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package sim
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import (
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"encoding/json"
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"fmt"
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"time"
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"github.com/gorilla/websocket"
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"github.com/jordanorelli/astro-domu/internal/math"
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"github.com/jordanorelli/astro-domu/internal/wire"
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"github.com/jordanorelli/blammo"
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)
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type player struct {
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*blammo.Log
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name string
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outbox chan wire.Response
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pending *Request
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avatar *entity
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inventory []*entity
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stop chan bool
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fullSync bool
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}
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func (p *player) start(c chan Request, conn *websocket.Conn, r *room) {
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welcome := wire.Welcome{
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Rooms: make(map[string]wire.Room),
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Players: make(map[string]wire.Player),
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Inventory: make([]wire.Entity, 0),
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Avatar: wire.Entity{
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ID: p.avatar.ID,
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Glyph: p.avatar.Glyph,
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},
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}
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p.inventory = make([]*entity, 0, 16)
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ents := make(map[int]wire.Entity)
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for id, e := range r.allEntities() {
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ents[id] = wire.Entity{
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ID: id,
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Position: e.Position,
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Glyph: e.Glyph,
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}
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}
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welcome.Rooms[r.name] = wire.Room{
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Name: r.name,
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Rect: r.Rect,
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Entities: ents,
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}
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for _, p := range r.players {
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wp := wire.Player{
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Name: p.name,
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Room: r.name,
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}
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if p.avatar != nil {
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wp.Avatar = p.avatar.ID
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}
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welcome.Players[p.name] = wp
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}
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p.Info("sending welcome to outbox")
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p.send(wire.Response{Re: 1, Body: welcome})
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p.Info("sent welcome, starting loops")
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p.stop = make(chan bool, 1)
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go p.readLoop(c, conn)
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go p.runLoop(conn)
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}
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func (p *player) readLoop(c chan Request, conn *websocket.Conn) {
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p.Info("readLoop started")
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defer p.Info("readLoop ended")
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for {
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_, b, err := conn.ReadMessage()
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if err != nil {
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p.Error("read error: %v", err)
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conn.Close()
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c <- Request{
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From: p.name,
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Wants: effect(func(w *world, r *room, p *player, seq int) result {
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r.removePlayer(p.name)
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return result{}
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}),
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}
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p.stop <- false
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return
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}
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p.Log.Child("received-frame").Info(string(b))
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var req wire.Request
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if err := json.Unmarshal(b, &req); err != nil {
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p.Error("unable to parse request: %v", err)
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continue
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}
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effect, ok := req.Body.(Effect)
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if !ok {
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p.Error("request is not an effect, is %T", req.Body)
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continue
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}
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c <- Request{
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From: p.name,
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Seq: req.Seq,
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Wants: effect,
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}
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}
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}
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func (p *player) runLoop(conn *websocket.Conn) {
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p.Info("runLoop started")
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defer p.Info("runLoop ended")
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for {
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select {
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case res := <-p.outbox:
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if err, ok := res.Body.(error); ok {
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p.Error("sending error: %s", err)
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}
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if err := sendResponse(conn, res); err != nil {
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p.Error(err.Error())
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}
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case sendCloseFrame := <-p.stop:
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if sendCloseFrame {
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p.Info("sending close frame")
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msg := websocket.FormatCloseMessage(websocket.CloseNormalClosure, "")
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if err := conn.WriteMessage(websocket.CloseMessage, msg); err != nil {
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p.Error("failed to write close message: %v", err)
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} else {
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p.Info("sent close frame")
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}
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}
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return
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}
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}
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}
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func (p *player) send(res wire.Response) bool {
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select {
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case p.outbox <- res:
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return true
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default:
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select {
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case <-p.outbox:
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return p.send(res)
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default:
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return false
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}
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}
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}
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func sendResponse(conn *websocket.Conn, res wire.Response) error {
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payload, err := json.Marshal(res)
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if err != nil {
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return fmt.Errorf("failed to marshal outgoing response: %w", err)
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}
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if err := conn.SetWriteDeadline(time.Now().Add(3 * time.Second)); err != nil {
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return fmt.Errorf("failed to set write deadline: %w", err)
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}
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w, err := conn.NextWriter(websocket.TextMessage)
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if err != nil {
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return fmt.Errorf("failed get a writer frame: %w", err)
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}
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if _, err := w.Write(payload); err != nil {
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return fmt.Errorf("failed write payload: %w", err)
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}
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if err := w.Close(); err != nil {
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return fmt.Errorf("failed to close write frame: %w", err)
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}
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return nil
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}
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func (p *player) removeItem(id int) *entity {
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for i, e := range p.inventory {
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if e.ID == id {
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p.inventory = append(p.inventory[:i], p.inventory[i+1:]...)
