Merge branch 'main' into auth-deploy

This commit is contained in:
JBB0807 2025-04-24 09:19:05 -07:00
commit aff58d8c08
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{
"name": "board.battlesnake.local",
"image": "mcr.microsoft.com/devcontainers/javascript-node:18",
"postCreateCommand": "npm install",
"forwardPorts": [3005],
"customizations": {
"vscode": {
"extensions": ["svelte.svelte-vscode", "esbenp.prettier-vscode", "dbaeumer.vscode-eslint"],
"settings": {
"editor.tabSize": 2,
"editor.formatOnSave": true,
"editor.defaultFormatter": "esbenp.prettier-vscode",
"eslint.validate": ["javascript", "svelte", "typescript"],
"prettier.requireConfig": true,
"svelte.enable-ts-plugin": true
}
}
}
}

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.DS_Store
node_modules
/build
/.svelte-kit
/package
.env
.env.*
!.env.example
# Ignore files for PNPM, NPM and YARN
pnpm-lock.yaml
package-lock.json
yarn.lock

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{
"root": true,
"extends": [
"eslint:recommended",
"plugin:@typescript-eslint/recommended",
"plugin:svelte/recommended",
"prettier"
],
"parser": "@typescript-eslint/parser",
"plugins": ["@typescript-eslint"],
"parserOptions": {
"sourceType": "module",
"ecmaVersion": 2020,
"extraFileExtensions": [".svelte"]
},
"env": {
"browser": true,
"es2017": true,
"node": true
},
"overrides": [
{
"files": ["*.svelte"],
"parser": "svelte-eslint-parser",
"parserOptions": {
"parser": "@typescript-eslint/parser"
}
}
],
"rules": {
"@typescript-eslint/no-unused-vars": ["error", { "argsIgnorePattern": "^_" }]
}
}

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name: Release
on:
release:
types: [published]
branches: [main]
jobs:
tests:
name: Tests
uses: ./.github/workflows/tests.yaml
deploy:
name: netlify deploy
needs: [tests]
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- run: echo ${{ github.event.release.tag_name }} > ./static/version
- run: npm ci
- run: npm install -g netlify-cli
- run: netlify build
env:
NETLIFY_AUTH_TOKEN: ${{ secrets.NETLIFY_AUTH_TOKEN }}
NETLIFY_SITE_ID: ${{ secrets.NETLIFY_SITE_ID }}
- run: netlify deploy --prod --message ${{ github.event.release.tag_name }}
env:
NETLIFY_AUTH_TOKEN: ${{ secrets.NETLIFY_AUTH_TOKEN }}
NETLIFY_SITE_ID: ${{ secrets.NETLIFY_SITE_ID }}

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name: Tests
on:
push: # Branch pushes only, not tags
branches:
- "**"
workflow_call: # Allow other workflows to call this one
jobs:
lint:
name: npm run lint
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- run: npm ci
- run: npm run lint
check:
name: npm run check
needs: [lint]
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- run: npm ci
- run: npm run check
unit:
name: npm run test:unit
needs: [check]
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- run: npm ci
- run: npm run test:unit
build:
name: npm run build
needs: [check]
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- run: npm ci
- run: npm run build

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gameboard-service/.gitignore vendored Normal file
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# General
.DS_Store
.vscode
# Node
node_modules
# SvelteKit
.output
.svelte-kit
/build
/package
.env
.env.*
!.env.example
vite.config.js.timestamp-*
vite.config.ts.timestamp-*
# Netlify
.netlify

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18.17.1

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gameboard-service/.npmrc Normal file
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engine-strict=true
resolution-mode=highest

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.DS_Store
node_modules
/.svelte-kit
/build
/package
.env
.env.*
!.env.example
# Ignore files for PNPM, NPM and YARN
pnpm-lock.yaml
package-lock.json
yarn.lock

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{
"printWidth": 100,
"trailingComma": "none",
"useTabs": false,
"plugins": ["prettier-plugin-svelte"],
"pluginSearchDirs": ["."],
"overrides": [{ "files": "*.svelte", "options": { "parser": "svelte" } }]
}

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# Battlesnake Code of Conduct
Please see https://docs.battlesnake.com/policies/conduct

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# Contributing
We welcome contributions from the community!
Please see https://docs.battlesnake.com/community/contributing
We track all issues/discussions for all our open source repos at https://github.com/BattlesnakeOfficial/feedback/discussions
Any item tagged with "flag/help-wanted ✋" is a great place to start, as it highlights any issues where we'd love to get some help!

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gameboard-service/LICENSE Normal file
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GNU AFFERO GENERAL PUBLIC LICENSE
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License would be to refrain entirely from conveying the Program.
13. Remote Network Interaction; Use with the GNU General Public License.
Notwithstanding any other provision of this License, if you modify the
Program, your modified version must prominently offer all users
interacting with it remotely through a computer network (if your version
supports such interaction) an opportunity to receive the Corresponding
Source of your version by providing access to the Corresponding Source
from a network server at no charge, through some standard or customary
means of facilitating copying of software. This Corresponding Source
shall include the Corresponding Source for any work covered by version 3
of the GNU General Public License that is incorporated pursuant to the
following paragraph.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the work with which it is combined will remain governed by version
3 of the GNU General Public License.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU Affero General Public License from time to time. Such new versions
will be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU Affero General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU Affero General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU Affero General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published
by the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<http://www.gnu.org/licenses/>.

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# Battlesnake Game Board
![Test Status](https://github.com/BattlesnakeOfficial/board/actions/workflows/test.yaml/badge.svg) ![Release Status](https://github.com/BattlesnakeOfficial/board/actions/workflows/release.yaml/badge.svg)
The board project is used to visualize and replay Battlesnake games on [play.battlesnake.com](https://play.battlesnake.com/), as well as live streams and competitions. It uses SvelteKit to orchestrate playback and renders the board with dynamic SVGs.
## Development Server
We recommend using a [VSCode Devcontainer](https://code.visualstudio.com/docs/devcontainers/containers) or [GitHub Codespaces](https://github.com/features/codespaces) for development.
Commands to start dev server:
```sh
npm install
npm run dev
```
## Required Parameters
A valid `game` ID is required to be passed as a URL parameter. For example:
`http://127.0.0.1/?game=ASDF-1234-QWER-6789`.
## Playback Settings
Playback settings are used to control playback speed, visual theme, media controls, etc. Some settings are persisted in local storage, and all settings can be overridden using URL parameters.
See [lib/settings](src/lib/settings) for more details.
### Persisted Settings
These values are configurable in the UI and persisted in local storage. They can also be overridden using URL parameters.
- `autoplay: boolean` - Start playback as soon as game is loaded. Defaults to false.
- `fps: number` - Playback speed, defined in 'frames per second'. Defaults to 6.
- `showCoords: boolean` - Display coordinates on game board. Defaults to false.
- `theme: string` - Display theme. Defaults to 'system'.
### Other Settings
These values can be set with URL parameters and are not persisted between games.
- `engine: string` - Stream game data from an alternate game engine.
- `loop: boolean` - Loops playback when game is finished. Defaults to false.
- `showControls: boolean` - Displays playback controls under the game board. Defaults to true.
- `showScoreboard: boolean` - Displays scoreboard to right of game board. Defaults to true.
- `title: string` - Display a title above the board. Defaults to empty string.
- `turn: int` - Start playback on a specific turn. Defaults to 0.
## Tests & Linting
Formatting is enforced with prettier, and linting is enforced with eslint.
Playwright is included in the repo but not yet in use.
## Usage
The board project is intended to be embedded into other webpages using an `<iframe>`. For example:
```html
<iframe scrolling="no" style="width:1280px" src="https://board.battlesnake.com/?game=1234"></iframe>
```
If you want specific settings to be used, add their values to the src URL as additional parameters.
### Sizing
It's expected that the iframe element will have a width and height of 100%, and be contained by a parent with a fixed width. Board will react to the width of the container and size accordingly, with a maximum width of 1280px and a perferred aspect ratio of 16x9 on larger screens.
If you know you're viewing on a larger screen, you can safely set the aspect ratio to 16x9, or fix both dimensions.
```html
<div style="width: 1280px; aspect-ratio: 16 / 9;">
<iframe style="width: 100%;height: 100%" src="..."></frame>
</div>
```
Otherwise you should listen for the posted 'RESIZE' message from the iframe to know what height the board has chosen to render (see below).
### Cross-Origin Messages
The board will post messages to the parent frame to signal major playback events, such a new frame being displayed and playback ending.
These messages are useful for loading new games, triggering surrounding UI, and properly sizing the embedded iframe.
Example code for listening to these messages:
```javascript
window.addEventListener("message", (e) => {
if (e.origin !== "https://board.battlesnake.com") {
return;
}
console.log(e.data);
});
```
#### Messages
`RESIZE`: Signals the board has drawn at a new size and includes sizing information. Useful for rendering a responsive iframe.
`TURN`: Sent every time a new game state is displayed, and includes full game state information.
`GAME_OVER`: Signals that playback has concluded and the final frame is being displayed.

