RCRPG/C++11: Difference between revisions

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{{collection|RCRPG}}
{{collection|RCRPG}}
[[Javascript]] (node) version of [[:Category:RCRPG|RCRPG]]. The code can also be checked out and contributed to on [https://github.com/pistacchio/rcrpgjs github] .
[[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] .


==Code==
==Code==
<lang javascript>
<lang cpp>
//
const _ = require('lodash'),
// main.cpp
readline = require('readline');
// 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{}());
// LODASH IMPORT //
///////////////////


//////////////////
// import all lodash functions to the main namespace, but isNaN not to cause conflicts
// String utils //
_.each(_.keys(_), k => global[k === 'isNaN' ? '_isNaN' : k] = _[k]);
//////////////////


// Concats string in a nice readable format adding "," and "and"
///////////////
std::string descriptive_join(const std::vector<std::string>& items) {
// CONSTANTS //
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;
}


//////////
const DIRECTIONS = {
// Item //
n: [ 0, -1, 0],
//////////
s: [ 0, 1, 0],

e: [-1, 0, 0],
enum Item {LADDER, SLEDGE, GOLD};
w: [ 1, 0, 0],
static const std::map<Item, std::string> Item_strings {
u: [ 0, 0, -1],
d: [ 0, 0, 1]
{LADDER, "a ladder"},
{SLEDGE, "a sledge"},
{GOLD, "some gold"}
};
static const std::map<std::string, Item> String_items {
{"ladder", LADDER},
{"sledge", SLEDGE},
{"gold", GOLD}
};
};


/////////////
/////////////
// HELPERS //
// Aliases //
/////////////
/////////////


std::map<std::string, std::string> Aliases {
function findDirection (world, dir, longName=false) {
{"i", "inventory"},
const maybeDirection = find(world.commands, c => contains(first(c), dir)),
{"n", "north"},
dirLetter = first(first(maybeDirection));
{"e", "east"},

{"w", "west"},
if (maybeDirection && has(DIRECTIONS, dirLetter)) {
{"s", "south"},
return longName ? first(maybeDirection)[1] : dirLetter;
{"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;
function makeRoom(location) {
for_each(Aliases.begin(), Aliases.end(), [](std::pair<std::string, std::string> alias){
return [location, null, compact([
std::cout << alias.first << " -> " << alias.second << std::endl;
random(0, 2) === 0 ? 'sledge': null,
});
random(0, 2) === 0 ? 'ladder': null,
random(0, 2) === 0 ? 'gold': null
])];
}
}
void add_alias(std::string alias, std::string command) {
if (Aliases.find(alias) == Aliases.end()) {
Aliases[alias] = command;
}


function listToDescriptiveString (lst) {
if (!lst) return;
if (lst.length === 1) return first(lst);
return dropRight(lst).join(', ') + ' and ' + last(lst);
}

function itemsToDescriptiveItems (items) {
return map(items, i => {
switch (i) {
case 'sledge': return 'a sledge';
case 'ladder': return 'a ladder';
case 'gold': return 'some gold';
}
});
}
}


//////////////
//////////////
// MESSAGES //
// Location //
//////////////
//////////////


struct Location {
function help () {
int x;
return `You need a sledge to dig rooms and ladders to go upwards.
int y;
Valid commands are: directions (north, south...), dig, take, drop, equip, inventory and look.
int z;
Additionally you can tag rooms with the 'name' command and alias commands with 'alias'.
Have fun!
Location (int xval, int yval, int zval): x(xval), y(yval), z(zval) {}
`;
}


Location& operator+= (Location const& other) {
function welcome () {
*this = *this + other;
console.log(`Welcome to the dungeon!
return *this;
Grab the sledge and make your way to room 1,1,5 for a non-existant prize!
`);
console.log(help());
}

/////////////
// ACTIONS //
/////////////

function gotoRoom (direction, world) {
const wantedRoom = zipWith(world.player.location, DIRECTIONS[direction], add),
room = find(world.rooms, r => isEqual(first(r), world.player.location));

if (direction === 'u' && !contains(room[2], 'ladder')) {
console.log("You can't go upwards without a ladder!");
} else {
if (find(world.rooms, r => isEqual(first(r), wantedRoom))) {
world.player.location = wantedRoom;
look(world);
} else {
console.log("There's no exit in that direction!");
}
}
Location operator+ (const Location& other) {
}
return Location(this->x + other.x, this->y + other.y, this->z + other.z);

return world
}
};
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);
}
}


///////////////
function dig (world, [direction]) {
// Direction //
let dir,
///////////////
dirLongName,
wantedRoom;


static const std::map<std::string, Location> Direction {
if (!direction) {
{"north", Location( 0, -1, 0)},
console.log('Where do you want to dig?');
{"south", Location( 0, 1, 0)},
return world
{"east", Location(-1, 0, 0)},
}
{"west", Location( 1, 0, 0)},
if (!(dir = findDirection(world, direction))) {
{"up", Location( 0, 0, -1)},
console.log('That is not a direction I recognize');
{"down", Location( 0, 0, 1)}
return world;
}
};
if (!contains(world.player.inventory, 'sledge')) {
console.log('With your bare hands?');
return world;
}


