func ItemFromJson(itemDesc consts.JsonType) Itemer { var res Itemer errorMsg := "badItem" var requiredFields = map[string]string{ "weight": errorMsg, "class": errorMsg, "type": errorMsg, "bonuses": errorMsg, "effects": errorMsg, } if ok, _ := utils.CheckJsonRequest(itemDesc, requiredFields); ok { weight, ok1 := itemDesc["weight"].(float64) class, ok2 := itemDesc["class"].(string) itemType, ok3 := itemDesc["type"].(string) bonuses, ok4 := itemDesc["bonuses"].([]interface{}) effects, ok5 := itemDesc["effects"].([]interface{}) if ok1 && ok2 && ok3 && ok4 && ok5 { kind := &ItemKind{ weight: int(weight), class: consts.NameItemClassMapping[class], itemType: consts.NameItemTypeMapping[itemType], bonuses: make([]*Bonus, 0, 100), effects: make([]Effecter, 0, 100), } for _, bonusDesc := range bonuses { kind.bonuses = append(kind.bonuses, BonusFromJson(consts.JsonType(bonusDesc.(map[string]interface{})))) } for _, effectDesc := range effects { kind.effects = append(kind.effects, EffectFromJson(consts.JsonType(effectDesc.(map[string]interface{})))) } return newItem(kind, nil) // return &Item{NewGameObject(utils.GenerateId(), *geometry.MakePoint(0, 0)), &kind, nil} } } return res }
func (g *Game) putPlayer(json consts.JsonType) consts.JsonType { res := utils.JsonAction("putPlayer", "badAction") if *consts.TEST && consts.TEST_MODE { var requiredFields = map[string]string{ "x": "badPlacing", "y": "badPlacing", //"inventory" : "badInventory", } var ok bool if ok, res["result"] = utils.CheckJsonRequest(json, requiredFields); ok { inventory, ok := json["inventory"].([]interface{}) var stats = map[string]interface{}{} if json["stats"] != nil { stats = json["stats"].(map[string]interface{}) } pt, isGoodPoint := utils.GetPointFromJson(json) if !(isGoodPoint && g.field.FreeForObject(pt.X, pt.Y)) { res["result"] = "badPlacing" } else { var class int = consts.PLAYER_CLASS_WARRIOR if json["class"] != nil { var exists bool class, exists = consts.NamePlayerClassMapping[json["class"].(string)] if !exists { res["result"] = "badClass" return res } } p := gameObjects.NewPlayer(utils.GenerateId(), -1, class, "", utils.GenerateSID(), pt.X, pt.Y) g.setCharacteristicsToActiveObject(p, stats) g.players.add(p) g.field.LinkToCells(p) if ok { for _, itemDesc := range inventory { item := gameObjectsBase.ItemFromJson(consts.JsonType(itemDesc.(map[string]interface{}))) if item != nil { g.items.addItem(item) p.PickUpItem(item) } } res["inventory"] = p.GetInventoryInfo() } if slots, okey := json["slots"].(map[string]interface{}); okey { idxs := make(map[string]int64) for slotName, itemDesc := range slots { if itemd, item_converted := itemDesc.(map[string]interface{}); item_converted { item := gameObjectsBase.ItemFromJson(consts.JsonType(itemd)) if item != nil { p.PickUpItem(item) reason, _ := p.Equip(item, consts.NameSlotMapping[slotName]) if reason == consts.OK { g.items.addItem(item) idxs[slotName] = item.GetID() } else if reason == consts.BADID { res["result"] = "badId" fmt.Println("wrong id") return res } else { res["result"] = "badSlot" fmt.Println("wrong slot") return res } } } else { fmt.Println("fail to convert") res["result"] = "badSlot" return res } } res["slots"] = idxs } res["sid"] = p.SID res["id"] = p.GetID() res["fistId"] = p.GetFistID() res["result"] = "ok" } } } return res }