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GOZORK Text Adventure Game
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/** | |
* GOZORK Text Adventure Game | |
* by apoc <http://apoc.cc> | |
* | |
* Inspired by the infamous beginning of Zork I. | |
* Reading the source will obviously spoil the game. | |
* The goal is to somehow kill the troll. | |
* Oh yeah and: This is my first GO program! Which would be | |
* my perfect excuse for the bad code quality1! | |
* Here is a solution/transcript: | |
* https://paste.geekosphere.org/Rh | |
*/ | |
package main | |
import ( | |
"bufio" | |
"errors" | |
"fmt" | |
"math/rand" | |
"os" | |
"sort" | |
"strings" | |
) | |
// sort by string length: | |
// https://mmcgrana.github.io/2012/09/go-by-example-sort-by-function.html | |
type ByLength []string | |
func (s ByLength) Len() int { | |
return len(s) | |
} | |
func (s ByLength) Swap(i, j int) { | |
s[i], s[j] = s[j], s[i] | |
} | |
func (s ByLength) Less(i, j int) bool { | |
return len(s[i]) < len(s[j]) | |
} | |
type Object struct { | |
name string | |
desc string | |
adjectives []string | |
aliases []string | |
verbs map[string]func(*Object, *Player) | |
openable bool | |
open bool | |
// whether or not this object should be mentioned below the room description | |
fixture bool | |
// if this object can be picked up by the player | |
carryable bool | |
} | |
// Return true if the string matches the object. | |
func (o *Object) RespondTo(args []string) bool { | |
str := strings.Join(args, " ") | |
// match all adjectives | |
for _, adj := range o.adjectives { | |
if i := strings.Index(str, strings.ToUpper(adj)+" "); i == 0 { | |
str = str[len(adj)+1:] | |
} | |
} | |
if str == strings.ToUpper(o.name) { | |
return true | |
} | |
for _, alias := range o.aliases { | |
if str == strings.ToUpper(alias) { | |
return true | |
} | |
} | |
return false | |
} | |
func (o *Object) GetName() string { | |
res := "a " + o.name | |
if o.openable { | |
if o.open { | |
res += " (open)" | |
} else { | |
res += " (closed)" | |
} | |
} | |
return res | |
} | |
func (o *Object) GetDesc() string { | |
res := "" | |
if len(o.desc) > 0 { | |
res = o.desc | |
if o.openable { | |
res += "\n" | |
} | |
} | |
if o.openable { | |
if o.open { | |
res += fmt.Sprintf("The %v is open.", o.name) | |
} else { | |
res += fmt.Sprintf("The %v is closed.", o.name) | |
} | |
} | |
return res | |
} | |
type ObjectContainer struct { | |
objects []*Object | |
} | |
func (c *ObjectContainer) AddObject(objs ...*Object) { | |
c.objects = append(c.objects, objs...) | |
} | |
func (c *ObjectContainer) RemoveObject(obj *Object) { | |
loc := -1 | |
for i, val := range c.objects { | |
if val == obj { | |
loc = i | |
break | |
} | |
} | |
c.objects = append(c.objects[:loc], c.objects[loc+1:]...) | |
} | |
func (c *ObjectContainer) ObjectNames() (res string, err error) { | |
count := 0 | |
res = "" | |
for i, obj := range c.objects { | |
if obj.fixture { | |
continue | |
} | |
res += obj.GetName() | |
count++ | |
if i < len(c.objects)-2 { | |
res += ", " | |
} else if i == len(c.objects)-2 { | |
res += " and " | |
} | |
} | |
if count == 0 { | |
err = errors.New("no objects found") | |
} | |
return | |
} | |
func (c *ObjectContainer) FindObject(args []string) *Object { | |
for _, obj := range c.objects { | |
if obj.RespondTo(args) { | |
return obj | |
} | |
} | |
return nil | |
} | |
type Room struct { | |
name string | |
desc string | |
visited bool | |
// called when a player enters this room | |
enterFunc func(*Player) | |
// a function that can block exits if it returns false for the dir | |
exitFunc func(dir string) bool | |
// room exits: | |
n, s, w, e, up, down, in, out *Room | |
// a Room is a ObjectContainer (objects laying on the floor, or fixtures) | |
ObjectContainer | |
} | |
func (r *Room) ExitDirection(dir string) *Room { | |
if r.exitFunc != nil && !r.exitFunc(dir) { | |
