diff --git a/Makefile b/Makefile index 10a8c04..e90d7d7 100644 --- a/Makefile +++ b/Makefile @@ -10,9 +10,9 @@ HOSTNAME=$(shell hostname -s) NETHACK_LOGFILE=$(shell nethack --showpaths | grep scoredir | sed 's/.*"\(.*\)".*/\1/g')/logfile NETHACK_LOGFILE_DATA_FILE=data/nethack/logfile/$(HOSTNAME).json -.PHONY: deploy clean +.PHONY: site deploy clean -site: public/index.html nethack +site: nethack @echo "Building site" hugo diff --git a/assets/scripts/nethack/dungeon.js b/assets/scripts/nethack/dungeon.js new file mode 100644 index 0000000..7277d9a --- /dev/null +++ b/assets/scripts/nethack/dungeon.js @@ -0,0 +1,753 @@ +const NUMBER_OF_ROOMS = 12; +const TUNNEL_PASSES = 3; + +class Cell { + static CORRIDOR = "#"; + static DOOR_CLOSED = "+"; + + character; + characterColor; + backgroundColor; + + constructor(char, charColor) { + this.character = char; + } + + empty() { this.character = " "; } + floor() { this.character = "."; } + upStair() { this.character = "<"; } + downStair() { this.character = ">"; } + corridor() { this.character = Cell.CORRIDOR; } + topLeftWall() { this.character = "┌"; } + topRightWall() { this.character = "┐"; } + bottomLeftWall() { this.character = "└"; } + bottomRightWall() { this.character = "┘"; } + horizontalWall() { this.character = "─"; } + verticalWall() { this.character = "│"; } + doorClosed() { this.character = Cell.DOOR_CLOSED; } + + isEmpty() { return !this.character || this.character === " "; } + isDoor() { return this.character === Cell.DOOR_CLOSED; } + isCorridor() { return this.character === Cell.CORRIDOR; } + + canBecomeDoor() { return this.character === "─" || this.character === "│" } +} + +class Point { + x = 0; + y = 0; + + constructor(x, y) { + if (x) { this.x = x; } + if (y) { this.y = y; } + } + + *neighbors() { + const x = this.x; + const y = this.y; + + yield new Point(x - 1, y - 1); + yield new Point(x, y - 1); + yield new Point(x + 1, y - 1); + yield new Point(x - 1, y); + yield new Point(x + 1, y); + yield new Point(x - 1, y + 1); + yield new Point(x, y + 1); + yield new Point(x + 1, y + 1); + } + + equalsPoint(other) { return this.x === other.x && this.y === other.y; } +} + +class Size { + width = 0; + height = 0; + + constructor(width, height) { + this.width = width; + this.height = height; + } +} + +class Rect { + origin = new Point(); + size = new Size(); + + static fromCoordinates(x, y, w, h) { + return new Rect(new Point(x, y), new Size(w, h)); + } + + constructor(origin, size) { + this.origin = origin; + this.size = size; + } + + get minX() { return this.origin.x; } + get minY() { return this.origin.y; } + get maxX() { return this.origin.x + this.size.width; } + get maxY() { return this.origin.y + this.size.height; } + + get width() { return this.size.width; } + get height() { return this.size.height; } + get area() { return this.size.width * this.size.height; } + + *xCoordinates() { + for (let x = this.minX; x <= this.maxX; x++) { + yield x; + } + } + + *yCoordinates() { + for (let y = this.minY; y <= this.maxY; y++) { + yield y; + } + } + + insetRect(inset) { + const twiceInset = 2 * inset; + + return Rect.fromCoordinates( + this.origin.x + inset, + this.origin.y + inset, + this.size.width - twiceInset, + this.size.height - twiceInset + ); + } + + intersects(otherRect) { + if (otherRect.minX > this.maxX) + return false; + + if (otherRect.maxX < this.minX) + return false; + + if (otherRect.minY > this.maxY) + return false; + + if (otherRect.maxY < this.minY) + return false; + + return true; + } +} + +class Grid { + #size; + #cells = []; + #rooms = []; + + constructor(width, height) { + this.