mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-18 06:41:27 +02:00
Removes operator-private material from the shipped tree, corrects documentation
that had drifted from the code, deletes dead code, and applies a consistent
prose style.
Private material moved out of the public tree (docs/private/, git-ignored):
- the wallet keyfile recovery runbook and its helper scripts, which together
published the mainnet wallet file path, the service account, backup snapshot
filenames, and the wallet RPC listener state. The helper duplicated the same
constants, so relocating the document alone would not have removed them.
- the stagenet parallel-candidate runbook and its fixtures.
- the dated production-state record, the internal remediation plan, and the
TODO list. None are reference documentation for an outside reader.
Redacted or genericised:
- operator home-directory paths in shipped scripts and units. The asset build
script now takes KENNEY_ASSETS_DIR instead of a hard-coded path.
- private LAN addresses in tests, env examples and deploy docs, replaced with
RFC 5737 documentation addresses.
- the default alert sender and the notification hub example.
- the Monero wallet unit now matches the Wownero one: a dedicated service
account and a config file, instead of the operator's login account with the
wallet password in argv where any local user can read it from /proc.
Ignore rules now cover every .env variant rather than the bare name, plus local
agent state. The deployment docs instruct operators to create .env.mainnet and
.env.stagenet, which the exact-name rule would have allowed to be committed.
Documentation corrected against the code: per-chain dungeon level counts, the
premium unlock rule, Tavern chat scope, backup retention, the chain-profile
fallback, the environment template location, and several sections describing
shipped work as pending.
Dead code removed: configPersistence, rpccalls, a duplicate vendored ROT.js
bundle, the unused tile-picker overlay, the unreachable legacy game-size path
and its vestigial parameter, spectator stubs that shadowed the real
SpectatorManager, and commented-out debugging. nip98 now imports the shared
nostr loader rather than duplicating it.
Prose style: em-dashes removed throughout in favour of colons, semicolons and
commas; comments restated as present-tense descriptions of the code rather than
narration of past changes.
127 suites / 1015 tests pass.
346 lines
16 KiB
JavaScript
346 lines
16 KiB
JavaScript
/**
|
|
* Input handlers for the Wowngeon game
|
|
*/
|
|
|
|
// Is a blocking dialog on screen?
|
|
//
|
|
// The document-level Enter shortcut submits a ranked (paid-intent) entry. The entry-choice and
|
|
// payment modals advertise "ENTER" on their own cards, so anything that takes over the screen must
|
|
// swallow the shortcut; otherwise Enter submits an entry the player has not chosen and the
|
|
// following click submits a second one.
|
|
function modalIsOpen() {
|
|
if (document.getElementById('entryChoiceOverlay')) return true;
|
|
var overlays = document.querySelectorAll('.modal-overlay');
|
|
for (var i = 0; i < overlays.length; i++) {
|
|
if (!overlays[i].classList.contains('hidden')) return true;
|
|
}
|
|
var paymentUi = document.getElementById('payment-ui');
|
|
if (paymentUi && paymentUi.offsetParent !== null) return true;
|
|
return false;
|
|
}
|
|
|
|
// Enter inside any text field belongs to that field, not to the game.
|
|
function typingInAField() {
|
|
var el = document.activeElement;
|
|
if (!el) return false;
|
|
if (el.isContentEditable) return true;
|
|
var tag = (el.tagName || '').toLowerCase();
|
|
return tag === 'input' || tag === 'textarea' || tag === 'select';
|
|
}
|
|
|
|
const InputHandler = {
|
|
_lastMoveTime: 0,
|
|
_moveCooldown: 100, // Minimum 100ms between moves
|
|
_pendingMove: null,
|
|
_initialized: false, // Guards against repeated init() calls binding duplicate handlers
|
|
|
|
init: function() {
|
|
if (this._initialized) {
|
|
return;
|
|
}
|
|
|
|
this.setupChatForm();
|
|
this.setupFocusHandlers();
|
|
this.setupKeyboardControls();
|
|
this.setupClickHandlers();
|
|
this.setupModeToggle();
|
|
this._initialized = true;
|
|
},
|
|
|
|
setupChatForm: function() {
|
|
const MAX_CHAT_LENGTH = 200;
|
|
|
|
$('#chatInput').on('input', function() {
|
|
const len = $(this).val().length;
|
|
const counter = $('#charCounter');
|
|
counter.text(len + '/' + MAX_CHAT_LENGTH);
|
|
// Red at the limit, amber within the last 20%.