//////////////////////////////
dirLongName = findDirection(world, direction, true);
// Interface Item Container //
wantedRoom = zipWith(world.player.location, DIRECTIONS[dir], add);
//////////////////////////////


// Inherited by Player and Room, both need a way to contain items
if (find(world.rooms, r => isEqual(first(r), wantedRoom))) {
class IItemContainer {
console.log('There is already an exit, there!');
public:
return world;
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;
};


world.rooms.push(makeRoom(wantedRoom));
console.log(`There is now an exit ${dirLongName}ward`);
return world;
}


//////////
function look (world) {
// Room //
const room = find(world.rooms, r => isEqual(first(r), world.player.location)),
//////////


class Room : public IItemContainer {
itemsOnFloor = itemsToDescriptiveItems(room[2]),
public:
itemsOnFloorStr = isEmpty(itemsOnFloor)
Room () = default;
? ''
Room (std::string description): description(description) {
: (itemsOnFloor.length === 1
std::uniform_int_distribution<int> gen(0, 2);
? itemsOnFloor[0]
: listToDescriptiveString(itemsOnFloor)),


exits = chain(DIRECTIONS)
if (gen(rnd_eng) == 0) {
.map((d, kd) => [kd, zipWith(d, first(room), add)])
items.insert(LADDER);
}
.filter(r => find(world.rooms, rr => isEqual(first(rr), r[1])))
.map(d => find(world.commands, c => {
if (gen(rnd_eng) == 0) {
return contains(first(c), first(d))
items.insert(SLEDGE);
})[0][1])
}
.value(),
if (gen(rnd_eng) == 0) {
exitsStr = isEmpty(exits)
items.insert(GOLD);
? ''
}
}
: (exits.length === 1
const std::string describe (std::vector<std::string> adjacent_directions) const {
? `There is one exit: ${exits[0]}.`
std::string items_on_floor;
: `You can see the following exits: ${listToDescriptiveString(exits)}.`);
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) + ".";
console.log(
}
(room[1] ? room[1] : `Room at ${world.player.location[0]}, ${world.player.location[1]}, ${world.player.location[2]}`) + '\n' +
(!itemsOnFloorStr ? '' : `On the floor you can see ${itemsOnFloorStr}.\n`) +
return description + items_on_floor + exits + "\n";
exitsStr
);
}
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) + ".";
}
};


return world;
}


///////////
function inventory (world) {
// World //
if (world.player.inventory.length === 0) {
///////////
console.log('You are not carrying anything');
} else {
console.log(`You are carrying: ${listToDescriptiveString(itemsToDescriptiveItems(world.player.inventory))}`);
}


class World {
return 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) {
function take (world, [item]) {
if (room_exists(location + direction.second)) {
const room = find(world.rooms, r => isEqual(first(r), world.player.location))
result.push_back(direction.first);
}
});
return result;
}
private:
std::map<Location, Room> rooms;
};


////////////
if (!item) {
// Player //
console.log('Take what?');
////////////
return world;
}


class Player : public IItemContainer {
if (item === 'all') {
public:
if (isEmpty(room[2])) {
Player () : current_location(0, 0, 0) {
console.log('There is nothing to take here');
items.insert(SLEDGE);
} else{
};
world.player.inventory = uniq(world.player.inventory.concat(room[2] || []));
const Location goto_direction (const Location direction) {
room[2] = [];
current_location += direction;
console.log('All items taken');
return current_location;
}
}
Location get_current_location () const {
return world;
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;
};


if (!contains(room[2], item)) {
console.log("You can't see anything like that here");
return world;
}


//////////
world.player.inventory = uniq(world.player.inventory.concat([item]));
// Game //
pull(room[2], item);
//////////
console.log('Taken');


class Game {
return world
public:
}
void execute(const std::string command) {

std::vector<std::string> cmd;
function drop (world, [item]) {
const room = find(world.rooms, r => isEqual(first(r), world.player.location))

if (!item) {
console.log('Drop what?');
return world;
}


std::for_each(std::sregex_token_iterator {command.begin(), command.end(), std::regex {"\\s+"}, -1},
if (item === 'all') {
std::sregex_token_iterator {},
if (isEmpty(world.player.inventory)) {
[&](std::ssub_match sm) {
console.log('You have nothing to drop');
cmd.push_back(sm.str());
} else{
});
room[2] = uniq(room[2].concat(world.player.inventory || []));
world.player.inventory = [];
std::string action {unalias(cmd.front())};
console.log('All items dropped');
// 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() {
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]) {
if (!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;
}
}

//////////////////////
// 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>
</lang>

Revision as of 08:39, 7 May 2015

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

<lang cpp> // // main.cpp // RCRPGCpp // // Created by pistacchio on 19/03/14. // //

  1. include <algorithm>
  2. include <iostream>
  3. include <map>
  4. include <set>
  5. include <string>
  6. include <random>
  7. include <regex>
  8. 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;

} </lang>