return nil | |
} | |
switch dir { | |
case "NORTH": | |
return r.n | |
case "SOUTH": | |
return r.s | |
case "WEST": | |
return r.w | |
case "EAST": | |
return r.e | |
case "UP": | |
return r.up | |
case "DOWN": | |
return r.down | |
case "IN": | |
return r.in | |
case "OUT": | |
return r.out | |
default: | |
return nil | |
} | |
} | |
func (r *Room) Enter() { | |
r.visited = true | |
} | |
func (r *Room) Leave() { | |
} | |
type Player struct { | |
console *bufio.ReadWriter | |
room *Room | |
maxPoints byte | |
points byte | |
trollai TrollAI | |
dead bool | |
win bool | |
// a player is a object container (inventory) | |
ObjectContainer | |
} | |
// verbs are mapped to Player methods: | |
func (p *Player) Go(args []string) bool { | |
if newRoom := p.room.ExitDirection(args[0]); newRoom != nil { | |
p.room.Leave() | |
p.room = newRoom | |
p.Look(!newRoom.visited) | |
newRoom.Enter() | |
p.trollai.PlayerMove() | |
} else { | |
p.Println("You can't go in that direction.") | |
} | |
return true | |
} | |
func (p *Player) Look(printDesc bool) bool { | |
//p.room.Look(true) | |
p.Println(p.room.name) | |
if printDesc && p.room.desc != "" { | |
p.Println(p.room.desc) | |
} | |
if objstr, err := p.room.ObjectNames(); err == nil { | |
p.Println("There is " + objstr + " here.") | |
} | |
return true | |
} | |
func (p *Player) LookAt(args []string) bool { | |
if len(args) == 0 { | |
return p.Look(true) | |
} | |
if obj := p.FindNearObject(args); obj != nil { | |
p.Println(obj.GetDesc()) | |
} else { | |
p.Printf("I don't see any %v here.\n", strings.Join(args, " ")) | |
} | |
return true | |
} | |
func (p *Player) Take(args []string) bool { | |
if obj := p.room.FindObject(args); obj != nil { | |
if obj.carryable && !obj.fixture { | |
p.room.RemoveObject(obj) | |
p.AddObject(obj) | |
p.Println("Taken.") | |
} else { | |
p.Println("This can't be taken.") | |
} | |
} else { | |
p.Printf("I don't see any %v here.\n", strings.Join(args, " ")) | |
} | |
return true | |
} | |
func (p *Player) Push(obj *Object) bool { | |
if obj != nil { | |
if cb := obj.verbs["PUSH"]; cb != nil { | |
cb(obj, p) | |
} else { | |
p.Println("You can't push this.") | |
} | |
} else { | |
p.Println("I don't know what you are referring to.") | |
} | |
return true | |
} | |
func (p *Player) Pull(obj *Object) bool { | |
if obj != nil { | |
if cb := obj.verbs["PULL"]; cb != nil { | |
cb(obj, p) | |
} else { | |
p.Println("You can't pull this.") | |
} | |
} else { | |
p.Println("I don't know what you are referring to.") | |
} | |
return true | |
} | |
func (p *Player) LookUnder(obj *Object) bool { | |
if obj != nil { | |
if cb := obj.verbs["LOOK UNDER"]; cb != nil { | |
cb(obj, p) | |
} else { | |
p.Println("You don't see anything out of the ordinary.") | |
} | |
} else { | |
p.Println("I don't know what you are referring to.") | |
} | |
return true | |
} | |
func (p *Player) Drop(args []string) bool { | |
if obj := p.FindObject(args); obj != nil { | |
p.RemoveObject(obj) | |
p.room.AddObject(obj) | |
p.Println("Dropped.") | |
} else { | |
p.Printf("I don't see any %v here.\n", strings.Join(args, " ")) | |
} | |
return true | |
} | |
func (p *Player) Inventory(args []string) bool { | |
if objstr, err := p.ObjectNames(); err == nil { | |
p.Println("You are carrying " + objstr + ".") | |
} else { | |
p.Println("You are empty handed.") | |
} | |
return true | |
} | |
func (p *Player) Open(args []string) bool { | |
if obj := p.FindNearObject(args); obj != nil { | |
if obj.openable { | |
if !obj.open { | |
obj.open = true | |
p.Println("Opened.") | |
} else { | |
p.Println("Already open.") | |
} | |
} else { | |
p.Println("I can't open that.") | |
} | |
} else { | |
p.Printf("I don't see any %v here.\n", strings.Join(args, " ")) | |
} | |
return true | |
} | |
func (p *Player) Close(args []string) bool { | |
if obj := p.FindNearObject(args); obj != nil { | |
