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package main
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import (
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"fmt"
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"sort"
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"strconv"
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"strings"
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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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handler func(*Connection, ...string)
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mobile bool
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debug bool // marks command as a debug mode command
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}
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var infoCommand = &Command{
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name: "info",
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help: "gives you some info about your current position",
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handler: func(conn *Connection, args ...string) {
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fmt.Fprintf(conn, "current planet: %s\n", conn.System().name)
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fmt.Fprintf(conn, "bombs: %d\n", conn.bombs)
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fmt.Fprintf(conn, "money: %d space duckets\n", conn.money)
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},
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}
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var nearbyCommand = &Command{
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name: "nearby",
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help: "list objects nearby",
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handler: func(conn *Connection, args ...string) {
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system := conn.System()
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neighbors, err := system.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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fmt.Fprintf(conn, "--------------------------------------------------------------------------------\n")
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fmt.Fprintf(conn, "%-4s %-20s %s\n", "id", "name", "distance")
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fmt.Fprintf(conn, "--------------------------------------------------------------------------------\n")
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for _, neighbor := range neighbors {
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other := index[neighbor.id]
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fmt.Fprintf(conn, "%-4d %-20s %v\n", other.id, other.name, neighbor.distance)
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}
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fmt.Fprintf(conn, "--------------------------------------------------------------------------------\n")
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},
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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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Star Dragons is a stupid name, but it's the name that Brian suggested. It has
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nothing to do with Dragons.
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Anyway, Star Dragons is a game of cunning text-based, real-time strategy. You
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play as some kind of space-faring entity, faring space in your inspecific
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space-faring vessel. If you want a big one, it's big; if you want a small one,
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it's small. If you want a pink one, it's pink, if you want a black one, it's
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black. And so on, and so forth. It is the space craft of your dreams. Or
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perhaps you are one of those insect-like alien races and you play as the queen.
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Yeah, that's the ticket! You're the biggest baddest queen bug in space.
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In Star Dragons, you issue your spacecraft (which is *not* called a Dragon)
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textual commands to control it. The objective of the game is to be the first
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person or alien or bug or magical space ponycorn to eradicate three enemy
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species. Right now that is the only win condition.
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All of the systems present in Star Dragons are named and positioned after known
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exoplanet systems. When attempting to communicate from one star system to
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another, it takes time for the light of your message to reach the other star
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systems. Star systems that are farther away take longer to communicate with.
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`
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msg = strings.TrimSpace(msg)
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fmt.Fprintln(conn, msg)
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if len(args) == 0 {
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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, ok := commandRegistry[cmdName]
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if !ok {
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fmt.Fprintf(conn, "no such command: %v\n", cmdName)
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continue
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}
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fmt.Fprintf(conn, "%v: %v\n", cmdName, cmd.help)
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}
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},
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}
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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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handler: func(conn *Connection, args ...string) {
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names := make([]string, 0, len(commandRegistry))
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for name, _ := range commandRegistry {
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names = append(names, name)
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}
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sort.Strings(names)
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fmt.Fprintln(conn, "--------------------------------------------------------------------------------")
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for _, name := range names {
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cmd := commandRegistry[name]
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fmt.Fprintf(conn, "%-16s %s\n", name, cmd.help)
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}
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fmt.Fprintln(conn, "--------------------------------------------------------------------------------")
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},
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}
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var scanCommand = &Command{
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name: "scan",
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help: "super duper scan",
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handler: func(conn *Connection, args ...string) {
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if !conn.CanScan() {
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fmt.Fprintf(conn, "scanners are still recharging. Can scan again in %v\n", conn.NextScan())
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return
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}
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currentGame.Register(NewScan(conn.System()))
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conn.RecordScan()
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},
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}
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var broadcastCommand = &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(conn *Connection, args ...string) {
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msg := strings.Join(args, " ")
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system := conn.System()
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b := NewBroadcast(system, msg)
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log_info("player %s send broadcast from system %s: %v\n", conn.PlayerName(), system.Label(), msg)
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currentGame.Register(b)
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},
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}
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var gotoCommand = &Command{
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name: "goto",
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help: "moves to a different system, specified by either name or ID",
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handler: func(conn *Connection, args ...string) {
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dest_name := strings.Join(args, " ")
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to, ok := nameIndex[dest_name]
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if ok {
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conn.TravelTo(to)
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return
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}