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[build]
command = "npm run build"
publish = "build"

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{
"name": "board",
"author": "BattlesnakeOfficial (https://play.battlesnake.com)",
"version": "0.0.1",
"scripts": {
"dev": "vite dev --host 0.0.0.0",
"build": "vite build",
"preview": "vite preview",
"test": "npm run test:unit && npm run test:integration",
"check": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json",
"check:watch": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json --watch",
"lint": "prettier --plugin-search-dir . --check . && eslint .",
"format": "prettier --plugin-search-dir . --write .",
"test:integration": "playwright test",
"test:unit": "vitest run"
},
"devDependencies": {
"@iconify-json/heroicons": "^1.1.11",
"@iconify-json/heroicons-solid": "^1.1.7",
"@neoconfetti/svelte": "^1.0.0",
"@playwright/test": "^1.28.1",
"@sveltejs/adapter-auto": "^2.0.0",
"@sveltejs/adapter-static": "^2.0.3",
"@sveltejs/kit": "^1.30.3",
"@tailwindcss/forms": "^0.5.4",
"@types/cookie": "^0.5.1",
"@types/mousetrap": "^1.6.11",
"@typescript-eslint/eslint-plugin": "^5.45.0",
"@typescript-eslint/parser": "^5.45.0",
"autoprefixer": "^10.4.14",
"eslint": "^8.28.0",
"eslint-config-prettier": "^8.5.0",
"eslint-plugin-svelte": "^2.30.0",
"mousetrap": "^1.6.5",
"postcss": "^8.4.31",
"prettier": "^2.8.0",
"prettier-plugin-svelte": "^2.10.1",
"reconnecting-websocket": "^4.4.0",
"svelte": "^4.0.0",
"svelte-check": "^3.4.3",
"tailwindcss": "^3.3.2",
"tippy.js": "^6.3.7",
"tslib": "^2.4.1",
"typescript": "^5.0.0",
"unplugin-icons": "^0.16.5",
"vite": "^4.5.3",
"vitest": "^0.32.2"
},
"type": "module"
}

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import type { PlaywrightTestConfig } from "@playwright/test";
const config: PlaywrightTestConfig = {
webServer: {
command: "npm run build && npm run preview",
port: 4173
},
testDir: "tests",
testMatch: /(.+\.)?(test|spec)\.[jt]s/
};
export default config;

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export default {
plugins: {
tailwindcss: {},
autoprefixer: {}
}
};

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// See https://kit.svelte.dev/docs/types#app
// for information about these interfaces
import "unplugin-icons/types/svelte";
declare global {
namespace App {
// interface Error {}
// interface Locals {}
// interface PageData {}
// interface Platform {}
}
}
export {};

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width" />
<link rel="icon" href="%sveltekit.assets%/favicon.ico" sizes="any" />
<!-- 32×32 -->
<link rel="icon" href="%sveltekit.assets%/favicon.svg" type="image/svg+xml" />
<link rel="apple-touch-icon" href="%sveltekit.assets%/apple-touch-icon.png" />
<!-- 180×180 -->
%sveltekit.head%
</head>
<body data-sveltekit-preload-data="hover">
<div style="display: contents">%sveltekit.body%</div>
</body>
</html>

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import Mousestrap from "mousetrap";
type Options = {
keys: string[];
f: () => void;
};
export function keybind(node: HTMLElement, options: Options) {
console.debug("[keybind] binding:", options.keys);
const mousetrap = new Mousestrap(document.documentElement);
mousetrap.bind(options.keys, () => {
console.debug("[keybind] handling:", options.keys);
options.f();
// Always prevent default behavior
return false;
});
return {
destroy() {
console.debug("[keybind] destorying:", options.keys);
mousetrap.reset();
}
};
}

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type Options = {
f: (width: number, height: number) => void;
};
export function resize(node: HTMLElement, options: Options) {
const resizeObserver = new ResizeObserver((entries) => {
for (const entry of entries) {
const w = entry.contentBoxSize[0].inlineSize;
const h = entry.contentBoxSize[0].blockSize;
options.f(w, h);
}
});
resizeObserver.observe(node);
return {
destroy() {
resizeObserver.unobserve(node);
}
};
}

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import tippy from "tippy.js";
type Options = {
templateId: string;
tippyProps: object;
};
export function tooltip(node: HTMLElement, options: Options) {
const props = {
...options.tippyProps,
allowHTML: true,
content: document.getElementById(options.templateId)?.innerHTML.slice()
};
const tip = tippy(node, props);
return {
destroy: () => tip.destroy()
};
}

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<script lang="ts">
import { playbackState } from "$lib/playback/stores";
import { highlightedSnakeID } from "$lib/highlight";
import type { SvgCalcParams } from "$lib/svg";
import SvgHazard from "./SvgHazard.svelte";
import SvgSnake from "./SvgSnake.svelte";
import SvgFood from "./SvgFood.svelte";
import SvgGrid from "./SvgGrid.svelte";
// Grid constants
const CELL_SIZE = 20;
const CELL_SIZE_HALF = CELL_SIZE / 2;
const CELL_SPACING = 4;
const GRID_BORDER = 10;
export let showCoordinates: boolean;
$: svgWidth = $playbackState
? 2 * GRID_BORDER +
$playbackState.frame.width * CELL_SIZE +
Math.max($playbackState.frame.width - 1, 0) * CELL_SPACING
: 0;
$: svgHeight = $playbackState
? 2 * GRID_BORDER +
$playbackState.frame.height * CELL_SIZE +
Math.max($playbackState.frame.height - 1, 0) * CELL_SPACING
: 0;
$: svgCalcParams = {
cellSize: CELL_SIZE,
cellSizeHalf: CELL_SIZE_HALF,
cellSpacing: CELL_SPACING,
gridBorder: GRID_BORDER,
height: svgHeight,
width: svgWidth
} as SvgCalcParams;
</script>
{#if $playbackState}
<svg class="gameboard flex-shrink" viewBox="0 0 {svgWidth} {svgHeight}">
<!-- Grid -->
<SvgGrid
gridWidth={$playbackState.frame.width}
gridHeight={$playbackState.frame.height}
showLabels={showCoordinates}
{svgCalcParams}
/>
<!-- Snakes -->
{#if $highlightedSnakeID}
<!-- Draw non-highlighted snakes under the highlighted one -->
{#each $playbackState.frame.snakes as snake}
{#if snake.id !== $highlightedSnakeID}
<SvgSnake {snake} {svgCalcParams} opacity={0.1} />
{/if}
{/each}
{#each $playbackState.frame.snakes as snake}
{#if snake.id === $highlightedSnakeID}
<SvgSnake {snake} {svgCalcParams} />
{/if}
{/each}
{:else}
<!-- Draw eliminated snakes under the alive ones -->
{#each $playbackState.frame.snakes as snake}
{#if snake.isEliminated}
<SvgSnake {snake} {svgCalcParams} opacity={0.1} />
{/if}
{/each}
{#each $playbackState.frame.snakes as snake}
{#if !snake.isEliminated}
<SvgSnake {snake} {svgCalcParams} />
{/if}
{/each}
{/if}
<!-- Hazards -->
{#each $playbackState.frame.hazards as hazard, i}
<SvgHazard point={hazard} key={`${i}`} {svgCalcParams} />
{/each}
<!-- Food -->
{#each $playbackState.frame.food as food, i}
<SvgFood point={food} key={`${i}`} {svgCalcParams} />
{/each}
</svg>
{/if}
<style lang="postcss">
/* Add a minimal drop shadow to food and snakes */
:global(svg.gameboard .food, svg.gameboard .snake) {
filter: drop-shadow(0.1em 0.1em 0.05em rgba(0, 0, 0, 0.3));
}
</style>

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<script lang="ts">
import { playbackState } from "$lib/playback/stores";
import { PlaybackMode } from "$lib/playback/types";
import IconPlay from "~icons/heroicons/play-solid";
import IconPause from "~icons/heroicons/pause-solid";
import IconNext from "~icons/heroicons/chevron-right-solid";
import IconPrev from "~icons/heroicons/chevron-left-solid";
import IconFirst from "~icons/heroicons/chevron-double-left-solid";
import IconLast from "~icons/heroicons/chevron-double-right-solid";
$: disableDuringPlayback = $playbackState ? $playbackState.mode == PlaybackMode.PLAYING : false;
</script>
{#if $playbackState}
<div>
<button
class="mx-2 disabled:text-neutral-400"
on:click={playbackState.controls.firstFrame}
disabled={disableDuringPlayback}
>
<IconFirst />
</button>
<button
class="mx-2 disabled:text-neutral-400"
on:click={playbackState.controls.prevFrame}
disabled={disableDuringPlayback}
>
<IconPrev />
</button>
{#if $playbackState.mode == PlaybackMode.PLAYING}
<button class="mx-2" on:click={playbackState.controls.pause}>
<IconPause />
</button>
{:else if $playbackState.mode == PlaybackMode.PAUSED}
<button class="mx-2" on:click={playbackState.controls.play}>
<IconPlay />
</button>
{/if}
<button
class="mx-2 disabled:text-neutral-400"
on:click={playbackState.controls.nextFrame}
disabled={disableDuringPlayback}
>
<IconNext />
</button>
<button
class="mx-2 disabled:text-neutral-400"
on:click={playbackState.controls.lastFrame}
disabled={disableDuringPlayback}
>
<IconLast />
</button>
</div>
{/if}

