package main import ( "fmt" "strings" ) var commandRegistry map[string]*Command type Command struct { name string help string arity int variadic bool handler func(*Connection, ...string) debug bool // marks command as a debug mode command } type CommandSuite interface { GetCommand(name string) *Command Commands() []Command } func (c Command) GetCommand(name string) *Command { if name == c.name { return &c } return nil } func (c Command) Commands() []Command { return []Command{c} } type CommandSet []Command func (c CommandSet) GetCommand(name string) *Command { for _, cmd := range c { if cmd.name == name { return &cmd } } return nil } func (c CommandSet) Commands() []Command { return []Command(c) } var helpCommand = Command{ name: "help", help: "helpful things to help you", handler: func(conn *Connection, args ...string) { msg := ` Exocolonus is a game of cunning text-based, real-time strategy. You play as some kind of space-faring entity, faring space in your inspecific space-faring vessel. If you want a big one, it's big; if you want a small one, it's small. If you want a pink one, it's pink, if you want a black one, it's black. And so on, and so forth. It is the space craft of your dreams. Or perhaps you are one of those insect-like alien races and you play as the queen. Yeah, that's the ticket! You're the biggest baddest queen bug in space. In Exocolonus, you issue your spacecraft textual commands to control it. The objective of the game is to be the first person or alien or bug or magical space ponycorn to eradicate three enemy species. Right now that is the only win condition. All of the systems present in Exocolonus are named and positioned after known exoplanet systems. Each star system in Exocolonus is a real star system that has been researched by astronomers, and the number of planets in each system corresponds to the number of known exoplanets in those systems. When attempting to communicate from one star system to another, it takes time for the light of your message to reach the other star systems. Star systems that are farther away take longer to communicate with. ` msg = strings.TrimSpace(msg) fmt.Fprintln(conn, msg) if len(args) == 0 { fmt.Fprint(conn, "\n") conn.Line() fmt.Fprint(conn, "\n") fmt.Fprintln(conn, `use the "commands" command for a list of commands.`) fmt.Fprintln(conn, `use "help [command-name]" to get info for a specific command.`) return } for _, cmdName := range args { cmd, ok := commandRegistry[cmdName] if !ok { conn.Printf("no such command: %v\n", cmdName) continue } conn.Printf("%v: %v\n", cmdName, cmd.help) } }, } // this isn't a real command it just puts command in the list of commands, this // is weird and circular, this is a special case. var commandsCommand = Command{ name: "commands", help: "gives you a handy list of commands", } func BroadcastCommand(sys *System) Command { return Command{ name: "broadcast", help: "broadcast a message for all systems to hear", handler: func(c *Connection, args ...string) { msg := strings.Join(args, " ") b := NewBroadcast(sys, msg) log_info("player %s send broadcast from system %v: %v\n", c.Name(), sys, msg) c.game.Register(b) }, } } func NearbyCommand(sys *System) Command { handler := func(c *Connection, args ...string) { neighbors, err := sys.Nearby(25) if err != nil { log_error("unable to get neighbors: %v", err) return } c.Printf("--------------------------------------------------------------------------------\n") c.Printf("%-4s %-20s %s\n", "id", "name", "distance") c.Printf("--------------------------------------------------------------------------------\n") for _, neighbor := range neighbors { other := index[neighbor.id] c.Printf("%-4d %-20s %-5.6v\n", other.id, other.name, neighbor.distance) } c.Printf("--------------------------------------------------------------------------------\n") } return Command{ name: "nearby", help: "list nearby star systems", arity: 0, handler: handler, } } var winCommand = Command{ name: "win", help: "win the game.", debug: true, handler: func(conn *Connection, args ...string) { conn.Win("win-command") }, } var playersCommand = Command{ name: "players", help: "lists the connected players", handler: func(conn *Connection, args ...string) { for other, _ := range conn.game.connections { conn.Printf("%v\n", other.Name()) } }, } var balCommand = Command{ name: "bal", help: "displays your current balance in space duckets", handler: func(conn *Connection, args ...string) { fmt.Fprintln(conn, conn.money) }, }