Spaces:
Runtime error
Runtime error
import { invalid } from '@sveltejs/kit'; | |
import { words, allowed } from './words.server'; | |
import type { PageServerLoad, Actions } from './$types'; | |
export const load: PageServerLoad = ({ cookies }) => { | |
const game = new Game(cookies.get('sverdle')); | |
return { | |
/** | |
* The player's guessed words so far | |
*/ | |
guesses: game.guesses, | |
/** | |
* An array of strings like '__x_c' corresponding to the guesses, where 'x' means | |
* an exact match, and 'c' means a close match (right letter, wrong place) | |
*/ | |
answers: game.answers, | |
/** | |
* The correct answer, revealed if the game is over | |
*/ | |
answer: game.answers.length >= 6 ? game.answer : null | |
}; | |
}; | |
export const actions: Actions = { | |
/** | |
* Modify game state in reaction to a keypress. If client-side JavaScript | |
* is available, this will happen in the browser instead of here | |
*/ | |
update: async ({ request, cookies }) => { | |
const game = new Game(cookies.get('sverdle')); | |
const data = await request.formData(); | |
const key = data.get('key'); | |
const i = game.answers.length; | |
if (key === 'backspace') { | |
game.guesses[i] = game.guesses[i].slice(0, -1); | |
} else { | |
game.guesses[i] += key; | |
} | |
cookies.set('sverdle', game.toString()); | |
}, | |
/** | |
* Modify game state in reaction to a guessed word. This logic always runs on | |
* the server, so that people can't cheat by peeking at the JavaScript | |
*/ | |
enter: async ({ request, cookies }) => { | |
const game = new Game(cookies.get('sverdle')); | |
const data = await request.formData(); | |
const guess = data.getAll('guess') as string[]; | |
if (!game.enter(guess)) { | |
return invalid(400, { badGuess: true }); | |
} | |
cookies.set('sverdle', game.toString()); | |
}, | |
restart: async ({ cookies }) => { | |
cookies.delete('sverdle'); | |
} | |
}; | |
class Game { | |
index: number; | |
guesses: string[]; | |
answers: string[]; | |
answer: string; | |
/** | |
* Create a game object from the player's cookie, or initialise a new game | |
*/ | |
constructor(serialized: string | undefined) { | |
if (serialized) { | |
const [index, guesses, answers] = serialized.split('-'); | |
this.index = +index; | |
this.guesses = guesses ? guesses.split(' ') : []; | |
this.answers = answers ? answers.split(' ') : []; | |
} else { | |
this.index = Math.floor(Math.random() * words.length); | |
this.guesses = ['', '', '', '', '', '']; | |
this.answers = [] ; | |
} | |
this.answer = words[this.index]; | |
} | |
/** | |
* Update game state based on a guess of a five-letter word. Returns | |
* true if the guess was valid, false otherwise | |
*/ | |
enter(letters: string[]) { | |
const word = letters.join(''); | |
const valid = allowed.has(word); | |
if (!valid) return false; | |
this.guesses[this.answers.length] = word; | |
const available = Array.from(this.answer); | |
const answer = Array(5).fill('_'); | |
// first, find exact matches | |
for (let i = 0; i < 5; i += 1) { | |
if (letters[i] === available[i]) { | |
answer[i] = 'x'; | |
available[i] = ' '; | |
} | |
} | |
// then find close matches (this has to happen | |
// in a second step, otherwise an early close | |
// match can prevent a later exact match) | |
for (let i = 0; i < 5; i += 1) { | |
if (answer[i] === '_') { | |
const index = available.indexOf(letters[i]); | |
if (index !== -1) { | |
answer[i] = 'c'; | |
available[index] = ' '; | |
} | |
} | |
} | |
this.answers.push(answer.join('')); | |
return true; | |
} | |
/** | |
* Serialize game state so it can be set as a cookie | |
*/ | |
toString() { | |
return `${this.index}-${this.guesses.join(' ')}-${this.answers.join(' ')}`; | |
} | |
} | |