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This commit is contained in:
Henrik Hautakoski 2021-10-18 11:53:33 +02:00
commit ddf09fe00c
113 changed files with 187148 additions and 0 deletions

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<?php
namespace App\Console\Commands;
use Illuminate\Console\Command;
use App\Models\Character;
use App\Models\Raid;
use App\Models\Card;
use Illuminate\Support\Str;
class CardExport extends Command
{
/**
* The name and signature of the console command.
*
* @var string
*/
protected $signature = 'card:export';
/**
* The console command description.
*
* @var string
*/
protected $description = 'Export card data';
/**
* Execute the console command.
*
* @return int
*/
public function handle()
{
$data = collect();
foreach(Card::with(['character', 'raid'])->get() as $card) {
$row = collect([
'message' => $card->body,
'character' => $card->character ? $card->character->name : null,
'raid' => $card->raid ? $card->raid->name : null,
'class' => $card->class,
'role' => $card->role
])->filter()->toArray();
$data->push($row);
}
$this->line($data->toJson(JSON_PRETTY_PRINT));
}
}

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<?php
namespace App\Console\Commands;
use Illuminate\Console\Command;
use App\Models\Character;
use App\Models\Raid;
use App\Models\Card;
use Illuminate\Support\Str;
class CardImport extends Command
{
/**
* The name and signature of the console command.
*
* @var string
*/
protected $signature = 'card:import {file}';
/**
* The console command description.
*
* @var string
*/
protected $description = 'Import card data';
/**
* Execute the console command.
*
* @return int
*/
public function handle()
{
$file = $this->argument('file');
$data = file_get_contents($file);
try {
$json = json_decode($data, false, 8, JSON_THROW_ON_ERROR);
} catch(\JsonException $ex) {
$this->error("Json: " . $ex->getMessage());
return;
}
foreach($json as $item) {
$data = [
'body' => $item->message,
];
if (isset($item->character)) {
$character = Character::firstOrCreate(['name' => $item->character]);
$data['character_id'] = $character->id;
}
if (isset($item->raid)) {
$raid = Raid::firstOrCreate(['name' => $item->raid]);
$data['raid_id'] = $raid->id;
}
if (isset($item->class)) {
$data['class'] = Str::lower($item->class);
}
if (isset($item->role)) {
$data['role'] = $item->role;
}
Card::insert($data);
}
}
}

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app/Console/Kernel.php Normal file
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<?php
namespace App\Console;
use Illuminate\Console\Scheduling\Schedule;
use Illuminate\Foundation\Console\Kernel as ConsoleKernel;
class Kernel extends ConsoleKernel
{
/**
* The Artisan commands provided by your application.
*
* @var array
*/
protected $commands = [
Commands\CardImport::class,
Commands\CardExport::class,
];
/**
* Define the application's command schedule.
*
* @param \Illuminate\Console\Scheduling\Schedule $schedule
* @return void
*/
protected function schedule(Schedule $schedule)
{
$schedule->command('model:prune', [ '--model' => [ \App\Models\Setting::class ] ])
->description("Prune expired settings")
->everyTwoHours();
}
/**
* Register the commands for the application.
*
* @return void
*/
protected function commands()
{
$this->load(__DIR__.'/Commands');
require base_path('routes/console.php');
}
}

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<?php
namespace App\Exceptions;
use Illuminate\Foundation\Exceptions\Handler as ExceptionHandler;
use Throwable;
class Handler extends ExceptionHandler
{
/**
* A list of the exception types that are not reported.
*
* @var array
*/
protected $dontReport = [
//
];
/**
* A list of the inputs that are never flashed for validation exceptions.
*
* @var array
*/
protected $dontFlash = [
'current_password',
'password',
'password_confirmation',
];
/**
* Register the exception handling callbacks for the application.
*
* @return void
*/
public function register()
{
$this->reportable(function (Throwable $e) {
//
});
}
}

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<?php
namespace App\Game\Exceptions;
use Exception as BaseException;
class Exception extends BaseException
{
//
}

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<?php
namespace App\Game\Exceptions;
class NotEnoughCardsException extends Exception
{
//
}

