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undum/src/private.js
2015-07-23 17:18:36 +07:00

865 lines
26 KiB
JavaScript

// =======================================================================
// Code below doesn't form part of the public API for UNDUM, so
// you shouldn't find you need to use it.
// -----------------------------------------------------------------------
// Internal Data
// -----------------------------------------------------------------------
/* The global system object. */
var system = new System();
/* This is the data on the player's progress that gets saved. */
var progress = {
// A random seed string, used internally to make random
// sequences predictable.
seed: null,
// Keeps track of the links clicked, and when.
sequence: [],
// The time when the progress was saved.
saveTime: null
};
/* The Id of the current situation the player is in. */
var current = null;
/* This is the current character. It should be reconstructable
* from the above progress data. */
var character = null;
/* Tracks whether we're in interactive mode or batch mode. */
var interactive = true;
/* The system time when the game was initialized. */
var startTime;
/* The stack of links, resulting from the last action, still be to
* resolved. */
var linkStack = null;
// -----------------------------------------------------------------------
// Utility Functions
// -----------------------------------------------------------------------
var getCurrentSituation = function() {
if (current) {
return game.situations[current];
} else {
return null;
}
};
var parse = function(str) {
if (str === undefined) {
return str;
} else {
return parseFloat(str);
}
};
var parseList = function(str, canBeUndefined) {
if (str === undefined || str === null) {
if (canBeUndefined) {
return undefined;
} else {
return [];
}
} else {
return str.split(/[ ,\t]+/);
}
};
var parseFn = function(str) {
if (str === undefined) {
return str;
} else {
var fstr = "(function(character, system, situation) {\n" +
str + "\n})";
var fn = eval(fstr);
return fn;
}
};
var loadHTMLSituations = function() {
var $htmlSituations = document.querySelectorAll("div.situation");
Array.prototype.forEach.call($htmlSituations, function($situation){
var id = $situation.getAttribute("id");
assert(game.situations[id] === undefined, "existing_situation".l({id:id}));
var content = $situation.innerHTML;
var opts = {
// Situation content
optionText: $situation.getAttribute("data-option-text"),
canView: parseFn($situation.getAttribute("data-can-view")),
canChoose: parseFn($situation.getAttribute("data-can-choose")),
priority: parse($situation.getAttribute("data-priority")),
frequency: parse($situation.getAttribute("data-frequency")),
displayOrder: parse($situation.getAttribute("data-display-order")),
tags: parseList($situation.getAttribute("data-tags"), false),
// Simple Situation content.
heading: $situation.getAttribute("data-heading"),
choices: parseList($situation.getAttribute("data-choices"), true),
minChoices: parse($situation.getAttribute("data-min-choices")),
maxChoices: parse($situation.getAttribute("data-max-choices"))
};
game.situations[id] = new SimpleSituation(content, opts);
});
};
/* Outputs regular content to the page. Used by write and
* writeBefore, the last two arguments control what jQuery methods
* are used to add the content.
*/
// TODO: this function can append text, prepend text or replace text in selector with the supplied one.
var doWrite = function(content, selector) {
continueOutputTransaction();
var output = augmentLinks(content);
var element;
if (selector) element = document.querySelector(selector);
if (element) {
// TODO: scroll to the last position
dimensions = element.getBoundingClientRect();
console.log(dimensions);
window.scroll(0,150);
// TODO: scrollStack[scrollStack.length-1] = scrollPoint;*/
}
if (!element) {
document.getElementById('content').innerHTML = output;
}
else {
element.appendChild(output);
}
/* We want to scroll this new element to the bottom of the screen.