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return e
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}
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}
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return nil
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}
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func (p *player) peekItem(id int) *entity {
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for _, e := range p.inventory {
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if e.ID == id {
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return e
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}
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}
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return nil
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}
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func (p *player) update(*entity, time.Duration) {}
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type spawnPlayer struct{}
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func (s spawnPlayer) exec(w *world, r *room, p *player, seq int) result {
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p.fullSync = true
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p.inventory = append(p.inventory, &entity{
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ID: <-w.nextID,
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Glyph: 'p',
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solid: false,
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name: "a potato",
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description: "it's a potato, what more information could you need?",
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pickupable: true,
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behavior: &potato{},
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})
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for n, _ := range r.tiles {
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t := &r.tiles[n]
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pos := math.Vec{n % r.Width, n / r.Width}
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p.avatar.Position = pos
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if t.addEntity(p.avatar) {
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p.Info("player added to tile at %s", pos)
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return result{}
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}
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}
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return result{}
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}
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type Move math.Vec
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func (Move) NetTag() string { return "move" }
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func (m *Move) exec(w *world, r *room, p *player, seq int) result {
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pos := p.avatar.Position
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target := pos.Add(math.Vec(*m))
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p.Info("running move for player %s from %v to %v", p.name, p.avatar.Position, target)
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if !r.Contains(target) {
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p.Error("target cell (%d, %d) is out of bounds", target.X, target.Y)
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return result{reply: wire.Errorf("target cell (%d, %d) is out of bounds", target.X, target.Y)}
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}
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currentTile := r.getTile(pos)
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if !currentTile.hasEntity(p.avatar.ID) {
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p.Error("player cannot move off of %s because they were not actually there", pos)
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p.Error("tile %d: %v", pos, currentTile)
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return result{reply: wire.Errorf("player cannot move off of %s because they were not actually there", pos)}
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}
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nextTile := r.getTile(target)
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if nextTile.isOccupied() {
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p.Error("target cell (%d, %d) is occupied", target.X, target.Y)
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return result{reply: wire.Errorf("target cell (%d, %d) is occupied", target.X, target.Y)}
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}
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currentTile.removeEntity(p.avatar.ID)
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nextTile.addEntity(p.avatar)
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p.avatar.Position = target
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return result{reply: wire.OK{}}
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}
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type LookAt math.Vec
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func (LookAt) NetTag() string { return "look-at" }
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func (l *LookAt) exec(w *world, r *room, p *player, seq int) result {
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pos := p.avatar.Position
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target := pos.Add(math.Vec(*l))
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nextTile := r.getTile(target)
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p.Info("looked at: %v", nextTile)
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look := &Look{Here: make([]LookItem, 0, len(nextTile.here))}
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for _, e := range nextTile.here {
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look.Here = append(look.Here, LookItem{Name: e.name})
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}
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return result{reply: look}
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}
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type Look struct {
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Here []LookItem `json:"here"`
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}
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func (l Look) NetTag() string { return "look" }
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type LookItem struct {
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Name string `json:"name"`
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}
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type Pickup math.Vec
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func (Pickup) NetTag() string { return "pickup" }
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func (pu *Pickup) exec(w *world, r *room, pl *player, seq int) result {
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pos := pl.avatar.Position
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target := pos.Add(math.Vec(*pu))
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nextTile := r.getTile(target)
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if len(nextTile.here) == 1 {
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e := nextTile.here[0]
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if !e.pickupable {
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return result{reply: wire.Errorf("the %s cannot be picked up", e.name)}
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}
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nextTile.here = nextTile.here[0:0]
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pl.inventory = append(pl.inventory, e)
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return result{reply: Pickedup{ID: e.ID, Name: e.name}}
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}
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return result{reply: wire.Errorf("nothing here")}
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}
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type Pickedup struct {
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ID int `json:"id"`
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Name string `json:"name"`
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}
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func (p Pickedup) NetTag() string { return "pickedup" }
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type Putdown struct {
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ID int `json:"id"`
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Location math.Vec `json:"loc"`
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}
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func (pd *Putdown) exec(w *world, r *room, pl *player, seq int) result {
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pos := pl.avatar.Position
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if pos.MDist(pd.Location) > 1 {
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return result{reply: wire.Errorf("destination tile %v is too far from your current location at %v", pd.Location, pos)}
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}
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nextTile := r.getTile(pd.Location)
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if nextTile == nil {
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return result{reply: wire.Errorf("no tile at location %v", pd.Location)}
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}
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item := pl.peekItem(pd.ID)
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if item == nil {
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return result{reply: wire.Errorf("you're not holding an item with ID %d", pd.ID)}
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}
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if item.solid {
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for _, e := range nextTile.here {
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if e.solid {
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return result{reply: wire.Errorf("you can't put a %s on top of a %s", item.name, e.name)}
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}
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}
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}
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item = pl.removeItem(pd.ID)
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item.Position = pd.Location
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nextTile.addEntity(item)
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return result{reply: wire.OK{}}
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}
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func (Putdown) NetTag() string { return "put-down" }
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var lastEntityID = 0
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func init() {
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wire.Register(func() wire.Value { return new(Move) })
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wire.Register(func() wire.Value { return new(Look) })
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wire.Register(func() wire.Value { return new(LookAt) })
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wire.Register(func() wire.Value { return new(Pickup) })
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wire.Register(func() wire.Value { return new(Pickedup) })
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wire.Register(func() wire.Value { return new(Putdown) })
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}
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