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Merge branch 'serialization'

This commit is contained in:
Michaël Lemaire 2015-03-04 01:00:00 +01:00
commit 07b80d75df
26 changed files with 434 additions and 20 deletions

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@ -24,8 +24,7 @@ module SpaceTac {
newGame(): Game.Universe {
// Currently create a quick battle
var universe = new Game.Universe();
universe.battle = Game.Battle.newQuickRandom(true);
universe.player = universe.battle.fleets[0].player;
universe.startQuickBattle();
return universe;
}
}

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@ -1,3 +1,5 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
@ -46,7 +48,7 @@ module SpaceTac.Game {
// Value computed from equipment
// This value can be altered by effects
// Example attributes are health points, action points recovery...
export class Attribute {
export class Attribute extends Serializable {
// Identifying code of this attribute
code: AttributeCode;
@ -58,6 +60,8 @@ module SpaceTac.Game {
// Create an attribute
constructor(code: AttributeCode = AttributeCode.Misc, current: number = 0, maximal: number = null) {
super();
this.code = code;
this.maximal = maximal;
this.current = current;

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@ -1,13 +1,17 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// Collection of several attributes
export class AttributeCollection {
export class AttributeCollection extends Serializable {
// Attributes
private attributes: Attribute[];
// Base constructor
constructor() {
super();
this.attributes = [];
}

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@ -1,8 +1,10 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// A turn-based battle between fleets
export class Battle {
export class Battle extends Serializable {
// Flag indicating if the battle is ended
ended: boolean;
@ -27,6 +29,8 @@ module SpaceTac.Game {
// Create a battle between two fleets
constructor(fleet1: Fleet = null, fleet2: Fleet = null) {
super();
this.log = new BattleLog();
this.fleets = [fleet1 || new Fleet(), fleet2 || new Fleet()];
this.play_order = [];

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@ -1,10 +1,12 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// Log of a battle
// This keeps track of all events in a battle
// It also allows to register a callback to receive these events
export class BattleLog {
export class BattleLog extends Serializable {
// Full list of battle events
events: BaseLogEvent[];
@ -16,6 +18,8 @@ module SpaceTac.Game {
// Create an initially empty log
constructor() {
super();
this.events = [];
this.subscribers = [];
this.filters = [];

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@ -1,8 +1,10 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// Result of an ended battle
export class BattleOutcome {
export class BattleOutcome extends Serializable {
// Indicates if the battle is a draw (no winner)
draw: boolean;
@ -13,6 +15,8 @@ module SpaceTac.Game {
loot: Equipment[];
constructor(winner: Fleet) {
super();
this.winner = winner;
this.draw = winner ? false : true;
this.loot = [];

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@ -1,8 +1,10 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// Piece of equipment to attach in slots
export class Equipment {
export class Equipment extends Serializable {
// Actual slot this equipment is attached to
attached_to: Slot;
@ -44,6 +46,8 @@ module SpaceTac.Game {
// Basic constructor
constructor(slot: SlotType = null, code: string = null) {
super();
this.slot = slot;
this.code = code;
this.name = code;

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@ -1,8 +1,10 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// A fleet of ships
export class Fleet {
export class Fleet extends Serializable {
// Fleet owner
player: Player;
@ -17,6 +19,8 @@ module SpaceTac.Game {
// Create a fleet, bound to a player
constructor(player: Player = null) {
super();
this.level = 1;
this.player = player || new Player();
this.ships = [];

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@ -1,8 +1,10 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// Template used to generate a loot equipment
export class LootTemplate {
export class LootTemplate extends Serializable {
// Type of slot this equipment will fit in
slot: SlotType;
@ -35,6 +37,7 @@ module SpaceTac.Game {
// Create a loot template
constructor(slot: SlotType, name: string) {
super();
this.slot = slot;
this.name = name;
this.requirements = [];

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@ -1,8 +1,10 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// One player (human or IA)
export class Player {
export class Player extends Serializable {
// Current fleet
fleet: Fleet;
@ -11,6 +13,8 @@ module SpaceTac.Game {
// Create a player, with an empty fleet
constructor() {
super();
this.fleet = new Fleet(this);
this.ai = null;
}

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@ -1,8 +1,10 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// Range of number values
export class Range {
export class Range extends Serializable {
// Minimal value
min: number;
@ -11,6 +13,7 @@ module SpaceTac.Game {
// Create a range of values
constructor(min: number, max: number = null) {
super();
this.set(min, max);
}