if obj.openable { | |
if obj.open { | |
obj.open = false | |
p.Println("Closed.") | |
} else { | |
p.Println("Already closed.") | |
} | |
} else { | |
p.Println("I can't close that.") | |
} | |
} else { | |
p.Printf("I don't see any %v here.\n", strings.Join(args, " ")) | |
} | |
return true | |
} | |
func (p *Player) Wait() bool { | |
p.Println("Time passes.") | |
return true | |
} | |
func (p *Player) Help(args []string) bool { | |
p.Println("This is a text adventure game, the goal is to find and kill the troll.") | |
p.Println("The game only understands very simple single-verb, single-object sentences, for instance: PICK UP HAT, or OPEN DOOR etc.") | |
p.Println("The Verbs this game understands are: LOOK, LOOK AT, LOOK UNDER, PUSH, PULL, TAKE, DROP, WAIT, OPEN, CLOSE and INVENTORY.") | |
p.Println("Directions are: NORTH, SOUTH, EAST, WEST, UP, DOWN, IN and OUT.") | |
p.Println("There are also many aliases for verbs and directions.") | |
return true | |
} | |
func (p *Player) GivePoints(off byte) { | |
p.points += off | |
p.Printf("(Your score increased by %d points, you now have %d/%d points.)\n", off, p.points, p.maxPoints) | |
} | |
func (p *Player) Die() { | |
p.dead = true | |
p.Println(" **** GAME OVER! You are dead.") | |
p.Printf("You managed to score %d out of %d possible points.\n", p.points, p.maxPoints) | |
} | |
func (p *Player) Win() { | |
p.win = true | |
p.Println(" **** CONGRATULATIONS! YOU WON THE GAME!") | |
p.Printf("You managed to score %d out of %d possible points.\n", p.points, p.maxPoints) | |
} | |
func (p *Player) FindNearObject(args []string) *Object { | |
// objects in the current room: | |
if obj := p.room.FindObject(args); obj != nil { | |
return obj | |
} | |
// objects/items in the player inventory: | |
if obj := p.FindObject(args); obj != nil { | |
return obj | |
} | |
return nil | |
} | |
func (p *Player) ExecuteCommand(command string) bool { | |
verbMap := map[string]func([]string) bool{ | |
"GO": func(args []string) bool { return p.Go(args) }, | |
"LOOK": func(args []string) bool { return p.Look(true) }, | |
"LOOK AT": func(args []string) bool { return p.LookAt(args) }, | |
"TAKE": func(args []string) bool { return p.Take(args) }, | |
"PUSH": func(args []string) bool { return p.Push(p.FindNearObject(args)) }, | |
"PULL": func(args []string) bool { return p.Pull(p.FindNearObject(args)) }, | |
"LOOK UNDER": func(args []string) bool { return p.LookUnder(p.room.FindObject(args)) }, | |
"DROP": func(args []string) bool { return p.Drop(args) }, | |
"OPEN": func(args []string) bool { return p.Open(args) }, | |
"WAIT": func(args []string) bool { return p.Wait() }, | |
"CLOSE": func(args []string) bool { return p.Close(args) }, | |
"INVENTORY": func(args []string) bool { return p.Inventory(args) }, | |
"XYZZY": func(args []string) bool { return true }, | |
"HELP": func(args []string) bool { return p.Help(args) }, | |
} | |
delegated := false | |
// we need to make sure to sort the verbs by length first: | |
verbs := []string{} // make([]string, len(verbMap)) | |
for verb := range verbMap { | |
verbs = append(verbs, verb) | |
} | |
sort.Sort(ByLength(verbs)) | |
sort.Sort(sort.Reverse(sort.StringSlice(verbs))) | |
for _, verb := range verbs { | |
fn := verbMap[verb] | |
if verb == command { | |
delegated = fn(make([]string, 0)) | |
} else if i := strings.Index(command, verb+" "); i == 0 { | |
command = command[len(verb)+1:] | |
delegated = fn(strings.Split(command, " ")) | |
} | |
} | |
if !delegated { | |
p.Println("Sorry, what?") | |
} else { | |
p.trollai.Turn() | |
} | |
return delegated | |
} | |
var verbAliasMap = map[string][]string{ | |
"GO NORTH": {"N", "NORTH"}, | |
"GO SOUTH": {"S", "SOUTH"}, | |
"GO WEST": {"W", "WEST"}, | |
"GO EAST": {"E", "EAST"}, | |
"GO IN": {"IN", "INSIDE", "ENTER"}, | |
"GO OUT": {"OUT", "OUTSIDE", "LEAVE"}, | |
"GO UP": {"UP"}, | |
"GO DOWN": {"DOWN"}, | |
