basic room flags are working. going to stop and refactor
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							|  | @ -34,6 +34,18 @@ fn print (mut s: &str) { | |||
| 	println! ("{}", s); | ||||
| } | ||||
| 
 | ||||
| fn print_help () { | ||||
| 	print ("All commands are ASCII and case-insensitive."); | ||||
| 	print ("Commands should start with a verb like LOOK."); | ||||
| 	print ("e.g. `look table`"); | ||||
| 	print ("Single-word verbs are better, e.g. prefer `hint` over `give me a hint`"); | ||||
| 	print ("When in doubt, try generic verbs like `look` or `use` over specific verbs like `actuate`, `type`, or `consolidate`."); | ||||
| } | ||||
| 
 | ||||
| fn print_undetected_item () { | ||||
| 	print ("That ITEM does not exist in this ROOM, or you have not detected it."); | ||||
| } | ||||
| 
 | ||||
| fn read_input () -> Result <String> { | ||||
| 	{ | ||||
| 		let mut stdout = stdout (); | ||||
|  | @ -53,13 +65,199 @@ fn read_input () -> Result <String> { | |||
| 
 | ||||
| #[derive (Debug, PartialEq)] | ||||
| enum PlayerAction { | ||||
| 	Quit, | ||||
| 	Help, | ||||
| 	Hint, | ||||
| 	Nonsense, | ||||
| 	Wait, | ||||
| 	Look (ItemName), | ||||
| 	LookAround, | ||||
| } | ||||
| 
 | ||||
| fn parse_input (_s: &str) -> PlayerAction { | ||||
| #[derive (Clone, Copy, Debug, PartialEq)] | ||||
| enum ItemName { | ||||
| 	Nonsense, | ||||
| 	
 | ||||
| 	Door, | ||||
| 	EmergencyExit, | ||||
| 	Keypad, | ||||
| 	Note, | ||||
| 	Table, | ||||
| } | ||||
| 
 | ||||
| fn item_name_display (x: ItemName) -> &'static str { | ||||
| 	match x { | ||||
| 		Nonsense => "NONSENSE", | ||||
| 		
 | ||||
| 		Door => "DOOR", | ||||
| 		EmergencyExit => "EMERGENCY EXIT", | ||||
| 		Keypad => "KEYPAD", | ||||
| 		Note => "NOTE", | ||||
| 		Table => "TABLE", | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| fn parse_input (s: &str) -> PlayerAction { | ||||
| 	let s = s.to_lowercase (); | ||||
| 	
 | ||||
| 	if s == "quit" || s == "quit game" { | ||||
| 		return PlayerAction::Quit; | ||||
| 	} | ||||
| 	
 | ||||
| 	if s == "look" || s == "look around" { | ||||
| 		return PlayerAction::LookAround; | ||||
| 	} | ||||
| 	
 | ||||
| 	if let Some (rest) = s.strip_prefix ("look at the ") { | ||||
| 		return PlayerAction::Look (parse_item_name (rest)); | ||||
| 	} | ||||
| 	
 | ||||
| 	if let Some (rest) = s.strip_prefix ("look at ") { | ||||
| 		return PlayerAction::Look (parse_item_name (rest)); | ||||
| 	} | ||||
| 	
 | ||||
| 	if let Some (rest) = s.strip_prefix ("look ") { | ||||
| 		return PlayerAction::Look (parse_item_name (rest)); | ||||
| 	} | ||||
| 	
 | ||||
| 	if let Some (rest) = s.strip_prefix ("examine ") { | ||||
| 		return PlayerAction::Look (parse_item_name (rest)); | ||||
| 	} | ||||
| 	
 | ||||
| 	if s == "do nothing" { | ||||
| 		return PlayerAction::Wait; | ||||
| 	} | ||||
| 	if s == "wait" { | ||||
| 		return PlayerAction::Wait; | ||||
| 	} | ||||
| 	
 | ||||
| 	if s == "help" { | ||||
| 		return PlayerAction::Help; | ||||
| 	} | ||||
| 	if s == "hint" { | ||||
