You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
304 lines
8.5 KiB
Go
304 lines
8.5 KiB
Go
package main
|
|
|
|
import (
|
|
"fmt"
|
|
"sort"
|
|
"strconv"
|
|
"strings"
|
|
)
|
|
|
|
var commandRegistry map[string]*Command
|
|
|
|
type Command struct {
|
|
name string
|
|
help string
|
|
handler func(*Connection, ...string)
|
|
mobile bool
|
|
debug bool // marks command as a debug mode command
|
|
}
|
|
|
|
var infoCommand = &Command{
|
|
name: "info",
|
|
help: "gives you some info about your current position",
|
|
handler: func(conn *Connection, args ...string) {
|
|
fmt.Fprintf(conn, "current planet: %s\n", conn.System().name)
|
|
fmt.Fprintf(conn, "bombs: %d\n", conn.bombs)
|
|
fmt.Fprintf(conn, "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
|
|
}
|
|
fmt.Fprintf(conn, "--------------------------------------------------------------------------------\n")
|
|
fmt.Fprintf(conn, "%-4s %-20s %s\n", "id", "name", "distance")
|
|
fmt.Fprintf(conn, "--------------------------------------------------------------------------------\n")
|
|
for _, neighbor := range neighbors {
|
|
other := index[neighbor.id]
|
|
fmt.Fprintf(conn, "%-4d %-20s %v\n", other.id, other.name, neighbor.distance)
|
|
}
|
|
fmt.Fprintf(conn, "--------------------------------------------------------------------------------\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 {
|
|
fmt.Fprintf(conn, "no such command: %v\n", cmdName)
|
|
continue
|
|
}
|
|
fmt.Fprintf(conn, "%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]
|
|
fmt.Fprintf(conn, "%-16s %s\n", name, cmd.help)
|
|
}
|
|
fmt.Fprintln(conn, "--------------------------------------------------------------------------------")
|
|
},
|
|
}
|
|
|
|
var scanCommand = &Command{
|
|
name: "scan",
|
|
help: "super duper scan",
|
|
handler: func(conn *Connection, args ...string) {
|
|
if !conn.CanScan() {
|
|
fmt.Fprintf(conn, "scanners are still recharging. Can scan again in %v\n", conn.NextScan())
|
|
return
|
|
}
|
|
currentGame.Register(NewScan(conn.System()))
|
|
conn.RecordScan()
|
|
},
|
|
}
|
|
|
|
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.PlayerName(), 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 {
|
|
fmt.Fprintf(conn, `hmm, I don't know a system by the name "%s", try something else`, dest_name)
|
|
return
|
|
}
|
|
|
|
to, ok = index[id_n]
|
|
if !ok {
|
|
fmt.Fprintf(conn, `oh dear, there doesn't seem to be a system with id %d`, id_n)
|
|
return
|
|
}
|
|
conn.TravelTo(to)
|
|
},
|
|
}
|
|
|
|
var mineCommand = &Command{
|
|
name: "mine",
|
|
help: "mines the current system for resources",
|
|
handler: func(conn *Connection, args ...string) {
|
|
conn.Mine()
|
|
},
|
|
}
|
|
|
|
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 {
|
|
fmt.Fprintf(system.colonizedBy, "your colony on %s has been stolen by %s\n", system.Label(), conn.PlayerName())
|
|
}
|
|
system.colonizedBy = conn
|
|
fmt.Fprintf(conn, "set up a mining colony on %s\n", conn.System().name)
|
|
} else {
|
|
fmt.Fprintf(conn, "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 {
|
|
fmt.Fprintf(conn, `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 {
|
|
fmt.Fprintf(conn, `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 {
|
|
fmt.Fprintf(conn, "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
|
|
fmt.Fprintf(conn, "built a bomb!\n")
|
|
fmt.Fprintf(conn, "bombs: %d\n", conn.bombs)
|
|
fmt.Fprintf(conn, "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 {
|
|
fmt.Fprintf(conn, "%v\n", other.PlayerName())
|
|
}
|
|
},
|
|
}
|
|
|
|
func isCommand(name string) bool {
|
|
_, ok := commandRegistry[name]
|
|
return ok
|
|
}
|
|
|
|
func runCommand(conn *Connection, name string, args ...string) {
|
|
cmd, ok := commandRegistry[name]
|
|
if !ok {
|
|
fmt.Fprintf(conn, "no such command: %s\n", name)
|
|
return
|
|
}
|
|
|
|
if conn.dead {
|
|
fmt.Fprintf(conn, "you're dead.\n")
|
|
return
|
|
}
|
|
|
|
if conn.InTransit() && !cmd.mobile {
|
|
fmt.Fprintf(conn, "command %s can not be used while in transit\n", name)
|
|
return
|
|
}
|
|
cmd.handler(conn, args...)
|
|
}
|
|
|
|
func registerCommand(c *Command) {
|
|
if c.debug {
|
|
if options.debug {
|
|
commandRegistry[c.name] = c
|
|
log_info("registered debug command: %s", c.name)
|
|
}
|
|
} else {
|
|
commandRegistry[c.name] = c
|
|
log_info("registered command: %s", c.name)
|
|
}
|
|
}
|
|
|
|
func setupCommands() {
|
|
commandRegistry = make(map[string]*Command, 16)
|
|
registerCommand(bombCommand)
|
|
registerCommand(broadcastCommand)
|
|
registerCommand(colonizeCommand)
|
|
registerCommand(commandsCommand)
|
|
registerCommand(gotoCommand)
|
|
registerCommand(helpCommand)
|
|
registerCommand(infoCommand)
|
|
registerCommand(mineCommand)
|
|
registerCommand(mkBombCommand)
|
|
registerCommand(nearbyCommand)
|
|
registerCommand(scanCommand)
|
|
registerCommand(winCommand)
|
|
registerCommand(playersCommand)
|
|
}
|