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10 Commits

Author SHA1 Message Date
08ee3d1b5d add ability to move from room to room. 2021-06-01 16:06:18 -07:00
8f6d7e4db4 Describe room exits 2021-05-31 12:12:34 -07:00
b134f1849a Fix incorrect filtering of effect sources. 2021-05-29 12:54:57 -07:00
e26747cc7c Add comments throughout. 2021-05-27 14:47:45 -07:00
cc306dbf87 Add applyEffect 2021-05-25 18:47:09 -07:00
ccd4974266 Refactor player and room to support adding effects. 2021-05-25 16:02:06 -07:00
b3058097b4 Add room description. 2021-05-17 22:00:30 -07:00
03eddfcd74 Refactor parser for some added flexibility. 2021-05-17 19:59:21 -07:00
09e10e94b5 Fix async logging bugs. 2021-05-05 21:09:51 -07:00
8d854945e1 Created Container parent class. Introduced soem fancy bugs. 2021-05-02 14:44:59 -07:00
13 changed files with 883 additions and 106 deletions

102
Entity.ts Normal file
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/**
* Entity.ts contains the Entity class which is a base class that handles effects and
* containing items. It is the base class for Player and Scene.
*/
import type { Conditions, Item, EntityProperties } from "./types.ts";
export default class Entity<T extends EntityProperties> {
protected _conditions: Conditions<T>;
protected _properties: T;
protected _activeEffects: string[];
constructor(
properties: T,
conditions: Conditions<T>,
activeEffects: string[] = []
) {
this._conditions = conditions; // Conditional properties
this._properties = properties; // Base properties
this._activeEffects = activeEffects;
}
get activeEffects(): string[] {
return this._activeEffects;
}
set conditions(conditions: Conditions<T>) {
this._conditions = conditions;
}
get properties(): T {
return this._properties;
}
set properties(properties: T) {
this._properties = properties;
}
addEffect(effect: string): void {
this.activeEffects.push(effect);
}
// Player effects should be applied first, then scene effects should be applied.
// This will mean that scene effects will take precedence over player effects.
// Returns base properties with conditional properties applied.
applyEffects(
activePlayerEffects: string[],
activeSceneEffects: string[]
): T {
const playerSet = new Set(activePlayerEffects);
const sceneSet = new Set(activeSceneEffects);
const effects = this._conditions.effects.filter(({ name, source }) => {
const set = source === "player" ? playerSet : sceneSet;
return set.has(name);
});
const appliedProperties = { ...this._properties };
// for each effect, apply changed properties to the
for (const effect of effects) {
Object.assign(appliedProperties, effect.properties);
}
return appliedProperties;
}
// Generate a description of the contained items
description(items: Item[]): string | null {
if (items.length === 0) return null;
const vowels = ["a", "e", "i", "o", "u"];
const description = items
.map(({ name }, i) => {
let anItem = `${vowels.includes(name[0]) ? "an" : "a"} ${name}`;
// if we have more than one item, and this is the last item...
if (i > 1 && i + 1 === items.length) {
anItem = `and ${anItem}`;
}
return anItem;
})
.join(", ");
return description;
}
// Checks if a given effect exists as an active effect on this entity
hasActiveEffect(effect: string): boolean {
return this._activeEffects.includes(effect);
}
// Removes an effect if it is active on this entity
removeEffect(effect: string): void {
const idx = this._activeEffects.findIndex((e) => e === effect);
if (idx >= 0) {
this._activeEffects.splice(idx, 1);
}
}
}

