import { codingContractTypesMetadata, DescriptionFunc, GeneratorFunc, SolverFunc } from "./data/codingcontracttypes"; import { IMap } from "./types"; import { Generic_fromJSON, Generic_toJSON, IReviverValue, Reviver } from "./utils/JSONReviver"; import { CodingContractEvent } from "./ui/React/CodingContractModal"; /* tslint:disable:no-magic-numbers completed-docs max-classes-per-file no-console */ /* Represents different types of problems that a Coding Contract can have */ class CodingContractType { /** * Function that generates a description of the problem */ desc: DescriptionFunc; /** * Number that generally represents the problem's difficulty. Bigger numbers = harder */ difficulty: number; /** * A function that randomly generates a valid 'data' for the problem */ generate: GeneratorFunc; /** * Name of the type of problem */ name: string; /** * The maximum number of tries the player gets on this kind of problem before it self-destructs */ numTries: number; /** * Stores a function that checks if the provided answer is correct */ solver: SolverFunc; constructor( name: string, desc: DescriptionFunc, gen: GeneratorFunc, solver: SolverFunc, diff: number, numTries: number, ) { this.name = name; this.desc = desc; this.generate = gen; this.solver = solver; this.difficulty = diff; this.numTries = numTries; } } /* Contract Types */ // tslint:disable-next-line export const CodingContractTypes: IMap = {}; for (const md of codingContractTypesMetadata) { // tslint:disable-next-line CodingContractTypes[md.name] = new CodingContractType( md.name, md.desc, md.gen, md.solver, md.difficulty, md.numTries, ); } /** * Enum representing the different types of rewards a Coding Contract can give */ export enum CodingContractRewardType { FactionReputation, FactionReputationAll, CompanyReputation, Money, // This must always be the last reward type } /** * Enum representing the result when trying to solve the Contract */ export enum CodingContractResult { Success, Failure, Cancelled, } /** * A class that represents the type of reward a contract gives */ export interface ICodingContractReward { /* Name of Company/Faction name for reward, if applicable */ name?: string; type: CodingContractRewardType; } /** * A Coding Contract is a file that poses a programming-related problem to the Player. * The player receives a reward if the problem is solved correctly */ export class CodingContract { /* Relevant data for the contract's problem */ data: unknown; /* Contract's filename */ fn: string; /* Describes the reward given if this Contract is solved. The reward is actually processed outside of this file */ reward: ICodingContractReward | null; /* Number of times the Contract has been attempted */ tries = 0; /* String representing the contract's type. Must match type in ContractTypes */ type: string; constructor(fn = "", type = "Find Largest Prime Factor", reward: ICodingContractReward | null = null) { this.fn = fn; if (!this.fn.endsWith(".cct")) { this.fn += ".cct"; } // tslint:disable-next-line if (CodingContractTypes[type] == null) { throw new Error(`Error: invalid contract type: ${type} please contact developer`); } this.type = type; this.data = CodingContractTypes[type].generate(); this.reward = reward; } getData(): unknown { return this.data; } getDescription(): string { return CodingContractTypes[this.type].desc(this.data); } getDifficulty(): number { return CodingContractTypes[this.type].difficulty; } getMaxNumTries(): number { return CodingContractTypes[this.type].numTries; } getType(): string { return CodingContractTypes[this.type].name; } isSolution(solution: string): boolean { return CodingContractTypes[this.type].solver(this.data, solution); } /** * Creates a popup to prompt the player to solve the problem */ async prompt(): Promise { return new Promise((resolve) => { const props = { c: this, onClose: () => { resolve(CodingContractResult.Cancelled); }, onAttempt: (val: string) => { if (this.isSolution(val)) { resolve(CodingContractResult.Success); } else { resolve(CodingContractResult.Failure); } }, }; CodingContractEvent.emit(props); }); } /** * Serialize the current file to a JSON save state. */ toJSON(): IReviverValue { return Generic_toJSON("CodingContract", this); } /** * Initiatizes a CodingContract from a JSON save state. */ static fromJSON(value: IReviverValue): CodingContract { return Generic_fromJSON(CodingContract, value.data); } } Reviver.constructors.CodingContract = CodingContract;