func DecideAction(subjectID world.ActorID) Action { return ActionTurn{ SubjectID: subjectID, Direction: world.LEFT(), Steps: 1, } }
func commandToAction(command command, subjectID world.ActorID) ia.Action { var action ia.Action switch command { // If an action is what an actor does when it's its turn to play, then // maybe we don't want turning to be one. Moving yes, turning no. We'll // see. case commandTurnLeft: action = ia.ActionTurn{ SubjectID: subjectID, Direction: world.LEFT(), Steps: 1, } case commandTurnRight: action = ia.ActionTurn{ SubjectID: subjectID, Direction: world.RIGHT(), Steps: 1, } case commandForward: action = ia.ActionMoveRelative{ SubjectID: subjectID, Direction: world.FRONT(), Steps: 1, } case commandStrafeLeft: action = ia.ActionMoveRelative{ SubjectID: subjectID, Direction: world.LEFT(), Steps: 1, } case commandBackward: action = ia.ActionMoveRelative{ SubjectID: subjectID, Direction: world.BACK(), Steps: 1, } case commandStrafeRight: action = ia.ActionMoveRelative{ SubjectID: subjectID, Direction: world.RIGHT(), Steps: 1, } } return action }
func levelCommand(level world.Level, position world.Position, command command) world.Level { hereX, hereY := position.X, position.Y there := position.MoveForward(1) thereX, thereY := there.X, there.Y switch command { case commandPlaceFloor: floor := world.MakeFloor(floorID, world.EAST(), true) level.Floors = level.Floors.Set(thereX, thereY, floor) case commandPlaceCeiling: ceiling := world.MakeOrientedBuilding(ceilingID, world.EAST()) level.Ceilings = level.Ceilings.Set(thereX, thereY, ceiling) case commandPlaceWall: { // If the player faces North, then the wall must face South in order // to face the player. facing := position.F.Add(world.BACK()) index := facing.Value() wall := world.MakeWall(wallID, false) level.Walls[index] = level.Walls[index].Set(hereX, hereY, wall) } case commandPlaceColumn: level.Columns = level.Columns.Set(thereX, thereY, world.MakeOrientedBuilding(columnID, world.EAST())) case commandRotateFloorDirect, commandRotateFloorRetrograde: { building := level.Floors[world.Location{X: thereX, Y: thereY}] floor, ok := building.(world.Floor) if ok { var relDir world.RelativeDirection if command == commandRotateFloorDirect { relDir = world.LEFT() } else { relDir = world.RIGHT() } floor.F = floor.F.Add(relDir) level.Floors = level.Floors.Set(thereX, thereY, floor) } else { fmt.Println("You cannot rotate that.") } } case commandRotateColumnDirect, commandRotateColumnRetrograde: { var relDir world.RelativeDirection if command == commandRotateColumnDirect { relDir = world.LEFT() } else { relDir = world.RIGHT() } column := level.Columns[world.Location{X: thereX, Y: thereY}] orientable, ok := column.(world.OrientedBuilding) if ok { orientable.F = orientable.F.Add(relDir) level.Columns = level.Columns.Set(thereX, thereY, orientable) } else { fmt.Println("You cannot rotate that.") } } case commandRotateCeilingDirect, commandRotateCeilingRetrograde: { var relDir world.RelativeDirection if command == commandRotateCeilingDirect { relDir = world.LEFT() } else { relDir = world.RIGHT() } ceiling := level.Ceilings[world.Location{X: thereX, Y: thereY}] orientable, ok := ceiling.(world.OrientedBuilding) if ok { orientable.F = orientable.F.Add(relDir) level.Ceilings = level.Ceilings.Set(thereX, thereY, orientable) } else { fmt.Println("You cannot rotate that.") } } case commandRemoveFloor: level.Floors = level.Floors.Delete(thereX, thereY) case commandRemoveColumn: level.Columns = level.Columns.Delete(thereX, thereY) case commandRemoveCeiling: level.Ceilings = level.Ceilings.Delete(thereX, thereY) case commandRemoveWall: { // If the player faces North, then the wall must face South in order // to face the player. facing := position.F.Add(world.BACK()) index := facing.Value() level.Walls[index] = level.Walls[index].Delete(hereX, hereY) } case commandPlaceMonster: { creature := world.MakeCreature() creature.F = position.F creatures, creatureID := level.Creatures.Add(creature) actors, actorID := level.Actors.Add(world.MakeActor()) creatureActors, err := level.CreatureActor.Add(creatureID, actorID) if err != nil { fmt.Println(err) break } creatureLocations, err := level.CreatureLocation.Add(creatureID, there.ToLocation()) if err != nil { fmt.Println(err) break } level.Creatures = creatures level.Actors = actors level.CreatureActor = creatureActors level.CreatureLocation = creatureLocations } case commandRemoveMonster: { fmt.Printf("Not implemented.") } } return level }