213 lines
6.0 KiB
JavaScript
Executable File
213 lines
6.0 KiB
JavaScript
Executable File
import figlet from "figlet";
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import { gGame } from "../models/globals.js";
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import { Session } from "../models/session.js";
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import { Scene } from "./scene.js";
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import { MessageType, WebsocketMessage } from "../utils/messages.js";
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import { mustBe, mustBeString } from "../utils/mustbe.js";
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import { sprintf } from "sprintf-js";
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/**
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* @typedef {object} PromptMethods
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* @property {function(...any): any} [onColon_*] - Any method starting with "onColon_"
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*/
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/**
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* @abstract
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* @implements {PromptMethods}
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* @class
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* @dynamic Methods are dynamically created:
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* - onColon(...)
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*/
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export class Prompt {
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/** @private @readonly @type {Scene} */
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_scene;
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/** @type {Scene} */
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get scene() {
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return this._scene;
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}
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//
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// Extra info about the prompt we send to the client.
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promptOptions = undefined;
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/**
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* Dictionary of help topics.
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* Keys: string matching /^[a-z]+$/ (topic name)
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* Values: string containing the help text
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*
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* @constant
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* @readonly
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* @type {Record<string, string>}
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*/
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helpText = {
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"": "Sorry, no help available. Figure it out yourself, adventurer", // default help text
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};
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/** @type {string|string[]} Default prompt text to send if we don't want to send something in the execute() call. */
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promptText = [
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"Please enter some very important info", // Stupid placeholder text
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"((or type :quit to run away))", // strings in double parentheses is rendered shaded/faintly
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];
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/** @type {object|string} If string: the prompt's context (username, password, etc) of object, it's all the message's options */
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promptOptions = {};
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/** @type {Session} */
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get session() {
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return this.scene.session;
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}
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/** @param {Scene} scene */
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constructor(scene) {
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if (!(scene instanceof Scene)) {
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throw new Error("Expected an instance of >>Scene<< but got " + typeof scene);
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}
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this._scene = scene;
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}
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/**
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* Triggered when the prompt has been attached to a scene, and is ready to go.
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*
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* It's here you want to send the prompt text via the sendPrompt() method
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*/
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execute() {
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this.sendPrompt(this.promptText, this.promptOptions);
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}
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/** Triggered when user types `:help` without any topic */
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onHelp(topic) {
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let h = this.helpText;
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if (typeof h === "string" || Array.isArray(h)) {
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h = { "": h };
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}
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//
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// Fix data formatting shorthand
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// So lazy dev set help = "fooo" instead of help = { "": "fooo" }.
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if (h[topic]) {
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this.sendText(h[topic]);
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return;
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}
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this.onHelpFallback(topic);
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}
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/**
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* Triggered when a user types a :command that begins with a colon
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*
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* @param {string} command
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* @param {any[]} args
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*/
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onColon(command, args) {
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const methodName = "onColon__" + command;
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const property = this[methodName];
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//
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// Default: we have no handler for the Foo command,
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// So let's see if daddy can handle it.
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if (property === undefined) {
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return this.scene.onColon(command, args);
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}
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//
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// If the prompt has a method called onColon_foo() =>
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if (typeof property === "function") {
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property.call(this, args);
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return;
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}
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//
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// If the prompt has a _string_ called onColon_foo =>
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if (typeof property === "string") {
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this.sendText(property);
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return;
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}
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//
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// We found a property that has the right name but the wrong type.
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throw new Error(
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[
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`Logic error. Prompt has a handler for a command called ${command}`,
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`but it is neither a function or a string, but a ${typeof property}`,
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].join(" "),
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);
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}
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/**
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* Triggered when the player asks for help on a topic, and we dont have an onHelp_thatParticularTopic method.
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*
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* @param {string} topic
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*/
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onHelpFallback(topic) {
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this.sendError(`Sorry, no help available for topic “${topic}”`);
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}
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/**
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* Handle ":quit" messages
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*
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* The session will terminate no matter what. This just gives the State a chance to clean up before dying.
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*
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* @param {WebsocketMessage} message
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*
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*/
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onQuit() {}
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/**
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* Triggered when the player replies to the prompt-message sent by this prompt-object.
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*
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* @param {WebsocketMessage} message The incoming reply
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*/
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onReply(message) {}
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/**
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* @overload
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* @param {string|string[]} text The prompt message (the request to get the user to enter some info).
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* @param {string} context
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*/ /**
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* @overload
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* @param {string|string[]} text The prompt message (the request to get the user to enter some info).
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* @param {object} options Any options for the text (client side text formatting, color-, font-, or style info, etc.).
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*/
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sendPrompt(...args) {
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this.session.sendPrompt(...args);
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}
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/**
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* Send text to be displayed to the client
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*
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* @param {string|string[]} text Text to send. If array, it will be joined/imploded with newline characters.
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* @param {object?} options message options for the client.
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*/
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sendText(...args) {
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this.session.sendText(...args);
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}
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/** @param {string} errorMessage */
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sendError(...args) {
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this.session.sendError(...args);
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}
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/**
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* @param {string} systemMessageType The subtype of the system message (dev, salt, username, etc.)
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* @param {any?} value
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*/
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sendSystemMessage(...args) {
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this.session.sendSystemMessage(...args);
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}
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/**
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* Send a calamity text and then close the connection.
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* @param {string} errorMessage
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*/
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calamity(...args) {
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this.session.calamity();
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}
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//
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// Easter ægg
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// Example of having a string as a colon-handler
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onColon__pull_out_wand = "You cannot pull out your wand right now! But thanks for trying 😘🍌🍆";
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}
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