* while still being visible. The easiest way is to find the
* top edge of the *following* element and move that exactly
* to the bottom (while still ensuring that this element is fully
* visible.) */
/*var nextel = output.last().next();
var scrollPoint;
if (!nextel.length) {
scrollPoint = $("#content").height() + $("#title").height() + 60;
} else {
scrollPoint = nextel.offset().top - $(window).height();
}
if (scrollPoint > output.offset().top)
scrollPoint = output.offset().top;
scrollStack[scrollStack.length-1] = scrollPoint;*/
};
/* Gets the unique id used to identify saved games. */
var getSaveId = function() {
return 'undum_'+game.id+"_"+game.version;
};
/* Adds the quality blocks to the character tools. */
var showQualities = function() {
document.getElementById("qualities").innerHTML = '';
for (var qualityId in character.qualities) {
addQualityBlock(qualityId);
}
};
/* Fades in and out a highlight on the given element. */
var showHighlight = function(domElement) {
var highlight = domElement.querySelector(".highlight");
if (highlight.length <= 0) {
highlight = document.createElement("<div></div>").classList.add('highlight');
domElement.appendChild(highlight);
}
showBlock(highlight);
setTimeout(function() {
hideBlock(highlight);
}, 2000);
};
/* Finds the correct location and inserts a particular DOM element
* fits into an existing list of DOM elements. This is done by
* priority order, so all elements (existing and new) must have
* their data-priority attribute set. */
var insertAtCorrectPosition = function(parent, newItem) {
var newPriority = newItem.getAttribute('data-priority');
var _children = parent.children;
if (_children != undefined)
{
for (var i = 0; i < _children.length; i++) {
var child = _children[i];
if (newPriority < child.getAttribute('data-priority')) {
child.before(newItem);
return;
}
}
parent.appendChild(newItem);
}
};
/* Adds a new group to the correct location in the quality list. */
var addGroupBlock = function(groupId) {
var groupDefinition = game.qualityGroups[groupId];
// Build the group div with appropriate heading.
var groupBlock = document.getElementById("quality_group").cloneNode(true);
groupBlock.setAttribute("id", "g_"+groupId);
groupBlock.setAttribute("data-priority", groupDefinition.priority);
var titleElement = groupBlock.querySelectorAll("[data-attr='title']");
if (groupDefinition.title) {
titleElement.innerHTML = groupDefinition.title;
} else {
if (titleElement.parentNode != undefined)
{
titleElement.parentNode.removeChild(titleElement);
}
}
if (groupDefinition.extraClasses) {
for (var i = 0; i < groupDefinition.extraClasses.length; i++) {
groupBlock.addClass(groupDefinition.extraClasses[i]);
}
}
// Add the block to the correct place.
var qualities = document.getElementById("qualities");
insertAtCorrectPosition(qualities, groupBlock);
return groupBlock;
};
/* Adds a new quality to the correct location in the quality list. */
var addQualityBlock = function(qualityId) {
// Make sure we want to display this quality.
var qualityDefinition = game.qualities[qualityId];
if (!qualityDefinition) {
throw new Error("Can't display a quality that hasn't been defined: "+
qualityId);
}
// Work out how the value should be displayed.
var name = qualityDefinition.title;
var val = qualityDefinition.format(
character, character.qualities[qualityId]
);
if (val === null) return null;
// Create the quality output.
var qualityBlock = document.getElementById("quality").cloneNode(true);
qualityBlock.setAttribute("id", "q_"+qualityId);
qualityBlock.setAttribute("data-priority", qualityDefinition.priority);
qualityBlock.querySelectorAll("[data-attr='name']").innerHTML = name;
qualityBlock.querySelectorAll("[data-attr='value']").innerHTML = val;
if (qualityDefinition.extraClasses) {
for (var i = 0; i < qualityDefinition.extraClasses.length; i++) {
qualityBlock.className.add(qualityDefinition.extraClasses[i]);
}
}
// Find or create the group block.
var groupBlock;
var groupId = qualityDefinition.group;
if (groupId) {
var group = game.qualityGroups[groupId];
assert(group, "no_group_definition".l({id: groupId}));
groupBlock = document.getElementById("g_"+groupId);
if (groupBlock == null || groupBlock.length <= 0) {
groupBlock = addGroupBlock(groupId);
}
}
// Position it correctly.
var groupQualityList = groupBlock.querySelectorAll(".qualities_in_group");
insertAtCorrectPosition(groupQualityList, qualityBlock);
return qualityBlock;
};
/* Output events are tracked, so we can make sure we scroll
* correctly. We do this in a stack because one click might cause
* a chain reaction. Of output events, only when we return to the
* top level will we do the scroll.
