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StoryGenerator.js
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StoryGenerator.js
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var events = require('events');
var util = require('util');
var StoryNode = require('StoryNode.js');
var StoryGenerator = module.exports = function(dbClient) {
// Communication
this.elasticClient = dbClient;
this.envGenerator = null;
// Game State Variables
this.availablePowers = [];
this.influence = {};
this.glyphStates = {
destroyer: StoryGenerator.GLYPHSTATES.UNDISCOVERED,
protector: StoryGenerator.GLYPHSTATES.UNDISCOVERED,
architect: StoryGenerator.GLYPHSTATES.UNDISCOVERED,
illusionist: StoryGenerator.GLYPHSTATES.UNDISCOVERED
};
this.playerPosition = {
x:0,
y:0,
};
this.engagement; // essentially the interval between node spawns
//to store story nodes and completed nodes
// This allows us to maintain a certain number of active nodes, while also keeping track of
// how many nodes the player has completed;
this.nodes = [];
this.completedNodes = []; // can change to store the nodes themselves if needed
this.expiredNodes = 0;
this.nodeID = 0;
this.maxNodes = 25; // maybe?
this.gameStartNode = {};
this.lastNode; // the time of the last node creation
this.lastPlayerAction;
//for custom events
this.listeners = [];
// update loop
this.immediate;
this.lastFrame = new Date().getTime();
// DEBUG - for the debug nodes
this.gameStart = false;
};
util.inherits(StoryGenerator, events.EventEmitter);
//StoryGenerator.prototype = new events.EventEmitter();
StoryGenerator.prototype.initialize = function(envGenerator) {
var self = this;
this.envGenerator = envGenerator;
// Add any relevant event listeners for the env generator
this.envGenerator.addListener("gridSquareObjects", function(objectInfo) {
// new terrain generation decreases engagement so as to increase node generation
self.updateEngagement(-2);
// Generate a node
//console.log("Generating new story node from new environment");
// Generate a node
self.generateNode([], null);
});
/*
this.envGenerator.addListener("objectListenerResolved", function(data) {
self.resolveNodeListener(data.listenerID, data.nodeID);
});
*/
// Power / Object change events
this.envGenerator.addListener("expireNode", function(id) {
self.expireNode(self.nodes[id], false);
});
this.engagement = StoryGenerator.ENGAGEMENT.ENGAGEMENTMIN;
this.lastNode = new Date().getTime();
this.lastPlayerAction = new Date().getTime();
}
StoryGenerator.prototype.disconnect = function() {
this.envGenerator.removeAllListeners("gridSquareObjects");
//this.envGenerator.removeAllListeners("objectListenerResolved");
};
StoryGenerator.prototype.update = function() {
// make use of setImmediate to continually call this function when there is a free execution cycle
var self = this;
// Debug - attach a debug node to a random object within the draw distance every 10s
var timeStamp = new Date().getTime();
//console.log("Time since last node: " + (timeStamp - this.lastNode));
// Check node expiry
for (var n = this.nodes.length - 1; n >= 0; n--) {
var node = this.nodes[n];
if (node === null)
continue;
var valid = true;
for (var p=0; p < node.prereqs.powers.length; p++) {
if (this.availablePowers.indexOf(node.prereqs.powers[p]) === -1 && node.prereqs.powers[p] != "any") {
console.log("Node invalid due to missing power: " + node.prereqs.powers[p]);
valid = false;
break; // no need to check the other powers - this node is not valid
}
}
if ((timeStamp - node.creationTime > node.lifespan && node.lifespan > 0) || !valid) {
this.expireNode(node, true);
continue;
}
}
// Decrease engagement if player is not doing anything
if (timeStamp - this.lastPlayerAction > 10000) {
this.updateEngagement(-10);
this.lastPlayerAction = new Date().getTime();
}
var interval = map_range(this.engagement, StoryGenerator.ENGAGEMENT.ENGAGEMENTMIN, StoryGenerator.ENGAGEMENT.ENGAGEMENTMAX, StoryGenerator.ENGAGEMENT.MININTERVAL, StoryGenerator.ENGAGEMENT.MAXINTERVAL);