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@ -0,0 +1,21 @@
module SpaceTac.Game {
"use strict";
// Base class for serializable objects
export class Serializable {
static _next_sid: number = 0;
private _sid: string;
constructor() {
this._sid = null;
}
getSerializeId(): string {
if (this._sid === null) {
this._sid = (Serializable._next_sid++).toString();
}
return this._sid;
}
}
}

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@ -0,0 +1,142 @@
module SpaceTac.Game {
"use strict";
// Serializer to cascade through Serializable objects
export class Serializer {
// Mapping of IDs to objects
refs: {[index: string]: any};
// Serializable classes
classes: {[index: string]: typeof Serializable};
constructor() {
this.refs = {};
this.classes = this.collectSerializableClasses();
}
// List all classes that implement "Serializable", with their full path in SpaceTac.Game namespace
collectSerializableClasses(container: any = null, path: string = ""): {[index: string]: typeof Serializable} {
if (container) {
var result: {[index: string]: typeof Serializable} = {};
for (var obj_name in container) {
if (container.hasOwnProperty(obj_name)) {
var obj = container[obj_name];
var obj_path = path + "." + obj_name;
if (typeof obj === "object") {
result = Tools.merge(result, this.collectSerializableClasses(obj, obj_path));
} else if (typeof obj === "function" && obj.prototype instanceof Serializable) {
result[obj_path] = obj;
}
}
}
return result;
} else {
return this.collectSerializableClasses(SpaceTac.Game, "SpaceTac.Game");
}
}
// Get the full path in SpaceTac namespace, of a serializable object
getClassPath(obj: Serializable): string {
for (var class_path in this.classes) {
if (this.classes.hasOwnProperty(class_path)) {
var class_obj = this.classes[class_path];
if (class_obj.prototype === obj.constructor.prototype) {
return class_path;
}
}
}
return null;
}
// Serialize an object to a string
serialize(obj: Serializable): string {
this.refs = {};
var data = {
refs: this.refs,
root: this.toData(obj)
};
return JSON.stringify(data);
}
// Load an object from a serialized string
unserialize(sdata: string): Serializable {
var data = JSON.parse(sdata);
this.refs = data.refs;
return this.fromData(data.root);
}
private toData(obj: Serializable): any {
var sid = obj.getSerializeId();
var cached = this.refs[sid];
var data = {
_s: "r",
_i: sid
};
if (typeof cached !== "undefined") {
return data;
}
var fields = {};
this.refs[sid] = {
_s: "o",
path: this.getClassPath(obj),
fields: fields
};
for (var field_name in obj) {
if (obj.hasOwnProperty(field_name)) {
var field_value = obj[field_name];
if (field_value instanceof Serializable) {
fields[field_name] = this.toData(field_value);
} else if (Array.isArray(field_value) && field_value.length > 0 && field_value[0] instanceof Serializable) {
var items: Serializable[] = [];
field_value.forEach((item: any) => {
items.push(this.toData(item));
});
fields[field_name] = {
_s: "a",
items: items
};
} else {
if (Object.prototype.toString.call(field_value) === "[object Object]") {
console.error("Non Serializable object", field_value);
}
fields[field_name] = field_value;
}
}
}
return data;
}
private fromData(data: any): Serializable {
var sid = data._i;
var cached = this.refs[sid];
if (cached._s === "o") {
var class_info = this.classes[cached.path];
var obj = Object.create(class_info.prototype);
this.refs[sid] = obj;
for (var field_name in cached.fields) {
if (cached.fields.hasOwnProperty(field_name)) {
var field_value = cached.fields[field_name];
if (field_value !== null && typeof field_value === "object" && field_value._s === "r") {
obj[field_name] = this.fromData(field_value);
} else if (field_value !== null && typeof field_value === "object" && field_value._s === "a") {
var items: Serializable[] = [];
field_value.items.forEach((item: any) => {
items.push(this.fromData(item));
});
obj[field_name] = items;
} else {
obj[field_name] = field_value;
}
}
}
return obj;
} else {
return cached;
}
}
}
}

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@ -1,8 +1,10 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// A single ship in a Fleet
export class Ship {
export class Ship extends Serializable {
// Fleet this ship is a member of
fleet: Fleet;
@ -56,6 +58,8 @@ module SpaceTac.Game {
// Create a new ship inside a fleet
constructor(fleet: Fleet = null, name: string = null) {
super();
this.attributes = new AttributeCollection();
this.fleet = fleet || new Fleet();
this.name = name;

