Checkpoint current interactive fiction state

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{
"permissions": {
"allow": [
"Bash(wc:*)",
"Bash(git -C /workspaces/ai.interactive.fiction log --oneline -15)"
]
}
}
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# Client Architecture Refactoring TODO List
# Client Specification And Progress Report
## Phase 1: Cleanup and Removal of Redundant Components
This file is the single living technical specification, implementation checklist, and progress report for the web client. Usage instructions and changelog live in `README.md`.
### High Priority Removals
## Product Goal
1. **TTSPlayerModule - Complete Removal**
- [X] Mark entire module for removal (completely redundant with SentenceQueueModule)
- [ ] Identify all references to TTSPlayerModule across the codebase
- [ ] Plan migration path for any UI components directly using TTSPlayerModule
- [ ] Update any event listeners that expect TTSPlayerModule events
Build an AI-assisted interactive fiction client that feels like a carefully typeset illustrated novel rather than a chat window. The game server owns game state and narrative generation. The client renders incoming narrative as synchronized animated prose with optional speech, sound effects, music, future image blocks, and persistent player options.
2. **UIDisplayHandlerModule Cleanup**
- [ ] Remove `pendingParagraphs` queue
- [ ] Remove `processNextParagraph()` method
- [ ] Refactor `displayText()` to be a thin wrapper for SentenceQueue
The production client must tolerate TTS being unavailable. The safe default TTS provider is `none`; a game, user preference, or explicit option can select another provider.
3. **KokoroTTSModule Cleanup**
- [ ] Remove `pendingGenerations` Map
- [ ] Refactor `generateSpeech()` to work directly with SentenceQueue
- [ ] Update iframe message handling to support the new architecture
## Current Status
4. **LayoutRendererModule Cleanup**
- [ ] Remove TTS triggering from `renderParagraph()` method
- [ ] Remove animation scheduling from rendering logic
- [ ] Separate layout rendering from animation timing
- Done: native ES module loader with dependency graph, module states, progress overlay, cache-busted development loading, and ordered async initialization.
- Done: responsive book layout that scales page, font sizes, and word positions relative to page size.
- Done: story parser for chapters, text blocks, Markdown emphasis, image blocks, sound effect cues, and music cues.
- Done: SmartyPants punctuation, language-aware Hyphenopoly integration, and Knuth-Plass paragraph line breaking.
- Done: paragraph rules for normal paragraphs, chapter-first paragraphs, textblock-first paragraphs, drop caps, and first-line indentation.
- Done: sentence queue and playback coordinator for preparing text and TTS before synchronized playback.
- Done: TTS providers for none, browser speech synthesis, Kokoro, ElevenLabs, and OpenAI, with status reporting in options.
- Done: TTS cache keyed by request parameters rather than text alone.
- Done: persisted speech enable state, provider, voice, speed, language, and volume preferences.
- Done: top-bar and options controls for speech and speed synchronization after recent fixes.
- Done: command input focus behavior and global typing redirection into the command input while a game is running.
- Done: fast-forward by page click or space, including animation completion and TTS fade/stop.
- Done: mouse cursor state reporting by process state.
- Done: placeholder game API for new/load/save/running state.
- Done: sound effect and music folders, sound effect playback, music playback, and music ducking during TTS.
- Partial: image markup is parsed and queued, but actual image rendering is still future work.
- Partial: save-game API is a placeholder; saves are per socket session and do not survive reload.
- Pending: deeper automated tests for layout, playback timing, TTS provider switching, and media cue timing.
### Additional Obsolete Components
## Module System Specification
1. **TextBufferModule Redundancies**
- [ ] Remove sentence preparation logic that will move to SentenceQueue
- [ ] Remove any temporary sentence storage mechanisms
- [ ] Identify and mark for removal any text processing that duplicates SentenceQueue functionality
The client uses native browser ES modules. No bundler is required for the web client modules in `public/js/`.
2. **AnimationQueueModule Overlaps**
- [ ] Identify animation scheduling that will be handled by SentenceQueue
- [ ] Remove redundant animation timing calculations
- [ ] Refactor to work as a service for SentenceQueue
Required module rules:
3. **TTSFactoryModule Redundancies**
- [ ] Remove any temporary audio storage that duplicates SentenceQueue functionality
- [ ] Refactor speech generation methods to work with SentenceQueue
- [ ] Streamline caching to avoid duplication with SentenceQueue
- Every app module extends `BaseModule`.
- Every app module registers with `moduleRegistry`.
- Every app module declares all required dependencies in its `dependencies` list.
- The loader loads module scripts, resolves the dependency graph, initializes modules in dependency order, awaits async initialization, and only then hides the loading overlay.
- Modules must rely on the loader for dependency readiness. Do not add fallback paths for missing dependencies inside modules.
- Module states are `PENDING`, `LOADING`, `WAITING`, `INITIALIZING`, `FINISHED`, and `ERROR`.
- Modules must report real state transitions. A module must not report `FINISHED` until its critical initialization is actually ready.
- `setTimeout` must not be used to paper over dependency or async ordering bugs. It is acceptable inside isolated scheduling systems such as animation timing, debounce, throttle, or browser rendering workarounds when documented by context.
4. **Event System Cleanup**
- [ ] Identify and remove redundant TTS-related events
- [ ] Remove text animation events that will be handled by SentenceQueue
- [ ] Consolidate playback state events
Core loader components:
## Phase 2: Enhanced SentenceQueueModule Implementation
- `loader.js`: dynamic import orchestration, dependency order, loading UI, cache-busted module URLs in development.
- `module-registry.js`: module registration, dependency metadata, readiness promises.
- `base-module.js`: shared lifecycle, state changes, event listener tracking, progress reporting.
### Core Structure and Design
The loader is deliberately the conductor, not the orchestra. Module-specific configuration, resource loading, and progress detail belong inside the module that owns the work.
1. **Design the Sentence Object Structure**
- [ ] Define comprehensive sentence object with fields for:
- Unique ID
- Original text
- Processed text (hyphenated, typeset)
- Layout information (breaks, nodes, typography)
- Audio component (player, duration, data, type)
- Status tracking (pending, processing, ready, playing, complete)
## Current Module Responsibilities
2. **Implement Basic Queue Management**
- [ ] Create methods for adding sentences to the queue
- [ ] Implement queue processing logic that maintains order
- [ ] Add status tracking for each sentence in the queue
- [ ] Implement priority handling for urgent sentences
- `markup-parser-module.js`: converts story text into text blocks, inline styled spans, image blocks, sound cues, and music cues.
- `text-processor-module.js`: applies SmartyPants and Hyphenopoly according to active language.
- `paragraph-layout-module.js`: measures text and computes Knuth-Plass layout.
- `layout-renderer-module.js`: turns layout data into page DOM with stable word positions and animation metadata.
- `sentence-queue-module.js`: prepares sentence objects and coordinates layout/TTS readiness.
- `playback-coordinator-module.js`: starts synchronized text/audio playback in the right order.
- `animation-queue-module.js`: schedules and fast-forwards visual text animation.
- `audio-manager-module.js`: owns sound effects, music tracks, music ducking, volume application, and speech audio playback helpers.
- `tts-factory-module.js`: selects provider, applies preferences, generates/preloads speech, caches speech data, and exposes unified TTS operations.
- `tts-handler-module.js`: common TTS handler base.
- `browser-tts-module.js`: Web Speech API provider.
- `kokoro-tts-module.js`: Kokoro provider and loading bridge.
- `elevenlabs-tts-module.js`: ElevenLabs provider.
- `openai-tts-module.js`: OpenAI speech provider with fixed supported voices.
- `persistence-manager-module.js`: browser preferences and durable client state.
- `localization-module.js`: language state used by UI, hyphenation, and TTS selection.
- `options-ui-module.js`: options modal, persisted controls, provider status displays.
- `ui-controller-module.js`: top-bar commands, global input behavior, game API control wiring.
- `ui-display-handler-module.js`: book page display, startup prompt, text insertion, and media block dispatch.
- `ui-input-handler-module.js`: command entry, history, fast-forward key handling.
- `socket-client-module.js`: socket connection and game API request wrapper.
- `game-loop-module.js`: high-level client/game flow.
### Text Processing Integration
## Text Layout Specification
1. **Integrate with Paragraph Layout**
- [ ] Connect to ParagraphLayoutModule for text processing
- [ ] Implement hyphenation and typesetting in the queue
- [ ] Store layout information in the sentence object
- [ ] Ensure layout processing happens in parallel with audio
The right page must look like typeset book text:
2. **Text Animation Preparation**
- [ ] Calculate animation timing based on text length and settings
- [ ] Prepare animation data for each word in the sentence
- [ ] Store animation timing in the sentence object
- [ ] Create animation player function for the sentence
- Paragraphs are laid out by paragraph, not as one continuous text run.
- Normal following paragraphs have a first-line indent.
- There is no blank line between ordinary paragraphs.
- A chapter marker creates a centered italic heading and makes the first following paragraph special.
- A textblock/section marker creates one line of vertical separation and makes the first following paragraph special.
- Special first paragraphs after chapter or textblock markers have no horizontal first-line indent.
- Chapter-first paragraphs use a drop cap aligned to an exact multiple of the body line height. Current target is a two-line drop cap unless visual testing justifies three lines.
- Lines are justified so line starts and line ends touch the intended measure. Final lines are not force-justified.
- Hyphenation must be real language-aware hyphenation from Hyphenopoly, not a fallback-only emergency split.
- Line breaking uses the Knuth-Plass algorithm over the full paragraph.
- Punctuation and short marks should not visually break the measure; optical margin handling is desirable future polish.
- The page must scale as a fixed-aspect book page. Font sizes and word positions scale with page size, preserving the composition when the window is resized.
### Audio Processing Integration
Processing order:
1. **TTS System Integration**
- [ ] Implement audio generation for Kokoro TTS
- [ ] Implement browser TTS handling with duration estimation
- [ ] Implement "none" TTS option with duration calculation
- [ ] Create consistent player interface for all TTS types
1. Parse block and inline story markup.
2. Remove media markers from display and TTS text while keeping cue positions.
3. Convert Markdown emphasis to inline style spans.
4. Apply SmartyPants typographic punctuation.
5. Apply Hyphenopoly for the active language.
6. Measure words/spans.
7. Run Knuth-Plass line breaking.
8. Render stable positioned spans.
9. Animate spans in sync with audio duration or estimated duration.
2. **Audio Data Management**
- [ ] Implement audio data storage in sentence objects
- [ ] Connect with TTSFactoryModule's IndexedDB for persistent caching
- [ ] Add audio preloading capabilities
- [ ] Implement audio resource cleanup
## Prototype Lessons To Preserve
### Playback Coordination
The prototype in `prototype/` and the former `PROTOTYPE_ANALYSIS.md` proved the target text pipeline. Any future layout refactor should preserve these details:
1. **Synchronized Playback**
- [ ] Implement coordinated text animation and audio playback
- [ ] Create timing adjustment based on speed settings
- [ ] Add event handling for playback states (start, pause, resume, complete)
- [ ] Implement sentence transition handling
- Hyphenopoly must emit pipe markers for hyphenation points through the `.hyphenatePipe` configuration.
- The layout measurement function must treat the pipe marker as zero width.
- `knuth-and-plass.js` must split text on spaces, punctuation separators, HTML tags, and pipe markers.
- Pipe markers become penalty nodes, not visible text.
- A visible hyphen is emitted only when the chosen line break uses a hyphenation penalty.
- Text measurement should use the same real CSS font, size, and style that the book page uses.
- Justification is applied through the Knuth-Plass break ratio by stretching or shrinking glue nodes.
- Hyphenated syllables after a penalty must be rendered as one visual word group, preserving the prototype's no-overlap behavior.
- The prototype used percentage-based positions so rendered text stayed proportional when the page scaled.
2. **User Interaction Handling**
- [ ] Add support for fast-forwarding text/audio
- [ ] Implement pause/resume functionality
- [ ] Handle user interruptions gracefully
- [ ] Support skipping to next sentence
Known inherited implementation note: the old `linked-list.js` analysis identified `get last()` returning `this.last` instead of `this.tail`, which can recurse if used. The current implementation should be checked and corrected before future line-breaking refactors rely on `last`.
## Phase 3: Module Interface Updates
## Story Markup Specification
1. **Update Module Interfaces**
- [ ] Create consistent interfaces for interacting with SentenceQueue
- [ ] Update event system to work with sentence objects
- [ ] Implement progress reporting for sentence processing
- [ ] Add debugging and monitoring capabilities
Markdown emphasis:
2. **Documentation and Examples**
- [ ] Document the new architecture and interfaces
- [ ] Create usage examples for common scenarios
- [ ] Update developer guidelines
- [ ] Add migration guide for existing code
```text
*italic* or _italic_
**bold** or __bold__
***bold italic*** or ___bold italic___
```
## Phase 4: Testing and Validation
Chapter:
1. **Unit Testing**
- [ ] Create tests for SentenceQueue core functionality
- [ ] Test text processing integration
- [ ] Test audio processing integration
- [ ] Test playback coordination
```text
::chapter[The Mysterious Mansion]
2. **Integration Testing**
- [ ] Test interaction between SentenceQueue and other modules
- [ ] Validate timing and synchronization
- [ ] Test error handling and recovery
- [ ] Verify performance under load
The first paragraph has a drop cap and no first-line indent.
```
3. **User Experience Testing**
- [ ] Validate text animation quality
- [ ] Test audio playback quality
- [ ] Verify synchronization from user perspective
- [ ] Test accessibility features
The heading is centered, italic, and uses the body font size. Following ordinary paragraphs return to normal first-line indentation.
## Implementation Strategy
Section or text block:
1. **Phased Rollout**
- [ ] Complete cleanup of redundant components
- [ ] Implement SentenceQueue core structure
- [ ] Add text processing integration
- [ ] Add audio processing integration
- [ ] Implement playback coordination
- [ ] Gradually replace existing components
```text
::section
2. **Backward Compatibility**
- [ ] Maintain support for existing interfaces during transition
- [ ] Implement adapter patterns where needed
- [ ] Add feature flags for enabling/disabling new architecture
- [ ] Create fallback mechanisms for error recovery
The first paragraph is vertically separated from previous content and has no first-line indent.
```
3. **Performance Optimization**
- [ ] Implement parallel processing where possible
- [ ] Optimize memory usage for sentence objects
- [ ] Add resource management for audio data
- [ ] Implement efficient queue processing algorithms
`::textblock` is an alias. Following ordinary paragraphs return to normal indentation.
Images:
```text
::image[widescreen](file-name.jpg)
::image[portrait](file-name.jpg)
```
File names resolve relative to `public/images/`. `widescreen` means full page width and half page height. `portrait` means full page width and full page height. Parsing is implemented; visual rendering is pending.
Sound effects:
```text
The old door opens {{sfx:squeaky-door.ogg}} into the dark.
```
File names resolve relative to `public/sounds/`. The marker is not displayed and is not sent to TTS. Playback starts when animation reaches the marker position.
Music:
```text
::music[crossfade, loop, lead=4](track.ogg)
{{music:cut:track.ogg}}
```
File names resolve relative to `public/music/`. Modes:
- `queue`: wait until the current track ends.
- `crossfade`: fade from the current track into the new track.
- `cut`: stop the current track and start the new one immediately.
- `loop`: repeat the track.
- `once`: do not repeat the track.
- `lead=<seconds>`: for block music, let music play alone before the following text/TTS paragraph starts.
## TTS And Playback Specification
The playback system must keep text animation and audio synchronized.
- Complete sentences enter a preparation queue.
- TTS generation/preload starts as soon as possible, including while previous prepared sentences are playing.
- Text layout and TTS generation can be prepared in parallel.
- Playback of a sentence starts only when the required audio duration is known, or when TTS is disabled/unavailable and an estimated duration has been calculated.
- With measured TTS audio, animation duration follows the measured audio length.
- With TTS `none` or unavailable providers, duration is estimated from text length and speed.
- The speed slider is persisted and has normal speed at the center.
- Provider-specific speed ranges must be converted from the app-level speed value:
- OpenAI speech speed uses `1.0` as normal and supports a bounded multiplier.
- ElevenLabs speed must be clamped to its accepted range.
- Browser speech synthesis uses utterance rate.
- Kokoro uses its provider-supported speed option.
- `none` uses the same app-level speed to scale estimated animation duration.
- Switching provider, voice, language, or speed during gameplay should apply to the next not-yet-generated sentence.
- Kokoro is special: loading is expensive, so it should be loaded on startup only when selected and may require reload to switch into it.
- Fast-forward completes visible animation and fades/stops active TTS playback so the next sentence can start earlier.
- Music ducks to 70% of its configured volume while TTS playback is active, then fades back when the TTS playback queue is empty.
TTS cache keys must include:
- provider
- voice
- provider speed value
- language
- exact input string after markup/media removal
When all cache parameters match, cached audio should be played instead of regenerated.
OpenAI voices for the current speech endpoint are:
- `nova`
- `shimmer`
- `echo`
- `onyx`
- `fable`
- `alloy`
- `ash`
- `sage`
- `coral`
## Cursor And Interaction States
The mouse cursor, not the text insertion caret, indicates process state. The command input caret keeps its normal text-editing appearance.
Required states:
- ready for new command
- command sent, waiting for game server answer
- waiting silently for required TTS generation before animation can continue
- audio and animation playing while another sentence is being generated
- audio and animation playing while no further generation is needed
State changes should also be logged to the console during development.