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<script lang="ts">
import { highlightedSnakeID } from "$lib/highlight";
import { playbackState } from "$lib/playback/stores";
import type { Elimination } from "$lib/playback/types";
// We sort snakes by elimination state, then lowercase name alphabetical
$: sortedSnakes = $playbackState
? [...$playbackState.frame.snakes].sort((a, b) => {
if (a.isEliminated != b.isEliminated) {
return a.isEliminated ? 1 : -1;
}
return a.name.toLowerCase().localeCompare(b.name.toLowerCase());
})
: [];
function snakeIdToName(id: string) {
if ($playbackState) {
for (let i = 0; i < $playbackState.frame.snakes.length; i++) {
if ($playbackState.frame.snakes[i].id == id) {
return $playbackState.frame.snakes[i].name;
}
}
}
return "UNKNOWN";
}
function eliminationToString(elimination: Elimination) {
// See https://github.com/BattlesnakeOfficial/rules/blob/master/standard.go
switch (elimination.cause) {
case "snake-collision":
return `Collided with body of ${snakeIdToName(elimination.by)} on Turn ${elimination.turn}`;
case "snake-self-collision":
return `Collided with itself on Turn ${elimination.turn}`;
case "out-of-health":
return `Ran out of health on Turn ${elimination.turn}`;
case "hazard":
return `Eliminated by hazard on Turn ${elimination.turn}`;
case "head-collision":
return `Lost head-to-head with ${snakeIdToName(elimination.by)} on Turn ${
elimination.turn
}`;
case "wall-collision":
return `Moved out of bounds on Turn ${elimination.turn}`;
default:
return elimination.cause;
}
}
function highlightSnake(id: string) {
if ($highlightedSnakeID == id) {
$highlightedSnakeID = null;
} else {
$highlightedSnakeID = id;
}
}
</script>
{#if $playbackState}
<div class="flex flex-row font-bold text-lg">
<div class="basis-1/2 text-right">TURN</div>
<div class="basis-1/2 pl-2">{$playbackState.frame.turn}</div>
</div>
{#each sortedSnakes as snake}
<div
class="p-2 cursor-pointer rounded-sm border-solid border-2 border-transparent hover:border-neutral-500 hover:bg-neutral-200 dark:hover:bg-neutral-800"
class:eliminated={snake.isEliminated}
class:highlighted={snake.id == $highlightedSnakeID}
on:click={() => highlightSnake(snake.id)}
role="presentation"
>
<div class="flex flex-row font-bold">
<p class="grow truncate">{snake.name}</p>
<p class="ps-4 text-right">{snake.length}</p>
</div>
<div class="flex flex-row text-xs">
<p class="grow truncate">by {snake.author}</p>
<p class="text-right">{snake.latency ? `${snake.latency}ms` : ""}</p>
</div>
<div class="h-4 text-xs mt-1">
{#if snake.elimination}
<p>{eliminationToString(snake.elimination)}</p>
{:else}
<div class="text-outline w-full h-full rounded-full bg-neutral-200 dark:bg-neutral-800">
<div
class="transition-all h-full rounded-full text-white ps-2"
style="background: {snake.color}; width: {snake.health}%"
>
{snake.health}
</div>
</div>
{/if}
</div>
</div>
{/each}
{/if}
<style lang="postcss">
.text-outline {
text-shadow: 0 0 2px black, 0 0 2px black, 0 0 2px black, 0 0 2px black;
}
.eliminated {
@apply text-neutral-500;
}
.highlighted {
@apply border-pink-500 bg-neutral-200;
}
:global(html.dark .highlighted) {
@apply bg-neutral-800;
}
</style>

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<script lang="ts">
import { playbackState } from "$lib/playback/stores";
// Range input properties
let min = 0;
let max = 10;
let step = 1;
let disabled = true;
// Scrubber value
let value = min;
// Enable the scrubber once the final frame is known
$: if (disabled && $playbackState && $playbackState.finalFrame) {
disabled = false;
max = $playbackState.finalFrame.turn;
}
// Update range value to reflect currently displayed frame
$: if (!disabled && $playbackState) {
value = $playbackState.frame.turn;
}
function onScrub(e: Event) {
// Jump to frame on scrub event. Note that we can't use
// the bound `value` here because it hasn't updated yet.
if (e.target) {
const frame = parseInt((e.target as HTMLInputElement).value);
playbackState?.controls.jumpToFrame(frame);
}
}
function onFocus(e: Event) {
// Prevent input from being focused (it messes with hotkeys)
if (e.target) {
(e.target as HTMLElement).blur();
}
}
</script>
{#if $playbackState}
<input
class="w-full cursor-pointer disabled:cursor-not-allowed"
type="range"
{min}
{max}
{step}
{disabled}
on:focus={onFocus}
on:input={onScrub}
bind:value
/>
{/if}

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<script lang="ts">
import type { Point } from "$lib/playback/types";
import { type SvgCalcParams, svgCalcCellCircle } from "$lib/svg";
export let key: string;
export let point: Point;
export let svgCalcParams: SvgCalcParams;
$: circleProps = svgCalcCellCircle(svgCalcParams, point);
$: foodRadius = (svgCalcParams.cellSize / 3.25).toFixed(2);
</script>
<circle id={`food-${key}`} class="food fill-rose-500" r={foodRadius} {...circleProps} />

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<script lang="ts">
import {
type SvgCalcParams,
svgCalcCellRect,
svgCalcCellLabelBottom,
svgCalcCellLabelLeft
} from "$lib/svg";
export let gridWidth: number;
export let gridHeight: number;
export let showLabels: boolean;
export let svgCalcParams: SvgCalcParams;
</script>
<g>
{#each { length: gridWidth } as _, x}
{#each { length: gridHeight } as _, y}
<rect
id={`grid-${x}-${y}`}
class="grid fill-[#f1f1f1] dark:fill-[#393939]"
{...svgCalcCellRect(svgCalcParams, { x, y })}
/>
{/each}
{/each}
{#if showLabels}
{#each { length: gridHeight } as _, x}
<text
class="coordinate-label text-[0.35rem] fill-neutral-500"
text-anchor="middle"
transform="translate(0, 2)"
{...svgCalcCellLabelBottom(svgCalcParams, { x: x, y: 0 })}
>
{x}
</text>
{/each}
{#each { length: gridHeight } as _, y}
<text
class="coordinate-label text-[0.35rem] fill-neutral-500"
text-anchor="middle"
transform="translate(0, 2)"
{...svgCalcCellLabelLeft(svgCalcParams, { x: 0, y: y })}
>
{y}
</text>
{/each}
{/if}
</g>

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<script lang="ts">
import type { Point } from "$lib/playback/types";
import { type SvgCalcParams, svgCalcCellRect } from "$lib/svg";
export let key: string;
export let point: Point;
export let svgCalcParams: SvgCalcParams;
$: rectProps = svgCalcCellRect(svgCalcParams, point);
</script>
<rect id={`hazard-${key}`} class="hazard fill-black opacity-30" {...rectProps} />

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<script lang="ts">
import type { Snake } from "$lib/playback/types";
import type { SvgCalcParams } from "$lib/svg";
import SvgSnakeTail from "./SvgSnakeTail.svelte";
import SvgSnakeHead from "./SvgSnakeHead.svelte";
import SvgSnakeBody from "./SvgSnakeBody.svelte";
export let snake: Snake;
export let svgCalcParams: SvgCalcParams;
export let opacity = 1.0;
</script>
<g id={`snake-${snake.id}`} class="snake" style:opacity>
<SvgSnakeTail {svgCalcParams} {snake} />
<SvgSnakeBody {svgCalcParams} {snake} />
<SvgSnakeHead {svgCalcParams} {snake} />
</g>