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@ -1,3 +1,5 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
@ -11,7 +13,7 @@ module SpaceTac.Game {
}
// Slot to attach an equipment to a ship
export class Slot {
export class Slot extends Serializable {
// Link to the ship
ship: Ship;
@ -23,6 +25,8 @@ module SpaceTac.Game {
// Create an empty slot for a ship
constructor(ship: Ship, type: SlotType) {
super();
this.ship = ship;
this.type = type;
this.attached = null;

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@ -1,9 +1,11 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// Target for a capability
// This could be a location in space, or a ship
export class Target {
export class Target extends Serializable {
// Coordinates of the target
x: number;
y: number;
@ -13,6 +15,8 @@ module SpaceTac.Game {
// Standard constructor
constructor(x: number, y: number, ship: Ship) {
super();
this.x = x;
this.y = y;
this.ship = ship;

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@ -16,5 +16,16 @@ module SpaceTac.Game {
return objectCopy;
}
// Merge an object into another
static merge(base: any, incoming: any): any {
var result = Tools.copyObject(base);
for (var obj_name in incoming) {
if (obj_name) {
result[obj_name] = incoming[obj_name];
}
}
return result;
}
}
}

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@ -1,12 +1,32 @@
/// <reference path="Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// Main game universe
export class Universe {
export class Universe extends Serializable {
// Current connected player
player: Player;
// Currently played battle
battle: Battle;
// Load a game state from a string
static loadFromString(serialized: string): Universe {
var serializer = new Serializer();
return <Universe>serializer.unserialize(serialized);
}
// Start a new "quick battle" game
startQuickBattle(): void {
this.battle = Game.Battle.newQuickRandom(true);
this.player = this.battle.fleets[0].player;
}
// Serializes the game state to a string
saveToString(): string {
var serializer = new Serializer();
return serializer.serialize(this);
}
}
}

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@ -1,8 +1,10 @@
/// <reference path="../Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// Base class for action definitions
export class BaseAction {
export class BaseAction extends Serializable {
// Identifier code for the type of action
code: string;
@ -14,6 +16,8 @@ module SpaceTac.Game {
// Create the action
constructor(code: string, needs_target: boolean, equipment: Equipment = null) {
super();
this.code = code;
this.needs_target = needs_target;
this.equipment = equipment;

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@ -1,8 +1,10 @@
/// <reference path="../Serializable.ts"/>
module SpaceTac.Game.AI {
"use strict";
// Base class for all Artificial Intelligence interaction
export class AbstractAI {
export class AbstractAI extends Serializable {
// The battle this AI is involved in
battle: Battle;
@ -25,6 +27,8 @@ module SpaceTac.Game.AI {
private workqueue: Function[];
constructor(fleet: Fleet) {
super();
this.fleet = fleet;
this.battle = fleet.battle;
this.async = true;

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@ -1,14 +1,18 @@
/// <reference path="../Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// Base class for effects of actions
// Effects can be permanent or temporary (for a number of turns)
export class BaseEffect {
export class BaseEffect extends Serializable {
// Identifier code for the type of effect
code: string;
// Base constructor
constructor(code: string) {
super();
this.code = code;
}

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@ -1,8 +1,10 @@
/// <reference path="../Serializable.ts"/>
module SpaceTac.Game {
"use strict";
// Base class for a BattleLog event
export class BaseLogEvent {
export class BaseLogEvent extends Serializable {
// Code of the event (its type)
code: string;
@ -13,6 +15,8 @@ module SpaceTac.Game {
target: Target;
constructor(code: string, ship: Ship = null, target: Target = null) {
super();
this.code = code;
this.ship = ship;
this.target = target;

