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new tiles get at least 4 hp
[hexbog.git] / main.coffee
1 #   HexBog, a word game
2 #   Copyright (C) 2012 Jason Woofenden
3
4 #   This program is free software: you can redistribute it and/or modify
5 #   it under the terms of the GNU Affero General Public License as published by
6 #   the Free Software Foundation, either version 3 of the License, or
7 #   (at your option) any later version.
8
9 #   This program is distributed in the hope that it will be useful,
10 #   but WITHOUT ANY WARRANTY; without even the implied warranty of
11 #   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12 #   GNU Affero General Public License for more details.
13
14 #   You should have received a copy of the GNU Affero General Public License
15 #   along with this program.  If not, see <http://www.gnu.org/licenses/>.
16
17 ##############################################
18 ##############    settings    ################
19 ##############################################
20
21 tile_radius = 26
22 tile_width = tile_radius * 2
23
24 fade_ms = 400
25 slide_ms = 2000
26
27 board_col_heights = [5, 6, 7, 8, 7, 6, 5]
28
29 # code and css will need adjusting if you change HP_MAX
30 HP_MAX = 10
31
32 ##############################################################
33 ##############    fix javascript some more    ################
34 ##############################################################
35
36 # so annoying that setTimeout has its arguments in the wrong order
37 timeout = (ms, callback) ->
38         setTimeout callback, ms
39
40 # warning: it's shalow (sub-elements are not cloned)
41 Array::clone = ->
42         return this.slice(0)
43
44 Array::sum = ->
45         ret = 0
46         ret += i for i in this
47         return ret
48
49 # ascending. All values must be Numbers
50 Array::num_sort = -> return this.sort((a, b) -> return a - b)
51
52 Array::last = ->
53         return this[this.length - 1]
54
55
56 ##############################################################
57 ##############    cookies (auto-save game)    ################
58 ##############################################################
59
60 set_cookie = (name, value, days) ->
61         date = new Date()
62         date.setTime date.getTime()+(days*24*60*60*1000)
63         cookie = "#{name}=#{value}; expires=#{date.toGMTString()}; path=/"
64         document.cookie = cookie
65 window.sc = set_cookie
66
67 get_cookie = (name) ->
68         key = name + '='
69         for c in document.cookie.split /; */
70                 if c.indexOf key is 0
71                         return c.substr key.length
72         return null
73
74 delete_cookie = (name) ->
75         set_cookie name, '', -1
76 window.dc = delete_cookie
77
78
79 board_cols = board_col_heights.length
80 board_tiles = board_col_heights.sum()
81 board_col_top_px = []
82 score = 0
83 tiles = new Array(board_tiles)
84 board_neighbors = [] # array of tile numbers "next to" this one
85 tile_top_px = [] # array of pixel coordinates for top of column
86 board_left_px = [] # array of pixel coordinates for left of column
87 board_aboves = [] # array of tile numbers above, starting from top
88 board_below = [] # tile number of next tile below or false
89
90 selected = []
91
92 letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
93 letter_distribution = [
94         14355 # a
95          3968 # b
96          6325 # c
97          7045 # d
98         20258 # e
99          2739 # f
100          5047 # g
101          4372 # h
102         13053 # i
103           516 # j
104          2600 # k
105          9631 # l
106          5115 # m
107         10082 # n
108         11142 # o
109          5292 # p
110           287 # qu
111         12341 # r
112         16571 # s
113         10215 # t
114          6131 # u
115          1728 # v
116          2184 # w
117           619 # x
118          3512 # y
119           831 # z
120
121 ]
122
123 letter_distribution_total = 175973 # letter_distribution.sum()
124
125
126 new_letter_queue = []
127 new_letter = ->
128         if new_letter_queue.length
129                 l = new_letter_queue.shift()
130                 if l is 'Q'
131                         return 'Qu'
132                 else
133                         return l
134         r = Math.floor Math.random() * (letter_distribution_total + 1)
135         for i in [0..25]
136                 r -= letter_distribution[i]
137                 if r <= 0
138                         if letters[i] is 'Q'
139                                 return 'Qu'
140                         return letters[i]
141         return 'Z' # just in case
142
143
144
145 # in memory it's layed out like this:
146 # a c f j m
147 # b d g k n
148 #   e h l
149 #     i
150 # for display, columns are slid vertically like so:
151 #       f
152 #     c   j
153 #   a   g   m
154 #     d   k
155 #   b   h   n
156 #     e   l
157 #       i
158 #
159 # work out which grid spaces are connected
160 init_board_layout = () ->
161         col_offset = 0
162         middle_col = (board_cols - 1) / 2
163
164         # how many tiles before the current tile?
