package main import ( "strings" "time" ) var banner = ` ############################################################################################## /$$$$$$$$ /$$ | $$_____/ | $$ | $$ /$$ /$$ /$$$$$$ /$$$$$$$ /$$$$$$ | $$ /$$$$$$ /$$$$$$$ /$$ /$$ /$$$$$$$ | $$$$$ | $$ /$$/ /$$__ $$ /$$_____/ /$$__ $$| $$ /$$__ $$| $$__ $$| $$ | $$ /$$_____/ | $$__/ \ $$$$/ | $$ \ $$| $$ | $$ \ $$| $$| $$ \ $$| $$ \ $$| $$ | $$| $$$$$$ | $$ >$$ $$ | $$ | $$| $$ | $$ | $$| $$| $$ | $$| $$ | $$| $$ | $$ \____ $$ | $$$$$$$$ /$$/\ $$| $$$$$$/| $$$$$$$| $$$$$$/| $$| $$$$$$/| $$ | $$| $$$$$$/ /$$$$$$$/ |________/|__/ \__/ \______/ \_______/ \______/ |__/ \______/ |__/ |__/ \______/ |_______/ ~+ * + ' | () .-.,="''"=. - o - '=/_ \ | * | '=._ | \ '=./', ' . '=.__.=' '=' * + + O * ' . A game of dark cunning in the vast unknown of space by Jordan Orelli. ############################################################################################## ` type LobbyState struct { CommandSuite NopExit } func EnterLobby() ConnectionState { return &LobbyState{ CommandSuite: CommandSet{ newGameCommand, joinGameCommand, }, } } func (st *LobbyState) String() string { return "Lobby" } func (st *LobbyState) Enter(c *Connection) { c.Printf(strings.TrimSpace(banner)) time.Sleep(1 * time.Second) for { c.Printf("\n\nwhat 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) { c.Printf("that name is illegal.\n") continue } log_info("player connected: %v", name) profile, err := loadProfile(name) if err != nil { log_error("could not read profile: %v", err) profile = &Profile{name: name} if err := profile.Create(); err != nil { log_error("unable to create profile record: %v", err) } c.Printf("you look new around these parts, %s.\n", profile.name) c.Printf(`if you'd like a description of how to play, type the "help" command\n`) c.profile = profile } else { c.profile = profile c.Printf("welcome back, %s.\n", profile.name) } break } c.ListCommands() } func (st *LobbyState) Tick(c *Connection, frame int64) ConnectionState { return st } func (st *LobbyState) PrintStatus(c *Connection) { panic("not done") } var newGameCommand = Command{ name: "new", help: "starts a new game", arity: 0, variadic: false, handler: func(c *Connection, args ...string) { c.Printf("Starting a new game...\n") game := gm.NewGame() log_info("Created game: %s", game.id) go game.Run() c.game = game c.Printf("Now playing in game: %s\n\n", game.id) c.Line() c.game.Join(c) c.SetState(SpawnRandomly()) }, debug: false, } var joinGameCommand = Command{ name: "join", help: "joins an existing game", arity: 1, variadic: false, handler: func(c *Connection, args ...string) { id := args[0] c.game = gm.Get(id) c.SetState(SpawnRandomly()) c.game.Join(c) }, debug: false, }