RCRPG/C++11: Difference between revisions
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{{collection|RCRPG}} |
{{collection|RCRPG}} |
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[[ |
[[C++11]] version of [[:Category:RCRPG|RCRPG]]. The code can also be checked out and contributed to on [https://github.com/pistacchio/rosettacode.clojure.rcrpg github] . |
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==Code== |
===Code=== |
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<syntaxhighlight lang="cpp"> |
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<lang javascript> |
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// |
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const _ = require('lodash'), |
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// main.cpp |
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readline = require('readline'); |
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// RCRPGCpp |
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// |
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// Created by pistacchio on 19/03/14. |
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// |
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// |
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#include <algorithm> |
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#include <iostream> |
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#include <map> |
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#include <set> |
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#include <string> |
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#include <random> |
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#include <regex> |
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#include <vector> |
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// Initialize the randomization engine |
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/////////////////// |
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std::default_random_engine rnd_eng(std::random_device{}()); |
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// LODASH IMPORT // |
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/////////////////// |
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////////////////// |
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// import all lodash functions to the main namespace, but isNaN not to cause conflicts |
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// String utils // |
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_.each(_.keys(_), k => global[k === 'isNaN' ? '_isNaN' : k] = _[k]); |
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////////////////// |
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// Concats string in a nice readable format adding "," and "and" |
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/////////////// |
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std::string descriptive_join(const std::vector<std::string>& items) { |
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// CONSTANTS // |
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std::string desc; |
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/////////////// |
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std::vector<std::string> itms {items.begin(), items.end()}; |
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int items_size {(int)items.size()}; |
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if (items_size > 1) { |
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for (int i {0}; i < items_size - 1; i++) { |
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itms.insert(itms.begin() + i * 2 + 1, i == items_size -2 ? " and " : ", "); |
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} |
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} |
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std::for_each(itms.begin(), itms.end(), [&](std::string s) { |
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desc += s; |
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}); |
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return desc; |
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} |
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////////// |
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const DIRECTIONS = { |
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// Item // |
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n: [ 0, -1, 0], |
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////////// |
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s: [ 0, 1, 0], |
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e: [-1, 0, 0], |
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enum Item {LADDER, SLEDGE, GOLD}; |
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w: [ 1, 0, 0], |
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static const std::map<Item, std::string> Item_strings { |
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u: [ 0, 0, -1], |
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{LADDER, "a ladder"}, |
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{SLEDGE, "a sledge"}, |
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{GOLD, "some gold"} |
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}; |
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static const std::map<std::string, Item> String_items { |
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{"ladder", LADDER}, |
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{"sledge", SLEDGE}, |
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{"gold", GOLD} |
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}; |
}; |
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///////////// |
///////////// |
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// |
// Aliases // |
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///////////// |
///////////// |
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std::map<std::string, std::string> Aliases { |
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function findDirection (world, dir, longName=false) { |
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{"i", "inventory"}, |
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const maybeDirection = find(world.commands, c => contains(first(c), dir)), |
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{"n", "north"}, |
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dirLetter = first(first(maybeDirection)); |
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{"e", "east"}, |
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{"w", "west"}, |
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if (maybeDirection && has(DIRECTIONS, dirLetter)) { |
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{"s", "south"}, |
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return longName ? first(maybeDirection)[1] : dirLetter; |
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{"get", "take"}, |
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} |
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{"u", "up"}, |
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{"l", "look"}, |
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{"d", "down"} |
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}; |
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std::string unalias(std::string term) { |
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if (Aliases.find(term) == Aliases.end()) { |
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return term; |
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} else { |
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return Aliases.find(term)->second; |
