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.
254 lines
5.0 KiB
Go
254 lines
5.0 KiB
Go
package main
|
|
|
|
import (
|
|
"bufio"
|
|
"fmt"
|
|
"net"
|
|
"strings"
|
|
"time"
|
|
)
|
|
|
|
type Connection struct {
|
|
net.Conn
|
|
*bufio.Reader
|
|
player *Player
|
|
location *System
|
|
dest *System
|
|
travelRemaining int64
|
|
lastScan time.Time
|
|
lastBomb time.Time
|
|
kills int
|
|
dead bool
|
|
money int
|
|
colonies []*System
|
|
bombs int
|
|
state PlayerState // this is wrong...
|
|
}
|
|
|
|
type PlayerState int
|
|
|
|
const (
|
|
idle PlayerState = iota
|
|
dead
|
|
inTransit
|
|
mining
|
|
)
|
|
|
|
func NewConnection(conn net.Conn) *Connection {
|
|
c := &Connection{
|
|
Conn: conn,
|
|
Reader: bufio.NewReader(conn),
|
|
bombs: 1,
|
|
}
|
|
currentGame.Join(c)
|
|
return c
|
|
}
|
|
|
|
func (conn *Connection) Reset() {
|
|
*conn = Connection{
|
|
Conn: conn.Conn,
|
|
Reader: bufio.NewReader(conn.Conn),
|
|
bombs: 1,
|
|
player: conn.player,
|
|
}
|
|
currentGame.Join(conn)
|
|
}
|
|
|
|
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 {
|
|
log_error("unable to create player record: %v", err)
|
|
}
|
|
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`)
|
|
c.player = player
|
|
} else {
|
|
c.player = player
|
|
fmt.Fprintf(c, "welcome back, %s.\n", player.name)
|
|
}
|
|
break
|
|
}
|
|
currentGame.Register(c)
|
|
}
|
|
|
|
func (c *Connection) Dead() bool {
|
|
return false
|
|
}
|
|
|
|
func (c *Connection) Tick(frame int64) {
|
|
// fuck
|
|
|
|
switch c.state {
|
|
case idle:
|
|
case dead:
|
|
case inTransit:
|
|
c.travelRemaining -= 1
|
|
log_info("player %s has remaining travel: %v", c.PlayerName(), c.travelRemaining)
|
|
if c.travelRemaining == 0 {
|
|
c.land()
|
|
}
|
|
case mining:
|
|
c.Deposit(options.miningRate)
|
|
log_info("%v", c.money)
|
|
default:
|
|
log_error("connection %v has invalid state wtf", c)
|
|
}
|
|
}
|
|
|
|
func (c *Connection) TravelTo(dest *System) {
|
|
fmt.Fprintf(c, "traveling to: %s\n", dest.Label())
|
|
dist := c.System().DistanceTo(dest)
|
|
c.travelRemaining = int64(dist / (options.lightSpeed * options.playerSpeed))
|
|
c.location = nil
|
|
c.dest = dest
|
|
c.state = inTransit // fuck everything about this
|
|
}
|
|
|
|
func (c *Connection) land() {
|
|
fmt.Fprintf(c, "you have arrived at %v\n", c.dest.Label())
|
|
c.location = c.dest
|
|
c.dest = nil
|
|
c.state = idle
|
|
}
|
|
|
|
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())
|
|
currentGame.Quit(c)
|
|
if c.Conn != nil {
|
|
return c.Conn.Close()
|
|
}
|
|
return nil
|
|
}
|
|
|
|
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() {
|
|
fmt.Fprintln(c, "scanning known systems for signs of life")
|
|
c.lastScan = time.Now()
|
|
time.AfterFunc(1*time.Minute, func() {
|
|
fmt.Fprintln(c, "scanner ready")
|
|
})
|
|
}
|
|
|
|
func (c *Connection) RecordBomb() {
|
|
c.lastBomb = time.Now()
|
|
time.AfterFunc(15*time.Second, func() {
|
|
fmt.Fprintln(c, "bomb arsenal reloaded")
|
|
})
|
|
}
|
|
|
|
func (c *Connection) CanScan() bool {
|
|
return time.Since(c.lastScan) > 1*time.Minute
|
|
}
|
|
|
|
func (c *Connection) CanBomb() bool {
|
|
return time.Since(c.lastBomb) > 15*time.Second
|
|
}
|
|
|
|
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(15 * time.Second))
|
|
}
|
|
|
|
func (c *Connection) MadeKill(victim *Connection) {
|
|
c.kills += 1
|
|
if c.kills == 3 {
|
|
c.Win("military")
|
|
}
|
|
}
|
|
|
|
func (c *Connection) Mine() {
|
|
switch c.state {
|
|
case idle:
|
|
fmt.Fprintf(c, "now mining %s with a payout rate of %v\n", c.System().name, c.System().miningRate)
|
|
fmt.Fprintln(c, "(press enter to stop mining)")
|
|
c.state = mining
|
|
default:
|
|
fmt.Fprintf(c, "no\n")
|
|
}
|
|
}
|
|
|
|
func (c *Connection) StopMining() {
|
|
fmt.Fprintf(c, "done mining\n")
|
|
c.state = idle
|
|
}
|
|
|
|
func (c *Connection) IsMining() bool {
|
|
return c.state == mining
|
|
}
|
|
|
|
func (c *Connection) Withdraw(n int) {
|
|
c.money -= n
|
|
}
|
|
|
|
func (c *Connection) Deposit(n int) {
|
|
c.money += n
|
|
if c.money >= options.economic {
|
|
c.Win("economic")
|
|
}
|
|
}
|
|
|
|
func (c *Connection) Win(method string) {
|
|
currentGame.Win(c, method)
|
|
}
|
|
|
|
func (c *Connection) Die() {
|
|
fmt.Fprintf(c, "you were bombed. You will respawn in 1 minutes.\n")
|
|
c.dead = true
|
|
c.System().Leave(c)
|
|
time.AfterFunc(30*time.Second, func() {
|
|
fmt.Fprintf(c, "respawn in 30 seconds.\n")
|
|
})
|
|
time.AfterFunc(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)
|
|
|
|
}
|