| 		return PlayerAction::Hint; | ||||
| 	} | ||||
| 	
 | ||||
| 	PlayerAction::Nonsense | ||||
| } | ||||
| 
 | ||||
| fn parse_item_name (s: &str) -> ItemName { | ||||
| 	if s == "door" { | ||||
| 		return ItemName::Door; | ||||
| 	} | ||||
| 	
 | ||||
| 	if s == "emergency exit" { | ||||
| 		return ItemName::EmergencyExit; | ||||
| 	} | ||||
| 	
 | ||||
| 	if s == "keypad" { | ||||
| 		return ItemName::Keypad; | ||||
| 	} | ||||
| 	
 | ||||
| 	if s == "note" { | ||||
| 		return ItemName::Note; | ||||
| 	} | ||||
| 	
 | ||||
| 	if s == "table" { | ||||
| 		return ItemName::Table; | ||||
| 	} | ||||
| 	
 | ||||
| 	ItemName::Nonsense | ||||
| } | ||||
| 
 | ||||
| #[derive (Default)] | ||||
| struct StateRoom1 { | ||||
| 	detected_keypad: bool, | ||||
| 	detected_note: bool, | ||||
| } | ||||
| 
 | ||||
| #[derive (Default)] | ||||
| struct State { | ||||
| 	quitting: bool, | ||||
| 	room_1: StateRoom1, | ||||
| } | ||||
| 
 | ||||
| fn room_1 (state: &mut State) -> Result <()> { | ||||
| 	let input = read_input ()?; | ||||
| 	let action = parse_input (&input); | ||||
| 	
 | ||||
| 	match action { | ||||
| 		PlayerAction::Quit => { | ||||
| 			print ("Bye."); | ||||
| 			state.quitting = true; | ||||
| 		} | ||||
| 		PlayerAction::Help => { | ||||
| 			print_help (); | ||||
| 		}, | ||||
| 		PlayerAction::Hint => { | ||||
| 			print ("Hint for this room: Try using the `help` command."); | ||||
| 		}, | ||||
| 		PlayerAction::Nonsense => { | ||||
| 			print ("I couldn't understand that. Try `help` or `hint`."); | ||||
| 			print ("`hint` may contain spoilers. `help` will not."); | ||||
| 		}, | ||||
| 		PlayerAction::Wait => { | ||||
| 			print ("You wait around a bit. You can hear humming from the electrical lights, and the distant rumble of the building's HVAC system. The room smells faintly of fresh paint. Nothing has changed."); | ||||
| 		}, | ||||
| 		PlayerAction::LookAround => { | ||||
| 			print ("You are in a small room. In one corner is a TABLE. Obvious exits are a locked DOOR, and an EMERGENCY EXIT."); | ||||
| 		} | ||||
| 		PlayerAction::Look (item_name) => { | ||||
| 			match item_name { | ||||
| 				ItemName::Nonsense => { | ||||
| 					print_undetected_item (); | ||||
| 				}, | ||||
| 				ItemName::Door => { | ||||
| 					print ("You examine the DOOR. It is firmly locked, and you don't have any lock-picking tools. On the DOOR is an electronic KEYPAD."); | ||||
| 					state.room_1.detected_keypad = true; | ||||
| 				}, | ||||
| 				ItemName::EmergencyExit => { | ||||
| 					print ("The EMERGENCY EXIT reads, \"Emergency exit. Push bar to open. Alarm will sound. Door will unlock in 15 seconds.\". The EMERGENCY EXIT is period-accurate for an American Wal-Mart c. 2020 C.E."); | ||||
| 				}, | ||||
| 				ItemName::Keypad => { | ||||
| 					if state.room_1.detected_keypad { | ||||
| 						print ("The DOOR is locked by an electronic KEYPAD. A soft amber power light indicates that the KEYPAD is likely functional. The KEYPAD buttons are the digits 0-9, Enter, and Clear. Experience tells you that the key code is likely 4 or 5 digits long."); | ||||
