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package main
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import (
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"fmt"
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"strings"
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"text/template"
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)
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var commandRegistry map[string]*Command
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type Command struct {
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name string
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help string
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arity int
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variadic bool
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handler func(*Connection, ...string)
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debug bool // marks command as a debug mode command
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}
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type CommandSuite interface {
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GetCommand(name string) *Command
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Commands() []Command
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}
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func (c Command) GetCommand(name string) *Command {
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if name == c.name {
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return &c
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}
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return nil
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}
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func (c Command) Commands() []Command {
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return []Command{c}
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}
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type CommandSet []Command
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func (c CommandSet) GetCommand(name string) *Command {
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switch name {
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case "help":
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return &helpCommand
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case "commands":
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return &commandsCommand
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case "status":
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return &statusCommand
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}
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for _, cmd := range c {
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if cmd.name == name {
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return &cmd
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}
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}
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return nil
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}
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func (c CommandSet) Commands() []Command {
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return append([]Command(c), statusCommand, helpCommand, commandsCommand)
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}
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var helpCommand = Command{
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name: "help",
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help: "helpful things to help you",
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handler: func(conn *Connection, args ...string) {
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msg := `
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Exocolonus is a game of cunning text-based, real-time strategy. You play as
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some kind of space-faring entity, faring space in your inspecific space-faring
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vessel. If you want a big one, it's big; if you want a small one, it's small.
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If you want a pink one, it's pink, if you want a black one, it's black. And so
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on, and so forth. It is the space craft of your dreams. Or perhaps you are
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one of those insect-like alien races and you play as the queen. Yeah, that's
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the ticket! You're the biggest baddest queen bug in space.
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In Exocolonus, you issue your spacecraft textual commands to control it. The
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objective of the game is to be the first person or alien or bug or magical
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space ponycorn to eradicate three enemy species. Right now that is the only
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win condition.
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All of the systems present in Exocolonus are named and positioned after known
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exoplanet systems. Each star system in Exocolonus is a real star system that
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has been researched by astronomers, and the number of planets in each system
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corresponds to the number of known exoplanets in those systems. When
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attempting to communicate from one star system to another, it takes time for
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the light of your message to reach the other star systems. Star systems that
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are farther away take longer to communicate with.
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`
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if len(args) == 0 {
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msg = strings.TrimSpace(msg)
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fmt.Fprintln(conn, msg)
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fmt.Fprint(conn, "\n")
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conn.Line()
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fmt.Fprint(conn, "\n")
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fmt.Fprintln(conn, `use the "commands" command for a list of commands.`)
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fmt.Fprintln(conn, `use "help [command-name]" to get info for a specific command.`)
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return
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}
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for _, cmdName := range args {
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cmd := conn.GetCommand(cmdName)
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if cmd == nil {
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conn.Printf("no such command: %v\n", cmdName)
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continue
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}
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conn.Printf("%v: %v\n", cmdName, cmd.help)
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}
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},
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}
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type status struct {
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State string
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Balance int
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Bombs int
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Kills int
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Location string
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Description string
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}
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var statusTemplate = template.Must(template.New("status").Parse(`
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********************************************************************************
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Current State: {{.State}}
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Balance: {{.Balance}}
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Bombs: {{.Bombs}}
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Kills: {{.Kills}}
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Location: {{.Location}}
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{{.Description}}
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********************************************************************************
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`))
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var statusCommand = Command{
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name: "status",
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help: "display your current status",
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handler: func(conn *Connection, args ...string) {
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conn.ConnectionState.PrintStatus(conn)
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},
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}
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// this isn't a real command it just puts command in the list of commands, this
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// is weird and circular, this is a special case.
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var commandsCommand = Command{
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name: "commands",
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help: "gives you a handy list of commands",
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}
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func BroadcastCommand(sys *System) Command {
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return Command{
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name: "broadcast",
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help: "broadcast a message for all systems to hear",
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handler: func(c *Connection, args ...string) {
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msg := strings.Join(args, " ")
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b := NewBroadcast(sys, msg)
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log_info("player %s send broadcast from system %v: %v\n", c.Name(), sys, msg)
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c.game.Register(b)
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},
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}
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}
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func NearbyCommand(sys *System) Command {
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handler := func(c *Connection, args ...string) {
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neighbors, err := sys.Nearby(25)
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if err != nil {
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log_error("unable to get neighbors: %v", err)
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return
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}
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c.Printf("--------------------------------------------------------------------------------\n")
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c.Printf("%-4s %-20s %-12s %s\n", "id", "name", "distance", "trip time")
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c.Printf("--------------------------------------------------------------------------------\n")
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for _, neighbor := range neighbors {
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other := index[neighbor.id]
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dur := NewTravel(c, sys, other).(*TravelState).tripTime()
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c.Printf("%-4d %-20s %-12.6v %v\n", other.id, other.name, neighbor.distance, dur)
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}
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c.Printf("--------------------------------------------------------------------------------\n")
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}
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return Command{
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name: "nearby",
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help: "list nearby star systems",
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arity: 0,
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handler: handler,
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}
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}
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var winCommand = Command{
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name: "win",
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help: "win the game.",
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debug: true,
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handler: func(conn *Connection, args ...string) {
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conn.Win("win-command")
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},
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}
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var playersCommand = Command{
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name: "players",
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help: "lists the connected players",
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handler: func(conn *Connection, args ...string) {
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for other, _ := range conn.game.connections {
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conn.Printf("%v\n", other.Name())
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}
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},
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}
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var balCommand = Command{
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name: "bal",
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help: "displays your current balance in space duckets",
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handler: func(conn *Connection, args ...string) {
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fmt.Fprintln(conn, conn.money)
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},
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}
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