package doodle import ( "errors" "fmt" "os" "path/filepath" "strconv" "strings" "git.kirsle.net/apps/doodle/assets" "git.kirsle.net/apps/doodle/pkg/balance" "git.kirsle.net/apps/doodle/pkg/enum" "git.kirsle.net/apps/doodle/pkg/log" "git.kirsle.net/apps/doodle/pkg/modal" "github.com/robertkrimen/otto" ) // 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": 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) case "extract-bindata": // Undocumented command to extract the binary of its assets. return c.ExtractBindata(d, c.ArgsLiteral) default: return c.Default() } 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 } // 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.") return nil } err := os.MkdirAll(path, 0755) if err != nil { d.FlashError("MkdirAll: %s", err) return err } for _, filename := range assets.AssetNames() { outfile := filepath.Join(path, filename) log.Info("Extracting bindata: %s to: %s", filename, outfile) data, err := assets.Asset(filename) if err != nil { d.FlashError("error on file %s: %s", filename, err) 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) 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") 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]) { case "echo": d.Flash("Usage: echo ") d.Flash("Flash a message back to the console") case "error": d.Flash("Usage: error ") d.Flash("Flash an error message back to the console") case "alert": d.Flash("Usage: alert ") 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 ") d.Flash("Open a file on disk in Edit Mode") case "play": d.Flash("Usage: play ") d.Flash("Open a map from disk in Play Mode") case "quit": fallthrough case "exit": d.Flash("Usage: quit") d.Flash("Closes the dev console (alias: exit)") case "clear": d.Flash("Usage: clear") 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": d.Flash("Toggle boolean values. `boolProp list` lists available") case "titlescreen": d.Flash("Usage: titlescreen ") d.Flash("Open the title screen with a level") case "help": d.Flash("Usage: help ") 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 ") } 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 ") } 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 ") } 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 ") } 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 [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 interface{}) (otto.Value, error) { defer func() { if err := recover(); err != nil { d.FlashError("Command.RunScript: Panic: %s", err) } }() out, err := d.shell.js.Run(code) return out, err } // Default command. func (c Command) Default() error { return fmt.Errorf("%s: command not found. Try `help` for help", c.Command, ) }