|
|
if (len >= MAX_CHAT_LENGTH) {
|
|
counter.css('color', '#f66');
|
|
} else if (len >= MAX_CHAT_LENGTH * 0.8) {
|
|
counter.css('color', '#fa0');
|
|
} else {
|
|
counter.css('color', '#666');
|
|
}
|
|
});
|
|
|
|
$('#chatForm').submit(function(e) {
|
|
e.preventDefault();
|
|
var msg = $('#chatInput').val().trim();
|
|
|
|
if (!msg) return false;
|
|
|
|
// "enter" always goes to the server, which owns queueing logic and timing.
|
|
if (msg.toLowerCase() === 'enter') {
|
|
if (typeof SocketHandlers !== 'undefined' && SocketHandlers.emitFairGameStart) {
|
|
if (!SocketHandlers.emitFairGameStart('join_queue')) return false;
|
|
} else {
|
|
socket.emit('chat message', msg);
|
|
}
|
|
|
|
// The server controls screen state via payment_created, waiting_status and similar
|
|
// events, so this path does not switch to the waiting screen itself.
|
|
$('#messages').append($('<li style="color: #0f0;">').text("🔑 Processing game entry request..."));
|
|
UI.scrollChat();
|
|
} else {
|
|
socket.emit('chat message', msg);
|
|
}
|
|
|
|
$('#chatInput').val('');
|
|
$('#charCounter').text('0/' + MAX_CHAT_LENGTH).css('color', '#666');
|
|
return false;
|
|
});
|
|
|
|
$('#chatInput').focus();
|
|
UI.updateFocusIndicator();
|
|
},
|
|
|
|
setupFocusHandlers: function() {
|
|
// Focus/blur drive the visual focus indicator.
|
|
$('#chatInput').on('focus', UI.updateFocusIndicator).on('blur', UI.updateFocusIndicator);
|
|
$('#game-display').on('focus', UI.updateFocusIndicator).on('blur', UI.updateFocusIndicator);
|
|
|
|
// tabindex -1 makes the game display programmatically focusable without entering tab order.
|
|
$('#game-display').attr('tabindex', '-1');
|
|
},
|
|
|
|
setupKeyboardControls: function() {
|
|
const self = this; // The keydown handler runs with its own `this`, so capture InputHandler.
|
|
$(document).on('keydown', function(e) {
|
|
if (e.key === 'Escape' && typeof SocketHandlers !== 'undefined' && SocketHandlers._spectatorMode) {
|
|
e.preventDefault();
|
|
if (window.socket) {
|
|
socket.emit('leave_spectate');
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (document.activeElement === $('#game-display')[0]) {
|
|
if (Game && Game._gameActive) {
|
|
// Spectators drive no character, so movement keys are ignored.
|
|
if (typeof Game !== 'undefined' && Game._isSpectating) {
|
|
return;
|
|
}
|
|
|
|
let dx = 0;
|
|
let dy = 0;
|
|
let moved = false;
|
|
|
|
let direction = null;
|
|
switch(e.key) {
|
|
case 'w': case 'ArrowUp': direction = 'up'; dy = -1; moved = true; break;
|
|
case 's': case 'ArrowDown': direction = 'down'; dy = 1; moved = true; break;
|
|
case 'a': case 'ArrowLeft': direction = 'left'; dx = -1; moved = true; break;
|
|
case 'd': case 'ArrowRight': direction = 'right'; dx = 1; moved = true; break;
|
|
}
|
|
|
|
if (moved && direction) {
|
|
e.preventDefault(); // Arrow keys would otherwise scroll the page.
|
|
|
|
// Moves are throttled to one per _moveCooldown; a move arriving inside the
|
|
// window replaces any pending one so only the latest direction is sent.
|
|
const now = Date.now();
|
|
if (now - self._lastMoveTime >= self._moveCooldown) {
|
|
socket.emit('player_move', { direction });
|
|
self._lastMoveTime = now;
|
|
self._pendingMove = null;
|
|
} else {
|
|
self._pendingMove = { direction };
|
|
const timeToWait = self._moveCooldown - (now - self._lastMoveTime);
|
|
setTimeout(() => {
|
|
if (self._pendingMove) {
|
|
socket.emit('player_move', self._pendingMove);
|
|
self._lastMoveTime = Date.now();
|
|
self._pendingMove = null;
|
|
}
|
|
}, timeToWait);
|
|
}
|
|
}
|
|
} else {
|
|
// Game display has focus with no active game (welcome/waiting screen): the only
|
|
// key handled is the animation toggle.