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} |
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} |
} |
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void list_aliases() { |
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std::cout << "Current aliases are:" << std::endl; |
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function makeRoom(location) { |
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for_each(Aliases.begin(), Aliases.end(), [](std::pair<std::string, std::string> alias){ |
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return [location, null, compact([ |
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std::cout << alias.first << " -> " << alias.second << std::endl; |
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random(0, 2) === 0 ? 'sledge': null, |
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}); |
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random(0, 2) === 0 ? 'ladder': null, |
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random(0, 2) === 0 ? 'gold': null |
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])]; |
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} |
} |
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void add_alias(std::string alias, std::string command) { |
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if (Aliases.find(alias) == Aliases.end()) { |
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Aliases[alias] = command; |
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} |
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function listToDescriptiveString (lst) { |
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if (!lst) return; |
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if (lst.length === 1) return first(lst); |
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return dropRight(lst).join(', ') + ' and ' + last(lst); |
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} |
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function itemsToDescriptiveItems (items) { |
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return map(items, i => { |
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switch (i) { |
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case 'sledge': return 'a sledge'; |
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case 'ladder': return 'a ladder'; |
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case 'gold': return 'some gold'; |
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} |
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}); |
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} |
} |
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////////////// |
////////////// |
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// |
// Location // |
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////////////// |
////////////// |
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struct Location { |
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function help () { |
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int x; |
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return `You need a sledge to dig rooms and ladders to go upwards. |
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int y; |
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Valid commands are: directions (north, south...), dig, take, drop, equip, inventory and look. |
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int z; |
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Additionally you can tag rooms with the 'name' command and alias commands with 'alias'. |
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Have fun! |
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Location (int xval, int yval, int zval): x(xval), y(yval), z(zval) {} |
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`; |
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} |
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Location& operator+= (Location const& other) { |
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function welcome () { |
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*this = *this + other; |
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console.log(`Welcome to the dungeon! |
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return *this; |
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Grab the sledge and make your way to room 1,1,5 for a non-existant prize! |
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`); |
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console.log(help()); |
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} |
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///////////// |
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// ACTIONS // |
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///////////// |
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function gotoRoom (direction, world) { |
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const wantedRoom = zipWith(world.player.location, DIRECTIONS[direction], add), |
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room = find(world.rooms, r => isEqual(first(r), world.player.location)); |
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if (direction === 'u' && !contains(room[2], 'ladder')) { |
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console.log("You can't go upwards without a ladder!"); |
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} else { |
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if (find(world.rooms, r => isEqual(first(r), wantedRoom))) { |
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world.player.location = wantedRoom; |
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look(world); |
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} else { |
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console.log("There's no exit in that direction!"); |
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} |
} |
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Location operator+ (const Location& other) { |
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} |
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return Location(this->x + other.x, this->y + other.y, this->z + other.z); |
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} |
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}; |
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bool operator< (const Location& left, const Location& right) { |
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return std::to_string(left.x) + '-' + std::to_string(left.y) + '-' + std::to_string(left.z) < |
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std::to_string(right.x) + '-' + std::to_string(right.y) + '-' + std::to_string(right.z); |
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} |
} |
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/////////////// |
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function dig (world, [direction]) { |
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// Direction // |
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let dir, |
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/////////////// |
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dirLongName, |
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wantedRoom; |
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static const std::map<std::string, Location> Direction { |
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if (!direction) { |
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{"north", Location( 0, -1, 0)}, |
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console.log('Where do you want to dig?'); |
