doodle/pkg/commands.go

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package doodle
import (
"errors"
"fmt"
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"os"
"path/filepath"
"strconv"
"strings"
"git.kirsle.net/apps/doodle/assets"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/chatbot"
"git.kirsle.net/apps/doodle/pkg/enum"
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"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/modal"
"github.com/dop251/goja"
)
// Command is a parsed shell command.
type Command struct {
Raw string // The complete raw command the user typed.
Command string // The first word of their command.
Args []string // The shell-args array of parameters.
ArgsLiteral string // The args portion of the command literally.
}
// Run the command.
func (c Command) Run(d *Doodle) error {
if len(c.Raw) == 0 {
return nil
}
// Cheat codes
if cheat := c.cheatCommand(d); cheat {
return nil
}
switch strings.ToLower(c.Command) {
case "echo":
d.Flash(c.ArgsLiteral)
return nil
case "error":
d.FlashError(c.ArgsLiteral)
return nil
case "alert":
modal.Alert(c.ArgsLiteral)
return nil
case "confirm":
modal.Confirm(c.ArgsLiteral).Then(func() {
d.Flash("Confirmed.")
})
return nil
case "new":
return c.New(d)
case "save":
return c.Save(d)
case "edit":
return c.Edit(d)
case "play":
return c.Play(d)
case "close":
return c.Close(d)
case "titlescreen":
return c.TitleScreen(d)
case "exit":
case "quit":
return c.Quit()
case "help":
return c.Help(d)
case "reload":
d.Goto(d.Scene)
return nil
case "guitest":
d.Goto(&GUITestScene{})
return nil
case "eval":
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fallthrough
case "$":
out, err := c.RunScript(d, c.ArgsLiteral)
d.Flash("%+v", out)
return err
case "repl":
d.shell.Repl = true
d.shell.Text = "$ "
case "boolprop":
return c.BoolProp(d)
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case "extract-bindata":
// Undocumented command to extract the binary of its assets.
return c.ExtractBindata(d, c.ArgsLiteral)
default:
return c.Default(d)
}
return nil
}
// New opens a new map in the editor mode.
func (c Command) New(d *Doodle) error {
d.GotoNewMenu()
return nil
}
// Close returns to the Main Scene.
func (c Command) Close(d *Doodle) error {
main := &MainScene{}
d.Goto(main)
return nil
}
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// ExtractBindata dumps the app's embedded bindata to the filesystem.
func (c Command) ExtractBindata(d *Doodle, path string) error {
if len(path) == 0 || path[0] != '/' {
d.FlashError("Required: an absolute path to a directory to extract to.")
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return nil
}
err := os.MkdirAll(path, 0755)
if err != nil {
d.FlashError("MkdirAll: %s", err)
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return err
}
for _, filename := range assets.AssetNames() {
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outfile := filepath.Join(path, filename)
log.Info("Extracting bindata: %s to: %s", filename, outfile)
data, err := assets.Asset(filename)
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if err != nil {
d.FlashError("error on file %s: %s", filename, err)
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continue
}
// Fill out the directory path.
if _, err := os.Stat(filepath.Dir(outfile)); os.IsNotExist(err) {
os.MkdirAll(filepath.Dir(outfile), 0755)
}
fh, err := os.Create(outfile)
if err != nil {
d.FlashError("error writing file %s: %s", outfile, err)
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continue
}
fh.Write(data)
fh.Close()
}
d.Flash("Bindata extracted to %s", path)
return nil
}
// Help prints the help info.
func (c Command) Help(d *Doodle) error {
if len(c.Args) == 0 {
d.Flash("Available commands: new save edit play quit echo error")
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d.Flash(" alert clear help boolProp eval repl")
d.Flash("Type `help` and then the command, like: `help edit`")
return nil
}
switch strings.ToLower(c.Args[0]) {
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case "echo":
d.Flash("Usage: echo <message>")
d.Flash("Flash a message back to the console")
case "error":
d.Flash("Usage: error <message>")
d.Flash("Flash an error message back to the console")
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case "alert":
d.Flash("Usage: alert <message>")
d.Flash("Pop up an Alert box with a custom message")
case "new":
d.Flash("Usage: new")
d.Flash("Create a new drawing in Edit Mode")
case "save":
d.Flash("Usage: save [filename.json]")
d.Flash("Save the map to disk (in Edit Mode only)")
case "edit":
d.Flash("Usage: edit <filename.json>")
d.Flash("Open a file on disk in Edit Mode")
case "play":
d.Flash("Usage: play <filename.json>")
d.Flash("Open a map from disk in Play Mode")
case "quit":
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fallthrough
case "exit":
d.Flash("Usage: quit")
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d.Flash("Closes the dev console (alias: exit)")
case "clear":
d.Flash("Usage: clear")
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d.Flash("Clears the console output history")
case "eval":
fallthrough
case "$":
d.Flash("Evaluate a line of JavaScript on the in-game interpreter")
case "repl":
d.Flash("Enter a JavaScript shell on the in-game interpreter")
case "boolprop":
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d.Flash("Toggle boolean values. `boolProp list` lists available")
case "titlescreen":
d.Flash("Usage: titlescreen <filename.level>")
d.Flash("Open the title screen with a level")
case "help":
d.Flash("Usage: help <command>")
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d.Flash("Gets further help on a command")
default:
d.Flash("Unknown help topic.")
