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8ff91e79ec
...
fcfa11b012
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@ -37,45 +37,23 @@ type PuzzleDebug struct {
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Summary string
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}
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// Puzzle contains everything about a puzzle that a client will see.
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// Puzzle contains everything about a puzzle that a client would see.
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type Puzzle struct {
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// Debug contains debugging information, omitted in mothballs
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Debug PuzzleDebug
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// Authors names all authors of this puzzle
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Authors []string
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// Attachments is a list of filenames used by this puzzle
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Attachments []string
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// Scripts is a list of EMCAScript files needed by the client for this puzzle
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Scripts []string
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// Body is the HTML rendering of this puzzle
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Body string
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// AnswerPattern contains the pattern (regular expression?) used to match valid answers
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AnswerPattern string
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// AnswerHashes contains hashes of all answers for this puzzle
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AnswerHashes []string
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// Objective is the learning objective for this puzzle
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Objective string
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// KSAs lists all KSAs achieved upon successfull completion of this puzzle
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KSAs []string
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// Success lists the criteria for successfully understanding this puzzle
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Success struct {
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// Acceptable describes the minimum work required to be considered successfully understanding this puzzle's concepts
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Acceptable string
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// Mastery describes the work required to be considered mastering this puzzle's conceptss
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Mastery string
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}
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// Answers lists all acceptable answers, omitted in mothballs
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// Answers will be empty in a mothball
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Answers []string
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}
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286
theme/moth.mjs
286
theme/moth.mjs
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@ -1,231 +1,18 @@
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/**
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* A point award.
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*/
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class Award {
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constructor(when, teamid, category, points) {
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/** Unix epoch timestamp for this award
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* @type {Number}
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*/
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this.When = when
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/** Team ID this award belongs to
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* @type {String}
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*/
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this.TeamID = teamid
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/** Puzzle category for this award
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* @type {String}
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*/
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this.Category = category
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/** Points value of this award
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* @type {Number}
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*/
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this.Points = points
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}
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}
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/**
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* A puzzle.
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*
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* A new Puzzle only knows its category and point value.
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* If you want to populate it with meta-information, you must call Populate().
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*
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* Parameters created by Populate are described in the server source code:
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* {@link https://pkg.go.dev/github.com/dirtbags/moth/v4/pkg/transpile#Puzzle}
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*
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*/
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class Puzzle {
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/**
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* @param {Server} server
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* @param {String} category
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* @param {Number} points
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*/
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constructor (server, category, points) {
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if (points < 1) {
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throw(`Invalid points value: ${points}`)
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}
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/** Server where this puzzle lives
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* @type {Server}
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*/
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this.server = server
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/** Category this puzzle belongs to */
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this.Category = String(category)
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/** Point value of this puzzle */
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this.Points = Number(points)
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/** Error returned trying to fetch this puzzle */
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this.Error = {
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/** Status code provided by server */
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Status: 0,
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/** Status text provided by server */
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StatusText: "",
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/** Full text of server error */
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Body: "",
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}
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}
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/**
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* Populate this Puzzle object with meta-information from the server.
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*/
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async Populate() {
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let resp = await this.Get("puzzle.json")
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if (!resp.ok) {
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let body = await resp.text()
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this.Error = {
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Status: resp.status,
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StatusText: resp.statusText,
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Body: body,
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}
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throw(this.Error)
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}
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let obj = await resp.json()
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Object.assign(this, obj)
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// Make sure lists are lists
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this.AnswerHashes ||= []
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this.Answers ||= []
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this.Attachments ||= []
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this.Authors ||= []
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this.Debug.Errors ||= []
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this.Debug.Hints ||= []
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this.Debug.Log ||= []
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this.KSAs ||= []
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this.Scripts ||= []
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}
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/**
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* Get a resource associated with this puzzle.
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*
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* @param {String} filename Attachment/Script to retrieve
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* @returns {Promise.<Response>}
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*/
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Get(filename) {
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return this.server.GetContent(this.Category, this.Points, filename)
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}
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}
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/**
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* MOTH instance state.