if (timeStamp - this.lastNode > interval) {
// generate a new story node
//console.log("Generating new story node at engagement level: " + this.engagement + ", after an interval of: " + interval/1000 + "s.");
this.generateNode([], null);
this.lastNode = new Date().getTime();
// emit node
}
this.immediate = setImmediate(function() {self.update()});
}
StoryGenerator.prototype.expireNode = function(node, valid) {
// Node is no longer valid
// complete any failure events
//console.log("NODE " + node.id + ", " + node.title + " IS EXPIRING ====");
// only play / log story events if the node was interacted with in some way
var storyLog = {
nodeID: node.id,
title: node.title,
text: ""
}
if (node.storyLog.length > 0) {
storyLog.text = (valid) ? "You took too long to complete this chapter." : "You became unable to complete this chapter.";
for (var f=0; f < node.failures[node.branch].length; f++) {
storyLog = this.performNodeEvent(node, node.failures[node.branch][f], storyLog);
storyLog.failure = true;
}
}
// delete node
// Remove all listeners on the node on the client side
var listenerUpdate = {};
listenerUpdate.remove = node.getCurrentListeners();
// remove all object listeners
// While doing this, strip them from the event being sent to the client
listenerUpdate.remove.oneOf = this.spliceListenerList(listenerUpdate.remove.oneOf, node.id);
listenerUpdate.remove.allOf = this.spliceListenerList(listenerUpdate.remove.allOf, node.id);
// get new listeners
listenerUpdate.add = [];
this.emit("nodeListenerUpdate", {nodeID: node.id, remove: listenerUpdate.remove, add: listenerUpdate.add, completed: true});
//this.nodes.splice(n, 1);
if (storyLog.text !== "") {
if (!storyLog.hasOwnProperty("title") || storyLog.title === undefined)
console.log("Node: " + this.nodes[node.id].title + " has a missing storyLog title - expireNode");
this.emit("storyLogUpdate", storyLog);
}
this.expiredNodes ++;
this.nodes[node.id] = null;
//console.log("STORY LOG UPDATE: " + storyLog.text);
}
StoryGenerator.prototype.playerMoved = function( newX, newY ) {
this.playerPosition.x = newX;
this.playerPosition.y = newY;
}
StoryGenerator.prototype.updateEngagement = function(change) {
this.engagement = Math.min(StoryGenerator.ENGAGEMENT.ENGAGEMENTMAX, Math.max(StoryGenerator.ENGAGEMENT.ENGAGEMENTMIN, this.engagement + change));
}
StoryGenerator.prototype.updateInfluence = function(influenceChange) {
// First determine how many are moveable
var changeable = [];
for (var i in this.glyphStates) {
if (this.glyphStates[i] != StoryGenerator.GLYPHSTATES.DOMINANT && this.glyphStates[i] != StoryGenerator.GLYPHSTATES.LOCKED)
changeable.push(i);
}
for (i in influenceChange) {
if (this.glyphStates[i] != StoryGenerator.GLYPHSTATES.DOMINANT && this.glyphStates[i] != StoryGenerator.GLYPHSTATES.LOCKED) {
if (influenceChange[i] > 0) {
//console.log("increasing influence of glyph: " + i + " by " + influenceChange[i]);
this.influence[i] = Math.min(((this.glyphStates[i] <= StoryGenerator.GLYPHSTATES.DISCOVERED) ? 0.24 : 1), this.influence[i] + influenceChange[i]);
// also must check if reaching 1 - if so, change to dominant and check listeners
if (this.influence[i] == 1) {
this.glyphStates[i] = StoryGenerator.GLYPHSTATES.DOMINANT;
this.checkNodeListener({"glyphStates":this.glyphStates});
}
} else {
// if influence is explicitly set negative, make sure its always above 0
this.influence[i] = Math.max(0, this.influence[i] + influenceChange[i]);
}
}
}
// update available powers
this.constructPowers();
// emit the update
this.emit("gameStateUpdate", {influence: this.influence});
}
StoryGenerator.prototype.constructPowers = function() {
// Essentially go through all the glyphs and influence and entity power and update the list
//this.availablePowers
// TODO - see if powers have been lost and emit a special log update??