Typing behavior:
- While a game is running, printable keyboard input should go to the command input regardless of the clicked element.
- Enter sends the command when input is non-empty.
- Space still inserts a space in the input, but if playback is active it also fast-forwards current playback.
- Clicking on the book while playback is active fast-forwards current playback.
## Game API Specification
The client/server game API supports:
```text
newGame()
loadGame(slot)
saveGame(slot)
hasSaveGame(slot)
getSaveGames()
isGameRunning()
```
`slot` is a positive integer from `1` to the number of save slots exposed by the UI.
Current placeholder behavior:
- `newGame()` starts the demo game and emits the introduction/current room description.
- `saveGame(slot)` records a placeholder save for the current socket session.
- `hasSaveGame(slot)` checks that session-local placeholder save.
- `getSaveGames()` returns the saved slot numbers for the session.
- `loadGame(slot)` requires a placeholder save and then starts the demo game like `newGame()`.
- Saves do not persist across reloads yet.
- `isGameRunning()` returns true after a game starts and until the session ends.
UI requirements before a game starts:
- Command input is hidden.
- Right page shows the startup prompt.
- `new game` is enabled.
- `load` is enabled only when `hasSaveGame(slot)` is true.
- `save` is disabled.
UI requirements after a game starts:
- Command input is visible and focused.
- `save` is enabled.
- `load` reflects save availability.
- `new game` remains enabled and restarts the game.
## Server And World Model
The TypeScript server serves the web client and owns socket communication. The CLI and web modes use `GameRunner` and a YAML world file.
Current development world:
- Default file: `./data/worlds/example_world.yml`
- Server-side command handling is currently mirrored for UI testing: entered commands are sent to the server and returned as narrative text through the socket response path.
Longer-term goal:
- Keep a deterministic world model for rooms, objects, actions, state changes, and validation.
- Use the LLM to translate natural language player intent into game actions.
- Use the LLM to render state changes as prose without allowing hallucinated state.
## Quality Rules
- Preserve existing module boundaries when changing code.
- Prefer event-driven and Promise-based coordination over timing hacks.
- Do not use loader fallbacks to hide bad dependency declarations.
- Keep the book page visually stable under resizing.
- Validate typography visually after layout changes.
- Validate TTS timing with real provider playback and with TTS `none`.
- Treat the ad-blocker console error `onpage-dialog.preload.js:121 Uncaught ReferenceError: browser is not defined` as unrelated noise.
## Progress Checklist
### Completed
- [x] Split monolithic prototype concepts into focused client modules.
- [x] Added loader, registry, base module, states, dependency declarations, and ordered initialization.
- [x] Added development cache busting and no-cache static file serving.
- [x] Added socket-backed game API wrapper.
- [x] Added manual game start flow for browser audio policies.
- [x] Added SmartyPants support.
- [x] Added Hyphenopoly support.
- [x] Added Knuth-Plass paragraph layout.
- [x] Fixed overfull words, incorrect spacing, and hyphenation integration regressions from the prototype migration.
- [x] Added chapter heading and dropcap markup.
- [x] Added section/textblock markup.
- [x] Added Markdown emphasis parsing.
- [x] Added image markup parsing for future image rendering.
- [x] Added sound effect markup and playback.
- [x] Added music markup, playback modes, loop/once, and lead-in.
- [x] Added music ducking during TTS.
- [x] Added TTS `none` mode.
- [x] Added OpenAI TTS support and restricted OpenAI voice list.
- [x] Added ElevenLabs speed clamping.
- [x] Added persisted speed and speech state.
- [x] Added speech toggle synchronization between top bar and options.
- [x] Added volume controls for speech, music, and sound effects.
- [x] Added command input focus and global typing behavior.
- [x] Added command mirroring through the server path for UI testing.
- [x] Added fast-forward for animation and TTS fade/stop.
### In Progress
- [ ] Keep validating provider-specific speed conversion for all TTS providers against real API behavior.
- [ ] Tighten automated checks around top-bar/options state initialization after reload.
- [ ] Improve automated visual regression coverage for page scaling, dropcap line-height alignment, and paragraph indentation.
- [ ] Improve automated audio tests for music ducking, sound effect timing, and fast-forward fadeout.
### Pending
- [ ] Implement image rendering for `::image[widescreen]` and `::image[portrait]`.
- [ ] Replace placeholder save implementation with durable save files or server-side save storage.
- [ ] Replace command mirroring with the full LLM/world-model command loop when typography/audio testing no longer needs mirroring.
- [ ] Add optical margin alignment or punctuation protrusion support for line endings.
- [ ] Add more provider readiness tests and richer diagnostics in options.
- [ ] Add unit tests for `SentenceQueue`, markup parsing, TTS cache key generation, and game API methods.
- [ ] Add browser integration tests for module loading, new-game startup, command input behavior, and playback controls.
## Consolidation Notes
The durable content from the former root and `references/` documents has been merged here or into `README.md`. The old reference files should remain untouched until the user approves cleanup, but they are no longer intended as the source of truth.
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# Prototype Text Pipeline Analysis
## Overview
The prototype uses a sophisticated text processing pipeline that achieves professional typography through:
1. SmartyPants (typographic punctuation)
2. Hyphenopoly (hyphenation with pipe markers)
3. Knuth-Plass algorithm (optimal line breaking)
4. Precise character-by-character width measurement
5. Justification ratio application
## Complete Text Flow (Prototype)
```
User Text
SmartyPants.smartypantsu(text, 1)
↓ [Converts quotes, dashes to typographic characters]
hyphenator_en(..., '.hyphenatePipe')
↓ [Inserts | at hyphenation points]
kap(..., measureText, measure.toReversed(), true)
↓ [Knuth-Plass line breaking]
typesetParagraph(paragraph_data, delay, measure)
↓ [DOM creation with justification]
Rendered paragraph with proper spacing
```
## Key Components
### 1. Text Preprocessing (game.js:698)
```javascript
var preview_data = kap(
hyphenator_en(
SmartyPants.smartypantsu(text, 1),
'.hyphenatePipe' // ← CRITICAL: Uses pipe character
),
measureText,
measure.toReversed(),
true // ← hyphenation enabled
);
```
**Purpose**: Creates nodes with accurate widths and hyphenation points
### 2. Character Width Measurement (game.js:380-406)
```javascript
function measureText(str) {
// Special cases
if(str.substr(0, 2) == '</') { ... } // Closing tag
if(str.substr(0, 1) == '<') { ... } // Opening tag
if(str === '|') return 0; // ← Hyphen point has ZERO width
if (str === ' ') str = '\u00A0'; // Non-breaking space
// Actual measurement
ruler = rstack[rstack.length-1];
let textNode = document.createTextNode(str);
ruler.appendChild(textNode);
let width = ruler.getClientRects()[0].width; // ← REAL CSS width
ruler.removeChild(textNode);
return width;
}
```
**Key Insight**: Uses a hidden `#ruler` element to measure actual rendered widths with the exact font/size from CSS.
### 3. Measure Array (game.js:656-696)
The measure array defines different line widths:
**Chapter beginning (with drop cap)**:
```javascript
measure.push(containerWidth); // Full width
measure.push(containerWidth - indentWidth); // Indented
measure.push(containerWidth - indentWidth * 0.9); // More indented
```
**Regular paragraph (indented first line)**:
```javascript
measure.push(containerWidth); // Full width
measure.push(containerWidth - indentWidth * 0.5); // Half indent
```
**Important**: Array is reversed before passing to `kap()`: `measure.toReversed()`
### 4. Knuth-Plass Algorithm (knuth-and-plass.js:1-60)
```javascript
function kap(text, measureText, measure, hyphenation) {
// Strip pipes if hyphenation disabled
if (!hyphenation) {
text = text.replace(/\|/g, '');
}
// Split on: punctuation, spaces, pipes, tags
text.split(/([.,:;!?] |\s|\||<.*?>)/u).forEach(function (fragment) {
if (fragment === ' ') {
// Create glue with stretch/shrink
nodes.push(linebreak.glue(spaceWidth, stretch, shrink));
} else if (fragment === '|') {
// Create penalty node for hyphenation point
nodes.push(linebreak.penalty(hyphenWidth * 0.25, 100, 1));
} else {
// Create box node for word
nodes.push(linebreak.box(fragmentWidth, fragment));
}
});
// Run Knuth-Plass algorithm
let breaks = linebreak(nodes, measure, { tolerance: 3, demerits });
return { nodes, breaks };
}
```
**Node Types**:
- **box**: Word with fixed width (cannot break)
- **glue**: Space with stretch/shrink (for justification)
- **penalty**: Potential break point (like hyphen) with cost
### 5. Rendering with Justification (game.js:295-378)
```javascript
function typesetParagraph(paragraph_data, delay = 0, measure = []) {
// Create paragraph container
let p = document.createElement("p");
p.style.position = 'relative';
p.style.height = lineHeight * (paragraph_data.breaks.length - 1) + 'px';
// Iterate through lines
for(let i = 1; i < paragraph_data.breaks.length; i++) {
let left = 0;
let ratio = paragraph_data.breaks[i].ratio; // ← JUSTIFICATION RATIO
// Iterate through nodes on this line
for(let j = paragraph_data.breaks[i-1].position; j <= paragraph_data.breaks[i].position; j++) {
let node = paragraph_data.nodes[j];
if(node.type === 'box') {
// Handle hyphenated syllables (lines 316-320)
if(j > paragraph_data.breaks[i-1].position + 1 &&
paragraph_data.nodes[j-1].type === 'penalty' && lastChild) {
// Combine with previous syllable
syllable += '\u200c' + node.value; // Zero-width non-joiner
lastChild.innerHTML = syllable;
left += node.width;
} else {
// Create new word span
let word = document.createElement("span");
word.style.position = 'absolute';
word.style.top = lineHeight * (i - 1) * 100 / paragraph_height + '%';
word.style.left = left * 100 / line_width + '%';
word.innerHTML = node.value;
p.appendChild(word);
left += node.width;
}
}
else if(node.type === 'glue') {
// ← CRITICAL: Apply justification ratio to glue
if(ratio > 0) {
left += node.width + ratio * node.stretch;
} else {
left += node.width + ratio * node.shrink;
}
}
else if(node.type === 'penalty' && node.penalty === 100 && j === breaks[i].position) {
// Add hyphen at line break
let word = document.createElement("span");
word.innerHTML = "-";
p.appendChild(word);
}
}
}
return [p, delay];
}
```
**Key Points**:
1. **Justification**: Glue widths are adjusted by `ratio * stretch` or `ratio * shrink`
2. **Hyphenation**: Syllables after penalty nodes are combined with previous word using zero-width non-joiner
3. **Positioning**: All words use `position: absolute` with percentage-based coordinates
## Current Implementation Issues
### Issue 1: Text Processing Pipeline
**Current** (sentence-queue-module.js:266):
```javascript
const processedText = textProcessor ? await textProcessor.process(text) : text;
```
**Problem**:
- `textProcessor.process()` may not pass the correct selector to Hyphenopoly
- Hyphenopoly needs `.hyphenatePipe` selector to use pipe characters
**Fix Needed**:
```javascript
const processedText = textProcessor ?
await textProcessor.hyphenate(
textProcessor.smartyPants(text),
'.hyphenatePipe'
) : text;
```
### Issue 2: Hyphenation with Pipe Character
**Current** (text-processor-module.js:275-286):
```javascript
hyphenate(text) {
if (!this.isHyphenationAvailable()) return text;
try {
return this.hyphenator(text); // ← No selector parameter
} catch (error) {
console.error("Error hyphenating text:", error);
return text;
}
}
```
**Fix Needed**: Add selector parameter
```javascript
hyphenate(text, selector = null) {
if (!this.isHyphenationAvailable()) return text;
try {
return selector ?
this.hyphenator(text, selector) :
this.hyphenator(text);
} catch (error) {
console.error("Error hyphenating text:", error);
return text;
}
}
```
### Issue 3: Knuth-Plass Not Using Pipe Characters
**Current** (public/js/knuth-and-plass.js):
- May not properly split on pipe characters
- May not create penalty nodes
**Fix Needed**: Ensure knuth-and-plass.js matches prototype implementation
### Issue 4: Syllable Combination in Rendering
**Current** (layout-renderer-module.js):
- Does NOT combine hyphenated syllables
- Missing logic for `if(nodes[j-1].type === 'penalty' && lastChild)`
**Fix Needed**: Add syllable combination logic when rendering box nodes after penalty nodes
### Issue 5: Missing #ruler Element
**Current**: No `#ruler` element for text measurement
**Fix Needed**:
1. Add `<div id="ruler"></div>` to HTML
2. Use ruler for character width measurement in paragraph-layout-module.js
## Implementation Plan
### Phase 1: Fix Text Processing Pipeline
1. **Update text-processor-module.js**:
- Add `selector` parameter to `hyphenate()` method
- Update `process()` to pass `.hyphenatePipe` selector
2. **Update sentence-queue-module.js**:
- Pass `.hyphenatePipe` selector when calling text processor
- Ensure processedText includes pipe characters
### Phase 2: Fix Knuth-Plass Integration
1. **Verify knuth-and-plass.js**:
- Ensure it splits on `\|` character
- Creates `penalty` nodes with cost 100
- Handles HTML tags properly
2. **Update paragraph-layout-module.js**:
- Ensure `measureText()` returns 0 for `|` character
- Use `#ruler` element for measurement
- Handle HTML tag stack properly
### Phase 3: Fix Rendering with Justification
1. **Update layout-renderer-module.js**:
- Add syllable combination logic for hyphenated words
- Apply justification ratios to glue widths correctly
- Add hyphens at line breaks when penalty node is at break position
2. **Fix spacing issues**:
- Create space spans with adjusted widths
- Use zero-width non-joiner for syllable combination
### Phase 4: Testing & Refinement
1. **Test with simple text**: "This is a test."
2. **Test with hyphenation**: Long words that span lines
3. **Test with justification**: Full paragraphs
4. **Test with special characters**: Quotes, dashes, etc.
## Success Criteria
✅ SmartyPants converts quotes correctly
✅ Hyphenopoly inserts pipe characters
✅ Knuth-Plass creates proper breaks with hyphenation
✅ Words don't overlap
✅ Words have proper spacing (not smushed)
✅ Justification works (even spacing across line width)
✅ Hyphens appear at line breaks
✅ Drop caps and indentation work
+171 -23
View File
@@ -1,38 +1,186 @@
# AI Interactive Fiction
A modern take on classic text adventures that combines traditional world modeling with Large Language Models (LLMs) to create natural language interactive fiction experiences.
AI Interactive Fiction is a web and CLI text adventure prototype that combines a deterministic world model with LLM-assisted command interpretation and narrative output. The web client presents the story as an animated, novel-like book page with synchronized text animation, optional TTS, music, and sound effects.
## Project Overview
## Quick Start
This application reimagines the classic text adventure game genre by replacing the traditional parser with an LLM. The system consists of:
Use Node.js 22 LTS for development. The project accepts Node >= 18.17, but current development has been done on Node 22.
1. **World Model**: A traditional game engine that manages rooms, objects, actions, and game state - similar to old-school Infocom games.
```powershell
nvm install 22
nvm use 22
npm install
npm run build
npm run dev
```
2. **LLM Interface**: An AI layer that processes natural language input from players and translates it into actions the game engine can understand.
The web app starts on `http://localhost:3000` when launched through `src/index.ts` or `dist/index.js`. The lower-level server module defaults to `3001` when started directly. Set `PORT` to choose a port; the server will try the next few ports if the requested one is already in use.
3. **Narrative Generation**: The LLM converts the world state changes into rich, contextual prose for the player.
## Commands
## Key Features
```powershell
npm run dev # Start the web UI through ts-node/nodemon
npm run start # Run the compiled web server from dist/
npm run build # Compile TypeScript
npm run test # Run Jest tests
npm run lint # Run ESLint on src/
npm run start:cli # Run the CLI interface
npm run dev:cli # Run the CLI interface through ts-node/nodemon
```
- **Natural Language Understanding**: Players can express their intent in plain language without worrying about specific command syntax.
- **Rich Narrative**: Dynamic descriptions that adapt to the current game state and player history.
- **Consistent World Model**: The underlying game engine enforces world rules to prevent hallucinations or inconsistencies.
- **Modular Design**: Easily swap between different world models, including YAML-based custom worlds or integrations with classic Z-machine games.
## Configuration
## How It Works
Environment variables are loaded from `.env`.
1. Player enters natural language input
2. LLM analyzes input and translates it into game actions
3. Game engine processes valid actions and updates the game state
4. LLM receives the state change information and generates narrative prose
5. Player receives the beautifully written response
- `PORT`: preferred web server port.
- `DEFAULT_WORLD_FILE`: YAML world file to load. Defaults to `./data/worlds/example_world.yml`.
- `OPENROUTER_API_KEY`: API key for LLM command interpretation.
- `OPENROUTER_MODEL`: OpenRouter model name.
## Technical Structure
TTS provider settings are configured in the browser options menu and persisted in browser storage. Providers currently include `none`, browser speech synthesis, Kokoro, ElevenLabs, and OpenAI. Production should not assume a universal TTS default; the game or player state selects the active mode, and `none` is the safe fallback.
