package main import ( "fmt" "sort" // "strconv" "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 gotoCommand = &Command{ // name: "goto", // help: "travel between systems", // arity: 1, // handler: func(c *Connection, args ...string) { // dest, err := GetSystem(args[0]) // if err != nil { // c.Printf("%v\n", err) // break // } // return NewTravel(c, i.System, dest) // }, // } // var infoCommand = &Command{ // name: "info", // help: "gives you some info about your current position", // handler: func(conn *Connection, args ...string) { // conn.Printf("current planet: %v\n", conn.System()) // conn.Printf("bombs: %d\n", conn.bombs) // conn.Printf("money: %d space duckets\n", conn.money) // }, // } // var nearbyCommand = &Command{ // name: "nearby", // help: "list objects nearby", // handler: func(conn *Connection, args ...string) { // system := conn.System() // neighbors, err := system.Nearby(25) // if err != nil { // log_error("unable to get neighbors: %v", err) // return // } // conn.Printf("--------------------------------------------------------------------------------\n") // conn.Printf("%-4s %-20s %s\n", "id", "name", "distance") // conn.Printf("--------------------------------------------------------------------------------\n") // for _, neighbor := range neighbors { // other := index[neighbor.id] // conn.Printf("%-4d %-20s %v\n", other.id, other.name, neighbor.distance) // } // conn.Printf("--------------------------------------------------------------------------------\n") // }, // } var helpCommand = Command{ name: "help", help: "helpful things to help you", handler: func(conn *Connection, args ...string) { msg := ` Star Dragons is a stupid name, but it's the name that Brian suggested. It has nothing to do with Dragons. Anyway, Star Dragons 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 Star Dragons, you issue your spacecraft (which is *not* called a Dragon) 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 Star Dragons are named and positioned after known exoplanet 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.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) } }, } var commandsCommand = Command{ name: "commands", help: "gives you a handy list of commands", handler: func(conn *Connection, args ...string) { names := make([]string, 0, len(commandRegistry)) for name, _ := range commandRegistry { names = append(names, name) } sort.Strings(names) fmt.Fprintln(conn, "--------------------------------------------------------------------------------") for _, name := range names { cmd := commandRegistry[name] conn.Printf("%-16s %s\n", name, cmd.help) } fmt.Fprintln(conn, "--------------------------------------------------------------------------------") }, } // var broadcastCommand = &Command{ // name: "broadcast", // help: "broadcast a message for all systems to hear", // handler: func(conn *Connection, args ...string) { // msg := strings.Join(args, " ") // system := conn.System() // b := NewBroadcast(system, msg) // log_info("player %s send broadcast from system %s: %v\n", conn.Name(), system.Label(), msg) // currentGame.Register(b) // }, // } // var gotoCommand = &Command{ // name: "goto", // help: "moves to a different system, specified by either name or ID", // handler: func(conn *Connection, args ...string) { // dest_name := strings.Join(args, " ") // to, ok := nameIndex[dest_name] // if ok { // conn.TravelTo(to) // return // } // // id_n, err := strconv.Atoi(dest_name) // if err != nil { // conn.Printf(`hmm, I don't know a system by the name "%s", try something else`, dest_name) // return // } // // to, ok = index[id_n] // if !ok { // conn.Printf(`oh dear, there doesn't seem to be a system with id %d`, id_n) // return // } // conn.TravelTo(to) // }, // } // var colonizeCommand = &Command{ // name: "colonize", // help: "establishes a mining colony on the current system", // handler: func(conn *Connection, arg ...string) { // system := conn.System() // if conn.money > 2000 { // conn.Withdraw(2000) // if system.colonizedBy != nil { // system.colonizedBy.Printf("your colony on %s has been stolen by %s\n", system.Label(), conn.Name()) // } // system.colonizedBy = conn // conn.Printf("set up a mining colony on %s\n", conn.System().name) // } else { // conn.Printf("not enough money! it costs 2000 duckets to start a mining colony\n") // } // }, // } var winCommand = Command{ name: "win", help: "win the game.", debug: true, handler: func(conn *Connection, args ...string) { conn.Win("win-command") }, } // var bombCommand = &Command{ // name: "bomb", // help: "bombs a system, with a big space bomb", // handler: func(conn *Connection, args ...string) { // dest_name := strings.Join(args, " ") // to, ok := nameIndex[dest_name] // if ok { // conn.SendBomb(to) // return // } // // id_n, err := strconv.Atoi(dest_name) // if err != nil { // conn.Printf(`hmm, I don't know a system by the name "%s", try something else\n`, dest_name) // return // } // // to, ok = index[id_n] // if !ok { // conn.Printf(`oh dear, there doesn't seem to be a system with id %d\n`, id_n) // return // } // conn.SendBomb(to) // }, // } // var mkBombCommand = &Command{ // name: "mkbomb", // help: "make a bomb. Costs 500 space duckets", // handler: func(conn *Connection, args ...string) { // if conn.money < 500 { // conn.Printf("not enough money! Bombs cost 500 space duckets to build, you only have %d in the bank.\n", conn.money) // return // } // conn.Withdraw(500) // conn.bombs += 1 // conn.Printf("built a bomb!\n") // conn.Printf("bombs: %d\n", conn.bombs) // conn.Printf("money: %d space duckets\n", conn.money) // }, // } var playersCommand = Command{ name: "players", help: "lists the connected players", handler: func(conn *Connection, args ...string) { for other, _ := range currentGame.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) }, }