165         for col_num in [0 .. board_cols - 1]
166                 if col_num < middle_col
167                         fw_other = 1
168                 else
169                         fw_other = -1
170
171                 if col_num > middle_col
172                         bw_other = 1
173                 else
174                         bw_other = -1
175
176                 is_first_col = col_num is 0
177                 is_last_col = col_num is board_cols - 1
178
179                 neighbors = []
180                 push = (offset) ->
181                         neighbors.push col_offset + offset
182
183                 col_top_px = Math.abs col_num - middle_col
184                 col_top_px *= tile_radius
185                 board_col_top_px.push col_top_px
186
187                 above = []
188                 for i in [0 .. board_col_heights[col_num] - 1]
189                         is_top_tile = i is 0
190                         is_bottom_tile = i is board_col_heights[col_num] - 1
191
192                         # link tile number to pixel "top" and "left" of containing column
193                         tile_top_px.push col_top_px + i * tile_width
194                         board_left_px.push col_num * tile_width
195
196                         # aboves (array of tile numbers above, starting from top)
197                         board_aboves.push above.clone()
198                         above.push i + col_offset
199
200                         # below (SINGLE tile number of tile below or false)
201                         if is_bottom_tile
202                                 board_below.push false
203                         else
204                                 board_below.push col_offset + i + 1
205
206                         # neighbors (array of tile numbers "next to" this one)
207                         neighbors = []
208                         unless is_top_tile # upward link
209                                 push i - 1
210                         unless is_bottom_tile # downward links
211                                 push i + 1
212                         unless is_first_col # leftward links
213                                 unless is_bottom_tile and bw_other is -1
214                                         push i - board_col_heights[col_num - 1]
215                                 unless is_top_tile and bw_other is -1
216                                         push i - board_col_heights[col_num - 1] + bw_other
217                         unless is_last_col # rightward links
218                                 unless is_bottom_tile and fw_other is -1
219                                         push i + board_col_heights[col_num]
220                                 unless is_top_tile and fw_other is -1
221                                         push i + board_col_heights[col_num] + fw_other
222
223                         board_neighbors.push neighbors.clone()
224
225                 col_offset += board_col_heights[col_num]
226
227
228 init_board = ->
229         encoded = window.location.hash
230         if encoded? and encoded.charAt 0 is '#'
231                 encoded = encoded.substr 1
232         unless encoded? and encoded.length > board_tiles
233                 encoded = get_cookie 'hexbog'
234         if encoded? and encoded.length > board_tiles
235                 new_letter_queue = (encoded.substr 0, board_tiles).split ''
236                 score = parseInt(encoded.substr(board_tiles), HP_MAX)
237
238         # work out which grid spaces are connected
239         # (neighbors, above, down)
240         init_board_layout()
241
242 $big_tip = null # initialized by init_html_board
243 $little_tip = null # initialized by init_html_board
244 $score_display = null # initialized by init_html_board
245 $definition_body = null # initialized by init_html_board
246 update_selection_display = ->
247         word = selected_word()
248         $big_tip.removeClass('good')
249         if word.length > 0
250                 if word.length < 3
251                         $big_tip.html word
252                         $little_tip.html "Click more tiles (3 minimum)"
253                 else
254                         if is_word word
255                                 if word.indexOf(word.substr(word.length - 1)) < word.length - 1
256                                         last = 'last '
257                                 else
258                                         last = ''
259                                 $little_tip.html "Click the #{last}\"#{word.substr(word.length - 1)}\" for #{score_for word} points"
260                                 $big_tip.html "<a href=\"http://en.wiktionary.org/wiki/#{word}\" target=\"_blank\" title=\"click for definition\">#{word}</a>"
261                                 $big_tip.addClass('good')
262                         else
263                                 $big_tip.html word
264                                 $little_tip.html "\"#{word}\" is not in the word list."
