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Commit ed50ef5a authored by Jonas Zohren's avatar Jonas Zohren :speech_balloon:
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,initial-scale=1" />
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,initial-scale=1" />
<title>OH14 Work Adventure Story</title>
<title>OH14 Work Adventure Story</title>
<link rel="icon" type="image/png" href="./favicon.png" />
<link rel="stylesheet" href="./global.css" />
<link rel="stylesheet" href="./build/bundle.css" />
<link rel="icon" type="image/png" href="./favicon.png" />
<link rel="stylesheet" href="./global.css" />
<link rel="stylesheet" href="./build/bundle.css" />
<script defer src="./build/bundle.js"></script>
</head>
<script defer src="./build/bundle.js"></script>
</head>
<body></body>
</html>
\ No newline at end of file
<body></body>
</html>
......@@ -10,14 +10,15 @@
<main>
{#await dialogSetPromise then dialogSet}
<DialogSetComponent bind:currentDialog={currentDialog} {...dialogSet} />
<DialogSetComponent bind:currentDialog {...dialogSet} />
<br>
<Debugger dialogSet={dialogSet} bind:currentDialog={currentDialog}/>
<br />
<Debugger {dialogSet} bind:currentDialog />
{:catch _error}
<h3>Oh no :(</h3>
<p>
We could not load that dialogSet that you specified in the url. Sorry. Please go complain to your friendly admin(s).
We could not load that dialogSet that you specified in the url. Sorry.
Please go complain to your friendly admin(s).
</p>
{/await}
</main>
<script lang="ts">
import { gameFactsStore, addGameFactToFactArray, toggleFactInFactArray } from './gameFacts'
import type { Dialog, DialogMap, DialogSet } from './types';
import {findDialogSetProblems} from "./utils"
import {
gameFactsStore,
addGameFactToFactArray,
toggleFactInFactArray,
} from "./gameFacts";
import type { Dialog, DialogMap, DialogSet } from "./types";
import { findDialogSetProblems } from "./utils";
export let currentDialog: Dialog;
export let dialogSet: DialogSet;
$: dialogNames = Object.keys(dialogSet.dialogs)
export let selectedDialogName: string
$: dialogNames = Object.keys(dialogSet.dialogs);
export let selectedDialogName: string;
/**
* Collect all facts referenced in these dialogs
*/
function getDialogFacts(dialogMap: DialogMap): String[] {
const dialogs: Dialog[] = [];
for (const dmKey of Object.keys(dialogMap)) dialogs.push(dialogMap[dmKey]);
for (const dmKey of Object.keys(dialogMap)) dialogs.push(dialogMap[dmKey]);
const allFacts = dialogs
.map((dialog) => [
...(dialog.addFacts || []),
......@@ -27,57 +31,74 @@
return [...factsSet];
}
let seenFactIds = new Set<String>([...$gameFactsStore, ...getDialogFacts(dialogSet.dialogs)]);
$: seenFactIdsArray = Array.from(seenFactIds)
let seenFactIds = new Set<String>([
...$gameFactsStore,
...getDialogFacts(dialogSet.dialogs),
]);
$: seenFactIdsArray = Array.from(seenFactIds);
let addFactInputValue: string;
</script>
<div>
<h3>Dialog-Debugger</h3>
Jump to dialog:
<!-- svelte-ignore a11y-no-onchange -->
<select bind:value={selectedDialogName} on:change="{() => currentDialog = dialogSet.dialogs[selectedDialogName]}">
{#each dialogNames as dialogName}
<option value={dialogName} selected={dialogName === selectedDialogName}>
{dialogName}
</option>
{/each}
</select>
<br>
<ol>
{#each findDialogSetProblems(dialogSet) as {sourceDialog, text}}
<li>
{sourceDialog}: <code style="color: orange">{text}</code>
</li>
<h3>Dialog-Debugger</h3>
Jump to dialog:
<!-- svelte-ignore a11y-no-onchange -->
<select
bind:value={selectedDialogName}
on:change={() => (currentDialog = dialogSet.dialogs[selectedDialogName])}
>
{#each dialogNames as dialogName}
<option value={dialogName} selected={dialogName === selectedDialogName}>
{dialogName}
</option>
{/each}
</select>
<br />
<ol>
{#each findDialogSetProblems(dialogSet) as { sourceDialog, text }}
<li>
{sourceDialog}: <code style="color: orange">{text}</code>
</li>
{/each}
</ol>
<hr>
</ol>
<h3>Quest-Debugger</h3>
<b>GameFacts:</b>
<ul>
{#each seenFactIdsArray as gameFact}
<li>
