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index.js
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index.js
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// global properties, assigned with let for easy overriding by the user
let diskFactory;
let disk;
// store user input history
let inputs = [];
let inputsPos = 0;
// define list style
let bullet = '•';
// queue output for improved performance
let printQueue = [];
// reference to the input element
let input = document.querySelector('#input');
// add any default values to the disk
// disk -> disk
let init = (disk) => {
const initializedDisk = Object.assign({}, disk);
initializedDisk.rooms = disk.rooms.map((room) => {
// number of times a room has been visited
room.visits = 0;
return room;
});
if (!initializedDisk.inventory) {
initializedDisk.inventory = [];
}
if (!initializedDisk.characters) {
initializedDisk.characters = [];
}
initializedDisk.characters = initializedDisk.characters.map(char => {
// player's conversation history with this character
char.chatLog = [];
return char;
});
return initializedDisk;
};
// register listeners for input events
let setup = () => {
input.addEventListener('keypress', (e) => {
const ENTER = 13;
if (e.keyCode === ENTER) {
applyInput();
}
});
input.addEventListener('keydown', (e) => {
input.focus();
const UP = 38;
const DOWN = 40;
const TAB = 9;
if (e.keyCode === UP) {
navigateHistory('prev');
} else if (e.keyCode === DOWN) {
navigateHistory('next');
} else if (e.keyCode === TAB) {
e.stopPropagation();
e.preventDefault()
autocomplete();
}
});
input.addEventListener('focusout', () => {
input.focus({preventScroll: true});
});
};
// store player input history
// (optionally accepts a name for the save)
let save = (name = 'save') => {
localStorage.setItem(name, JSON.stringify(inputs));
const line = name.length ? `Game saved as "${name}".` : `Game saved.`;
println(line);
};
// reapply inputs from saved game
// (optionally accepts a name for the save)
let load = (name = 'save') => {
let save = localStorage.getItem(name);
if (!save) {
println(`Save file not found.`);
return;
}
// if the disk provided is an object rather than a factory function, the game state must be reset by reloading
if (typeof diskFactory !== 'function' && inputs.length) {
println(`You cannot load this disk in the middle of the game. Please reload the browser, then run the **LOAD** command again.`);
return;
}
inputs = [];
inputsPos = 0;
loadDisk();
applyInputs(save);
const line = name.length ? `Game "${name}" was loaded.` : `Game loaded.`;
println(line);
};
// export current game to disk (optionally accepts a filename)
let exportSave = (name) => {
const filename = `${name.length ? name : 'text-engine-save'}.txt`;
saveFile(JSON.stringify(inputs), filename);
println(`Game exported to "${filename}".`);
};
// import a previously exported game from disk
let importSave = () => {
// if the disk provided is an object rather than a factory function, the game state must be reset by reloading
if (typeof diskFactory !== 'function' && inputs.length) {
println(`You cannot load this disk in the middle of the game. Please reload the browser, then run the **LOAD** command again.`);
return;
}
const input = openFile();
input.onchange = () => {
const fr = new FileReader();
const file = input.files[0];
// register file loaded callback
fr.onload = () => {
// load the game
inputs = [];
inputsPos = 0;
loadDisk();
applyInputs(fr.result);
println(`Game "${file.name}" was loaded.`);
input.remove();
};
// register error handling
fr.onerror = (event) => {
println(`An error occured loading ${file.name}. See console for more information.`);
console.error(`Reader error: ${fr.error}
Reader error event: ${event}`);
input.remove();
};
// attempt to load the text from the selected file
fr.readAsText(file);
};
};
// saves text from memory to disk
let saveFile = (content, filename) => {
const a = document.createElement('a');
const file = new Blob([content], {type: 'text/plain'});
a.href = URL.createObjectURL(file);
a.download = filename;
a.click();
URL.revokeObjectURL(a.href);
};
// creates input element to open file prompt (allows user to load exported game from disk)
let openFile = () => {
const input = document.createElement('input');
input.setAttribute('type', 'file');
input.click();
return input;
};
// applies string representing an array of input strings (used for loading saved games)
let applyInputs = (string) => {
let ins = [];
try {
ins = JSON.parse(string);
} catch(err) {
println(`An error occurred. See error console for more details.`);
console.error(`An error occurred while attempting to parse text-engine inputs.