*
* However, that leaves the question of where to scroll *to*.
* (Remember that elements could be inserted anywhere in the
* document.) Whenever we do a write(), we'll have to update the
* top (last) stack element to that position.
*/
var scrollStack = [];
var pendingFirstWrite = false;
var startOutputTransaction = function() {
if (scrollStack.length === 0) {
pendingFirstWrite = true;
}
// The default is "all the way down".
scrollStack.push(
document.getElementById("content").offsetHeight + document.getElementById("title").offsetHeight + 60
);
};
var continueOutputTransaction = function() {
if (pendingFirstWrite) {
pendingFirstWrite = false;
var separator = $("#ui_library #turn_separator").clone();
separator.removeAttr("id");
$("#content").append(separator);
}
};
var endOutputTransaction = function() {
var scrollPoint = scrollStack.pop();
if (scrollStack.length === 0 && scrollPoint !== null) {
if (interactive) {
window.scroll(0,scrollPoint);
}
scrollPoint = null;
}
};
/* This gets called when a link needs to be followed, regardless
* of whether it was user action that initiated it. */
var linkRe = /^([a-z0-9_-]+|\.)(\/([0-9a-z_-]+))?$/;
var processLink = function(code) {
// Check if we should do this now, or if processing is already
// underway.
if (linkStack !== null) {
linkStack.push(code);
return;
}
// Track where we're about to add new content.
startOutputTransaction();
// We're processing, so make the stack available.
linkStack = [];
// Handle each link in turn.
processOneLink(code);
while (linkStack.length > 0) {
code = linkStack.shift();
processOneLink(code);
}
// We're done, so remove the stack to prevent future pushes.
linkStack = null;
// Scroll to the top of the new content.
endOutputTransaction();
// We're able to save, if we weren't already.
document.getElementById("save").setAttribute('disabled', false);
};
/* This gets called to actually do the work of processing a code.
* When one doLink is called (or a link is clicked), this may set call
* code that further calls doLink, and so on. This method processes
* each one, and processLink manages this.
*/
var processOneLink = function(code) {
var match = code.match(linkRe);
assert(match, "link_not_valid".l({link:code}));
var situation = match[1];
var action = match[3];
// Change the situation
if (situation !== '.') {
if (situation !== current) {
doTransitionTo(situation);
}
} else {
// We should have an action if we have no situation change.
assert(action, "link_no_action".l());
}
// Carry out the action
if (action) {
situation = getCurrentSituation();
if (situation) {
if (game.beforeAction) {
// Try the global act handler, and see if we need
// to notify the situation.
var consumed = game.beforeAction(
character, system, current, action
);
if (consumed !== true) {
situation.act(character, system, action);
}
} else {
// We have no global act handler, always notify
// the situation.
situation.act(character, system, action);
}
if (game.afterAction) {
game.afterAction(character, system, current, action);
}
}
}
};
/* This function listens on content block to filter out link clicks. */
var linkClickHandler = function(event) {
if (event.target.tagName.toLowerCase() === 'a') {
event.preventDefault();
processClick(event.target.href);
}
}
/* This gets called when the user clicks a link to carry out an
* action. */
var processClick = function(code) {
var now = (new Date()).getTime() * 0.001;
system.time = now - startTime;
progress.sequence.push({link:code, when:system.time});
return processLink(code);
};
/* Transitions between situations. */
var doTransitionTo = function(newSituationId) {
var oldSituationId = current;
var oldSituation = getCurrentSituation();
var newSituation = game.situations[newSituationId];
assert(newSituation, "unknown_situation".l({id:newSituationId}));
// We might not have an old situation if this is the start of
// the game.