<input type="checkbox" checked={$gameFactsStore.includes(gameFact)} on:change={() => gameFactsStore.set(toggleFactInFactArray(gameFact, $gameFactsStore))}>
{gameFact}
</li>
{/each}
</ul>
Add fact:
<input type="text" bind:value={addFactInputValue}>
<button style="width: 3rem;" on:click={() => {
gameFactsStore.set(addGameFactToFactArray(addFactInputValue, $gameFactsStore));
seenFactIds = seenFactIds.add(addFactInputValue);
addFactInputValue = '';
}}>Add</button>
<hr />
<h3>Quest-Debugger</h3>
<b>GameFacts:</b>
<ul>
{#each seenFactIdsArray as gameFact}
<li>
<input
type="checkbox"
checked={$gameFactsStore.includes(gameFact)}
on:change={() =>
gameFactsStore.set(
toggleFactInFactArray(gameFact, $gameFactsStore)
)}
/>
{gameFact}
</li>
{/each}
</ul>
Add fact:
<input type="text" bind:value={addFactInputValue} />
<button
style="width: 3rem;"
on:click={() => {
gameFactsStore.set(
addGameFactToFactArray(addFactInputValue, $gameFactsStore)
);
seenFactIds = seenFactIds.add(addFactInputValue);
addFactInputValue = "";
}}>Add</button
>
</div>
<style>
div {
border: 1px solid;
padding: 10px;
margin: 5px;
}
</style>
\ No newline at end of file
div {
border: 1px solid;
padding: 10px;
margin: 5px;
}
</style>
......@@ -14,6 +14,8 @@
</script>
<SingleDialogComponent
imageUrl={imageUrl} title={title} {...currentDialog}
{imageUrl}
{title}
{...currentDialog}
on:switchToDialog={(event) => switchDialog(event.detail)}
/>
<script lang="ts">
import type { DialogOption } from "./types";
import { createEventDispatcher } from "svelte";
import { gameFactsStore, addGameFactToFactArray } from './gameFacts'
import Typewriter from 'svelte-typewriter'
import { gameFactsStore, addGameFactToFactArray } from "./gameFacts";
import Typewriter from "svelte-typewriter";
const dispatch = createEventDispatcher();
......@@ -10,26 +10,39 @@
export let title: string | undefined;
export let text: string;
export let options: DialogOption[] = [];
$: usableOptions = options.filter(option => isDialogOptionAllowedByGameFacts(option, $gameFactsStore))
$: usableOptions = options.filter((option) =>
isDialogOptionAllowedByGameFacts(option, $gameFactsStore)
);
export let addFacts: String[] = [];
$: {
if (Array.isArray(addFacts)) {
const gameFactsAfterAddedFacts = addFacts.reduce((accFacts, factToAdd) => addGameFactToFactArray(factToAdd, accFacts), $gameFactsStore)
const gameFactsAfterAddedFacts = addFacts.reduce(
(accFacts, factToAdd) => addGameFactToFactArray(factToAdd, accFacts),
$gameFactsStore
);
$gameFactsStore = gameFactsAfterAddedFacts;
}
}
export let removeFacts: String[] = [];
$: {
if (Array.isArray(removeFacts)) {
const gameFactsAfterRemovedFacts = removeFacts.reduce((accFacts, factToRemove) => accFacts.filter(f => f !== factToRemove), $gameFactsStore)
const gameFactsAfterRemovedFacts = removeFacts.reduce(
(accFacts, factToRemove) => accFacts.filter((f) => f !== factToRemove),
$gameFactsStore
);
$gameFactsStore = gameFactsAfterRemovedFacts;
}
}
function isDialogOptionAllowedByGameFacts(option: DialogOption, gameFacts: String[]): boolean {
function isDialogOptionAllowedByGameFacts(
option: DialogOption,
gameFacts: String[]
): boolean {
// Check if all required facts are given
if (Array.isArray(option.requiredFacts)) {
const isOk = option.requiredFacts.every(requiredFact => gameFacts.includes(requiredFact));
const isOk = option.requiredFacts.every((requiredFact) =>
gameFacts.includes(requiredFact)
);
if (!isOk) {
return false;
}
......@@ -37,7 +50,9 @@
// Check if no forbidden facts are given
if (Array.isArray(option.forbiddenFacts)) {
const isOk = option.forbiddenFacts.every(forbiddenFact => !gameFacts.includes(forbiddenFact));
const isOk = option.forbiddenFacts.every(
(forbiddenFact) => !gameFacts.includes(forbiddenFact)
);
if (!isOk) {
return false;
}
......@@ -47,7 +62,7 @@
}
function handleDialogOptionClick(option: DialogOption): void {
dispatch("switchToDialog", option.linksToDialog)
dispatch("switchToDialog", option.linksToDialog);
}
</script>
......@@ -62,7 +77,7 @@
<div>
<Typewriter cascade interval={10} cursor={false}>
{#each text.split("\n") as para}
<p>{para}</p>
<p>{para}</p>
{/each}
</Typewriter>
</div>
......