Inputs: ${string}
Error: ${err}`);
return;
}
while (ins.length) {
applyInput(ins.shift());
}
};
// list player inventory
let inv = () => {
const items = disk.inventory.filter(item => !item.isHidden);
if (!items.length) {
println(`You don't have any items in your inventory.`);
return;
}
println(`You have the following items in your inventory:`);
items.forEach(item => {
println(`${bullet} ${getName(item.name)}`);
});
};
// show room description
let look = () => {
const room = getRoom(disk.roomId);
if (typeof room.onLook === 'function') {
room.onLook({disk, println});
}
println(room.desc)
};
// look in the passed way
// string -> nothing
let lookThusly = (str) => println(`You look ${str}.`);
// look at the passed item or character
// array -> nothing
let lookAt = (args) => {
const [_, name] = args;
const item = getItemInInventory(name) || getItemInRoom(name, disk.roomId);
if (item) {
// Look at an item.
if (item.desc) {
println(item.desc);
} else {
println(`You don\'t notice anything remarkable about it.`);
}
if (typeof(item.onLook) === 'function') {
item.onLook({disk, println, getRoom, enterRoom, item});
}
} else {
const character = getCharacter(name, getCharactersInRoom(disk.roomId));
if (character) {
// Show character image if available.
println(character.img, 'img');
// Look at a character.
if (character.desc) {
println(character.desc);
} else {
println(`You don't notice anything remarkable about them.`);
}
if (typeof(character.onLook) === 'function') {
character.onLook({disk, println, getRoom, enterRoom, item});
}
} else {
println(`You don't see any such thing.`);
}
}
};
// list available exits
let go = () => {
const room = getRoom(disk.roomId);
const exits = room.exits.filter(exit => !exit.isHidden);
if (!exits) {
println(`There's nowhere to go.`);
return;
}
println(`Where would you like to go? Available directions are:`);
exits.forEach((exit) => {
const rm = getRoom(exit.id);
if (!rm) {
return;
}
const dir = getName(exit.dir).toUpperCase();
// include room name if player has been there before
const directionName = rm.visits > 0
? `${dir} - ${rm.name}`
: dir
println(`${bullet} ${directionName}`);
});
};
// find the exit with the passed direction in the given list
// string, array -> exit
let getExit = (dir, exits) => exits.find(exit =>
Array.isArray(exit.dir)
? exit.dir.includes(dir)
: exit.dir === dir
);
// shortcuts for cardinal directions
// (allows player to type e.g. 'go n')
let shortcuts = {
n: 'north',
s: 'south',
e: 'east',
w: 'west',
ne: 'northeast',
nw: 'northwest',
se: 'southeast',
sw: 'southwest',
};
// go the passed direction
// string -> nothing
let goDir = (dir) => {
const room = getRoom(disk.roomId);
const exits = room.exits;
if (!exits) {
println(`There's nowhere to go.`);
return;
}
const nextRoom = getExit(dir, exits);
if (!nextRoom) {
// check if the dir is a shortcut
if (shortcuts[dir]) {
goDir(shortcuts[dir]);
} else {
println(`There is no exit in that direction.`);
}
return;
}
if (nextRoom.block) {
println(nextRoom.block);
return;
}
enterRoom(nextRoom.id);
};
// shortcuts for cardinal directions
// (allows player to type just e.g. 'n')
let n = () => goDir('north');
let s = () => goDir('south');
let e = () => goDir('east');
let w = () => goDir('west');
let ne = () => goDir('northeast');
let se = () => goDir('southeast');
let nw = () => goDir('northwest');
let sw = () => goDir('southwest');
// if there is one character in the room, engage that character in conversation
// otherwise, list characters in the room
let talk = () => {
const characters = getCharactersInRoom(disk.roomId);