265         else
266                 $big_tip.html "← Click a word"
267                 $little_tip.html "(tiles must be touching)"
268
269         # color the selected tiles according to whether they're a word or not
270         if word.length
271                 classes = ['selected_word', 'selected']
272                 if is_word word
273                         c = 0
274                 else
275                         c = 1
276                 for num in selected
277                         tiles[num].dom.addClass classes[c]
278                         tiles[num].dom.removeClass classes[1 - c]
279
280 # unselects the last tile of the selecetion
281 unselect_tile = ->
282         _unselect_tile()
283         update_selection_display()
284
285 _unselect_tile = ->
286         num = selected.pop()
287         html_tile = tiles[num].dom
288         html_tile.removeClass 'selected_word'
289         html_tile.removeClass 'selected'
290
291 unselect_all = ->
292         while selected.length
293                 _unselect_tile()
294         update_selection_display()
295
296 selected_word = ->
297         word = ''
298         word += tiles[i].text for i in selected
299         return word.toLowerCase()
300
301 save_game = ->
302         encoded = ''
303         for t in tiles
304                 encoded += t.text.substr 0, 1
305         encoded += score
306         set_cookie 'hexbog', encoded, 365
307         window.location.hash = encoded
308
309 # remove the selected tiles from the board, create new tiles, and slide everything into place
310 blip_selection = ->
311         difficulty = 11 - Math.log(100 + score) # higher numbers are easier
312         unsink = difficulty * score_for selected_word() # how much tile restoration we have left to do
313         faders = selected.num_sort()
314         selected = []
315         update_selection_display()
316         neighbors = {}
317         nneighbors = {}
318         for i in faders
319                 tiles[i].dom.unbind('click').fadeOut fade_ms
320                 tiles[i].new_hp = tiles[i].hp
321                 for n in board_neighbors[i]
322                         neighbors[n] = tiles[n]
323                         for nn in board_neighbors[n]
324                                 nneighbors[nn] = tiles[nn]
325         for i in faders
326                 delete nneighbors[i]
327                 delete neighbors[i]
328         for k, v of neighbors
329                 delete nneighbors[k]
330         # convert to arrays so we can sort, etc
331         nneighbors = (v for k, v of nneighbors)
332         neighbors = (v for k, v of neighbors)
333         # TODO make this apply eavenly to neighbors
334         # TODO different range for different word lengths
335         for nei in [neighbors, nneighbors]
336                 if unsink > 0
337                         for i in nei
338                                 if i.hp is 0 and unsink >= 10
339                                         i.new_hp = 10
340                                         unsink -= 10
341                                         i.text = new_letter()
342                                         i.dom.html i.text
343         for nei in [neighbors, nneighbors]
344                 if unsink > 0
345                         for i in nei
346                                 if i.hp > 0 and unsink > 0
347                                         unsink -= 10 - i.hp
348                                         i.new_hp = 10
349         for i in tiles
350                 i.new_hp ?= i.hp - 1
351                 if i.new_hp < 0
352                         i.new_hp = 0
353                 else if i.new_hp > HP_MAX
354                         i.new_hp = HP_MAX
355                 if i.new_hp isnt i.hp
356                         i.dom.removeClass "hp#{i.hp}"
357                         i.dom.addClass "hp#{i.new_hp}"
358                         i.hp = i.new_hp
359                 delete i.new_hp
360         timeout fade_ms + 1, ->
361                 # which tiles need to be slid down
362                 sliders = (false for i in tiles)
363
