basic room flags are working. going to stop and refactor
parent
e4cef3aa81
commit
9303fe4897
222
src/main.rs
222
src/main.rs
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@ -34,6 +34,18 @@ fn print (mut s: &str) {
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println! ("{}", s);
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}
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fn print_help () {
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print ("All commands are ASCII and case-insensitive.");
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print ("Commands should start with a verb like LOOK.");
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print ("e.g. `look table`");
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print ("Single-word verbs are better, e.g. prefer `hint` over `give me a hint`");
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print ("When in doubt, try generic verbs like `look` or `use` over specific verbs like `actuate`, `type`, or `consolidate`.");
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}
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fn print_undetected_item () {
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print ("That ITEM does not exist in this ROOM, or you have not detected it.");
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}
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fn read_input () -> Result <String> {
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{
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let mut stdout = stdout ();
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@ -53,13 +65,199 @@ fn read_input () -> Result <String> {
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#[derive (Debug, PartialEq)]
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enum PlayerAction {
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Quit,
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Help,
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Hint,
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Nonsense,
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Wait,
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Look (ItemName),
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LookAround,
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}
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#[derive (Clone, Copy, Debug, PartialEq)]
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enum ItemName {
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Nonsense,
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Door,
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EmergencyExit,
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Keypad,
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Note,
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Table,
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}
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fn item_name_display (x: ItemName) -> &'static str {
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match x {
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Nonsense => "NONSENSE",
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Door => "DOOR",
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EmergencyExit => "EMERGENCY EXIT",
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Keypad => "KEYPAD",
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Note => "NOTE",
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Table => "TABLE",
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}
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}
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fn parse_input (s: &str) -> PlayerAction {
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let s = s.to_lowercase ();
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if s == "quit" || s == "quit game" {
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return PlayerAction::Quit;
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}
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if s == "look" || s == "look around" {
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return PlayerAction::LookAround;
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}
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if let Some (rest) = s.strip_prefix ("look at the ") {
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return PlayerAction::Look (parse_item_name (rest));
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}
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if let Some (rest) = s.strip_prefix ("look at ") {
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return PlayerAction::Look (parse_item_name (rest));
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}
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if let Some (rest) = s.strip_prefix ("look ") {
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return PlayerAction::Look (parse_item_name (rest));
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}
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if let Some (rest) = s.strip_prefix ("examine ") {
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return PlayerAction::Look (parse_item_name (rest));
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}
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if s == "do nothing" {
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return PlayerAction::Wait;
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}
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if s == "wait" {
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return PlayerAction::Wait;
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}
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if s == "help" {
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return PlayerAction::Help;
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}
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if s == "hint" {
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return PlayerAction::Hint;
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}
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fn parse_input (_s: &str) -> PlayerAction {
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PlayerAction::Nonsense
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}
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fn parse_item_name (s: &str) -> ItemName {
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if s == "door" {
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return ItemName::Door;
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}
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if s == "emergency exit" {
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return ItemName::EmergencyExit;
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}
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if s == "keypad" {
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return ItemName::Keypad;
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}
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if s == "note" {
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return ItemName::Note;
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}
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if s == "table" {
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return ItemName::Table;
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}
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ItemName::Nonsense
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}
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#[derive (Default)]
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struct StateRoom1 {
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detected_keypad: bool,
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detected_note: bool,
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}
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#[derive (Default)]
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struct State {
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quitting: bool,
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room_1: StateRoom1,
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}
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fn room_1 (state: &mut State) -> Result <()> {
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let input = read_input ()?;
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let action = parse_input (&input);
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match action {
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PlayerAction::Quit => {
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print ("Bye.");
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state.quitting = true;
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}
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PlayerAction::Help => {
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print_help ();
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},
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PlayerAction::Hint => {
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print ("Hint for this room: Try using the `help` command.");
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},
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PlayerAction::Nonsense => {
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print ("I couldn't understand that. Try `help` or `hint`.");
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print ("`hint` may contain spoilers. `help` will not.");
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},
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PlayerAction::Wait => {
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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.");
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},
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PlayerAction::LookAround => {
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print ("You are in a small room. In one corner is a TABLE. Obvious exits are a locked DOOR, and an EMERGENCY EXIT.");
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}
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PlayerAction::Look (item_name) => {
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match item_name {
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ItemName::Nonsense => {
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print_undetected_item ();
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},
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ItemName::Door => {
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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.");
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state.room_1.detected_keypad = true;
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},
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ItemName::EmergencyExit => {
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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.");
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},
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ItemName::Keypad => {
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if state.room_1.detected_keypad {
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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.");
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}
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else {
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print_undetected_item ();
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}
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},
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ItemName::Note => {
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if state.room_1.detected_note {
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for x in [
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"You pick up the NOTE and read it.",
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"",
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"Welcome to SEROTONIN DEPOSITORY.",
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"As you play, keep in mind:",
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"- LOOKing at ITEMS is not always safe",
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"- TAKEing an item may be bad long-term",
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"- WAITing counts as an action",
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"- LOOKing AROUND is always safe",
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"- Other NOTEs may contain non-truths",
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"The code for this first KEYPAD is 1234.",
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"",
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" -- Phayle Sayf",
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"",
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"You notice that the NOTE is _not_ period-accurate.",
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].into_iter () {
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print (x);
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}
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}
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else {
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print_undetected_item ();
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}
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},
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ItemName::Table => {
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print ("You look at the TABLE. Your instincts tell you that it is period-accurate. Upon the TABLE sits a NOTE.");
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state.room_1.detected_note = true;
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},
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}
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},
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}
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Ok (())
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}
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fn main () -> Result <()> {
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print ("Welcome to SEROTONIN DEPOSITORY, the only adventure game ever made.");
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print ("");
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@ -74,10 +272,14 @@ fn main () -> Result <()> {
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}
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print ("");
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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.");
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let input = read_input ()?;
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let _action = parse_input (&input);
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let mut state = State::default ();
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print ("You are in a small room. In one corner is a TABLE.");
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while ! state.quitting {
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room_1 (&mut state)?;
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}
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Ok (())
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}
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@ -86,10 +288,20 @@ fn main () -> Result <()> {
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mod test {
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#[test]
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fn parse_input () {
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use super::PlayerAction::*;
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use super::{
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ItemName,
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PlayerAction::*,
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};
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for (input, expected) in [
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("", Nonsense),
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("look at the table", Look (ItemName::Table)),
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("look at table", Look (ItemName::Table)),
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("look table", Look (ItemName::Table)),
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("LOOK TABLE", Look (ItemName::Table)),
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("wait", Wait),
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("help", Help),
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("hint", Hint),
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].into_iter () {
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let actual = super::parse_input (input);
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assert_eq! (actual, expected);
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