136
Interpreter.ts Normal file
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/**
* Interpreter.ts contains the Interpreter class which takes the command that the user
* made as well as the player and scene state. By checking each word of the user command,
* the interpreter figures out what action the user wants to take and then execute that
* command.
*/
import type Player from "./Player.ts";
import type Scene from "./Scene.ts";
import { terms } from "./terms/terms.ts";
import type {
ActionTerm,
ActionFn,
Category,
Constant,
Term,
} from "./terms/Term.ts";
const DEFAULT_ISSUE = "I don't understand that.";
export default class Interpreter {
action: ActionFn | null; // The final command to run
expectedCategories: Category[]; // command categories that might follow
expectedConstants: Constant[]; // constants that might follow
isExpectingVariable: boolean; // a variable might follow
isValid: boolean; // signals whether the command is understood
issue: string | null; // a statement for a command that isn't clear
player: Player; // represents the player state
scene: Scene; // represents the scene state
tokens: string[]; // user command split by spaces (tokens)
vars: string[]; // variables taken from commandf
constructor(player: Player, scene: Scene, command: string) {
this.action = null;
this.expectedCategories = ["action"];
this.expectedConstants = [];
this.isExpectingVariable = false;
this.isValid = true;
this.issue = null;
this.player = player;
this.scene = scene;
this.tokens = command.split(" ");
this.vars = [];
}
// If the intepreter can figure out what the user meant, execute runs the action
// function it found with whatever variables it found. If the interpreter could not
// interpret the user command, then it will respond with whatever the issue was.
execute(): string {
let response = DEFAULT_ISSUE;
if (this.isValid && this.action) {
response = this.action(this.player, this.scene, ...this.vars);
} else if (this.issue) {
response = this.issue;
}
return response;
}
// interpret tries to figure out what the user wants. If it can, it sets as
// action function for this object and whatever variables it finds. If it
// cannot, then it sets the issue.
interpret() {
for (const token of this.tokens) {
if (!this.isValid) break;
this.interpretToken(token);
}
}
private interpretToken(token: string) {
const term = Interpreter.lookupTerm(token); // is the token a term?
if (!term) {
// if not...
if (this.isExpectingVariable) {
// ...are we expecting a variable?
this.processVariable(token); // add variable
} else {
// ...or...
this.stopParsing(); // this isn't a valid command.
}
} else if (
this.expectedConstants.find(({ constant }) => constant === token)
) {
// if this matches an expected constant string...
this.processTerm(term);
} else if (this.expectedCategories.includes(term.category)) {
// ...or category
this.processTerm(term);
} else {
this.stopParsing(); // ...this is not a valid command
}
}
private processTerm(term: ActionTerm | Term): void {
if ("action" in term) {
this.addAction(term);
}
this.expectedCategories = term.precedesCategories;
this.expectedConstants = term.precedesConstants;
this.isExpectingVariable = term.canPrecedeVariable;
}
private processVariable(token: string) {
if (this.vars.length >= 2) {
this.stopParsing();
} else {
this.vars.unshift(token.toLocaleLowerCase());
}
}
private addAction(term: ActionTerm) {
// make sure we expected an action and process it if it was
if (this.expectedCategories.includes("action")) {
this.action = term.action;
} else {
this.stopParsing();
}
}
private stopParsing(issue = DEFAULT_ISSUE) {
this.issue = issue;
this.isValid = false;
}
private static lookupTerm(token: string): Term | null {
if (token in terms) {
return terms[token];
} else {
return null;
}
}
}

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@ -1,33 +1,37 @@
import { Item } from "./data/data.ts";
import User from "./User.ts";
/**
* Player.ts contains the Player class. It represents the player's state as the game
* goes on.
*/
export default class Player {
#items: Item[];
#user: User;
import { Effect, Item, EntityProperties } from "./types.ts";
import Entity from "./Entity.ts";
constructor(items?: Item[]) {
this.#items = items || [];
this.#user = new User();
// The Player is a type of "entity" which is a generic object that can have effects
// and items.
export default class Player extends Entity<EntityProperties> {
constructor(items: Item[] = [], _effects: Effect<EntityProperties>[] = []) {
super({ items }, { effects: [] });
}
drop(item: Item) {
this.#items.push(item);
// inventory is a getter that returns the items in the user's inventory
get inventory(): Item[] | null {
return this._properties.items || null;
}
async inventory() {
const vowels = ["a", "e", "i", "o", "u"];
const description = this.#items
.map(({ name }, i) => {
let anItem = `${vowels.includes(name[0]) ? "an" : "a"} ${name}`;
// look returns a string that describes the players inventory
look(): string {
const description = super.description(this._properties.items || []);
if (i + 1 === this.#items.length) {
anItem = `and ${anItem}`;
}
if (description) {
return `You have ${description}`;
} else {
return "You have nothing.";
}
}
return anItem;
})
.join(", ");
await this.#user.tell(`You have ${description}.`);
// put takes an item and puts it into the players inventory
put(item: Item) {
if (!this._properties.items) this._properties.items = [];
this._properties.items.push(item);
}
}

