bot::Journal -- a shared list of Applied { actor, command, events } the
driver appends to via play_journaled; play delegates with None so
nothing existing changed. BotGame.events only appears after play
returns, which is no use to a page rendered mid-game.
Phrased with record::to_step, the recorder's vocabulary, so what the
player reads is what the scenario file will say, and all 29 GroundEvent
variants now render in words instead of Debug.
A command that produced no events says 'no effect'; the mutation
dropping that branch goes red. Honest limitation recorded: the reported
SOLVE case is resolved inside the system's resolve command, which does
produce events for other seats, so it shows as a selection with no claim
following rather than an explicit 'no effect'. Making it explicit would
mean the renderer deciding why a rule did nothing -- a second
implementation of the rules, which this task's control forbids.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
812 lines
29 KiB
Rust
812 lines
29 KiB
Rust
//! The emitted document: HTML shell, inline SVG table, inline JavaScript.
|
|
//!
|
|
//! ADR-0007 Decision 1. Marginal AM-4a cost zero — this is string
|
|
//! formatting, and the browser draws it.
|
|
//!
|
|
//! ## What the JavaScript is allowed to be
|
|
//!
|
|
//! ADR-0007 Decision 5 bars it from constructing commands. [`SCRIPT`] is
|
|
//! therefore the whole of it, it is a constant, and it does one thing:
|
|
//! record which element the pointer went down on, which it came up on, and
|
|
//! POST the pair. It contains no game vocabulary — no action names, no
|
|
//! seats, no rules. If a rule ever needs to appear in it, the decision is
|
|
//! wrong and ADR-0007 says to revisit it rather than widen the control.
|
|
|
|
use std::fmt::Write as _;
|
|
|
|
use cb_kernel::PlayerId;
|
|
use games_ground::view::{GroundView, PlayerView, ProblemView, SelectionView};
|
|
|
|
use crate::input::action_id;
|
|
|
|
/// Escape for text and attribute contexts alike.
|
|
///
|
|
/// Everything interpolated into the document goes through this. Card
|
|
/// suits and seat numbers cannot currently carry a `<`, but "cannot
|
|
/// currently" is how injection bugs are written.
|
|
pub fn esc(s: &str) -> String {
|
|
let mut out = String::with_capacity(s.len());
|
|
for c in s.chars() {
|
|
match c {
|
|
'&' => out.push_str("&"),
|
|
'<' => out.push_str("<"),
|
|
'>' => out.push_str(">"),
|
|
'"' => out.push_str("""),
|
|
'\'' => out.push_str("'"),
|
|
_ => out.push(c),
|
|
}
|
|
}
|
|
out
|
|
}
|
|
|
|
fn seat_name(p: PlayerId) -> String {
|
|
format!("P{}", p.0 + 1)
|
|
}
|
|
|
|
fn cards(list: &[games_ground::SolutionCard]) -> String {
|
|
if list.is_empty() {
|
|
return "none".to_string();
|
|
}
|
|
list.iter()
|
|
.map(|c| format!("{:?}", c.suit))
|
|
.collect::<Vec<_>>()
|
|
.join(" ")
|
|
}
|
|
|
|
/// The only JavaScript in the project. See the module docs.
|
|
pub const SCRIPT: &str = r#"
|
|
(function () {
|
|
var down = null, held = null, marked = [], ghost = null;
|
|
|
|
function node(e) {
|
|
var n = e.target;
|
|
while (n && !(n.getAttribute && n.getAttribute('data-drop'))) { n = n.parentNode; }
|
|
return n;
|
|
}
|
|
function key(n) { return n ? n.getAttribute('data-drop') : null; }
|
|
function status(t) { document.getElementById('cb-status').textContent = t; }
|
|
|
|
// ADR-0010 D1: the destinations come from `data-targets`, which Rust
|
|
// wrote. This matches on them. It does not compute, infer, filter or
|
|
// default one -- a script that pattern-matched ids to guess what is
|
|
// legal would be forbidden even though the visible result is identical.