#size = new Size(width, height); + + this.#cells = new Array(width * height); + for (let i = 0; i < this.#cells.length; i++) { + this.#cells[i] = new Cell(" "); + } + } + + get bounds() { return new Rect(new Point(), this.#size); } + get width() { return this.#size.width; } + get height() { return this.#size.height; } + get rooms() { return this.#rooms; } + + generate(p, roomGeneratorClass, tunnelGeneratorClass) { + this.#generateRooms(p, new roomGeneratorClass(this, NUMBER_OF_ROOMS)); + this.#placeStairs(); + this.#digCorridors(p, new tunnelGeneratorClass(this, TUNNEL_PASSES)); + } + + #generateRooms(p, generator) { + generator.generate(p); + this.#rooms = generator.rooms; + } + + #placeStairs() { + const indexOfRoomWithUpStairs = randomInt(this.#rooms.length); + const coordinateOfUpStair = this.#rooms[indexOfRoomWithUpStairs].randomPoint(); + this.cellAt(coordinateOfUpStair.x, coordinateOfUpStair.y).upStair(); + + while (true) { + let indexOfRoomForDownStair = randomInt(this.#rooms.length); + if (indexOfRoomForDownStair == indexOfRoomWithUpStairs) { + continue; + } + + const coordinateOfDownStair = this.#rooms[indexOfRoomForDownStair].randomPoint(); + this.cellAt(coordinateOfDownStair.x, coordinateOfDownStair.y).downStair(); + + break; + } + } + + #digCorridors(p, generator) { + generator.generate(p); + } + + pointIsInBounds(pt) { return pt.x >= 0 && pt.x < this.width && pt.y >= 0 && pt.y < this.height; } + + cellAt(x, y) { return this.#cells[y * this.width + x]; } +} + +class Room { + #rect; + + constructor(rect) { + this.#rect = rect; + } + + get bounds() { return this.#rect; } + + get minX() { return this.#rect.minX; } + get minY() { return this.#rect.minY; } + get maxX() { return this.#rect.maxX; } + get maxY() { return this.#rect.maxY; } + + randomPoint() { + return new Point( + this.#rect.minX + 1 + randomInt(this.#rect.size.width - 2), + this.#rect.minY + 1 + randomInt(this.#rect.size.height - 2) + ); + } + + transformCellAt(pt, cell) { + const minX = this.minX; + const minY = this.minY; + const maxX = this.maxX; + const maxY = this.maxY; + + const x = pt.x; + const y = pt.y; + + if (y === minY && x === minX) { cell.topLeftWall(); } + else if (y === minY && x === maxX) { cell.topRightWall(); } + else if (y === maxY && x === minX) { cell.bottomLeftWall(); } + else if (y === maxY && x === maxX) { cell.bottomRightWall(); } + else if (y === minY || y === maxY) { cell.horizontalWall(); } + else if (x === minX || x === maxX) { cell.verticalWall(); } + else if ((x > minX && x < maxX) && (y > minY && y < maxY)) { return cell.floor(); } + } +} + +class NRandomRoomsGenerator { + static MIN_ROOM_DIMENSION = 7; + static MAX_ROOM_DIMENSION = 12; + + #numberOfRooms = 12; + #rooms; + #grid; + + constructor(grid, numberOfRooms) { + this.#grid = grid; + + if (numberOfRooms) { + this.#numberOfRooms = numberOfRooms; + } + } + + get rooms() { + if (!this.#rooms) { + this.#generateRooms(); + } + + return this.#rooms; + } + + get #bounds() { return this.#grid.bounds; } + + generate(p) { + this.#generateRooms(); + + for (let i = 0; i < this.#rooms.length; i++) { + let room = this.#rooms[i]; + for (let y = room.minY; y <= room.maxY; y++) { + for (let x = room.minX; x <= room.maxX; x++) { + let point = new Point(x, y); + let cell = this.#grid.cellAt(x, y); + + room.transformCellAt(point, cell); + cell.characterColor = p.color(255); + } + } + } + } + + #generateRooms() { + let rects = new Array(); + + const sizeRange = NRandomRoomsGenerator.MAX_ROOM_DIMENSION - NRandomRoomsGenerator.MIN_ROOM_DIMENSION; + + while (rects.length < this.