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app/Game/GameBoard.php Normal file
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<?php
namespace App\Game;
use App\Models\Card;
use Illuminate\Support\Collection;
use App\Game\Exceptions\NotEnoughCardsException;
class GameBoard
{
/**
* Collection of the cards on the board.
*/
protected Collection $cards;
/**
* State of the cards on the board.
*/
protected GameBoardState $state;
/**
* Create a new board.
*/
public function __construct(GameBoardState $state)
{
$this->state = $state;
$this->regenerate(new GameSettings);
}
/**
* Return the cards.
*/
public function getCards()
{
return $this->cards;
}
/**
* Return the state
*/
public function getState() : GameBoardState
{
return $this->state;
}
/**
* Get the size of the board.
*/
public function getSize() : int
{
return $this->state->getSize();
}
/**
* Clear the game board.
*/
public function clear()
{
$this->state->clear();
}
/**
* Check if the board is in an ended state.
* E.g: all cards is in a winning state.
*/
public function hasGameEnded() : bool
{
return $this->state->isFull(GameBoardState::STATE_WIN);
}
/**
* Regenerate the board with new cards.
*/
public function regenerate(GameSettings $settings) : self
{
$num_cards = $this->getSize();
$cards = Card::getBySettings($settings, $num_cards);
if (count($cards) < $num_cards) {
$message = sprintf("Impossible to generate cards: requested %d but only %d returned", $num_cards, count($cards));
throw new NotEnoughCardsException($message);
}
$this->cards = $cards;
// Reset the state if we set new cards.
$this->clear();
return $this;
}
}

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app/Game/GameBoardState.php Normal file
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<?php
namespace App\Game;
class GameBoardState
{
/**
* Cell states. (unset is default state)
*/
const STATE_PRESSED = 0;
const STATE_WIN = 1;
/**
* Width of the board
*/
protected int $width;
/**
* Height of the board
*/
protected int $height;
/**
* State of the cells.
*/
protected array $state = [];
/**
* If the board is in a winning state or not.
*/
protected int $winning = 0;
/**
* Constructor
*/
public function __construct($width, $height)
{
$this->width = $width;
$this->height = $height;
}
/**
* Set the state of a cell.
*/
public function set(int $pos, bool $pressed = true) : self
{
if ($this->hasGameEnded()) {
return $this;
}
if ($pressed) {
$this->state[$pos] = self::STATE_PRESSED;
} else {
unset($this->state[$pos]);
}
$this->update();
return $this;
}
/**
* Toggle pressed state of a cell.
*/
public function toggle(int $pos) : self
{
return $this->set($pos, !$this->isPressed($pos));
}
/**
* Check if a cell is pressed or not.
*/
public function isPressed(int $pos) : bool
{
return isset($this->state[$pos]);
}
/**
* Check if a cell is part of a winning row/column.
*/
public function isWin(int $pos) : bool
{
return isset($this->state[$pos]) && $this->state[$pos] == self::STATE_WIN;
}
/**
* Get the sate of the cells.
*/
public function getState() : array
{
return $this->state;
}
/**
* Get the size of the board.
*/
public function getSize() : int
{
return $this->width * $this->height;
}
/**
* Clear the board.
*/
public function clear() : self
{
$this->state = [];
$this->winning = 0;
return $this;
}
// TODO: Rename
public function getNumWinRows() : int
{
return $this->winning;
}
/**
* Check if the board only has winning cards
*/
public function hasGameEnded() : bool
{
if (count($this->state) < $this->width * $this->height) {
return false;
}
foreach($this->state as $pos) {
if ($pos !== self::STATE_WIN) {
return false;
}
}
return true;
}
/**
* Check if the board is full and all positions is in a given state.
*/
public function isFull($state) : bool
{
// Board not filled, impossible to have all positions set.
if (count($this->state) < $this->width * $this->height) {
return false;
}
foreach($this->state as $pos) {
if ($pos !== $state) {
return false;
}
}
return true;
}
/**
*
*/
protected function update()
{
foreach($this->state as $pos => $_) {
$this->state[$pos] = self::STATE_PRESSED;
}
$patterns = $this->checkWinningState();
foreach($patterns as $cards) {
foreach($cards as $pos) {
$this->state[$pos] = self::STATE_WIN;
}
}
$this->winning = count($patterns);
}
/**
* Check if the board is in a winning state.
*/
protected function checkWinningState() : array
{
$win = [];
// Rows
for($y=0; $y < $this->height; $y++) {
$c = $this->checkRow($y);
if (count($c)) {
$win[] = $c;
}
}
// Columns
for($x=0; $x < $this->width; $x++) {
$c = $this->checkCol($x);
if (count($c)) {
$win[] = $c;
}
}
return $win;
}
/**
* Check if a row is in a winning state (all cells pressed)
*/
protected function checkRow($y) : array
{
$cards = [];
$y = $y * $this->width;
for($x = 0; $x < $this->width; $x++) {
$pos = $x + $y;
if (!$this->isPressed($pos)) {
return [];
}
/*
if ($this->state[$pos] == self::STATE_WIN) {
continue;
} */
$cards[] = $pos;
}
return $cards;
}
/**
* Check if a column is in a winning state (all cells pressed)
*/
protected function checkCol($x) : array
{
$cards = [];
for($y = 0; $y < $this->height; $y++) {
$pos = $x + ($y * $this->width);
if (!$this->isPressed($pos)) {
return [];
}
/*
if ($this->state[$pos] == self::STATE_WIN) {
continue;
} */
$cards[] = $pos;
}
return $cards;
}
}

