I'm working on modernizing Rosetta Code's infrastructure. Starting with communications. Please accept this time-limited open invite to RC's Slack.. --Michael Mol (talk) 20:59, 30 May 2020 (UTC)


From Rosetta Code
RCRPG/Clojure is part of RCRPG. You may find other members of RCRPG at Category:RCRPG.
Clojure version of RCRPG. The code can also be checked out and contributed to on github .


(ns rosettacode.rcrpg.clojure)
(use '[clojure.string :only (join split)])
(defn split-keys
"returns map m (with string keys) creating multiple entries for keys separated by regex splitter."
[m splitter]
(apply hash-map (flatten
(map #(let [splitted (split (first %) splitter)]
(if (> (count splitted) 1)
(map vector splitted (repeat (second %)))
%)) m))))
(def *translation-map*
(split-keys {"drop" "drop-item"
"get|take" "take-item"
"i|inv" "inventory"
"n|north" "move north"
"w|west" "move west"
"s|south" "move south"
"e|east" "move east"
"u|up" "move up"
"d|down" "move down"
"alias" "alias-command"
"name" "name-room"} #"\|"))
(def *base-valid-actions* #{:drop-item :take-item :inventory :move :alias-command :name-room :dig :help :equip :look})
(defn valid-actions
"returns all the callable actions from base ones, aliases and user-defined"
(into #{}
(map keyword (keys aliases))
;; room = (x y z [on-the-ground])
(def *world-state* {:maze {[0 0 0] #{:sledge}
[1 1 5] #{:lots-of-gold}}
:inventory #{}
:current-room [0 0 0]
:equipped nil
:aliases *translation-map*
:named-rooms {[0 0 0] "the starting room"
[1 1 5] "the prince room"}})
(def *directions* [:north :west :south :east :up :down])
(def *coords*
(zipmap *directions* [[0 1 0 ]
[-1 0 0 ]
[0 -1 0 ]
[1 0 0 ]
[0 0 1 ]
[0 0 -1]]))
(defn translate
"if source is a key of target, returns the value as a sequence (split by spaces), else returns source."
[source target]
(split (if-let [t (get target source)] t source) #" "))
;; ** utilities ** ;;
(defn coord-at
"given a coordinate (eg. [1 1 1]) and a direction (eg. :north) returns the coordinate for the direction (eg. [1 2 1])"
[current direction]
(vec (map + (direction *coords*) current)))
(defn current-room
"returns the room the player is in, eg. [[1 2 3] #{:gold}]"
[(:current-room world) ((world :maze) (world :current-room ))])
(defn room-position
"returns the coordinate for room (eg. [1 2 1])"
(first room))
(defn room-ground
"returns the content of room (eg. #{gold})"
(second room))
(defn in?
"returns true if k is in sequence"
[coll k]
(some #{k} coll))
(defn in-inv?
"returns true if the player has item in her inventory"
[world item]
(in? (world :inventory) item))
(defn new-room-at
"returns a new room relative to the player's current position, towards direction"
[world direction]
[(coord-at (world :current-room) direction) (hash-set (rand-nth [:gold :sledge :ladder]))])
(defn valid-direction
"fn if direction is valid, otherwise prints an error message, else fnelse"
(in? *directions* direction))
;; ** describing rooms ** ;;
(defn find-exits
"returns a list of directions with the exit directions for room, eg. (:north :east)"
[room world]
(let [calc-neighbour #(map + (room-position room) (second %))
maze (world :maze)]
(->> *coords* (filter #(contains? maze (calc-neighbour %))) (map key))))
(defn exit?
"returns true if room has an exit towards direction"
[room world direction]
(in? (find-exits room world) direction))
(defn describe-exits
"returns string describing the exits in room"
[room world]
(let [exits-to-string (fn [exits]
(= (count exits) 1) (str " There is an exit " (name (first exits)) "ward")
(not-empty exits) (str " There are exits at " (->> exits (map name) (join ", ")) ".")
:else ""))]
(exits-to-string (find-exits room world))))
(defn describe-items
"returns a description of items"
(let [i (reduce #(conj %1
(case %2
:sledge "a sledge"
:gold "some gold coins"
:ladder "a ladder lying down"
:lots-of-gold "LOTS of gold!"))
[] items)]
(join ", " (drop-last 2 i))
(when (> (count i) 2) ", ")
(join " and " (take-last 2 i)))))
(defn describe-ground
"returns string describing the exits in room"
(let [room-content (room-ground room)]
(if (not-empty room-content)
(str " On the ground you can see: " (describe-items room-content) "."))))
(defn describe
"prints a description of room"
[room world]
(let [room-name (if-let [r ((world :named-rooms) (room-position room))]
(str " (" r ")")
(str "You are at "
(join " " (room-position room))
room-name "."
(describe-ground room)
(describe-exits room world))))
(defn perform-action
"executes action with args providing it with world state. if the function returns a string, prints it and return
world. if function returns [string updated-world], prints string and return updated-world"