{
"$schema": "http://json-schema.org/draft-07/schema#",
"definitions": {
"Dialog": {
"description": "A dialog situation that a player can encounter in this dialogSet.\n\nPrinciple: NPC says something, user has options how to react.",
"properties": {
"addFacts": {
"description": "Upon entering this dialog, register these facts for the user.\n\nFacts are texts and may unlock or block dialog options across the game.\nE.g. The fact \"acceptedMissionX\" could unlock a dialog option regarding Mission X with another NPC.",
"items": {
"additionalProperties": false,
"description": "Allows manipulation and formatting of text strings and determination and location of substrings within strings.",
"patternProperties": {
"^[0-9]+$": {
"type": "string"
}
},
"type": "object"
},
"type": "array"
},
"imageUrl": {
"description": "Can be used to overwrite imageUrl from DialogSet.\nE.g. when a different emotion should be shown for this dialog,",
"type": "string"
},
"options": {
"description": "Choices of what the user might say in this dialog and where those choices lead to.\nThe player should be given between 0 and 4 options.",
"items": {
"$ref": "#/definitions/DialogOption"
},
"type": "array"
},
"removeFacts": {
"description": "Upon entering this dialog, remove these facts from the user.\n\nFacts are texts and may unlock or block dialog options across the game.\nE.g. The fact \"acceptedMissionX\" could unlock a dialog option regarding Mission X with another NPC.",
"items": {
"additionalProperties": false,
"description": "Allows manipulation and formatting of text strings and determination and location of substrings within strings.",
"patternProperties": {
"^[0-9]+$": {
"type": "string"
}
},
"type": "object"
},
"type": "array"
},
"text": {
"description": "What the characters says to the player.\nLine breaks (\\n) are rendered as paragraphs.\nYou may leave this empty or omit it completely.",
"type": "string"
},
"title": {
"description": "The title is displayed at the very top of the dialog screen\nand usually corresponds to the name of the NPC the player is speaking to.\n\nCan be used to overwrite title from DialogSet.",
"type": "string"
}
"$schema": "http://json-schema.org/draft-07/schema#",
"definitions": {
"Dialog": {
"description": "A dialog situation that a player can encounter in this dialogSet.\n\nPrinciple: NPC says something, user has options how to react.",
"properties": {
"addFacts": {
"description": "Upon entering this dialog, register these facts for the user.\n\nFacts are texts and may unlock or block dialog options across the game.\nE.g. The fact \"acceptedMissionX\" could unlock a dialog option regarding Mission X with another NPC.",
"items": {
"additionalProperties": false,
"description": "Allows manipulation and formatting of text strings and determination and location of substrings within strings.",
"patternProperties": {
"^[0-9]+$": {
"type": "string"
}
},
"type": "object"
},
"type": "array"
},
"DialogOption": {
"properties": {
"forbiddenFacts": {
"description": "All facts in this array must *not* be registered for this player for this option to show up.\n\nFacts are texts and may unlock or block dialog options across the game.\nE.g. The fact \"acceptedMissionX\" could unlock a dialog option regarding Mission X with another NPC.",
"items": {
"additionalProperties": false,
"description": "Allows manipulation and formatting of text strings and determination and location of substrings within strings.",
"patternProperties": {
"^[0-9]+$": {
"type": "string"
}
},
"type": "object"
},
"type": "array"
},
"linksToDialog": {
"description": "Which dialog in this dialogSet to jump to if this option is chosen.",
"type": "string"
},
"requiredFacts": {
"description": "All facts in this array must be registered for this player for this option to show up.\n\nFacts are texts and may unlock or block dialog options across the game.\nE.g. The fact \"acceptedMissionX\" could unlock a dialog option regarding Mission X with another NPC.",
"items": {
"additionalProperties": false,
"description": "Allows manipulation and formatting of text strings and determination and location of substrings within strings.",
"patternProperties": {
"^[0-9]+$": {
"type": "string"
}
},
"type": "object"
},
"type": "array"
},
"text": {
"description": "Text on option button.\nShould be rather short and not have line breaks.",