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{"south", Location( 0, 1, 0)}, |
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return world |
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{"east", Location(-1, 0, 0)}, |
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} |
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{"west", Location( 1, 0, 0)}, |
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if (!(dir = findDirection(world, direction))) { |
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{"up", Location( 0, 0, -1)}, |
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console.log('That is not a direction I recognize'); |
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{"down", Location( 0, 0, 1)} |
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return world; |
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}; |
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if (!contains(world.player.inventory, 'sledge')) { |
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console.log('With your bare hands?'); |
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return world; |
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} |
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////////////////////////////// |
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dirLongName = findDirection(world, direction, true); |
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// Interface Item Container // |
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wantedRoom = zipWith(world.player.location, DIRECTIONS[dir], add); |
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////////////////////////////// |
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// Inherited by Player and Room, both need a way to contain items |
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if (find(world.rooms, r => isEqual(first(r), wantedRoom))) { |
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class IItemContainer { |
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console.log('There is already an exit, there!'); |
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public: |
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return world; |
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bool has_item(const Item item) const { |
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} |
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return items.find(item) != items.end(); |
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} |
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bool add_item(Item item) { |
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if (items.find(item) == items.end()) { |
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items.insert(item); |
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return true; |
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} else { |
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return false; |
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} |
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} |
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std::set<Item> add_all_items(std::set<Item> new_items) { |
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items.insert(new_items.begin(), new_items.end()); |
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return items; |
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} |
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bool remove_item(Item item) { |
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if (items.find(item) == items.end()) { |
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return false; |
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} else { |
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items.erase(item); |
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return true; |
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} |
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} |
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std::set<Item> remove_all_items() { |
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std::set<Item> removed_items {items.begin(), items.end()}; |
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items = std::set<Item> {}; |
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return removed_items; |
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} |
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protected: |
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std::set<Item> items; |
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}; |
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world.rooms.push(makeRoom(wantedRoom)); |
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console.log(`There is now an exit ${dirLongName}ward`); |
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return world; |
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} |
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////////// |
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function look (world) { |
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// Room // |
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const room = find(world.rooms, r => isEqual(first(r), world.player.location)), |
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////////// |
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class Room : public IItemContainer { |
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itemsOnFloor = itemsToDescriptiveItems(room[2]), |
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public: |
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itemsOnFloorStr = isEmpty(itemsOnFloor) |
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Room () = default; |
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? '' |
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Room (std::string description): description(description) { |
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: (itemsOnFloor.length === 1 |
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std::uniform_int_distribution<int> gen(0, 2); |
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? itemsOnFloor[0] |
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: listToDescriptiveString(itemsOnFloor)), |
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if (gen(rnd_eng) == 0) { |
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items.insert(LADDER); |
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} |
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.filter(r => find(world.rooms, rr => isEqual(first(rr), r[1]))) |
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if (gen(rnd_eng) == 0) { |
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items.insert(SLEDGE); |
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} |
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if (gen(rnd_eng) == 0) { |
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items.insert(GOLD); |
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} |
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} |
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: (exits.length === 1 |
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const std::string describe (std::vector<std::string> adjacent_directions) const { |
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? `There is one exit: ${exits[0]}.` |
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std::string items_on_floor; |
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: `You can see the following exits: ${listToDescriptiveString(exits)}.`); |
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std::string exits; |