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app/Game/GameService.php Normal file
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<?php
namespace App\Game;
class GameService
{
protected GameSession $session;
public function __construct(GameSession $session)
{
$this->session = $session;
}
/**
*
*/
public function session() : GameSession
{
return $this->session;
}
/**
* Generate a new Game session
*/
public function newSession(?GameSettings $settings = null) : self
{
// Generate new cards
if (!$settings) {
$settings = $this->session()->getSettings();
}
$this->session->getBoard()->regenerate($settings);
return $this;
}
}

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app/Game/GameSession.php Normal file
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<?php
namespace App\Game;
use Illuminate\Support\Collection;
class GameSession
{
/**
* The Game Board
*/
protected GameBoard $board;
/**
* Game settings for this session.
*/
protected GameSettings $settings;
/**
*
*/
//protected $cards;
public function __construct(GameBoard $board, GameSettings $settings)
{
$this->board = $board;
$this->settings = $settings;
}
/**
*
*/
public function getBoard() : GameBoard
{
return $this->board;
}
/**
*
*/
public function getBoardState() : GameBoardState
{
return $this->getBoard()->getState();
}
/**
*
*/
public function getCards() : Collection
{
return $this->getBoard()->getCards();
}
/**
*
*/
public function getSettings() : GameSettings
{
return $this->settings;
}
/**
*
*/
public function setSettings(GameSettings $settings)
{
$this->settings = $settings;
}
}

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app/Game/GameSettings.php Normal file
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<?php
namespace App\Game;
use App\Support\Set;
use Illuminate\Support\Collection;
class GameSettings
{
public Set $classes;
public Set $roles;
public Set $characters;
public Set $raids;
public function __construct($settings = [])
{
$this->classes = new Set();
$this->characters = new Set();
$this->raids = new Set();
$this->roles = new Set();
$this->fromArray($settings);
}
public function fromArray(array $array)
{
if (isset($array['classes'])) {
$this->classes->fill($array['classes']);
}
if (isset($array['raids'])) {
$this->raids->fill($array['raids']);
}
if (isset($array['characters'])) {
$this->characters->fill($array['characters']);
}
if (isset($array['roles'])) {
$this->roles->fill($array['roles']);
}
}
public function toArray() : array
{
return [
'classes' => $this->classes->toArray(),
'roles' => $this->roles->toArray(),
'raids' => $this->raids->toArray(),
'characters' => $this->characters->toArray()
];
}
public function all() : Collection
{
return collect([
'classes' => $this->classes->all()->toArray(),
'roles' => $this->roles->all()->toArray(),
'raids' => $this->raids->all()->toArray(),
'characters' => $this->characters->all()->toArray()
])->filter();
}
}

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<?php
namespace App\Http\Controllers;
use Illuminate\Foundation\Auth\Access\AuthorizesRequests;
use Illuminate\Foundation\Bus\DispatchesJobs;
use Illuminate\Foundation\Validation\ValidatesRequests;
use Illuminate\Routing\Controller as BaseController;
class Controller extends BaseController
{
use AuthorizesRequests, DispatchesJobs, ValidatesRequests;
}

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<?php
namespace App\Http\Controllers;
use App\Game\GameService;
use App\Models\Setting;
class SettingController extends Controller
{
public function hash(GameService $service, Setting $setting)
{
// Generate a new game with these settings.
$service->newSession($setting->value);
return redirect()->route('game');
}
}

