package main import ( "bufio" "fmt" "net" "strings" "time" ) var connected = make(map[*Connection]bool, 32) type Connection struct { net.Conn *bufio.Reader player *Player location *System lastScan time.Time lastBomb time.Time kills int dead bool } func NewConnection(conn net.Conn) *Connection { c := &Connection{ Conn: conn, Reader: bufio.NewReader(conn), } connected[c] = true return c } func (c *Connection) Login() { for { fmt.Fprintf(c, "what is your name, adventurer?\n") name, err := c.ReadString('\n') if err == nil { name = strings.TrimSpace(name) } else { log_error("player failed to connect: %v", err) return } if !ValidName(name) { fmt.Fprintf(c, "that name is illegal.\n") continue } log_info("player connected: %v", name) player, err := loadPlayer(name) if err != nil { log_error("could not read player: %v", err) player = &Player{name: name} if err := player.Create(); err != nil { } fmt.Fprintf(c, "you look new around these parts, %s.\n", player.name) fmt.Fprintf(c, `if you'd like a description of how to play, type the "help" command`) } else { c.player = player fmt.Fprintf(c, "welcome back, %s.\n", player.name) } break } } func (c *Connection) SetSystem(s *System) { c.location = s } func (c *Connection) System() *System { return c.location } func (c *Connection) Close() error { log_info("player disconnecting: %s", c.PlayerName()) delete(connected, c) return c.Conn.Close() } func (c *Connection) PlayerName() string { if c.player == nil { return "" } return c.player.name } func (c *Connection) InTransit() bool { return c.location == nil } func (c *Connection) RecordScan() { c.lastScan = time.Now() } func (c *Connection) RecordBomb() { c.lastBomb = time.Now() } func (c *Connection) CanScan() bool { return time.Since(c.lastScan) > 1*time.Minute } func (c *Connection) CanBomb() bool { return time.Since(c.lastBomb) > 1500*time.Millisecond } func (c *Connection) NextScan() time.Duration { return -time.Since(c.lastScan.Add(time.Minute)) } func (c *Connection) NextBomb() time.Duration { return -time.Since(c.lastBomb.Add(1500 * time.Millisecond)) } func (c *Connection) MadeKill(victim *Connection) { c.kills += 1 if c.kills == 3 { c.Win() } } func (c *Connection) Win() { for conn, _ := range connected { fmt.Fprintf(conn, "player %s has won.\n", c.PlayerName()) conn.Close() } } func (c *Connection) Die() { fmt.Fprintf(c, "you were bombed. You will respawn in 2 minutes.\n") c.dead = true c.System().Leave(c) After(30*time.Second, func() { fmt.Fprintf(c, "respawn in 90 seconds.\n") }) After(time.Minute, func() { fmt.Fprintf(c, "respawn in 60 seconds.\n") }) After(90*time.Second, func() { fmt.Fprintf(c, "respawn in 30 seconds.\n") }) After(2*time.Minute, c.Respawn) } func (c *Connection) Respawn() { c.dead = false WUT: s, err := randomSystem() if err != nil { log_error("error in respawn: %v", err) goto WUT } s.Arrive(c) }