cleanup; including cleaning up chat
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@@ -85,7 +85,7 @@ export const apiSlice = createApi({
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}),
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loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({
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query: ({game, world, level}) => {
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if (world) {
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if (world && level > 0) {
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return `${game}/level__${world}__${level}.json`
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} else {
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return `${game}/inventory.json`
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@@ -19,13 +19,13 @@ interface LevelProgressState {
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help: number[], // A set of rows where hidden hints have been displayed
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}
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interface WorldProgressState {
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[world: string] : {[level: number]: LevelProgressState},
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[world: string] : {[level: number]: LevelProgressState, readIntro: boolean},
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}
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export interface GameProgressState {
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inventory: string[],
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difficulty: number,
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openedIntro: boolean,
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readIntro: boolean,
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data: WorldProgressState,
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typewriterMode?: boolean
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}
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@@ -54,19 +54,24 @@ const initalLevelProgressState: LevelProgressState = {code: "", completed: false
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/** Add an empty skeleton with progress for the current game */
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function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) {
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if (!state.games[action.payload.game.toLowerCase()]) {
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state.games[action.payload.game.toLowerCase()] = {inventory: [], openedIntro: false, data: {}, difficulty: DEFAULT_DIFFICULTY}
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state.games[action.payload.game.toLowerCase()] = {inventory: [], readIntro: false, data: {}, difficulty: DEFAULT_DIFFICULTY}
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}
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if (!state.games[action.payload.game.toLowerCase()].data) {
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state.games[action.payload.game.toLowerCase()].data = {}
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}
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}
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function addWorldProgress(state: ProgressState, action: PayloadAction<{game: string, world: string}>) {
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addGameProgress(state, action)
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if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world]) {
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state.games[action.payload.game.toLowerCase()].data[action.payload.world] = {readIntro: false}
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}
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}
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/** Add an empty skeleton with progress for the current level */
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function addLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
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addGameProgress(state, action)
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if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world]) {
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state.games[action.payload.game.toLowerCase()].data[action.payload.world] = {}
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}
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addWorldProgress(state, action)
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if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level]) {
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state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level] = {...initalLevelProgressState}
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}
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@@ -80,7 +85,7 @@ export const progressSlice = createSlice({
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codeEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, code: string}>) {
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addLevelProgress(state, action)
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state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].code = action.payload.code
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state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].completed = false
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// state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].completed = false
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},
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/** TODO: docstring */
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changedSelection(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, selections: Selection[]}>) {
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@@ -100,7 +105,7 @@ export const progressSlice = createSlice({
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},
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/** delete all progress for this game */
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deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) {
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state.games[action.payload.game.toLowerCase()] = {inventory: [], data: {}, openedIntro: false, difficulty: DEFAULT_DIFFICULTY}
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state.games[action.payload.game.toLowerCase()] = {inventory: [], data: {}, readIntro: false, difficulty: DEFAULT_DIFFICULTY}
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},
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/** delete progress for this level */
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deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
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@@ -123,9 +128,13 @@ export const progressSlice = createSlice({
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state.games[action.payload.game.toLowerCase()].difficulty = action.payload.difficulty
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},
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/** set the difficulty */
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changedOpenedIntro(state: ProgressState, action: PayloadAction<{game: string, openedIntro: boolean}>) {
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addGameProgress(state, action)
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state.games[action.payload.game.toLowerCase()].openedIntro = action.payload.openedIntro
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changedReadIntro(state: ProgressState, action: PayloadAction<{game: string, world: string, readIntro: boolean}>) {
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addWorldProgress(state, action)
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if (action.payload.world) {
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state.games[action.payload.game.toLowerCase()].data[action.payload.world].readIntro = action.payload.readIntro
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} else {
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state.games[action.payload.game.toLowerCase()].readIntro = action.payload.readIntro
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}
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},
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/** set the typewriter mode */
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changeTypewriterMode(state: ProgressState, action: PayloadAction<{game: string, typewriterMode: boolean}>) {
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@@ -137,47 +146,47 @@ export const progressSlice = createSlice({
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/** if the level does not exist, return default values */
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export function selectLevel(game: string, world: string, level: number) {
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return (state) =>{
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if (!state.progress.games[game.toLowerCase()]) { return initalLevelProgressState }
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if (!state.progress.games[game.toLowerCase()].data[world]) { return initalLevelProgressState }
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if (!state.progress.games[game.toLowerCase()].data[world][level]) { return initalLevelProgressState }
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return state.progress.games[game.toLowerCase()].data[world][level]
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return (state) => {
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if (!state.progress.games[game?.toLowerCase()]) { return initalLevelProgressState }
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if (!state.progress.games[game?.toLowerCase()].data[world]) { return initalLevelProgressState }
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if (!state.progress.games[game?.toLowerCase()].data[world][level]) { return initalLevelProgressState }
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return state.progress.games[game?.toLowerCase()].data[world][level]
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}
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}
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/** return the code of the current level */
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export function selectCode(game: string, world: string, level: number) {
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return (state) => {
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return selectLevel(game.toLowerCase(), world, level)(state).code
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return selectLevel(game?.toLowerCase(), world, level)(state).code
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}
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}
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/** return the current inventory */
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export function selectInventory(game: string) {
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return (state) => {
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if (!state.progress.games[game.toLowerCase()]) { return [] }
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return state.progress.games[game.toLowerCase()].inventory
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if (!state.progress.games[game?.toLowerCase()]) { return [] }
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return state.progress.games[game?.toLowerCase()].inventory
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}
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}
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/** return the code of the current level */
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export function selectHelp(game: string, world: string, level: number) {
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return (state) => {
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return selectLevel(game.toLowerCase(), world, level)(state).help
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return selectLevel(game?.toLowerCase(), world, level)(state).help
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}
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}
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/** return the selections made in the current level */
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export function selectSelections(game: string, world: string, level: number) {
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return (state) => {
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return selectLevel(game.toLowerCase(), world, level)(state).selections
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return selectLevel(game?.toLowerCase(), world, level)(state).selections
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}
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}
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/** return whether the current level is clompleted */
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export function selectCompleted(game: string, world: string, level: number) {
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return (state) => {
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return selectLevel(game.toLowerCase(), world, level)(state).completed
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return selectLevel(game?.toLowerCase(), world, level)(state).completed
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}
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}
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@@ -191,14 +200,17 @@ export function selectProgress(game: string) {
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/** return difficulty for the current game if it exists */
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export function selectDifficulty(game: string) {
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return (state) => {
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return state.progress.games[game.toLowerCase()]?.difficulty ?? DEFAULT_DIFFICULTY
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return state.progress.games[game?.toLowerCase()]?.difficulty ?? DEFAULT_DIFFICULTY
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}
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}
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/** return whether the intro has been read */
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export function selectOpenedIntro(game: string) {
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export function selectReadIntro(game: string, worldId: string) {
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return (state) => {
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return state.progress.games[game?.toLowerCase()]?.openedIntro
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if (worldId) {
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return state.progress.games[game?.toLowerCase()].data[worldId]?.readIntro
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}
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return state.progress.games[game?.toLowerCase()]?.readIntro
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}
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}
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@@ -211,5 +223,5 @@ export function selectTypewriterMode(game: string) {
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/** Export actions to modify the progress */
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export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
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deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro,
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deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedReadIntro,
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changedDifficulty, changeTypewriterMode} = progressSlice.actions
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