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<script lang="ts">
import type { Point, Snake } from "$lib/playback/types";
import {
type SvgCalcParams,
type SvgPoint,
type SvgCircleProps,
svgCalcCellCenter
} from "$lib/svg";
import { calcSourceWrapPosition, isAdjacentPoint, isEqualPoint } from "$lib/geometry";
type SvgPointWithCircleProps = SvgPoint & SvgCircleProps;
// Used to very slightly extend body segments to ensure overlap with head and tail
const OVERLAP = 0.1;
export let snake: Snake;
export let svgCalcParams: SvgCalcParams;
// Calculate the center points of a line that paths along snake.body
$: bodyPolylinesPoints = calcBodyPolylinesPoints(snake);
function calcBodyPolylinesPoints(snake: Snake): SvgPoint[][] {
// Make a copy of snake body and separate into head, tail, and body.
const body: Point[] = [...snake.body];
const head = body.shift() as Point;
const tail = body.pop() as Point;
// Ignore body parts that are stacked on the tail
// This ensures that the tail is always shown even when the snake has grown
for (let last = body.at(-1); isEqualPoint(last, tail); last = body.at(-1)) {
body.pop();
}
if (body.length == 0) {
// If we're drawing no body, but head and tail are different,
// they still need to be connected.
if (!isEqualPoint(head, tail)) {
const svgCenter = svgCalcCellCenter(svgCalcParams, head);
return [calcHeadToTailJoint(head, tail, svgCenter)];
}
return [[]];
}
return convertBodyToPolilines(body, head, tail);
}
function convertBodyToPolilines(body: Point[], head: Point, tail: Point): SvgPoint[][] {
const gapSize = svgCalcParams.cellSpacing + OVERLAP;
// Split wrapped body parts into separated segments
const bodySegments = splitBodySegments(body);
// Get the center point of each body square we're going to render
const bodySegmentsCenterPoints = bodySegments.map((segment) =>
segment.map(enrichSvgCellCenter)
);
// Extend each wrapped segment towards border
for (let i = 0; i < bodySegmentsCenterPoints.length; i++) {
// Extend each segment last point towards border
if (i < bodySegmentsCenterPoints.length - 1) {
const cur = bodySegmentsCenterPoints[i].at(-1) as SvgPointWithCircleProps;
const next = bodySegmentsCenterPoints[i + 1][0];
bodySegmentsCenterPoints[i].push(calcBorderJoint(cur, next));
}
// Extend segment's first point toward border portal
if (i > 0) {
const cur = bodySegmentsCenterPoints[i][0];
const prev = bodySegmentsCenterPoints[i - 1].at(-1) as Point;
bodySegmentsCenterPoints[i].unshift(calcBorderJoint(cur, prev));
}
}
// Extend first point towards head
const firstPoint = bodySegmentsCenterPoints[0][0];
if (isAdjacentPoint(head, firstPoint)) {
bodySegmentsCenterPoints[0].unshift(calcJoint(firstPoint, head, gapSize));
} else {
// Add head portal
bodySegmentsCenterPoints[0].unshift(calcBorderJoint(enrichSvgCellCenter(firstPoint), head));
}
// Extend last point towards tail
const lastPoint = bodySegmentsCenterPoints.at(-1)?.at(-1) as SvgPointWithCircleProps;
if (isAdjacentPoint(lastPoint, tail)) {
bodySegmentsCenterPoints.at(-1)?.push(calcJoint(lastPoint, tail, gapSize));
} else {
// Add tail portal
bodySegmentsCenterPoints.at(-1)?.push(calcBorderJoint(lastPoint, tail));
}
// Finally, return an array of SvgPoints to use for a polyline
return bodySegmentsCenterPoints.map((segment) =>
segment.map((obj) => ({ x: obj.cx, y: obj.cy }))
);
}
function splitBodySegments(body: Point[]): Point[][] {
if (body.length == 0) {
return [[]];
}
let prev = body[0];
const segments: Point[][] = [[prev]];
for (let i = 1; i < body.length; i++) {
const cur = body[i];
// Start new segment
if (!isAdjacentPoint(cur, prev)) {
segments.push([]);
}
segments.at(-1)?.push(cur);
prev = cur;
}
return segments;
}
function enrichSvgCellCenter(p: Point): SvgPointWithCircleProps {
const c = svgCalcCellCenter(svgCalcParams, p);
return {
cx: c.x,
cy: c.y,
...p
};
}
function calcBorderJoint(src: SvgPointWithCircleProps, dst: Point): SvgPointWithCircleProps {
const border = calcSourceWrapPosition(src, dst);
return calcJoint(src, border);
}
function calcJoint(
src: SvgPointWithCircleProps,
dst: Point,
gapSize = 0
): SvgPointWithCircleProps {
// Extend source point towards destination
if (dst.x > src.x) {
return {
...src,
cx: src.cx + svgCalcParams.cellSizeHalf + gapSize,
cy: src.cy
};
} else if (dst.x < src.x) {
return {
...src,
cx: src.cx - svgCalcParams.cellSizeHalf - gapSize,
cy: src.cy
};
} else if (dst.y > src.y) {
return {
...src,
cx: src.cx,
cy: src.cy - svgCalcParams.cellSizeHalf - gapSize
};
} else if (dst.y < src.y) {
return {
...src,
cx: src.cx,
cy: src.cy + svgCalcParams.cellSizeHalf + gapSize
};
}
// In error cases there could be duplicate point
throw new Error("Same point have no joint.");
}
function calcHeadToTailJoint(head: Point, tail: Point, svgCenter: Point): SvgPoint[] {
if (head.x > tail.x) {
return [
{
x: svgCenter.x - svgCalcParams.cellSizeHalf + OVERLAP,
y: svgCenter.y
},
{
x: svgCenter.x - svgCalcParams.cellSizeHalf - svgCalcParams.cellSpacing - OVERLAP,
y: svgCenter.y
}
];
} else if (head.x < tail.x) {
return [
{
x: svgCenter.x + svgCalcParams.cellSizeHalf - OVERLAP,
y: svgCenter.y
},
{
x: svgCenter.x + svgCalcParams.cellSizeHalf + svgCalcParams.cellSpacing + OVERLAP,
y: svgCenter.y
}
];
} else if (head.y > tail.y) {
return [
{
x: svgCenter.x,
y: svgCenter.y + svgCalcParams.cellSizeHalf - OVERLAP
},
{
x: svgCenter.x,
y: svgCenter.y + svgCalcParams.cellSizeHalf + svgCalcParams.cellSpacing + OVERLAP
}
];
} else if (head.y < tail.y) {
return [
{
x: svgCenter.x,
y: svgCenter.y - svgCalcParams.cellSizeHalf + OVERLAP
},
{
x: svgCenter.x,
y: svgCenter.y - svgCalcParams.cellSizeHalf - svgCalcParams.cellSpacing - OVERLAP
}
];
}
throw new Error("Head and tail is a same point.");
}
$: drawBody = bodyPolylinesPoints[0].length > 0;
$: bodyPolylinesProps = bodyPolylinesPoints.map(calcBodyPolylineProps);
function calcBodyPolylineProps(polylinePoints: SvgPoint[]) {
// Convert points into a string of the format "x1,y1 x2,y2, ...
const points = polylinePoints
.map((p) => {
return `${p.x},${p.y}`;
})
.join(" ");
return {
points,
"stroke-width": svgCalcParams.cellSize,
"stroke-linecap": "butt" as const,
"stroke-linejoin": "round" as const
};
}
</script>
{#if drawBody}
{#each bodyPolylinesProps as polylineProps}
<polyline stroke={snake.color} fill="transparent" {...polylineProps} />
{/each}
{/if}

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<script lang="ts">
import type { Snake } from "$lib/playback/types";
import { fetchCustomizationSvgDef } from "$lib/customizations";
import { type SvgCalcParams, svgCalcCellRect } from "$lib/svg";
import { calcDestinationWrapPosition, isAdjacentPoint } from "$lib/geometry";
export let snake: Snake;
export let svgCalcParams: SvgCalcParams;
$: drawHead = calcDrawHead(snake);
function calcDrawHead(_: Snake): boolean {
return true; // Snake heads are always drawn!
}
$: headRectProps = svgCalcCellRect(svgCalcParams, snake.body[0]);
$: headDirection = calcHeadDirection(snake);
function calcHeadDirection(snake: Snake): string {
const [head, neckPoint] = snake.body.slice(0, 2);
let neck = neckPoint;
// If head is wrapped we need to calcualte neck position on border
if (!isAdjacentPoint(neck, head)) {
neck = calcDestinationWrapPosition(neck, head);
}
// Determine head direction based on relative position of neck and tail.
// If neck and tail overlap, we return the default direction (right).
if (head.x < neck.x) {
return "left";
} else if (head.y > neck.y) {
return "up";
} else if (head.y < neck.y) {
return "down";
}
return "right";
}
$: headTransform = calcHeadTransform(headDirection);
function calcHeadTransform(headDirection: string): string {
if (headDirection == "left") {
return "scale(-1,1) translate(-100, 0)";
} else if (headDirection == "up") {
return "rotate(-90, 50, 50)";
} else if (headDirection == "down") {
return "rotate(90, 50, 50)";
}
// Moving right/default
return "";
}
// If the snake is eliminated by self collision we give its head
// a drop shadow for dramatic effect.
$: drawHeadShadow = calcDrawHeadShadow(snake);
function calcDrawHeadShadow(snake: Snake): boolean {
return snake.isEliminated && snake.elimination?.cause == "snake-self-collision";
}
</script>
{#await fetchCustomizationSvgDef("head", snake.head) then headSvgDef}
{#if drawHead}
<svg
class="head {headDirection}"
class:shadow={drawHeadShadow}
viewBox="0 0 100 100"
fill={snake.color}
{...headRectProps}
>
<g transform={headTransform}>
<!-- eslint-disable-next-line svelte/no-at-html-tags -->
{@html headSvgDef}
</g>
</svg>
{/if}
{/await}
<style lang="postcss">
/* Offset shadows in the direction the head is
facing to avoid drawing shadow over the body */
svg.head.up.shadow {
filter: drop-shadow(0 -0.4rem 0.2rem rgba(0, 0, 0, 0.3));
}
svg.head.down.shadow {
filter: drop-shadow(0 0.4rem 0.2rem rgba(0, 0, 0, 0.3));
}
svg.head.left.shadow {
filter: drop-shadow(-0.4rem 0 0.2rem rgba(0, 0, 0, 0.3));
}
svg.head.right.shadow {
filter: drop-shadow(0.4rem 0 0.2rem rgba(0, 0, 0, 0.3));
}
</style>