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if (items.size() > 0) { |
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items_on_floor = "\nOn the floor you can see " + describe_items(); |
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} |
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if (adjacent_directions.size() == 1) { |
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exits = "There is one exit: " + adjacent_directions.front(); |
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} else if (adjacent_directions.size() > 1) { |
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exits = "\nYou can see the following directions: "; |
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exits += descriptive_join(adjacent_directions) + "."; |
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console.log( |
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} |
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(room[1] ? room[1] : `Room at ${world.player.location[0]}, ${world.player.location[1]}, ${world.player.location[2]}`) + '\n' + |
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(!itemsOnFloorStr ? '' : `On the floor you can see ${itemsOnFloorStr}.\n`) + |
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return description + items_on_floor + exits + "\n"; |
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exitsStr |
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} |
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private: |
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std::string description; |
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std::string describe_items () const { |
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std::vector<std::string> itms; |
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std::for_each(items.begin(), items.end(), [&](Item i) { |
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itms.push_back(Item_strings.find(i)->second); |
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}); |
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return descriptive_join(itms) + "."; |
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} |
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}; |
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return world; |
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} |
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/////////// |
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function inventory (world) { |
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// World // |
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if (world.player.inventory.length === 0) { |
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/////////// |
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console.log('You are not carrying anything'); |
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} else { |
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console.log(`You are carrying: ${listToDescriptiveString(itemsToDescriptiveItems(world.player.inventory))}`); |
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} |
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class World { |
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return world; |
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public: |
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} |
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World () { |
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rooms[Location(0, 0, 0)] = Room{"The room where it all started..."}; |
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rooms[Location(1, 1, 5)] = Room{"You found it! Lots of gold!"}; |
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} |
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bool room_exists (const Location room) const { |
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return rooms.find(room) != rooms.end(); |
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} |
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Room& room_at (const Location location) { |
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return rooms[location]; |
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} |
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const void dig (Location location) { |
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rooms[location] = Room{}; |
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} |
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const std::vector<std::string> adjacent_directions (Location location) { |
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std::vector<std::string> result {}; |
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std::for_each(Direction.begin(), Direction.end(), [&](std::pair<std::string, Location> direction) { |
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function take (world, [item]) { |
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if (room_exists(location + direction.second)) { |
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const room = find(world.rooms, r => isEqual(first(r), world.player.location)) |
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result.push_back(direction.first); |
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} |
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}); |
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return result; |
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} |
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private: |
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std::map<Location, Room> rooms; |
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}; |
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//////////// |
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if (!item) { |
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// Player // |
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console.log('Take what?'); |
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//////////// |
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return world; |
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} |
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class Player : public IItemContainer { |
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if (item === 'all') { |
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public: |
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if (isEmpty(room[2])) { |
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Player () : current_location(0, 0, 0) { |
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console.log('There is nothing to take here'); |
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items.insert(SLEDGE); |
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} else{ |
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}; |
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world.player.inventory = uniq(world.player.inventory.concat(room[2] || [])); |
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const Location goto_direction (const Location direction) { |
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room[2] = []; |
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current_location += direction; |
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console.log('All items taken'); |
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return current_location; |
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} |
} |
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Location get_current_location () const { |
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return world; |
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return current_location; |