- YAML-based world definition (rooms, objects, actions)
- OpenRouter API integration for accessing suitable LLMs
- Modular design allowing for Z-machine integration in the future
## Starting A Game
## Getting Started
The web client no longer starts the game automatically. Browsers require a user gesture before audio playback, so the right page initially shows a start prompt and the command input is hidden. Use `new game` or `load` in the top bar to start.
[Installation and running instructions will be added here]
The placeholder server API supports:
- `newGame()`
- `loadGame(slot)`
- `saveGame(slot)`
- `hasSaveGame(slot)`
- `getSaveGames()`
- `isGameRunning()`
Save slots are positive integers. In the current placeholder implementation, save availability is per socket session and is lost on reload. Loading a save starts the demo content like `newGame()`.
## Web Client
The browser app is built from native ES modules in `public/js/`. The loader dynamically imports modules, applies a cache-busting query string during development, resolves declared dependencies, and awaits module initialization in dependency order before the UI becomes usable.
Major modules:
- `module-registry.js`, `base-module.js`, `loader.js`: module lifecycle, dependency graph, progress overlay, state reporting.
- `text-processor-module.js`, `paragraph-layout-module.js`, `layout-renderer-module.js`: SmartyPants, language-aware hyphenation, Knuth-Plass line breaking, DOM rendering.
- `markup-parser-module.js`: story markup for chapters, sections, Markdown emphasis, images, SFX, and music.
- `sentence-queue-module.js`, `playback-coordinator-module.js`, `animation-queue-module.js`: sentence preparation, synchronized playback, timing, fast-forward.
- `tts-factory-module.js` plus provider modules: TTS provider selection, voice settings, speed mapping, caching, and playback.
- `audio-manager-module.js`: master, speech, music, and sound effect volume, music playback, sound effects, and music ducking.
- `ui-controller-module.js`, `ui-display-handler-module.js`, `ui-input-handler-module.js`, `options-ui-module.js`: book UI, command input, options, top-bar controls, and game API calls.
The static server sends no-cache headers for local development so stale ES modules do not mask changes. If the browser console shows `onpage-dialog.preload.js:121 Uncaught ReferenceError: browser is not defined`, ignore it; that comes from the installed ad blocker, not this project.
## Story Markup
Plain paragraphs are rendered paragraph by paragraph. Normal following paragraphs are horizontally indented and do not get a blank line between them. Special block markers change the treatment of the next paragraph.
Inline Markdown emphasis:
```text
*italic* or _italic_
**bold** or __bold__
***bold italic*** or ___bold italic___
```
Chapter:
```text
::chapter[The Mysterious Mansion]
The first paragraph uses a drop cap and no first-line indent.
Following paragraphs use the normal paragraph indent.
```
The heading is centered, italic, and uses the same text face as the body. The first paragraph after a chapter marker is unindented and receives the drop cap treatment.
Section or text block:
```text
::section
The first paragraph starts a separated block without horizontal indent.
The following paragraph returns to the normal indent.
```
`::textblock` is treated the same way. The first paragraph after the marker is separated from previous content by one line of vertical space.
Images are parsed for future rendering:
```text
::image[widescreen](mansion-rain.jpg)
::image[portrait](portrait-letter.jpg)
```
Image file names are relative to `public/images/`. `widescreen` means 100% page width and 50% page height. `portrait` means 100% page width and 100% page height.
Sound effects can be placed inline:
```text
The door opens {{sfx:squeaky-door.ogg}} and the hall exhales.
```
The marker is removed from display text and TTS text. It becomes a timed media cue that fires when the text animation reaches that point. Sound effect paths are relative to `public/sounds/`.
Music can be placed as a block:
```text
::music[crossfade, loop, lead=4](rain-theme.ogg)
```
Music can also be placed inline:
```text
The candles gutter. {{music:cut:danger.ogg}} Something moves upstairs.
```
Music paths are relative to `public/music/`. Supported modes are `queue`, `crossfade`, and `cut`. Use `loop` or `once` to control repetition. `lead=<seconds>` delays the following text/TTS paragraph so the music can play alone before narration continues.
## Assets
- `public/sounds/`: sound effects referenced by `{{sfx:file}}`.
- `public/music/`: background music referenced by `::music[...]` or `{{music:mode:file}}`.
- `public/images/`: story images referenced by `::image[...]`.
- `public/fonts/`: font assets used by the book UI.
Keep third-party assets licensed for local redistribution, and document source and license in the folder README or alongside the file.
## Typography And Playback Behavior
The renderer is designed to behave like a scaled static book page. The page keeps its aspect ratio, and text sizes and word positions scale relative to the page instead of reflowing unpredictably at small browser sizes.
Text processing order:
1. Parse story markup and remove non-display media markers.
2. Apply Markdown emphasis spans.
3. Run SmartyPants for typographic punctuation.
4. Apply Hyphenopoly for the selected language.
5. Calculate line breaks with the Knuth-Plass algorithm.
6. Render absolutely positioned word spans and animate them in sync with audio or estimated duration.
When real TTS audio is available, animation duration is driven by measured audio length. With TTS disabled or unavailable, duration is estimated from text length and the persisted speed setting.
Fast-forwarding by page click or space completes the active animation and fades/stops current TTS playback so queued content can proceed.
## Changelog
### 2026-05-14
- Consolidated usage, markup, and architecture documentation into `README.md` and `CLIENT_TODO.md`.
- Added no-cache static serving and module URL cache busting so browser reloads pick up JS changes reliably during development.
- Fixed module loader dependency ordering so modules are initialized only after their declared dependencies are ready.
- Added the placeholder game API for `newGame`, `loadGame`, `saveGame`, `hasSaveGame`, `getSaveGames`, and `isGameRunning`.
- Changed the web UI to require a manual game start before showing the command input, which keeps browser audio autoplay restrictions manageable.
- Implemented story markup for chapters, text blocks, Markdown emphasis, image placeholders, sound effects, and music cues.
- Added music block parameters for playback mode, loop/once behavior, and lead-in delay.
- Added sound and music asset folders and playback plumbing for sound effects and background music.
- Added music ducking while TTS is active.
- Reworked book typography around Knuth-Plass line breaking, Hyphenopoly hyphenation, SmartyPants, paragraph indentation rules, drop caps, and responsive page scaling.
- Reworked TTS provider behavior, speed mapping, persistence, caching keys, top-bar/options synchronization, and OpenAI voice validation.
- Added development notes for ignoring the unrelated ad-blocker console error.
### Earlier Prototype Work
- Established the original animated fiction prototype with inkjs, SmartyPants, Hyphenopoly, Knuth-Plass line breaking, custom animation scheduling, save/load concepts, and media tags.
- Split the client from a monolithic prototype into focused modules for text processing, layout, animation, audio, persistence, TTS, and UI control.
+13 -6
View File
@@ -2,10 +2,15 @@ title: The Mysterious Mansion
author: AI Interactive Fiction
version: 1.0.0
introduction: |
You find yourself standing outside an old, abandoned mansion on a hill.
Rain patters gently on the gravel path leading to the front door.
A strange letter in your pocket invited you here, but you can't remember who sent it.
Perhaps the answers lie within...
::music[crossfade, loop, lead=10](Dark Jodler.mp3)
::chapter[The Mysterious Mansion]
The last thing you remember is the letter: heavy paper, black wax, your name written in a hand you almost recognized.
It asked you to come after dusk, alone, and promised that the house would answer what the sender could not.
Now you stand beyond the wrought iron gate, with rain cooling your face and the hill rising before you.
At its crest waits the old Victorian mansion, every dark window turned toward the path as if the building has been expecting you.
# Room definitions
rooms:
@@ -13,9 +18,11 @@ rooms:
front_yard:
name: Front Yard
description: |
You stand on a gravel path leading to an imposing Victorian mansion.
The rain has softened to a drizzle, and moonlight peeks through gaps in the clouds.
You follow the gravel path up the hill.
The rain softens to a drizzle, and moonlight peeks through gaps in the clouds.
Ancient oak trees frame the property, their branches swaying in the gentle breeze.
At the top of three worn stone steps, the mansion's front door waits under a sagging porch roof.
When you reach for the handle, it turns before your fingers touch it, and the door opens {{sfx:squeaky-door.ogg}} with a long, complaining squeak.
exits:
- direction: north
targetRoomId: entrance_hall
+99 -31
View File
@@ -62,30 +62,103 @@ exports.io = io;
const DEFAULT_PORT = 3001;
const PORT = process.env.PORT ? parseInt(process.env.PORT) : DEFAULT_PORT;
const PORT_RANGE = 10; // Try up to 10 ports starting from the default
// Serve static files from the public directory
app.use(express_1.default.static(path_1.default.join(__dirname, '../public')));
// Serve static files from the public directory. During local development the
// browser must not keep stale ES modules, otherwise UI fixes appear to do
// nothing until a hard cache clear.
app.use(express_1.default.static(path_1.default.join(__dirname, '../public'), {
etag: false,
lastModified: false,
setHeaders: (res) => {
res.setHeader('Cache-Control', 'no-store, no-cache, must-revalidate, proxy-revalidate');
res.setHeader('Pragma', 'no-cache');
res.setHeader('Expires', '0');
}
}));
// Set up game sessions
const gameSessions = new Map();
function normalizeSaveSlot(slot) {
const value = Number(slot);
return Number.isInteger(value) && value > 0 ? value : 1;
}
async function startDemoGameForSocket(socket) {
const gameRunner = new game_runner_1.GameRunner();
const worldFile = process.env.DEFAULT_WORLD_FILE || './data/worlds/example_world.yml';
await gameRunner.initialize(worldFile);
gameSessions.set(socket.id, gameRunner);
const gameState = gameRunner.getGameState();
socket.emit('gameIntroduction', {
introduction: gameState.world.introduction,
initialRoomDescription: gameRunner.getCurrentRoomDescription(),
currentRoomId: gameState.currentRoomId
});
return gameRunner;
}
async function handleGameApi(socket, method, args = []) {
const saveGames = socket.data.saveGames || new Map();
socket.data.saveGames = saveGames;
switch (method) {
case 'newGame':
case 'newGame()':
await startDemoGameForSocket(socket);
return { success: true, result: true, running: true, canLoad: saveGames.size > 0 };
case 'loadGame':
case 'loadGame()': {
const slot = normalizeSaveSlot(args[0]);
if (!saveGames.has(slot)) {
return { success: false, error: 'missing_save', result: false };
}
await startDemoGameForSocket(socket);
socket.emit('gameLoaded', { slot });
return { success: true, result: true, running: true, slot };
}
case 'saveGame':
case 'saveGame()': {
const gameRunner = gameSessions.get(socket.id);
if (!gameRunner) {
return { success: false, error: 'game_not_running', result: false };
}
const slot = normalizeSaveSlot(args[0]);
saveGames.set(slot, gameRunner.getGameState());
socket.emit('gameSaved', { slot });
return { success: true, result: true, slot };
}
case 'hasSaveGame':
case 'hasSaveGame()': {
const slot = normalizeSaveSlot(args[0]);
return { success: true, result: saveGames.has(slot), slot };
}
case 'getSaveGames':
case 'getSaveGames()':
return { success: true, result: Array.from(saveGames.keys()).sort((a, b) => a - b) };
case 'isGameRunning':
case 'isGameRunning()':
return { success: true, result: gameSessions.has(socket.id) };
default:
return { success: false, error: `unknown_method:${method}` };
}
}
// Handle socket connections
io.on('connection', (socket) => {
console.log(`New client connected: ${socket.id}`);
socket.data.saveGames = new Map();
socket.on('gameApi', async (request, respond) => {
try {
const response = await handleGameApi(socket, String(request?.method || ''), Array.isArray(request?.args) ? request.args : []);
if (typeof respond === 'function') {
respond(response);
}
}
catch (error) {
console.error('Game API error:', error);
if (typeof respond === 'function') {
respond({ success: false, error: error instanceof Error ? error.message : String(error) });
}
}
});
// Start a new game
socket.on('startGame', async () => {
try {
// Initialize game runner
const gameRunner = new game_runner_1.GameRunner();
const worldFile = process.env.DEFAULT_WORLD_FILE || './data/worlds/example_world.yml';
// Initialize the game
await gameRunner.initialize(worldFile);
// Store game session
gameSessions.set(socket.id, gameRunner);
// Send introduction to client
const gameState = gameRunner.getGameState();
socket.emit('gameIntroduction', {
introduction: gameState.world.introduction,
initialRoomDescription: gameRunner.getCurrentRoomDescription(),
currentRoomId: gameState.currentRoomId
});
await handleGameApi(socket, 'newGame', []);
}
catch (error) {
console.error('Error starting game:', error);
@@ -100,11 +173,11 @@ io.on('connection', (socket) => {
socket.emit('error', { message: 'Game session not found. Please start a new game.' });
return;
}
// Process command and get response
const response = await gameRunner.processCommand(data.command);
// Send narrative response to client
const command = String(data?.command || '').trim();
// During typography and animation work, mirror the command back through
// the real socket path so the UI pipeline can be tested end to end.
socket.emit('narrativeResponse', {
text: response,
text: command,
gameState: {
currentRoomId: gameRunner.getGameState().currentRoomId
},
@@ -124,8 +197,7 @@ io.on('connection', (socket) => {
socket.emit('error', { message: 'Game session not found. Please start a new game.' });
return;
}
// Store save data in session
socket.data.savedGame = gameRunner.getGameState();
socket.data.saveGames.set(1, gameRunner.getGameState());
socket.emit('gameSaved');
}
catch (error) {
@@ -134,7 +206,7 @@ io.on('connection', (socket) => {
}
});
// Load game state
socket.on('loadGame', () => {
socket.on('loadGame', async () => {
try {
const gameRunner = gameSessions.get(socket.id);
if (!gameRunner) {
@@ -142,17 +214,11 @@ io.on('connection', (socket) => {
return;
}
// Check if there's a saved game
if (!socket.data.savedGame) {
if (!socket.data.saveGames?.has(1)) {
socket.emit('error', { message: 'No saved game found.' });
return;
}
// Load saved game
gameRunner.loadGameState(socket.data.savedGame);
// Send current state to client
socket.emit('gameLoaded', {
currentRoomDescription: gameRunner.getCurrentRoomDescription(),
currentRoomId: gameRunner.getGameState().currentRoomId
});
await handleGameApi(socket, 'loadGame', [1]);
}
catch (error) {
console.error('Error loading game:', error);
@@ -175,6 +241,8 @@ function ensureDirectories() {
path_1.default.join(__dirname, '../public/js'),
path_1.default.join(__dirname, '../public/css'),
path_1.default.join(__dirname, '../public/images'),
path_1.default.join(__dirname, '../public/music'),
path_1.default.join(__dirname, '../public/sounds'),
path_1.default.join(__dirname, '../public/fonts')
];
for (const dir of dirs) {
+1 -1
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File diff suppressed because one or more lines are too long
+91 -11
View File
@@ -60,8 +60,17 @@ exports.io = io;
const DEFAULT_PORT = 3001;
const PORT = process.env.PORT ? parseInt(process.env.PORT) : DEFAULT_PORT;
const PORT_RANGE = 10; // Try up to 10 ports starting from the default
// Serve static files from the public directory
app.use(express_1.default.static(path_1.default.join(__dirname, '../public')));
// Serve static files from the public directory. Keep browser modules uncached
// during local development so fixes are visible without a hard cache clear.
