Add comments throughout.
This commit is contained in:
18
Game.ts
18
Game.ts
@ -1,18 +0,0 @@
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import type Player from "./Player.ts";
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import type Scene from "./Scene.ts";
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export default class Game {
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#player: Player;
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#scene: Scene;
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constructor(player: Player, scene: Scene) {
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this.#player = player;
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this.#scene = scene;
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}
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lookAtScene(): string {
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const { effects } = this.#player;
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return this.#scene.look(effects);
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}
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}
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@ -1,3 +1,10 @@
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/**
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* Interpreter.ts contains the Interpreter class which takes the command that the user
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* made as well as the player and scene state. By checking each word of the user command,
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* the interpreter figures out what action the user wants to take and then execute that
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* command.
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*/
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import type Player from "./Player.ts";
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import type Scene from "./Scene.ts";
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import { terms } from "./terms/terms.ts";
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24
Player.ts
24
Player.ts
@ -1,15 +1,24 @@
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/**
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* Player.ts contains the Player class. It represents the player's state as the game
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* goes on.
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*/
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import { Effect, Item, VesselProperties } from "./types.ts";
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import Vessel from "./Vessel.ts";
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// The Player is a type of "Vessel" which is a generic object that can have effects
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// and items.
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export default class Player extends Vessel<VesselProperties> {
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#effects: Effect<VesselProperties>[];
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constructor(items: Item[] = [], effects: Effect<VesselProperties>[] = []) {
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constructor(items: Item[] = [], _effects: Effect<VesselProperties>[] = []) {
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super({ items }, { effects: [] });
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this.#effects = effects;
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}
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// inventory is a getter that returns the items in the user's inventory
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get inventory(): Item[] | null {
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return this._properties.items || null;
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}
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// look returns a string that describes the players inventory
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look(): string {
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const description = super.description(this._properties.items || []);
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@ -20,12 +29,9 @@ export default class Player extends Vessel<VesselProperties> {
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}
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}
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// put takes an item and puts it into the players inventory
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put(item: Item) {
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if (!this._properties.items) this._properties.items = [];
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this._properties.items.push(item);
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}
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get inventory(): Item[] | null {
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return this._properties.items || null;
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}
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}
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|
27
Scene.ts
27
Scene.ts
@ -1,26 +1,34 @@
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import { GameData, Item, SceneProperties } from "./types.ts";
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/**
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* Scene.ts contains the Scene class. It represents the state of the current scene.
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*/
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import { StoryScene, Item, SceneProperties } from "./types.ts";
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import Vessel from "./Vessel.ts";
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// The Scene is a type of "Vessel" which is a generic object that can have effects
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// and items.
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export default class Scene extends Vessel<SceneProperties> {
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constructor(gameData: GameData<SceneProperties>) {
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constructor(gameData: StoryScene<SceneProperties>) {
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// TODO: [] is a placeholder for scene effects.
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super(gameData.properties, gameData.conditions);
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}
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// look returns a string that describes the scene and the items in it
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look(activePlayerEffects: string[], activeSceneEffects: string[]): string {
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// the properties of the scene after effects have been examined an applied
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const properties = this.applyEffects(
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activePlayerEffects,
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activeSceneEffects
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);
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const itemsDescription = super.description(properties.items || []);
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const { description } = properties;
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// description of the items in the scene
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const itemsDescription = super.description(properties.items || []);
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const { description } = properties; // description of the room
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// will be a string that includes both the room and item descriptions
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let fullDescription = description || "Nothing to see here...";
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if (description) {
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fullDescription = description;
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}
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// if there is a description of the items...