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} |
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} |
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std::string inventory () { |
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if (items.size() == 0) { |
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return "You are not carrying anything"; |
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} else { |
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std::vector<std::string> itemsv; |
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std::for_each(items.begin(), items.end(), [&](Item i) { |
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itemsv.push_back(Item_strings.find(i)->second); |
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}); |
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return "You are carrying: " + descriptive_join(itemsv); |
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} |
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} |
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bool equip(Item item) { |
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if (has_item(item)) { |
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equipping = true; |
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equipped = item; |
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return true; |
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} else { |
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return false; |
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} |
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} |
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bool unequip(Item item) { |
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if (equipped == item) { |
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equipping = false; |
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return true; |
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} else { |
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return false; |
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} |
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} |
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bool is_equipping(Item item) { |
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return equipping == true && equipped == item; |
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} |
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private: |
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Location current_location; |
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bool equipping {false}; |
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Item equipped; |
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}; |
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if (!contains(room[2], item)) { |
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console.log("You can't see anything like that here"); |
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return world; |
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} |
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////////// |
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world.player.inventory = uniq(world.player.inventory.concat([item])); |
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// Game // |
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pull(room[2], item); |
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////////// |
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console.log('Taken'); |
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class Game { |
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return world |
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public: |
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} |
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void execute(const std::string command) { |
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std::vector<std::string> cmd; |
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function drop (world, [item]) { |
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const room = find(world.rooms, r => isEqual(first(r), world.player.location)) |
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if (!item) { |
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console.log('Drop what?'); |
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return world; |
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} |
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std::for_each(std::sregex_token_iterator {command.begin(), command.end(), std::regex {"\\s+"}, -1}, |
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if (item === 'all') { |
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std::sregex_token_iterator {}, |
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if (isEmpty(world.player.inventory)) { |
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[&](std::ssub_match sm) { |
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console.log('You have nothing to drop'); |
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cmd.push_back(sm.str()); |
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} else{ |
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}); |
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room[2] = uniq(room[2].concat(world.player.inventory || [])); |
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std::string action {unalias(cmd.front())}; |
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console.log('All items dropped'); |
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// HELP |
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if (action == "help") { |
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print_help(); |
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// MOVE (Up, Down, North etc) |
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} else if (Direction.find(action) != Direction.end()) { |
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Location direction {Direction.find(action)->second}; |
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Location location {direction + player.get_current_location()}; |
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if (world.room_exists(location)) { |
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Room& room {world.room_at(location)}; |
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if (action == "up" && !room.has_item(LADDER)) { |
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std::cout << "You can't go upwards without a ladder!" << std::endl; |
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} else { |
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Location current_location = player.goto_direction(direction); |
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std::cout << world.room_at(current_location).describe(world.adjacent_directions(current_location)); |
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} |
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} else { |
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std::cout << "There's no exit in that direction!" << std::endl; |
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} |
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// LOOK and describe the room |
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} else if (action == "look") { |
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std::cout << world.room_at(player.get_current_location()).describe(world.adjacent_directions(player.get_current_location())); |
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// DIG towards a direction |
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} else if (action == "dig") { |
