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package main
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import (
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"bufio"
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"fmt"
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"math/rand"
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"net"
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"strings"
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"time"
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)
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var connected = make(map[*Connection]bool, 32)
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type Connection struct {
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net.Conn
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*bufio.Reader
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player *Player
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location *System
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lastScan time.Time
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lastBomb time.Time
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kills int
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dead bool
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money int64
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mining bool
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colonies []*System
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bombs int
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}
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func NewConnection(conn net.Conn) *Connection {
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c := &Connection{
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Conn: conn,
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Reader: bufio.NewReader(conn),
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bombs: 1,
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}
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connected[c] = true
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return c
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}
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func (c *Connection) Login() {
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for {
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fmt.Fprintf(c, "what 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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fmt.Fprintf(c, "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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player, err := loadPlayer(name)
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if err != nil {
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log_error("could not read player: %v", err)
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player = &Player{name: name}
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if err := player.Create(); err != nil {
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}
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fmt.Fprintf(c, "you look new around these parts, %s.\n", player.name)
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fmt.Fprintf(c, `if you'd like a description of how to play, type the "help" command`)
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} else {
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c.player = player
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fmt.Fprintf(c, "welcome back, %s.\n", player.name)
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}
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break
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}
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}
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func (c *Connection) SetSystem(s *System) {
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c.location = s
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}
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func (c *Connection) System() *System {
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return c.location
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}
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func (c *Connection) Close() error {
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log_info("player disconnecting: %s", c.PlayerName())
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delete(connected, c)
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return c.Conn.Close()
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}
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func (c *Connection) PlayerName() string {
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if c.player == nil {
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return ""
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}
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return c.player.name
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}
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func (c *Connection) InTransit() bool {
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return c.location == nil
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}
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func (c *Connection) RecordScan() {
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fmt.Fprintln(c, "scanning known systems for signs of life")
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c.lastScan = time.Now()
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After(1*time.Minute, func() {
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fmt.Fprintln(c, "scanner ready")
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})
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}
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func (c *Connection) RecordBomb() {
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c.lastBomb = time.Now()
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After(15*time.Second, func() {
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fmt.Fprintln(c, "bomb arsenal reloaded")
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})
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}
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func (c *Connection) CanScan() bool {
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return time.Since(c.lastScan) > 1*time.Minute
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}
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func (c *Connection) CanBomb() bool {
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return time.Since(c.lastBomb) > 15*time.Second
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}
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func (c *Connection) NextScan() time.Duration {
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return -time.Since(c.lastScan.Add(time.Minute))
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}
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func (c *Connection) NextBomb() time.Duration {
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return -time.Since(c.lastBomb.Add(15 * time.Second))
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}
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func (c *Connection) MadeKill(victim *Connection) {
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c.kills += 1
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if c.kills == 3 {
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c.Win()
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}
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}
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func (c *Connection) StartMining() {
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fmt.Fprintf(c, "now mining %s with a payout rate of %v\n", c.System().name, c.System().miningRate)
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fmt.Fprintln(c, "(press enter to stop mining)")
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c.mining = true
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}
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func (c *Connection) StopMining() {
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fmt.Fprintf(c, "done mining\n")
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c.mining = false
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}
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func (c *Connection) IsMining() bool {
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return c.mining
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}
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func (c *Connection) Payout() {
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if c.dead {
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return
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}
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reward := int64(rand.NormFloat64()*5.0 + 100.0*c.System().miningRate)
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c.Deposit(reward)
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fmt.Fprintf(c, "mined: %d space duckets. total: %d\n", reward, c.money)
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}
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func (c *Connection) Withdraw(n int64) {
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c.money -= n
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}
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func (c *Connection) Deposit(n int64) {
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c.money += n
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if c.money >= 25000 {
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c.Win()
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}
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}
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func (c *Connection) Win() {
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for conn, _ := range connected {
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fmt.Fprintf(conn, "player %s has won.\n", c.PlayerName())
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conn.Close()
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}
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}
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func (c *Connection) Die() {
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fmt.Fprintf(c, "you were bombed. You will respawn in 1 minutes.\n")
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c.dead = true
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c.System().Leave(c)
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After(30*time.Second, func() {
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fmt.Fprintf(c, "respawn in 30 seconds.\n")
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})
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After(time.Minute, c.Respawn)
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}
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func (c *Connection) Respawn() {
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c.dead = false
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WUT:
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s, err := randomSystem()
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if err != nil {
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log_error("error in respawn: %v", err)
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goto WUT
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}
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s.Arrive(c)
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}
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