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<?php
namespace App\Http;
use Illuminate\Foundation\Http\Kernel as HttpKernel;
class Kernel extends HttpKernel
{
/**
* The application's global HTTP middleware stack.
*
* These middleware are run during every request to your application.
*
* @var array
*/
protected $middleware = [
\Illuminate\Session\Middleware\StartSession::class,
\App\Http\Middleware\TrustProxies::class,
\Fruitcake\Cors\HandleCors::class,
\Illuminate\Foundation\Http\Middleware\PreventRequestsDuringMaintenance::class,
\Illuminate\Foundation\Http\Middleware\ValidatePostSize::class,
\App\Http\Middleware\TrimStrings::class,
\Illuminate\Foundation\Http\Middleware\ConvertEmptyStringsToNull::class,
];
/**
* The application's route middleware groups.
*
* @var array
*/
protected $middlewareGroups = [
'web' => [
\Illuminate\Routing\Middleware\SubstituteBindings::class,
]
];
}

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<?php
namespace App\Http\Livewire;
class Game extends GameComponent
{
/**
* Get the game session
*/
public function getSessionProperty()
{
return $this->service->session();
}
/**
* Get the game board.
*/
public function getBoardProperty()
{
return $this->session->getBoard();
}
/**
* Get the game state.
*/
public function getStateProperty()
{
return $this->session->getBoardState();
}
/**
* Clear everything.
*/
public function clear()
{
$this->board->clear();
}
/**
* Triggered wen a card is pressed.
*/
public function toggle($pos)
{
$this->state->toggle($pos);
}
/**
* Reset game session.
*/
public function restart()
{
$this->service->newSession();
}
/**
* Render the game board.
*/
public function render()
{
return view('game');
}
}

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<?php
namespace App\Http\Livewire;
use App\Game\GameService;
use Livewire\Component;
abstract class GameComponent extends Component
{
/**
* Get the game service object
*/
public function getServiceProperty() : GameService
{
return app()->make(GameService::class);
}
}

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<?php
namespace App\Http\Livewire;
use App\Models\Setting;
use App\Models\Raid;
use App\Models\Character;
use App\Models\Card;
class Setup extends GameComponent
{
public $all_raids;
public $all_characters;
public $all_classes;
public $shared_settings;
public $values = [
'classes' => [],
'raids' => [],
'characters' => []
];
function mount()
{
$this->all_classes = Card::select('class')
->whereNotNull('class')
->groupBy('class')->orderBy('class')->get()->pluck('class');
$this->all_raids = Raid::select('id', 'name')->orderBy('name')->get();
$this->all_characters = Character::select('id', 'name')
->orderBy('name')->get();
// Load values from settings
$this->values['classes'] = $this->settings->classes->toArray();
$this->values['raids'] = $this->settings->raids->toArray();
$this->values['characters'] = $this->settings->characters->toArray();
}
public function getSettingsProperty()
{
return $this->service->session()->getSettings();
}
public function resetSettings()
{
$this->reset('values');
}
public function share()
{
$setting = Setting::create(['value' => $this->values]);
$this->shared_settings = $setting->hash;
}
public function save()
{
// Store values
$this->settings->classes->fill($this->values['classes']);
$this->settings->raids->fill($this->values['raids']);
$this->settings->characters->fill($this->values['characters']);
$this->service->newSession($this->settings);
$this->redirectRoute('game');
}
/**
* Render the setup page
*/
public function render()
{
return view('setup');
}
}

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<?php
namespace App\Http\Middleware;
use Illuminate\Foundation\Http\Middleware\TrimStrings as Middleware;
class TrimStrings extends Middleware
{
/**
* The names of the attributes that should not be trimmed.
*
* @var array
*/
protected $except = [
'current_password',
'password',
'password_confirmation',
];
}

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<?php
namespace App\Http\Middleware;
use Illuminate\Http\Middleware\TrustProxies as Middleware;
use Illuminate\Http\Request;
class TrustProxies extends Middleware
{
/**
* The trusted proxies for this application.
*
* @var array|string|null
*/
protected $proxies;
/**
* The headers that should be used to detect proxies.
*
* @var int
*/
protected $headers =
Request::HEADER_X_FORWARDED_FOR |
Request::HEADER_X_FORWARDED_HOST |
Request::HEADER_X_FORWARDED_PORT |
Request::HEADER_X_FORWARDED_PROTO |
Request::HEADER_X_FORWARDED_AWS_ELB;
}