// assume players wants to talk to the only character in the room
if (characters.length === 1) {
talkToOrAboutX('to', getName(characters[0].name));
return;
}
// list characters in the room
println(`You can talk TO someone or ABOUT some topic.`);
chars();
};
// speak to someone or about some topic
// string, string -> nothing
let talkToOrAboutX = (preposition, x) => {
const room = getRoom(disk.roomId);
if (preposition !== 'to' && preposition !== 'about') {
println(`You can talk TO someone or ABOUT some topic.`);
return;
}
const character =
preposition === 'to' && getCharacter(x, getCharactersInRoom(room.id))
? getCharacter(x, getCharactersInRoom(room.id))
: disk.conversant;
let topics;
// give the player a list of topics to choose from for the character
const listTopics = () => {
// capture reference to the current conversation
disk.conversation = topics;
if (topics.length) {
const availableTopics = topics.filter(topic => topicIsAvailable(character, topic));
if (availableTopics.length) {
println(`What would you like to discuss?`);
availableTopics.forEach(topic => println(`${bullet} ${topic.option ? topic.option : topic.keyword.toUpperCase()}`));
println(`${bullet} NOTHING`);
} else {
// if character isn't handling onTalk, let the player know they are out of topics
if (!character.onTalk) {
println(`You have nothing to discuss with ${getName(character.name)} at this time.`);
}
endConversation();
}
} else if (Object.keys(topics).length) {
println(`Select a response:`);
Object.keys(topics).forEach(topic => println(`${bullet} ${topics[topic].option}`));
} else {
endConversation();
}
};
if (preposition === 'to') {
if (!getCharacter(x)) {
println(`There is no one here by that name.`);
return;
}
if (!getCharacter(getName(x), getCharactersInRoom(room.id))) {
println(`There is no one here by that name.`);
return;
}
if (!character.topics) {
println(`You have nothing to discuss with ${getName(character.name)} at this time.`);
return;
}
if (typeof(character.topics) === 'string') {
println(character.topics);
return;
}
if (typeof(character.onTalk) === 'function') {
character.onTalk({disk, println, getRoom, enterRoom, room, character});
}
topics = typeof character.topics === 'function'
? character.topics({println, room})
: character.topics;
if (!topics.length && !Object.keys(topics).length) {
println(`You have nothing to discuss with ${getName(character.name)} at this time.`);
return;
}
// initialize the chat log if there isn't one yet
character.chatLog = character.chatLog || [];
disk.conversant = character;
listTopics(topics);
} else if (preposition === 'about') {
if (!disk.conversant) {
println(`You need to be in a conversation to talk about something.`);
return;
}
const character = eval(disk.conversant);
if (getCharactersInRoom(room.id).includes(disk.conversant)) {
const response = x.toLowerCase();
if (response === 'nothing') {
endConversation();
println(`You end the conversation.`);
} else if (disk.conversation && disk.conversation[response]) {
disk.conversation[response].onSelected();
} else {
const topic = disk.conversation.length && conversationIncludesTopic(disk.conversation, response);
const isAvailable = topic && topicIsAvailable(character, topic);
if (isAvailable) {
if (topic.line) {
println(topic.line);
}
if (topic.onSelected) {
topic.onSelected({disk, println, getRoom, enterRoom, room, character});
}
// add the topic to the log
character.chatLog.push(getKeywordFromTopic(topic));
} else {
println(`You talk about ${removePunctuation(x)}.`);
println(`Type the capitalized KEYWORD to select a topic.`);
}
}
// continue the conversation.