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if (itemsDescription) {
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fullDescription += `\n\nThere is ${itemsDescription}`;
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}
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@ -28,10 +36,12 @@ export default class Scene extends Vessel<SceneProperties> {
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return fullDescription;
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}
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// get removes an items from the scene and returns it
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get(target: string): Item | null {
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const { items = [] } = this._properties;
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const idx = items.findIndex(({ name }) => name === target);
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// if we found an index for the given item
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if (idx >= 0) {
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const item = items[idx];
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items.splice(idx, 1);
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@ -39,6 +49,7 @@ export default class Scene extends Vessel<SceneProperties> {
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return item;
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}
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// if an item wasn't found and returned, return null
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return null;
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}
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}
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|
13
State.ts
13
State.ts
@ -1,13 +0,0 @@
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import { GameData, SceneProperties } from "./types.ts";
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import Player from "./Player.ts";
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import Scene from "./Scene.ts";
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export class State {
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#player: Player;
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#scene: Scene;
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constructor(gameData: GameData<SceneProperties>) {
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this.#player = new Player();
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this.#scene = new Scene(gameData);
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}
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}
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20
User.ts
20
User.ts
@ -1,15 +1,14 @@
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/**
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* User.ts export the User class that provides methods for communicating with the player
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*/
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const DEFAULT_PROMPT = ">";
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export default class User {
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#prompt: string;
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#out: (text: string) => Promise<void>;
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constructor() {
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this.#prompt = DEFAULT_PROMPT;
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this.#out = async (text: string) => {
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const data = new TextEncoder().encode(text);
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await Deno.stdout.write(data);
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};
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constructor(prompt: string) {
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this.#prompt = prompt || DEFAULT_PROMPT;
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}
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ask(question: string): string {
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@ -23,6 +22,11 @@ export default class User {
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}
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async tell(statement: string): Promise<void> {
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await this.#out(`\n${statement}\n`);
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await this.out(`\n${statement}\n`);
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}
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private async out(text: string): Promise<void> {
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const data = new TextEncoder().encode(text);
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await Deno.stdout.write(data);
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}
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}
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|
14
Vessel.ts
14
Vessel.ts
@ -1,3 +1,8 @@
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/**
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* Vessel.ts contains the Vessel class which is a base class that handles effects and
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* containing items. It is the base class for Player and Scene.
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*/
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import type { Conditions, Effect, Item, VesselProperties } from "./types.ts";
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export default class Vessel<T extends VesselProperties> {
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@ -10,8 +15,8 @@ export default class Vessel<T extends VesselProperties> {
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conditions: Conditions<T>,
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activeEffects: string[] = []
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) {
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this._conditions = conditions;
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this._properties = properties;
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this._conditions = conditions; // Conditional properties
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this._properties = properties; // Base properties
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this._activeEffects = activeEffects;
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}
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@ -25,6 +30,7 @@ export default class Vessel<T extends VesselProperties> {
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// Player effects should be applied first, then scene effects should be applied.
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// This will mean that scene effects will take precedence over player effects.
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// Returns base properties with conditional properties applied.
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applyEffects(
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activePlayerEffects: string[],
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activeSceneEffects: string[]
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@ -40,6 +46,7 @@ export default class Vessel<T extends VesselProperties> {
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const effects = activeEffects.map((e) => map[e]);
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const appliedProperties = { ...this._properties };
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// for each effect, apply changed properties to the
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for (const effect of effects) {
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Object.assign(appliedProperties, effect.properties);
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}
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@ -47,6 +54,7 @@ export default class Vessel<T extends VesselProperties> {
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return appliedProperties;
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}
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// Generate a description of the contained items
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description(items: Item[]): string | null {
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if (items.length === 0) return null;
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@ -67,10 +75,12 @@ export default class Vessel<T extends VesselProperties> {
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return description;
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}
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// Checks if a given effect exists as an active effect on this vessel
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hasActiveEffect(effect: string): boolean {
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return this._activeEffects.includes(effect);
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}
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// Removes an effect if it is active on this vessel
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removeEffect(effect: string): void {
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const idx = this._activeEffects.findIndex((e) => e === effect);
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|
@ -1,35 +1,87 @@
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import { GameData, SceneProperties } from "../types.ts";
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/**
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* rooms.ts represents the game data that drives the story. It should contain all of the
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* elements that are needed to tell the story. Although it is currently written in
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* TypeScript, it should only contain objects which could just as easily be JSON. The
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* reason to make this file TypeScript for now is that it lets the TypeScript compiler
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* tell us if we have made errors. Later, we should add a file parser that can figure out
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* if there are errors in a JSON file and load it if there are not.