#numberOfRooms) { + const randomSize = new Size( + NRandomRoomsGenerator.MIN_ROOM_DIMENSION + randomInt(sizeRange), + NRandomRoomsGenerator.MIN_ROOM_DIMENSION + randomInt(sizeRange) + ); + + const randomOrigin = new Point( + this.#bounds.minX + randomInt(this.#bounds.maxX - randomSize.width), + this.#bounds.minY + randomInt(this.#bounds.maxY - randomSize.height) + ); + + const proposedRoomRect = new Rect(randomOrigin, randomSize); + + // Check that the rect doesn't intersect with any other rects. + if (rects.some(e => e.intersects(proposedRoomRect))) { + continue; + } + + rects.push(proposedRoomRect); + } + + rects.sort((a, b) => { + if (a.origin.x < b.origin.x) { return -1; } + if (a.origin.x > b.origin.x) { return 1; } + if (a.origin.y < b.origin.y) { return -1; } + if (a.origin.y > b.origin.y) { return 1; } + return 0; + }); + + this.#rooms = rects.map(r => new Room(r.insetRect(1))); + } +} + +class TunnelGenerator { + static MAX_DOORS = 100; + + #grid; + #passes = 3; + #numberOfDoorsPlaced = 0; + + constructor(grid, passes) { + this.#grid = grid; + if (passes) { this.#passes = passes; } + } + + generate(p) { + console.group("Digging tunnels"); + + if (this.#passes >= 1) { + this.#doPassOne(p); + } + + if (this.#passes >= 2) { + this.#doPassTwo(p); + } + + if (this.#passes >= 3) { + this.#doPassThree(p); + } + + console.groupEnd(); + } + + #doPassOne(p) { + console.group("Pass 1"); + this.#iterateAndConnectRoomsWithOffset(p, 1); + console.groupEnd(); + } + + #doPassTwo(p) { + console.group("Pass 2"); + this.#iterateAndConnectRoomsWithOffset(p, 2); + console.groupEnd(); + } + + #doPassThree(p) { + console.group("Pass 3"); + this.#iterateAndConnectRoomsWithOffset(p, 3); + console.groupEnd(); + } + + #iterateAndConnectRoomsWithOffset(p, offset) { + let rooms = this.#grid.rooms; + const numberOfRooms = rooms.length; + for (let i = 0; i < numberOfRooms - offset; i++) { + let fromRoom = rooms[i]; + let toRoom = rooms[i + offset]; + + let [fromPoint, toPoint] = this.#findPointFromRoomToRoom(fromRoom, toRoom); + if (!fromPoint || !toPoint) { + continue; + } + + for (let neighbor of fromPoint.neighbors()) { + if (!this.#grid.pointIsInBounds(neighbor)) { + continue; + } + + let cell = this.#grid.cellAt(neighbor.x, neighbor.y); + if ((neighbor.x === fromPoint.x || neighbor.y === fromPoint.y) && cell.canBecomeDoor()) { + cell.doorClosed(); + this.#numberOfDoorsPlaced++; + break; + } + } + + const successfullyFoundTargetPoint = this.#digCorridorFromPointToPoint(p, fromPoint, toPoint); + + if (successfullyFoundTargetPoint) { + for (let neighbor of toPoint.neighbors()) { + if (!this.#grid.pointIsInBounds(neighbor)) { + continue; + } + + let cell = this.#grid.cellAt(neighbor.x, neighbor.y); + if ((neighbor.x === toPoint.x || neighbor.y === toPoint.y) && cell.canBecomeDoor()) { + cell.doorClosed(); + this.#numberOfDoorsPlaced++; + break; + } + } + } + } + } + + /** + * Dig a corridor from fromPoint to toPoint, assuming that both points are adjacent to valid locations for doors on + * the map. + * + * This is as close a copy of dig_corridor in the Nethack source as I could muster. It's not exactly pretty. This + * method assumed + */ + #digCorridorFromPointToPoint(p, fromPoint, toPoint) { + const MAX_STEPS = 500; + + if (!fromPoint || !toPoint) { + return; + } + + const fromX = fromPoint.x; + const toX = toPoint.x; + const fromY = fromPoint.y; + const toY = toPoint.y; + + let curX = fromX; + let curY = fromY; + + let dx = 0; + let dy = 0; + + // Set up the initial direction of the dig. + if (toX > curX) { + dx = 1; + } else if (toY > curY) { + dy = 1; + } else if (toX < curX) { + dx = -1; + } else { + dy = -1; + } + + curX -= dx; + curY -= dy; + + let steps = 0; + while (curX !