|
|
function mark(n) {
|
|
var spec = n.getAttribute('data-targets');
|
|
if (!spec) { return; }
|
|
var want = spec.split(' ');
|
|
var all = document.querySelectorAll('[data-drop]');
|
|
for (var i = 0; i < all.length; i++) {
|
|
if (want.indexOf(all[i].getAttribute('data-drop')) >= 0) {
|
|
all[i].classList.add('dropok');
|
|
marked.push(all[i]);
|
|
}
|
|
}
|
|
}
|
|
function clear() {
|
|
for (var i = 0; i < marked.length; i++) { marked[i].classList.remove('dropok'); }
|
|
marked = [];
|
|
if (held) { held.classList.remove('held'); held = null; }
|
|
if (ghost && ghost.parentNode) { ghost.parentNode.removeChild(ghost); }
|
|
ghost = null;
|
|
down = null;
|
|
}
|
|
|
|
document.addEventListener('pointerdown', function (e) {
|
|
clear();
|
|
var n = node(e);
|
|
down = key(n);
|
|
if (!n || !down) { return; }
|
|
held = n;
|
|
n.classList.add('held');
|
|
mark(n);
|
|
if (n.getAttribute('data-targets')) {
|
|
ghost = document.createElement('div');
|
|
ghost.id = 'cb-ghost';
|
|
ghost.textContent = n.textContent;
|
|
ghost.style.left = e.clientX + 'px';
|
|
ghost.style.top = e.clientY + 'px';
|
|
document.body.appendChild(ghost);
|
|
}
|
|
});
|
|
|
|
document.addEventListener('pointermove', function (e) {
|
|
if (!ghost) { return; }
|
|
ghost.style.left = e.clientX + 'px';
|
|
ghost.style.top = e.clientY + 'px';
|
|
});
|
|
|
|
document.addEventListener('pointercancel', clear);
|
|
|
|
document.addEventListener('pointerup', function (e) {
|
|
var up = key(node(e));
|
|
var grabbed = down;
|
|
clear();
|
|
if (!grabbed || !up) {
|
|
// Refusing is right; refusing SILENTLY is what let a broken drop
|
|
// target survive a human sitting in front of it (CB-WP-0016).
|
|
status(grabbed ? 'took ' + grabbed + ', let go over nothing droppable'
|
|
: 'nothing droppable under the pointer');
|
|
return;
|
|
}
|
|
var body = 'down=' + encodeURIComponent(grabbed) + '&up=' + encodeURIComponent(up);
|
|
fetch(window.CB_ENDPOINT, {
|
|
method: 'POST',
|
|
headers: { 'Content-Type': 'application/x-www-form-urlencoded' },
|
|
body: body
|
|
}).then(function (r) { return r.text(); }).then(function (t) {
|
|
status(t);
|
|
if (t.indexOf('ok') === 0) { window.location.reload(); }
|
|
});
|
|
});
|
|
})();
|
|
"#;
|
|
|
|
const STYLE: &str = "
|
|
body{font:14px/1.5 ui-monospace,monospace;margin:1.5rem;background:#12141a;color:#dde}
|
|
h1,h2{font-size:1rem;margin:1.2rem 0 .4rem;color:#9cf}
|
|
.row{display:flex;flex-wrap:wrap;gap:.5rem;align-items:flex-start}
|
|
.card{border:1px solid #445;border-radius:6px;padding:.5rem .7rem;background:#1b1e26}
|
|
.card[data-viewer=true]{border-color:#9cf}
|
|
.act{cursor:grab;user-select:none;background:#243;border-color:#5a7}
|
|
.btn{cursor:pointer;background:#332a3a;border-color:#a7d}
|
|
|
|
/* CB-WP-0017. Interactive and inert must not look identical: `.pick` is
|
|
the resting affordance on anything that can be picked up. ADR-0010 D5
|
|
claims no evidence that this READS as pickable -- that is a human
|
|
check, and stage 1 is open on it. */
|
|
.pick{cursor:grab;user-select:none;box-shadow:0 2px 0 #0006,0 0 0 1px #5a7a inset;
|
|
transition:transform .08s,box-shadow .08s}
|
|
.pick:hover{box-shadow:0 3px 8px #000a,0 0 0 1px #7ca inset;transform:translateY(-1px)}
|
|
/* Held: the thing in your hand is lifted and dimmed where it used to be. */
|
|
.held{cursor:grabbing;opacity:.45;transform:scale(.97)}
|
|
/* A legal destination for the thing currently held -- and ONLY for that
|
|
thing. The set is written by Rust into data-targets; the script matches
|
|
it and never derives it (ADR-0010 D1). */
|
|
.dropok{outline:2px dashed #9cf;outline-offset:3px;background:#1d2a33}
|
|
.dropok text{fill:#cfe}
|
|
/* The ghost that follows the pointer, so a drag is not invisible. */
|
|
#cb-ghost{position:fixed;pointer-events:none;z-index:9;padding:.3rem .5rem;
|
|
border-radius:6px;background:#243;border:1px solid #5a7;color:#dde;
|
|
font:13px ui-monospace,monospace;box-shadow:0 6px 16px #000b;
|
|
transform:translate(-50%,-140%)}
|
|
.k{color:#89a}
|
|
.nil{color:#c88}
|
|
.eff{color:#8c9}
|
|
#cb-log{max-height:16rem;overflow-y:auto;font-size:13px}
|
|
#cb-status{margin-top:1rem;color:#fc9;min-height:1.2em}
|
|
svg{background:#1b1e26;border:1px solid #445;border-radius:6px}
|
|
";
|
|
|
|
/// Render drop keys as something a player can read.