app.use(express_1.default.static(path_1.default.join(__dirname, '../public'), {
etag: false,
lastModified: false,
setHeaders: (res) => {
res.setHeader('Cache-Control', 'no-store, no-cache, must-revalidate, proxy-revalidate');
res.setHeader('Pragma', 'no-cache');
res.setHeader('Expires', '0');
}
}));
// Test paragraphs to send to the client
const TEST_PARAGRAPHS = [
"You stand at the entrance of a mysterious cave. The air is cool and damp, carrying the scent of earth and ancient stone. Shadows dance on the walls as your torch flickers in the gentle breeze.",
@@ -72,16 +81,87 @@ const TEST_PARAGRAPHS = [
io.on('connection', (socket) => {
console.log(`New client connected: ${socket.id}`);
let currentParagraphIndex = 0;
let gameRunning = false;
const saveGames = new Set();
const startDemoGame = () => {
gameRunning = true;
currentParagraphIndex = 0;
socket.emit('gameIntroduction', {
introduction: "::chapter[Interactive Fiction Test]\n\nWelcome to the Interactive Fiction Test. This is a simplified version that sends predefined paragraphs instead of using an LLM.",
initialRoomDescription: TEST_PARAGRAPHS[0],
currentRoomId: "test-room"
});
};
const normalizeSaveSlot = (slot) => {
const value = Number(slot);
return Number.isInteger(value) && value > 0 ? value : 1;
};
socket.on('gameApi', (request, respond) => {
try {
const method = String(request?.method || '');
const args = Array.isArray(request?.args) ? request.args : [];
let response;
switch (method) {
case 'newGame':
case 'newGame()':
startDemoGame();
response = { success: true, result: true, running: true, canLoad: saveGames.size > 0 };
break;
case 'loadGame':
case 'loadGame()': {
const slot = normalizeSaveSlot(args[0]);
if (!saveGames.has(slot)) {
response = { success: false, error: 'missing_save', result: false };
break;
}
startDemoGame();
socket.emit('gameLoaded', { slot });
response = { success: true, result: true, running: true, slot };
break;
}
case 'saveGame':
case 'saveGame()': {
if (!gameRunning) {
response = { success: false, error: 'game_not_running', result: false };
break;
}
const slot = normalizeSaveSlot(args[0]);
saveGames.add(slot);
socket.emit('gameSaved', { slot });
response = { success: true, result: true, slot };
break;
}
case 'hasSaveGame':
case 'hasSaveGame()': {
const slot = normalizeSaveSlot(args[0]);
response = { success: true, result: saveGames.has(slot), slot };
break;
}
case 'getSaveGames':
case 'getSaveGames()':
response = { success: true, result: Array.from(saveGames).sort((a, b) => a - b) };
break;
case 'isGameRunning':
case 'isGameRunning()':
response = { success: true, result: gameRunning };
break;
default:
response = { success: false, error: `unknown_method:${method}` };
}
if (typeof respond === 'function')
respond(response);
}
catch (error) {
if (typeof respond === 'function') {
respond({ success: false, error: error instanceof Error ? error.message : String(error) });
}
}
});
// Start a new game
socket.on('startGame', async () => {
try {
console.log('Starting test game session');
// Send introduction to client
socket.emit('gameIntroduction', {
introduction: "Welcome to the Interactive Fiction Test. This is a simplified version that sends predefined paragraphs instead of using an LLM.",
initialRoomDescription: TEST_PARAGRAPHS[0],
currentRoomId: "test-room"
});
startDemoGame();
}
catch (error) {
console.error('Error starting game:', error);
@@ -92,11 +172,9 @@ io.on('connection', (socket) => {
socket.on('playerCommand', async (data) => {
try {
console.log(`Received command: ${data.command}`);
// Move to the next paragraph
currentParagraphIndex = (currentParagraphIndex + 1) % TEST_PARAGRAPHS.length;
// Send narrative response to client
socket.emit('narrativeResponse', {
text: TEST_PARAGRAPHS[currentParagraphIndex],
text: data.command,
gameState: {
currentRoomId: "test-room"
},
@@ -120,6 +198,8 @@ function ensureDirectories() {
path_1.default.join(__dirname, '../public/js'),
path_1.default.join(__dirname, '../public/css'),
path_1.default.join(__dirname, '../public/images'),
path_1.default.join(__dirname, '../public/music'),
path_1.default.join(__dirname, '../public/sounds'),
path_1.default.join(__dirname, '../public/fonts')
];
for (const dir of dirs) {
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+14 -3
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@@ -4,18 +4,29 @@
"description": "A modern take on classic text adventures that combines traditional world modeling with Large Language Models (LLMs) to create natural language interactive fiction experiences.",
"main": "index.js",
"scripts": {
"check:node": "node scripts/check-node-version.js",
"prestart": "npm run check:node",
"start": "node dist/index.js",
"prestart:web": "npm run check:node",
"start:web": "node dist/index.js",
"prestart:cli": "npm run check:node",
"start:cli": "node dist/index.js --cli",
"dev": "nodemon --watch 'src/**' --ext 'ts,json' --exec 'ts-node src/index.ts'",
"dev:web": "nodemon --watch 'src/**' --ext 'ts,json' --exec 'ts-node src/index.ts'",
"dev:cli": "nodemon --watch 'src/**' --ext 'ts,json' --exec 'ts-node src/index.ts --cli'",
"predev": "npm run check:node",
"dev": "nodemon --watch src --ext ts,json --exec \"ts-node src/index.ts\"",
"predev:web": "npm run check:node",
"dev:web": "nodemon --watch src --ext ts,json --exec \"ts-node src/index.ts\"",
"predev:cli": "npm run check:node",
"dev:cli": "nodemon --watch src --ext ts,json --exec \"ts-node src/index.ts --cli\"",
"pretest-server": "npm run check:node",
"test-server": "ts-node src/test-server.ts",
"build": "tsc",
"test": "jest",
"lint": "eslint --ext .ts src/",
"lint:fix": "eslint --ext .ts src/ --fix"
},
"engines": {
"node": ">=18.17"
},
"keywords": [],
"author": "",
"license": "ISC",
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node_modules
speech_cache
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GET https://api.elevenlabs.io/v1/voices
xi-api-key: d191e27c2e5b07573b39fe70f0783f48
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+931
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@@ -0,0 +1,931 @@
/**
* @license Hyphenopoly 5.2.0-beta.1 - client side hyphenation for webbrowsers
* ©2023 Mathias Nater, Güttingen (mathiasnater at gmail dot com)
* https://github.com/mnater/Hyphenopoly
*
* Released under the MIT license
* http://mnater.github.io/Hyphenopoly/LICENSE
*/
/* globals Hyphenopoly:readonly */
((w, o) => {
"use strict";
const SOFTHYPHEN = "\u00AD";
/**
* Event
*/
const event = ((H) => {
const knownEvents = new Map([
["afterElementHyphenation", []],
["beforeElementHyphenation", []],
["engineReady", []],
[
"error", [
(e) => {
if (e.runDefault) {
w.console.warn(e);
}
}
]
],
["hyphenopolyEnd", []],
["hyphenopolyStart", []]
]);
if (H.hev) {
const userEvents = new Map(o.entries(H.hev));
knownEvents.forEach((eventFuncs, eventName) => {
if (userEvents.has(eventName)) {
eventFuncs.unshift(userEvents.get(eventName));
}
});
}
return {
"fire": ((eventName, eventData) => {
eventData.runDefault = true;
eventData.preventDefault = () => {
eventData.runDefault = false;
};
knownEvents.get(eventName).forEach((eventFn) => {
eventFn(eventData);
});
})
};
})(Hyphenopoly);
/**
* Register copy event on element
* @param {Object} el The element
* @returns {undefined}
*/
function registerOnCopy(el) {
el.addEventListener(
"copy",
(e) => {
e.preventDefault();
const sel = w.getSelection();
const div = document.createElement("div");
div.appendChild(sel.getRangeAt(0).cloneContents());
e.clipboardData.setData("text/plain", sel.toString().replace(RegExp(SOFTHYPHEN, "g"), ""));
e.clipboardData.setData("text/html", div.innerHTML.replace(RegExp(SOFTHYPHEN, "g"), ""));
},
true
);
}
/**
* Convert settings from H.setup-Object to Map
* This is a IIFE to keep complexity low.
*/
((H) => {
/**
* Create a Map with a default Map behind the scenes. This mimics
* kind of a prototype chain of an object, but without the object-
* injection security risk.
*
* @param {Map} defaultsMap - A Map with default values
* @returns {Proxy} - A Proxy for the Map (dot-notation or get/set)
*/
function createMapWithDefaults(defaultsMap) {
const userMap = new Map();
/**
* The get-trap: get the value from userMap or else from defaults
* @param {Sring} key - The key to retrieve the value for
* @returns {*}
*/
function get(key) {
return (userMap.has(key))
? userMap.get(key)
: defaultsMap.get(key);
}
/**
* The set-trap: set the value to userMap and don't touch defaults
* @param {Sring} key - The key for the value
* @param {*} value - The value
* @returns {*}
*/
function set(key, value) {
userMap.set(key, value);
}
return new Proxy(defaultsMap, {
"get": (_target, prop) => {
if (prop === "set") {
return set;
}
if (prop === "get") {
return get;
}
return get(prop);
},
"ownKeys": () => {
return [
...new Set(
[...defaultsMap.keys(), ...userMap.keys()]
)
];
}
});
}
const settings = createMapWithDefaults(new Map([
["defaultLanguage", "en-us"],
[
"dontHyphenate", (() => {
const list = "abbr,acronym,audio,br,button,code,img,input,kbd,label,math,option,pre,samp,script,style,sub,sup,svg,textarea,var,video";
return createMapWithDefaults(
new Map(list.split(",").map((val) => {
return [val, true];
}))
);
})()
],
["dontHyphenateClass", "donthyphenate"],
["exceptions", new Map()],
["keepAlive", true],
["normalize", false],
["processShadows", false],
["safeCopy", true],
["substitute", new Map()],
["timeout", 1000]
]));
o.entries(H.s).forEach(([key, value]) => {
switch (key) {
case "selectors":
// Set settings.selectors to array of selectors
settings.set("selectors", o.keys(value));
/*
* For each selector add a property to settings with
* selector specific settings
*/
o.entries(value).forEach(([sel, selSettings]) => {
const selectorSettings = createMapWithDefaults(new Map([
["compound", "hyphen"],
["hyphen", SOFTHYPHEN],
["leftmin", 0],
["leftminPerLang", 0],
["minWordLength", 6],
["mixedCase", true],
["orphanControl", 1],
["rightmin", 0],
["rightminPerLang", 0]
]));
o.entries(selSettings).forEach(
([selSetting, setVal]) => {
if (typeof setVal === "object") {
selectorSettings.set(
selSetting,
new Map(o.entries(setVal))
);
} else {
selectorSettings.set(selSetting, setVal);
}
}
);
settings.set(sel, selectorSettings);
});
break;
case "dontHyphenate":
case "exceptions":
o.entries(value).forEach(([k, v]) => {
settings.get(key).set(k, v);
});
break;
case "substitute":
o.entries(value).forEach(([lang, subst]) => {
settings.substitute.set(
lang,
new Map(o.entries(subst))
);
});
break;
default:
settings.set(key, value);
}
});
H.c = settings;
})(Hyphenopoly);
((H) => {
const C = H.c;
let mainLanguage = null;
event.fire(
"hyphenopolyStart",
{
"msg": "hyphenopolyStart"
}
);
/**
* Factory for elements
* @returns {Object} elements-object
*/
function makeElementCollection() {
const list = new Map();
/*
* Counter counts the elements to be hyphenated.
* Needs to be an object (Pass by reference)
*/
const counter = [0];
/**
* Add element to elements
* @param {object} el The element
* @param {string} lang The language of the element
* @param {string} sel The selector of the element
* @returns {Object} An element-object
*/
function add(el, lang, sel) {
const elo = {
"element": el,
"selector": sel
};
if (!list.has(lang)) {
list.set(lang, []);
}
list.get(lang).push(elo);
counter[0] += 1;
return elo;
}
/**
* Removes elements from the list and updates the counter
* @param {string} lang - The lang of the elements to remove
*/
function rem(lang) {
let langCount = 0;
if (list.has(lang)) {
langCount = list.get(lang).length;
list.delete(lang);
counter[0] -= langCount;
if (counter[0] === 0) {
event.fire(
"hyphenopolyEnd",
{
"msg": "hyphenopolyEnd"
}
);
if (!C.keepAlive) {
window.Hyphenopoly = null;
}
}
}
}
return {
add,
counter,
list,
rem
};
}
/**
* Get language of element by searching its parents or fallback
* @param {Object} el The element
* @param {string} parentLang Lang of parent if available
* @param {boolean} fallback Will falback to mainlanguage
* @returns {string|null} The language or null
*/
function getLang(el, parentLang = "", fallback = true) {
// Find closest el with lang attr not empty
el = el.closest("[lang]:not([lang=''])");
if (el && el.lang) {
return el.lang.toLowerCase();
}
if (parentLang) {
return parentLang;
}
return (fallback)
? mainLanguage
: null;
}
/**
* Collect elements that have a selector defined in C.selectors
* and add them to elements.
* @param {Object} [parent = null] The start point element
* @param {string} [selector = null] The selector matching the parent
* @returns {Object} elements-object
*/
function collectElements(parent = null, selector = null) {
const elements = makeElementCollection();
const dontHyphenateSelector = (() => {
let s = "." + C.dontHyphenateClass;
o.getOwnPropertyNames(C.dontHyphenate).forEach((tag) => {
if (C.dontHyphenate.get(tag)) {
s += "," + tag;
}
});
return s;
})();
const matchingSelectors = C.selectors.join(",") + "," + dontHyphenateSelector;
/**
* Recursively walk all elements in el, lending lang and selName
* add them to elements if necessary.
* @param {Object} el The element to scan
* @param {string} pLang The language of the parent element
* @param {string} sel The selector of the parent element
* @param {boolean} isChild If el is a child element
* @returns {undefined}
*/
function processElements(el, pLang, sel, isChild = false) {
const eLang = getLang(el, pLang);
const langDef = H.cf.langs.get(eLang);
if (langDef === "H9Y") {
elements.add(el, eLang, sel);
if (!isChild && C.safeCopy) {
registerOnCopy(el);
}
} else if (!langDef && eLang !== "zxx") {
event.fire(
"error",
Error(`Element with '${eLang}' found, but '${eLang}.wasm' not loaded. Check language tags!`)
);
}
el.childNodes.forEach((n) => {
if (n.nodeType === 1 && !n.matches(matchingSelectors)) {
processElements(n, eLang, sel, true);
}
});
}
/**
* Searches the DOM for each sel
* @param {object} root The DOM root
* @returns {undefined}
*/
function getElems(root) {
C.selectors.forEach((sel) => {
root.querySelectorAll(sel).forEach((n) => {
processElements(n, getLang(n), sel, false);
});
});
}
if (parent === null) {
if (C.processShadows) {
w.document.querySelectorAll("*").forEach((m) => {
if (m.shadowRoot) {
getElems(m.shadowRoot);
}
});
}
getElems(w.document);
} else {
processElements(parent, getLang(parent), selector);
}
return elements;
}
const wordHyphenatorPool = new Map();
/**
* Factory for hyphenatorFunctions for a specific language and selector
* @param {Object} lo Language-Object
* @param {string} lang The language
* @param {string} sel The selector
* @returns {function} The hyphenate function
*/
function createWordHyphenator(lo, lang, sel) {
const poolKey = lang + "-" + sel;
if (wordHyphenatorPool.has(poolKey)) {
return wordHyphenatorPool.get(poolKey);
}
const selSettings = C.get(sel);
lo.cache.set(sel, new Map());
/**
* HyphenateFunction for non-compound words
* @param {string} word The word
* @returns {string} The hyphenated word
*/
function hyphenateNormal(word) {
if (word.length > 61) {
event.fire(
"error",
Error("Found word longer than 61 characters")
);
} else if (!lo.reNotAlphabet.test(word)) {
return lo.hyphenate(
word,
selSettings.hyphen.charCodeAt(0),
selSettings.leftminPerLang.get(lang),
selSettings.rightminPerLang.get(lang)
);
}
return word;
}
/**
* HyphenateFunction for compound words
* @param {string} word The word
* @returns {string} The hyphenated compound word
*/
function hyphenateCompound(word) {
const zeroWidthSpace = "\u200B";
let parts = null;
let wordHyphenator = null;
if (selSettings.compound === "auto" ||
selSettings.compound === "all") {
wordHyphenator = createWordHyphenator(lo, lang, sel);
parts = word.split("-").map((p) => {
if (p.length >= selSettings.minWordLength) {
return wordHyphenator(p);
}
return p;
});
if (selSettings.compound === "auto") {
word = parts.join("-");
} else {
word = parts.join("-" + zeroWidthSpace);
}
} else {
word = word.replace("-", "-" + zeroWidthSpace);
}
return word;
}
/**
* Checks if a string is mixed case