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<script lang="ts">
import type { Snake } from "$lib/playback/types";
import { fetchCustomizationSvgDef } from "$lib/customizations";
import { type SvgCalcParams, svgCalcCellRect } from "$lib/svg";
import { calcDestinationWrapPosition, isAdjacentPoint } from "$lib/geometry";
export let snake: Snake;
export let svgCalcParams: SvgCalcParams;
$: drawTail = calcDrawTail(snake);
function calcDrawTail(snake: Snake): boolean {
// Skip drawing the tail if the snake head occupies the same spot
const head = snake.body[0];
const tail = snake.body[snake.body.length - 1];
if (head.x == tail.x && head.y == tail.y) {
return false;
}
return true;
}
$: tailRectProps = svgCalcCellRect(svgCalcParams, snake.body[snake.body.length - 1]);
$: tailTransform = calcTailTransform(snake);
function calcTailTransform(snake: Snake): string {
const tail = snake.body[snake.body.length - 1];
// Work backwards from the tail until we reach a segment that isn't stacked.
let preTailIndex = snake.body.length - 2;
let preTail = snake.body[preTailIndex];
while (preTail.x == tail.x && preTail.y == tail.y) {
preTailIndex -= 1;
if (preTailIndex < 0) {
return "";
}
preTail = snake.body[preTailIndex];
}
// If tail is wrapped we need to calcualte neck position on border
if (!isAdjacentPoint(preTail, tail)) {
preTail = calcDestinationWrapPosition(preTail, tail);
}
// Return transform based on relative location
if (preTail.x > tail.x) {
// Moving right
return "scale(-1,1) translate(-100,0)";
} else if (preTail.y > tail.y) {
// Moving up
return "scale(-1,1) translate(-100,0) rotate(90, 50, 50)";
} else if (preTail.y < tail.y) {
// Moving down
return "scale(-1,1) translate(-100,0) rotate(-90, 50, 50)";
}
// Moving left
return "";
}
</script>
{#await fetchCustomizationSvgDef("tail", snake.tail) then tailSvgDef}
{#if drawTail}
<svg class="tail" viewBox="0 0 100 100" fill={snake.color} {...tailRectProps}>
<g transform={tailTransform}>
<!-- eslint-disable-next-line svelte/no-at-html-tags -->
{@html tailSvgDef}
</g>
</svg>
{/if}
{/await}

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<script lang="ts">
export let id: string;
</script>
<template {id}>
<div class="grid grid-cols-2 gap-x-2 gap-y-1 p-2">
<p class="font-bold col-span-2 mb-2">Keyboard Shortcuts</p>
<p>Play/Pause</p>
<p class="text-right">
<span class="hotkey">Space</span>
<span class="hotkey">s</span>
<span class="hotkey">k</span>
</p>
<p>Next Turn</p>
<p class="text-right">
<span class="hotkey"></span>
<span class="hotkey">d</span>
<span class="hotkey">l</span>
</p>
<p>Previous Turn</p>
<p class="text-right">
<span class="hotkey"></span>
<span class="hotkey">a</span>
<span class="hotkey">j</span>
</p>
<p>Next Elimination</p>
<p class="text-right">
<span class="hotkey">e</span>
</p>
<p>Previous Elimination</p>
<p class="text-right">
<span class="hotkey">q</span>
</p>
<p>Jump to Start</p>
<p class="text-right">
<span class="hotkey">r</span>
</p>
<p>Jump to End</p>
<p class="text-right">
<span class="hotkey">t</span>
</p>
<p>Settings</p>
<p class="text-right">
<span class="hotkey">,</span>
</p>
</div>
</template>
<style lang="postcss">
.hotkey {
@apply px-2 rounded bg-pink-800/50;
border: 1px solid #888;
}
</style>

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<script lang="ts">
import type { Settings } from "$lib/settings/stores";
export let id: string;
export let settings: Settings;
</script>
<template {id}>
<div class="grid grid-cols-2 gap-x-2 gap-y-1 p-2">
<p class="font-bold col-span-2 mb-2">Playback Settings</p>
<p>autoplay:</p>
<p class="text-right">{settings.autoplay}</p>
<p>fps:</p>
<p class="text-right">{settings.fps}</p>
<p>showCoords:</p>
<p class="text-right">{settings.showCoords}</p>
<p>theme:</p>
<p class="text-right">{settings.theme}</p>
</div>
</template>

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const mediaCache: { [key: string]: string } = {};
export async function fetchCustomizationSvgDef(type: string, name: string) {
const mediaPath = `snakes/${type}s/${name}.svg`;
if (!(mediaPath in mediaCache)) {
mediaCache[mediaPath] = await fetch(`https://media.battlesnake.com/${mediaPath}`)
.then((response) => response.text())
.then((textSVG) => {
const tempElememt = document.createElement("template");
tempElememt.innerHTML = textSVG.trim();
console.debug(`[customizations] loaded svg definition for ${mediaPath}`);
if (tempElememt.content.firstChild === null) {
console.debug("[customizations] error loading customization, no elements found");
return "";
}
const child = <HTMLElement>tempElememt.content.firstChild;
return child.innerHTML;
});
}
return mediaCache[mediaPath];
}

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import type { Point } from "./playback/types";
export function isEqualPoint(p1?: Point, p2?: Point): boolean {
if (p1 == undefined || p2 == undefined) {
return false;
}
return p1.x == p2.x && p1.y == p2.y;
}
export function isAdjacentPoint(p1: Point, p2: Point): boolean {
return calcManhattan(p1, p2) == 1;
}
export function calcManhattan(p1: Point, p2: Point): number {
return Math.abs(p1.x - p2.x) + Math.abs(p1.y - p2.y);
}
export function calcSourceWrapPosition(src: Point, dst: Point): Point {
return {
x: src.x - Math.sign(dst.x - src.x),
y: src.y - Math.sign(dst.y - src.y)
};
}
export function calcDestinationWrapPosition(src: Point, dst: Point): Point {
return {
x: dst.x + Math.sign(dst.x - src.x),
y: dst.y + Math.sign(dst.y - src.y)
};
}

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import { writable } from "svelte/store";
export const highlightedSnakeID = writable<string | null>(null);

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let activeInterval: undefined | ReturnType<typeof setInterval>;
export function startPlayback(fps: number, callback: () => void) {
// Do nothing if playback is active
if (activeInterval) {
return;
}
console.debug(`[playback] starting playback at ${fps} fps`);
// Play first frame immediately
callback();
// Set interval for future frames
const delayMS = 1000 / Math.ceil(fps);
activeInterval = setInterval(() => {
callback();
}, delayMS);
}
export function stopPlayback(): void {
if (activeInterval) {
clearInterval(activeInterval);
activeInterval = undefined;
}
}

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import ReconnectingWebSocket from "reconnecting-websocket";
import { engineEventToFrame, type Frame } from "./types";
type FrameCallback = (frame: Frame) => void;
// Engine data
let ws: WebSocket;
let loadedFrames = new Set();
// Converts http://foo to ws://foo or https://foo to wss://foo
export function httpToWsProtocol(url: string) {
return url
.replace(/^https:\/\//i, "wss://") // https:// --> wss://
.replace(/^http:\/\//i, "ws://"); // http:// --> ws://
}
export function fetchGame(
fetchFunc: typeof fetch,
gameID: string,
engineURL: string,
frames: Frame[],
onFrameLoad: FrameCallback,
onFinalFrame: FrameCallback,
onError: (message: string) => void
) {
console.debug(`[playback] loading game ${gameID}`);
// Reset
if (ws) ws.close();
loadedFrames = new Set();
const gameInfoUrl = `${engineURL}/games/${gameID}`;
const gameEventsUrl = `${httpToWsProtocol(engineURL)}/games/${gameID}/events`;
fetchFunc(gameInfoUrl)
.then(async (response) => {
if (response.status == 404) {
throw new Error("Game not found");
} else if (!response.ok) {
throw new Error("Error loading game");
}
const gameInfo = await response.json();
const ws = new ReconnectingWebSocket(gameEventsUrl);
ws.onopen = () => {
console.debug("[playback] opening engine websocket");
};
ws.onmessage = (message) => {
const engineEvent = JSON.parse(message.data);
if (engineEvent.Type == "frame" && !loadedFrames.has(engineEvent.Data.Turn)) {
loadedFrames.add(engineEvent.Data.Turn);
const frame = engineEventToFrame(gameInfo, engineEvent.Data);
frames.push(frame);
frames.sort((a: Frame, b: Frame) => a.turn - b.turn);
// Fire frame callback
if (engineEvent.Data.Turn == 0) {
console.debug("[playback] received first frame");
}
onFrameLoad(frame);
} else if (engineEvent.Type == "game_end") {
console.debug("[playback] received final frame");
if (ws) ws.close();
// Flag last frame as the last one and fire callback
frames[frames.length - 1].isFinalFrame = true;
onFinalFrame(frames[frames.length - 1]);
}
};
ws.onclose = () => {
console.debug("[playback] closing engine websocket");
};
})
.catch(function (e) {
console.error(e);
onError(e.message);
});
}

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import { browser } from "$app/environment";
import { playbackState } from "./stores";
import type { PlaybackState } from "./types";
enum GameEvent {
// Basic display messages
RESIZE = "RESIZE",
TURN = "TURN",
GAME_OVER = "GAME_OVER"
// Could do eliminations, food spawns, hazard damage, etc etc etc.
}
type Message = {
event: GameEvent;
data: object;
};
function postMessageToParent(message: Message) {
if (browser) {
try {
window.parent.postMessage(message, "*");
} catch (e) {
console.error(e);
}
}
}
export function sendResizeMessage(width: number, height: number) {
postMessageToParent({
event: GameEvent.RESIZE,
data: { width, height }
});
}
export function initWindowMessages() {
playbackState.subscribe((state: PlaybackState | null) => {
if (state) {
postMessageToParent({
event: GameEvent.TURN,
data: {
turn: state.frame.turn
}
});
if (state.frame.isFinalFrame) {
postMessageToParent({
event: GameEvent.GAME_OVER,
data: {}
});
}
}
});
}