[world action args]
(let [result (apply (resolve (symbol action)) (conj args world ))]
(string? result) (do (println result) world)
(vector? result) (do (println (first result)) (second result) ))))
;; ** actions ** ;;
(defn look [world]
"describes the room the player is in"
(describe (current-room world) world))
(defn dig
"digs a new room towards direction if there's not a room already and the player has a sledge"
([world direction]
(let [dir (keyword direction)]
(if (valid-direction dir)
(if (exit? (current-room world) world dir)
"There is already a room!"
(if (= (world :equipped) :sledge)
[(str "You dig a new room " direction "ward.")
(assoc world :maze (merge (world :maze) (new-room-at world dir)))]
"You need to equip a sledge in order to dig the wall!"))
([world] "Where do you want to dig?"))
(defn move
"moves the player to an adjacent room and describes it"
([world direction]
(let [dir (keyword direction)
target-coord (coord-at (room-position (current-room world)) dir)]
(if (valid-direction dir)
(if (exit? (current-room world) world dir)
(if (and (= dir :up) (not ((room-ground (current-room world)) :ladder)))
"You cannot go up if there's no ladder in the room."
(let [updated-world (assoc world :current-room target-coord)]
[(describe (current-room updated-world) updated-world)
"There's no exit in that direction!")
([world] "Where do you want to go?"))
(defn equip
"equips an item if specified and if the player has it in her inventory"
([world item]
(let [i (keyword item)]
(if (in-inv? world i)
(assoc world :equipped i)])
"You haven't such an item"))
([world] "What do you want to equip?"))
(defn drop-item
"drops an item in the inventory or all of them leaving it in the room"
([world item]
(let [i (keyword item)
current-position (get world :current-room)
current-ground (room-ground (current-room world))
current-maze (world :maze)
current-inventory (world :inventory)
update-room (partial assoc current-maze current-position)
equipped-item (world :equipped)]
(if (= i :all)
["Everything dropped!"
(assoc world
:equipped nil
:inventory #{}
:maze (update-room (clojure.set/union current-ground current-inventory)))]
(if (in-inv? world i)
["Item dropped!"
(assoc world
:equipped (if (= equipped-item i) nil equipped-item)
:inventory (disj current-inventory i)
:maze (update-room (conj current-ground i)))]
"You haven't such an item"))))
([world] "What do you want to drop?"))
(defn take-item
"picks up an item from the ground or all of them putting them into the inventory"
([world item]
(let [i (keyword item)
current-position (get world :current-room)
current-ground (room-ground (current-room world))
current-maze (:maze world)
current-inventory (world :inventory)
update-room (partial assoc current-maze current-position)
equipped-item (world :equipped)]
(if (= i :all)
["Everything taken!"
(assoc world
:inventory (clojure.set/union current-inventory current-ground)
:maze (update-room #{}))]
(if (in? current-ground i)
["Item taken!"
(assoc world
:inventory (conj current-inventory i)
:maze (update-room (disj current-ground i)))]
"There is not such item on the ground!"))))
([world] "What do you want to pick up?"))
(defn inventory
"prints what the player is carrying"
(let [inv (world :inventory)]
(if (empty? inv)
"You are not carrying anything"
(str "You are carrying: " (describe-items inv)))))
(defn equip
([world item]
(let [i (keyword item)]
(if (in-inv? world i)
["Item equipped." (assoc world :equipped i)]
"You haven't such item")))
([world] "What do you want to equip?"))
(defn alias-command
"aliases command to alias"
([world alias & commands]
(let [command (join " " commands)
current-aliases (world :aliases)]
[(str "Alias created for the command " command) (assoc world :aliases (assoc current-aliases alias command))]))
([world] "Alias what?")
([world alias] (str "Alias '" alias "' to what?")))
(defn name-room
"tags the current location with alias"
([world & alias]
(let [a (join " " alias)
current-named-room (world :named-rooms)
current-location (room-position (current-room world))]
["Done!" (assoc world :named-rooms (assoc current-named-room current-location a))]))
([world] "What name?"))
(defn help
"prints an help message"
"Welcome to the dungeon!\n"
"You need a sledge to dig rooms and ladders to go upwards.\n"
"Valid commands are: directions (north, south...), dig, take, drop, equip, inventory and look.\n"
"Additionally you can tag rooms with the 'name' command and alias commands with 'alias'.\n"
"Have fun!\n"))
;; ** user input ** ;;
(defn sanitize-input
"lowercases input, splits it into words and trims the tokens"
(remove empty? (-> input .toLowerCase .trim (split #" "))))
(defn parse-input
"interprets user input. returns an updated world state if the game has to continue, nil if the user inputs 'exit'"
[input world]
(if (not-empty input)
(let [sanitized-input (sanitize-input input)
command (translate (first sanitized-input) (world :aliases))
i (concat command (rest sanitized-input))
[action & args] i
current-valid-actions (world :aliases)]
(= (first i) "exit") nil
(contains? (valid-actions current-valid-actions) (keyword action))
(try (perform-action world action args)
(catch IllegalArgumentException e (println "Invalid arguments") world))
:else (do (println "What do you mean?") world)))
(println "Hm?!")
;; main loop
(defn run
"the main game loop"
(println "Welcome to the dungeon!\nGrab the sledge and make your way to room 1,1,5 for a non-existant prize!")
(loop [input (read-line)
world *world-state*]
(if-let [w (parse-input input world)]
(recur (read-line) w)
(println "See you next time!")))))