* @param {string} s The string
* @returns {boolean} true if s is mixed case
*/
function isMixedCase(s) {
return [...s].map((c) => {
return (c === c.toLowerCase());
}).some((v, i, a) => {
return (v !== a[0]);
});
}
/**
* HyphenateFunction for words (compound or not)
* @param {string} word The word
* @returns {string} The hyphenated word
*/
function hyphenator(word) {
let hw = lo.cache.get(sel).get(word);
if (!hw) {
if (lo.exc.has(word)) {
hw = lo.exc.get(word).replace(
/-/g,
selSettings.hyphen
);
} else if (!selSettings.mixedCase && isMixedCase(word)) {
hw = word;
} else if (word.indexOf("-") === -1) {
hw = hyphenateNormal(word);
} else {
hw = hyphenateCompound(word);
}
lo.cache.get(sel).set(word, hw);
}
return hw;
}
wordHyphenatorPool.set(poolKey, hyphenator);
return hyphenator;
}
const orphanControllerPool = new Map();
/**
* Factory for function that handles orphans
* @param {string} sel The selector
* @returns {function} The function created
*/
function createOrphanController(sel) {
if (orphanControllerPool.has(sel)) {
return orphanControllerPool.get(sel);
}
const selSettings = C.get(sel);
/**
* Function template
* @param {string} ignore unused result of replace
* @param {string} leadingWhiteSpace The leading whiteSpace
* @param {string} lastWord The last word
* @param {string} trailingWhiteSpace The trailing whiteSpace
* @returns {string} Treated end of text
*/
function controlOrphans(
ignore,
leadingWhiteSpace,
lastWord,
trailingWhiteSpace
) {
if (selSettings.orphanControl === 3 && leadingWhiteSpace === " ") {
// \u00A0 = no-break space (nbsp)
leadingWhiteSpace = "\u00A0";
}
return leadingWhiteSpace + lastWord.replace(RegExp(selSettings.hyphen, "g"), "") + trailingWhiteSpace;
}
orphanControllerPool.set(sel, controlOrphans);
return controlOrphans;
}
const wordRegExpPool = new Map();
/**
* Hyphenate an entitiy (text string or Element-Object)
* @param {string} lang - the language of the string
* @param {string} sel - the selectorName of settings
* @param {string} entity - the entity to be hyphenated
* @returns {string | null} hyphenated str according to setting of sel
*/
function hyphenate(lang, sel, entity) {
const lo = H.languages.get(lang);
const selSettings = C.get(sel);
const minWordLength = selSettings.minWordLength;
const regExpWord = (() => {
const key = lang + minWordLength;
if (wordRegExpPool.has(key)) {
return wordRegExpPool.get(key);
}
/*
* Transpiled RegExp of
* /[${alphabet}\p{Mn}Subset\p{Letter}\00AD-]
* {${minwordlength},}/gui
*/
const reWord = RegExp(
`[${lo.alphabet}a-z\u0300-\u036F\u0483-\u0487\u00DF-\u00F6\u00F8-\u00FE\u0101\u0103\u0105\u0107\u0109\u010D\u010F\u0111\u0113\u0117\u0119\u011B\u011D\u011F\u0123\u0125\u012B\u012F\u0131\u0135\u0137\u013C\u013E\u0142\u0144\u0146\u0148\u014D\u0151\u0153\u0155\u0159\u015B\u015D\u015F\u0161\u0165\u016B\u016D\u016F\u0171\u0173\u017A\u017C\u017E\u017F\u01CE\u01D0\u01D2\u01D4\u01D6\u01D8\u01DA\u01DC\u0219\u021B\u02BC\u0390\u03AC-\u03CE\u03D0\u03E3\u03E5\u03E7\u03E9\u03EB\u03ED\u03EF\u03F2\u0430-\u044F\u0451-\u045C\u045E\u045F\u0491\u04AF\u04E9\u0561-\u0585\u0587\u0905-\u090C\u090F\u0910\u0913-\u0928\u092A-\u0930\u0932\u0933\u0935-\u0939\u093D\u0960\u0961\u0985-\u098C\u098F\u0990\u0993-\u09A8\u09AA-\u09B0\u09B2\u09B6-\u09B9\u09BD\u09CE\u09DC\u09DD\u09DF-\u09E1\u0A05-\u0A0A\u0A0F\u0A10\u0A13-\u0A28\u0A2A-\u0A30\u0A32\u0A33\u0A35\u0A36\u0A38\u0A39\u0A85-\u0A8B\u0A8F\u0A90\u0A93-\u0AA8\u0AAA-\u0AB0\u0AB2\u0AB3\u0AB5-\u0AB9\u0ABD\u0AE0\u0B05-\u0B0C\u0B0F\u0B10\u0B13-\u0B28\u0B2A-\u0B30\u0B32\u0B33\u0B35-\u0B39\u0B60\u0B61\u0B83\u0B85-\u0B8A\u0B8E-\u0B90\u0B92-\u0B95\u0B99\u0B9A\u0B9C\u0B9E\u0B9F\u0BA3\u0BA4\u0BA8-\u0BAA\u0BAE-\u0BB5\u0BB7-\u0BB9\u0C05-\u0C0C\u0C0E-\u0C10\u0C12-\u0C28\u0C2A-\u0C33\u0C35-\u0C39\u0C60\u0C61\u0C85-\u0C8C\u0C8E-\u0C90\u0C92-\u0CA8\u0CAA-\u0CB3\u0CB5-\u0CB9\u0CBD\u0CDE\u0CE0\u0CE1\u0D05-\u0D0C\u0D0E-\u0D10\u0D12-\u0D28\u0D2A-\u0D39\u0D60\u0D61\u0D7A-\u0D7F\u0E01-\u0E2E\u0E30\u0E32\u0E33\u0E40-\u0E45\u10D0-\u10F0\u1200-\u1248\u124A-\u124D\u1250-\u1256\u1258\u125A-\u125D\u1260-\u1288\u128A-\u128D\u1290-\u12B0\u12B2-\u12B5\u12B8-\u12BE\u12C0\u12C2-\u12C5\u12C8-\u12D6\u12D8-\u1310\u1312-\u1315\u1318-\u135A\u1380-\u138F\u1E0D\u1E37\u1E41\u1E43\u1E45\u1E47\u1E6D\u1F00-\u1F07\u1F10-\u1F15\u1F20-\u1F27\u1F30-\u1F37\u1F40-\u1F45\u1F50-\u1F57\u1F60-\u1F67\u1F70-\u1F7D\u1F80-\u1F87\u1F90-\u1F97\u1FA0-\u1FA7\u1FB2-\u1FB4\u1FB6\u1FB7\u1FC2-\u1FC4\u1FC6\u1FC7\u1FD2\u1FD3\u1FD6\u1FD7\u1FE2-\u1FE7\u1FF2-\u1FF4\u1FF6\u1FF7\u2C81\u2C83\u2C85\u2C87\u2C89\u2C8D\u2C8F\u2C91\u2C93\u2C95\u2C97\u2C99\u2C9B\u2C9D\u2C9F\u2CA1\u2CA3\u2CA5\u2CA7\u2CA9\u2CAB\u2CAD\u2CAF\u2CB1\u2CC9\u2D80-\u2D96\u2DA0-\u2DA6\u2DA8-\u2DAE\u2DB0-\u2DB6\u2DB8-\u2DBE\u2DC0-\u2DC6\u2DC8-\u2DCE\u2DD0-\u2DD6\u2DD8-\u2DDE\uAB01-\uAB06\uAB09-\uAB0E\uAB11-\uAB16\uAB20-\uAB26\uAB28-\uAB2E\u00AD\u200B-\u200D-]{${minWordLength},}`, "gui"
);
wordRegExpPool.set(key, reWord);
return reWord;
})();
/**
* Hyphenate text according to setting in sel
* @param {string} text - the strint to be hyphenated
* @returns {string} hyphenated string according to setting of sel
*/
function hyphenateText(text) {
if (C.normalize) {
text = text.normalize("NFC");
}
let tn = text.replace(
regExpWord,
createWordHyphenator(lo, lang, sel)
);
if (selSettings.orphanControl !== 1) {
tn = tn.replace(
/(\u0020*)(\S+)(\s*)$/,
createOrphanController(sel)
);
}
return tn;
}
/**
* Hyphenate element according to setting in sel
* @param {object} el - the HTMLElement to be hyphenated
* @returns {undefined}
*/
function hyphenateElement(el) {
event.fire(
"beforeElementHyphenation",
{
el,
lang
}
);
el.childNodes.forEach((n) => {
if (
n.nodeType === 3 &&
(/\S/).test(n.data) &&
n.data.length >= minWordLength
) {
n.data = hyphenateText(n.data);
}
});
H.res.els.counter[0] -= 1;
event.fire(
"afterElementHyphenation",
{
el,
lang
}
);
}
let r = null;
if (typeof entity === "string") {
r = hyphenateText(entity);
} else if (entity instanceof HTMLElement) {
hyphenateElement(entity);
}
return r;
}
/**
* Creates a language-specific string hyphenator
* @param {String} lang - The language this hyphenator hyphenates
*/
function createStringHyphenator(lang) {
return ((entity, sel = ".hyphenate") => {
if (typeof entity !== "string") {
event.fire(
"error",
Error("This use of hyphenators is deprecated. See https://mnater.github.io/Hyphenopoly/Hyphenators.html")
);
}
return hyphenate(lang, sel, entity);
});
}
/**
* Creates a polyglot HTML hyphenator
*/
function createDOMHyphenator() {
return ((entity, sel = ".hyphenate") => {
collectElements(entity, sel).list.forEach((els, l) => {
els.forEach((elo) => {
hyphenate(l, elo.selector, elo.element);
});
});
return null;
});
}
H.unhyphenate = () => {
H.res.els.list.forEach((els) => {
els.forEach((elo) => {
const n = elo.element.firstChild;
n.data = n.data.replace(RegExp(C[elo.selector].hyphen, "g"), "");
});
});
return Promise.resolve(H.res.els);
};
/**
* Hyphenate all elements with a given language
* @param {string} lang The language
* @param {Array} elArr Array of elements
* @returns {undefined}
*/
function hyphenateLangElements(lang, elements) {
const elArr = elements.list.get(lang);
if (elArr) {
elArr.forEach((elo) => {
hyphenate(lang, elo.selector, elo.element);
});
} else {
event.fire(
"error",
Error(`Engine for language '${lang}' loaded, but no elements found.`)
);
}
if (elements.counter[0] === 0) {
w.clearTimeout(H.timeOutHandler);
H.hide(0, null);
event.fire(
"hyphenopolyEnd",
{
"msg": "hyphenopolyEnd"
}
);
if (!C.keepAlive) {
window.Hyphenopoly = null;
}
}
}
/**
* Convert the exceptions from user input to Map
* @param {string} lang - The language for which the Map is created
* @return {Map}
*/
function createExceptionMap(lang) {
let exc = "";
if (C.exceptions.has(lang)) {
exc = C.exceptions.get(lang);
}
if (C.exceptions.has("global")) {
if (exc === "") {
exc = C.exceptions.get("global");
} else {
exc += ", " + C.exceptions.get("global");
}
}
if (exc === "") {
return new Map();
}
return new Map(exc.split(", ").map((e) => {
return [e.replace(/-/g, ""), e];
}));
}
/**
* Setup lo
* @param {string} lang The language
* @param {function} hyphenateFunction The hyphenateFunction
* @param {string} alphabet List of used characters
* @param {number} leftmin leftmin
* @param {number} rightmin rightmin
* @returns {undefined}
*/
function prepareLanguagesObj(
lang,
hyphenateFunction,
alphabet,
patternLeftmin,
patternRightmin
) {
C.selectors.forEach((sel) => {
const selSettings = C.get(sel);
if (selSettings.leftminPerLang === 0) {
selSettings.set("leftminPerLang", new Map());
}
if (selSettings.rightminPerLang === 0) {
selSettings.set("rightminPerLang", new Map());
}
selSettings.leftminPerLang.set(lang, Math.max(
patternLeftmin,
selSettings.leftmin,
Number(selSettings.leftminPerLang.get(lang)) || 0
));
selSettings.rightminPerLang.set(lang, Math.max(
patternRightmin,
selSettings.rightmin,
Number(selSettings.rightminPerLang.get(lang)) || 0
));
});
if (!H.languages) {
H.languages = new Map();
}
alphabet = alphabet.replace(/\\*-/g, "\\-");
H.languages.set(lang, {
alphabet,
"cache": new Map(),
"exc": createExceptionMap(lang),
"hyphenate": hyphenateFunction,
"ready": true,
"reNotAlphabet": RegExp(`[^${alphabet}]`, "i")
});
H.hy6ors.get(lang).resolve(createStringHyphenator(lang));
event.fire(
"engineReady",
{
lang
}
);
if (H.res.els) {
hyphenateLangElements(lang, H.res.els);
}
}
const decode = (() => {
const utf16ledecoder = new TextDecoder("utf-16le");
return ((ui16) => {
return utf16ledecoder.decode(ui16);
});
})();
/**
* Setup env for hyphenateFunction
* @param {ArrayBuffer} buf Memory buffer
* @param {function} hyphenateFunc hyphenateFunction
* @returns {function} hyphenateFunction with closured environment
*/
function encloseHyphenateFunction(buf, hyphenateFunc) {
const wordStore = new Uint16Array(buf, 0, 64);
return ((word, hyphencc, leftmin, rightmin) => {
wordStore.set([
...[...word].map((c) => {
return c.charCodeAt(0);
}),
0
]);
const len = hyphenateFunc(leftmin, rightmin, hyphencc);
if (len > 0) {
word = decode(
new Uint16Array(buf, 0, len)
);
}
return word;
});
}
/**
* Instantiate Wasm Engine
* @param {string} lang The language
* @returns {undefined}
*/
function instantiateWasmEngine(heProm, lang) {
const wa = window.WebAssembly;
/**
* Register character substitutions in the .wasm-hyphenEngine
* @param {number} alphalen - The length of the alphabet
* @param {object} exp - Export-object of the hyphenEngine
*/
function registerSubstitutions(alphalen, exp) {
if (C.substitute.has(lang)) {
const subst = C.substitute.get(lang);
subst.forEach((substituer, substituted) => {
const substitutedU = substituted.toUpperCase();
const substitutedUcc = (substitutedU === substituted)
? 0
: substitutedU.charCodeAt(0);
alphalen = exp.subst(
substituted.charCodeAt(0),
substitutedUcc,
substituer.charCodeAt(0)
);
});
}
return alphalen;
}
/**
* Instantiate the hyphenEngine
* @param {object} res - The fetched ressource
*/
function handleWasm(res) {
const exp = res.instance.exports;
// eslint-disable-next-line multiline-ternary
let alphalen = (wa.Global) ? exp.lct.value : exp.lct;
alphalen = registerSubstitutions(alphalen, exp);
heProm.l.forEach((l) => {
prepareLanguagesObj(
l,
encloseHyphenateFunction(
exp.mem.buffer,
exp.hyphenate
),
decode(new Uint16Array(exp.mem.buffer, 1408, alphalen)),
/* eslint-disable multiline-ternary */
(wa.Global) ? exp.lmi.value : exp.lmi,
(wa.Global) ? exp.rmi.value : exp.rmi
/* eslint-enable multiline-ternary */
);
});
}
heProm.w.then((response) => {
if (response.ok) {
if (
wa.instantiateStreaming &&
(response.headers.get("Content-Type") === "application/wasm")
) {
return wa.instantiateStreaming(response);
}
return response.arrayBuffer().then((ab) => {
return wa.instantiate(ab);
});
}
return Promise.reject(Error(`File ${lang}.wasm can't be loaded from ${H.paths.patterndir}`));
}).then(handleWasm, (e) => {
event.fire("error", e);
H.res.els.rem(lang);
});
}
H.main = () => {
H.res.DOM.then(() => {
mainLanguage = getLang(w.document.documentElement, "", false);
if (!mainLanguage && C.defaultLanguage !== "") {
mainLanguage = C.defaultLanguage;
}
const elements = collectElements();
H.res.els = elements;
elements.list.forEach((ignore, lang) => {
if (H.languages &&
H.languages.has(lang) &&
H.languages.get(lang).ready
) {
hyphenateLangElements(lang, elements);
}
});
});
H.res.he.forEach(instantiateWasmEngine);
Promise.all(
// Make sure all lang specific hyphenators and DOM are ready
[...H.hy6ors.entries()].
reduce((accumulator, value) => {
if (value[0] !== "HTML") {
return accumulator.concat(value[1]);
}
return accumulator;
}, []).
concat(H.res.DOM)
).then(() => {
H.hy6ors.get("HTML").resolve(createDOMHyphenator());
}, (e) => {
event.fire("error", e);
});
};
H.main();
})(Hyphenopoly);
})(window, Object);
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/**
* @license Hyphenopoly_Loader 5.2.0-beta.1 - client side hyphenation
* ©2023 Mathias Nater, Güttingen (mathiasnater at gmail dot com)
* https://github.com/mnater/Hyphenopoly
*
* Released under the MIT license
* http://mnater.github.io/Hyphenopoly/LICENSE
*/
/* globals Hyphenopoly:readonly */
window.Hyphenopoly = {};
((w, d, H, o) => {
"use strict";
/**
* Shortcut for new Map
* @param {any} init - initialiser for new Map
* @returns {Map}
*/
const mp = (init) => {
return new Map(init);
};
const scriptName = "Hyphenopoly_Loader.js";
const thisScript = d.currentScript.src;
const store = sessionStorage;
let mainScriptLoaded = false;
/**
* The main function runs the feature test and loads Hyphenopoly if
* necessary.
*/
const main = (() => {
const shortcuts = {
"ac": "appendChild",
"ce": "createElement",
"ct": "createTextNode"
};
/**
* Create deferred Promise
*
* From http://lea.verou.me/2016/12/resolve-promises-externally-with-
* this-one-weird-trick/
* @return {promise}
*/
const defProm = () => {
let res = null;
let rej = null;
const promise = new Promise((resolve, reject) => {
res = resolve;
rej = reject;
});
promise.resolve = res;
promise.reject = rej;
return promise;
};
H.ac = new AbortController();
const fetchOptions = {
"credentials": H.s.CORScredentials,
"signal": H.ac.signal
};
let stylesNode = null;
/**
* Define function H.hide.
* This function hides (state = 1) or unhides (state = 0)
* the whole document (mode == 0) or
* each selected element (mode == 1) or
* text of each selected element (mode == 2) or
* nothing (mode == -1)
* @param {integer} state - State
* @param {integer} mode - Mode
*/
H.hide = (state, mode) => {
if (state) {
let vis = "{visibility:hidden!important}";
stylesNode = d[shortcuts.ce]("style");
let myStyle = "";
if (mode === 0) {
myStyle = "html" + vis;
} else if (mode !== -1) {
if (mode === 2) {
vis = "{color:transparent!important}";
}
o.keys(H.s.selectors).forEach((sel) => {
myStyle += sel + vis;
});
}
stylesNode[shortcuts.ac](d[shortcuts.ct](myStyle));
d.head[shortcuts.ac](stylesNode);
} else if (stylesNode) {
stylesNode.remove();
}
};
const tester = (() => {
let fakeBody = null;
return {
/**
* Append fakeBody with tests to document
* @returns {Object|null} The body element or null, if no tests
*/
"ap": () => {
if (fakeBody) {
d.documentElement[shortcuts.ac](fakeBody);
return fakeBody;
}
return null;
},
/**
* Remove fakeBody
* @returns {undefined}
*/
"cl": () => {
if (fakeBody) {
fakeBody.remove();
}
},
/**
* Create and append div with CSS-hyphenated word
* @param {string} lang Language
* @returns {undefined}
*/
"cr": (lang) => {
if (H.cf.langs.has(lang)) {
return;
}
fakeBody = fakeBody || d[shortcuts.ce]("body");
const testDiv = d[shortcuts.ce]("div");
const ha = "hyphens:auto";
testDiv.lang = lang;
testDiv.style.cssText = `visibility:hidden;-webkit-${ha};-ms-${ha};${ha};width:48px;font-size:12px;line-height:12px;border:none;padding:0;word-wrap:normal`;
testDiv[shortcuts.ac](
d[shortcuts.ct](H.lrq.get(lang).wo.toLowerCase())
);
fakeBody[shortcuts.ac](testDiv);
}
};
})();
/**
* Checks if hyphens (ev.prefixed) is set to auto for the element.