== toX || curY !== toY) { + if (steps++ > MAX_STEPS) { + return false; + } + + curX += dx; + curY += dy; + + if (curX >= this.#grid.width - 1 || curX <= 0 || curY <= 0 || curY >= this.#grid.height - 1) { + return false; + } + + let cell = this.#grid.cellAt(curX, curY); + if (cell.isEmpty()) { + cell.corridor(); + } else if (!cell.isCorridor()) { + return false; + } + + let dix = Math.abs(curX - toX); + let diy = Math.abs(curY - toY); + + if (dix > diy && diy) { + const random = randomInt(dix - diy + 1); + if (!random) { + dix = 0; + } + } else if (diy > dix && dix) { + const random = randomInt(dix - diy + 1); + if (!random) { + diy = 0; + } + } + + if (dy && dix > diy) { + const ddx = curX > toX ? -1 : 1; + + let cell = this.#grid.cellAt(curX + ddx, curY); + if (cell.isEmpty() || cell.isCorridor()) { + dx = ddx; + dy = 0; + continue; + } + } else if (dx && diy > dix) { + const ddy = curY > toY ? -1 : 1; + + let cell = this.#grid.cellAt(curX, curY + ddy); + if (cell.isEmpty() || cell.isCorridor()) { + dy = ddy; + dx = 0; + continue; + } + } + + cell = this.#grid.cellAt(curX + dx, curY + dy); + if (cell.isEmpty() || cell.isCorridor()) { + continue; + } + + if (dx) { + dx = 0; + dy = toY < curY ? -1 : 1; + } else { + dy = 0; + dx = toX < curX ? -1 : 1; + } + + cell = this.#grid.cellAt(curX + dx, curY + dy); + if (cell.isEmpty() || cell.isCorridor()) { + continue; + } + + dy = -dy; + dx = -dx; + } + + return true; + } + + #findPointFromRoomToRoom(fromRoom, toRoom) { + const fromRoomBounds = fromRoom.bounds; + const toRoomBounds = toRoom.bounds; + + let foundFromPoint = false; + let foundToPoint = false; + + let fromPoint; + let toPoint; + if (fromRoomBounds.maxX < toRoomBounds.minX) { + // fromRoom is farther left than toRoom + + fromPoint = new Point(fromRoomBounds.maxX, fromRoomBounds.minY + 1 + randomInt(fromRoomBounds.height - 2)); + foundFromPoint = this.#canPlaceDoorAt(fromPoint); + + for (let y of fromRoomBounds.yCoordinates()) { + fromPoint.y = y; + foundFromPoint = this.#canPlaceDoorAt(fromPoint); + if (foundFromPoint) { + break; + } + } + + if (!foundFromPoint) { + return []; + } + + toPoint = new Point(toRoomBounds.minX, toRoomBounds.minY + 1 + randomInt(toRoomBounds.height - 2)); + foundToPoint = this.#canPlaceDoorAt(toPoint); + + for (let y of toRoomBounds.yCoordinates()) { + toPoint.y = y; + foundToPoint = this.#canPlaceDoorAt(toPoint); + if (foundToPoint) { + break; + } + } + + if (!foundToPoint) { + return []; + } + + fromPoint.x += 1; + toPoint.x -= 1; + } else if (fromRoomBounds.minX > toRoomBounds.maxX) { + // fromRoom is farther right than toRoomBounds. + + fromPoint = new Point(toRoomBounds.maxX, toRoomBounds.minY + 1 + randomInt(toRoomBounds.height - 2)); + foundFromPoint = this.#canPlaceDoorAt(fromPoint); + + for (let y of toRoomBounds.yCoordinates()) { + fromPoint.y = y; + foundFromPoint = this.#canPlaceDoorAt(fromPoint); + if (foundFromPoint) { + break; + } + } + + if (!foundFromPoint) { + return []; + } + + toPoint = new Point(fromRoomBounds.minX, fromRoomBounds.minY + 1 + randomInt(fromRoomBounds.height - 2)); + foundToPoint = this.#canPlaceDoorAt(toPoint); + + for (let y of fromRoomBounds.yCoordinates()) { + toPoint.y = y; + foundToPoint = this.