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*/
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class State {
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/**
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* @param {Server} server Server where we got this
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* @param {Object} obj Raw state data
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*/
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constructor(server, obj) {
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for (let key of ["Config", "Messages", "TeamNames", "PointsLog"]) {
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if (!obj[key]) {
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throw(`Missing state property: ${key}`)
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}
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}
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this.server = server
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/** Configuration */
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this.Config = {
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/** Is the server in debug mode?
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* @type {Boolean}
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*/
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Debug: obj.Config.Debug,
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}
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/** Global messages, in HTML
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* @type {String}
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*/
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this.Messages = obj.Messages
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/** Map from Team ID to Team Name
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* @type {Object.<String,String>}
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*/
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this.TeamNames = obj.TeamNames
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/** Map from category name to puzzle point values
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* @type {Object.<String,Number>}
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*/
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this.PointsByCategory = obj.Puzzles
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/** Log of points awarded
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* @type {Award[]}
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*/
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this.PointsLog = obj.PointsLog.map((t,i,c,p) => new Award(t,i,c,p))
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}
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/**
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* Returns a sorted list of open category names
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*
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* @returns {String[]} List of categories
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*/
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Categories() {
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let ret = []
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for (let category in this.PointsByCategory) {
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ret.push(category)
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}
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ret.sort()
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return ret
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}
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/**
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* Check whether a category has unsolved puzzles.
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*
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* The server adds a puzzle with 0 points in every "solved" category,
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* so this just checks whether there is a 0-point puzzle in the category's point list.
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*
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* @param {String} category
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* @returns {Boolean}
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*/
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HasUnsolved(category) {
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return !this.PointsByCategory[category].includes(0)
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}
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/**
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* Return all open puzzles.
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*
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* The returned list will be sorted by (category, points).
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* If not categories are given, all puzzles will be returned.
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*
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* @param {String} categories Limit results to these categories
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* @returns {Puzzle[]}
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*/
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Puzzles(...categories) {
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if (categories.length == 0) {
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categories = this.Categories()
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}
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let ret = []
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for (let category of categories) {
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for (let points of this.PointsByCategory[category]) {
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if (0 == points) {
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// This means all potential puzzles in the category are open
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continue
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}
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let p = new Puzzle(this.server, category, points)
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ret.push(p)
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}
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}
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return ret
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}
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}
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/**
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* A MOTH Server interface.
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*
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* This uses localStorage to remember Team ID,
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* and will send a Team ID with every request, if it can find one.
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*/
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class Server {
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constructor(baseUrl) {
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this.baseUrl = new URL(baseUrl, location)
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this.teameIdKey = this.baseUrl.toString() + " teamID"
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this.teamId = localStorage[this.teameIdKey]
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this.baseUrl = new URL(baseUrl)
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this.teamId = null
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}
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/**
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* Fetch a MOTH resource.
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*
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* If anything other than a 2xx code is returned,
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* this function throws an error.
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*
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* This always sends teamId.
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* This is just a convenience wrapper to always send teamId.
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* If body is set, POST will be used instead of GET
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*
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* @param {String} path Path to API endpoint
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* @param {Object.<String,String>} body Key/Values to send in POST data
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* @returns {Promise.<Response>} Response
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* @param {Object} body Key/Values to send in POST data
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* @returns {Promise} Response
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*/
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fetch(path, body) {
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let url = new URL(path, this.baseUrl)
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@ -242,11 +29,14 @@ class Server {
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* Send a request to a JSend API endpoint.
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*
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* @param {String} path Path to API endpoint
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* @param {Object.<String,String>} args Key/Values to send in POST
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* @returns {Promise.<Object>} JSend Data
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* @param {Object} args Key/Values to send in POST
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* @returns JSend Data
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*/
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async call(path, args) {
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async postJSend(path, args) {
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let resp = await this.fetch(path, args)
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if (!resp.ok) {
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throw new Error(resp.statusText)
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}
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let obj = await resp.json()
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switch (obj.status) {
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case "success":
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@ -260,27 +50,6 @@ class Server {
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}
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}
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/**
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* Forget about any previous Team ID.
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*
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* This is equivalent to logging out.
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*/
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Reset() {
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localStorage.removeItem(this.teameIdKey)
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this.teamId = null
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}
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/**
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* Fetch current contest state.