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import { get, writable } from "svelte/store";
import { type Settings, getDefaultSettings } from "$lib/settings/stores";
import { startPlayback, stopPlayback } from "./animation";
import { fetchGame } from "./engine";
import { type Frame, PlaybackMode, type PlaybackState } from "./types";
const AUTOPLAY_DELAY_MS = 250;
const LOOP_DELAY_MS = 1500;
let frames: Frame[] = [];
let currentFrameIndex = 0;
let settings: Settings = getDefaultSettings();
const writableState = writable<PlaybackState | null>(null);
export const playbackError = writable<string | null>(null);
const reset = () => {
frames = [];
currentFrameIndex = 0;
settings = getDefaultSettings();
writableState.set(null);
playbackError.set(null);
};
const setCurrentFrame = (index: number) => {
const clampedIndex = Math.min(Math.max(index, 0), frames.length - 1);
const newFrame = frames[clampedIndex];
writableState.update(($state) => {
if ($state) {
currentFrameIndex = clampedIndex;
$state.frame = newFrame;
if ($state.frame.isFinalFrame && $state.mode == PlaybackMode.PLAYING) {
stopPlayback();
$state.mode = PlaybackMode.PAUSED;
if (settings.loop) {
setTimeout(controls.firstFrame, LOOP_DELAY_MS);
setTimeout(controls.play, LOOP_DELAY_MS * 2);
}
}
}
return $state;
});
};
const setMode = (mode: PlaybackMode) => {
writableState.update(($state) => {
if ($state) {
$state.mode = mode;
}
return $state;
});
};
const controls = {
firstFrame: () => {
if (get(writableState)?.mode == PlaybackMode.PAUSED) {
setCurrentFrame(0);
}
},
lastFrame: () => {
if (get(writableState)?.mode == PlaybackMode.PAUSED) {
setCurrentFrame(frames.length - 1);
}
},
prevFrame: () => {
if (get(writableState)?.mode == PlaybackMode.PAUSED) {
setCurrentFrame(currentFrameIndex - 1);
}
},
nextFrame: () => {
if (get(writableState)?.mode == PlaybackMode.PAUSED) {
setCurrentFrame(currentFrameIndex + 1);
}
},
prevEliminationFrame: () => {
if (get(writableState)?.mode == PlaybackMode.PAUSED) {
for (let i = currentFrameIndex; i >= 0; i--) {
for (let s = 0; s < frames[i].snakes.length; s++) {
const snake = frames[i].snakes[s];
if (snake.elimination && snake.elimination.turn <= currentFrameIndex) {
const newIndex = snake.elimination.turn - 1;
console.debug(`[playback] jump to elimination frame ${newIndex}`);
setCurrentFrame(newIndex);
return;
}
}
controls.firstFrame();
}
}
},
nextEliminationFrame: () => {
if (get(writableState)?.mode == PlaybackMode.PAUSED) {
for (let i = currentFrameIndex + 2; i < frames.length; i++) {
for (let s = 0; s < frames[i].snakes.length; s++) {
const snake = frames[i].snakes[s];
if (snake.elimination && snake.elimination.turn > currentFrameIndex + 1) {
const newIndex = snake.elimination.turn - 1;
console.debug(`[playback] jump to elimination frame ${newIndex}`);
setCurrentFrame(newIndex);
return;
}
}
}
controls.lastFrame();
}
},
play: () => {
if (get(writableState)?.mode == PlaybackMode.PAUSED) {
startPlayback(settings.fps, () => {
setCurrentFrame(currentFrameIndex + 1);
});
setMode(PlaybackMode.PLAYING);
}
},
pause: () => {
stopPlayback();
setMode(PlaybackMode.PAUSED);
},
togglePlayPause: () => {
if (get(writableState)?.mode == PlaybackMode.PAUSED) {
controls.play();
} else if (get(writableState)?.mode == PlaybackMode.PLAYING) {
controls.pause();
}
},
jumpToFrame: (i: number) => {
controls.pause();
setCurrentFrame(i);
}
};
const onFrameLoad = (frame: Frame) => {
// Load the first frame when we see it.
if (frame.turn == settings.turn) {
writableState.set({
frame: frame,
mode: PlaybackMode.PAUSED,
finalFrame: null
});
setCurrentFrame(settings.turn);
if (settings.autoplay) {
setTimeout(controls.play, AUTOPLAY_DELAY_MS);
}
}
};
const onFinalFrame = (frame: Frame) => {
writableState.update(($state) => {
if ($state) {
$state.finalFrame = frame;
}
return $state;
});
};
const onEngineError = (message: string) => {
playbackError.set(message);
};
function createPlaybackState() {
return {
controls,
subscribe: writableState.subscribe,
load: (fetchFunc: typeof fetch, s: Settings) => {
settings = { ...s };
fetchGame(fetchFunc, s.game, s.engine, frames, onFrameLoad, onFinalFrame, onEngineError);
},
reset
};
}
export const playbackState = createPlaybackState();

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export type Point = {
x: number;
y: number;
};
export type Elimination = {
turn: number;
cause: string;
by: string;
};
export type Snake = {
id: string;
name: string;
author: string;
color: string;
head: string;
tail: string;
health: number;
latency: number;
body: Point[];
length: number;
elimination: Elimination | null;
// Helpers
isEliminated: boolean;
};
export type Frame = {
turn: number;
width: number;
height: number;
snakes: Snake[];
food: Point[];
hazards: Point[];
isFinalFrame: boolean;
};
export enum PlaybackMode {
PAUSED,
PLAYING
}
export type PlaybackHandler = () => void;
export type PlaybackState = {
frame: Frame;
mode: PlaybackMode;
finalFrame: null | Frame;
};
// We're lenient with typing data that's received from the game engine
/* eslint-disable-next-line @typescript-eslint/no-explicit-any */
type EngineObject = any;
export function engineEventToFrame(
engineGameInfo: EngineObject,
engineGameEvent: EngineObject
): Frame {
const engineCoordsToPoint = function (engineCoords: EngineObject): Point {
return { x: engineCoords.X, y: engineCoords.Y };
};
const engineSnakeToSnake = function (engineSnake: EngineObject): Snake {
return {
// Fixed properties
id: engineSnake.ID,
name: engineSnake.Name,
author: engineSnake.Author,
color: engineSnake.Color,
head: engineSnake.HeadType,
tail: engineSnake.TailType,
// Frame specific
health: engineSnake.Health,
latency: engineSnake.Latency,
body: engineSnake.Body.map(engineCoordsToPoint),
length: engineSnake.Body.length,
elimination: engineSnake.Death
? {
turn: engineSnake.Death.Turn,
cause: engineSnake.Death.Cause,
by: engineSnake.Death.EliminatedBy
}
: null,
// Helpers
isEliminated: engineSnake.Death != null
};
};
return {
turn: engineGameEvent.Turn,
width: engineGameInfo.Game.Width,
height: engineGameInfo.Game.Height,
snakes: engineGameEvent.Snakes.map(engineSnakeToSnake),
food: engineGameEvent.Food.map(engineCoordsToPoint),
hazards: engineGameEvent.Hazards.map(engineCoordsToPoint),
isFinalFrame: false
};
}

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import { browser } from "$app/environment";
export function fromLocalStorage(key: string, defaultValue: boolean | number | string) {
if (browser) {
const val = localStorage.getItem(`setting.${key}`);
if (val) {
return JSON.parse(val);
}
}
return defaultValue;
}
export function toLocalStorage(key: string, value: boolean | number | string) {
if (browser) {
localStorage.setItem(`setting.${key}`, JSON.stringify(value));
}
}
export function getBoolFromURL(url: URL, key: string, defaultValue: boolean): boolean {
const val = url.searchParams.get(key);
if (val) {
if (val === "true") return true;
if (val === "false") return false;
}
return defaultValue;
}
export function getIntFromURL(url: URL, key: string, defaultValue: number): number {
const val = url.searchParams.get(key);
if (val) {
const parsedVal = parseInt(val);
if (!isNaN(parsedVal)) {
return parsedVal;
}
}
return defaultValue;
}
export function getStringFromURL(url: URL, key: string, defaultValue: string): string {
const val = url.searchParams.get(key);
if (val) {
return val;
}
return defaultValue;
}