var oldPowers = this.availablePowers
var availablePowers = [];
availablePowers.push(StoryNode.POWERS.D1_FIREBALL);
availablePowers.push(StoryNode.POWERS.I1_MORPH);
availablePowers.push(StoryNode.POWERS.P1_REBUILD);
availablePowers.push(StoryNode.POWERS.A1_GROW);
for (var g in this.influence) {
// g = glyph name
if (this.glyphStates[g] >= StoryGenerator.GLYPHSTATES.FREE) { // Free, Locked, or Dominant
if (this.influence[g] >= 0.75) {
// tier 4 power
availablePowers.push((g === "destroyer") ? StoryNode.POWERS.D4_BLACKHOLE :
((g === "illusionist") ? StoryNode.POWERS.I4_MULTIMORPH :
((g === "protector") ? StoryNode.POWERS.P4_SHIELDARMY :
StoryNode.POWERS.A4_CONSOLIDATE)));
}
if (this.influence[g] >= 0.5) {
// tier 3
availablePowers.push((g === "destroyer") ? StoryNode.POWERS.D3_ANNIHILATION :
((g === "illusionist") ? StoryNode.POWERS.I3_WARP :
((g === "protector") ? StoryNode.POWERS.P3_REJUVENATE :
StoryNode.POWERS.A3_FERTILIZE)));
}
if (this.influence[g] >= 0.25) {
// tier 3
availablePowers.push((g === "destroyer") ? StoryNode.POWERS.D2_VOID :
((g === "illusionist") ? StoryNode.POWERS.I2_PULL :
((g === "protector") ? StoryNode.POWERS.P2_SHIELD :
StoryNode.POWERS.A2_DUPLICATE)));
}
}
}
this.availablePowers = availablePowers;
}
StoryGenerator.prototype.generateNode = function(envObjs, position) {
// For now we will return a debug node. In future nodes will be selected from the DB
//console.log("Generating new story node");
var self = this;
var msg = {
index: "anotherend-story",
type: "Node",
body: {
// power pre-reqs will be handled by the code below
from: 0,
size: 500
}
};
self.elasticClient.search(msg).then(
function( response) {
//console.log("Node response from DB");
// Strip out nodes that need powers or glyph states we don't have
for (var i=response.hits.hits.length - 1; i >= 0; i--) {
var splice = false;
// powers
for (var p=0; p < response.hits.hits[i]._source.prerequisites.powers.length; p++) {
if (self.availablePowers.indexOf(response.hits.hits[i]._source.prerequisites.powers[p]) === -1 && response.hits.hits[i]._source.prerequisites.powers[p] != "any") {
//console.log("Node stripped - use does not have power: " + response.hits.hits[i]._source.prerequisites.powers[p])
splice = true;
break;; // no need to check the other powers - this node is not valid
}
}
if (!splice)
for (var g in response.hits.hits[i]._source.prerequisites.glyphStates) {
// discovered does not require an exact match, just that it's not undiscovered
if (response.hits.hits[i]._source.prerequisites.glyphStates[g] === StoryGenerator.GLYPHSTATES.DISCOVERED) {
if (self.glyphStates[g] === StoryGenerator.GLYPHSTATES.UNDISCOVERED) {
splice = true;
break;
}
// every other state requires an exact match
} else if (self.glyphStates[g] !== response.hits.hits[i]._source.prerequisites.glyphStates[g]) {
splice = true;
break;
}
}
if (splice)
response.hits.hits.splice(i, 1);
}
var dbNode = response.hits.hits[Math.floor(Math.random()*response.hits.hits.length)];
// First check if node is repeated
//console.log("checking repeat for node.. : " + dbNode._id);
var repeated = (self.completedNodes.indexOf(dbNode._id) > -1) ? true : false;
//console.log("Attempting to generate node: " + dbNode._source.name + " from valid nodes: " + response.hits.hits.length);
// add any object information to the DB data
dbNode._source.ID = dbNode._id;
// First pick a general location to look for objects
var nodePos = self.envGenerator.chooseLocationForStoryNode();
// Assign any objects to the node based on its requirements
// If requirements can't be met, abort this node and try a new one
var preGenObjs = [];
for (var i=0; i < dbNode._source.prerequisites.objects.length; i++) {
if (dbNode._source.prerequisites.objects[i].position != null) {
preGenObjs.push(dbNode._source.prerequisites.objects[i]);
} else {
var o = self.envGenerator.getObjectForStoryNode(nodePos, dbNode._source.prerequisites.objects[i]);
if (o === false) {
self.generateNode(envObjs, position); // try a new node
return;
} else {
envObjs.push(o);
}
}
}
// Determine whether the node has a position or object
// Pregen objects are relative to the nodePos so we use the nodePos as the position
// If not, pick a random position within loaded distance of the player's last known gridsquare
if (position === null && (envObjs.length === 0 || preGenObjs.length > 0)) {
position = nodePos;
}
// Generate any objects for the node
if (preGenObjs.length > 0) {
self.envGenerator.nodeGenerateObjects(nodePos, preGenObjs, envObjs).then(
function(response) {
for (var n=0; n < response.objsToAdd.length; n++) {
envObjs.push(response.objsToAdd[n]);
}
self.finalNodeGenerate(dbNode._source, envObjs, repeated, position, response.objsToRemove);
}, function(error) {
console.log("Generating objects for a node failed");
return false;
});
} else {
self.finalNodeGenerate(dbNode._source, envObjs, repeated, position, []);
}
}, function( error) {
console.log("Node Selection failed.");
console.log(JSON.stringify(error));
return false;
});
}
StoryGenerator.prototype.finalNodeGenerate = function(dbNode, envObjs, repeated, position, objsToRemove) {
var node = this.createNodeFromData(this.nodeID, dbNode, envObjs, repeated, position);