364                 prev_col_top = null
365                 next_new_y = null
366                 for deleted in faders
367                         # find the tile number of the top tile in this column
368                         if board_aboves[deleted].length is 0
369                                 col_top = deleted
370                         else
371                                 col_top = board_aboves[deleted][0]
372
373                         # reset location where new tiles appear when we change columns
374                         if prev_col_top isnt col_top
375                                 next_new_y = -10 - tile_width
376                                 prev_col_top = col_top
377
378                         tiles[deleted].dom.remove()
379
380                         # For each each tile above the one we've deleted:
381                         # 1. move it down one slot in the data scructures
382                         # 2. mark it as needing to slide
383                         dest = deleted
384                         aboves = board_aboves[deleted].clone().reverse()
385                         for above in aboves
386                                 tiles[dest] = tiles[above]
387                                 tiles[dest].id = dest
388                                 tiles[dest].dom.data 'tile_number', dest
389                                 sliders[dest] = true
390                                 --dest
391                         sliders[col_top] = true # the new tile needs to be slid down too
392
393                         new_tile col_top, board_left_px[col_top], next_new_y
394                         next_new_y -= tile_width + 50
395
396                 for slide, i in sliders
397                         if slide
398                                 tiles[i].dom.animate {top: "#{tile_top_px[i]}px"}, slide_ms
399                                 sliders[i] = false
400                 save_game()
401
402 score_for = (word) -> Math.round(Math.pow(1.7, word.length))
403
404 activate_selection = ->
405         word = selected_word()
406         if word.length < 3
407                 # FIXME make this a hint
408                 log "Too short: \"#{word}\""
409                 return
410         unless is_word word
411                 # FIXME make this automatically part of the selection display
412                 log "Not on word list: \"#{word}\""
413                 return
414         word_score = score_for word
415         score += word_score
416         $score_display.html score
417         # FIXME make some kind of animation showing score gain
418         log "blipped \"#{word}\" for #{word_score} points"
419         blip_selection()
420         look_up_definition word
421         $('#definition').click()
422
423
424 show_definition = (word, type, definition, language) ->
425         html = "<a href=\"http://en.wiktionary.org/wiki/#{word}\" target=\"_blank\">"
426         html += "#{word.substr(0, 1).toUpperCase() + word.substr(1)}</a>, #{type}"
427         if language isnt 'English'
428                 html += " (#{language})"
429         html += ': '
430         html += definition
431         html += '<div id="definition_credit">Definition &copy;<a href="http://en.wiktionary.org/" target="_blank">wiktionary.org</a> CC-BY-SA</div>'
432         $definition_body.html html
433
434
435 select_tile = (num) ->
436         html_tile = tiles[num].dom
437         # html_tile.css backgroundColor: tile_selected_color
438         selected.push num
439         update_selection_display()
440         return
441
442 new_tile = (num, x, y) ->
443         letter = new_letter()
444
445         hp = 4 + Math.floor(Math.random() * (HP_MAX - 4))
446
447         html_tile = $("<div class=\"tile hp#{hp}\" style=\"left: #{x}px; top: #{y}px\" unselectable=\"on\">#{letter}</div>")
448         $board.append(html_tile)
449
450         html_tile.data 'tile_number', num
451         tiles[num] = text: letter, dom: html_tile, hp: hp, id: num
452
453         html_tile.click ->
454                 me = $(this)
455                 num = me.data 'tile_number'
