations, loot_value = place_loot(grid, food_locations)
ferencd@0:
ferencd@0: # Just hack the food locations to contain all the loot
ferencd@0: (food_locations << loot_locations).flatten!
ferencd@0: else
ferencd@0: loot_js = "var loot=[];\n"
ferencd@0: end
ferencd@0:
ferencd@0: maze_js << "#{loot_js}"
ferencd@0:
ferencd@0: shoe_distance = 0
ferencd@0: ring_distance = 0
ferencd@0:
ferencd@0: # Weapons
ferencd@0: if game_type != GAME_TYPE_MAZE
ferencd@0: weapons_js,shoe_distance,ring_distance = place_weapons(food_locations, grid, height, width)
ferencd@0: maze_js << "#{weapons_js}"
ferencd@0: else
ferencd@0: maze_js << "var weapon_locations=[];\n"
ferencd@0: end
ferencd@0:
ferencd@0: templated_maze = IO.binread(main_html)
ferencd@0: if $arrives.has_key? level_number
ferencd@0: templates_arrives = $arrives[level_number]
ferencd@0: else
ferencd@0: templates_arrives = $generic_arrives
ferencd@0: end
ferencd@0: complete_templates templates_arrives
ferencd@0:
ferencd@0: templates_arrives[:gid] = "#{game_id}"
ferencd@0: templates_arrives[:lid] = "#{level_number}"
ferencd@0: templates_arrives[:page_loader] = 'upon_page_load();'
ferencd@0: # templates_arrives[:page_loader] = 'setup_labyrinth();' if game_type == GAME_TYPE_ADVENTURE or game_type == GAME_TYPE_MAZE
ferencd@0:
ferencd@0: templates_arrives[:sysmenu_visible] = 'hidden;'
ferencd@0: templates_arrives[:sysmenu_display] = 'none;'
ferencd@0: templates_arrives[:menu_line_visible] = 'visible;'
ferencd@0:
ferencd@0: level_statistics = "Level Number:#{level_number}\nExit at (#{exit_col}, #{exit_row}).\nDistance from (0,0) to (#{exit_col}, #{exit_row}) is #{full_path_len}"
ferencd@0:
ferencd@0: templates_arrives[:badbrowser_visible] = 'hidden;'
ferencd@0: templates_arrives[:badbrowser_display] = 'none;'
ferencd@0: templates_arrives[:health_visible] = 'visible'
ferencd@0: templates_arrives[:statis_visible] = 'hidden'
ferencd@0: templates_arrives[:gameid_size] = '105px'
ferencd@0: templates_arrives[:gameid_visible] = 'visible'
ferencd@0: templates_arrives[:equipment_visible] = 'hidden'
ferencd@0: templates_arrives[:messages_visible] = 'hidden; display:none'
ferencd@0:
ferencd@0: if game_type == GAME_TYPE_ADVENTURE
ferencd@0: templates_arrives[:gold_visible] = 'visible'
ferencd@0: templates_arrives[:skeletons_visible] = 'visible'
ferencd@0: templates_arrives[:levelctr_visible] = 'hidden; display:none'
ferencd@0: templates_arrives[:timer_visible] = 'visible'
ferencd@0: templates_arrives[:day_or_level] = 'Level'
ferencd@0: templates_arrives[:new_game_type] = 'new_adventure_game'
ferencd@0: level_statistics << "\nGold to be found in this dungeon: #{loot_value}\nSkeletons: #{walkers.length}\nSkeletons' acumen: Droidlike\n"
ferencd@0: level_statistics << "Boots of Lightness at #{shoe_distance} steps apart from the start\nRing of Health #{ring_distance} steps apart from the start"
ferencd@0:
ferencd@0: else
ferencd@0: templates_arrives[:gold_visible] = 'hidden; display:none'
ferencd@0: templates_arrives[:skeletons_visible] = 'hidden; display:none'
ferencd@0: templates_arrives[:levelctr_visible] = 'visible'
ferencd@0: templates_arrives[:timer_visible] = 'hidden; display:none'
ferencd@0: templates_arrives[:new_game_type] = 'new_story_game'
ferencd@0: templates_arrives[:day_or_level] = 'Day'
ferencd@0:
ferencd@0: if game_type == GAME_TYPE_MAZE
ferencd@0: templates_arrives[:levelctr_visible] = 'hidden; display:none'
ferencd@0: templates_arrives[:health_visible] = 'hidden; display:none'
ferencd@0: templates_arrives[:equipment_visible] = 'hidden; display:none'
ferencd@0: templates_arrives[:timer_visible] = 'visible'
ferencd@0: templates_arrives[:statis_visible] = 'visible'
ferencd@0: templates_arrives[:new_game_type] = 'new_timechaser_game'
ferencd@0: else
ferencd@0: templates_arrives[:messages_visible] = 'visible'
ferencd@0: end
ferencd@0:
ferencd@0: end
ferencd@0:
ferencd@0: templates_arrives[:story_game_loc] = Game.gen_game_url 'SG'
ferencd@0: templates_arrives[:adv_game_loc] = Game.gen_game_url 'AG'
ferencd@0: templates_arrives[:timer_game_loc] = Game.gen_game_url 'TG'
ferencd@0:
ferencd@0: templates_arrives[:level_statistics] = level_statistics
ferencd@0:
ferencd@0: full_maze = SimpleHtmlRenderer.render(templated_maze, templates_arrives)
ferencd@0: full_maze << ''
ferencd@0:
ferencd@0: # javascripts << ''
ferencd@0: #
ferencd@0: # javascripts << ''
ferencd@0:
ferencd@0: # templated_game_js = IO.binread 'game.js'
ferencd@0: # game_js = SimpleHtmlRenderer.render(templated_game_js, templates_descends)
ferencd@0:
ferencd@0: # javascripts << game_js
ferencd@0:
ferencd@0: full_maze << javascripts
ferencd@0:
ferencd@0: full_maze << 'request("graphics.js");