112
Scene.ts
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@ -1,35 +1,109 @@
import { GameData, Item } from "./data/data.ts";
import User from "./User.ts";
/**
* Scene.ts contains the Scene class. It represents the state of the current scene.
*/
export default class Scene {
#items: Item[];
#user: User;
import type { Exit, StoryScene, Item, SceneProperties } from "./types.ts";
import Entity from "./Entity.ts";
constructor(gameData: GameData) {
this.#items = gameData.items;
this.#user = new User();
// The Scene is a type of "Entity" which is a generic object that can have effects
// and items.
export default class Scene extends Entity<SceneProperties> {
protected _map: StoryScene<SceneProperties>[];
protected _identifier: string;
constructor(identifier: string, map: StoryScene<SceneProperties>[]) {
const scene = Scene.getScene(identifier, map);
if (!scene) {
throw new Error("cannot find scene!");
}
const { properties, conditions } = scene;
super(properties, conditions);
this._identifier = identifier;
this._map = map;
}
async look() {
const description = this.#items
.map(({ description }) => description)
.join(" ");
changeScene(identifier: string) {
const scene = Scene.getScene(identifier, this._map);
await this.#user.tell(description);
if (scene) {
const { conditions, properties } = scene;
this.properties = properties;
this.conditions = conditions;
}
}
async take(target: string): Promise<Item | null> {
const idx = this.#items.findIndex(({ name }) => name === target);
// get removes an items from the scene and returns it
get(target: string): Item | null {
const { items = [] } = this._properties;
const idx = items.findIndex(({ name }) => name === target);
// if we found an index for the given item
if (idx >= 0) {
const item = this.#items[idx];
this.#items.splice(idx, 1);
await this.#user.tell("Taken.");
const item = items[idx];
items.splice(idx, 1);
return item;
}
// if an item wasn't found and returned, return null
return null;
}
// look returns a string that describes the scene and the items in it
look(activePlayerEffects: string[], activeSceneEffects: string[]): string {
// the properties of the scene after effects have been examined an applied
const properties = this.applyEffects(
activePlayerEffects,
activeSceneEffects
);
// description of the items in the scene
const itemsDescription = super.description(properties.items || []);
const { description, exits = [] } = properties; // description of the room
// will be a string that includes both the room and item descriptions
let fullDescription = description || "Nothing to see here...";
const exitsDescription = Scene.describeExits(exits);
fullDescription +=
exitsDescription && `\n\nThere is ${exitsDescription}.`;
// if there is a description of the items...
if (itemsDescription) {
fullDescription += `\n\nThere is ${itemsDescription}`;
}
return fullDescription;
}
// Turn exits into a string description with an "and" separating the last two items
private static describeExits(exits: Exit[]) {
const exitDescriptions = exits.map(({ description }) => description);
if (exits.length === 0) {
return "";
} else if (exits.length === 1) {
return exitDescriptions[0];
} else {
const lastExit = exitDescriptions[exitDescriptions.length - 1];
const restExits = exitDescriptions.slice(
0,
exitDescriptions.length - 1
);
return `${restExits.join(", ")} and ${lastExit}`;
}
}
// This needs to be static so that we can use it in the constructor
private static getScene(
identifier: string,
map: StoryScene<SceneProperties>[]
): StoryScene<SceneProperties> | null {
return map.find((scene) => scene.identifier === identifier) || null;
}
}