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@ -0,0 +1,116 @@
/// <reference path="../../definitions/jasmine.d.ts"/>
/// <reference path="../Serializable.ts"/>
module SpaceTac.Game.Specs {
"use strict";
export class SerializableTestObj3 extends Serializable {
a: boolean;
b: SerializableTestObj1;
}
export class SerializableTestObj2 extends Serializable {
a: string;
b: SerializableTestObj3;
constructor(a: string = "test") {
super();
this.a = a;
this.b = null;
}
prepend(prefix: string): string {
return prefix + this.a;
}
}
export class SerializableTestObj1 extends Serializable {
a: number;
b: SerializableTestObj2;
c: SerializableTestObj2[];
constructor(a: number = 5, b: SerializableTestObj2 = null) {
super();
this.a = a;
this.b = b;
this.c = [];
}
}
describe("Serializer", () => {
it("collects serializable classes", () => {
var serializer = new Serializer();
var classes = serializer.collectSerializableClasses();
expect(classes["SpaceTac.Game.Specs.SerializableTestObj1"]).toBe(SerializableTestObj1);
expect(classes["SpaceTac.Game.Specs.SerializableTestObj2"]).toBe(SerializableTestObj2);
expect(classes["SpaceTac.Game.Specs.SerializableTestObj3"]).toBe(SerializableTestObj3);
expect(classes["SpaceTac.Game.Range"]).toBe(Range);
expect(classes["SpaceTac.Game.Equipments.GatlingGun"]).toBe(Equipments.GatlingGun);
});
it("gets an object's full path in namespace", () => {
var serializer = new Serializer();
expect(serializer.getClassPath(new SerializableTestObj1())).toBe("SpaceTac.Game.Specs.SerializableTestObj1");
expect(serializer.getClassPath(new Range(0, 1))).toBe("SpaceTac.Game.Range");
});
it("serializes and deserializes simple typescript objects", () => {
var serializer = new Serializer();
var obj = new SerializableTestObj2("a string");
var dumped = serializer.serialize(obj);
var loaded = serializer.unserialize(dumped);
expect(loaded).toEqual(obj);
expect((<SerializableTestObj2>loaded).prepend("this is ")).toEqual("this is a string");
});
it("serializes and deserializes nested typescript objects", () => {
var serializer = new Serializer();
var obj = new SerializableTestObj1(8, new SerializableTestObj2("test"));
obj.c.push(new SerializableTestObj2("second test"));
obj.c.push(new SerializableTestObj2("third test"));
var dumped = serializer.serialize(obj);
var loaded = serializer.unserialize(dumped);
expect(loaded).toEqual(obj);
expect((<SerializableTestObj1>loaded).b.prepend("this is a ")).toEqual("this is a test");
expect((<SerializableTestObj1>loaded).c[1].prepend("this is a ")).toEqual("this is a third test");
});
it("does not create copies of same object", () => {
var serializer = new Serializer();
var obj = new SerializableTestObj1(8, new SerializableTestObj2("test"));
obj.c.push(obj.b);
var dumped = serializer.serialize(obj);
var loaded = serializer.unserialize(dumped);
expect(loaded).toEqual(obj);
expect((<SerializableTestObj1>loaded).b).toBe((<SerializableTestObj1>loaded).c[0]);
});
it("handles reference cycles", () => {
var serializer = new Serializer();
var obj3 = new SerializableTestObj3();
obj3.a = true;
var obj2 = new SerializableTestObj2("test");
var obj1 = new SerializableTestObj1(8, obj2);
obj3.b = obj1;
obj2.b = obj3;
var dumped = serializer.serialize(obj1);
var loaded = serializer.unserialize(dumped);
expect(loaded).toEqual(obj1);
expect((<SerializableTestObj1>loaded).b.b.a).toBe(true);
expect((<SerializableTestObj1>loaded).b.b.b).toBe(loaded);
});
});
}

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@ -28,5 +28,11 @@ module SpaceTac.Game.Specs {
expect(cop.get()).toEqual("test");
});
it("merges objects", () => {
expect(Tools.merge({}, {})).toEqual({});
expect(Tools.merge({"a": 1}, {"b": 2})).toEqual({"a": 1, "b": 2});
expect(Tools.merge({"a": 1}, {"a": 3, "b": 2})).toEqual({"a": 3, "b": 2});
});
});
}

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@ -0,0 +1,32 @@
/// <reference path="../../definitions/jasmine.d.ts"/>
module SpaceTac.Game.Specs {
"use strict";
function applyGameSteps(universe: Universe): void {
universe.battle.advanceToNextShip();
// TODO Make some moves (IA?)
universe.battle.endBattle(universe.battle.fleets[0]);
}
describe("Universe", () => {
it("serializes to a string", () => {
var universe = new Universe();
universe.startQuickBattle();
// Dump and reload
var dumped = universe.saveToString();
var loaded_universe = Universe.loadFromString(dumped);
// Check equality
expect(loaded_universe).toEqual(universe);
// Apply game steps
applyGameSteps(universe);
applyGameSteps(loaded_universe);
// Check equality after game steps
expect(loaded_universe).toEqual(universe);
});
});
}

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@ -1,4 +1,5 @@
/// <reference path="../../definitions/jasmine.d.ts"/>
/// <reference path="../battle/BattleView.ts"/>
module SpaceTac.View.Specs {
"use strict";