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cbt-game-generator

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Configuration generator for CBT animation apps

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"use strict"; var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) { if (k2 === undefined) k2 = k; var desc = Object.getOwnPropertyDescriptor(m, k); if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) { desc = { enumerable: true, get: function() { return m[k]; } }; } Object.defineProperty(o, k2, desc); }) : (function(o, m, k, k2) { if (k2 === undefined) k2 = k; o[k2] = m[k]; })); var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) { Object.defineProperty(o, "default", { enumerable: true, value: v }); }) : function(o, v) { o["default"] = v; }); var __importStar = (this && this.__importStar) || (function () { var ownKeys = function(o) { ownKeys = Object.getOwnPropertyNames || function (o) { var ar = []; for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k; return ar; }; return ownKeys(o); }; return function (mod) { if (mod && mod.__esModule) return mod; var result = {}; if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]); __setModuleDefault(result, mod); return result; }; })(); Object.defineProperty(exports, "__esModule", { value: true }); exports.GameConfigGenerator = void 0; const path = __importStar(require("path")); const typesGenerator_1 = require("./generators/typesGenerator"); const constantsGenerator_1 = require("./generators/constantsGenerator"); const gameConfigGenerator_1 = require("./generators/gameConfigGenerator"); const variantConfigGenerator_1 = require("./generators/variantConfigGenerator"); const mainGenerator_1 = require("./generators/mainGenerator"); const assetDirectoryGenerator_1 = require("./generators/assetDirectoryGenerator"); const fileUpdater_1 = require("./generators/fileUpdater"); const gameMappingUpdater_1 = require("./generators/gameMappingUpdater"); class GameConfigGenerator { convertToKebabCase(str) { return str .replace(/([a-z])([A-Z])/g, '$1-$2') .toLowerCase(); } constructor(options) { this.options = options; this.gamePath = path.join("src/experience/games/", options.skillName.toLowerCase(), this.convertToKebabCase(options.gameName)); this.fileUpdater = new fileUpdater_1.FileUpdater(this.gamePath, this.options.gameName, this.options.numberOfVariants); // Generate a unique ID for the game const gameId = this.generateUniqueId(); this.gameMappingUpdater = new gameMappingUpdater_1.GameMappingUpdater(this.options.skillName, this.options.gameName, gameId); } generate() { if (this.options.isIncremental) { this.handleIncrementalUpdate(); } else { this.handleFullGeneration(); this.gameMappingUpdater.update(); } // Update game mappings } handleFullGeneration() { // Generate types const typesGenerator = new typesGenerator_1.TypesGenerator(this.gamePath, this.options.gameName, this.options.numberOfVariants); typesGenerator.generate(); // Generate constants const constantsGenerator = new constantsGenerator_1.ConstantsGenerator(this.gamePath, this.options.gameName, this.options.gameType, this.options.numberOfVariants, this.options.targets); constantsGenerator.generate(); // Generate game config const gameConfigGenerator = new gameConfigGenerator_1.GameConfigGenerator(this.gamePath, this.options.gameName, this.options.gameType); gameConfigGenerator.generate(); // Generate configurations for each subLo Object.keys(this.options.targets).forEach((subLo, index) => { const variantConfigGenerator = new variantConfigGenerator_1.VariantConfigGenerator(this.gamePath, this.options.gameName, this.options.numberOfVariants, index); variantConfigGenerator.generate(); }); // Generate Main.tsx const mainGenerator = new mainGenerator_1.MainGenerator(this.gamePath, this.options.gameName, this.options.numberOfVariants, Object.keys(this.options.targets).length); mainGenerator.generate(); // Generate asset directories const assetDirectoryGenerator = new assetDirectoryGenerator_1.AssetDirectoryGenerator(this.options.skillName, this.options.gameName, this.options.targets); assetDirectoryGenerator.generate(); } handleIncrementalUpdate() { // Get the new sub-lo index const existingSubLos = Object.keys(this.options.targets).filter(key => key.startsWith('sub-lo-')).map(key => parseInt(key.split('-')[2])); const maxSubLo = Math.max(...existingSubLos); const newSubLoIndex = maxSubLo; // Update types this.fileUpdater.updateTypes(newSubLoIndex, true); // Update constants this.fileUpdater.updateConstants(newSubLoIndex, this.options.targets[`sub-lo-${newSubLoIndex + 1}`]); // Copy and update sub-lo files from sub-lo-1 this.fileUpdater.copyAndUpdateSubLoFiles(newSubLoIndex, this.options.targets[`sub-lo-${newSubLoIndex + 1}`]); // Update Main.tsx this.fileUpdater.updateMain(newSubLoIndex); } generateUniqueId() { const chars = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789'; let result = ''; for (let i = 0; i < 8; i++) { result += chars.charAt(Math.floor(Math.random() * chars.length)); } return result; } } exports.GameConfigGenerator = GameConfigGenerator;