if (oldSituation) {
// Notify the exiting situation.
oldSituation.exit(character, system, newSituationId);
if (game.exit) {
game.exit(character, system, oldSituationId, newSituationId);
}
}
// Remove links and transient sections.
var content = document.getElementById("content");
links = content.querySelectorAll("a");
Array.prototype.forEach.call(links, function(element, index) {
var a = element;
if (a.classList.contains('sticky') || a.getAttribute("href").match(/[?&]sticky[=&]?/))
return;
if (a.getAttribute("href").match(/[?&]transient[=&]?/)) {
hideBlock(a);
}
a.innerHTML = "<span class='ex_link'>"+a.innerHTML+"</span>";
});
hideBlock(content.querySelectorAll(".transient"));
hideBlock(content.querySelectorAll("ul.options"));
// Move the character.
current = newSituationId;
// Notify the incoming situation.
if (game.enter) {
game.enter(character, system, oldSituationId, newSituationId);
}
newSituation.enter(character, system, oldSituationId);
// additional hook for when the situation text has already been printed
if (game.afterEnter) {
game.afterEnter(character, system, oldSituationId, newSituationId);
}
};
/* Returns HTML from the given content with the non-raw links
* wired up.
* @param content string HTML code
* @retval string */
var augmentLinks = function(content) {
// Wire up the links for regular <a> tags.
output = document.createElement('div');
output.innerHTML = content;
var links = output.querySelectorAll("a");
Array.prototype.forEach.call(links, function(element, index){
var href = element.getAttribute('href');
if (!element.classList.contains("raw")|| href.match(/[?&]raw[=&]?/)) {
if (href.match(linkRe)) {
element.onclick = function(event) {
event.preventDefault();
// If we're a once-click, remove all matching links.
if (element.classList.contains("once") || href.match(/[?&]once[=&]?/)) {
system.clearLinks(href);
}
processClick(href);
return false;
};
} else {
element.classList.add("raw");
}
}
});
return output.innerHTML;
};
/* Erases the character in local storage. This is permanent! */
var doErase = function(force) {
var saveId = getSaveId();
if (localStorage[saveId]) {
if (force || confirm("erase_message".l())) {
delete localStorage[saveId];
document.getElementById("erase").setAttribute('disabled', true);
startGame();
}
}
};
/* Find and return a list of ids for all situations with the given tag. */
var getSituationIdsWithTag = function(tag) {
var result = [];
for (var situationId in game.situations) {
var situation = game.situations[situationId];
for (var i = 0; i < situation.tags.length; ++i) {
if (situation.tags[i] == tag) {
result.push(situationId);
break;
}
}
}
return result;
};
/* Set up the screen from scratch to reflect the current game
* state. */
var initGameDisplay = function() {
// Transition into the first situation,
document.getElementById("content").innerHTML = "";
var situation = getCurrentSituation();
assert(situation, "no_current_situation".l());
showQualities();
};
/* Clear the current game output and start again. */
var startGame = function() {
progress.seed = new Date().toString();
character = new Character();
system.rnd = new Random(progress.seed);
progress.sequence = [{link:game.start, when:0}];
// Empty the display
document.getElementById("content").innerHTML = '';
// Start the game
startTime = new Date().getTime() * 0.001;
system.time = 0;
if (game.init) game.init(character, system);
showQualities();
// Do the first state.
doTransitionTo(game.start);
};
/* Saves the character to local storage. */
var saveGame = function() {
// Store when we're saving the game, to avoid exploits where a
// player loads their file to gain extra time.
var now = (new Date()).getTime() * 0.001;
progress.saveTime = now - startTime;
// Save the game.