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<?php
namespace App\Models;
use App\Game\GameSettings;
use Illuminate\Database\Eloquent\SoftDeletes;
use Illuminate\Database\Eloquent\Factories\HasFactory;
use Illuminate\Database\Eloquent\Model;
use Illuminate\Support\Str;
class Card extends Model
{
use HasFactory, SoftDeletes;
public $timestamps = false;
protected $appends = ['subject'];
public $fillable = [
'body',
'character_id',
'raid_id',
'class',
'role'
];
/**
* Get the character that's associated with this card.
*/
public function character()
{
return $this->belongsTo(Character::class);
}
/**
* Get the raid that's associated with this card.
*/
public function raid()
{
return $this->belongsTo(Raid::class);
}
/**
* Who, Where or What this card belongs to.
*/
public function getSubjectAttribute()
{
if ($this->character) {
return $this->character->name;
} else if ($this->class) {
return Str::ucfirst($this->class);
} else if ($this->role) {
return Str::ucfirst($this->role);
}
return "Somebody";
}
/**
* Get cards depending on settings.
*/
public static function getBySettings(GameSettings $settings, ?int $max = null)
{
// Map type of setting to database column.
$type_map = [
'characters' => 'character_id',
'raids' => 'raid_id',
'classes' => 'class',
'roles' => 'role'
];
$query = self::query()
->inRandomOrder();
// Run through all settings and apply filter.
foreach($settings->all() as $type => $values) {
$column = $type_map[$type];
$query->where(function ($q) use ($column, $values) {
$q->whereIn($column, $values)->orWhereNull($column);
});
}
if ($max !== null) {
$query->limit($max);
}
return $query->get()
->makeHidden(['character', 'class', 'deleted_at']);
}
}

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<?php
namespace App\Models\Casts;
use App\Game\GameSettings;
use Illuminate\Contracts\Database\Eloquent\CastsAttributes;
use InvalidArgumentException;
class GameSettingsCaster implements CastsAttributes
{
/**
* Cast the given value.
*
* @param \Illuminate\Database\Eloquent\Model $model
* @param string $key
* @param mixed $value
* @param array $attributes
* @return GameSettings
*/
public function get($model, $key, $value, $attributes)
{
$value = json_decode($value, true);
return new GameSettings($value);
}
/**
* Prepare the given value for storage.
*
* @param \Illuminate\Database\Eloquent\Model $model
* @param string $key
* @param GameSettings|array $value
* @param array $attributes
* @return string
*/
public function set($model, $key, $value, $attributes)
{
if (is_array($value)) {
$value = new GameSettings($value);
} else if (!($value instanceof GameSettings)) {
throw new InvalidArgumentException('The given value must be an GameSettings instance or array.');
}
return json_encode($value->toArray());
}
}

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<?php
namespace App\Models;
use Illuminate\Database\Eloquent\SoftDeletes;
use Illuminate\Database\Eloquent\Factories\HasFactory;
use Illuminate\Database\Eloquent\Model;
class Character extends Model
{
use HasFactory, SoftDeletes;
public $timestamps = false;
public $fillable = [
'name',
];
public function cards()
{
return $this->hasMany(Card::class);
}
}

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app/Models/Raid.php Normal file
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<?php
namespace App\Models;
use Illuminate\Database\Eloquent\SoftDeletes;
use Illuminate\Database\Eloquent\Factories\HasFactory;
use Illuminate\Database\Eloquent\Model;
class Raid extends Model
{
use HasFactory, SoftDeletes;
public $timestamps = false;
public $fillable = [
'name',
];
public function cards()
{
return $this->hasMany(Card::class);
}
}

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<?php
namespace App\Models;
use Vinkla\Hashids\Facades\Hashids;
use Illuminate\Database\Eloquent\Factories\HasFactory;
use Illuminate\Database\Eloquent\Prunable;
use Illuminate\Database\Eloquent\Model;
use Carbon\Carbon;
class Setting extends Model
{
use HasFactory, Prunable;
public $timestamps = false;
public $fillable = [
'value',
];
/**
* The attributes that should be cast.
*
* @var array
*/
protected $casts = [
'value' => Casts\GameSettingsCaster::class,
];
/**
* Get the prunable model query.
*
* @return \Illuminate\Database\Eloquent\Builder
*/
public function prunable()
{
return static::where('created_at', '<', now()->subDay(1));
}
public function getHashAttribute()
{
return Hashids::encode($this->id);
}
public function scopeHash($q, $hash)
{
return $q->where('id', Hashids::decode($hash));
}
/*
public function __call($method, $parameters)
{
if ($method == 'find' && is_string($parameters[0])) {
$parameters[0] = Hashids::decode($$parameters[0]);
}
return parent::__call($method, $parameters);
} */
}

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<?php
namespace App\Providers;
use Illuminate\Support\ServiceProvider;
class AppServiceProvider extends ServiceProvider
{
/**
* Register any application services.
*
* @return void
*/
public function register()
{
//
}
/**
* Bootstrap any application services.
*
* @return void
*/
public function boot()
{
//
}
}