|
|
if (e.key === 'A' || e.key === 'a') {
|
|
e.preventDefault();
|
|
if (typeof ScreenManager !== 'undefined') {
|
|
ScreenManager.toggleAnimation();
|
|
}
|
|
}
|
|
}
|
|
} else if (e.key === 'Enter' && document.activeElement !== $('#chatInput')[0]
|
|
&& !modalIsOpen() && !typingInAField()) {
|
|
if (typeof Game !== 'undefined' && !Game._gameActive) {
|
|
// Enter on the welcome screen requests a game start.
|
|
e.preventDefault();
|
|
|
|
const isDebugMode = window.location.hostname === 'localhost' ||
|
|
window.location.hostname === '127.0.0.1' ||
|
|
window.location.protocol === 'file:';
|
|
|
|
if (typeof SocketHandlers !== 'undefined' && SocketHandlers.emitFairGameStart) {
|
|
if (!SocketHandlers.emitFairGameStart('join_queue')) return;
|
|
} else {
|
|
socket.emit('chat message', 'enter');
|
|
}
|
|
|
|
if (isDebugMode || ScreenManager.canEnterGame()) {
|
|
const addressRequired = typeof SocketHandlers !== 'undefined' && SocketHandlers.payoutAddressRequired();
|
|
const hasAddress = typeof SocketHandlers !== 'undefined' && SocketHandlers._hasPayoutAddress;
|
|
const canAfford = typeof SocketHandlers !== 'undefined' && SocketHandlers.canAffordGame();
|
|
const isFree = typeof SocketHandlers !== 'undefined' && SocketHandlers._gameMode === 'FREE';
|
|
|
|
// Free play always waits; otherwise the player needs an affordable entry and,
|
|
// where required, a payout address on file.
|
|
const shouldShowWaiting = isFree || (canAfford && (!addressRequired || hasAddress));
|
|
|
|
if (shouldShowWaiting && typeof ScreenManager !== 'undefined' && ScreenManager.drawWaitingScreen) {
|
|
// Paid entries show the awaiting-payment state up front, except when
|
|
// credits mode already has enough credits to cover the game.
|
|
const isPaidCredits = typeof SocketHandlers !== 'undefined' && SocketHandlers._gameMode === 'PAID_CREDITS';
|
|
const hasEnoughCredits = typeof SocketHandlers !== 'undefined' && SocketHandlers._creditsBalance >= (SocketHandlers._creditsPerGame || 1);
|
|
|
|
if (!isFree && typeof Game !== 'undefined' && !Game._unconfirmedPayment) {
|
|
if (!(isPaidCredits && hasEnoughCredits)) {
|
|
Game._awaitingPayment = true;
|
|
}
|
|
}
|
|
ScreenManager.drawWaitingScreen();
|
|
}
|
|
} else {
|
|
$('#messages').append($('<li style="color: #ff0;">').text("* You have been added to the queue! Game will start after next block."));
|
|
UI.scrollChat();
|
|
}
|
|
|
|
$('#messages').append($('<li style="color: #0f0;">').text("🔑 Game start requested..."));
|
|
UI.scrollChat();
|
|
} else {
|
|
// With a game active, Enter moves focus to chat.
|
|
$('#chatInput').focus();
|
|
UI.updateFocusIndicator();
|
|
}
|
|
}
|
|
});
|
|
},
|
|
|
|
setupClickHandlers: function() {
|
|
$('#startButton').click(function(e) {
|
|
// The wait-vs-drop-in timing choice appears whenever the game would start instantly with
|
|
// no upfront payment: free play enabled, a FREE instance, or paid-credits with credits in
|
|
// hand. The modal only picks when you enter; the payment method still flows through
|
|
// auto_start / join_queue unchanged.
|
|
if (typeof SocketHandlers !== 'undefined') {
|
|
var mode = SocketHandlers._gameMode;
|
|
var freeAvailable = SocketHandlers._freePlayEnabled || mode === 'FREE';
|
|
var hasCredits = SocketHandlers._creditsBalance >= (SocketHandlers._creditsPerGame || 1);
|
|
var instantStart = freeAvailable || (mode === 'PAID_CREDITS' && hasCredits);
|
|
if (instantStart) {
|
|
SocketHandlers.showEntryChoiceModal({ freeAvailable: freeAvailable, hasCredits: hasCredits });
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Otherwise attempt an immediate start; payment-required modes go through their own flow.
