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package main
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import (
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"fmt"
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"time"
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)
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type TravelState struct {
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CommandSuite
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start *System
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dest *System
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travelled float64 // distance traveled so far in parsecs
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dist float64 // distance between start and end in parsecs
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}
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func NewTravel(c *Connection, start, dest *System) ConnectionState {
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t := &TravelState{
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start: start,
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dest: dest,
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dist: start.DistanceTo(dest),
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}
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t.CommandSuite = CommandSet{
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helpCommand,
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playersCommand,
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balCommand,
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Command{
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name: "progress",
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help: "displays how far you are along your travel",
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arity: 0,
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handler: t.progress,
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},
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Command{
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name: "eta",
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help: "displays estimated time of arrival",
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arity: 0,
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handler: func(c *Connection, args ...string) {
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c.Printf("Remaining: %v\n", t.remaining())
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c.Printf("Current time: %v\n", time.Now())
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c.Printf("ETA: %v\n", t.eta())
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},
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},
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}
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return t
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}
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func (t *TravelState) Enter(c *Connection) {
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c.Printf("Leaving %v, bound for %v.\n", t.start, t.dest)
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c.Printf("Trip duration: %v\n", t.tripTime())
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c.Printf("Current time: %v\n", time.Now())
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c.Printf("ETA: %v\n", t.eta())
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}
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func (t *TravelState) Tick(c *Connection, frame int64) ConnectionState {
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t.travelled += options.playerSpeed * options.lightSpeed
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if t.travelled >= t.dist {
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return Idle(t.dest)
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}
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return t
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}
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func (t *TravelState) Exit(c *Connection) {
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c.Printf("You have arrived at %v.\n", t.dest)
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}
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func (t *TravelState) String() string {
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return fmt.Sprintf("Traveling from %v to %v", t.start, t.dest)
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}
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func (t *TravelState) progress(c *Connection, args ...string) {
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c.Printf("%v\n", t.travelled/t.dist)
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}
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func (t *TravelState) remaining() time.Duration {
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remaining := t.dist - t.travelled
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frames := remaining / (options.playerSpeed * options.lightSpeed)
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return framesToDur(int64(frames))
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}
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func (t *TravelState) eta() time.Time {
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// distance remaining in parsecs
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return time.Now().Add(t.remaining())
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}
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func (t *TravelState) tripTime() time.Duration {
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frames := t.dist / (options.playerSpeed * options.lightSpeed)
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return framesToDur(int64(frames))
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}
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