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import { get, writable } from "svelte/store";
import {
fromLocalStorage,
toLocalStorage,
getBoolFromURL,
getIntFromURL,
getStringFromURL
} from "./helpers";
import { setTheme } from "$lib/theme";
// Each setting receives it's value using the following algorithm:
// If url param is set, take value from URL.
// Else if setting is backed by local storage, take value from local storage.
// Else load default value from getDefaultSettings()
//
// Only a subset of settings are backed by local storage and user preference. This is by design.
// Keys for load from URL and local storage
export enum Setting {
AUTOPLAY = "autoplay",
ENGINE = "engine",
FPS = "fps",
GAME = "game",
LOOP = "loop",
SHOW_CONTROLS = "showControls",
SHOW_COORDS = "showCoords",
SHOW_SCRUBBER = "showScrubber",
SHOW_SCOREBOARD = "showScoreboard",
THEME = "theme",
TITLE = "title",
TURN = "turn"
}
export enum Theme {
DARK = "dark",
LIGHT = "light",
SYSTEM = "system"
}
export type Settings = {
autoplay: boolean;
engine: string;
fps: number;
game: string;
loop: boolean;
showControls: boolean;
showCoords: boolean;
showScrubber: boolean;
showScoreboard: boolean;
theme: Theme;
title: string;
turn: number;
};
export function getDefaultSettings(): Settings {
return {
autoplay: false,
engine: "https://engine.battlesnake.com",
fps: 6,
game: "",
loop: false,
showControls: true,
showCoords: false,
showScrubber: false,
showScoreboard: true,
theme: Theme.SYSTEM,
title: "",
turn: 0
};
}
// These settings are backed by user preference, stored in local storage
// Autoplay
export const autoplay = writable<boolean>(
fromLocalStorage(Setting.AUTOPLAY, getDefaultSettings().autoplay)
);
autoplay.subscribe((value: boolean) => {
toLocalStorage(Setting.AUTOPLAY, value);
});
// FPS
export const fps = writable<number>(fromLocalStorage(Setting.FPS, getDefaultSettings().fps));
fps.subscribe((value: number) => {
toLocalStorage(Setting.FPS, value);
});
// Show Coordinates
export const showCoords = writable<boolean>(
fromLocalStorage(Setting.SHOW_COORDS, getDefaultSettings().showCoords)
);
showCoords.subscribe((value: boolean) => {
toLocalStorage(Setting.SHOW_COORDS, value);
});
// Show Turn Scrubber
export const showScrubber = writable<boolean>(
fromLocalStorage(Setting.SHOW_SCRUBBER, getDefaultSettings().showScrubber)
);
showScrubber.subscribe((value: boolean) => {
toLocalStorage(Setting.SHOW_SCRUBBER, value);
});
// Theme
export const theme = writable<Theme>(fromLocalStorage(Setting.THEME, getDefaultSettings().theme));
theme.subscribe((value: Theme) => {
toLocalStorage(Setting.THEME, value);
setTheme(value);
});
// Load settings, with option to override via URL params
export function loadSettingsWithURLOverrides(url: URL): Settings {
const defaults = getDefaultSettings();
// Note that defaults are already baked into the settings backed by local storage
return {
// Preference controlled
autoplay: getBoolFromURL(url, Setting.AUTOPLAY, get(autoplay)),
fps: getIntFromURL(url, Setting.FPS, get(fps)),
showCoords: getBoolFromURL(url, Setting.SHOW_COORDS, get(showCoords)),
showScrubber: getBoolFromURL(url, Setting.SHOW_SCRUBBER, get(showScrubber)),
theme: getStringFromURL(url, Setting.THEME, get(theme)) as Theme,
// URL param controlled
engine: getStringFromURL(url, Setting.ENGINE, defaults.engine),
game: getStringFromURL(url, Setting.GAME, defaults.game),
loop: getBoolFromURL(url, Setting.LOOP, defaults.loop),
showControls: getBoolFromURL(url, Setting.SHOW_CONTROLS, defaults.showControls),
showScoreboard: getBoolFromURL(url, Setting.SHOW_SCOREBOARD, defaults.showScoreboard),
title: getStringFromURL(url, Setting.TITLE, defaults.title),
turn: getIntFromURL(url, Setting.TURN, defaults.turn)
};
}

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import type { Point } from "$lib/playback/types";
// Parameters used when drawing the gameboard svg
export type SvgCalcParams = {
cellSize: number;
cellSizeHalf: number;
cellSpacing: number;
gridBorder: number;
height: number;
width: number;
};
// Declare a new type to make it more obvious when translating board space to svg space
export type SvgPoint = {
x: number;
y: number;
};
export type SvgCircleProps = {
cx: number;
cy: number;
};
export type SvgRectProps = {
x: number;
y: number;
width: number;
height: number;
};
export function svgCalcCellCenter(params: SvgCalcParams, p: Point): SvgPoint {
const topLeft = svgCalcCellTopLeft(params, p);
return {
x: topLeft.x + params.cellSizeHalf,
y: topLeft.y + params.cellSizeHalf
};
}
export function svgCalcCellTopLeft(params: SvgCalcParams, p: Point): SvgPoint {
return {
x: params.gridBorder + p.x * (params.cellSize + params.cellSpacing),
y:
params.height -
(params.gridBorder + p.y * (params.cellSize + params.cellSpacing) + params.cellSize)
};
}
export function svgCalcCellCircle(params: SvgCalcParams, p: Point): SvgCircleProps {
const center = svgCalcCellCenter(params, p);
return { cx: center.x, cy: center.y };
}
export function svgCalcCellRect(params: SvgCalcParams, p: Point): SvgRectProps {
const topLeft = svgCalcCellTopLeft(params, p);
return { x: topLeft.x, y: topLeft.y, width: params.cellSize, height: params.cellSize };
}
export function svgCalcCellLabelBottom(params: SvgCalcParams, p: Point): SvgPoint {
const center = svgCalcCellCenter(params, p);
return {
x: center.x,
y: center.y + params.cellSizeHalf + params.gridBorder / 2
};
}
export function svgCalcCellLabelLeft(params: SvgCalcParams, p: Point): SvgPoint {
const center = svgCalcCellCenter(params, p);
return {
x: center.x - params.cellSizeHalf - params.gridBorder / 2,
y: center.y
};
}

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import { browser } from "$app/environment";
import { Theme } from "$lib/settings/stores";
export function setTheme(theme: Theme) {
if (browser) {
if (theme == Theme.DARK) {
document.documentElement.classList.add("dark");
} else if (theme == Theme.LIGHT) {
document.documentElement.classList.remove("dark");
} else if (theme == Theme.SYSTEM) {
if (window.matchMedia("(prefers-color-scheme: dark)").matches) {
document.documentElement.classList.add("dark");
} else {
document.documentElement.classList.remove("dark");
}
}
}
}

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<!--
On all screens we assume width is fixed and we adjust height accordingly:
- On small screens, use whatever height is required
- On large screens:
- enforce a 16x9 aspect and use that to set height
- centered horizontally and top-aligned
- with a max width of 1280px (screen size xl)
-->
<div class="w-full max-w-screen-xl md:aspect-video mx-auto">
<slot />
</div>

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<script lang="ts">
import { onMount } from "svelte";
import { beforeNavigate, goto } from "$app/navigation";
import { keybind } from "$lib/actions/keybind";
import { tooltip } from "$lib/actions/tooltip";
import { resize } from "$lib/actions/resize";
import { initWindowMessages, sendResizeMessage } from "$lib/playback/messages";
import { playbackError, playbackState } from "$lib/playback/stores";
import Gameboard from "$lib/components/Gameboard.svelte";
import PlaybackControls from "$lib/components/PlaybackControls.svelte";
import Scoreboard from "$lib/components/Scoreboard.svelte";
import TooltipTemplateHotkeys from "$lib/components/TooltipTemplateHotkeys.svelte";
import TooltipTemplateSettings from "$lib/components/TooltipTemplateSettings.svelte";
import Scrubber from "$lib/components/Scrubber.svelte";
import IconCog from "~icons/heroicons/cog-8-tooth";
import IconHelp from "~icons/heroicons/question-mark-circle";
import { getDefaultSettings, loadSettingsWithURLOverrides } from "$lib/settings/stores";
import { setTheme } from "$lib/theme";
const helpTooltipOptions = {
templateId: "hotkeysTooltip",
tippyProps: {
arrow: false,
placement: "top-start"
}
};
const settingsTooltipOptions = {
templateId: "settingsTooltip",
tippyProps: {
arrow: false,
placement: "top-end"
}
};
beforeNavigate(async () => {
playbackState.controls.pause();
playbackState.reset();
});
function navigateToSettings() {
goto("/settings");
}
function onResize(width: number, height: number) {
sendResizeMessage(width, height);
}
let settings = getDefaultSettings();
let settingError = true;
onMount(() => {
const url = new URL(window.location.href);
settings = loadSettingsWithURLOverrides(url);
setTheme(settings.theme);
if (settings.game.length > 0 && settings.engine.length > 0) {
settingError = false;
playbackState.load(fetch, settings);
initWindowMessages();
}
});
</script>
<svelte:window
use:keybind={{ keys: ["space", "s", "k"], f: playbackState.controls.togglePlayPause }}
use:keybind={{ keys: ["left", "a", "j"], f: playbackState.controls.prevFrame }}
use:keybind={{ keys: ["right", "d", "l"], f: playbackState.controls.nextFrame }}
use:keybind={{ keys: ["q"], f: playbackState.controls.prevEliminationFrame }}
use:keybind={{ keys: ["e"], f: playbackState.controls.nextEliminationFrame }}
use:keybind={{ keys: ["r"], f: playbackState.controls.firstFrame }}
use:keybind={{ keys: ["t"], f: playbackState.controls.lastFrame }}
use:keybind={{ keys: [","], f: navigateToSettings }}
/>
<div use:resize={{ f: onResize }} class="h-full w-full flex flex-col items-center justify-center">
{#if settingError}
<p class="p-4 font-bold text-lg text-center">
To display a game you need to specify the ID in the URL.
</p>
<p class="italic">
{`https://board.battlesnake.com?game=<GAME_ID>`}
</p>
{:else if $playbackError}
<p class="p-4 font-bold text-lg text-center text-red-500">
{$playbackError}
</p>
{:else if $playbackState}
<TooltipTemplateHotkeys id={helpTooltipOptions.templateId} />
<TooltipTemplateSettings id={settingsTooltipOptions.templateId} {settings} />
<div class="w-full h-full flex flex-col md:flex-row">
<div class="flex flex-col grow">
{#if settings.title}
<h1 class="text-center font-bold pt-2 text-lg">{settings.title}</h1>
{/if}
<Gameboard showCoordinates={settings.showCoords} />
{#if settings.showControls}
{#if settings.showScrubber}
<div class="w-full px-[7.5%]">
<Scrubber />
</div>
{/if}
<div class="flex justify-evenly text-xl py-2 px-6">
<div use:tooltip={helpTooltipOptions}>
<IconHelp />
</div>
<PlaybackControls />
<div use:tooltip={settingsTooltipOptions}>
<a href="/settings">
<IconCog />
</a>
</div>
</div>
{/if}
</div>
{#if settings.showScoreboard}
<div class="basis-full md:basis-[45%] order-first p-2 md:order-last">
<Scoreboard />
</div>
{/if}
</div>
{:else}
<p class="p-4 text-lg text-center">Loading game...</p>
{/if}
</div>