|
|
///
|
|
/// The keys are what the page posts; these are what it shows. Both come
|
|
/// from the same list, so they cannot disagree about which moves exist.
|
|
fn target_names(targets: &[String]) -> String {
|
|
let mut out: Vec<String> = Vec::new();
|
|
for t in targets {
|
|
out.push(match t.split_once('-') {
|
|
Some(("seat", n)) => n
|
|
.parse::<u8>()
|
|
.map(|n| seat_name(PlayerId(n)))
|
|
.unwrap_or_else(|_| t.clone()),
|
|
Some(("problem", n)) => format!("problem {n}"),
|
|
_ if t == "table" => "the table".to_string(),
|
|
_ => t.clone(),
|
|
});
|
|
}
|
|
out.join(", ")
|
|
}
|
|
|
|
fn problem_svg(out: &mut String, priority: u32, p: &ProblemView, x: i32) {
|
|
let (label, sub, fill) = match p {
|
|
ProblemView::FaceDown => ("face down".to_string(), String::new(), "#2a2f3a"),
|
|
ProblemView::FaceUp {
|
|
suit,
|
|
value,
|
|
denied,
|
|
claimed_by,
|
|
protected_this_round,
|
|
} => {
|
|
let mut sub = String::new();
|
|
if *denied {
|
|
sub.push_str("denied ");
|
|
}
|
|
if *protected_this_round {
|
|
sub.push_str("protected ");
|
|
}
|
|
if let Some(c) = claimed_by {
|
|
let _ = write!(sub, "claimed by {}", seat_name(*c));
|
|
}
|
|
(
|
|
format!("{suit:?} {value}"),
|
|
sub.trim_end().to_string(),
|
|
"#26303a",
|
|
)
|
|
}
|
|
};
|
|
let _ = write!(
|
|
out,
|
|
"<g data-drop=\"problem-{priority}\"><rect x=\"{x}\" y=\"10\" width=\"120\" height=\"78\" rx=\"8\" \
|
|
fill=\"{fill}\" stroke=\"#5a6b7a\"/>\
|
|
<text x=\"{tx}\" y=\"36\" fill=\"#dde\" font-size=\"13\">{label}</text>\
|
|
<text x=\"{tx}\" y=\"56\" fill=\"#89a\" font-size=\"11\">priority {priority}</text>\
|
|
<text x=\"{tx}\" y=\"74\" fill=\"#fc9\" font-size=\"11\">{sub}</text></g>",
|
|
x = x,
|
|
tx = x + 10,
|
|
label = esc(&label),
|
|
sub = esc(&sub),
|
|
);
|
|
}
|
|
|
|
/// The relationship graph — the one element every Rust 2D toolkit would
|
|
/// have left us to hand-roll, and the reason SVG earns its place here
|
|
/// rather than merely fitting the budget (CB-RES-0006 §5).
|
|
fn relations_svg(view: &GroundView) -> String {
|
|
let n = view.players.len().max(1);
|
|
let (cx, cy, r) = (200.0f64, 150.0f64, 110.0f64);
|
|
let pos: Vec<(PlayerId, f64, f64)> = view
|
|
.players
|
|
.keys()
|
|
.enumerate()
|
|
.map(|(i, p)| {
|
|
let a = std::f64::consts::TAU * (i as f64) / (n as f64) - std::f64::consts::FRAC_PI_2;
|
|
(*p, cx + r * a.cos(), cy + r * a.sin())
|
|
})
|
|
.collect();
|
|
let find = |p: PlayerId| {
|
|
pos.iter()
|
|
.find(|(q, _, _)| *q == p)
|
|
.map(|(_, x, y)| (*x, *y))
|
|
};
|
|
|
|
let mut s = String::from(
|
|
"<svg width=\"400\" height=\"300\" role=\"img\" aria-label=\"relationship graph\">",
|
|
);
|
|
for (pair, rel) in &view.relations {
|
|
if let (Some((x1, y1)), Some((x2, y2))) = (find(pair.0), find(pair.1)) {
|
|
let colour = match rel {
|
|
games_ground::Relation::Bond => "#5c9",
|
|
games_ground::Relation::Rivalry => "#c66",
|
|
};
|
|
let _ = write!(
|
|
s,
|
|
"<line x1=\"{x1:.0}\" y1=\"{y1:.0}\" x2=\"{x2:.0}\" y2=\"{y2:.0}\" \
|
|
stroke=\"{colour}\" stroke-width=\"2\"/>\
|
|
<text x=\"{mx:.0}\" y=\"{my:.0}\" fill=\"{colour}\" font-size=\"10\">{rel:?}</text>",
|
|
mx = (x1 + x2) / 2.0,
|
|
my = (y1 + y2) / 2.0 - 3.0,
|
|
);
|
|
}
|
|
}
|
|
for (p, x, y) in &pos {
|
|
let is_viewer = view.viewer == Some(*p);
|
|
let focus = view
|
|
.focus
|
|
.get(p)