* @param {Object} elm - the element
* @returns {Boolean} result of the check
*/
const checkCSSHyphensSupport = (elmStyle) => {
const h = elmStyle.hyphens ||
elmStyle.webkitHyphens ||
elmStyle.msHyphens;
return (h === "auto");
};
H.res = {
"he": mp()
};
/**
* Load hyphenEngines to H.res.he
*
* Make sure each .wasm is loaded exactly once, even for fallbacks
* Store a list of languages to by hyphenated with each .wasm
* @param {string} lang The language
* @returns {undefined}
*/
const loadhyphenEngine = (lang) => {
const fn = H.lrq.get(lang).fn;
H.cf.pf = true;
H.cf.langs.set(lang, "H9Y");
if (H.res.he.has(fn)) {
H.res.he.get(fn).l.push(lang);
} else {
H.res.he.set(
fn,
{
"l": [lang],
"w": w.fetch(H.paths.patterndir + fn + ".wasm", fetchOptions)
}
);
}
};
H.lrq.forEach((value, lang) => {
if (value.wo === "FORCEHYPHENOPOLY" || H.cf.langs.get(lang) === "H9Y") {
loadhyphenEngine(lang);
} else {
tester.cr(lang);
}
});
const testContainer = tester.ap();
if (testContainer) {
testContainer.querySelectorAll("div").forEach((n) => {
if (checkCSSHyphensSupport(n.style) && n.offsetHeight > 12) {
H.cf.langs.set(n.lang, "CSS");
} else {
loadhyphenEngine(n.lang);
}
});
tester.cl();
}
const hev = H.hev;
if (H.cf.pf) {
H.res.DOM = new Promise((res) => {
if (d.readyState === "loading") {
d.addEventListener(
"DOMContentLoaded",
res,
{
"once": true,
"passive": true
}
);
} else {
res();
}
});
H.hide(1, H.s.hide);
H.timeOutHandler = w.setTimeout(() => {
H.hide(0, null);
// eslint-disable-next-line no-bitwise
if (H.s.timeout & 1) {
H.ac.abort();
}
// eslint-disable-next-line no-console
console.info(scriptName + " timed out.");
}, H.s.timeout);
if (mainScriptLoaded) {
H.main();
} else {
// Load main script
fetch(H.paths.maindir + "Hyphenopoly.js", fetchOptions).
then((response) => {
if (response.ok) {
response.blob().then((blb) => {
const script = d[shortcuts.ce]("script");
script.src = URL.createObjectURL(blb);
d.head[shortcuts.ac](script);
mainScriptLoaded = true;
URL.revokeObjectURL(script.src);
});
}
});
}
H.hy6ors = mp();
H.cf.langs.forEach((langDef, lang) => {
if (langDef === "H9Y") {
H.hy6ors.set(lang, defProm());
}
});
H.hy6ors.set("HTML", defProm());
H.hyphenators = new Proxy(H.hy6ors, {
"get": (target, key) => {
return target.get(key);
},
"set": () => {
// Inhibit setting of hyphenators
return true;
}
});
(() => {
if (hev && hev.polyfill) {
hev.polyfill();
}
})();
} else {
(() => {
if (hev && hev.tearDown) {
hev.tearDown();
}
w.Hyphenopoly = null;
})();
}
(() => {
if (H.cft) {
store.setItem(scriptName, JSON.stringify(
{
"langs": [...H.cf.langs.entries()],
"pf": H.cf.pf
}
));
}
})();
});
H.config = (c) => {
/**
* Sets default properties for an Object
* @param {object} obj - The object to set defaults to
* @param {object} defaults - The defaults to set
* @returns {object}
*/
const setDefaults = (obj, defaults) => {
if (obj) {
o.entries(defaults).forEach(([k, v]) => {
// eslint-disable-next-line security/detect-object-injection
obj[k] = obj[k] || v;
});
return obj;
}
return defaults;
};
H.cft = Boolean(c.cacheFeatureTests);
if (H.cft && store.getItem(scriptName)) {
H.cf = JSON.parse(store.getItem(scriptName));
H.cf.langs = mp(H.cf.langs);
} else {
H.cf = {
"langs": mp(),
"pf": false
};
}
const maindir = thisScript.slice(0, (thisScript.lastIndexOf("/") + 1));
const patterndir = maindir + "patterns/";
H.paths = setDefaults(c.paths, {
maindir,
patterndir
});
H.s = setDefaults(c.setup, {
"CORScredentials": "include",
"hide": "all",
"selectors": {".hyphenate": {}},
"timeout": 1000
});
// Change mode string to mode int
H.s.hide = ["all", "element", "text"].indexOf(H.s.hide);
if (c.handleEvent) {
H.hev = c.handleEvent;
}
const fallbacks = mp(o.entries(c.fallbacks || {}));
H.lrq = mp();
o.entries(c.require).forEach(([lang, wo]) => {
H.lrq.set(lang.toLowerCase(), {
"fn": fallbacks.get(lang) || lang,
wo
});
});
main();
};
})(window, document, Hyphenopoly, Object);
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{
"folders": [
{
"path": "."
}
],
"settings": {}
}
+39
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@@ -0,0 +1,39 @@
CC0 1.0 Universal
==================
Statement of Purpose
---------------------
The laws of most jurisdictions throughout the world automatically confer exclusive Copyright and Related Rights (defined below) upon the creator and subsequent owner(s) (each and all, an "owner") of an original work of authorship and/or a database (each, a "Work").
Certain owners wish to permanently relinquish those rights to a Work for the purpose of contributing to a commons of creative, cultural and scientific works ("Commons") that the public can reliably and without fear of later claims of infringement build upon, modify, incorporate in other works, reuse and redistribute as freely as possible in any form whatsoever and for any purposes, including without limitation commercial purposes. These owners may contribute to the Commons to promote the ideal of a free culture and the further production of creative, cultural and scientific works, or to gain reputation or greater distribution for their Work in part through the use and efforts of others.
For these and/or other purposes and motivations, and without any expectation of additional consideration or compensation, the person associating CC0 with a Work (the "Affirmer"), to the extent that he or she is an owner of Copyright and Related Rights in the Work, voluntarily elects to apply CC0 to the Work and publicly distribute the Work under its terms, with knowledge of his or her Copyright and Related Rights in the Work and the meaning and intended legal effect of CC0 on those rights.
1. Copyright and Related Rights.
--------------------------------
A Work made available under CC0 may be protected by copyright and related or neighboring rights ("Copyright and Related Rights"). Copyright and Related Rights include, but are not limited to, the following:
i. the right to reproduce, adapt, distribute, perform, display, communicate, and translate a Work;
ii. moral rights retained by the original author(s) and/or performer(s);
iii. publicity and privacy rights pertaining to a person's image or likeness depicted in a Work;
iv. rights protecting against unfair competition in regards to a Work, subject to the limitations in paragraph 4(a), below;
v. rights protecting the extraction, dissemination, use and reuse of data in a Work;
vi. database rights (such as those arising under Directive 96/9/EC of the European Parliament and of the Council of 11 March 1996 on the legal protection of databases, and under any national implementation thereof, including any amended or successor version of such directive); and
vii. other similar, equivalent or corresponding rights throughout the world based on applicable law or treaty, and any national implementations thereof.
2. Waiver.
-----------
To the greatest extent permitted by, but not in contravention of, applicable law, Affirmer hereby overtly, fully, permanently, irrevocably and unconditionally waives, abandons, and surrenders all of Affirmer's Copyright and Related Rights and associated claims and causes of action, whether now known or unknown (including existing as well as future claims and causes of action), in the Work (i) in all territories worldwide, (ii) for the maximum duration provided by applicable law or treaty (including future time extensions), (iii) in any current or future medium and for any number of copies, and (iv) for any purpose whatsoever, including without limitation commercial, advertising or promotional purposes (the "Waiver"). Affirmer makes the Waiver for the benefit of each member of the public at large and to the detriment of Affirmer's heirs and successors, fully intending that such Waiver shall not be subject to revocation, rescission, cancellation, termination, or any other legal or equitable action to disrupt the quiet enjoyment of the Work by the public as contemplated by Affirmer's express Statement of Purpose.
3. Public License Fallback.
----------------------------
Should any part of the Waiver for any reason be judged legally invalid or ineffective under applicable law, then the Waiver shall be preserved to the maximum extent permitted taking into account Affirmer's express Statement of Purpose. In addition, to the extent the Waiver is so judged Affirmer hereby grants to each affected person a royalty-free, non transferable, non sublicensable, non exclusive, irrevocable and unconditional license to exercise Affirmer's Copyright and Related Rights in the Work (i) in all territories worldwide, (ii) for the maximum duration provided by applicable law or treaty (including future time extensions), (iii) in any current or future medium and for any number of copies, and (iv) for any purpose whatsoever, including without limitation commercial, advertising or promotional purposes (the "License"). The License shall be deemed effective as of the date CC0 was applied by Affirmer to the Work. Should any part of the License for any reason be judged legally invalid or ineffective under applicable law, such partial invalidity or ineffectiveness shall not invalidate the remainder of the License, and in such case Affirmer hereby affirms that he or she will not (i) exercise any of his or her remaining Copyright and Related Rights in the Work or (ii) assert any associated claims and causes of action with respect to the Work, in either case contrary to Affirmer's express Statement of Purpose.
4. Limitations and Disclaimers.
--------------------------------
a. No trademark or patent rights held by Affirmer are waived, abandoned, surrendered, licensed or otherwise affected by this document.
b. Affirmer offers the Work as-is and makes no representations or warranties of any kind concerning the Work, express, implied, statutory or otherwise, including without limitation warranties of title, merchantability, fitness for a particular purpose, non infringement, or the absence of latent or other defects, accuracy, or the present or absence of errors, whether or not discoverable, all to the greatest extent permissible under applicable law.
c. Affirmer disclaims responsibility for clearing rights of other persons that may apply to the Work or any use thereof, including without limitation any person's Copyright and Related Rights in the Work. Further, Affirmer disclaims responsibility for obtaining any necessary consents, permissions or other rights required for any use of the Work.
d. Affirmer understands and acknowledges that Creative Commons is not a party to this document and has no duty or obligation with respect to this CC0 or use of the Work.
+93
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Copyright 2017 The EB Garamond Project Authors (https://github.com/octaviopardo/EBGaramond12)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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# electron-quick-start
**Clone and run for a quick way to see Electron in action.**
This is a minimal Electron application based on the [Quick Start Guide](https://electronjs.org/docs/latest/tutorial/quick-start) within the Electron documentation.
A basic Electron application needs just these files:
- `package.json` - Points to the app's main file and lists its details and dependencies.
- `main.js` - Starts the app and creates a browser window to render HTML. This is the app's **main process**.
- `index.html` - A web page to render. This is the app's **renderer process**.
- `preload.js` - A content script that runs before the renderer process loads.
You can learn more about each of these components in depth within the [Tutorial](https://electronjs.org/docs/latest/tutorial/tutorial-prerequisites).
## To Use
To clone and run this repository you'll need [Git](https://git-scm.com) and [Node.js](https://nodejs.org/en/download/) (which comes with [npm](http://npmjs.com)) installed on your computer. From your command line:
```bash
# Clone this repository
git clone https://github.com/electron/electron-quick-start
# Go into the repository
cd electron-quick-start
# Install dependencies
npm install
# Run the app
npm start
```
Note: If you're using Linux Bash for Windows, [see this guide](https://www.howtogeek.com/261575/how-to-run-graphical-linux-desktop-applications-from-windows-10s-bash-shell/) or use `node` from the command prompt.
## Resources for Learning Electron
- [electronjs.org/docs](https://electronjs.org/docs) - all of Electron's documentation
- [Electron Fiddle](https://electronjs.org/fiddle) - Electron Fiddle, an app to test small Electron experiments
## License
[CC0 1.0 (Public Domain)](LICENSE.md)
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# title: Das Herrenhaus
# author: Georg Tomitsch
VAR location = 0
INCLUDE Stats.ink
-> Herrenhaus
=== Herrenhaus ===
~ location = Herrenhaus
Du stehst vor einem Herrenhaus.
* Aktion 1 # 1
* Aktion 2 # 2
* Aktion 3 # 3
- -> END
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// Quest tracking functions as described by Jon Ingold in his GDC 2017 talk.
// Every state implies the states before.
=== function state_reached(state) ===
~ return
// The state is never rolled back. If a lower or the same state is moved to nothing happens.
=== function move_to_state(state) ===
~ return
// Often the state is checked as a range (excluding first and last state)
=== function state_between(first_state, last_state) ===
~ return
// Implementation of ChoiceScript's Fairmath system
// Adjust the variable by adding amount percent of the current value
=== function set(ref variable, amount) ===
~ variable = MIN(100, variable + variable * amount / 100)
~ return variable
// Implementation of relative opposed pair stats
=== function opposed(positive, negative) ===
~ return positive / negative * 100 // TODO Check if this calculation is correct
// Inkle's default number writing function
=== function print_num(x)
{
- x >= 1000:
{print_num(x / 1000)} thousand { x mod 1000 > 0:{print_num(x mod 1000)}}
- x >= 100:
{print_num(x / 100)} hundred { x mod 100 > 0:and {print_num(x mod 100)}}
- x == 0:
zero
- else:
{ x >= 20:
{ x / 10:
- 2: twenty
- 3: thirty
- 4: forty
- 5: fifty
- 6: sixty
- 7: seventy
- 8: eighty
- 9: ninety
}
{ x mod 10 > 0:
<>-<>
}
}
{ x < 10 || x > 20:
{ x mod 10:
- 1: one
- 2: two
- 3: three
- 4: four
- 5: five
- 6: six
- 7: seven
- 8: eight
- 9: nine
}
- else:
{ x:
- 10: ten
- 11: eleven
- 12: twelve
- 13: thirteen
- 14: fourteen
- 15: fifteen
- 16: sixteen
- 17: seventeen
- 18: eighteen
- 19: nineteen
}
}
}
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(function(storyContent) {
// Create ink story from the content using inkjs
var story = new inkjs.Story(storyContent);
var savePoint = "";
let fade_in = true;
// Global tags - those at the top of the ink file
// We support:
// # theme: dark
// # author: Your Name
var globalTags = story.globalTags;
if( globalTags ) {
for(var i=0; i<story.globalTags.length; i++) {
var globalTag = story.globalTags[i];
var splitTag = splitPropertyTag(globalTag);
// THEME: dark
if( splitTag && splitTag.property == "title" ) {
var title = document.querySelector('.title');
title.innerHTML = splitTag.val;
}
// author: Your Name
else if( splitTag && splitTag.property == "author" ) {
var byline = document.querySelector('.byline');
byline.innerHTML = "by "+splitTag.val;
}
}
}
var storyContainer = document.querySelector('#story');
var choiceContainer = document.querySelector('#choices');
var outerScrollContainer = document.querySelector('#book');
function updateParagraphPreview(paragraph_data, indent_width, preview_width) {
var old_preview = document.getElementById("preview");
var preview = document.createElement("div");
preview.id = "preview";
preview.style.width = preview_width + 'px';
if(old_preview) {
old_preview.replaceWith(preview);
// preview = old_preview;
} else {
document.body.appendChild(preview);
}
// p = typesetParagraph(paragraph_data, indent_width);
// preview.appendChild(p);
}
let timeoutQueue = [];
function scheduleTimeout(func, delay, ...args) {
const timeoutObject = {
execute: () => func(...args),
timeoutId: null
};
timeoutObject.timeoutId = setTimeout(() => {
timeoutObject.execute();
timeoutQueue = timeoutQueue.filter(t => t !== timeoutObject);
}, delay);
timeoutQueue.push(timeoutObject);
return timeoutObject.timeoutId;
}
function fastForward() {
// Sort the queue based on timeoutId (assuming that smaller ids are scheduled earlier)
timeoutQueue.sort((a, b) => a.timeoutId - b.timeoutId);
// Clear and execute all timeouts
timeoutQueue.forEach(timeoutObject => {
clearTimeout(timeoutObject.timeoutId);
timeoutObject.execute();
});
timeoutQueue = [];
document.getElementById("page_right").scrollTo({top: document.getElementById("page_right").scrollHeight, behavior: 'smooth'});
}
// var numberOfPreviewLines = 0;
function typesetParagraph(paragraph_data, indent_width, delay = 0) {
console.log("Typesetting Paragraph with: ", paragraph_data, indent_width);
var left = indent_width;
var p = document.createElement("p");
p.style.position = 'relative';
var line_height = parseFloat(window.getComputedStyle(document.querySelector("#ruler")).lineHeight);
// numberOfPreviewLines += paragraph_data.breaks.length - 1;
// console.log("Calculated line height:", line_height);
p.style.height = line_height * (paragraph_data.breaks.length - 1) + 'px';
p.style.marginBlockEnd = 0;
for(let i = 1; i < paragraph_data.breaks.length; i++) {
if(i > 1)
left = 0;
for(let j = paragraph_data.breaks[i-1].position; j <= paragraph_data.breaks[i].position; j++) {
// console.log("i =",i,"j =",j,"from =",paragraph_data.breaks[i-1].position,"to =",paragraph_data.breaks[i].position,"node_width =", paragraph_data.nodes[j].width, "left =", left, "type =", paragraph_data.nodes[j].type, "value =", paragraph_data.nodes[j].value);
if(paragraph_data.nodes[j].type === 'box' && paragraph_data.nodes[j].value !== '' && j < paragraph_data.breaks[i].position) {
if(j > paragraph_data.breaks[i-1].position + 1 && paragraph_data.nodes[j-1].type === 'penalty' && p.lastChild) {
p.lastChild.textContent += paragraph_data.nodes[j].value;
left += paragraph_data.nodes[j].width;
} else {
let word = document.createElement("span");
word.style.position = 'absolute';
word.classList.add("fade-in");
word.style.top = line_height * (i - 1) + 'px';
word.style.left = left + 'px';
word.innerHTML = paragraph_data.nodes[j].value;
insertAfter(delay, p, word);
delay += 100.0;
// p.appendChild(word);
if(j > 0)
left += paragraph_data.nodes[j].width;
else
left += paragraph_data.nodes[j].width - indent_width;
}
} else if(j > paragraph_data.breaks[i-1].position && paragraph_data.nodes[j].type === 'glue' && paragraph_data.nodes[j].width !== 0 && j <= paragraph_data.breaks[i].position) {
// Insert space character
if(paragraph_data.breaks[i].ratio > 0) {
left += paragraph_data.nodes[j].width + paragraph_data.breaks[i].ratio * paragraph_data.nodes[j].stretch;
} else {
left += paragraph_data.nodes[j].width + paragraph_data.breaks[i].ratio * paragraph_data.nodes[j].shrink;
}
} else if(paragraph_data.nodes[j].type === 'penalty' && paragraph_data.nodes[j].penalty === 100 && j === paragraph_data.breaks[i].position) {
let word = document.createElement("span");
word.style.position = 'absolute';
word.style.top = line_height * (i - 1) + 'px';
word.style.left = left + 'px';
word.innerHTML = "-";
insertAfter(delay, p, word);
delay += 100;
// p.appendChild(word);
// left += paragraph_data.nodes[j].width;
}
}
};
return [p, delay];
}
function measureText(str) {
if (str === ' ') {
str = '\u00A0';
}
ruler.textContent = str;
return ruler.getClientRects()[0].width;
}
function updateBookDimensions() {
const vw = window.innerWidth;
const vh = window.innerHeight;
const viewportAspectRatio = vw / vh;
const imageAspectRatio = 2727 / 1691;
let bookWidth, bookHeight;
if (viewportAspectRatio > imageAspectRatio) {
bookWidth = vh * imageAspectRatio;
bookHeight = vh;
} else {
bookWidth = vw;
bookHeight = vw / imageAspectRatio;
}
document.documentElement.style.setProperty('--book-width', `${bookWidth}px`);
document.documentElement.style.setProperty('--book-height', `${bookHeight}px`);
// Setting a CSS variable that will be either vw or vh depending on the viewport aspect ratio
document.documentElement.style.setProperty(
"--viewport-dimension",
viewportAspectRatio > imageAspectRatio ? 'vw' : 'vh'
);
document.documentElement.style.setProperty('--viewport-aspect-ratio', viewportAspectRatio);
let story = document.getElementById("story");
let paddingTop = window.getComputedStyle(story).paddingTop;
let paddingBottom = window.getComputedStyle(story).paddingBottom;
document.documentElement.style.setProperty('--story-line-height', (story.clientHeight - paddingTop - paddingBottom) / 28)
}
// Update the aspect ratio when the page loads
updateBookDimensions();
// Update the aspect ratio whenever the window is resized
window.addEventListener('resize', updateBookDimensions);
window.addEventListener('keydown', (event) => {
if (event.code === 'Space') {
fade_in = false;
fastForward();
}
});
// page features setup
var hasSave = loadSavePoint();
setupButtons(hasSave);
// Set initial save point
savePoint = story.state.toJson();
// Kick off the start of the story!