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<?php
namespace App\Providers;
use App\Game\GameBuilder;
use App\Game\GameBoardState;
use App\Game\GameService;
use App\Game\GameSession;
use Illuminate\Support\Facades\Session;
use Illuminate\Support\ServiceProvider;
use Illuminate\Contracts\Support\DeferrableProvider;
class GameServiceProvider extends ServiceProvider implements DeferrableProvider
{
/**
* Register any application services.
*
* @return void
*/
public function register()
{
$this->app->bind(GameBoardState::class, function($app) {
$width = (int) config('app.game.board.width', 4);
$height = (int) config('app.game.board.height', 4);
return new GameBoardState($width, $height);
});
$this->app->singleton(GameService::class, function ($app) {
// Try loading from session.
$session_key = config('app.game.session_name', 'game.service');
$service = Session::get($session_key);
// No service in session, create a new one and store it.
if (!$service) {
$game_session = $app->make(GameSession::class);
$service = new GameService($game_session);
Session::put($session_key, $service);
}
return $service;
});
$this->app->alias(GameService::class, 'game');
}
/**
* Get the services provided by the provider.
*
* @return array
*/
public function provides()
{
return [ 'game', GameService::class, GameBoardState::class ];
}
}

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<?php
namespace App\Providers;
use App\Models\Setting;
use Illuminate\Cache\RateLimiting\Limit;
use Illuminate\Foundation\Support\Providers\RouteServiceProvider as ServiceProvider;
use Illuminate\Http\Request;
use Illuminate\Support\Facades\RateLimiter;
use Illuminate\Support\Facades\Route;
class RouteServiceProvider extends ServiceProvider
{
/**
* Define your route model bindings, pattern filters, etc.
*
* @return void
*/
public function boot()
{
$this->routes(function () {
Route::middleware('web')
->group(base_path('routes/web.php'));
});
Route::bind('setting', function ($value) {
return Setting::hash($value)->first();
});
}
}

74
app/Support/Set.php Normal file
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<?php
namespace App\Support;
use Illuminate\Support\Collection;
class Set implements \Countable
{
/**
*
*/
protected $items = [];
public function __construct($items = [])
{
foreach($items as $k => $v) {
$this->set($k, $v);
}
}
public function set($key, bool $value = true) : self
{
if ($value) {
$this->items[$key] = true;
} else {
unset($this->items[$key]);
}
return $this;
}
public function fill($array) : self
{
$this->clear();
foreach($array as $k => $v) {
$this->set($k, $v);
}
return $this;
}
public function has($key) : bool
{
return isset($this->items[$key]);
}
public function toggle($key) : self
{
$this->set($key, !$this->has($key));
return $this;
}
public function clear() : self
{
$this->items = [];
return $this;
}
public function all() : Collection
{
return collect($this->items)->keys();
}
public function count() : int
{
return count($this->items);
}
public function toArray()
{
return $this->items;
}
}

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<?php
namespace App\View\Components;
use Illuminate\View\Component;
use App\Models\Card as CardModel;
class Card extends Component
{
/**
* Card number
*/
public int $number;
/**
* The card
*/
public CardModel $card;
/**
* If the card is flipped
*/
public bool $flipped;
/**
* If the card is flagged as winning.
*/
public bool $win;
/**
* Create a new component instance.
*
* @return void
*/
public function __construct(int $number, CardModel $card, bool $flipped = false, bool $win = false)
{
$this->number = $number;
$this->card = $card;
$this->flipped = $flipped;
$this->win = $win;
}
/**
* Get the view / contents that represent the component.
*
* @return \Illuminate\Contracts\View\View|\Closure|string
*/
public function render()
{
return view('components.card');
}
}

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<?php
namespace App\View\Components;
use Illuminate\View\Component;
use App\Models\Card;
class CardText extends Component
{
protected Card $card;
/**
* Create a new component instance.
*
* @return void
*/
public function __construct(Card $card)
{
$this->card = $card;
}
/**
* Get the view / contents that represent the component.
*
* @return \Illuminate\Contracts\View\View|\Closure|string
*/
public function render()
{
$subject = preg_quote(__($this->card->subject));
// Replace non escaped '?' with subject and also Unescape escaped '?'
$text = preg_replace(
['/(?<!\\\\)\?/u', '/\\\\\\?/u'] ,
["<strong>$subject</strong>", '?'],
$this->card->body);
return $text;
}
}