"LOOK AT": {"EXAMINE", "INSPECT", "X"}, | |
"LOOK UNDER": {"LOOK BENEATH", "LOOK BELOW"}, | |
"TAKE": {"PICK UP", "GET"}, | |
"DROP": {"THROW"}, | |
"INVENTORY": {"I"}, | |
"WAIT": {"Z"}, | |
} | |
func (p *Player) VerbAliasReplace(cmd string) string { | |
for verb, aliases := range verbAliasMap { | |
for _, alias := range aliases { | |
if alias == cmd { | |
return verb | |
} else if i := strings.Index(cmd, verb+" "); i == 0 { | |
return cmd | |
} else if i := strings.Index(cmd, alias+" "); i == 0 { | |
return strings.Replace(cmd, alias+" ", verb+" ", 1) | |
} | |
} | |
} | |
return cmd | |
} | |
func (p *Player) Println(line string) { | |
p.Printf(line + "\n") | |
} | |
func (p *Player) Printf(format string, args ...interface{}) { | |
line := fmt.Sprintf(format, args...) | |
p.console.WriteString(line) | |
p.console.Flush() | |
} | |
func (p *Player) Run() { | |
p.Println("Welcome to GOZORK! Type HELP for help.") | |
// start the player west of the house | |
p.room.Enter() | |
p.Look(true) | |
for { | |
p.Printf(">") | |
cmd, err := p.console.ReadString('\n') | |
if err != nil { | |
p.Println("error reading console") | |
break | |
} | |
cmd = strings.ToUpper(strings.Trim(cmd, "\n")) | |
// replace alias mapping | |
cmd = p.VerbAliasReplace(cmd) | |
//fmt.Printf("[command read as: %v]\n", cmd) | |
if cmd == "QUIT" { | |
p.Println("Thanks for playing!") | |
break | |
} | |
p.ExecuteCommand(cmd) | |
if p.dead || p.win { | |
break | |
} | |
} | |
} | |
// create a game world "instance" returning the starting room | |
func NewGameWorld() (*Room, *Room) { | |
const nothingSpecialDesc = "You don't see anything special about this." | |
// objects are items, furniture etc. | |
window := Object{ | |
name: "Window", | |
desc: "A small window, it is too dirty to look inside the house.", | |
fixture: true, | |
openable: true, | |
adjectives: []string{"small"}, | |
} | |
can := Object{ | |
name: "Can", | |
carryable: true, | |
desc: "This is a unlabled can.", | |
} | |
trapdoor := Object{ | |
name: "Trapdoor", | |
carryable: false, | |
openable: true, | |
aliases: []string{"door"}, | |
} | |
rug := Object{ | |
name: "Rug", | |
desc: "A large oriental rug is covering the floor, it looks very dusty and pale.", | |
fixture: true, | |
// its not openable, but we use the open flag to indicate if it was shoved aside | |
openable: false, | |
adjectives: []string{"large", "huge", "oriental", "dusty", "pale"}, | |
aliases: []string{"floor"}, | |
verbs: map[string]func(*Object, *Player){ | |
"PUSH": func(object *Object, player *Player) { | |
player.Println("Pushing the rug won't do anything, instead you should try to pull it.") | |
}, | |
"PULL": func(object *Object, player *Player) { | |
if !object.open { | |
player.Println("Pulling the rug aside, revealed a trapdoor.") | |
object.desc = "A large oriental rug lies rolled up on the floor, there is a trapdoor the rug was covering." | |
player.room.desc = "Even in the day the room is sparsly lit. A large rug lies rolled up on the floor. The front door is boarded shut." | |
player.room.AddObject(&trapdoor) | |
object.open = true | |
player.GivePoints(1) | |
} else { | |
player.Println("Pulling the rug further won't accomplish anything.") | |
} | |
}, | |
"LOOK UNDER": func(object *Object, player *Player) { | |
player.Println("Be more specific, how do you look under a rug exactly?") | |
}, | |
}, | |
} | |
fish := Object{ | |
name: "Trout", | |
desc: "The smell of this rotten fish gives you a headache.", | |
adjectives: []string{"large", "smelly", "rotten"}, | |
aliases: []string{"fish"}, | |
} | |
bed := Object{ | |
name: "Bed", | |
fixture: true, | |
desc: "You can't find anything interesting in the bed, but the smell gets worse near it.", | |
verbs: map[string]func(*Object, *Player){ | |
"LOOK UNDER": func(object *Object, player *Player) { | |
if !object.open { | |