continueStory(true);
// Main story processing function. Each time this is called it generates
// all the next content up as far as the next set of choices.
function continueStory(firstTime) {
var paragraphIndex = 0;
var delay = 0.0;
// Don't over-scroll past new content
var previousBottomEdge = firstTime ? 0 : contentBottomEdgeY();
var fade_in = true
// Generate story text - loop through available content
while(story.canContinue) {
// Get ink to generate the next paragraph
var paragraphText = story.Continue();
var tags = story.currentTags;
// Any special tags included with this line
var customClasses = [];
for(var i=0; i<tags.length; i++) {
var tag = tags[i];
// Detect tags of the form "X: Y". Currently used for IMAGE and CLASS but could be
// customised to be used for other things too.
var splitTag = splitPropertyTag(tag);
// AUDIO: src
if( splitTag && splitTag.property == "AUDIO" ) {
if('audio' in this) {
this.audio.pause();
this.audio.removeAttribute('src');
this.audio.load();
}
this.audio = new Audio(splitTag.val);
this.audio.play();
}
// AUDIOLOOP: src
else if( splitTag && splitTag.property == "AUDIOLOOP" ) {
if('audioLoop' in this) {
this.audioLoop.pause();
this.audioLoop.removeAttribute('src');
this.audioLoop.load();
}
this.audioLoop = new Audio(splitTag.val);
this.audioLoop.play();
this.audioLoop.loop = true;
}
// IMAGE: src
if( splitTag && splitTag.property == "IMAGE" ) {
var imageElement = document.createElement('img');
imageElement.src = splitTag.val;
storyContainer.appendChild(imageElement);
showAfter(delay, imageElement);
delay += 200.0;
}
// LINK: url
else if( splitTag && splitTag.property == "LINK" ) {
window.location.href = splitTag.val;
}
// LINKOPEN: url
else if( splitTag && splitTag.property == "LINKOPEN" ) {
window.open(splitTag.val);
}
// BACKGROUND: src
else if( splitTag && splitTag.property == "BACKGROUND" ) {
outerScrollContainer.style.backgroundImage = 'url('+splitTag.val+')';
}
// CLASS: className
else if( splitTag && splitTag.property == "CLASS" ) {
customClasses.push(splitTag.val);
}
// CLEAR - removes all existing content.
// RESTART - clears everything and restarts the story from the beginning
else if( tag == "CLEAR" || tag == "RESTART" ) {
removeAll("p");
removeAll("img");
// Comment out this line if you want to leave the header visible when clearing
// setVisible(".header", false);
if( tag == "RESTART" ) {
restart();
return;
}
}
}
// Create paragraph element (initially hidden)
(function(text) {
if(text.trim().length === 0)
return;
console.log("Hyphenating:", text);
let hyphenator_promise = Hyphenopoly.hyphenators["en-us"].then((hyphenator_en) => {
var measure = parseFloat(window.getComputedStyle(document.getElementById("story")).width);
var indentWidth = parseFloat(window.getComputedStyle(document.querySelector("#indent")).textIndent);
var previewWidth = measure;
var preview_data = kap(hyphenator_en(text, '.hyphenatePipe'), measureText, 'align-justify', measure, true, indentWidth);
return { preview_data, indentWidth, previewWidth};
});
hyphenator_promise.then(({ preview_data, indentWidth, previewWidth }) => {
// updateParagraphPreview(preview_data, indentWidth, previewWidth);
var p, d;
[p, d] = typesetParagraph(preview_data, indentWidth, delay);
delay = d;
// Add any custom classes derived from ink tags
for(var i=0; i<customClasses.length; i++)
p.classList.add(customClasses[i]);
storyContainer.appendChild(p);
p.scrollIntoView({ behavior: 'smooth'});
});
})(paragraphText);
// var paragraphElement = document.createElement('p');
// var words = paragraphText.split(" ");
// words.forEach(word => {
// var wordElement = document.createElement('span');
// Hyphenopoly.hyphenators["en-us"].then((hyphenator_en) => {
// wordElement.innerHTML = hyphenator_en(word);
// });
// // showAfter(delay, wordElement);
// insertAfter(delay, paragraphElement, wordElement, fade_in);
// insertAfter(delay, paragraphElement, document.createTextNode(" "), false);
// delay +=100.0;
// // paragraphElement.appendChild(wordElement);
// // paragraphElement.appendChild(document.createTextNode(" "));
// });
// // paragraphElement.innerHTML = paragraphText;
// storyContainer.appendChild(paragraphElement);
// Fade in paragraph after a short delay
// showAfter(delay, paragraphElement);
// delay += 200.0;
}
// Create HTML choices from ink choices
story.currentChoices.forEach(function(choice) {
// Create paragraph with anchor element
var choiceParagraphElement = document.createElement('p');
choiceParagraphElement.classList.add("choice");
choiceParagraphElement.innerHTML = `<a href='#'>${choice.text}</a>`
// choiceContainer.appendChild(choiceParagraphElement);
insertAfter(delay, choiceContainer, choiceParagraphElement, fade_in);
// Fade choice in after a short delay
// showAfter(delay, choiceParagraphElement);
delay += 200.0;
// Click on choice
var choiceAnchorEl = choiceParagraphElement.querySelectorAll("a")[0];
choiceAnchorEl.addEventListener("click", function(event) {
// Don't follow <a> link
event.preventDefault();
// Remove all existing choices
removeAll(".choice", true);
// Tell the story where to go next
story.ChooseChoiceIndex(choice.index);
// This is where the save button will save from
savePoint = story.state.toJson();
// Aaand loop
continueStory();
});
});
// Extend height to fit
// We do this manually so that removing elements and creating new ones doesn't
// cause the height (and therefore scroll) to jump backwards temporarily.
// storyContainer.style.height = contentBottomEdgeY()+"px";
if( !firstTime )
scrollDown(previousBottomEdge);
}
function restart() {
story.ResetState();
setVisible(".header", true);
removeAll(".choice", true);
// set save point to here
savePoint = story.state.toJson();
continueStory(true);
outerScrollContainer.scrollTo({ top: 0, left: 0, behavior: 'smooth'});
}
// -----------------------------------
// Various Helper functions
// -----------------------------------
// Fades in an element after a specified delay
function showAfter(delay, el) {
el.classList.add("hide");
setTimeout(function() {
setTimeout(function() { el.classList.remove("hide") }, delay);
});
}
function insertAfter(delay, target, el, fade_in = true) {
if(fade_in) {
el.classList.add("fade-in");
scheduleTimeout(function() {
target.appendChild(el);
el.scrollIntoView({ behavior: 'smooth'});
}, delay);
} else {
scheduleTimeout(function() {
target.appendChild(el);
}, delay);
}
}
// Scrolls the page down, but no further than the bottom edge of what you could
// see previously, so it doesn't go too far.
function scrollDown(previousBottomEdge) {
return; // TODO: Fix or remove function
// Line up top of screen with the bottom of where the previous content ended
var target = previousBottomEdge;
// Can't go further than the very bottom of the page
var limit = outerScrollContainer.scrollHeight - outerScrollContainer.clientHeight;
if( target > limit ) target = limit;
var start = outerScrollContainer.scrollTop;
var dist = target - start;
var duration = 300 + 300*dist/100;
var startTime = null;
function step(time) {
if( startTime == null ) startTime = time;
var t = (time-startTime) / duration;
var lerp = 3*t*t - 2*t*t*t; // ease in/out
outerScrollContainer.scrollTo({ left: 0, top: (1.0-lerp)*start + lerp*target, behavior: 'smooth'});
if( t < 1 ) requestAnimationFrame(step);
}
requestAnimationFrame(step);
}
// The Y coordinate of the bottom end of all the story content, used
// for growing the container, and deciding how far to scroll.
function contentBottomEdgeY() {
var bottomElement = storyContainer.lastElementChild;
return bottomElement ? bottomElement.offsetTop + bottomElement.offsetHeight : 0;
}
// Remove all elements that match the given selector. Used for removing choices after
// you've picked one, as well as for the CLEAR and RESTART tags.
function removeAll(selector, choices = false)
{
if(choices)
var allElements = choiceContainer.querySelectorAll(selector);
else
var allElements = storyContainer.querySelectorAll(selector);
for(var i=0; i<allElements.length; i++) {
var el = allElements[i];
el.parentNode.removeChild(el);
}
}
// Used for hiding and showing the header when you CLEAR or RESTART the story respectively.
function setVisible(selector, visible)
{
var allElements = storyContainer.querySelectorAll(selector);
for(var i=0; i<allElements.length; i++) {
var el = allElements[i];
if( !visible )
el.classList.add("invisible");
else
el.classList.remove("invisible");
}
}
// Helper for parsing out tags of the form:
// # PROPERTY: value
// e.g. IMAGE: source path
function splitPropertyTag(tag) {
var propertySplitIdx = tag.indexOf(":");
if( propertySplitIdx != null ) {
var property = tag.substr(0, propertySplitIdx).trim();
var val = tag.substr(propertySplitIdx+1).trim();
return {
property: property,
val: val
};
}
return null;
}
// Loads save state if exists in the browser memory
function loadSavePoint() {
try {
let savedState = window.localStorage.getItem('save-state');
if (savedState) {
story.state.LoadJson(savedState);
return true;
}
} catch (e) {
console.debug("Couldn't load save state");
}
return false;
}
// Used to hook up the functionality for global functionality buttons
function setupButtons(hasSave) {
let rewindEl = document.getElementById("rewind");
if (rewindEl) rewindEl.addEventListener("click", function(event) {
removeAll("p");
removeAll("img");
setVisible(".header", false);
restart();
});
let saveEl = document.getElementById("save");
if (saveEl) saveEl.addEventListener("click", function(event) {
try {
window.localStorage.setItem('save-state', savePoint);
document.getElementById("reload").removeAttribute("disabled");
} catch (e) {
console.warn("Couldn't save state");
}
});
let reloadEl = document.getElementById("reload");
if (!hasSave) {
reloadEl.setAttribute("disabled", "disabled");
}
reloadEl.addEventListener("click", function(event) {
if (reloadEl.getAttribute("disabled"))
return;
removeAll("p");
removeAll("img");
removeAll(".choice", true);
try {
let savedState = window.localStorage.getItem('save-state');
if (savedState) story.state.LoadJson(savedState);
} catch (e) {
console.debug("Couldn't load save state");
}
continueStory(true);
});
}
})(storyContent);
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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<!-- https://developer.mozilla.org/en-US/docs/Web/HTTP/CSP -->
<!-- meta http-equiv="Content-Security-Policy" content="default-src 'self'; script-src 'self' 'unsafe-inline' 'blob'; style-src 'self' 'unsafe-inline'" -->
<title>Ink.js Book Runtime</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<p id="versions">We are using Node.js <span id="node-version"></span>,
Chromium <span id="chrome-version"></span>,
and Electron <span id="electron-version"></span>.</p>
<div id="book">
<div id="page_left">
<div class="header">
<h2 class="byline l10n-by">by </h2>
<h1 class="title"></h1>
<h3 class="subtitle"></h3>
<div class="separator"><double></double></div>
</div>
<div id="controls" class="buttons">
<a class="l10n-speech" id="speech" title="Toggle text to speech" disabled="disabled">speech</a>
<span><a id="speed_reset"><span class="l10n-speed">speed<sup>*</sup></span></a><input type="range" min="0" max="100" value="50" id="speed" name="speed" /></span>
<a class="l10n-restart" id="rewind" title="Restart story from beginning" disabled="disabled">restart</a>
<a class="l10n-save" id="save" title="Save progress">save</a>
<a class="l10n-load" id="reload" title="Reload from save point" disabled="disabled">load</a>
</div>
<div id="choices" class="container">
</div>
<div class="l10n-remark" id="remark"><i><sup>*</sup>click on page or press spacebar to fast forward text animation</i></div>
</div>
<div id="page_right">
<div id="story" class="container">
</div>
</div>
</div>
<div id="ruler"></div>
<div class="l10n-prompt" id="indent">What do you want to do next?</div>
<div id="lighting" />
<!-- You can also require other files to run in this process -->
<script src="smartypants.js"></script>
<script src="linked-list.js"></script>
<script src="linebreak.js"></script>
<script src="knuth-and-plass.js"></script>
<script src="ink-full.js"></script>
<!-- <script src="TheIntercept.js"></script> -->
<script src="Hyphenopoly_Loader.js"></script>
<script>
var locale = "de";
</script>
<script src="game.js"></script>
<script src="./renderer.js"></script>
</body>
</html>
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{
"folders": [
{
"path": "."