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if (cmd.size() != 2) { |
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std::cout << "Where do you want to dig?" << std::endl; |
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} else if (!player.is_equipping(SLEDGE)) { |
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std::cout << "With your bare hands?!" << std::endl; |
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} else { |
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if (Direction.find(cmd[1]) == Direction.end()) { |
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std::cout << "That is not a direction I recognize" << std::endl; |
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} else { |
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Location new_loc = player.get_current_location() + Direction.find(cmd[1])->second; |
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if (world.room_exists(new_loc)) { |
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std::cout << "There is already an exit, there!" << std::endl; |
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} else { |
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world.dig(player.get_current_location() + Direction.find(cmd[1])->second); |
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std::cout << "There is now a new exit " << cmd[1] << "ward" << std::endl; |
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} |
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} |
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} |
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// DROP an item or all in the inventory |
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} else if (action == "drop") { |
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if (cmd.size() == 1) { |
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std::cout << "Drop what?" << std::endl; |
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} else { |
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if (cmd[1] == "all" ) { |
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Room& room {world.room_at(player.get_current_location())}; |
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room.add_all_items(player.remove_all_items()); |
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std::cout << "All items dropped;" << std::endl; |
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} else if (String_items.find(cmd[1]) == String_items.end()) { |
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std::cout << "\"" << cmd[1] <<"\" is not something I recognize" << std::endl; |
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} else { |
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Item item {String_items.find(cmd[1])->second}; |
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if (player.remove_item(item)) { |
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Room& room {world.room_at(player.get_current_location())}; |
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room.add_item(item); |
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std::cout << "Item dropped" << std::endl; |
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} else { |
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std::cout << "You don't have any" << cmd[1] << std::endl; |
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} |
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} |
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} |
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// TAKE an item from the room or all of them |
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} else if (action == "take" ) { |
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if (cmd.size() == 1) { |
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std::cout << "Take what?" << std::endl; |
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} else { |
|||
if (cmd[1] == "all") { |
|||
Room& room {world.room_at(player.get_current_location())}; |
|||
player.add_all_items(room.remove_all_items()); |
|||
std::cout << "All items taken;" << std::endl; |
|||
} else if (String_items.find(cmd[1]) == String_items.end()) { |
|||
std::cout << "\"" << cmd[1] <<"\" is not something I recognize" << std::endl; |
|||
} else { |
|||
Item item {String_items.find(cmd[1])->second}; |
|||
Room& room {world.room_at(player.get_current_location())}; |
|||
if (room.remove_item(item)) { |
|||
player.add_item(item); |
|||
std::cout << "Item taken" << std::endl; |
|||
} else { |
|||
std::cout << "There is no such item in the room" << std::endl; |
|||
} |
|||
} |
|||
} |
|||
// INVENTORY listing |
|||
} else if (action == "inventory") { |
|||
std::cout << player.inventory() << std::endl; |
|||
// EQUIP an item currently in the inventory |
|||
} else if (action == "equip") { |
|||
if (cmd.size() == 1) { |
|||
std::cout << "What do you want to equip?" << std::endl; |
|||
} else { |
|||
if (String_items.find(cmd[1]) == String_items.end()) { |
|||
std::cout << "That is not an item I recognize" << std::endl; |
|||
} else { |
|||
if (player.equip(String_items.find(cmd[1])->second)) { |
|||
std::cout << "Item equipped!" << std::endl; |
|||
} else { |
|||
std::cout << "You don't have it" << std::endl; |
|||
} |
|||
} |
|||
} |
|||
// UNEQUIP an item currently equipped |
|||
} else if (action == "unequip") { |
|||
if (cmd.size() == 1) { |
|||
std::cout << "What do you want to unequip?" << std::endl; |
|||
} else { |
|||
if (String_items.find(cmd[1]) == String_items.end()) { |
|||
std::cout << "That is not an item I recognize" << std::endl; |
|||
} else { |
|||
if (player.equip(String_items.find(cmd[1])->second)) { |
|||
std::cout << "Item unequipped!" << std::endl; |
|||
} else { |
|||
std::cout << "You don't have it" << std::endl; |
|||
} |
|||
} |
|||
} |
|||
// ALIAS a command, or list the aliases |
|||
} else if (action == "alias") { |
|||
if (cmd.size() == 1) { |
|||
list_aliases(); |
|||
} else if (cmd.size() == 3) { |
|||
add_alias(cmd[1], cmd[2]); |
|||
std::cout << "Alias added" << std::endl; |
|||
} else { |
|||
std::cout << "The correct use is: alias <ALIAS> <COMMAND>" << std::endl; |
|||
} |
|||
// WHAT?! A command that is not undertood by this simplistic parser |
|||
} else { |
|||
std::cout << "Hm?! What do you mean?" << std::endl; |
|||
} |
|||
} |
} |
||
void print_help() { |
|||
return world; |
|||
std::cout << "You need a sledge to dig rooms and ladders to go upwards." << std::endl |
|||
} |
|||
<< "Valid commands are: directions (north, south...), dig, take, drop, equip, inventory and look." << std::endl |
|||
<< "Additionally you can tag rooms with the 'name' command and alias commands with 'alias'." << std::endl |
|||
<< "Have fun!" << std::endl; |
|||
} |
|||
private: |
|||
World world; |
|||
Player player; |
|||
}; |
|||
if (!contains(world.player.inventory, item)) { |
|||
console.log("You don't have that item"); |
|||
return world; |
|||
} |
|||
//////////////// |
|||
room[2] = uniq(room[2].concat([item])); |
|||
// Main cycle // |
|||
pull(world.player.inventory, item); |
|||
//////////////// |
|||
console.log('Dropped'); |
|||
int main() |
|||
return world |
|||
{ |
|||
} |
|||
Game game; |
|||
std::string input_line; |
|||
function equip (world, [item]) { |
|||
std::cout << "Welcome to the dungeon!" << std::endl |
|||
console.log('What do you want to equip?'); |
|||
<< "Grab the sledge and make your way to room 1,1,5 for a non-existant prize!" << std::endl << std::endl; |
|||
return world; |
|||
game.print_help(); |
|||
} |
|||
if (!contains(world.player.inventory, item)) { |
|||
while (input_line != "exit") { |
|||
console.log("You don't have such object"); |
|||
std::getline(std::cin, input_line); |
|||