|
|
if (typeof SocketHandlers !== 'undefined' && SocketHandlers.emitFairGameStart) {
|
|
if (!SocketHandlers.emitFairGameStart('auto_start')) return;
|
|
} else {
|
|
socket.emit('auto_start');
|
|
}
|
|
|
|
const addressRequired = typeof SocketHandlers !== 'undefined' && SocketHandlers.payoutAddressRequired();
|
|
const hasAddress = typeof SocketHandlers !== 'undefined' && SocketHandlers._hasPayoutAddress;
|
|
const canAfford = typeof SocketHandlers !== 'undefined' && SocketHandlers.canAffordGame();
|
|
const isFree = typeof SocketHandlers !== 'undefined' && SocketHandlers._gameMode === 'FREE';
|
|
|
|
// Free play always waits; otherwise the player needs an affordable entry and, where
|
|
// required, a payout address on file.
|
|
const shouldShowWaiting = isFree || (canAfford && (!addressRequired || hasAddress));
|
|
|
|
if (shouldShowWaiting) {
|
|
// Paid modes with no payment detected yet show the awaiting-payment state, except
|
|
// when credits mode already has enough credits to cover the game.
|
|
const isPaidCredits = typeof SocketHandlers !== 'undefined' && SocketHandlers._gameMode === 'PAID_CREDITS';
|
|
const hasEnoughCredits = typeof SocketHandlers !== 'undefined' && SocketHandlers._creditsBalance >= (SocketHandlers._creditsPerGame || 1);
|
|
|
|
if (!isFree && typeof Game !== 'undefined' && !Game._unconfirmedPayment) {
|
|
if (!(isPaidCredits && hasEnoughCredits)) {
|
|
Game._awaitingPayment = true;
|
|
}
|
|
}
|
|
|
|
if (typeof ScreenManager !== 'undefined' && ScreenManager.drawWaitingScreen) {
|
|
ScreenManager.drawWaitingScreen();
|
|
}
|
|
} else {
|
|
// A missing payout address is the actionable case, so name it in chat.
|
|
if (addressRequired && !hasAddress) {
|
|
$('#messages').append($('<li style="color: #ffa500;">').text("⚠️ Please set a payout address using the button below before starting."));
|
|
UI.scrollChat();
|
|
}
|
|
}
|
|
|
|
$('#messages').append($('<li style="color: #0f0;">').text("🖱️ Game start requested..."));
|
|
UI.scrollChat();
|
|
});
|
|
|
|
// Watch games button - toggle the games list panel
|
|
$('#watchGamesButton').click(function(e) {
|
|
const $panel = $('#gamesListPanel');
|
|
if ($panel.length && $panel.is(':visible')) {
|
|
$panel.hide();
|
|
} else {
|
|
if (window.socket) {
|
|
socket.emit('get_active_games', { page: 1, pageSize: 20 });
|
|
}
|
|
if (typeof SocketHandlers !== 'undefined') {
|
|
SocketHandlers._showGamesPanel();
|
|
}
|
|
}
|
|
});
|
|
|
|
$('#animationToggleButton').click(function(e) {
|
|
|
|
if (typeof ScreenManager !== 'undefined' && ScreenManager.toggleAnimation) {
|
|
ScreenManager.toggleAnimation();
|
|
// The waiting screen is drawn once, so it needs a redraw to pick up the new setting.
|
|
if (typeof ScreenManager.drawWaitingScreen === 'function') {
|
|
ScreenManager.drawWaitingScreen();
|
|
}
|
|
}
|
|
|
|
const status = ScreenManager._animationEnabled ? "enabled" : "disabled";
|
|
$('#messages').append($('<li style="color: #aa0;">').text(`🎬 Animation ${status}`));
|
|
UI.scrollChat();
|
|
});
|
|
|
|
$('#manageAddressButton').click(function(e) {
|
|
e.preventDefault();
|
|
if (window.socket) {
|
|
socket.emit('address:prompt');
|
|
}
|
|
if (typeof AddressModal !== 'undefined') {
|
|
AddressModal.show();
|
|
}
|
|
});
|
|
},
|
|
|
|
setupModeToggle: function() {
|
|
var toggleButton = document.getElementById('toggle-mode');
|
|
if (toggleButton) {
|
|
toggleButton.addEventListener('click', function() {
|
|
try {
|
|
toggleButton.textContent = 'Mode switching disabled';
|
|
toggleButton.disabled = true;
|
|
} catch (e) {
|
|
console.error("Error switching display mode:", e);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
};
|
|
|
|
if (typeof window !== 'undefined') {
|
|
window.InputHandler = InputHandler;
|
|
}
|
|
|
|
// index.html calls InputHandler.init() after DOM ready, once the modules it reaches into
|
|
// (UI, Game, ScreenManager, SocketHandlers) are defined.
|