}
],
"settings": {
"CodeGPT.apiKey": "Ollama"
}
}
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("path"),t=require("fs");function r(e){if(e&&e.__esModule)return e;var t=Object.create(null);return e&&Object.keys(e).forEach((function(r){if("default"!==r){var n=Object.getOwnPropertyDescriptor(e,r);Object.defineProperty(t,r,n.get?n:{enumerable:!0,get:function(){return e[r]}})}})),t.default=e,Object.freeze(t)}var n=r(e),o=r(t);function i(e,t){for(var r=0;r<t.length;r++){var n=t[r];n.enumerable=n.enumerable||!1,n.configurable=!0,"value"in n&&(n.writable=!0),Object.defineProperty(e,n.key,n)}}function a(e,t,r){return t&&i(e.prototype,t),r&&i(e,r),Object.defineProperty(e,"prototype",{writable:!1}),e}var u=a((function e(t){var r=this;!function(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}(this,e),this.rootPath=t,this.ResolveInkFilename=function(e){if(void 0!==r.rootPath&&""!==r.rootPath)return n.join(r.rootPath,e);var t=process.cwd();return n.join(t,e)},this.LoadInkFileContents=function(e){return o.readFileSync(e,"utf-8")}}));exports.PosixFileHandler=u;
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function kap(text, measureText, measure, hyphenation) {
console.log("Typesetting hyphenated text:", text, measure);
if (!hyphenation) {
text = text.replace(/\|/g, '');
}
let hyphenWidth = measureText('-');
let spaceWidth = measureText('\u00A0');
let nodes = [];
text.split(/([.,:;!?] |\s|\||<.*?>)/u).forEach(function (fragment) {
let fragmentWidth = measureText(fragment);
if (fragment === ' ') {
let stretch = (spaceWidth * 3) / 6;
let shrink = (spaceWidth * 3) / 9;
nodes.push(linebreak.glue(spaceWidth, stretch, shrink));
} else if (fragment === '|') {
// nodes.push(linebreak.penalty(hyphenWidth, 100, 1));
nodes.push(linebreak.penalty(hyphenWidth * 0.25, 100, 1));
} else if (fragment.match(/(<.*?>)/u)) {
nodes.push(linebreak.tag(fragmentWidth, fragment));
} else if (fragment.match(/[.,:;!?] /u)) {
let punctuation = fragment.match(/([.,:;!?])( )/u);
let punctuationSymbolWidth = measureText(punctuation[1]) * 0.25;
let punctuationWidth = measureText(punctuation[1]) * 0.75 + spaceWidth;
nodes.push(linebreak.box(punctuationSymbolWidth, punctuation[1]));
let stretch = (punctuationWidth * 3) / 6;
let shrink = (punctuationWidth * 3) / 9;
nodes.push(linebreak.glue(punctuationWidth, stretch, shrink));
} else if (fragment.match(/(\s+)/u)) {
} else {
nodes.push(linebreak.box(fragmentWidth, fragment));
}
});
nodes.push(linebreak.glue(0, linebreak.infinity, 0));
nodes.push(linebreak.penalty(0, -linebreak.infinity, 1));
let demerits = {
line: 10,
flagged: 100,
fitness: 3000
};
let breaks = linebreak(nodes, measure, { tolerance: 3, demerits });
if (!breaks.length) {
breaks = linebreak(nodes, measure, { tolerance: 10, demerits });
}
return { nodes, breaks };
}
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var linebreak = function (nodes, lines, settings = {
demerits: {
line: 10,
flagged: 100,
fitness: 3000
},
tolerance: 2
}) {
const options = settings;
activeNodes = new LinkedList(),
sum = {
width: 0,
stretch: 0,
shrink: 0
},
lineLengths = lines,
breaks = [],
tmp = {
data: {
demerits: Infinity
}
};
function breakpoint(position, demerits, ratio, line, fitnessClass, totals, previous) {
return {
position: position,
demerits: demerits,
ratio: ratio,
line: line,
fitnessClass: fitnessClass,
totals: totals || {
width: 0,
stretch: 0,
shrink: 0
},
previous: previous
};
}
function computeCost(start, end, active, currentLine) {
var width = sum.width - active.totals.width,
stretch = 0,
shrink = 0,
// If the current line index is within the list of linelengths, use it, otherwise use
// the last line length of the list.
lineLength = currentLine < lineLengths.length ? lineLengths[currentLine - 1] : lineLengths[lineLengths.length - 1];
if (nodes[end].type === 'penalty') {
width += nodes[end].width;
}
if (width < lineLength) {
// Calculate the stretch ratio
stretch = sum.stretch - active.totals.stretch;
if (stretch > 0) {
return (lineLength - width) / stretch;
} else {
return linebreak.infinity;
}
} else if (width > lineLength) {
// Calculate the shrink ratio
shrink = sum.shrink - active.totals.shrink;
if (shrink > 0) {
return (lineLength - width) / shrink;
} else {
return linebreak.infinity;
}
} else {
// perfect match
return 0;
}
}
// Add width, stretch and shrink values from the current
// break point up to the next box or forced penalty.
function computeSum(breakPointIndex) {
var result = {
width: sum.width,
stretch: sum.stretch,
shrink: sum.shrink
},
i = 0;
for (i = breakPointIndex; i < nodes.length; i += 1) {
if (nodes[i].type === 'glue') {
result.width += nodes[i].width;
result.stretch += nodes[i].stretch;
result.shrink += nodes[i].shrink;
} else if (nodes[i].type === 'box' || (nodes[i].type === 'penalty' && nodes[i].penalty === -linebreak.infinity && i > breakPointIndex)) {
break;
}
}
return result;
}
let graphNodes = [];
let graphEdges = [];
// The main loop of the algorithm
function mainLoop(node, index, nodes) {
var active = activeNodes.first,
next = null,
ratio = 0,
demerits = 0,
candidates = [],
badness,
currentLine = 0,
tmpSum,
currentClass = 0,
fitnessClass,
candidate,
newNode;
// The inner loop iterates through all the active nodes with line < currentLine and then
// breaks out to insert the new active node candidates before looking at the next active
// nodes for the next lines. The result of this is that the active node list is always
// sorted by line number.
while (active !== null) {
candidates = [{
demerits: Infinity
}, {
demerits: Infinity
}, {
demerits: Infinity
}, {
demerits: Infinity
}];
// Iterate through the linked list of active nodes to find new potential active nodes
// and deactivate current active nodes.
while (active !== null) {
next = active.next;
currentLine = active.data.line + 1;
ratio = computeCost(active.data.position, index, active.data, currentLine);
// Deactive nodes when the distance between the current active node and the
// current node becomes too large (i.e. it exceeds the stretch limit and the stretch
// ratio becomes negative) or when the current node is a forced break (i.e. the end
// of the paragraph when we want to remove all active nodes, but possibly have a final
// candidate active node---if the paragraph can be set using the given tolerance value.)
if (ratio < -1 || (node.type === 'penalty' && node.penalty === -linebreak.infinity)) {
activeNodes.remove(active);
}
// If the ratio is within the valid range of -1 <= ratio <= tolerance calculate the
// total demerits and record a candidate active node.
if (-1 <= ratio && ratio <= options.tolerance) {
badness = 100 * Math.pow(Math.abs(ratio), 3);
// Positive penalty
if (node.type === 'penalty' && node.penalty >= 0) {
demerits = Math.pow(options.demerits.line + badness, 2) + Math.pow(node.penalty, 2);
// Negative penalty but not a forced break
} else if (node.type === 'penalty' && node.penalty !== -linebreak.infinity) {
demerits = Math.pow(options.demerits.line + badness, 2) - Math.pow(node.penalty, 2);
// All other cases
} else {
demerits = Math.pow(options.demerits.line + badness, 2);
}
if (node.type === 'penalty' && nodes[active.data.position].type === 'penalty') {
demerits += options.demerits.flagged * node.flagged * nodes[active.data.position].flagged;
}
// Calculate the fitness class for this candidate active node.
if (ratio < -0.5) {
currentClass = 0;
} else if (ratio <= 0.5) {
currentClass = 1;
} else if (ratio <= 1) {
currentClass = 2;
} else {
currentClass = 3;
}
// Add a fitness penalty to the demerits if the fitness classes of two adjacent lines
// differ too much.
if (Math.abs(currentClass - active.data.fitnessClass) > 1) {
demerits += options.demerits.fitness;
}
// Add the total demerits of the active node to get the total demerits of this candidate node.
demerits += active.data.demerits;
// Only store the best candidate for each fitness class
if (demerits < candidates[currentClass].demerits) {
candidates[currentClass] = {
active: active,
demerits: demerits,
ratio: ratio
};
}
}
active = next;
// Stop iterating through active nodes to insert new candidate active nodes in the active list
// before moving on to the active nodes for the next line.
// TODO: The Knuth and Plass paper suggests a conditional for currentLine < j0. This means paragraphs
// with identical line lengths will not be sorted by line number. Find out if that is a desirable outcome.
// For now I left this out, as it only adds minimal overhead to the algorithm and keeping the active node
// list sorted has a higher priority.
if (active !== null && active.data.line >= currentLine) {
break;
}
}
tmpSum = computeSum(index);
for (fitnessClass = 0; fitnessClass < candidates.length; fitnessClass += 1) {
candidate = candidates[fitnessClass];
if (candidate.demerits < Infinity) {
newNode = new Node(breakpoint(index, candidate.demerits, candidate.ratio,
candidate.active.data.line + 1, fitnessClass, tmpSum, candidate.active));
graphNodes.push({
id: index
});
graphEdges.push({
from: index,
to: candidate.active.data.position,
label: candidate.ratio.toFixed(2)
});
if (active !== null) {
activeNodes.insertBefore(active, newNode);
} else {
activeNodes.push(newNode);
}
}
}
}
}
// Add an active node for the start of the paragraph.
activeNodes.push(new Node(breakpoint(0, 0, 0, 0, 0, undefined, null)));
graphNodes.push({
id: 0
});
nodes.forEach(function (node, index, nodes) {
if (node.type === 'box') {
sum.width += node.width;
} else if (node.type === 'glue') {
if (index > 0 && nodes[index - 1].type === 'box') {
mainLoop(node, index, nodes);
}
sum.width += node.width;
sum.stretch += node.stretch;
sum.shrink += node.shrink;
} else if (node.type === 'penalty' && node.penalty !== linebreak.infinity) {
mainLoop(node, index, nodes);
}
});
if (activeNodes.size !== 0) {
// Find the best active node (the one with the least total demerits.)
activeNodes.forEach(function (node) {
if (node.data.demerits < tmp.data.demerits) {
tmp = node;
}
});
graphNodes.forEach(function (n) {
let label = nodes[n.id].value;
if (nodes[n.id].type === 'glue') {
label = nodes[n.id - 1].value;
} else if (nodes[n.id].type === 'penalty') {
label = nodes[n.id - 1].value;
} else {
label = nodes[n.id].value;
}
n.label = label;
});
while (tmp !== null) {
breaks.push({
position: tmp.data.position,
ratio: tmp.data.ratio
});
tmp = tmp.data.previous;
}
return breaks.reverse();
} else {
console.warn('Overfull paragraph.');
}
return [];
};
linebreak.infinity = 10000;
linebreak.glue = function (width, stretch, shrink) {
return {
type: 'glue',
width: width,
stretch: stretch,
shrink: shrink
};
};
linebreak.box = function (width, value) {
return {
type: 'box',
width: width,
value: value
};
};
linebreak.tag = function (width, value) {
return {
type: 'tag',
width: width,
value: value
}
}
linebreak.penalty = function (width, penalty, flagged) {
return {
type: 'penalty',
width: width,
penalty: penalty,
flagged: flagged
};
};
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class LinkedList {
constructor() {
this.head = null;
this.tail = null;
this.listSize = 0;
}
get size() {
return this.listSize;
}
isLinked(node) {
return !((node && node.prev === null && node.next === null && this.tail !== node && this.head !== node) || this.isEmpty());
}
isEmpty() {
return this.listSize === 0;
}
get first() {
return this.head;
}
get last() {
return this.last;
}
toString() {
return this.toArray().toString();
}
toArray() {
var node = this.head,
result = [];
while (node !== null) {
result.push(node);
node = node.next;
}
return result;
}
// Note that modifying the list during
// iteration is not safe.
forEach(fun) {
var node = this.head;
while (node !== null) {
fun(node);
node = node.next;
}
}
contains(n) {
var node = this.head;
if (!this.isLinked(n)) {
return false;
}
while (node !== null) {
if (node === n) {
return true;
}
node = node.next;
}
return false;
}
at(i) {
var node = this.head, index = 0;
if (i >= this.listLength || i < 0) {
return null;
}
while (node !== null) {
if (i === index) {
return node;
}
node = node.next;
index += 1;
}
return null;
}
insertAfter(node, newNode) {
if (!this.isLinked(node)) {
return this;
}
newNode.prev = node;
newNode.next = node.next;
if (node.next === null) {
this.tail = newNode;
} else {
node.next.prev = newNode;
}
node.next = newNode;
this.listSize += 1;
return this;
}
insertBefore(node, newNode) {
if (!this.isLinked(node)) {
return this;
}
newNode.prev = node.prev;
newNode.next = node;
if (node.prev === null) {
this.head = newNode;
} else {
node.prev.next = newNode;
}
node.prev = newNode;
this.listSize += 1;
return this;
}
push(node) {
if (this.head === null) {
this.unshift(node);
} else {
this.insertAfter(this.tail, node);
}
return this;
}
unshift(node) {
if (this.head === null) {
this.head = node;
this.tail = node;
node.prev = null;
node.next = null;
this.listSize += 1;
} else {
this.insertBefore(this.head, node);
}
return this;
}
remove(node) {
if (!this.isLinked(node)) {
return this;
}
if (node.prev === null) {
this.head = node.next;
} else {
node.prev.next = node.next;
}
if (node.next === null) {
this.tail = node.prev;
} else {
node.next.prev = node.prev;
}
this.listSize -= 1;
return this;
}
pop() {
var node = this.tail;
this.tail.prev.next = null;
this.tail = this.tail.prev;
this.listSize -= 1;
node.prev = null;
node.next = null;
return node;
}
shift() {
var node = this.head;
this.head.next.prev = null;
this.head = this.head.next;
this.listSize -= 1;
node.prev = null;
node.next = null;
return node;
}
}
class Node {
constructor(data) {
this.prev = null;
this.next = null;
this.data = data;
}
toString() {
return this.data.toString();
}
}
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// Modules to control application life and create native browser window
const { contextBridge, ipcMain, session, app, BrowserWindow } = require('electron')
const path = require('path')
const fs = require('fs');
const vm = require('vm');
require('./speech');
// const fetch = require('node-fetch');
// // Use a polyfill for fetch
// if (!globalThis.fetch) {
// globalThis.fetch = fetch;
// }
// const hyphenopolyScript = fs.readFileSync(require.resolve('./Hyphenopoly_Loader.js'), 'utf-8');
// vm.runInThisContext(hyphenopolyScript, { filename: 'Hyphenopoly_Loader.js' });
// Hyphenopoly.config({
// require: {
// 'en-us': 'FORCEHYPHENOPOLY',
// 'de': 'Silbentrennungsalgorithmus',
// },
// paths: {
// maindir: './',
// patterndir: './patterns/',
// },
// setup: {
// selectors: {
// '.hyphenate': {
// hyphen: '&shy;',
// },
// '.hyphenatePipe': {
// hyphen: '|',
// },
// },
// },
// });
// contextBridge.exposeInMainWorld('api', {
// hyphenateWord: async (word, selector = '.hyphenate') => {
// const hyphenator = await Hyphenopoly.hyphenators['en-us'];
// return hyphenator(word, selector);
// },
// });
const debug = true;
function createWindow () {
// Create the browser window.
const mainWindow = new BrowserWindow({
width: 800,
height: 600,
// fullscreen: true,
// frame: false,
// titleBarStyle: 'hidden',
autoHideMenuBar: true,
webPreferences: {
nodeIntegration: false,
contextIsolation: true,
enableRemoteModule: false,
// contentSecurityPolicy: "script-src 'self' 'unsafe-inline';",
preload: path.join(__dirname, 'preload.js')
}
})
if(!debug)
mainWindow.removeMenu();
// and load the index.html of the app.
mainWindow.loadFile('index.html')
mainWindow.maximize()
// Open the DevTools.
// mainWindow.webContents.openDevTools()
}
// This method will be called when Electron has finished
// initialization and is ready to create browser windows.
// Some APIs can only be used after this event occurs.
app.whenReady().then(() => {
session.defaultSession.webRequest.onHeadersReceived((details, callback) => {
callback({
responseHeaders: {
...details.responseHeaders,
'Content-Security-Policy': ['default-src \'self\'; script-src \'self\' \'unsafe-inline\' \'unsafe-eval\' blob:; style-src \'self\' \'unsafe-inline\'']
}
})
})
createWindow()
app.on('activate', function () {
// On macOS it's common to re-create a window in the app when the
// dock icon is clicked and there are no other windows open.
if (BrowserWindow.getAllWindows().length === 0) createWindow()
})
})
// Quit when all windows are closed, except on macOS. There, it's common
// for applications and their menu bar to stay active until the user quits
// explicitly with Cmd + Q.
app.on('window-all-closed', function () {
if (process.platform !== 'darwin') app.quit()
})
// In this file you can include the rest of your app's specific main process
// code. You can also put them in separate files and require them here.
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{
"name": "electron-quick-start",
"version": "1.0.0",
"description": "A minimal Electron application",
"main": "main.js",
"scripts": {
"start": "electron ."
},
"repository": "https://github.com/electron/electron-quick-start",
"keywords": [
"Electron",
"quick",
"start",
"tutorial",
"demo"
],
"author": "GitHub",
"license": "CC0-1.0",
"devDependencies": {
"electron": "^25.1.0"
},
"dependencies": {
"axios": "^1.4.0",
"crypto": "^1.0.1",
"fs": "^0.0.1-security",
"node-fetch": "^3.3.1",
"play-sound": "^1.1.5"
}
}
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