if (disk.conversation) {
topics = typeof character.topics === 'function'
? character.topics({println, room})
: character.topics;
listTopics(character);
}
} else {
println(`That person is no longer available for conversation.`);
disk.conversant = undefined;
disk.conversation = undefined;
}
}
};
// list takeable items in room
let take = () => {
const room = getRoom(disk.roomId);
const items = (room.items || []).filter(item => item.isTakeable && !item.isHidden);
if (!items.length) {
println(`There's nothing to take.`);
return;
}
println(`The following items can be taken:`);
items.forEach(item => println(`${bullet} ${getName(item.name)}`));
};
// take the item with the given name
// string -> nothing
let takeItem = (itemName) => {
const room = getRoom(disk.roomId);
const findItem = item => objectHasName(item, itemName);
let itemIndex = room.items && room.items.findIndex(findItem);
if (typeof itemIndex === 'number' && itemIndex > -1) {
const item = room.items[itemIndex];
if (item.isTakeable) {
disk.inventory.push(item);
room.items.splice(itemIndex, 1);
if (typeof item.onTake === 'function') {
item.onTake({disk, println, room, getRoom, enterRoom, item});
} else {
println(`You took the ${getName(item.name)}.`);
}
} else {
if (typeof item.onTake === 'function') {
item.onTake({disk, println, room, getRoom, enterRoom, item});
} else {
println(item.block || `You can't take that.`);
}
}
} else {
itemIndex = disk.inventory.findIndex(findItem);
if (typeof itemIndex === 'number' && itemIndex > -1) {
println(`You already have that.`);
} else {
println(`You don't see any such thing.`);
}
}
};
// list useable items in room and inventory
let use = () => {
const room = getRoom(disk.roomId);
const useableItems = (room.items || [])
.concat(disk.inventory)
.filter(item => item.onUse && !item.isHidden);
if (!useableItems.length) {
println(`There's nothing to use.`);
return;
}
println(`The following items can be used:`);
useableItems.forEach((item) => {
println(`${bullet} ${getName(item.name)}`)
});
};
// use the item with the given name
// string -> nothing
let useItem = (itemName) => {
const item = getItemInInventory(itemName) || getItemInRoom(itemName, disk.roomId);
if (!item) {
println(`You don't have that.`);
return;
}
if (item.use) {
console.warn(`Warning: The "use" property for Items has been renamed to "onUse" and support for "use" has been deprecated in text-engine 2.0. Please update your disk, renaming any "use" methods to be called "onUse" instead.`);
item.onUse = item.use;
}
if (!item.onUse) {
println(`That item doesn't have a use.`);
return;
}
// use item and give it a reference to the game
if (typeof item.onUse === 'string') {
const use = eval(item.onUse);
use({disk, println, getRoom, enterRoom, item});
} else if (typeof item.onUse === 'function') {
item.onUse({disk, println, getRoom, enterRoom, item});
}
};
// list items in room
let items = () => {
const room = getRoom(disk.roomId);
const items = (room.items || []).filter(item => !item.isHidden);
if (!items.length) {
println(`There's nothing here.`);
return;
}
println(`You see the following:`);
items
.forEach(item => println(`${bullet} ${getName(item.name)}`));
}
// list characters in room
let chars = () => {
const room = getRoom(disk.roomId);
const chars = getCharactersInRoom(room.id).filter(char => !char.isHidden)
if (!chars.length) {
println(`There's no one here.`);
return;
}
println(`You see the following:`);
chars
.forEach(char => println(`${bullet} ${getName(char.name)}`));
};
// display help menu
let help = () => {
const instructions = `The following commands are available:
LOOK: 'look at key'
TAKE: 'take book'
GO: 'go north'
USE: 'use door'
TALK: 'talk to mary'
ITEMS: list items in the room
CHARS: list characters in the room
INV: list inventory items
SAVE/LOAD: save current game, or load a saved game (in memory)
IMPORT/EXPORT: save current game, or load a saved game (on disk)
HELP: this help menu
`;
println(instructions);
};
// handle say command with no args
let say = () => println([`Say what?`, `You don't say.`]);
// say the passed string
// string -> nothing
let sayString = (str) => println(`You say ${removePunctuation(str)}.`);
// retrieve user input (remove whitespace at beginning or end)
// nothing -> string
let getInput = () => input.value.trim();
// objects with methods for handling commands
// the array should be ordered by increasing number of accepted parameters
// e.g. index 0 means no parameters ("help"), index 1 means 1 parameter ("go north"), etc.