if (this.gameStart) {
//console.log("NODE BEING PUSHED: " + node.title);
this.emit("nodesToPush", {nodes: [node.getClientNode()], objsToRemove: objsToRemove});
this.checkInitialNodeState(node);
}
}
StoryGenerator.prototype.createDecisionNode = function(nodeID, nodeData, glyphName, position) {
// Get pillar and glyph from envGenerator
// We can just start incrementing from 0 becuase towers / glyph stuff is at the beginning
var pillar = null,
glyph = null;
var i = 0;
while (pillar === null || glyph === null) {
if (this.envGenerator.GeneratedObjectsByID[i].name === glyphName + "_pillar") {
pillar = this.envGenerator.GeneratedObjectsByID[i];
}else if (this.envGenerator.GeneratedObjectsByID[i].name === glyphName + "_glyph") {
glyph = this.envGenerator.GeneratedObjectsByID[i];
}
i++;
}
//console.log("Generating Decision Node with id: " + this.nodeID)
//console.log("pillar id: " + pillar.id);
//console.log("glyph id: " + glyph.id);
var node = new StoryNode(nodeID, nodeData, [pillar, glyph], false, position);
this.nodeID ++;
this.nodes[node.id] = node;
return node;
};
StoryGenerator.prototype.createNodeFromData = function(nodeID, nodeData, objects, repeated, position) {
var node = new StoryNode( nodeID, nodeData, objects, repeated, position);
this.nodeID ++;
this.nodes[node.id] = node;
// Add listeners to any objects or to the generator itself
var listeners = node.getCurrentListeners();
listeners.allOf = this.spliceListenerList(listeners.allOf, node.id, true);
listeners.oneOf = this.spliceListenerList(listeners.oneOf, node.id, true);
//console.log("Finished Generating Story Node. Total nodes: " + self.nodes.length);
return node;
};
StoryGenerator.prototype.generateInitialStory = function() {
console.log("Generating initial story nodes...");
this.emit("loadingStateUpdate", {message: "Generating Story..."});
// Create initial influence state of the game
var characters = ["architect", "destroyer", "illusionist", "protector"];
for (var i=0; i < characters.length; i++) {
this.influence[characters[i]] = 0;
}
this.constructPowers();
var self = this;
// Add the gamestart node
var gsmsg = {
index: "anotherend-story",
type: "GameStart"
}
self.elasticClient.search(gsmsg).then(
function(gsResponse) {
var gsNode = gsResponse.hits.hits[0]._source; // there should only be one node here
gsNode.ID = gsResponse.hits.hits[0]._id;
// Generate any objects for the node
var envObjs = [];
self.envGenerator.nodeGenerateObjects({x: 0, y: 0, z: 0}, gsNode.prerequisites.objects, envObjs).then(
function(response) {
for (var n=0; n < response.objsToAdd.length; n++) {
envObjs.push(response.objsToAdd[n]);
}
self.gameStartNode = self.createNodeFromData(self.nodeID, gsNode, envObjs, false, {x:0, y:0, z:0});
// hack the position for the tutorial
self.gameStartNode.position = {x: 0, y: 0, z: 30};
self.gameStartNode.getCurrentListeners().oneOf[0].subject = {x: 0, y: 0, z: 30};
// Introduction Nodes
var msg = {
index: "anotherend-story",
type: "IntroNode,EndNode"
}
self.elasticClient.search(msg).then(
function(response) {
for (var n=0; n < response.hits.hits.length; n++) {
var node = response.hits.hits[n]._source;
node.ID = response.hits.hits[n]._id;
// get center of glyph biome
var glyphBiome = self.envGenerator.glyphBiomes[node.glyph];
var introOrEndNode = self.createNodeFromData(self.nodeID, node, [], false, {x:glyphBiome.x, y:( response.hits.hits[n]._type === "IntroNode" && node.glyph != "entity") ? 0 : glyphBiome.y, z:glyphBiome.z});
}
// Decision nodes
// These special nodes are attached to the pillars / glyphs
var msg2 = {
index: "anotherend-story",
type: "DecisionNode"
}
self.elasticClient.search(msg2).then(
function(response2) {
for (var n=0; n < response2.hits.hits.length; n++) {
var node2 = response2.hits.hits[n]._source;
node2.ID = response2.hits.hits[n]._id;
// get center of glyph biome
var glyphBiome = self.envGenerator.glyphBiomes[node2.glyph];
var decisionNode = self.createDecisionNode(self.nodeID, node2, node2.glyph, {x:glyphBiome.x, y:glyphBiome.y, z:glyphBiome.z});
}
// End State Nodes and Power Unlock Nodes
var msg3 = {
index: "anotherend-story",
type: "PowerUnlock",
body: {
// power pre-reqs will be handled by the code below
from: 0,
size: 15
}
}
self.elasticClient.search(msg3).then(
function(response3) {
for (var n=0; n < response3.hits.hits.length; n++) {
//console.log("Power unlock nodes:: " + response3.hits.hits[n]._type);
var node3 = response3.hits.hits[n]._source;
node3.ID = response3.hits.hits[n]._id;
var powerUnlock = self.createNodeFromData(self.nodeID, node3, [], false, {x:0, y:0, z:0});
}
// We want to send all the initial nodes that were created during environment generation
console.log("Done generating initial story.");
self.emit("loadingStateUpdate", {message: "Generation Finished."});
self.emit("initialGenerationFinished", {nodes: [self.gameStartNode.getClientNode()], influence: self.influence}); // any initial nodes
// There are no listeners on the gameStart node, so call checkNodeAdvance to get things going
var storyLog = {
nodeID: self.gameStartNode.id,
title: "The Beginning",
text: "Your adventure began here."