return world; |
|||
game.execute(input_line); |
|||
world.player.equipped = item; |
|||
console.log('Item equipped!'); |
|||
return world; |
|||
} |
|||
function unequip (world, [item]) { |
|||
if (!item) { |
|||
console.log('What do you want to unequip?'); |
|||
return world; |
|||
} |
|||
if (item !== world.player.equipped) { |
|||
console.log("You don't have it equipped"); |
|||
return world; |
|||
} |
|||
world.player.equipped = null; |
|||
console.log('Item unequipped!'); |
|||
return world; |
|||
} |
|||
function alias (world, [cmd, al]) { |
|||
let foundCommand; |
|||
if (!cmd && !al) { |
|||
console.log('Aliases:' + chain(world.commands) |
|||
.filter(c => first(c).length > 1) |
|||
.map(first) |
|||
.reduce((acc, c) => `${acc}\n${first(c)} => ${rest(c).join(', ')}`, '') |
|||
.value()); |
|||
return world; |
|||
} |
|||
if (!(foundCommand = find(world.commands, c => contains(first(c), cmd)))) { |
|||
console.log('There is no such command'); |
|||
return world |
|||
} |
|||
if (!al) { |
|||
let aliases = reject(first(foundCommand), c => c === cmd); |
|||
if (isEmpty(aliases)) { |
|||
console.log(`There are no aliases for ${cmd}`); |
|||
} else { |
|||
console.log(`Aliases for "${cmd}": ${aliases.join(', ')}`); |
|||
} |
} |
||
std::cout << "See you next time!" << std::endl; |
|||
return world; |
|||
return 0; |
|||
foundCommand[0] = uniq(first(foundCommand).concat([al])); |
|||
console.log('Alias assigned'); |
|||
return world; |
|||
} |
} |
||
</syntaxhighlight> |
|||
////////////////////// |
|||
// INPUT PROCESSING // |
|||
////////////////////// |
|||
function processInput(input, world) { |
|||
const splitInput = trim(input).split(/\s+/g), |
|||
[command, options] = [first(splitInput), rest(splitInput)], |
|||
commandFn = find(world.commands, c => contains(first(c), command.toLowerCase())); |
|||
if (commandFn) { |
|||
return commandFn[1](world, options); |
|||
} else { |
|||
console.log("I don't know what you mean."); |
|||
return world; |
|||
} |
|||
} |
|||
/////////////// |
|||
// MAIN LOOP // |
|||
/////////////// |
|||
(function runGame () { |
|||
let world = { |
|||
rooms: [ |
|||
[[0, 0, 0], "The room where it all started...", ['ladder', 'sledge']], |
|||
[[1, 1 , 5], "You found it! Lots of gold!"] |
|||
], |
|||
commands: [ |
|||
[['n', 'north'], partial(gotoRoom, 'n')], |
|||
[['s', 'south'], partial(gotoRoom, 's')], |
|||
[['w', 'west'], partial(gotoRoom, 'w')], |
|||
[['e', 'east'], partial(gotoRoom, 'e')], |
|||
[['d', 'down'], partial(gotoRoom, 'd')], |
|||
[['u', 'up'], partial(gotoRoom, 'u')], |
|||
[['help'], help], |
|||
[['dig'], dig], |
|||
[['l', 'look'], look], |
|||
[['i', 'inventory'], inventory], |
|||
[['take'], take], |
|||
[['drop'], drop], |
|||
[['equip'], equip], |
|||
[['unequip'], unequip], |
|||
[['alias'], alias] |
|||
], |
|||
player: { |
|||
location: [0, 0, 0], |
|||
inventory: ['sledge'], |
|||
equipped: null |
|||
} |
|||
}; |
|||
welcome(); |
|||
process.stdin.resume(); |
|||
process.stdin.setEncoding('utf8'); |
|||
process.stdin.on('data', input => world = processInput(input, world)) |
|||
})(); |
|||
</lang> |
Latest revision as of 11:48, 30 August 2022
RCRPG/C++11 is part of RCRPG. You may find other members of RCRPG at Category:RCRPG.
C++11 version of RCRPG. The code can also be checked out and contributed to on github .
Code
//
// main.cpp
// RCRPGCpp
//
// Created by pistacchio on 19/03/14.
//
//
#include <algorithm>
#include <iostream>
#include <map>
#include <set>
#include <string>
#include <random>
#include <regex>
#include <vector>
// Initialize the randomization engine
std::default_random_engine rnd_eng(std::random_device{}());
//////////////////
// String utils //
//////////////////
// Concats string in a nice readable format adding "," and "and"
std::string descriptive_join(const std::vector<std::string>& items) {
std::string desc;
std::vector<std::string> itms {items.begin(), items.end()};
int items_size {(int)items.size()};
if (items_size > 1) {
for (int i {0}; i < items_size - 1; i++) {
itms.insert(itms.begin() + i * 2 + 1, i == items_size -2 ? " and " : ", ");
}
}
std::for_each(itms.begin(), itms.end(), [&](std::string s) {
desc += s;
});
return desc;
}
//////////
// Item //
//////////
enum Item {LADDER, SLEDGE, GOLD};
static const std::map<Item, std::string> Item_strings {
{LADDER, "a ladder"},
{SLEDGE, "a sledge"},
{GOLD, "some gold"}
};
static const std::map<std::string, Item> String_items {
{"ladder", LADDER},
{"sledge", SLEDGE},
{"gold", GOLD}
};
/////////////
// Aliases //
/////////////
std::map<std::string, std::string> Aliases {
{"i", "inventory"},
{"n", "north"},
{"e", "east"},
{"w", "west"},
{"s", "south"},
{"get", "take"},
{"u", "up"},
{"l", "look"},
{"d", "down"}
};
std::string unalias(std::string term) {
if (Aliases.find(term) == Aliases.end()) {
return term;
} else {
return Aliases.find(term)->second;
}
}
void list_aliases() {
std::cout << "Current aliases are:" << std::endl;
for_each(Aliases.begin(), Aliases.end(), [](std::pair<std::string, std::string> alias){
std::cout << alias.first << " -> " << alias.second << std::endl;
});
}
void add_alias(std::string alias, std::string command) {
if (Aliases.find(alias) == Aliases.end()) {
Aliases[alias] = command;
}
}
//////////////
// Location //
//////////////
struct Location {
int x;
int y;
int z;
Location (int xval, int yval, int zval): x(xval), y(yval), z(zval) {}
Location& operator+= (Location const& other) {
*this = *this + other;
return *this;
}
Location operator+ (const Location& other) {
return Location(this->x + other.x, this->y + other.y, this->z + other.z);
}
};
bool operator< (const Location& left, const Location& right) {
return std::to_string(left.x) + '-' + std::to_string(left.y) + '-' + std::to_string(left.z) <
std::to_string(right.x) + '-' + std::to_string(right.y) + '-' + std::to_string(right.z);
}
///////////////
// Direction //
///////////////
static const std::map<std::string, Location> Direction {
{"north", Location( 0, -1, 0)},
{"south", Location( 0, 1, 0)},
{"east", Location(-1, 0, 0)},
{"west", Location( 1, 0, 0)},
{"up", Location( 0, 0, -1)},
{"down", Location( 0, 0, 1)}
};
//////////////////////////////
// Interface Item Container //
//////////////////////////////
// Inherited by Player and Room, both need a way to contain items
class IItemContainer {
public:
bool has_item(const Item item) const {
return items.find(item) != items.end();
}
bool add_item(Item item) {
if (items.find(item) == items.end()) {
items.insert(item);
return true;
} else {
return false;
}
}
std::set<Item> add_all_items(std::set<Item> new_items) {
items.insert(new_items.begin(), new_items.end());
return items;
}
bool remove_item(Item item) {
if (items.find(item) == items.end()) {
return false;
} else {
items.erase(item);
return true;
}
}
std::set<Item> remove_all_items() {
std::set<Item> removed_items {items.begin(), items.end()};
items = std::set<Item> {};
return removed_items;
}
protected:
std::set<Item> items;
};
//////////
// Room //
//////////
class Room : public IItemContainer {
public:
Room () = default;
Room (std::string description): description(description) {
std::uniform_int_distribution<int> gen(0, 2);
if (gen(rnd_eng) == 0) {
items.insert(LADDER);
}
if (gen(rnd_eng) == 0) {
items.insert(SLEDGE);
}
if (gen(rnd_eng) == 0) {
items.insert(GOLD);
}
}
const std::string describe (std::vector<std::string> adjacent_directions) const {
std::string items_on_floor;
std::string exits;
if (items.size() > 0) {
items_on_floor = "\nOn the floor you can see " + describe_items();
}
if (adjacent_directions.size() == 1) {
exits = "There is one exit: " + adjacent_directions.front();
} else if (adjacent_directions.size() > 1) {
exits = "\nYou can see the following directions: ";
exits += descriptive_join(adjacent_directions) + ".";
}