20
User.ts
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@ -1,15 +1,14 @@
/**
* User.ts export the User class that provides methods for communicating with the player
*/
const DEFAULT_PROMPT = ">";
export default class User {
#prompt: string;
#out: (text: string) => Promise<void>;
constructor() {
this.#prompt = DEFAULT_PROMPT;
this.#out = async (text: string) => {
const data = new TextEncoder().encode(text);
await Deno.stdout.write(data);
};
constructor(prompt: string = DEFAULT_PROMPT) {
this.#prompt = prompt;
}
ask(question: string): string {
@ -23,6 +22,11 @@ export default class User {
}
async tell(statement: string): Promise<void> {
await this.#out(`\n${statement}\n`);
await this.out(`\n${statement}\n`);
}
private async out(text: string): Promise<void> {
const data = new TextEncoder().encode(text);
await Deno.stdout.write(data);
}
}

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@ -1,10 +0,0 @@
export * from "./rooms.ts";
export interface Item {
name: string;
description: string;
}
export interface GameData {
items: Item[];
}

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@ -1,3 +1,127 @@
export const hall = {
items: [{ name: "flashlight", description: "There is a flashlight." }],
/**
* rooms.ts represents the game data that drives the story. It should contain all of the
* elements that are needed to tell the story. Although it is currently written in
* TypeScript, it should only contain objects which could just as easily be JSON. The
* reason to make this file TypeScript for now is that it lets the TypeScript compiler
* tell us if we have made errors. Later, we should add a file parser that can figure out
* if there are errors in a JSON file and load it if there are not.
*/
import { StoryScene, SceneProperties } from "../types.ts";
const game: { map: StoryScene<SceneProperties>[] } = {
map: [
{
identifier: "hall",
// properties represent the base, default state for this room.
properties: {
// The room is called "Hall"
name: "Hall",
// This is what the user will see if the look while in the room.
description: "It's very dark",
// This array lists all the items that are in the room.
items: [
// flashlight is an item that can be used. When it is, it applies an effect
// to the room that it's being used in.
{
name: "flashlight",
actions: {
// Use is the name of the ActionTerm that will be used here. If a
// player types "use flashlight" then this describes what should
// happen.
use: {
// These are the pieces of information that the engine needs to
// exectue a use action of type "applyEffect."
args: {
// This is the name of the effect. It is defined in this file
// and should correspond to some condition on the player or
// scene.
effect: "flashlight-on",
// can be "player" or "scene"
applyTo: "player",
// When it's used, this is what should be reported back to
// the user.
result: "The flashlight is on.",
// If the effect is reversed—unapplied—this is what should be
// reported back to the user.
reverseResult: "The flashlight is off.",
// This indicates that the effect can be unapplied after it
// is applied. This should be done by calling use again after
// it has already been called and the effect has been applied.
reversible: true,
},
// applyEffect means that when this item is used, it will apply
// an effect to either the player or the scene.
type: "applyEffect",
},
},
},
],
// exit to the north leads to the Hall Closet
exits: [
{
description: "a closet to the north",
direction: "north",
scene: "hall closet",
},
{
description: "a dining room to the south",
direction: "south",
scene: "dining room",
},
],
},
// conditions are a set of conditions that, when met, will make alterations to the
// player or the scene.
conditions: {
// effects are conditions that revolve around effects that have been applied to
// either the player or the scene.
effects: [
{
// This is the name of the effect that, if present, will make alterations
// to the scene.
name: "flashlight-on",
// properties describes the properties on the scene that will be altered
// by the presents of this effect.
properties: {
// description means that, when this effect is applied, i.e. when
// the flashlight is on, the description will change to the one
// written here.
description:
"You are standing in a big hall. There's lots of nooks, " +
"crannies, and room for general testing. Aw yeah... sweet testing!",
},
// source indicates where the effect should be applied. In this case, the
// effect should be applied to the player.
source: "player",
},
],
},
},
{
identifier: "hall closet",
properties: {
name: "Hall Closet",
description:
"It's a closet. You feel a little silly just standing in it.",
items: [
{
name: "raincoat",
},
],
},
conditions: {
effects: [],
},
},
],
};
export default game;