// the methods should be named after the command (the first argument, e.g. "help" or "go")
// any command accepting multiple parameters should take in a single array of parameters
// if the user has entered more arguments than the highest number you've defined here, we'll use the last set
let commands = [
// no arguments (e.g. "help", "chars", "inv")
{
inv,
i: inv, // shortcut for inventory
inventory: inv,
look,
l: look, // shortcut for look
go,
n,
s,
e,
w,
ne,
se,
sw,
nw,
talk,
t: talk, // shortcut for talk
take,
get: take,
items,
use,
chars,
characters: chars,
help,
say,
save,
load,
restore: load,
export: exportSave,
import: importSave,
},
// one argument (e.g. "go north", "take book")
{
look: lookThusly,
go: goDir,
take: takeItem,
get: takeItem,
use: useItem,
say: sayString,
save: x => save(x),
load: x => load(x),
restore: x => load(x),
x: x => lookAt([null, x]), // IF standard shortcut for look at
t: x => talkToOrAboutX('to', x), // IF standard shortcut for talk
export: exportSave,
import: importSave, // (ignores the argument)
},
// two+ arguments (e.g. "look at key", "talk to mary")
{
look: lookAt,
take: (args) => takeItem(args.join(' ')),
get: (args) => takeItem(args.join(' ')),
use: (args) => useItem(args.join(' ')),
say(args) {
const str = args.reduce((cur, acc) => cur + ' ' + acc, '');
sayString(str);
},
talk: args => talkToOrAboutX(args[0], args[1]),
x: args => lookAt([null, ...args]),
},
];
// process user input & update game state (bulk of the engine)
// accepts optional string input; otherwise grabs it from the input element
let applyInput = (input) => {
let isNotSaveLoad = (cmd) => !cmd.toLowerCase().startsWith('save')
&& !cmd.toLowerCase().startsWith('load')
&& !cmd.toLowerCase().startsWith('export')
&& !cmd.toLowerCase().startsWith('import');
input = input || getInput();
inputs.push(input);
inputs = inputs.filter(isNotSaveLoad);
inputsPos = inputs.length;
println(`> ${input}`);
const val = input.toLowerCase();
setInput(''); // reset input field
const exec = (cmd, arg) => {
if (cmd) {
cmd(arg);
} else if (disk.conversation) {
println(`Type the capitalized KEYWORD to select a topic.`);
} else {
println(`Sorry, I didn't understand your input. For a list of available commands, type HELP.`);
}
};
let values = val.split(' ')
// remove articles
// (except for the say command, which prints back what the user said)
// (and except for meta commands to allow save names such as 'a')
if (values[0] !== 'say' && isNotSaveLoad(values[0])) {
values = values.filter(arg => arg !== 'a' && arg !== 'an' && arg != 'the');
}
const [command, ...args] = values;
const room = getRoom(disk.roomId);
if (args.length === 1) {
exec(commands[1][command], args[0]);
} else if (args.length >= commands.length) {
exec(commands[commands.length - 1][command], args);
} else if (room.exits && getExit(command, room.exits)) {
// handle shorthand direction command, e.g. "EAST" instead of "GO EAST"
goDir(command);
} else if (disk.conversation && (disk.conversation[command] || conversationIncludesTopic(disk.conversation, command))) {
talkToOrAboutX('about', command);
} else {
exec(commands[args.length][command], args);
}
};
// allows wrapping text in special characters so println can convert them to HTML tags
// string, string, string -> string
let addStyleTags = (str, char, tagName) => {
let odd = true;
while (str.includes(char)) {
const tag = odd ? `<${tagName}>` : `</${tagName}>`;
str = str.replace(char, tag);
odd = !odd;
}
return str;
};
// overwrite user input
// string -> nothing
let setInput = (str) => {
input.value = str;
// on the next frame, move the cursor to the end of the line
setTimeout(() => {
input.selectionStart = input.selectionEnd = input.value.length;
});
};
// render output, with optional class
// (string | array | fn -> string) -> nothing
let println = (line, className) => {
// bail if string is null or undefined
if (!line) {
return;
}
let str =
// if this is an array of lines, pick one at random
Array.isArray(line) ? pickOne(line)
// if this is a method returning a string, evaluate it
: typeof line === 'function' ? line()
// otherwise, line should be a string
: line;
const output = document.querySelector('#output');
const newLine = document.createElement('div');
if (className) {
newLine.classList.add(className);
}