456                 return if tiles[num].hp < 1
457                 if num in selected
458                         if selected.length > 2 and num is selected.last()
459                                 activate_selection()
460                         else
461                                 if selected.length > 1
462                                         unselect_all()
463                                         select_tile num
464                                 else
465                                         unselect_all()
466                 else # (not clicking on selected tile)
467                         if selected.length > 0 and not (num in board_neighbors[selected.last()])
468                                 unselect_all()
469                         select_tile num
470
471
472 $board = null
473 init_html_board = ->
474         $('#loading').remove()
475         $big_tip = $('#big_tip')
476         $little_tip = $('#little_tip')
477         $score_display = $('#score')
478         $score_display.html score
479         $definition_body = $('#definition_body')
480         $board = $('#board')
481         # make html for board
482         tile_number = 0
483         for col_num in [0 .. board_cols - 1]
484                 for num in [0 .. board_col_heights[col_num] - 1]
485                         x = col_num * tile_width
486                         y = board_col_top_px[col_num] + num * tile_width
487                         new_tile tile_number, x, y
488                         tile_number++
489
490 word_bins = []; word_bins.push(',') for [0...997]
491 hash_word = (word) ->
492         h = 0
493         for i in [0...word.length]
494                 h ^= word.charCodeAt(i) << ((i*3) % 21)
495         return h % 997
496 is_word = (str) ->
497         word_bins[hash_word str].indexOf(",#{str},") > -1
498
499 # this is called automatically by the compressed wordlist
500 parse_word_list = (compressed) ->
501         prefix = ''
502         cap_a = "A".charCodeAt 0
503         i = 0
504         next_chunk = ->
505                 chunk = compressed[i]
506                 for word in chunk.match(/[a-z]*[A-Z]/g)
507                         # the capital letter (at the end of the match) says how many characters
508                         # from the end of the previous word should be removed to create the prefix
509                         # for the next word. "A" for 0, "B" for 1, "C" for 2, etc
510                         bs = word[word.length - 1].charCodeAt(0) - cap_a
511                         word = prefix + word[0 ... word.length - 1]
512                         word_bins[hash_word word] += word + ','
513                         prefix = word[0 ... word.length - bs]
514                 if ++i is compressed.length
515                         return
516                 else
517                         timeout 1, next_chunk
518         timeout 1, next_chunk
519
520 extract_wiktionary_definiton = (html) ->
521         found = false
522         finds = {}
523         language = false
524         part = false
525
526         # clean HTML
527         ##################
528         # when we instantiate the html so we can use dom traversal, the browser
529         # will start loading images and such. This section attempts to mangle the
530         # html so no resources are loaded when the html is parsed.
531
532         # attributes
533         #                            src: <img>, <audio>, etc
534         #                         onload: only <body>?
535         #   archive,codebase,data,usemap: <object>
536         #                           href: <link>
537         #                 id,class,style: background: url(foo.png), etc
538         html = html.replace /(src|onload|archive|codebase|data|usemap|href|style|id|class)=['"][^"']*['"]/ig, '', html
539
540         elements = $(html)
541
542         valid_parts = ["Abbreviation", "Adjective", "Adverb", "Article", "Cardinal number", "Conjunction", "Determiner", "Interjection", "Noun", "Numeral", "Particle", "Preposition", "Pronoun", "Verb"]
543
544         edit_link_regex = new RegExp(' ?\\[edit\\] ?')
