RCRPG/Raku
This Perl 6 version of RCRPG implements a text interface.
Language Idioms
TODO: Note idioms and interesting language features employed.
Commands
As with the Perl version.
Use
As with the Perl version.
Code
<lang perl6> my %commands; my %rooms;
my $room = [0,0,0]; my $stuff = []; my $equipped = ;
my $WHITE = "\e[0m"; my $GREEN = "\e[32m"; my $BLUE = "\e[34m";
my @random_items = < sledge ladder gold >;
my %dir_str =
up => 'in the ceiling', down => 'in the floor', map { ($_ => "to the $_") }, <north south east west>;
my %dir_vec =
up => [ 0, 0, 1], down => [ 0, 0,-1], north => [ 0, 1, 0], south => [ 0,-1, 0], east => [ 1, 0, 0], west => [-1, 0, 0];
my %dir_rev = map { ($^a => $^b), $^b => $^a },
< north south east west up down >;
my class Room {
has $.stuff = (my $roll = 1.rand) > .25 ?? [@random_items.roll] !! $roll > .85 ?? [@random_items.roll(2)] !! Nil; has $.name = "The Unnamed Room"; has $.links = [];
method greet() { say "You are in room ($room), $.name"; if !$.links { say "There are no exits from this room. Perhaps you need to make one?"; } elsif $.links == 1 { say "There is an exit %dir_str{$.links[0]}."; } else { say "There are exits: {@$.links.join(', ')\ .subst(/','(<-[,]>+)$/,->$/{" and$0"})}."; } if $.stuff { say "There is {serial_and( @$.stuff )} here."; } else { say $BLUE, "There is nothing useful here you can take.", $WHITE; } say $GREEN, "Try 'help' for help\n", $WHITE; print ">"; }
}
%rooms{"0 0 0"} = Room.new(name => 'The Start', stuff => [<sledge>]); %rooms{"1 1 5"} = Room.new(name => 'The Prize Room', stuff => [<gold> xx 9]);
sub serial_and(*@list) {
my %stuff; map { %stuff{$_}++ }, @list; my $items = (map { "{%stuff{$_} > 1 ?? %stuff{$_} !! 'a'} $_" }, %stuff.keys).join: ', '; $items.subst( /','(<-[,]>+)$ /, -> $/ {" and$0"} );
}
sub move($dir) {
if $dir eq 'up' && !grep 'ladder', @( %rooms{$room}.stuff ) { say "There needs to be a ladder in the room before you can climb."; } elsif grep $dir, @( %rooms{$room}.links ) { $room = [ @$room Z+ @(%dir_vec{$dir}) ]; } else { say "Your way is blocked."; }
}
sub command(@names, $help, $ct, $sub) {
sub parser(*@bits) { if @bits[0] eq '_help' || (@bits - 1) !~~ $ct { say "Usage: {@names.join('|')} $help"; } else { shift @bits; $sub.(|@bits); } } for @names { %commands{$_} = &parser }
}
for <north south east west up down> -> $dir {
command [$dir, substr($dir,0,1)], , 0, { move($dir) };
}
command [<attack a>], "(direction)", 1,
-> $dir { if !(%dir_vec{$dir}:exists) { say "I don't know that direction. Try: {sort keys %dir_vec}"; } elsif grep $dir, @( %rooms{$room}.links ) { say "You swing {$equipped ?? "the $equipped" !! 'your fists'} wildly at the hole " ~ 'in the wall. It makes a nice breeze.'; } elsif $equipped ne 'sledge' { say "You swing {$equipped ?? "the $equipped" !! 'your fists'} around purposfully " ~ 'but accomplish nothing. Perhaps you should equip a better tool?'; } else { my $r2 = [ @$room Z+ @(%dir_vec{$dir}) ]; my $r2o = %rooms{$r2} //= Room.new; say 'You bash until the surface crumbles, leaving a hole you can crawl through.'; push @( %rooms{$room}.links ), $dir; push @( $r2o.links ), %dir_rev{$dir}; } };
command [<inventory inv i>], "", 0,
{ if !$stuff { say "You're not carrying anything. Ask again later."; } else { say "You have {serial_and( @$stuff )}." } };
command [<name>], "(New name of room)", 1 .. *,
-> *@names { %rooms{$room}.name = ~@names };
command [<equip>], "(itemname)", 1,
-> $item { if grep $item, @$stuff { $equipped = $item; say "You equipped your $item. Put it to good use."; } else { say "You don't have one of those. Try 'i' to see what you have."; } };
sub move_items(@from, @to, @filters) {
sub ok($item) { ?grep { $_ eq 'all' || $_ eq $item }, @filters }
my @move = grep &ok, @from; push @to, @move; @from = grep { !ok($_) }, @from;
if $equipped && !grep $equipped, @$stuff { say "You dropped the item you were using."; $equipped = ; }
@move == 0 ?? False !! @move > 1 ?? "{+@move} items" !! "1 item";
}
command [<take>], '{all|(itemname)}', 1 .. *,
-> *@filters { if move_items(%rooms{$room}.stuff, $stuff, @filters) -> $things { say "You took $things."; } else { say "There aren't any of those here."; } };
command [<drop>], '{all|(itemname)}', 1 .. *,
-> *@filters { if move_items($stuff, %rooms{$room}.stuff, @filters) -> $things { say "You dropped $things."; } else { say "You don't have any of those."; } };
command [<help>], "(command name) ... But you apparently discovered that.",
0..1, -> $command? { if defined $command { %commands{$command}.("_help"); } else { say "Valid commands are: ", [ sort keys %commands ]; } };
command [<alias>], "(existing command name) (additional name for command)",
2, -> $c1, $c2 { if %commands{$c2}:exists { say "Can't redefine an existing command!"; } else { %commands{$c2} = %commands{$c1}; } };
command [<exit quit>], "(leave Muddy)", 0,
{ print 'The Muddy walls dim. '; say "You glance down as {serial_and( @$stuff )} clatter{@$stuff > 1 ?? 's' !! } to the floor then fades away." if @$stuff; say 'It is as if you are awakening from a strange (and extremly low resolution) dream...'; exit; };
say "Welcome to Muddy. It's kinda like a MUD, but it lacks multiple players..."; %rooms{$room}.greet;
while my $in = $*IN.get { my @args = $in.words;
if @args && %commands{lc @args[0]} -> $fun { $fun(|@args); } else { say "That didn't make any sense. Try 'help'"; } %rooms{$room}.greet;
} </lang>