|
|
.map(|f| format!(" \u{2192}{}", seat_name(*f)));
|
|
let _ = write!(
|
|
s,
|
|
"<g data-drop=\"seat-{raw}\"><circle cx=\"{x:.0}\" cy=\"{y:.0}\" r=\"26\" fill=\"#1b1e26\" \
|
|
stroke=\"{stroke}\" stroke-width=\"2\"/>\
|
|
<text x=\"{x:.0}\" y=\"{ty:.0}\" fill=\"#dde\" font-size=\"12\" \
|
|
text-anchor=\"middle\">{name}</text>\
|
|
<text x=\"{x:.0}\" y=\"{ty2:.0}\" fill=\"#89a\" font-size=\"10\" \
|
|
text-anchor=\"middle\">{focus}</text></g>",
|
|
raw = p.0,
|
|
stroke = if is_viewer { "#9cf" } else { "#5a6b7a" },
|
|
ty = y + 2.0,
|
|
ty2 = y + 16.0,
|
|
name = seat_name(*p),
|
|
focus = esc(focus.as_deref().unwrap_or("")),
|
|
);
|
|
}
|
|
s.push_str("</svg>");
|
|
s
|
|
}
|
|
|
|
fn player_card(out: &mut String, id: PlayerId, p: &PlayerView, view: &GroundView) {
|
|
let is_viewer = view.viewer == Some(id);
|
|
let _ = write!(
|
|
out,
|
|
// CB-WP-0016 T01: the seat card is a drop target. It could not be
|
|
// while drop keys were `id`s — the graph node had already taken
|
|
// `seat-{n}` and ids must be unique, so the card the instruction
|
|
// text points at silently had none.
|
|
"<div class=\"card\" data-viewer=\"{is_viewer}\" data-drop=\"seat-{raw}\">\
|
|
<b>{name}</b>{you}<br>",
|
|
raw = id.0,
|
|
name = seat_name(id),
|
|
you = if is_viewer { " (you)" } else { "" },
|
|
);
|
|
let _ = write!(
|
|
out,
|
|
"<span class=\"k\">stress</span> {} <span class=\"k\">protect</span> {} \
|
|
<span class=\"k\">darvo</span> {:?}<br>",
|
|
p.stress, p.protection, p.darvo
|
|
);
|
|
let _ = write!(
|
|
out,
|
|
"<span data-drop=\"freedom-{raw}\" class=\"act pick\"><span class=\"k\">freedom</span> \
|
|
{ready}{lifted}</span><br>",
|
|
raw = id.0,
|
|
ready = if p.freedom_ready { "READY" } else { "spent" },
|
|
lifted = if p.freedom_gate_lifted {
|
|
" gate lifted"
|
|
} else {
|
|
""
|
|
},
|
|
);
|
|
let blame = if p.blame_from.is_empty() {
|
|
"none".to_string()
|
|
} else {
|
|
p.blame_from
|
|
.iter()
|
|
.map(|b| seat_name(*b))
|
|
.collect::<Vec<_>>()
|
|
.join(" ")
|
|
};
|
|
let _ = write!(
|
|
out,
|
|
"<span class=\"k\">blamed by</span> {}<br>",
|
|
esc(&blame)
|
|
);
|
|
match &p.hand {
|
|
Some(h) => {
|
|
let _ = write!(
|
|
out,
|
|
"<span class=\"k\">hand</span> {} ({} cards)<br>",
|
|
esc(&cards(h)),
|
|
p.hand_size
|
|
);
|
|
}
|
|
None => {
|
|
let _ = write!(
|
|
out,
|
|
"<span class=\"k\">hand</span> {} card(s), hidden<br>",
|
|
p.hand_size
|
|
);
|
|
}
|
|
}
|
|
if let Some(sel) = view.selections.get(&id) {
|
|
let _ = write!(
|
|
out,
|
|
"<span class=\"k\">selected</span> {}<br>",
|
|
match sel {
|
|
SelectionView::Hidden => "face down".to_string(),
|
|
SelectionView::Shown(s) => esc(&format!("{s:?}")),
|
|
}
|
|
);
|
|
}
|
|
if let Some(m) = view.ground_modes.get(&id) {
|
|
let _ = write!(out, "<span class=\"k\">ground mode</span> {m:?}<br>");
|
|
}
|
|
if let Some(c) = view.ground_choices.get(&id) {
|
|
let _ = write!(out, "<span class=\"k\">ground choice</span> {c:?}<br>");
|
|
}
|
|
if let Some(r) = view.support_responses.get(&id) {
|
|
let _ = write!(out, "<span class=\"k\">support</span> {r:?}<br>");
|
|
}
|
|
if let Some(t) = view.darvo_targets.get(&id) {
|
|
let _ = write!(out, "<span class=\"k\">darvo target</span> {t:?}<br>");
|
|
}
|
|
out.push_str("</div>");
|
|
}
|
|
|
|
/// Render the whole table as a standalone document.