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*
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* @returns {State}
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*/
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async GetState() {
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let resp = await this.fetch("/state")
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let obj = await resp.json()
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return new State(this, obj)
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}
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/**
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* Register a team name with a team ID.
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*
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@ -289,42 +58,23 @@ class Server {
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*
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* @param {String} teamId
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* @param {String} teamName
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* @returns {Promise.<String>} Success message from server
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* @returns {String} Success message from server
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*/
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async Register(teamId, teamName) {
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let data = await this.call("/login", {id: teamId, name: teamName})
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let data = await postJSend("/login", {id: teamId, name: teamName})
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this.teamId = teamId
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this.teamName = teamName
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localStorage[this.teameIdKey] = teamId
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return data.description || data.short
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}
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/**
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* Submit a puzzle answer for points.
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* Fetch current contest status.
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*
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* The returned promise will fail if anything goes wrong, including the
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* answer being rejected.
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*
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* @param {String} category Category of puzzle
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* @param {Number} points Point value of puzzle
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* @param {String} answer Answer to submit
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* @returns {Promise.<Boolean>} Was the answer accepted?
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* @returns {Object} Contest status
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*/
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async SubmitAnswer(category, points, answer) {
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await this.call("/answer", {category, points, answer})
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return true
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}
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/**
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* Fetch a file associated with a puzzle.
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*
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* @param {String} category Category of puzzle
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* @param {Number} points Point value of puzzle
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* @param {String} filename
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* @returns {Promise.<Response>}
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*/
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GetContent(category, points, filename) {
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return this.fetch(`/content/${category}/${points}/${filename}`)
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async Status() {
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let data = await this.postJSend("/status")
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return data
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}
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}
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@ -1,39 +0,0 @@
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<!DOCTYPE html>
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<html>
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<head>
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<title>KSA Report</title>
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<script src="ksa.mjs" type="module"></script>
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<link rel="stylesheet" href="../basic.css">
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</head>
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<body>
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<h1>KSA Report</h1>
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<p>
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This report shows all KSAs covered by this server so far.
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This is not a report on your progress, but rather
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what you would have covered if you had worked every exercise available.
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</p>
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<table class="errors">
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</div>
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<table class="puzzles">
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<thead>
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<tr>
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<th>Category</th>
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<th>Points</th>
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<th>KSAs</th>
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<th>Errors</th>
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</tr>
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</thead>
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<tbody>
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<template id="puzzlerow">
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<tr>
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<td class="category"></td>
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<td class="points"></td>
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<td class="ksas"></td>
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<td><pre class="error"></pre></td>
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</tr>
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</template>
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</tbody>
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</table>
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</body>
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</html>
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@ -1,45 +0,0 @@
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import * as moth from "../moth.mjs"
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function doing(what) {
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for (let e of document.querySelectorAll(".doing")) {
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if (what) {
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e.style.display = "inherit"
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} else {
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e.style.display = "none"
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}
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for (let p of e.querySelectorAll("p")) {
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p.textContent = what
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}
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}
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}
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async function init() {
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let server = new moth.Server("../")
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doing("Retrieving server state")
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let state = await server.GetState()
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doing("Retrieving all puzzles")
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let puzzlerowTemplate = document.querySelector("template#puzzlerow")
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let puzzles = state.Puzzles()
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for (let puzzle of puzzles) {
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await puzzle.Populate().catch(x => {})
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for (let tbody of document.querySelectorAll("tbody")) {
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let row = puzzlerowTemplate.content.cloneNode(true)
|
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row.querySelector(".category").textContent = puzzle.Category
|
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row.querySelector(".points").textContent = puzzle.Points
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row.querySelector(".ksas").textContent = (puzzle.KSAs || []).join(" ")
|
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row.querySelector(".error").textContent = puzzle.Error.Body
|
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tbody.appendChild(row)
|
||||
}
|
||||
}
|
||||
|
||||
doing()
|
||||
}
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||||
|
||||
if (document.readyState === "loading") {
|
||||
document.addEventListener("DOMContentLoaded", init)
|
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} else {
|
||||
init()
|
||||
}
|
||||
|
Loading…
Reference in New Issue