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*/
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export const hall: GameData<SceneProperties> = {
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import { StoryScene, SceneProperties } from "../types.ts";
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// hall represents a room
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export const hall: StoryScene<SceneProperties> = {
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// properties represent the base, default state for this room.
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properties: {
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// This is what the user will see if the look while in the room.
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description: "It's very dark",
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// This array lists all the items that are in the room.
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items: [
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// flashlight is an item that can be used. When it is, it applies an effect
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// to the room that it's being used in.
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{
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name: "flashlight",
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actions: {
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// Use is the name of the ActionTerm that will be used here. If a
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// player types "use flashlight" then this describes what should
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// happen.
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use: {
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// These are the pieces of information that the engine needs to
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// exectue a use action of type "applyEffect."
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args: {
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effect: "lit-by-flashlight",
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// This is the name of the effect. It is defined in this file
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// and should correspond to some condition on the player or
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// scene.
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effect: "flashlight-on",
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// can be "player" or "scene"
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applyTo: "scene",
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// When it's used, this is what should be reported back to
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// the user.
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result: "The flashlight is on.",
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// If the effect is reversed—unapplied—this is what should be
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// reported back to the user.
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reverseResult: "The flashlight is off.",
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// This indicates that the effect can be unapplied after it
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// is applied. This should be done by calling use again after
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// it has already been called and the effect has been applied.
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reversible: true,
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},
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// applyEffect means that when this item is used, it will apply
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// an effect to either the player or the scene.
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type: "applyEffect",
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},
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},
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},
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],
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},
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// conditions are a set of conditions that, when met, will make alterations to the
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// player or the scene.
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conditions: {
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// effects are conditions that revolve around effects that have been applied to
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// either the player or the scene.
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effects: [
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{
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name: "lit-by-flashlight",
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// This is the name of the effect that, if present, will make alterations
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// to the scene.
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name: "flashlight-on",
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// properties describes the properties on the scene that will be altered
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// by the presents of this effect.
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properties: {
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// description means that, when this effect is applied, i.e. when
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// the flashlight is on, the description will change to the one
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// written here.
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description:
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"You are standing in a big hall. There's lots of nooks, " +
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"crannies, and room for general testing. Aw yeah... sweet testing!",
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},
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// source indicates where the effect should be applied. In this case, the
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// effect should be applied to the player.
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source: "player",
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},
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],
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|
@ -1,33 +1,42 @@
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/**
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* Term.ts contains the type information for parsing user sentences.
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*/
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import Player from "../Player.ts";
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import Scene from "../Scene.ts";
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// ActionFn is the signature for functions that contain the logic associated with verbs
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// the player uses.
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export type ActionFn = (
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player: Player,
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scene: Scene,
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target?: string,
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object?: string
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) => string;
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target?: string, // the target is the target of the action.
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object?: string // the object is an item that is used with the action on the target.
|
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) => string; // should return a description of the result for the player.
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// Constant is a specific word that the engine knows about. If the player uses a word
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// that is not a Constant, then it should be a variable that represents something that
|
||||
// is defined in the writer's story files.
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||||
export interface Constant {
|
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constant: string;
|
||||
category: Category;
|
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}
|
||||
|
||||
export type Category =
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| "action"
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| "direction"
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| "compound"
|
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| "position"
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| "interaction";
|
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// Category is a union of the different kinds of Constants.
|
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export type Category = "action" | "direction" | "position" | "interaction";
|
||||
|
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// 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[];
|
||||
precedesConstants: Constant[];
|
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category: Category;
|
||||
constant: string;
|
||||
canPrecedeVariable: boolean;
|
||||
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";
|
||||
|
@ -1,15 +1,29 @@
|
||||
/**
|
||||
* 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 = "You don't have that.";
|
||||
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.";
|
||||
|
||||
// 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,
|
||||
@ -19,19 +33,29 @@ export function pickUpItem(
|
||||
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);
|
||||
player.put(item); // put it in the players inventory.