// add a class for styling prior user input
if (line[0] === '>') {
newLine.classList.add('user');
}
// support for markdown-like bold, italic, underline & strikethrough tags
if (className !== 'img') {
str = addStyleTags(str, '__', 'u');
str = addStyleTags(str, '**', 'b');
str = addStyleTags(str, '*', 'i');
str = addStyleTags(str, '~~', 'strike');
}
// maintain line breaks
while (str.includes('\n')) {
str = str.replace('\n', '<br>');
}
newLine.innerHTML = str;
// push into the queue to print to the DOM
printQueue.push(newLine);
};
// predict what the user is trying to type
let autocomplete = () => {
const room = getRoom(disk.roomId);
const words = input.value.toLowerCase().trim().split(/\s+/);
const wordsSansStub = words.slice(0, words.length - 1);
const itemNames = (room.items || []).concat(disk.inventory).map(item => item.name);
const stub = words[words.length - 1];
let options;
if (words.length === 1) {
// get the list of options from the commands array
// (exclude one-character commands from auto-completion)
const allCommands = commands
.reduce((acc, cur) => acc.concat(Object.keys(cur)), [])
.filter(cmd => cmd.length > 1);
options = [...new Set(allCommands)];
if (disk.conversation) {
options = Array.isArray(disk.conversation)
? options.concat(disk.conversation.map(getKeywordFromTopic))
: Object.keys(disk.conversation);
options.push('nothing');
}
} else if (words.length === 2) {
const optionMap = {
talk: ['to', 'about'],
take: itemNames,
use: itemNames,
go: (room.exits || []).map(exit => exit.dir),
look: ['at'],
};
options = optionMap[words[0]];
} else if (words.length === 3) {
const characterNames = (getCharactersInRoom(room.id) || []).map(character => character.name);
const optionMap = {
to: characterNames,
at: characterNames.concat(itemNames),
};
options = (optionMap[words[1]] || []).flat().map(string => string.toLowerCase());
}
const stubRegex = new RegExp(`^${stub}`);
const matches = (options || []).flat().filter(option => option.match(stubRegex));
if (!matches.length) {
return;
}
if (matches.length > 1) {
const longestCommonStartingSubstring = (arr1) => {
const arr = arr1.concat().sort();
const a1 = arr[0];
const a2 = arr[arr.length-1];
const L = a1.length;
let i = 0;
while (i < L && a1.charAt(i) === a2.charAt(i)) {
i++;
}
return a1.substring(0, i);
};
input.value = [...wordsSansStub,longestCommonStartingSubstring(matches)].join(' ');
} else {
input.value = [...wordsSansStub, matches[0]].join(' ');
}
};
// select previously entered commands
// string -> nothing
let navigateHistory = (dir) => {
if (dir === 'prev') {
inputsPos--;
if (inputsPos < 0) {
inputsPos = 0;
}
} else if (dir === 'next') {
inputsPos++;
if (inputsPos > inputs.length) {
inputsPos = inputs.length;
}
}
setInput(inputs[inputsPos] || '');
};
// get random array element
// array -> any
let pickOne = arr => arr[Math.floor(Math.random() * arr.length)];
// return the first name if it's an array, or the only name
// string | array -> string
let getName = name => typeof name === 'object' ? name[0] : name;
// retrieve room by its ID
// string -> room
let getRoom = (id) => disk.rooms.find(room => room.id === id);
// remove punctuation marks from a string
// string -> string
let removePunctuation = str => str.replace(/[.,\/#?!$%\^&\*;:{}=\_`~()]/g,"");
// remove extra whitespace from a string
// string -> string
let removeExtraSpaces = str => str.replace(/\s{2,}/g," ");
// move the player into room with passed ID
// string -> nothing
let enterRoom = (id) => {
const room = getRoom(id);
if (!room) {
println(`That exit doesn't seem to go anywhere.`);
return;
}
println(room.img, 'img');
if (room.name) {
println(`${getName(room.name)}`, 'room-name');
}
if (room.visits === 0) {
println(room.desc);
}
room.visits++;
disk.roomId = id;
if (typeof room.onEnter === 'function') {
room.onEnter({disk, println, getRoom, enterRoom});
}
// reset any active conversation
delete disk.conversation;
delete disk.conversant;
};
// determine whether the object has the passed name
// item | character, string -> bool
let objectHasName = (obj, name) => {
const compareNames = n => n.toLowerCase().includes(name.toLowerCase());
return Array.isArray(obj.name)
? obj.name.find(compareNames)
: compareNames(obj.name);
}
// get a list of all characters in the passed room
// string -> characters