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<script lang="ts">
import { autoplay, fps, showCoords, showScrubber, theme } from "$lib/settings/stores";
const playbackSpeedOptions = [
{ value: 2, text: "Slow" },
{ value: 6, text: "Medium" },
{ value: 18, text: "Fast" }
];
function navigateBack(e: MouseEvent) {
e.preventDefault();
history.back();
}
</script>
<div class="p-4 max-w-2xl mx-auto">
<h1 class="text-2xl font-bold">Settings</h1>
<hr class="mb-4" />
<div class="mb-4">
<label class="block">
<p class="font-bold">Theme</p>
<select class="w-full" bind:value={$theme}>
<option value={"system"}>Use System Preference</option>
<option value={"light"}>Light</option>
<option value={"dark"}>Dark</option>
</select>
</label>
</div>
<div class="mb-4">
<label class="block">
<p class="font-bold">Playback Speed</p>
<select class="w-full" bind:value={$fps}>
{#each playbackSpeedOptions as option}
<option value={option.value}>{option.text}</option>
{/each}
</select>
</label>
</div>
<div class="mb-4">
<label class="inline-flex items-center">
<input type="checkbox" bind:checked={$autoplay} />
<span class="font-bold mx-2">Autoplay</span>
</label>
<p class="text-sm">Start playback as soon as the first turn is ready.</p>
</div>
<div class="mb-4">
<label class="inline-flex items-center">
<input type="checkbox" bind:checked={$showCoords} />
<span class="font-bold mx-2">Board Coordinates</span>
</label>
<p class="text-sm">Show coordinate labels on the game board.</p>
</div>
<div class="mb-4">
<label class="inline-flex items-center">
<input type="checkbox" bind:checked={$showScrubber} />
<span class="font-bold mx-2">Scrub Bar</span>
</label>
<p class="text-sm">Show a scrubbable progress bar under the game board.</p>
</div>
<p><a on:click={navigateBack} href="/">Back</a></p>
</div>

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<script>
import "../styles.css";
</script>
<main>
<slot />
</main>

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// We're a strictly static site, disable SSR site-wide and force all pages to prerender.
// See: https://kit.svelte.dev/docs/adapter-static
export const prerender = true;
export const ssr = false;

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<script lang="ts">
import { browser } from "$app/environment";
import { page } from "$app/stores";
let gameId = $page.url.searchParams.get("game");
let gameTitle = $page.url.searchParams.get("title") || "";
const configs = [
{
id: "leaderboard-recent-games",
title: "Leaderboard Recent Games Preview (300px)",
url: "https://play.battlesnake.com/leaderboards",
width: "300px",
src: `/?game=${gameId}&title=${gameTitle}&showControls=false&showScoreboard=false&autoplay=true&fps=10`
},
{
id: "sm-screen-size",
title: "Screen Size SM (640px)",
url: `https://play.battlesnake.com/game/${gameId}`,
width: "640px",
src: `/?game=${gameId}&title=${gameTitle}&autoplay=true&fps=10`
},
{
id: "md-screen-size",
title: "Screen Size MD (768px)",
url: `https://play.battlesnake.com/game/${gameId}`,
width: "768px",
src: `/?game=${gameId}&title=${gameTitle}&autoplay=true&fps=10`
},
{
id: "lg-screen-size",
title: "Screen Size LG (1024px)",
url: `https://play.battlesnake.com/game/${gameId}`,
width: "1024px",
src: `/?game=${gameId}&title=${gameTitle}&autoplay=true&fps=10`
},
{
id: "xl-screen-size",
title: "XL Screen Size (1280px)",
url: `https://play.battlesnake.com/game/${gameId}`,
width: "1280px",
src: `/?game=${gameId}&title=${gameTitle}&autoplay=true&fps=10`
},
{
id: "full-width",
title: "Full Width (100%)",
url: `https://play.battlesnake.com/game/${gameId}`,
width: "100%",
src: `/?game=${gameId}&title=${gameTitle}&autoplay=true&fps=10`
}
];
if (browser) {
window.addEventListener(
"message",
function (message) {
if (message.source && message.data.event == "RESIZE") {
// We need to find which iframe sent the message
for (let i = 0; i < configs.length; i++) {
const iframeElement = this.document.getElementById(configs[i].id) as HTMLIFrameElement;
if (iframeElement.contentWindow == message.source) {
const height = iframeElement.contentWindow.document.body.scrollHeight;
setTimeout(() => {
iframeElement.style.height = `${height}px`;
}, 100);
}
}
}
},
false
);
}
</script>
<div class="w-full my-4">
{#each configs as config}
<div class="flex flex-col w-full mb-16">
<p class="mb-4 text-xl font-bold text-center">{config.title}</p>
<div
class="w-full mx-auto rounded-sm border-2 border-solid border-pink-500"
style:max-width={config.width}
>
<iframe
id={config.id}
title={config.title}
src={config.src}
scrolling="no"
class="w-full h-full"
/>
</div>
</div>
{/each}
</div>

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import { expect, test } from "vitest";
test("sanity", () => {
expect(true).toBeTruthy();
});

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@import url("https://fonts.googleapis.com/css2?family=Lilita+One&family=Poppins:ital,wght@0,400;0,600;0,700;1,400;1,600;1,700&display=swap");
@import "tippy.js/dist/tippy.css";
@tailwind base;
@tailwind components;
@tailwind utilities;
html {
font-family: "Poppins", sans-serif;
@apply bg-white text-neutral-700;
}
html.dark,
html.dark select,
html.dark input[type="checkbox"],
html.dark input[type="checkbox"]:hover,
html.dark input[type="checkbox"]:focus {
@apply text-white;
background-color: #0f0b19;
}

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 16 16"><defs><style>.cls-1{fill:#e02878;}</style></defs><g id="Layer_1" data-name="Layer 1"><circle class="cls-1" cx="5.71" cy="8.18" r="0.75"/><path class="cls-1" d="M8,0A8,8,0,0,0,0,8a8.3,8.3,0,0,0,.33,2.3L9.08,1.56l.88.88L9.73,7.23l5.06,0L6.24,15.81A8.55,8.55,0,0,0,8,16,8,8,0,0,0,8,0Z"/></g></svg>

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# https://www.robotstxt.org/robotstxt.html
User-agent: *
Disallow:

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0.0.0

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// adapter-auto only supports some environments, see https://kit.svelte.dev/docs/adapter-auto for a list.
// If your environment is not supported or you settled on a specific environment, switch out the adapter.
// See https://kit.svelte.dev/docs/adapters for more information about adapters.
// import adapter from '@sveltejs/adapter-auto';
import adapter from "@sveltejs/adapter-static";
import { vitePreprocess } from "@sveltejs/kit/vite";
/** @type {import('@sveltejs/kit').Config} */
const config = {
// Consult https://kit.svelte.dev/docs/integrations#preprocessors
// for more information about preprocessors
preprocess: vitePreprocess(),
kit: {
adapter: adapter({
// These are the defaults, see https://kit.svelte.dev/docs/adapter-static
pages: "build",
assets: "build",
fallback: undefined,
precompress: false,
strict: true
})
}
};
export default config;

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/** @type {import('tailwindcss').Config} */
export default {
content: ["./src/**/*.{html,js,svelte,ts}"],
plugins: [require("@tailwindcss/forms")],
darkMode: "class",
theme: {
extend: {}
}
};

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import { expect, test } from "@playwright/test";
test("about page has expected h1", async ({ page }) => {
await page.goto("/about");
await expect(page.getByRole("heading", { name: "About this app" })).toBeVisible();
});

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{
"extends": "./.svelte-kit/tsconfig.json",
"compilerOptions": {
"allowJs": true,
"checkJs": true,
"esModuleInterop": true,
"forceConsistentCasingInFileNames": true,
"resolveJsonModule": true,
"skipLibCheck": true,
"sourceMap": true,
"strict": true,
"lib": [
// at() support
"ES2022",
// svelte-kit libs
"esnext",
"DOM",
"DOM.Iterable"
]
}
}

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import { defineConfig } from "vitest/config";
import { sveltekit } from "@sveltejs/kit/vite";
import Icons from "unplugin-icons/vite";
export default defineConfig({
plugins: [sveltekit(), Icons({ compiler: "svelte" })],
test: {
include: ["src/**/*.{test,spec}.{js,ts}"]
},
server: {
host: "0.0.0.0",
port: 3005
}
});

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# fly.toml app configuration file generated for snaketest-crimson-resonance-3100 on 2025-04-17T09:53:30-07:00 # fly.toml app configuration file generated for snaketest-wandering-moon-549 on 2025-04-17T12:33:55-07:00
# #
# See https://fly.io/docs/reference/configuration/ for information about how to use this file. # See https://fly.io/docs/reference/configuration/ for information about how to use this file.
# #
app = 'snaketest-crimson-resonance-3100' app = 'snaketest-wandering-moon-549'
primary_region = 'sea' primary_region = 'sea'
[build] [build]