"type": "string"
}
"imageUrl": {
"description": "Can be used to overwrite imageUrl from DialogSet.\nE.g. when a different emotion should be shown for this dialog,",
"type": "string"
},
"options": {
"description": "Choices of what the user might say in this dialog and where those choices lead to.\nThe player should be given between 0 and 4 options.",
"items": {
"$ref": "#/definitions/DialogOption"
},
"type": "array"
},
"removeFacts": {
"description": "Upon entering this dialog, remove these facts from the user.\n\nFacts are texts and may unlock or block dialog options across the game.\nE.g. The fact \"acceptedMissionX\" could unlock a dialog option regarding Mission X with another NPC.",
"items": {
"additionalProperties": false,
"description": "Allows manipulation and formatting of text strings and determination and location of substrings within strings.",
"patternProperties": {
"^[0-9]+$": {
"type": "string"
}
},
"type": "object"
},
"type": "array"
},
"text": {
"description": "What the characters says to the player.\nLine breaks (\\n) are rendered as paragraphs.\nYou may leave this empty or omit it completely.",
"type": "string"
},
"title": {
"description": "The title is displayed at the very top of the dialog screen\nand usually corresponds to the name of the NPC the player is speaking to.\n\nCan be used to overwrite title from DialogSet.",
"type": "string"
}
},
"type": "object"
},
"description": "Set of dialogs, beginning with startDialogName.\nThis should be",
"properties": {
"dialogs": {
"additionalProperties": {
"$ref": "#/definitions/Dialog"
"DialogOption": {
"properties": {
"forbiddenFacts": {
"description": "All facts in this array must *not* be registered for this player for this option to show up.\n\nFacts are texts and may unlock or block dialog options across the game.\nE.g. The fact \"acceptedMissionX\" could unlock a dialog option regarding Mission X with another NPC.",
"items": {
"additionalProperties": false,
"description": "Allows manipulation and formatting of text strings and determination and location of substrings within strings.",
"patternProperties": {
"^[0-9]+$": {
"type": "string"
}
},
"description": "All dialogs in this dialogSet.",
"type": "object"
},
"type": "array"
},
"imageUrl": {
"description": "Url of image.\n\nShould link to image in this repo, to avoid CORS errors.",
"type": "string"
"linksToDialog": {
"description": "Which dialog in this dialogSet to jump to if this option is chosen.",
"type": "string"
},
"startDialogName": {
"description": "At which dialog to start when the dialogSet is first opened by the player.",
"type": "string"
"requiredFacts": {
"description": "All facts in this array must be registered for this player for this option to show up.\n\nFacts are texts and may unlock or block dialog options across the game.\nE.g. The fact \"acceptedMissionX\" could unlock a dialog option regarding Mission X with another NPC.",
"items": {
"additionalProperties": false,
"description": "Allows manipulation and formatting of text strings and determination and location of substrings within strings.",
"patternProperties": {
"^[0-9]+$": {
"type": "string"
}
},
"type": "object"
},
"type": "array"
},
"title": {
"description": "The title is displayed at the very top of the dialog screen\nand usually corresponds to the name of the NPC the player is speaking to.",
"type": "string"
"text": {
"description": "Text on option button.\nShould be rather short and not have line breaks.",
"type": "string"
}
},
"type": "object"
}
},
"description": "Set of dialogs, beginning with startDialogName.\nThis should be",
"properties": {
"dialogs": {
"additionalProperties": {
"$ref": "#/definitions/Dialog"
},
"description": "All dialogs in this dialogSet.",
"type": "object"
},
"imageUrl": {
"description": "Url of image.\n\nShould link to image in this repo, to avoid CORS errors.",
"type": "string"
},
"startDialogName": {
"description": "At which dialog to start when the dialogSet is first opened by the player.",
"type": "string"
},
"type": "object"
"title": {
"description": "The title is displayed at the very top of the dialog screen\nand usually corresponds to the name of the NPC the player is speaking to.",
"type": "string"
}
},
"type": "object"
}
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