localStorage[getSaveId()] = JSON.stringify(progress);
// Switch the button highlights.
document.getElementById("erase").setAttribute('disabled', false);
document.getElementById("save").setAttribute('disabled', true);
};
/* Loads the game from the given data */
var loadGame = function(characterData) {
progress = characterData;
character = new Character();
system.rnd = new Random(progress.seed);
// Empty the display
document.getElementById("content").innerHTML = "";
showQualities();
// Now play through the actions so far:
if (game.init) game.init(character, system);
// Run through all the player's history.
interactive = false;
for (var i = 0; i < progress.sequence.length; i++) {
var step = progress.sequence[i];
// The action must be done at the recorded time.
system.time = step.when;
processLink(step.link);
}
interactive = true;
// Reverse engineer the start time.
var now = new Date().getTime() * 0.001;
startTime = now - progress.saveTime;
// Because we did the run through non-interactively, now we
// need to update the UI.
showQualities();
};
// Internationalization support based on the code provided by Oreolek.
(function() {
var codesToTry = {};
/* Compiles a list of fallback languages to try if the given code
* doesn't have the message we need. Caches it for future use. */
var getCodesToTry = function(languageCode) {
var codeArray = codesToTry[languageCode];
if (codeArray) return codeArray;
codeArray = [];
if (languageCode in undum.language) {
codeArray.push(languageCode);
}
var elements = languageCode.split('-');
for (var i = elements.length-2; i > 0; i--) {
var thisCode = elements.slice(0, i).join('-');
if (thisCode in undum.language) {
codeArray.push(thisCode);
}
}
codeArray.push("");
codesToTry[languageCode] = codeArray;
return codeArray;
};
var lookup = function(languageCode, message) {
var languageData = undum.language[languageCode];
if (!languageData) return null;
return languageData[message];
};
var localize = function(languageCode, message) {
var localized, thisCode;
var languageCodes = getCodesToTry(languageCode);
for (var i = 0; i < languageCodes.length; i++) {
thisCode = languageCodes[i];
localized = lookup(thisCode, message);
if (localized) return localized;
}
return message;
};
// API
String.prototype.l = function(args) {
// Get lang attribute from html tag.
var lang = document.querySelector("html").getAttribute("lang") || "";
// Find the localized form.
var localized = localize(lang, this);
// Merge in any replacement content.
if (args) {
for (var name in args) {
localized = localized.replace(
new RegExp("\\{"+name+"\\}"), args[name]
);
}
}
return localized;
};
})();
// Random Number generation based on seedrandom.js code by David Bau.
// Copyright 2010 David Bau, all rights reserved.
//
// Redistribution and use in source and binary forms, with or
// without modification, are permitted provided that the following
// conditions are met:
//
// 1. Redistributions of source code must retain the above
// copyright notice, this list of conditions and the
// following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the
// following disclaimer in the documentation and/or other
// materials provided with the distribution.
//
// 3. Neither the name of this module nor the names of its
// contributors may be used to endorse or promote products
// derived from this software without specific prior written
// permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
// CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
// MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
// HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
// OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
// EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
var Random = (function() {
// Within this closure function the code is basically
// David's. Undum's custom extensions are added to the
// prototype outside of this function.
var width = 256;
var chunks = 6;
var significanceExponent = 52;
var startdenom = Math.pow(width, chunks);
var significance = Math.pow(2, significanceExponent);
var overflow = significance * 2;
var Random = function(seed) {
this.random = null;
if (!seed) throw {
name: "RandomSeedError",
message: "random_seed_error".l()
};
var key = [];
mixkey(seed, key);
var arc4 = new ARC4(key);
this.random = function() {
var n = arc4.g(chunks);
var d = startdenom;
var x = 0;
while (n < significance) {
n = (n + x) * width;
d *= width;
x = arc4.g(1);
}
while (n >= overflow) {
n /= 2;
d /= 2;
x >>>= 1;
}
return (n + x) / d;
};
};
// Helper type.