};
storyLog = self.checkNodeAdvance(self.gameStartNode.id, null, storyLog);
self.emit("storyLogUpdate", storyLog);
self.nodes[self.gameStartNode.id].storyLog.push(storyLog);
}, function(error3) {
console.log("ERROR selecting End Node or Power Unlock node from DB");
}
);
}, function(error2) {
console.log("ERROR selecting DecisionNode s from DB");
});
}, function(error) {
console.log("ERROR selecting IntroNode s from DB");
});
}, function(error) {
console.log("Generating objects for a node failed");
return false;
});
//self.gameStartNode = self.createNodeFromData(self.nodeID, gsNode, [], false, {x:0, y:0, z:0});
}, function(gsError) {
console.log("Error selecting GameStart Node");
});
};
/*
================ Updates =============
*/
StoryGenerator.prototype.resolveCharacterAction = function(actionInfo) {
if (actionInfo.subject != StoryNode.Characters.PLAYER) {
//console.log("Glyph Action Registered");
} else {
//console.log("Player Action Registered");
this.lastPlayerAction = new Date().getTime();
// player action increases engagement
this.updateEngagement(5);
// If there are any targets, check against their listeners
var evtsToLog = this.envGenerator.checkListeners(actionInfo);
for (var i=0; i < evtsToLog.length; i++) {
var storyLog = {
nodeID: evtsToLog[i].nodeID,
title: this.nodes[evtsToLog[i].nodeID].title,
text: "You used " + actionInfo.power.slice(3).toUpperCase() + " on a " + evtsToLog[i].type + "."
}
this.resolveNodeListener(evtsToLog[i].listenerID, evtsToLog[i].nodeID, storyLog);
}
// next check against listeners stored in the generator
this.checkNodeListener(actionInfo);
}
// handle any state changes
this.resolvePower(actionInfo);
};
StoryGenerator.prototype.resolvePower = function(actionInfo) {
// Loop through targets and resolve any object state changes
var morphObjects = [];
for (var i=0; i < actionInfo.targets.length; i++) {
var target = actionInfo.targets[i];
if (target.hasOwnProperty("newState")) {
// fireball, annihilation, rebuild, rejuvenate
// update the state in EnvGenerator
this.envGenerator.updateObjectState(target.id, target.newState);
}
if (target.hasOwnProperty("remove") && target.remove === true) {
// void, blackhold, consolidate
this.envGenerator.voidObject(target.id);
}
if (target.hasOwnProperty("newScale")) {
// grow, consolidate
this.envGenerator.updateObjectScale(target.id, target.newScale);
}
if (target.hasOwnProperty("newPos")) {
// duplicate, pull
if (target.hasOwnProperty("duplicate")) {
console.log("Duplicate received");
this.envGenerator.duplicateObject(target.id, target.newPos, target.duplicate);
} else {
this.envGenerator.updateObjectPosition(target.id, target.newPos);
}
}
if (target.hasOwnProperty("morph") && target.morph === true) {
// morph, multimorph
morphObjects.push(target);
}
}
if (morphObjects.length > 0)
this.envGenerator.morphObjects(morphObjects);
};
StoryGenerator.prototype.resolveNodeListener = function(listenerID, nodeID, storyLog) {
if (this.nodes[nodeID] === null) {
console.log("WARN: Null node in ResolveNodeListener - " + nodeID);
return;
}
//console.log("Resolving Node Listener: " + listenerID + " for node: " + nodeID + " - " + this.nodes[nodeID].title);
// If this is the first interaction, reset the expiry timer so the player has enough time to complete the node
if (this.nodes[nodeID].branch === 0 && this.nodes[nodeID].branchPos === 0) {
this.nodes[nodeID].creationTime = new Date().getTime();
}
// Check if this advances
this.checkNodeAdvance(nodeID, listenerID, storyLog);
};
StoryGenerator.prototype.checkNodeAdvance = function(nodeID, listenerID, storyLog) {
var node = this.nodes[nodeID];
if (!node) {
console.log("Node Not Found on the Server with id: " + nodeID);
return storyLog;
}
if (node.checkListeners(listenerID)) {
//console.log("Node : " + node.title + " is being advanced");
storyLog = this.performNodeAdvance(node, storyLog);
}
return storyLog;
};
StoryGenerator.prototype.performNodeAdvance = function(node, storyLog) {
// Engagement should go up again
this.updateEngagement(10);