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main.ts
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@ -1,66 +1,64 @@
import User from "./User.ts";
import Scene from "./Scene.ts";
import Interpreter from "./Interpreter.ts";
import Player from "./Player.ts";
import { hall } from "./data/data.ts";
import parseCommand from "./parseCommand.ts";
import Scene from "./Scene.ts";
import User from "./User.ts";
import game from "./data/rooms.ts";
async function main() {
const user = new User();
const scene = new Scene(hall);
const player = new Player();
const question = "";
let running = true;
let statement = "";
const user = new User(); // for communication with the user
const scene = new Scene("hall", game.map); // the room that player is in.
const player = new Player(); // the players current state
let running = true; // running flag for the game loop. Stops on false.
let statement = ""; // holds a statement for the user.
while (running) {
const prompts = `${statement}${question}`;
const prompts = `${statement}\n`;
const answer = await user.ask(prompts);
const { action, target } = parseCommand(answer);
statement = "";
switch (action) {
// User commands that are not player moves, but are about running the
// game itself (e.g. loading, saving, quitting) may need to get handled
// here.
switch (answer) {
// kills the game loop.
case "quit":
running = quit(user);
break;
case "look":
await scene.look();
break;
case "take":
await pickUpItem(scene, player, target);
break;
case "inventory":
await player.inventory();
statement = "";
break;
default:
statement = "I didn't understand that.\n";
// Game moves require more complicated commands, this switch is
// not adequate to handle them. Here we will pass them off to
// other functions to parse.
statement = interpretUserCommand(player, scene, answer);
break;
}
}
}
// Takes player and scene state and a command. Tries to figure out what the
// user is trying to do and, if it can, it executes the command.
function interpretUserCommand(
player: Player,
scene: Scene,
command: string
): string {
const interpreter = new Interpreter(player, scene, command);
interpreter.interpret();
return interpreter.execute();
}
// When it returns false, the loop should be stopped. When it returns true,
// the loop should continue.
function quit(user: User): boolean {
const confirmQuit = user.ask("Are you sure you want to quit?\n");
if (confirmQuit[0] === "y") {
// Anything that starts with a "y" or a "Y" is considered an affirmative
// response.
if (confirmQuit[0].toLocaleLowerCase() === "y") {
return false;
}
return true;
}
async function pickUpItem(scene: Scene, player: Player, target: string) {
const item = await scene.take(target);
if (item !== null) {
player.drop(item);
}
}
main();

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@ -1,5 +0,0 @@
export default function parseCommand(command: string) {
const [action, target] = command.toLocaleLowerCase().split(" ");
return { action, target };
}

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terms/Term.ts Normal file
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/**
* Term.ts contains the type information for parsing user sentences.
*/
import Player from "../Player.ts";
import Scene from "../Scene.ts";
// ActionFn is the signature for functions that contain the logic associated with verbs
// the player uses.
export type ActionFn = (
player: Player,
scene: Scene,
target?: string, // the target is the target of the action.
object?: string // the object is an item that is used with the action on the target.
) => string; // should return a description of the result for the player.
// Constant is a specific word that the engine knows about. If the player uses a word
// that is not a Constant, then it should be a variable that represents something that
// is defined in the writer's story files.
export interface Constant {
constant: string;
category: Category;
}
// Category is a union of the different kinds of Constants.
export type Category = "action" | "direction" | "position" | "interaction";
// Term describes a known word that the player can use. It tells the parse what kinds of
// words can come after it and what it means.
export interface Term {
precedesCategories: Category[]; // categories of Constant that can follow this Term
precedesConstants: Constant[]; // Constants that can follow this Term
category: Category; // the category of this Terms Constant is part of
constant: string; // the name of the Constant that this Term describes
canPrecedeVariable: boolean; // indicates that what follows might be a variable
}
// ActionTerm extends Term, adding the function needed to execute a verb. It also
// guarentees that the category is "action".
export interface ActionTerm extends Term {
action: ActionFn;
category: "action";
}