var ARC4 = function(key) {
var t, u, me = this, keylen = key.length;
var i = 0, j = me.i = me.j = me.m = 0;
me.S = [];
me.c = [];
if (!keylen) { key = [keylen++]; }
while (i < width) { me.S[i] = i++; }
for (i = 0; i < width; i++) {
t = me.S[i];
j = lowbits(j + t + key[i % keylen]);
u = me.S[j];
me.S[i] = u;
me.S[j] = t;
}
me.g = function getnext(count) {
var s = me.S;
var i = lowbits(me.i + 1); var t = s[i];
var j = lowbits(me.j + t); var u = s[j];
s[i] = u;
s[j] = t;
var r = s[lowbits(t + u)];
while (--count) {
i = lowbits(i + 1); t = s[i];
j = lowbits(j + t); u = s[j];
s[i] = u;
s[j] = t;
r = r * width + s[lowbits(t + u)];
}
me.i = i;
me.j = j;
return r;
};
me.g(width);
};
// Helper functions.
var mixkey = function(seed, key) {
seed += '';
var smear = 0;
for (var j = 0; j < seed.length; j++) {
var lb = lowbits(j);
smear ^= key[lb];
key[lb] = lowbits(smear*19 + seed.charCodeAt(j));
}
seed = '';
for (j in key) {
seed += String.fromCharCode(key[j]);
}
return seed;
};
var lowbits = function(n) {
return n & (width - 1);
};
return Random;
})();
/* Returns a random floating point number between zero and
* one. NB: The prototype implementation below just throws an
* error, it will be overridden in each Random object when the
* seed has been correctly configured. */
Random.prototype.random = function() {
throw {
name:"RandomError",
message: "random_error".l()
};
};
/* Returns an integer between the given min and max values,
* inclusive. */
Random.prototype.randomInt = function(min, max) {
return min + Math.floor((max-min+1)*this.random());
};
/* Returns the result of rolling n dice with dx sides, and adding
* plus. */
Random.prototype.dice = function(n, dx, plus) {
var result = 0;
for (var i = 0; i < n; i++) {
result += this.randomInt(1, dx);
}
if (plus) result += plus;
return result;
};
/* Returns the result of rolling n averaging dice (i.e. 6 sided dice
* with sides 2,3,3,4,4,5). And adding plus. */
Random.prototype.aveDice = (function() {
var mapping = [2,3,3,4,4,5];
return function(n, plus) {
var result = 0;
for (var i = 0; i < n; i++) {
result += mapping[this.randomInt(0, 5)];
}
if (plus) result += plus;
return result;
};
})();
/* Returns a dice-roll result from the given string dice
* specification. The specification should be of the form xdy+z,
* where the x component and z component are optional. This rolls
* x dice of with y sides, and adds z to the result, the z
* component can also be negative: xdy-z. The y component can be
* either a number of sides, or can be the special values 'F', for
* a fudge die (with 3 sides, +,0,-), '%' for a 100 sided die, or
* 'A' for an averaging die (with sides 2,3,3,4,4,5).
*/
Random.prototype.diceString = (function() {
var diceRe = /^([1-9][0-9]*)?d([%FA]|[1-9][0-9]*)([-+][1-9][0-9]*)?$/;
return function(def) {
var match = def.match(diceRe);
if (!match) {
throw new Error("dice_string_error".l({string:def}));
}
var num = match[1]?parseInt(match[1], 10):1;
var sides;
var bonus = match[3]?parseInt(match[3], 10):0;
switch (match[2]) {
case 'A':
return this.aveDice(num, bonus);
case 'F':
sides = 3;
bonus -= num*2;
break;
case '%':
sides = 100;
break;
default:
sides = parseInt(match[2], 10);
break;
}
return this.dice(num, sides, bonus);
};
})();