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package main
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import (
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"strings"
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"time"
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)
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var banner = `
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##############################################################################################
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/$$$$$$$$ /$$
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| $$_____/ | $$
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| $$ /$$ /$$ /$$$$$$ /$$$$$$$ /$$$$$$ | $$ /$$$$$$ /$$$$$$$ /$$ /$$ /$$$$$$$
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| $$$$$ | $$ /$$/ /$$__ $$ /$$_____/ /$$__ $$| $$ /$$__ $$| $$__ $$| $$ | $$ /$$_____/
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| $$__/ \ $$$$/ | $$ \ $$| $$ | $$ \ $$| $$| $$ \ $$| $$ \ $$| $$ | $$| $$$$$$
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| $$ >$$ $$ | $$ | $$| $$ | $$ | $$| $$| $$ | $$| $$ | $$| $$ | $$ \____ $$
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| $$$$$$$$ /$$/\ $$| $$$$$$/| $$$$$$$| $$$$$$/| $$| $$$$$$/| $$ | $$| $$$$$$/ /$$$$$$$/
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|________/|__/ \__/ \______/ \_______/ \______/ |__/ \______/ |__/ |__/ \______/ |_______/
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~+
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* +
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' |
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() .-.,="''"=. - o -
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'=/_ \ |
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* | '=._ |
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\ '=./', '
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. '=.__.=' '=' *
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+ +
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O * ' .
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A game of dark cunning in the vast unknown of space by Jordan Orelli.
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##############################################################################################
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`
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type LobbyState struct {
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CommandSuite
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NopExit
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}
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func EnterLobby() ConnectionState {
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return &LobbyState{
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CommandSuite: CommandSet{
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newGameCommand,
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joinGameCommand,
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},
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}
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}
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func (st *LobbyState) String() string { return "Lobby" }
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func (st *LobbyState) Enter(c *Connection) {
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c.Printf(strings.TrimSpace(banner))
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time.Sleep(1 * time.Second)
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for {
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c.Printf("\n\nWhat is your name, adventurer?\n")
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name, err := c.ReadString('\n')
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if err == nil {
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name = strings.TrimSpace(name)
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} else {
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log_error("player failed to connect: %v", err)
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return
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}
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if !ValidName(name) {
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c.Printf("that name is illegal.\n")
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continue
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}
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log_info("player connected: %v", name)
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profile, err := loadProfile(name)
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if err != nil {
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log_error("could not read profile: %v", err)
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profile = &Profile{name: name}
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if err := profile.Create(); err != nil {
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log_error("unable to create profile record: %v", err)
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}
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c.Printf("you look new around these parts, %s.\n", profile.name)
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c.Printf(`if you'd like a description of how to play, type the "help" command\n`)
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c.profile = profile
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} else {
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c.profile = profile
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c.Printf("Welcome back, %s.\n", profile.name)
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}
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break
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}
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c.ListCommands()
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}
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func (st *LobbyState) Tick(c *Connection, frame int64) ConnectionState { return st }
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func (st *LobbyState) FillStatus(c *Connection, s *status) {
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s.Description = strings.TrimSpace(`
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Currently in the Lobby, waiting for you to issue a "new" command to start a new
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game, or a "join" command to join an existing game.
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`)
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}
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var newGameCommand = Command{
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name: "new",
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summary: "starts a new game",
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arity: 0,
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variadic: false,
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handler: func(c *Connection, args ...string) {
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c.Printf("Starting a new game...\n")
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game := gm.NewGame()
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log_info("%s Created game: %s", c.profile.name, game.id)
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go game.Run()
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c.game = game
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c.Printf("Now playing in game: %s\n\n", game.id)
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c.Line()
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c.game.Join(c)
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c.SetState(game.SpawnPlayer())
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},
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debug: false,
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}
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var joinGameCommand = Command{
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name: "join",
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summary: "joins an existing game",
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usage: "join [game-code]",
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arity: 1,
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variadic: false,
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handler: func(c *Connection, args ...string) {
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if len(args) == 0 {
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c.Printf(strings.TrimLeft(`
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Missing game code! When a player starts a game, they will be given a code to
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identify their game. Use this game to join the other player's game.
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Usage: join [game-code]`, " \n\t"))
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return
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}
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id := args[0]
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game := gm.Get(id)
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c.game = game
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log_info("%s Joining game: %s", c.profile.name, c.game.id)
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c.SetState(game.SpawnPlayer())
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c.game.Join(c)
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},
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debug: false,
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}
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