|
|
///
|
|
/// `may_pass` adds the one affordance that is not a command: declining to
|
|
/// act where the driver allows it. Like every other element it carries an
|
|
/// id and nothing else — the page still reports only that the pointer went
|
|
/// down and up on `pass`.
|
|
///
|
|
/// `legal` is the list the aggregate offered; the buttons carry indices
|
|
/// into it and nothing else (ADR-0007 control 5). `endpoint` carries the
|
|
/// per-process token (control 1) — the page cannot mint one.
|
|
pub fn document(
|
|
view: &GroundView,
|
|
legal: &[games_ground::GroundCommand],
|
|
endpoint: &str,
|
|
seat: Option<PlayerId>,
|
|
may_pass: bool,
|
|
) -> String {
|
|
document_with_log(view, legal, endpoint, seat, may_pass, &[])
|
|
}
|
|
|
|
/// The table, plus the game log (CB-WP-0018 T02).
|
|
pub fn document_with_log(
|
|
view: &GroundView,
|
|
legal: &[games_ground::GroundCommand],
|
|
endpoint: &str,
|
|
seat: Option<PlayerId>,
|
|
may_pass: bool,
|
|
log: &[LogLine],
|
|
) -> String {
|
|
let mut s = String::with_capacity(8192);
|
|
let _ = write!(
|
|
s,
|
|
"<!doctype html><html lang=\"en\"><head><meta charset=\"utf-8\">\
|
|
<meta name=\"viewport\" content=\"width=device-width,initial-scale=1\">\
|
|
<title>GROUND \u{2014} round {round}</title><style>{STYLE}</style></head><body>",
|
|
round = view.round
|
|
);
|
|
|
|
let _ = write!(
|
|
s,
|
|
"<h1>GROUND \u{2014} round {round}, step {step:?}</h1>\
|
|
<div><span class=\"k\">lead</span> {lead} \
|
|
<span class=\"k\">scoring</span> {mode:?} \
|
|
<span class=\"k\">viewing as</span> {who}</div>",
|
|
round = view.round,
|
|
step = view.step,
|
|
lead = seat_name(view.lead),
|
|
mode = view.mode,
|
|
who = match view.viewer {
|
|
Some(p) => format!("{} (their hand only)", seat_name(p)),
|
|
None => "a spectator (no hands)".to_string(),
|
|
},
|
|
);
|
|
|
|
body(&mut s, view);
|
|
move_section(&mut s, legal, seat, may_pass);
|
|
log_section(&mut s, log);
|
|
let _ = write!(
|
|
s,
|
|
"<div id=\"cb-status\">ready</div>\
|
|
<script>window.CB_ENDPOINT={endpoint}</script><script>{SCRIPT}</script>\
|
|
</body></html>",
|
|
endpoint = json_string(endpoint),
|
|
);
|
|
s
|
|
}
|
|
|
|
/// The table itself: problems, relationships, seats, solutions, outcome.
|
|
///
|
|
/// Factored out of [`document`] so [`ending`] shows the SAME table rather
|
|
/// than a second rendering of it — two renderings of one state is how
|
|
/// they drift.