player.Println("Under the bed is a large smelly trout.\nTaken.") | |
// make the smell disappear: | |
object.desc = "You can't find anything interesting in the bed." | |
player.room.desc = "There is only a bed and a wooden cabinet in this plain bedroom." | |
player.AddObject(&fish) | |
object.open = true | |
player.GivePoints(3) | |
} else { | |
player.Println("There is nothing under the bed.") | |
} | |
}, | |
}, | |
} | |
cabinet := Object{ | |
name: "Cabinet", | |
fixture: true, | |
desc: nothingSpecialDesc, | |
} | |
/* +----------------+ | |
| | | |
+--------------------+ North of House +-------------+ | |
| | | | | |
| +----------------+ | | |
v | | |
+ | | |
| \|/ | |
+-------+-------+ +------------+ +---------+ +-------+------+ | |
| | + | | | | | | | |
| West of House +--+ | Livingroom +--+ Kitchen +--+ Behind House | | |
| | + | | | | | | | |
+-------+-------+ +------------+ +---------+ +-------+------+ | |
| /|\ | |
+ | | |
^ | | |
| +----------------+ | | |
| | | | | |
+-------------------+ South of House +--------------+ | |
| | | |
+----------------+*/ | |
// rooms: | |
nhouse := Room{name: "North of House", desc: "The path leads around the house to the east."} | |
whouse := Room{name: "West of House", desc: "You are standing in an open field west of a white house with a boarded front door. Pathways lead north and south around the house."} | |
shouse := Room{name: "South of House", desc: "The pathway extends to the east behind the white house."} | |
bhouse := Room{name: "Behind House", desc: "To your west is a white house with a small window. Pathways lead north and south around the house.", | |
exitFunc: func(dir string) bool { | |
if dir == "WEST" || dir == "IN" { | |
return window.open | |
} | |
return true | |
}} | |
kitchen := Room{name: "Kitchen", desc: "The kitchen looks as if it weren't used for many years. The room opens to the west into the livingroom and a staircase leads upwards.", | |
exitFunc: func(dir string) bool { | |
if dir == "EAST" || dir == "OUT" { | |
return window.open | |
} | |
return true | |
}} | |
lroom := Room{name: "Living Room", desc: "Even in the day the room is sparsly lit. A huge rug is covering the floor. The front door is boarded shut.", | |
exitFunc: func(dir string) bool { | |
if dir == "DOWN" { | |
return trapdoor.open | |
} | |
return true | |
}} | |
bedroom := Room{name: "Bedroom", desc: "There is only a bed and a wooden cabinet in this plain bedroom. Something smells terrible, giving you a light headache."} | |
passage := Room{name: "Passage", desc: "You are standing in a damp narrow passageway. There is a ladder leading up, the passage continues to the north."} | |
troom := Room{name: "Troll Room", desc: "Light shines from the high ceiling to the remains of unlucky, half-eaten adventurers."} | |
// connections: | |
nhouse.w, nhouse.e = &whouse, &bhouse | |
whouse.n, whouse.s = &nhouse, &shouse | |
shouse.w, shouse.e = &whouse, &bhouse | |
bhouse.n, bhouse.s, bhouse.w = &nhouse, &shouse, &kitchen | |
kitchen.e, kitchen.w = &bhouse, &lroom | |
lroom.e = &kitchen | |
bhouse.in = &kitchen | |
kitchen.up, kitchen.out = &bedroom, &bhouse | |
bedroom.down = &kitchen | |
lroom.down = &passage | |
passage.n, passage.up = &troom, &lroom | |
troom.s = &passage | |
// place objects in rooms: | |
bhouse.AddObject(&window) | |
kitchen.AddObject(&window) | |
kitchen.AddObject(&can) | |
lroom.AddObject(&rug) | |
bedroom.AddObject(&bed, &cabinet) | |
// return starting room and troll room: | |
return &whouse, &troom | |
} | |
// how many turns before the troll will kill the player | |
const trollDifficulty = 5 | |
/** | |
* The troll AI is very simple, it will follow the player around the house and | |
* kill him, if the player drops the fish the troll will die on food poisoning | |
* and the player will win. | |
*/ | |
type TrollAI struct { | |
troll Object | |
player *Player | |
// the room the troll is currently in: | |