#canPlaceDoorAt(toPoint); + if (foundToPoint) { + break; + } + } + + if (!foundToPoint) { + return []; + } + + fromPoint.x -= 1; + toPoint.x += 1; + } else if (fromRoomBounds.maxY < (toRoomBounds.minY - 1)) { + // fromRoom is above toRoom + + fromPoint = new Point(fromRoomBounds.minX + 1 + randomInt(fromRoomBounds.width - 2), fromRoomBounds.maxY); + foundFromPoint = this.#canPlaceDoorAt(fromPoint); + + for (let x of fromRoomBounds.xCoordinates()) { + fromPoint.x = x; + foundFromPoint = this.#canPlaceDoorAt(fromPoint); + if (foundFromPoint) { + break; + } + } + + if (!foundFromPoint) { + return []; + } + + toPoint = new Point(toRoomBounds.minX + 1 + randomInt(toRoomBounds.width - 2), toRoomBounds.minY); + foundToPoint = this.#canPlaceDoorAt(toPoint); + + for (let x of toRoomBounds.xCoordinates()) { + toPoint.x = x; + foundToPoint = this.#canPlaceDoorAt(toPoint); + if (foundToPoint) { + break; + } + } + + if (!foundToPoint) { + return []; + } + + fromPoint.y += 1; + toPoint.y -= 1; + } else if (fromRoomBounds.minY > (toRoomBounds.maxY + 1)) { + // fromRoom is below toRoom + + fromPoint = new Point(toRoomBounds.minX + 1 + randomInt(toRoomBounds.width - 2), toRoomBounds.maxY); + foundFromPoint = this.#canPlaceDoorAt(fromPoint); + + for (let x of toRoomBounds.xCoordinates()) { + fromPoint.x = x; + foundFromPoint = this.#canPlaceDoorAt(fromPoint); + if (foundFromPoint) { + break; + } + } + + if (!foundFromPoint) { + return []; + } + + toPoint = new Point(fromRoomBounds.minX + 1 + randomInt(fromRoomBounds.width - 2), fromRoomBounds.minY); + foundToPoint = this.#canPlaceDoorAt(toPoint); + + for (let x of fromRoomBounds.xCoordinates()) { + toPoint.x = x; + foundToPoint = this.#canPlaceDoorAt(toPoint); + if (foundToPoint) { + break; + } + } + + if (!foundToPoint) { + return []; + } + + fromPoint.y += 1; + toPoint.y -= 1; + } + + return [fromPoint, toPoint]; + } + + #canPlaceDoorAt(pt) { + if (this.#numberOfDoorsPlaced > TunnelGenerator.MAX_DOORS) { + return false; + } + + if (!this.#grid.cellAt(pt.x, pt.y).canBecomeDoor()) { + return false; + } + + for (let neighbor of pt.neighbors()) { + if (!this.#grid.pointIsInBounds(neighbor)) { + continue; + } + + let cell = this.#grid.cellAt(neighbor.x, neighbor.y); + if (cell.isDoor()) { + return false; + } + } + + return true; + } +} + +function randomInt(n) { + max = Math.floor(n); + return Math.floor(Math.random() * max); +} + +let grid; + +new p5(p => { + const CELL_WIDTH = 20; + const CELL_HEIGHT = Math.floor(CELL_WIDTH * 1.3); + + p.setup = () => { + const container = document.querySelector('#dungeon-background'); + canvasWidth = parseFloat(getComputedStyle(container).width); + canvasHeight = parseFloat(getComputedStyle(container).height); + + let canvas = p.createCanvas(canvasWidth, canvasHeight); + canvas.canvas.removeAttribute('style'); + container.appendChild(canvas.canvas); + + p.pixelDensity(p.displayDensity()); + p.textFont("Courier"); + + const gridBounds = Rect.fromCoordinates( + 0, 0, + Math.ceil(canvasWidth / CELL_WIDTH) - 1, Math.ceil(canvasHeight / CELL_HEIGHT) - 1 + ); + + console.log(`Generating grid with size ${gridBounds.size.width} x ${gridBounds.size.height}`); + + grid = new Grid(gridBounds.size.width, gridBounds.size.height); + grid.generate(p, NRandomRoomsGenerator, TunnelGenerator); + } + + p.draw = () => { + p.textSize(CELL_HEIGHT); + + for (let y = 0; y < grid.height; y++) { + for (let x = 0; x < grid.width; x++) { + let cell = grid.cellAt(x, y); + + let fillColor = cell.characterColor ? cell.characterColor : p.color(255); + p.fill(fillColor); + + p.textAlign(p.CENTER, p.CENTER); + p.text(cell.character, x * CELL_WIDTH, y * CELL_HEIGHT, CELL_WIDTH, CELL_HEIGHT); + } + } + + p.noLoop(); + }; + +}, '#dungeon-background'); diff --git a/content/nethack/nethack.css b/assets/styles/nethack.css similarity index 60% rename from content/nethack/nethack.css rename to assets/styles/nethack.css index 49f97a3..66a659b 100644 --- a/content/nethack/nethack.css +++ b/assets/styles/nethack.css @@ -5,6 +5,46 @@ --logentry-foreground-color: var(--tag-text-color); } +:root { + --separator-color: rgb(var(--dk-gray)); + --box-shadow-color: rgba(var(--dk-gray), 0.8); + --body-code-background-color: rgb(var(--dk-gray)); + + --heading-color: rgb(var(--white)); + --header-series-arrow-foreground-color: rgb(var(--super-dk-gray)); + + --html-background-color: rgb(var(--black)); + --html-color: rgba(var(--white), 0.8); + + --platter-background-color: rgba(var(--black), var(--platter-background-opacity)); + --platter-backdrop-filter: brightness(0.66) blur(10px); + + --tag-foreground-color: rgb(var(--sub-lt-gray)); + --tag-background-color: rgb(var(--dk-gray)); + --tag-spacer-foreground-color: rgb(var(--super-dk-gray)); + --tag-hover-background-color: rgb(var(--super-dk-gray)); + --tag-hover-foreground-color: rgb(var(--mid-gray)); + + --twitter-icon: url(/icons/twitter-dark.svg); + --github-icon: url(/icons/github-dark.svg); + --instagram-icon: url(/icons/instagram-dark.svg); + --feed-icon: url(/icons/rss-dark.svg); +} + +main { + background: black; +} + +#dungeon-background { + width: 100vw; + height: 100vh; + position: fixed; + top: 0; + left: 0; + z-index: -1; + filter: brightness(0.3); +} + .logfile { margin-block-start: 0; margin-inline-start: 0; diff --git a/content/nethack/index.md b/content/nethack/index.md index b8bda90..b6c9a5c 100644 --- a/content/nethack/index.md +++ b/content/nethack/index.md @@ -2,6 +2,7 @@ title: "Nethack" description: In which I play way too much of a silly command line Roguelike game. date: 2022-04-13T08:43:46-07:00 +type: nethack --- Every so often I get hooked on [this game][nethack]. It's a command line diff --git a/data/nethack/logfile/electra.json b/data/nethack/logfile/electra.json index 94ee19f..d0f871e 100644 --- a/data/nethack/logfile/electra.json +++ b/data/nethack/logfile/electra.json @@ -1,5 +1,5 @@ { - "generated": "2023-01-22T14:30:06.645622", + "generated": "2023-02-04T18:23:39.913496", "logfile": [ { "score": 1395, @@ -1350,6 +1350,56 @@ "user_id": 501, "nethack_version": "3.6.6" } + }, + { + "score": 0, + "dungeon": { + "n": 0, + "name": "The Dungeons of Doom", + "level": { + "n": 1, + "descriptive": "Level 1" + }, + "max_level": { + "n": 1, + "descriptive": "Level 1" + } + }, + "end_date": "2023-02-04", + "start_date": "2023-02-04", + "character": { + "name": "Eryn", + "descriptor": "Eryn-Val-Hum-Fem-Law", + "hp": { + "n": 16, + "max": 16 + }, + "role": { + "short": "Val", + "descriptive": "Valkyrie" + }, + "race": { + "short": "Hum", + "descriptive": "Human" + }, + "gender": { + "short": "Fem", + "descriptive": "Female" + }, + "alignment": { + "short": "Law", + "descriptive": "Lawful" + } + }, + "death": { + "n": 0, + "cause": "quit" + }, + "system": { + "hostname": "electra", + "user_id": 501, + "nethack_version": "3.6.6" + } } ] } diff --git a/layouts/_default/baseof.html b/layouts/_default/baseof.html index bdc0e5a..ae0dbb9 100644 --- a/layouts/_default/baseof.html +++ b/layouts/_default/baseof.html @@ -4,6 +4,7 @@
{{ block "body" . -}} + {{ block "before" . }}{{ end }} {{ block "header" . }}{{ partial "header.html" .}}{{ end }}