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terms/actions.ts Normal file
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/**
* actions.ts contains the logic for various ActionTerms. Exported should match the
* signature for "ActionFn," which is:
*
* (player: Player, scene: Scene, target?: string, object?: string) => string
*
* The returned string should be a message for the user that describes the result of the
* action.
*/
import type Scene from "../Scene.ts";
import type Player from "../Player.ts";
import type { ApplyEffectArgs, ItemAction } from "../types.ts";
const ITEM_MISSING = "I can't find that.";
const ITEM_UNUSABLE = "I don't know how to use that.";
const ITEM_ALREADY_USED = "I already did that.";
const DIRECTION_INACCESSIBLE = "I can't go that way.";
// look is what happens when a player uses the "look" verb. It gets a description of the
// scene.
export function look(player: Player, scene: Scene): string {
return scene.look(player.activeEffects, scene.activeEffects);
}
// pickUpItem is what happens when a player uses the "take" verb. It finds an item in the
// scene and, if it's there, moves it into the players inventory.
export function pickUpItem(
player: Player,
scene: Scene,
target?: string
): string {
if (!target) {
return "What do you want me to get?";
}
// remove the item from the scene.
const item = scene.get(target);
// The item was found in the scene...
if (item !== null) {
player.put(item); // put it in the players inventory.
return "Taken.";
}
return ITEM_MISSING;
}
// checkInventory is what happens when a player uses the "inventory" verb. It gets the
// description for what's in the player's inventory.
export function checkInventory(player: Player): string {
return player.look();
}
// move changes the scene around the player
export function move(_player: Player, scene: Scene, target?: string) {
if (!target) {
return "Where do you want me to go?";
}
const { exits } = scene.properties;
if (!exits) {
return DIRECTION_INACCESSIBLE;
}
const exit = exits.find(
({ direction }) => direction === target.toLocaleLowerCase()
);
if (!exit) {
return DIRECTION_INACCESSIBLE;
}
const { scene: identifier } = exit;
scene.changeScene(identifier);
const { description, name } = scene.properties;
return `${name}\n${description}`;
}
// use is what happens when a player uses the "use" verb. Different items do different
// things when they are used, so the function needs to figure out what kind of usage an
// item is written for, and then execute that logic with whatever arguments the
// storywriter has provided for that item.
export function use(player: Player, scene: Scene, target?: string): string {
if (!target) {
return "What do you want to use?";
}
const { inventory } = player;
// if there is no inventory...
if (inventory === null) {
return ITEM_MISSING;
}
// search the inventory for the named item
const item = inventory.find((i) => i.name === target);
if (item === undefined) {
return ITEM_MISSING;
}
const itemAction = item?.actions?.["use"];
// The item doesn't have action defined for "use", so it cannot be used.
if (itemAction === undefined) {
return ITEM_UNUSABLE;
}
return executeItemAction(player, scene, itemAction);
}
// executeItemAction figures out what kind of action an item supports and then executes
// the logic for it.
function executeItemAction(
player: Player,
scene: Scene,
{ args, type }: ItemAction
): string {
switch (type) {
case "applyEffect":
return applyEffect(player, scene, args as ApplyEffectArgs);
default:
return ITEM_UNUSABLE;
}
}
// applyEffect contains the logic for applying an effect to the player or the scene.
function applyEffect(
player: Player,
scene: Scene,
{ applyTo, effect, reverseResult, reversible, result }: ApplyEffectArgs
): string {
const target = applyTo === "player" ? player : scene;
// if true, effect is already present.
const isApplied = target.hasActiveEffect(effect);
if (!reversible && isApplied) {
// effect is present already and can't be reversed
return ITEM_ALREADY_USED;
}
if (isApplied) {
// effect is present...
target.removeEffect(effect);
return reverseResult || result;
} else {
// effect is not present...
target.addEffect(effect);
return result;
}
}