room *Room | |
// indicates if player movements should "teleport" the troll too | |
follow bool | |
// turns until the troll will kill the player | |
aggro uint | |
} | |
func (ai *TrollAI) Turn() { | |
// win the game by giving him the fish | |
if fish := ai.room.FindObject([]string{"TROUT"}); fish != nil { | |
ai.player.Println("The troll sees the fish on the floor, immediately picks it up and eats it without chewing in a single gulp.") | |
ai.player.Println("The troll looks ill, slowly, the huge creature sinks onto the floor.") | |
ai.player.Println("The rotten fish killed the troll, by giving him food poisoning!") | |
ai.player.GivePoints(5) | |
ai.player.Win() | |
return | |
} | |
// the can is not the solution but close: | |
if can := ai.room.FindObject([]string{"CAN"}); can != nil { | |
ai.player.Println("The troll sees the can on the floor, immediately picks it up and eats it without chewing in a single gulp.") | |
ai.player.Println("Still the beast looks hungry at you.") | |
ai.room.RemoveObject(can) | |
ai.player.GivePoints(2) | |
// this also resets the aggro counter | |
if ai.aggro < trollDifficulty/2 { | |
ai.aggro = trollDifficulty / 2 | |
} | |
return | |
} | |
if ai.room == ai.player.room { | |
if ai.aggro <= 0 { | |
// there is a chance you survive: | |
if rand.Intn(100) > 70 { | |
ai.player.Println("The troll strikes at you with his club, hitting you on the head.") | |
ai.player.Die() | |
} else { | |
ai.player.Println("The troll leaps forward and tries to hit you with his club, but misses!") | |
// this resets the aggro counter | |
ai.aggro = trollDifficulty / 2 | |
} | |
} else if ai.aggro == 3 { | |
ai.player.Println("The troll looks at you threateningly.") | |
} | |
ai.aggro-- | |
} | |
} | |
func (ai *TrollAI) PlayerMove() { | |
if ai.follow { | |
// reset kill turn counter | |
ai.aggro = trollDifficulty | |
// do not follow the player outside (trolls cant fit through windows? | |
// also they would turn to stone in the sunlight!): | |
if ai.player.room.name == "Behind House" { | |
ai.follow = false | |
return | |
} | |
// move troll to where the player is: | |
ai.room.RemoveObject(&ai.troll) | |
ai.player.room.AddObject(&ai.troll) | |
ai.room = ai.player.room | |
ai.player.Println("The monstrous creature follows you into the room!") | |
} else if ai.room == ai.player.room { | |
// player moved into the room where the troll is, follow him! | |
ai.follow = true | |
} | |
} | |
func (ai *TrollAI) Init(room *Room, player *Player) { | |
ai.aggro = trollDifficulty | |
ai.troll = Object{ | |
name: "Troll", | |
carryable: false, | |
desc: "A huge, dangerous creature with sharp fanged teeth and a big broad nose. The monster is holding a heavy looking club in one of its enourmous hands.", | |
adjectives: []string{"huge", "dangerous"}, | |
aliases: []string{"creature", "monster"}, | |
} | |
room.AddObject(&ai.troll) | |
ai.room = room | |
ai.player = player | |
} | |
func main() { | |
// everything goes through this buffered read/writer which | |
// would make it very easy to plug this onto a telnet server. | |
console := bufio.NewReadWriter( | |
bufio.NewReader(os.Stdin), | |
bufio.NewWriter(os.Stdout)) | |
player := Player{console: console, maxPoints: 11} | |
start, trollroom := NewGameWorld() | |
player.room = start | |
player.trollai.Init(trollroom, &player) | |
player.Run() | |
} |
This is cool. Thank you. However, I wonder how you would go about implementing saving and loading game/world state? This is always a problem I run into and I'm unsure how-to resolve it. I was thinking of taking this code and implementing Gorm with SQLite, and instead of working with objects directly, I work with them sort of indirectly by doing DB look ups and queries to determine information and change state... thoughts?
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Wave Rod --> A crystal bridge spans the chasm.