| 					} | ||||
| 					else { | ||||
| 						print_undetected_item (); | ||||
| 					} | ||||
| 				}, | ||||
| 				ItemName::Note => { | ||||
| 					if state.room_1.detected_note { | ||||
| 						for x in [ | ||||
| 							"You pick up the NOTE and read it.", | ||||
| 							"", | ||||
| 							"Welcome to SEROTONIN DEPOSITORY.", | ||||
| 							"As you play, keep in mind:", | ||||
| 							"- LOOKing at ITEMS is not always safe", | ||||
| 							"- TAKEing an item may be bad long-term", | ||||
| 							"- WAITing counts as an action", | ||||
| 							"- LOOKing AROUND is always safe", | ||||
| 							"- Other NOTEs may contain non-truths", | ||||
| 							"The code for this first KEYPAD is 1234.", | ||||
| 							"", | ||||
| 							"    -- Phayle Sayf", | ||||
| 							"", | ||||
| 							"You notice that the NOTE is _not_ period-accurate.", | ||||
| 						].into_iter () { | ||||
| 							print (x); | ||||
| 						} | ||||
| 					} | ||||
| 					else { | ||||
| 						print_undetected_item (); | ||||
| 					} | ||||
| 				}, | ||||
| 				ItemName::Table => { | ||||
| 					print ("You look at the TABLE. Your instincts tell you that it is period-accurate. Upon the TABLE sits a NOTE."); | ||||
| 					state.room_1.detected_note = true; | ||||
| 				}, | ||||
| 			} | ||||
| 		}, | ||||
| 	} | ||||
| 	
 | ||||
| 	Ok (()) | ||||
| } | ||||
| 
 | ||||
| fn main () -> Result <()> { | ||||
| 	print ("Welcome to SEROTONIN DEPOSITORY, the only adventure game ever made."); | ||||
| 	print (""); | ||||
|  | @ -74,10 +272,14 @@ fn main () -> Result <()> { | |||
| 	} | ||||
| 	
 | ||||
| 	print (""); | ||||
| 	print ("You are in a small room. In one corner is a TABLE. The door behind you is locked. Obvious exits are a DOOR locked by a KEYPAD, and an EMERGENCY EXIT."); | ||||
| 	
 | ||||
| 	let input = read_input ()?; | ||||
| 	let _action = parse_input (&input); | ||||
| 	let mut state = State::default (); | ||||
| 	
 | ||||
| 	print ("You are in a small room. In one corner is a TABLE."); | ||||
| 	
 | ||||
| 	while ! state.quitting { | ||||
| 		room_1 (&mut state)?; | ||||
| 	} | ||||
| 	
 | ||||
| 	Ok (()) | ||||
| } | ||||
|  | @ -86,10 +288,20 @@ fn main () -> Result <()> { | |||
| mod test { | ||||
| 	#[test] | ||||
| 	fn parse_input () { | ||||
| 		use super::PlayerAction::*; | ||||
| 		use super::{ | ||||
| 			ItemName, | ||||
| 			PlayerAction::*, | ||||
| 		}; | ||||
| 		
 | ||||
| 		for (input, expected) in [ | ||||
| 			 ("", Nonsense), | ||||
| 			 ("look at the table", Look (ItemName::Table)), | ||||
| 			 ("look at table", Look (ItemName::Table)), | ||||
| 			 ("look table", Look (ItemName::Table)), | ||||
| 			 ("LOOK TABLE", Look (ItemName::Table)), | ||||
| 			 ("wait", Wait), | ||||
| 			 ("help", Help), | ||||
| 			 ("hint", Hint), | ||||
| 		].into_iter () { | ||||
| 			let actual = super::parse_input (input); | ||||
| 			assert_eq! (actual, expected); | ||||
|  |  | |||
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