moth/theme/moth.mjs

333 lines
9.1 KiB
JavaScript

/**
* A point award.
*/
class Award {
constructor(when, teamid, category, points) {
/** Unix epoch timestamp for this award
* @type {Number}
*/
this.When = when
/** Team ID this award belongs to
* @type {String}
*/
this.TeamID = teamid
/** Puzzle category for this award
* @type {String}
*/
this.Category = category
/** Points value of this award
* @type {Number}
*/
this.Points = points
}
}
/**
* A puzzle.
*
* A new Puzzle only knows its category and point value.
* If you want to populate it with meta-information, you must call Populate().
*
* Parameters created by Populate are described in the server source code:
* {@link https://pkg.go.dev/github.com/dirtbags/moth/v4/pkg/transpile#Puzzle}
*
*/
class Puzzle {
/**
* @param {Server} server
* @param {String} category
* @param {Number} points
*/
constructor (server, category, points) {
if (points < 1) {
throw(`Invalid points value: ${points}`)
}
/** Server where this puzzle lives
* @type {Server}
*/
this.server = server
/** Category this puzzle belongs to */
this.Category = String(category)
/** Point value of this puzzle */
this.Points = Number(points)
/** Error returned trying to fetch this puzzle */
this.Error = {
/** Status code provided by server */
Status: 0,
/** Status text provided by server */
StatusText: "",
/** Full text of server error */
Body: "",
}
}
/**
* Populate this Puzzle object with meta-information from the server.
*/
async Populate() {
let resp = await this.Get("puzzle.json")
if (!resp.ok) {
let body = await resp.text()
this.Error = {
Status: resp.status,
StatusText: resp.statusText,
Body: body,
}
throw(this.Error)
}
let obj = await resp.json()
Object.assign(this, obj)
// Make sure lists are lists
this.AnswerHashes ||= []
this.Answers ||= []
this.Attachments ||= []
this.Authors ||= []
this.Debug.Errors ||= []
this.Debug.Hints ||= []
this.Debug.Log ||= []
this.KSAs ||= []
this.Scripts ||= []
}
/**
* Get a resource associated with this puzzle.
*
* @param {String} filename Attachment/Script to retrieve
* @returns {Promise.<Response>}
*/
Get(filename) {
return this.server.GetContent(this.Category, this.Points, filename)
}
}
/**
* MOTH instance state.
*/
class State {
/**
* @param {Server} server Server where we got this
* @param {Object} obj Raw state data
*/
constructor(server, obj) {
for (let key of ["Config", "Messages", "TeamNames", "PointsLog"]) {
if (!obj[key]) {
throw(`Missing state property: ${key}`)
}
}
this.server = server
/** Configuration */
this.Config = {
/** Is the server in debug mode?
* @type {Boolean}
*/
Debug: obj.Config.Debug,
}
/** Global messages, in HTML
* @type {String}
*/
this.Messages = obj.Messages
/** Map from Team ID to Team Name
* @type {Object.<String,String>}
*/
this.TeamNames = obj.TeamNames
/** Map from category name to puzzle point values
* @type {Object.<String,Number>}
*/
this.PointsByCategory = obj.Puzzles
/** Log of points awarded
* @type {Award[]}
*/
this.PointsLog = obj.PointsLog.map((t,i,c,p) => new Award(t,i,c,p))
}
/**
* Returns a sorted list of open category names
*
* @returns {String[]} List of categories
*/
Categories() {
let ret = []
for (let category in this.PointsByCategory) {
ret.push(category)
}
ret.sort()
return ret
}
/**
* Check whether a category has unsolved puzzles.
*
* The server adds a puzzle with 0 points in every "solved" category,
* so this just checks whether there is a 0-point puzzle in the category's point list.
*
* @param {String} category
* @returns {Boolean}
*/
HasUnsolved(category) {
return !this.PointsByCategory[category].includes(0)
}
/**
* Return all open puzzles.
*
* The returned list will be sorted by (category, points).
* If not categories are given, all puzzles will be returned.
*
* @param {String} categories Limit results to these categories
* @returns {Puzzle[]}
*/
Puzzles(...categories) {
if (categories.length == 0) {
categories = this.Categories()
}
let ret = []
for (let category of categories) {
for (let points of this.PointsByCategory[category]) {
if (0 == points) {
// This means all potential puzzles in the category are open
continue
}
let p = new Puzzle(this.server, category, points)
ret.push(p)
}
}
return ret
}
}
/**
* A MOTH Server interface.
*
* This uses localStorage to remember Team ID,
* and will send a Team ID with every request, if it can find one.
*/
class Server {
constructor(baseUrl) {
this.baseUrl = new URL(baseUrl, location)
this.teameIdKey = this.baseUrl.toString() + " teamID"
this.teamId = localStorage[this.teameIdKey]
}
/**
* Fetch a MOTH resource.
*
* If anything other than a 2xx code is returned,
* this function throws an error.
*
* This always sends teamId.
* If body is set, POST will be used instead of GET
*
* @param {String} path Path to API endpoint
* @param {Object.<String,String>} body Key/Values to send in POST data
* @returns {Promise.<Response>} Response
*/
fetch(path, body) {
let url = new URL(path, this.baseUrl)
if (this.teamId & (!(body && body.id))) {
url.searchParams.set("id", this.teamId)
}
return fetch(url, {
method: body?"POST":"GET",
body,
})
}
/**
* Send a request to a JSend API endpoint.
*
* @param {String} path Path to API endpoint
* @param {Object.<String,String>} args Key/Values to send in POST
* @returns {Promise.<Object>} JSend Data
*/
async call(path, args) {
let resp = await this.fetch(path, args)
let obj = await resp.json()
switch (obj.status) {
case "success":
return obj.data
case "failure":
throw new Error(obj.data.description || obj.data.short || obj.data)
case "error":
throw new Error(obj.message)
default:
throw new Error(`Unknown JSend status: ${obj.status}`)
}
}
/**
* Forget about any previous Team ID.
*
* This is equivalent to logging out.
*/
Reset() {
localStorage.removeItem(this.teameIdKey)
this.teamId = null
}
/**
* Fetch current contest state.
*
* @returns {State}
*/
async GetState() {
let resp = await this.fetch("/state")
let obj = await resp.json()
return new State(this, obj)
}
/**
* Register a team name with a team ID.
*
* This is similar to, but not exactly the same as, logging in.
* See MOTH documentation for details.
*
* @param {String} teamId
* @param {String} teamName
* @returns {Promise.<String>} Success message from server
*/
async Register(teamId, teamName) {
let data = await this.call("/login", {id: teamId, name: teamName})
this.teamId = teamId
this.teamName = teamName
localStorage[this.teameIdKey] = teamId
return data.description || data.short
}
/**
* Submit a puzzle answer for points.
*
* The returned promise will fail if anything goes wrong, including the
* answer being rejected.
*
* @param {String} category Category of puzzle
* @param {Number} points Point value of puzzle
* @param {String} answer Answer to submit
* @returns {Promise.<Boolean>} Was the answer accepted?
*/
async SubmitAnswer(category, points, answer) {
await this.call("/answer", {category, points, answer})
return true
}
/**
* Fetch a file associated with a puzzle.
*
* @param {String} category Category of puzzle
* @param {Number} points Point value of puzzle
* @param {String} filename
* @returns {Promise.<Response>}
*/
GetContent(category, points, filename) {
return this.fetch(`/content/${category}/${points}/${filename}`)
}
}
export {
Server
}