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@p4tin
Created April 4, 2016 03:26
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package main
import (
"bufio"
"fmt"
"os"
"strings"
)
var Out *os.File
var In *os.File
type Item struct {
Name string
Action string
ItemForUse int
Contains []int
}
var Items = map[int]*Item{
1: {Name: "Key"},
2: {Name: "Chest", ItemForUse: 1, Contains: []int{3}},
3: {Name: "Medal"},
}
type Location struct {
Description string
Transitions []string
Events []string
Items []int
}
var locMap = map[string]*Location{
"main": {Description: "You are on the bridge of a spaceship sitting in the Captain's chair.", Items: []int{1, 2}},
}
func ProcessCommands(player Character, input string) string {
tokens := strings.Fields(input)
command := tokens[0]
itemName := ""
if len(tokens) > 1 {
itemName = tokens[1]
}
DisplayInfo(tokens)
loc := locMap[player.CurrentLocation]
switch command {
case "get":
//Make sure we do not pick it up twice
if ItemInRoom(loc, itemName) && !ItemOnPlayer(player, itemName) {
PutItemInPlayerBag(player, itemName)
ItemRemoveFromRoom(loc, itemName)
} else {
DisplayInfo("Could not get " + itemName)
}
case "open":
OpenItem(player, itemName)
case "inv":
DisplayInfo("Your Inventory: ")
for _, itm := range player.Items {
DisplayInfo("\t" + Items[itm].Name)
}
default:
}
return command
}
func OpenItem(pla Character, itemName string) {
DisplayInfo("Opening " + itemName)
loc := locMap[player.CurrentLocation]
for _, itm := range loc.Items {
if Items[itm].Name == itemName {
DisplayInfo("Loop >> " + Items[itm].Name)
if Items[itm].ItemForUse != 0 && PlayerHasItem(pla, Items[itm].ItemForUse) {
loc.Items = append(loc.Items, Items[itm].Contains...)
Items[itm].Contains = *new([]int)
}
} else {
DisplayInfo("Could not open the " + itemName)
}
}
}
func PlayerHasItem(pla Character, itm int) bool {
for _, pitm := range pla.Items {
if pitm == itm {
return true
}
}
return false
}
//To be refactored on a character struct
func PutItemInPlayerBag(pla Character, itemName string) {
for index, itm := range Items {
if itm.Name == itemName {
player.Items = append(player.Items, index)
return
}
}
}
//To be refactored on a location struct
func ItemRemoveFromRoom(loc *Location, itemName string) {
for index, itm := range loc.Items {
if Items[itm].Name == itemName {
loc.Items = append(loc.Items[:index], loc.Items[index+1:]...)
}
}
}
//To be refactored on a location struct
func ItemInRoom(loc *Location, itemName string) bool {
for _, itm := range loc.Items {
if Items[itm].Name == itemName {
return true
}
}
return false
}
//To be refactored on a character struct
func ItemOnPlayer(pla Character, itemName string) bool {
for _, itm := range pla.Items {
if Items[itm].Name == itemName {
return true
}
}
return false
}
//To be refactored on a location struct
func describeItems(player Character) {
l := locMap[player.CurrentLocation]
DisplayInfo("You see:")
for _, itm := range l.Items {
DisplayInfof("\t%s\n", Items[itm].Name)
}
}
type Character struct {
Name string
Health int
Evasion int
Alive bool
Speed int
Weap int
Npc bool
Items []int
Welcome string
CurrentLocation string
}
var player Character
func init() {
Out = os.Stdout
In = os.Stdin
}
func main() {
player = *new(Character)
player.CurrentLocation = "main"
input := ""
for input != "quit" {
describeItems(player)
input = GetUserStrInput()
input = ProcessCommands(player, input)
}
}
func DisplayInfof(format string, args ...interface{}) {
fmt.Fprintf(Out, format, args...)
}
func DisplayInfo(args ...interface{}) {
fmt.Fprintln(Out, args...)
}
func GetUserInput(i *int) {
fmt.Fscan(In, i)
}
func GetUserStrInput() string {
reader := bufio.NewReader(os.Stdin)
fmt.Print("\n >>> ")
text, _ := reader.ReadString('\n')
fmt.Println(text)
return text
}
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