60
terms/terms.ts Normal file
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/**
* terms.ts contains the Terms that describe the Constants that the player can use.
* See Terms.ts for more information about what these terms can be.
*/
import * as actions from "./actions.ts";
import { ActionTerm } from "./Term.ts";
const inventory: ActionTerm = {
action: actions.checkInventory,
canPrecedeVariable: false,
category: "action",
constant: "inventory",
precedesCategories: [],
precedesConstants: [],
};
const look: ActionTerm = {
action: actions.look,
canPrecedeVariable: false,
category: "action",
constant: "look",
precedesCategories: [],
precedesConstants: [],
};
const move: ActionTerm = {
action: actions.move,
canPrecedeVariable: true,
category: "action",
constant: "go",
precedesCategories: [],
precedesConstants: [],
};
const take: ActionTerm = {
action: actions.pickUpItem,
canPrecedeVariable: true,
category: "action",
constant: "take",
precedesCategories: [],
precedesConstants: [],
};
const use: ActionTerm = {
action: actions.use,
canPrecedeVariable: true,
category: "action",
constant: "use",
precedesCategories: [],
precedesConstants: [],
};
export const terms = {
[inventory.constant]: inventory,
[look.constant]: look,
[move.constant]: move,
[take.constant]: take,
[use.constant]: use,
};

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// ActionArgs is a union of all the different argument types that can be used with an
// action
export type ActionArgs = ApplyEffectArgs;
// ApplyEffectArgs are the arguments required to apply effects to a player or scene
export interface ApplyEffectArgs extends Args {
effect: string;
applyTo: "player" | "scene";
reversible: boolean;
reverseResult?: string;
}
// ApplyEffectItemAction describes the apply effect action
export interface ApplyEffectItemAction extends ItemAction {
type: "applyEffect";
args: ApplyEffectArgs;
}
// Args is a base interface for the various argument interfaces
export interface Args {
result: string;
}
// Conditions contains story elements that can be conditionally applied to the scene or
// player
export interface Conditions<T extends EntityProperties> {
effects: Effect<T>[];
}
// Direction is union that contains the different directions a player can go
export type Direction =
| "north"
| "northeast"
| "east"
| "southest"
| "south"
| "southwest"
| "west"
| "northwest"
| "up"
| "down";
// Effect represents some effect that may be applied to a scene or player
export interface Effect<T extends EntityProperties> {
name: string;
properties: T;
source: "player" | "scene"; // where the effect is applied
}
// Exit describes the exits that the user can take to go to another scene
export interface Exit {
description: string;
direction: Direction;
scene: string;
}
// Item represents some item either in the scene or in the player's inventory
export interface Item {
name: string;
actions?: { [name: string]: ItemAction };
}
// ItemActionType is a union of all the types of action that can be used
export type ItemActionType = "applyEffect";
// ItemAction represents an action that can be taken by an item
export interface ItemAction {
type: ItemActionType;
args: ActionArgs;
}
// SceneProperties are the properties (in addition to the EntityProperties) that are
// needed by the scene
export interface SceneProperties extends EntityProperties {
description?: string;
exits?: Exit[];
name?: string;
}
// StoryScene holds both the conditions and properties for a scene.
export interface StoryScene<T extends EntityProperties> {
identifier: string;
conditions: Conditions<T>;
properties: SceneProperties;
}
// EntityProperties is a base interface for the properties that a user or scene might have
export interface EntityProperties {
items?: Item[];
}