// Go through resolutions, and send any updates to the client
// N.B. do not do this if there is a branch change underway - proceed directly to listener changes
var listenerUpdate = this.advanceNode(node, storyLog);
if (!listenerUpdate.resolved && listenerUpdate.add.oneOf.length === 0 && listenerUpdate.add.allOf.length === 0) {
listenerUpdate = this.advanceNode(node, listenerUpdate.storyLog);
}
// I left the adding in here and not within advanceNode because I need to check whether
// listenerUpdate.add has listeners or not, and this code may splice away any listeners
// add new listeners.... This is a lot of code.. I will optimize
listenerUpdate.add.oneOf = this.spliceListenerList(listenerUpdate.add.oneOf, node.id, true);
listenerUpdate.add.allOf = this.spliceListenerList(listenerUpdate.add.allOf, node.id, true);
//console.log("emitting listener update");
if (storyLog.text !== "") {
storyLog.title = node.title;
this.emit("storyLogUpdate", storyLog);
this.nodes[node.id].storyLog.push(storyLog);
}
// clear text to prevent duplicate logs
storyLog.text = "";
//console.log("STORY LOG UPDATE: " + listenerUpdate.storyLog.text);
// This event now only sends non-object listeners
this.emit("nodeListenerUpdate", {nodeID: node.id, remove: listenerUpdate.remove, add: listenerUpdate.add, completed: listenerUpdate.resolved});
// This is done below to ensure the node is still scoped for the above client update
if (listenerUpdate.resolved) {
// node is finished
// Invalidate any identical nodes that are currently generated to make sure they aren't seen again
// without a repeat event
for (var i=this.nodes.length-1; i >= 0; i--) {
// don't check null nodes, and don't invalidate the current node
if (this.nodes[i] != null && this.nodes[i].id != node.id && this.nodes[i].dbID === node.dbID) {
//console.log("INVALIDATING NODE: " + this.nodes[i].id)
this.expireNode(this.nodes[i],true);
}
}
//remove from active node list and add to completed node list
this.completedNodes.push(node.dbID);
listenerUpdate.storyLog.complete = true;
listenerUpdate.storyLog.text += " %n Chapter Completed.";
this.nodes[node.id] = null;
//this.nodes.splice(nodeIndex, 1);
}
return listenerUpdate.storyLog;
}
StoryGenerator.prototype.spliceListenerList = function(listenerList, nodeID, add) {
// add = boolean - false = remove
for (var l=listenerList.length-1; l >=0; l--) {
var listener = listenerList[l];
if (listener.type === StoryNode.ListenerTypes.OBJECT) {
var objID = listener.subject.id;
if (add) {
//console.log("STORY GEN: adding object listener for node: " + nodeID);
this.envGenerator.addObjectListener(objID, nodeID, listener, this.nodes[nodeID].title);
} else {
//console.log("STORY GEN: removing object listener for node: " + nodeID);
this.envGenerator.removeObjectListener(objID, nodeID, listener.id, this.nodes[nodeID].title);
}
listenerList.splice(l, 1);
} else if (listener.type != StoryNode.ListenerTypes.LOCATION){
if (add) {
this.addNodeListener(nodeID, listener);
} else {
//console.log("STORY GEN: removing node listener for node: " + nodeID);
this.removeNodeListener(nodeID, listener.id);
}
listenerList.splice(l, 1);
}
}
return listenerList;
}
StoryGenerator.prototype.advanceNode = function(node, storyLog) {
if (node.newBranch === null) {
//console.log("advancing node: " + node.title + " with: " + node.getCurrentEventResolutions().length + " resolution events.");
var resolutions = node.getCurrentEventResolutions();
for (var r=0; r < resolutions.length; r++) {
storyLog = this.performNodeEvent(node, resolutions[r], storyLog);
}
}
// Remove all listeners on the node on the client side
var listenerUpdate = {};
listenerUpdate.remove = node.getCurrentListeners();
// advance node state
listenerUpdate.resolved = false;
// Branch flag for story logging
if (node.newBranch != null)
storyLog.branch = true;
if (node.advanceState()) {
// node is resolved, add a flag to remove it after the update is sent to client
//console.log("Node resolved: " + node.id + " - " + node.title);
storyLog.complete = true;