|
|
fn body(s: &mut String, view: &GroundView) {
|
|
s.push_str(
|
|
"<h2>problems</h2><svg width=\"760\" height=\"100\" role=\"img\" aria-label=\"problems\">",
|
|
);
|
|
if view.problems.is_empty() {
|
|
s.push_str(
|
|
"<text x=\"12\" y=\"52\" fill=\"#89a\" font-size=\"12\">no problems in play</text>",
|
|
);
|
|
}
|
|
for (i, (priority, p)) in view.problems.iter().enumerate() {
|
|
problem_svg(s, *priority, p, 10 + (i as i32) * 130);
|
|
}
|
|
s.push_str("</svg>");
|
|
|
|
s.push_str("<h2>relationships</h2>");
|
|
s.push_str(&relations_svg(view));
|
|
|
|
s.push_str("<h2>seats</h2><div class=\"row\">");
|
|
for (id, p) in &view.players {
|
|
player_card(s, *id, p, view);
|
|
}
|
|
s.push_str("</div>");
|
|
|
|
let _ = write!(
|
|
s,
|
|
"<h2>solutions</h2><div><span class=\"k\">deck</span> {} remaining \
|
|
<span class=\"k\">discard</span> {}</div>",
|
|
view.solution_deck_len,
|
|
esc(&cards(&view.solution_discard)),
|
|
);
|
|
|
|
if let Some(o) = &view.outcome {
|
|
let personal = o
|
|
.personal
|
|
.iter()
|
|
.map(|(p, v)| format!("{} {v:+}", seat_name(*p)))
|
|
.collect::<Vec<_>>()
|
|
.join(" ");
|
|
let winners = if o.winners.is_empty() {
|
|
"nobody".to_string()
|
|
} else {
|
|
o.winners
|
|
.iter()
|
|
.map(|w| seat_name(*w))
|
|
.collect::<Vec<_>>()
|
|
.join(" ")
|
|
};
|
|
let coalitions = if o.coalitions.is_empty() {
|
|
"none".to_string()
|
|
} else {
|
|
o.coalitions
|
|
.iter()
|
|
.map(|c| format!("{c:?}"))
|
|
.collect::<Vec<_>>()
|
|
.join(" ")
|
|
};
|
|
let _ = write!(
|
|
s,
|
|
"<h2>outcome</h2><div class=\"card\">\
|
|
<span class=\"k\">total</span> {total} of {threshold} \
|
|
<span class=\"k\">group</span> {group}<br>\
|
|
<span class=\"k\">personal</span> {personal}<br>\
|
|
<span class=\"k\">coalitions</span> {coalitions}<br>\
|
|
<span class=\"k\">mastery</span> {mastery}<br>\
|
|
<span class=\"k\">winners</span> {winners}</div>",
|
|
total = o.total,
|
|
threshold = o.threshold,
|
|
group = if o.group_success {
|
|
"success"
|
|
} else {
|
|
"failure"
|
|
},
|
|
personal = esc(&personal),
|
|
coalitions = esc(&coalitions),
|
|
mastery = match o.mastery {
|
|
Some(m) => format!("{m:+}"),
|
|
None => "none".to_string(),
|
|
},
|
|
winners = esc(&winners),
|
|
);
|
|
}
|
|
}
|
|
|
|
/// The "your move" section: action cards, numbered fallbacks, the table,
|
|
/// and pass. Emits nothing when the seat has nothing legal to do.
|
|
fn move_section(
|
|
s: &mut String,
|
|
legal: &[games_ground::GroundCommand],
|
|
seat: Option<PlayerId>,
|
|
may_pass: bool,
|
|
) {
|
|
if !legal.is_empty() {
|
|
s.push_str("<h2>your move</h2><div class=\"row\">");
|
|
for a in [
|
|
games_ground::Action::Investigate,
|
|
games_ground::Action::Solve,
|
|
games_ground::Action::Support,
|
|
games_ground::Action::Attack,
|
|
games_ground::Action::Ground,
|
|
] {
|
|
// ADR-0010 D1: the legal targets come from `legal` and are
|
|
// written into the page as data. The script matches on them;
|
|
// it never derives them. The old text was a CONSTANT —
|
|
// "onto a seat, a problem, or the table" — emitted whenever
|
|
// any legal command used this action, and it was wrong
|
|
// wherever the real target set was narrower, which is almost
|
|
// everywhere: Investigate is legal on problems 2 and 3 but
|
|
// not 1 (CB-WP-0017).