}
return nil
}
// Save the current map to disk.
func (c Command) Save(d *Doodle) error {
if scene, ok := d.Scene.(*EditorScene); ok {
filename := ""
if len(c.Args) > 0 {
filename = c.Args[0]
} else if scene.filename != "" {
filename = scene.filename
} else {
return errors.New("usage: save <filename>")
}
switch scene.DrawingType {
case enum.LevelDrawing:
d.shell.Write("Saving Level: " + filename)
scene.SaveLevel(filename)
case enum.DoodadDrawing:
d.shell.Write("Saving Doodad: " + filename)
scene.SaveDoodad(filename)
}
} else {
return errors.New("save: only available in Edit Mode")
}
return nil
}
// Edit a map from disk.
func (c Command) Edit(d *Doodle) error {
if len(c.Args) == 0 {
return errors.New("Usage: edit <file name>")
}
filename := c.Args[0]
d.shell.Write("Editing file: " + filename)
return d.EditFile(filename)
}
// Play a map.
func (c Command) Play(d *Doodle) error {
if len(c.Args) == 0 {
return errors.New("Usage: play <file name>")
}
filename := c.Args[0]
d.shell.Write("Playing level: " + filename)
d.PlayLevel(filename)
return nil
}
// TitleScreen loads the title with a custom user level.
func (c Command) TitleScreen(d *Doodle) error {
if len(c.Args) == 0 {
return errors.New("Usage: titlescreen <level name.level>")
}
filename := c.Args[0]
d.shell.Write("Playing level: " + filename)
d.Goto(&MainScene{
LevelFilename: filename,
})
return nil
}
// Quit the command line shell.
func (c Command) Quit() error {
return nil
}
// BoolProp command sets available boolean variables.
func (c Command) BoolProp(d *Doodle) error {
if len(c.Args) == 1 {
// Showing the value of a boolProp. Only supported for those defined
// in balance/boolprops.go
value, err := balance.GetBoolProp(c.Args[0])
if err != nil {
return err
}
d.Flash("%s: %+v", c.Args[0], value)
return nil
}
if len(c.Args) != 2 {
return errors.New("Usage: boolProp <name> [true or false]")
}
var (
name = c.Args[0]
value = c.Args[1]
truthy = value[0] == 't' || value[0] == 'T' || value[0] == '1'
ok = true
)
switch name {
case "Debug":
case "D":
d.Debug = truthy
case "DebugOverlay":
case "DO":
DebugOverlay = truthy
case "DebugCollision":
case "DC":
DebugCollision = truthy
default:
ok = false
}
if ok {
d.Flash("Set boolProp %s=%s", name, strconv.FormatBool(truthy))
} else {
// Try the global boolProps in balance package.
if err := balance.BoolProp(name, truthy); err != nil {
d.FlashError("%s", err)
} else {
d.Flash("%s: %+v", name, truthy)
}
}
return nil
}
// RunScript evaluates some JavaScript code safely.
func (c Command) RunScript(d *Doodle, code string) (goja.Value, error) {
defer func() {
if err := recover(); err != nil {
d.FlashError("Command.RunScript: Panic: %s", err)
}
}()
// If we're in Play Mode, consider it cheating if the player is
// messing with any in-game structures.
if scene, ok := d.Scene.(*PlayScene); ok {
scene.SetCheated()
}
out, err := d.shell.js.RunString(code)
return out, err
}
// Default command.
func (c Command) Default(d *Doodle) error {
// Give the easter egg RiveScript bot a chance.
if reply, err := chatbot.Handle(c.Raw); err == nil {
for _, reply := range strings.Split(reply, "\n") {
d.Flash(reply)
}
return nil
} else {
log.Error("RiveScript error: %s", err)
}
return fmt.Errorf("%s: command not found. Try `help` for help",
c.Command,
)
}