wren/val Public Public: anyone can read this; nobody can change it.

forked from benjivers/val

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Files b42aa0d0f5a2520c6a2bd99fd90ea66615e6c986
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/**
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 * One line of advice, in the player's own words.
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 *
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 * A pure function of the snapshot the server sent plus two things the client
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 * works out from the map it was given: whether you are standing on a site,
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 * and whether you are within reach of the spike. Never more than one prompt —
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 * the most urgent thing wins, because two instructions at once is none.
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 */
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/** Within this many units the server lets you pick up, plant or defuse. */
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export const REACH = 46;
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const secs = (n) => Math.max(0, Math.ceil(n));
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/** "Spike defused" the way the log says it, lower-cased to sit mid-sentence. */
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export const lower = (text) => String(text).charAt(0).toLowerCase() + String(text).slice(1);
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/**
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 * How the round just ended, from the viewer's side of it. The server says who
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 * took it and why; a person wants to know whether that was them. A viewer
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 * with no team (watching) is told the team.
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 */
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export function roundOutcome(snap) {
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  const last = snap && snap.last;
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  if (!last) return null;
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  const team = snap.me && snap.me.team;
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  const title = team ? (last.winner === team ? "Round won" : "Round lost") : `${last.winner} take the round`;
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  return { title, why: lower(last.why), winner: last.winner };
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}
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export function choosePrompt(snap, world = {}) {
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  if (!snap) return "";
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  const me = snap.me;
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  const spike = snap.spike;
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  const onSite = world.onSite === true;
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  const nearSpike = world.nearSpike === true;
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  // The page is played with a mouse and the terminal with keys; one line
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  // names the input, so it says the thing the reader can actually do.
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  const buyWith = world.input === "keys" ? "Press b and buy a gun you can afford." : "Click a gun you can afford.";
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  if (snap.phase === "over")
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    return `Match over — ${snap.result ?? "done"} · a new match starts in ${secs(snap.clock)}s`;
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  if (me.blind > 0.05) return "You are blind — back off until it clears";
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  if (snap.phase === "end") {
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    const outcome = roundOutcome(snap);
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    const next = `next round in ${secs(snap.clock)}s`;
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    return outcome ? `${outcome.title} — ${outcome.why} · ${next}` : `Round over · ${next}`;
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  }
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  if (!me.alive)
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    return snap.phase === "buy"
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      ? "Buy phase — you are back next round"
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      : "Waiting for the next round — you're in it";
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  if (snap.phase === "buy") {
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    const side = me.side === "atk" ? "You attack: plant the spike on A or B." : "You defend: hold A and B.";
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    return `Buy phase — ${secs(snap.clock)}s left. ${side} ${buyWith}`;
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  }
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  if (me.planting > 0) return `Planting — hold F for ${secs(4 - me.planting)}s more`;
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  if (spike.planted) {
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    if (me.side === "def") {
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      if (spike.defuse > 0) return `Defusing — keep holding F, ${secs(7 - spike.defuse)}s`;
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      return nearSpike
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        ? `Spike down, ${secs(spike.fuse)}s — hold F to defuse`
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        : `Spike down, ${secs(spike.fuse)}s — get to it and hold F`;
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    }
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    return `Spike down, ${secs(spike.fuse)}s — keep them off it`;
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  }
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  if (me.side === "atk") {
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    if (me.spike) return onSite ? "Hold F to plant" : "You have the spike — get to site A or B";
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    if (spike.carried) return "Your team has the spike — go with them and take a site";
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    if (nearSpike) return "Walk onto the spike to pick it up";
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    return "Somebody has to carry the spike — it is on the ground";
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  }
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  return `Defending — hold A and B, ${secs(snap.clock)}s`;
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}
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