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id_n, err := strconv.Atoi(dest_name)
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if err != nil {
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fmt.Fprintf(conn, `hmm, I don't know a system by the name "%s", try something else`, dest_name)
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return
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}
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to, ok = index[id_n]
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if !ok {
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fmt.Fprintf(conn, `oh dear, there doesn't seem to be a system with id %d`, id_n)
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return
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}
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conn.TravelTo(to)
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},
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}
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var mineCommand = &Command{
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name: "mine",
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help: "mines the current system for resources",
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handler: func(conn *Connection, args ...string) {
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conn.Mine()
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},
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}
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var colonizeCommand = &Command{
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name: "colonize",
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help: "establishes a mining colony on the current system",
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handler: func(conn *Connection, arg ...string) {
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system := conn.System()
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if conn.money > 2000 {
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conn.Withdraw(2000)
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if system.colonizedBy != nil {
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fmt.Fprintf(system.colonizedBy, "your colony on %s has been stolen by %s\n", system.Label(), conn.PlayerName())
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}
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system.colonizedBy = conn
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fmt.Fprintf(conn, "set up a mining colony on %s\n", conn.System().name)
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} else {
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fmt.Fprintf(conn, "not enough money! it costs 2000 duckets to start a mining colony\n")
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}
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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 bombCommand = &Command{
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name: "bomb",
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help: "bombs a system, with a big space bomb",
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handler: func(conn *Connection, args ...string) {
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dest_name := strings.Join(args, " ")
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to, ok := nameIndex[dest_name]
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if ok {
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conn.SendBomb(to)
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return
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}
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id_n, err := strconv.Atoi(dest_name)
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if err != nil {
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fmt.Fprintf(conn, `hmm, I don't know a system by the name "%s", try something else\n`, dest_name)
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return
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}
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to, ok = index[id_n]
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if !ok {
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fmt.Fprintf(conn, `oh dear, there doesn't seem to be a system with id %d\n`, id_n)
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return
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}
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conn.SendBomb(to)
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},
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}
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var mkBombCommand = &Command{
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name: "mkbomb",
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help: "make a bomb. Costs 500 space duckets",
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handler: func(conn *Connection, args ...string) {
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if conn.money < 500 {
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fmt.Fprintf(conn, "not enough money! Bombs cost 500 space duckets to build, you only have %d in the bank.\n", conn.money)
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return
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}
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conn.Withdraw(500)
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conn.bombs += 1
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fmt.Fprintf(conn, "built a bomb!\n")
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fmt.Fprintf(conn, "bombs: %d\n", conn.bombs)
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fmt.Fprintf(conn, "money: %d space duckets\n", conn.money)
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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 currentGame.connections {
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fmt.Fprintf(conn, "%v\n", other.PlayerName())
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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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func isCommand(name string) bool {
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_, ok := commandRegistry[name]
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return ok
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}
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func runCommand(conn *Connection, name string, args ...string) {
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cmd, ok := commandRegistry[name]
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if !ok {
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fmt.Fprintf(conn, "no such command: %s\n", name)
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return
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}
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if conn.dead {
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fmt.Fprintf(conn, "you're dead.\n")
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return
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}
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if conn.InTransit() && !cmd.mobile {
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fmt.Fprintf(conn, "command %s can not be used while in transit\n", name)
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return
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}
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if conn.IsMining() {
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conn.StopMining()
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}
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cmd.handler(conn, args...)
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}
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func registerCommand(c *Command) {
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if c.debug {
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if options.debug {
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commandRegistry[c.name] = c
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log_info("registered debug command: %s", c.name)
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}
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} else {
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commandRegistry[c.name] = c
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log_info("registered command: %s", c.name)
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}
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}
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func setupCommands() {
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commandRegistry = make(map[string]*Command, 16)
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registerCommand(bombCommand)
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registerCommand(broadcastCommand)
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registerCommand(colonizeCommand)
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registerCommand(commandsCommand)
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registerCommand(gotoCommand)
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registerCommand(helpCommand)
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registerCommand(infoCommand)
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registerCommand(mineCommand)
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registerCommand(mkBombCommand)
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registerCommand(nearbyCommand)
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registerCommand(playersCommand)
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registerCommand(scanCommand)
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registerCommand(winCommand)
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registerCommand(balCommand)
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}
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