|
||||
|
||||
return "Taken.";
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
// 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?";
|
||||
@ -39,10 +63,12 @@ export function use(player: Player, scene: Scene, target?: string): string {
|
||||
|
||||
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) {
|
||||
@ -51,6 +77,7 @@ export function use(player: Player, scene: Scene, target?: string): string {
|
||||
|
||||
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;
|
||||
}
|
||||
@ -58,6 +85,8 @@ export function use(player: Player, scene: Scene, target?: string): string {
|
||||
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,
|
||||
@ -71,22 +100,28 @@ function executeItemAction(
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
@ -1,3 +1,8 @@
|
||||
/**
|
||||
* 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";
|
||||
|
||||
|
28
types.ts
28
types.ts
@ -1,18 +1,28 @@
|
||||
/**
|
||||
* types.ts describes basic types used by the engine.
|
||||
*/
|
||||
|
||||
export * from "./data/rooms.ts";
|
||||
|
||||
// ActionArgs is a union of all the different argument types that can be used with an
|
||||
// action
|
||||
export type ActionArgs = ApplyEffectArgs;
|
||||
|
||||
// ItemActionType is a union of all the types of action that can be used
|
||||
export type ItemActionType = "applyEffect";
|
||||
|
||||
// Args is a base interface for the various argument interfaces
|
||||
export interface Args {
|
||||
result: string;
|
||||
}
|
||||
|
||||
// ItemAction represents an action that can be taken by an item
|
||||
export interface ItemAction {
|
||||
type: ItemActionType;
|
||||
args: ActionArgs;
|
||||
}
|
||||
|
||||
// ApplyEffectArgs are the arguments required to apply effects to a player or scene
|
||||
export interface ApplyEffectArgs extends Args {
|
||||
effect: string;
|
||||
applyTo: "player" | "scene";
|
||||
@ -20,34 +30,44 @@ export interface ApplyEffectArgs extends Args {
|
||||
reverseResult?: string;
|
||||
}
|
||||
|
||||
// ApplyEffectItemAction describes the apply effect action
|
||||
export interface ApplyEffectItemAction extends ItemAction {
|
||||
type: "applyEffect";
|
||||
args: ApplyEffectArgs;
|
||||
}
|
||||
|
||||
// Item represents some item either in the scene or in the player's inventory
|
||||
export interface Item {
|
||||
name: string;
|
||||
actions: { [name: string]: ItemAction };
|
||||
}
|
||||
|
||||
export interface Effect<T> {
|
||||
// Effect represents some effect that may be applied to a scene or player
|
||||
export interface Effect<T extends VesselProperties> {
|
||||
name: string;
|
||||
properties: T;
|
||||
source: "player" | "scene";
|
||||
source: "player" | "scene"; // where the effect is applied
|
||||
}
|
||||
|
||||
// VesselProperties is a base interface for the properties that a user or scene might have
|
||||
export interface VesselProperties {
|
||||
items?: Item[];
|
||||
}
|
||||
|
||||
// SceneProperties are the properties (in addition to the VesselProperties) that are
|
||||
// needed by the scene
|
||||
export interface SceneProperties extends VesselProperties {
|
||||
description?: string;
|
||||
}
|
||||
|
||||
export interface Conditions<T> {
|
||||
// Conditions contains story elements that can be conditionally applied to the scene or
|
||||
// player
|
||||
export interface Conditions<T extends VesselProperties> {
|
||||
effects: Effect<T>[];
|
||||
}
|
||||
|
||||
export interface GameData<T> {
|
||||
// StoryScene holds both the conditions and properties for a scene.
|
||||
export interface StoryScene<T extends VesselProperties> {
|
||||
conditions: Conditions<T>;
|
||||
properties: SceneProperties;
|
||||
}
|
||||
|
Reference in New Issue
Block a user