mirror of https://github.com/dirtbags/moth.git
241 lines
6.8 KiB
JavaScript
241 lines
6.8 KiB
JavaScript
/**
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* Functionality for puzzle.html (Puzzle display / answer form)
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*/
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import * as moth from "./moth.mjs"
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import * as common from "./common.mjs"
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const server = new moth.Server(".")
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/**
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* Handle a submit event on a form.
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*
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* Called when the user submits the form,
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* either by clicking a "submit" button,
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* or by some other means provided by the browser,
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* like hitting the Enter key.
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*
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* @param {Event} event
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*/
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async function formSubmitHandler(event) {
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event.preventDefault()
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let data = new FormData(event.target)
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let proposed = data.get("answer")
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let message
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console.groupCollapsed("Submit answer")
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console.info(`Proposed answer: ${proposed}`)
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try {
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message = await window.app.puzzle.SubmitAnswer(proposed)
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common.Toast(message)
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}
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catch (err) {
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common.Toast(err)
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}
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console.groupEnd("Submit answer")
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}
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/**
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* Handle an input event on the answer field.
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*
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* @param {Event} event
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*/
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async function answerInputHandler(event) {
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let answer = event.target.value
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let correct = await window.app.puzzle.IsPossiblyCorrect(answer)
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for (let ok of event.target.parentElement.querySelectorAll(".answer_ok")) {
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if (correct) {
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ok.textContent = "⭕"
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ok.title = "Possibly correct"
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} else {
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ok.textContent = "❌"
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ok.title = "Definitely not correct"
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}
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}
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}
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/**
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* Return the puzzle content element, possibly with everything cleared out of it.
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*
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* @param {boolean} clear Should the element be cleared of children? Default true.
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* @returns {Element}
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*/
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function puzzleElement(clear=true) {
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let e = document.querySelector("#puzzle")
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if (clear) {
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while (e.firstChild) e.firstChild.remove()
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}
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return e
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}
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/**
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* Display an error in the puzzle area, and also send it to the console.
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*
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* Errors are rendered in the puzzle area, so the user can see a bit more about
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* what the problem is.
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*
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* @param {string} error
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*/
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function error(error) {
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console.error(error)
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let e = puzzleElement().appendChild(document.createElement("pre"))
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e.classList.add("error")
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e.textContent = error.Body || error
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}
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/**
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* Set the answer and invoke input handlers.
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*
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* Makes sure the Circle Of Success gets updated.
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*
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* @param {string} s
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*/
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function SetAnswer(s) {
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let e = document.querySelector("#answer")
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e.value = s
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e.dispatchEvent(new Event("input"))
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}
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function writeObject(e, obj) {
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let keys = Object.keys(obj)
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keys.sort()
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for (let key of keys) {
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let val = obj[key]
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if ((key === "Body") || (!val) || (val.length === 0)) {
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continue
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}
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let d = e.appendChild(document.createElement("dt"))
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d.textContent = key
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let t = e.appendChild(document.createElement("dd"))
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if (Array.isArray(val)) {
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let vi = t.appendChild(document.createElement("ul"))
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vi.multiple = true
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for (let a of val) {
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let opt = vi.appendChild(document.createElement("li"))
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opt.textContent = a
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}
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} else if (typeof(val) === "object") {
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writeObject(t, val)
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} else {
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t.textContent = val
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}
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}
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}
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/**
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* Load the given puzzle.
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*
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* @param {string} category
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* @param {number} points
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*/
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async function loadPuzzle(category, points) {
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console.groupCollapsed("Loading puzzle:", category, points)
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let contentBase = new URL(`content/${category}/${points}/`, common.BaseURL)
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// Tell user we're loading
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puzzleElement().appendChild(document.createElement("progress"))
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for (let qs of ["#authors", "#title", "title"]) {
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for (let e of document.querySelectorAll(qs)) {
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e.textContent = "[loading]"
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}
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}
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let puzzle = server.GetPuzzle(category, points)
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console.time("Populate")
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try {
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await puzzle.Populate()
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}
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catch {
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let error = puzzleElement().appendChild(document.createElement("pre"))
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error.classList.add("notification", "error")
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error.textContent = puzzle.Error.Body
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return
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}
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finally {
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console.timeEnd("Populate")
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}
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console.info(`Setting base tag to ${contentBase}`)
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let baseElement = document.head.appendChild(document.createElement("base"))
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baseElement.href = contentBase
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console.info("Tweaking HTML...")
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let title = `${category} ${points}`
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document.querySelector("title").textContent = title
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document.querySelector("#title").textContent = title
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document.querySelector("#authors").textContent = puzzle.Authors.join(", ")
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if (puzzle.AnswerPattern) {
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document.querySelector("#answer").pattern = puzzle.AnswerPattern
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}
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puzzleElement().innerHTML = puzzle.Body
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console.info("Adding attached scripts...")
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for (let script of (puzzle.Scripts || [])) {
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let st = document.createElement("script")
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document.head.appendChild(st)
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st.src = new URL(script, contentBase)
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}
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console.info("Listing attached files...")
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for (let fn of (puzzle.Attachments || [])) {
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let li = document.createElement("li")
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let a = document.createElement("a")
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a.href = new URL(fn, contentBase)
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a.innerText = fn
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li.appendChild(a)
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document.getElementById("files").appendChild(li)
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}
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console.info("Filling debug information...")
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for (let e of document.querySelectorAll(".debug")) {
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if (puzzle.Answers.length > 0) {
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writeObject(e, puzzle)
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} else {
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e.classList.add("hidden")
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}
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}
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window.app.puzzle = puzzle
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console.info("window.app.puzzle =", window.app.puzzle)
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console.groupEnd()
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return puzzle
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}
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async function init() {
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window.app = {}
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window.setanswer = (str => SetAnswer(str))
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window.checkAnswer = (str => window.app.puzzle.IsPossiblyCorrect(str))
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for (let form of document.querySelectorAll("form.answer")) {
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form.addEventListener("submit", formSubmitHandler)
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for (let e of form.querySelectorAll("[name=answer]")) {
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e.addEventListener("input", answerInputHandler)
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}
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}
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// There isn't a more graceful way to "unload" scripts attached to the current puzzle
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window.addEventListener("hashchange", () => location.reload())
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// Make all links absolute, because we're going to be changing the base URL
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for (let e of document.querySelectorAll("[href]")) {
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e.href = new URL(e.href, common.BaseURL)
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}
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let hashpart = location.hash.split("#")[1] || ""
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let catpoints = hashpart.split(":")
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let category = catpoints[0]
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let points = Number(catpoints[1])
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if (!category && !points) {
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error(`Doesn't look like a puzzle reference: ${hashpart}`)
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return
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}
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window.app.puzzle = await loadPuzzle(category, points)
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}
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common.WhenDOMLoaded(init)
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