return description + items_on_floor + exits + "\n";
}
private:
std::string description;
std::string describe_items () const {
std::vector<std::string> itms;
std::for_each(items.begin(), items.end(), [&](Item i) {
itms.push_back(Item_strings.find(i)->second);
});
return descriptive_join(itms) + ".";
}
};
///////////
// World //
///////////
class World {
public:
World () {
rooms[Location(0, 0, 0)] = Room{"The room where it all started..."};
rooms[Location(1, 1, 5)] = Room{"You found it! Lots of gold!"};
}
bool room_exists (const Location room) const {
return rooms.find(room) != rooms.end();
}
Room& room_at (const Location location) {
return rooms[location];
}
const void dig (Location location) {
rooms[location] = Room{};
}
const std::vector<std::string> adjacent_directions (Location location) {
std::vector<std::string> result {};
std::for_each(Direction.begin(), Direction.end(), [&](std::pair<std::string, Location> direction) {
if (room_exists(location + direction.second)) {
result.push_back(direction.first);
}
});
return result;
}
private:
std::map<Location, Room> rooms;
};
////////////
// Player //
////////////
class Player : public IItemContainer {
public:
Player () : current_location(0, 0, 0) {
items.insert(SLEDGE);
};
const Location goto_direction (const Location direction) {
current_location += direction;
return current_location;
}
Location get_current_location () const {
return current_location;
}
std::string inventory () {
if (items.size() == 0) {
return "You are not carrying anything";
} else {
std::vector<std::string> itemsv;
std::for_each(items.begin(), items.end(), [&](Item i) {
itemsv.push_back(Item_strings.find(i)->second);
});
return "You are carrying: " + descriptive_join(itemsv);
}
}
bool equip(Item item) {
if (has_item(item)) {
equipping = true;
equipped = item;
return true;
} else {
return false;
}
}
bool unequip(Item item) {
if (equipped == item) {
equipping = false;
return true;
} else {
return false;
}
}
bool is_equipping(Item item) {
return equipping == true && equipped == item;
}
private:
Location current_location;
bool equipping {false};
Item equipped;
};
//////////
// Game //
//////////
class Game {
public:
void execute(const std::string command) {
std::vector<std::string> cmd;
std::for_each(std::sregex_token_iterator {command.begin(), command.end(), std::regex {"\\s+"}, -1},
std::sregex_token_iterator {},
[&](std::ssub_match sm) {
cmd.push_back(sm.str());
});
std::string action {unalias(cmd.front())};
// HELP
if (action == "help") {
print_help();
// MOVE (Up, Down, North etc)
} else if (Direction.find(action) != Direction.end()) {
Location direction {Direction.find(action)->second};
Location location {direction + player.get_current_location()};
if (world.room_exists(location)) {
Room& room {world.room_at(location)};
if (action == "up" && !room.has_item(LADDER)) {
std::cout << "You can't go upwards without a ladder!" << std::endl;
} else {
Location current_location = player.goto_direction(direction);
std::cout << world.room_at(current_location).describe(world.adjacent_directions(current_location));
}
} else {
std::cout << "There's no exit in that direction!" << std::endl;
}
// LOOK and describe the room
} else if (action == "look") {
std::cout << world.room_at(player.get_current_location()).describe(world.adjacent_directions(player.get_current_location()));
// DIG towards a direction
} else if (action == "dig") {
if (cmd.size() != 2) {
std::cout << "Where do you want to dig?" << std::endl;
} else if (!player.is_equipping(SLEDGE)) {
std::cout << "With your bare hands?!" << std::endl;
} else {
if (Direction.find(cmd[1]) == Direction.end()) {
std::cout << "That is not a direction I recognize" << std::endl;
} else {
Location new_loc = player.get_current_location() + Direction.find(cmd[1])->second;
if (world.room_exists(new_loc)) {
std::cout << "There is already an exit, there!" << std::endl;
} else {
world.dig(player.get_current_location() + Direction.find(cmd[1])->second);
std::cout << "There is now a new exit " << cmd[1] << "ward" << std::endl;
}
}
}
// DROP an item or all in the inventory
} else if (action == "drop") {
if (cmd.size() == 1) {
std::cout << "Drop what?" << std::endl;
} else {
if (cmd[1] == "all" ) {
Room& room {world.room_at(player.get_current_location())};
room.add_all_items(player.remove_all_items());
std::cout << "All items dropped;" << std::endl;
} else if (String_items.find(cmd[1]) == String_items.end()) {
std::cout << "\"" << cmd[1] <<"\" is not something I recognize" << std::endl;
} else {
Item item {String_items.find(cmd[1])->second};
if (player.remove_item(item)) {
Room& room {world.room_at(player.get_current_location())};
room.add_item(item);
std::cout << "Item dropped" << std::endl;
} else {
std::cout << "You don't have any" << cmd[1] << std::endl;
}
}
}
// TAKE an item from the room or all of them
} else if (action == "take" ) {
if (cmd.size() == 1) {
std::cout << "Take what?" << std::endl;
} else {
if (cmd[1] == "all") {
Room& room {world.room_at(player.get_current_location())};
player.add_all_items(room.remove_all_items());
std::cout << "All items taken;" << std::endl;
} else if (String_items.find(cmd[1]) == String_items.end()) {
std::cout << "\"" << cmd[1] <<"\" is not something I recognize" << std::endl;
} else {
Item item {String_items.find(cmd[1])->second};
Room& room {world.room_at(player.get_current_location())};
if (room.remove_item(item)) {
player.add_item(item);
std::cout << "Item taken" << std::endl;
} else {
std::cout << "There is no such item in the room" << std::endl;
}
}
}
// INVENTORY listing
} else if (action == "inventory") {
std::cout << player.inventory() << std::endl;
// EQUIP an item currently in the inventory
} else if (action == "equip") {
if (cmd.size() == 1) {
std::cout << "What do you want to equip?" << std::endl;
} else {
if (String_items.find(cmd[1]) == String_items.end()) {
std::cout << "That is not an item I recognize" << std::endl;
} else {
if (player.equip(String_items.find(cmd[1])->second)) {
std::cout << "Item equipped!" << std::endl;
} else {
std::cout << "You don't have it" << std::endl;
}
}
}
// UNEQUIP an item currently equipped
} else if (action == "unequip") {
if (cmd.size() == 1) {
std::cout << "What do you want to unequip?" << std::endl;
} else {
if (String_items.find(cmd[1]) == String_items.end()) {
std::cout << "That is not an item I recognize" << std::endl;
} else {
if (player.equip(String_items.find(cmd[1])->second)) {
std::cout << "Item unequipped!" << std::endl;
} else {
std::cout << "You don't have it" << std::endl;
}
}
}
// ALIAS a command, or list the aliases
} else if (action == "alias") {
if (cmd.size() == 1) {
list_aliases();
} else if (cmd.size() == 3) {
add_alias(cmd[1], cmd[2]);
std::cout << "Alias added" << std::endl;
} else {
std::cout << "The correct use is: alias <ALIAS> <COMMAND>" << std::endl;
}
// WHAT?! A command that is not undertood by this simplistic parser
} else {
std::cout << "Hm?! What do you mean?" << std::endl;
}
}
void print_help() {
std::cout << "You need a sledge to dig rooms and ladders to go upwards." << std::endl
<< "Valid commands are: directions (north, south...), dig, take, drop, equip, inventory and look." << std::endl
<< "Additionally you can tag rooms with the 'name' command and alias commands with 'alias'." << std::endl
<< "Have fun!" << std::endl;
}
private:
World world;
Player player;
};
////////////////
// Main cycle //
////////////////
int main()
{
Game game;
std::string input_line;
std::cout << "Welcome to the dungeon!" << std::endl
<< "Grab the sledge and make your way to room 1,1,5 for a non-existant prize!" << std::endl << std::endl;
game.print_help();
while (input_line != "exit") {
std::getline(std::cin, input_line);
game.execute(input_line);
}
std::cout << "See you next time!" << std::endl;
return 0;
}