|
|
let targets: Vec<String> = seat
|
|
.map(|seat| {
|
|
legal
|
|
.iter()
|
|
.filter_map(|c| crate::input::affordance(c, seat))
|
|
.filter(|(f, _)| *f == action_id(a))
|
|
.map(|(_, t)| t)
|
|
.collect()
|
|
})
|
|
.unwrap_or_default();
|
|
if !targets.is_empty() {
|
|
let _ = write!(
|
|
s,
|
|
"<div class=\"card act pick\" data-drop=\"{id}\" \
|
|
data-targets=\"{targets}\">{a:?}<br>\
|
|
<span class=\"k\">onto</span> {names}</div>",
|
|
id = action_id(a),
|
|
targets = esc(&targets.join(" ")),
|
|
names = esc(&target_names(&targets)),
|
|
);
|
|
}
|
|
}
|
|
s.push_str("</div><div class=\"row\">");
|
|
for (i, c) in legal.iter().enumerate() {
|
|
let spatial = seat.is_some_and(|seat| crate::input::affordance(c, seat).is_some());
|
|
if !spatial {
|
|
let _ = write!(
|
|
s,
|
|
"<div class=\"card btn pick\" data-drop=\"cmd-{i}\">{}</div>",
|
|
esc(&format!("{c:?}"))
|
|
);
|
|
}
|
|
}
|
|
s.push_str(
|
|
"</div><div class=\"card\" data-drop=\"table\">the table \u{2014} drop here for an \
|
|
untargeted action</div>",
|
|
);
|
|
}
|
|
if may_pass {
|
|
s.push_str(
|
|
"<div class=\"card btn pick\" data-drop=\"pass\">pass \u{2014} decline to act</div>",
|
|
);
|
|
}
|
|
}
|
|
|
|
/// Quote a string as a JSON literal, so a token can never end the script.
|
|
fn json_string(s: &str) -> String {
|
|
let mut out = String::with_capacity(s.len() + 2);
|
|
out.push('"');
|
|
for c in s.chars() {
|
|
match c {
|
|
'"' => out.push_str("\\\""),
|
|
'\\' => out.push_str("\\\\"),
|
|
'<' => out.push_str("\\u003c"),
|
|
'>' => out.push_str("\\u003e"),
|
|
'&' => out.push_str("\\u0026"),
|
|
c if (c as u32) < 0x20 => {
|
|
let _ = write!(out, "\\u{:04x}", c as u32);
|
|
}
|
|
c => out.push(c),
|
|
}
|
|
}
|
|
out.push('"');
|
|
out
|
|
}
|
|
|
|
/// Extract the document's visible text and element ids.
|
|
///
|
|
/// ADR-0007 control 6 requires the coverage gate to assert over the
|
|
/// **parsed emitted document**, not over the Rust that emits it. This is
|
|
/// that parse: it drops markup and returns what a reader would see, plus
|
|
/// the ids a pointer can address. A substring search over the raw source
|
|
/// would happily find a token inside a comment or a style rule.
|
|
/// Every `data-drop="…"` value in the document.
|
|
///
|
|
/// CB-WP-0016. A real parse of the attribute rather than a substring
|
|
/// search: `html.contains("seat-1")` would be satisfied by the *text*
|
|
/// "seat-1" and by `data-drop="seat-10"`, and the point of the check this
|
|
/// feeds is that an affordance can name a target that is not there.
|
|
///
|
|
/// **Drop keys are `data-drop`, not `id`, and that is the fix for
|
|
/// CB-WP-0016.** An `id` must be unique in a document, so exactly one
|
|
/// element could ever be `seat-0` — the relationship-graph circle took it
|
|
/// and the seat card the instruction text points at went without. A seat
|
|
/// is drawn twice and both drawings are the seat.
|
|
/// One line of the game log: what was done, and what it produced.
|
|
///
|
|
/// Built by the caller from `bot::Applied` so this crate stays free of
|
|
/// the driver, and phrased in the **recorder's** vocabulary via
|
|
/// `record::to_step` — CB-WP-0018 T02 forbids a fourth phrasing, because
|
|
/// what the player reads should be what the scenario file will say.
|
|
pub struct LogLine {
|
|
pub who: String,
|
|
pub what: String,
|
|
/// Rendered effects. **Empty is the case that matters:** a command
|
|
/// that produced no events is the one the player cannot otherwise
|
|
/// account for.
|
|
pub effects: Vec<String>,
|
|
}
|
|
|
|
/// The game log, newest last, with the empty case spelled out.
|
|
fn log_section(s: &mut String, log: &[LogLine]) {
|
|
s.push_str("<h2>log</h2><div class=\"card\" id=\"cb-log\">");
|
|
if log.is_empty() {
|
|
s.push_str("<span class=\"k\">nothing has happened yet</span>");
|
|
}
|
|
for line in log {
|
|
let _ = write!(
|
|
s,
|
|
"<div><span class=\"k\">{who}</span> {what}",
|
|
who = esc(&line.who),
|
|
what = esc(&line.what),
|
|
);
|
|
if line.effects.is_empty() {
|
|
// The silence CB-WP-0018 was reported for, said out loud.
|
|
s.push_str(" \u{2014} <span class=\"nil\">no effect</span>");
|
|
} else {
|
|
for e in &line.effects {
|
|
let _ = write!(s, "<br><span class=\"eff\">\u{2192} {}</span>", esc(e));
|
|
}
|
|
}
|
|
s.push_str("</div>");
|
|
}
|
|
s.push_str("</div>");
|
|
}
|
|
|
|
/// The page a finished game leaves behind (CB-WP-0018 T01).