storyLog.text += " %n Chapter Completed.";
listenerUpdate.resolved = true;
}
if (this.gameStartNode != null && node.id === this.gameStartNode.id && node.branchPos < 3) { // don't need to do this past the first convo hence 3
// hack position for tutorial
node.position = {x:0, y:0, z: -30};
for (var r=0; r < node.getCurrentEventResolutions().length; r++) {
var rs = node.getCurrentEventResolutions()[r];
if (rs.hasOwnProperty("goals")) {
rs.goals[0].position.z = -28;
rs.goals[0].position.x += 5;
}
}
if (node.branchPos > 0)
for(var r = 0; r < node.getCurrentListeners().oneOf.length; r++) {
var l = node.getCurrentListeners().oneOf[r];
if (l.hasOwnProperty("actionID") && l.actionID === "distance")
l.subject = node.position;
}
}
// get new listeners
listenerUpdate.add = node.getCurrentListeners();
// remove all object listeners and add new listeners to appropriate objects
// While doing this, strip them from the event being sent to the client
listenerUpdate.remove.oneOf = this.spliceListenerList(listenerUpdate.remove.oneOf, node.id);
listenerUpdate.remove.allOf = this.spliceListenerList(listenerUpdate.remove.allOf, node.id);
listenerUpdate.storyLog = storyLog;
return listenerUpdate;
};
StoryGenerator.prototype.getClientNodes = function() {
var arr = [];
console.log("Initializing with: " + this.nodes.length + " nodes");
for (var i=0; i < this.nodes.length; i++) {
if (this.nodes[i] === null)
continue;
arr.push(this.nodes[i].getClientNode());
}
return arr;
};
StoryGenerator.prototype.checkInitialNodeState = function(node) {
// Check if the node should be advanced (if the initial state has no listeners)
var storyLog ={
nodeID: node.id,
title: node.title,
text: ""
};
if (node.id != this.gameStartNode.id) {
storyLog = this.checkNodeAdvance(node.id, null, storyLog);
}
if (storyLog.text !== "") {
if (!storyLog.hasOwnProperty("title") || storyLog.title === undefined)
console.log("Node: " + this.nodes[node.id].title + " has a missing storyLog title - checkInitialNodeState");
this.emit("storyLogUpdate", storyLog);
this.nodes[node.id].storyLog.push(storyLog);
}
};
StoryGenerator.prototype.performNodeEvent = function(node, event, storyLog) {
var nodeID = node.id;
switch (event.type) {
case StoryNode.ResolutionTypes.SPEECH:
// Character speech
for (var i=0; i < event.conversation.length; i++) {
if (event.conversation[i].value.substr(0,4) === "url:")
continue;
storyLog.text += " %n ";
switch(event.conversation[i].subject) {
case StoryNode.Characters.ARCHITECT:
storyLog.text += " %a ";
break;
case StoryNode.Characters.DESTROYER:
storyLog.text += " %d ";
break;
case StoryNode.Characters.ILLUSIONIST:
storyLog.text += " %i ";
break;
case StoryNode.Characters.PROTECTOR:
storyLog.text += " %p ";
break;
case StoryNode.Characters.ENTITY:
storyLog.text += " %e ";
break;
}
storyLog.text += event.conversation[i].value;
}
//console.log("Posting conversation for node: " + node.title);
this.emit("characterMessage", {nodeID: nodeID, conversation: event.conversation});
break;
case StoryNode.ResolutionTypes.EFFECT:
// Update the status of glyphs and / or influence
//console.log("CHANGING: " + event.value.subject + " to state: " + event.value.value);
var glyph = event.value.subject;
this.glyphStates[glyph] = event.value.value;
storyLog.special = true;
switch(glyph) {
case "architect":
storyLog.text += " %n " + glyph + " ( %a ) became ";
break;
case "destroyer":
storyLog.text += " %n " + glyph + " ( %d ) became ";
break;
case "illusionist":
storyLog.text += " %n " + glyph + " ( %i ) became ";
break;
case "protector":
storyLog.text += " %n " + glyph + " ( %p ) became ";
break;
case "entity":
storyLog.text += " %n " + glyph + " ( %e ) became ";
break;
}
switch(this.glyphStates[glyph]) {
case StoryGenerator.GLYPHSTATES.DISCOVERED:
storyLog.text += "known to you.";
break;
case StoryGenerator.GLYPHSTATES.LOCKED:
this.influence[glyph] = 0.49; // 0.49 because 0.5 allows access to tier 3 power
storyLog.text += "locked back to Entity.";
break;
case StoryGenerator.GLYPHSTATES.FREE:
if (this.influence[glyph] < 0.25)