545
546         elements.each (i, el) ->
547                 #which tag: el.tagName
548                 if el.tagName is 'H2'
549                         # if we found a definition in the previous language section, run with it
550                         # (we only stop for verbs, in hopes of finding one in english)
551                         if found
552                                 return false # break
553                         part = false # mark us not being in a definition section unless the next section finds a part of speach header
554                         language = $(el).text().replace(edit_link_regex, '')
555                 if language and el.tagName is 'H3' or el.tagName is 'H4' # eg yak def uses one for english and one for dutch
556                         part = false
557                         text = $(el).text().replace(edit_link_regex, '')
558                         for p in valid_parts
559                                 if text is "#{p}"
560                                         part = p.toLowerCase()
561                                         # FIXME break
562                 if part and el.tagName is 'OL'
563                         $(el).children().each (i, el) ->
564                                 new_def = $(el).text()
565                                 if new_def.substr(0, 9) is '(obsolete' or new_def.substr(0, 8) is "(archaic" or new_def.substr(0, 20) is "Alternative form of " or new_def.substr(0, 24) is "Alternative spelling of "
566                                         key = 'lame'
567                                 else
568                                         if part is 'verb'
569                                                 key = 'verb'
570                                         else
571                                                 key = 'nonverb'
572                                 finds[key] ?= [part, new_def, language]
573                                 found = true
574                                 if part is 'verb'
575                                         # verbs are the best! stop scanning when we find one
576                                         return false # break
577                         if found.verb
578                                 return false # break
579
580         part_defs = (finds[i] for i in ['verb', 'nonverb', 'lame'] when finds[i])
581         unless part_defs.length
582                 return false
583
584         return part_defs[0]
585
586
587 look_up_definition = (word) ->
588         $definition_body.html "Looking up definition for \"#{word}\"..."
589         $.ajax({
590                 url: "http://en.wiktionary.org/w/api.php?action=parse&format=json&page=#{word}"
591                 jsonpCallback: "lud_#{word}" # always use the same callback for the same word so it's cacheable
592                 dataType: 'jsonp'
593                 cache: true
594                 success: (data, error_msg, xhr) ->
595                         if data?.parse?.text?['*']?
596                                 tdl = extract_wiktionary_definiton data.parse.text['*']
597                                 if tdl
598                                         show_definition word, tdl[0], tdl[1], tdl[2]
599                                 else
600                                         $definition_body.html "Oops, could't find a definition for \"#{word}\"."
601                         else
602                                 $definition_body.html "Sorry, couldn't find a definition for \"#{word}\"."
603         })
604
605 board_as_txt = ->
606         ret = ''
607         index = 0
608         for i in [0 .. board_min_height * 2]
609                 unless i % 2
610                         ret += '   ' + tiles[j].text for j in [board_min_height + index .. board_tiles - 1] by 2 * board_min_height + 1
611                 else
612                         ret += ' ' + tiles[j].text + '  ' for j in [index .. board_tiles - 1] by 2 * board_min_height + 1
613                         index += 1
614
615                 ret += '\n'
616         return ret
617
618 start_over = ->
619         selected = []
620         score = 0
621         $score_display.html score
622         for i in [0...board_tiles]
623                 selected.push i
624         blip_selection()
625
626 init_start_over_link = ->
627         $('#start-over').click (event) ->
628                 event.preventDefault()
629                 if confirm "Are you sure you want to start over? There is no undo."
630                         start_over()
631
632 cur_tab = 'instructions'
633 tabtab_height = 20
634 tab_height = 150
635 init_tab = (t) ->
636         $('#' + t).click ->
637                 return if t is cur_tab
638                 $('#' + cur_tab).removeClass('selected-tab').addClass('tab').animate({height: tabtab_height}, 1000)
639                 $('#' + t).removeClass('tab').addClass('selected-tab').animate({height: tab_height}, 1000)
640                 cur_tab = t
641 init_tabs = ->
642         for t in ['instructions', 'definition', 'donate', 'restart']
643                 init_tab t
644
645 init_keybinding = ->
646         $(window).keydown (e) ->
647                 switch e.keyCode
648                         when 32, 10, 13
649                                 activate_selection()
650                         when 27
651                                 unselect_all()
652
653 log = (msg) ->
654         console.log msg if console?.log?
655
656 init_game = ->
657         if $(window).height() >= 440
658                 $('#centerer').css('margin-top', '25px')
659         init_keybinding()
660         init_tabs()
661         init_board()
662         init_html_board()
663         init_start_over_link()
664         update_selection_display()
665
666 $(init_game)