|
|
///
|
|
/// `view` is `None` when the game ended badly: then there is no result to
|
|
/// draw and saying so is the whole point. Drawing a table for a game that
|
|
/// crashed would be the same lie the empty page told, dressed up.
|
|
///
|
|
/// **This page does not auto-reload.** The old one reloaded on `ok` and
|
|
/// the reload was refused, which is how a completed game became a blank
|
|
/// tab.
|
|
pub fn ending(view: Option<&GroundView>, message: &str, endpoint: &str, log: &[LogLine]) -> String {
|
|
let mut s = String::with_capacity(4096);
|
|
let _ = write!(
|
|
s,
|
|
"<!doctype html><meta charset=\"utf-8\">\
|
|
<meta name=\"viewport\" content=\"width=device-width,initial-scale=1\">\
|
|
<title>GROUND — game over</title><style>{STYLE}</style>\
|
|
<h1>game over</h1><div class=\"card\">{msg}</div>",
|
|
msg = esc(message),
|
|
);
|
|
match view {
|
|
Some(v) => body(&mut s, v),
|
|
None => {
|
|
s.push_str(
|
|
"<div class=\"card\">The game ended without a result, so there \
|
|
is no final table to show. The reason is above.</div>",
|
|
);
|
|
}
|
|
}
|
|
log_section(&mut s, log);
|
|
let _ = write!(
|
|
s,
|
|
"<div class=\"card btn pick\" data-drop=\"done\">close \u{2014} I have read this</div>\
|
|
<div id=\"cb-status\">the game is over</div>\
|
|
<script>window.CB_ENDPOINT={endpoint}</script><script>{SCRIPT}</script>",
|
|
endpoint = json_string(endpoint),
|
|
);
|
|
s
|
|
}
|
|
|
|
pub fn drop_keys(html: &str) -> std::collections::BTreeSet<String> {
|
|
let mut out = std::collections::BTreeSet::new();
|
|
let mut rest = html;
|
|
while let Some(i) = rest.find("data-drop=\"") {
|
|
let after = &rest[i + 11..];
|
|
match after.find('"') {
|
|
Some(j) => {
|
|
out.insert(after[..j].to_string());
|
|
rest = &after[j..];
|
|
}
|
|
None => break,
|
|
}
|
|
}
|
|
out
|
|
}
|
|
|
|
pub fn text_of(html: &str) -> String {
|
|
let mut out = String::with_capacity(html.len() / 2);
|
|
let bytes: Vec<char> = html.chars().collect();
|
|
let mut i = 0;
|
|
let mut skip_to: Option<&str> = None;
|
|
while i < bytes.len() {
|
|
if bytes[i] == '<' {
|
|
// Find the tag name.
|
|
let start = i + 1;
|
|
let mut j = start;
|
|
while j < bytes.len() && bytes[j] != '>' {
|
|
j += 1;
|
|
}
|
|
let tag: String = bytes[start..j.min(bytes.len())].iter().collect();
|
|
let lower = tag.to_ascii_lowercase();
|
|
let name = lower
|
|
.trim_start_matches('/')
|
|
.split([' ', '\t', '\n', '>'])
|
|
.next()
|
|
.unwrap_or("")
|
|
.to_string();
|
|
|
|
if let Some(want) = skip_to {
|
|
if lower.starts_with('/') && name == want {
|
|
skip_to = None;
|
|
}
|
|
} else if name == "script" || name == "style" {
|
|
// Their contents are not text a reader sees.
|
|
if !lower.starts_with('/') && !lower.ends_with('/') {
|
|
skip_to = Some(if name == "script" { "script" } else { "style" });
|
|
}
|
|
} else {
|
|
// Ids are addressable surface, so they count as rendered.
|
|
if let Some(k) = lower.find("id=\"") {
|
|
let rest = &tag[k + 4..];
|
|
if let Some(end) = rest.find('"') {
|
|
out.push(' ');
|
|
out.push_str(&rest[..end]);
|
|
}
|
|
}
|
|
}
|
|
i = j + 1;
|
|
continue;
|
|
}
|
|
if skip_to.is_none() {
|
|
out.push(bytes[i]);
|
|
}
|
|
i += 1;
|
|
}
|
|
// Unescape the entities esc() introduced, so a test looks for the text
|
|
// a reader sees rather than its encoding.
|
|
out.replace("<", "<")
|
|
.replace(">", ">")
|
|
.replace(""", "\"")
|
|
.replace("'", "'")
|
|
.replace("&", "&")
|
|
}
|