this.influence[glyph] = 0.25;
storyLog.text += "freed from Entity.";
break;
case StoryGenerator.GLYPHSTATES.DOMINANT:
storyLog.text += "Dominant.";
break;
}
// Send the event
this.emit("gameStateUpdate", {character: event.subject, influence: this.influence, glyphState: this.glyphStates});
// Check if this glyphstate change has triggered any other nodes
this.checkNodeListener({glyphStates: this.glyphStates});
break;
case StoryNode.ResolutionTypes.INFLUENCE:
// influence change
this.updateInfluence(event.value);
break;
case StoryNode.ResolutionTypes.INTERRUPT:
storyLog.text += " %n You interrupted their conversation.";
this.emit("conversationInterrupt", {nodeID: nodeID});
break;
case StoryNode.ResolutionTypes.ESSENCE:
this.emit("essenceGoals", {nodeID: nodeID, goals: event.goals}); // goals is an array
break;
case StoryNode.ResolutionTypes.GOALSINTERRUPT:
this.emit("goalsInterrupt", {nodeID: nodeID});
break;
case StoryNode.ResolutionTypes.MUSIC:
this.emit("playMusic", {filepath: event.value.filepath});
break;
case StoryNode.ResolutionTypes.GAMESTART:
// send the rest of the nodes to the client, with a custom event saying start listening to nodes
// and remove the gamestart node
console.log("GAME SHOULD START NOW");
// Don't nullify the game start node here - let the regular process take care of it.
this.emit("startListeningToNodes", {nodes: this.getClientNodes()});
// Begin listening for nodes
this.gameStart = true;
// Begin update loop
var self = this;
// Reset all created nodes time to now to prevent timeouts
for (var i=0; i < this.nodes.length; i++) {
if (this.nodes[i] === null)
continue;
this.nodes[i].creationTime = new Date().getTime();
//console.log("Checking initial state of node : " + this.nodes[i].title);
this.checkInitialNodeState(this.nodes[i]);
}
this.immediate = setImmediate(function(){ self.update()});
break;
case StoryNode.ResolutionTypes.GAMEEND:
// send the game end event
this.emit("gameEnd", {});
break;
}
return storyLog;
};
// Event Listeners
StoryGenerator.prototype.addNodeListener = function(nodeID, listener) {
listener.nodeID = nodeID;
this.listeners.push(listener);
};
StoryGenerator.prototype.removeNodeListener = function(nodeID, listenerID) {
for (var i=this.listeners.length-1; i >= 0 ; i--) {
if (this.listeners[i].id === listenerID && this.listeners[i].nodeID === nodeID)
this.listeners.splice(i, 1);
}
};
StoryGenerator.prototype.checkNodeListener = function(actionInfo) {
for (var i=0; i < this.listeners.length; i++) {
var storyLog = {
nodeID: this.listeners[i].nodeID,
title: this.nodes[this.listeners[i].nodeID].title,
text: ""
}
switch (this.listeners[i].type) {
case StoryNode.ListenerTypes.POWER: // Powers use with or without target
if (!actionInfo.hasOwnProperty("power") || actionInfo.hasOwnProperty("powerSelect"))
break;
//console.log("matching power: " + actionInfo.power+ " against: " + this.listeners[i].actionID);
if (this.listeners[i].actionID === undefined || this.listeners[i].actionID === actionInfo.power) {
// Resolve listener
//console.log("POWER LISTENER MATCH : " + actionInfo.power);
storyLog.text += "You used: " + actionInfo.power.slice(3).toUpperCase() + ".";
this.resolveNodeListener(this.listeners[i].id, this.listeners[i].nodeID, storyLog);
}
break;
case StoryNode.ListenerTypes.CONVERSATIONEND: // Conversation end event
if (!actionInfo.hasOwnProperty("nodeID") || !actionInfo.hasOwnProperty("conversation"))
break;
if (this.listeners[i].nodeID === actionInfo.nodeID) {
// resolve
//console.log("CONVERSATION END LISTENER MATCH FOR NODE: " + actionInfo.nodeID)
this.resolveNodeListener(this.listeners[i].id, this.listeners[i].nodeID, storyLog);
}
break;
case StoryNode.ListenerTypes.GOALSEND: // Essence Goals Complete
if (!actionInfo.hasOwnProperty("nodeID") || !actionInfo.hasOwnProperty("goals"))
break;
if (this.listeners[i].nodeID === actionInfo.nodeID) {
// resolve
//console.log("ESSENCE GOALS COMPLETE LISTENER MATCH FOR NODE: " + actionInfo.nodeID)
this.resolveNodeListener(this.listeners[i].id, this.listeners[i].nodeID, storyLog);