Class: Twisty::Engine
- Inherits:
-
Object
- Object
- Twisty::Engine
- Includes:
- Singleton
- Defined in:
- lib/twisty/engine.rb
Overview
Main class within Twisty.
Instance Attribute Summary collapse
-
#commands ⇒ Object
readonly
(
Hash[Command]) Hash of user typeable commands indexed by regular expression. -
#inventory ⇒ Object
readonly
(
Array[Symbol]). -
#items ⇒ Object
readonly
(
Hash=>Item) All Items in the game regardless of if they have been placed anywhere. -
#rooms ⇒ Object
readonly
(
Hash=>Room) All Rooms in the game regardless of if they can be reached.
Instance Method Summary collapse
-
#add_door(from, to, name) ⇒ Object
Creates an exit from one Room to another.
-
#current_doors ⇒ Object
(
Hash=>String). -
#current_items ⇒ Object
(
Array[Symbol]). -
#current_room ⇒ Object
(
Room). -
#current_room=(id) ⇒ Object
Change the the room that the player is currently in to the one represented by the Symbol id.
-
#define_command(pattern, help1, help2, &func) ⇒ Object
Create a new command for the user to type.
-
#define_item(id, name, desc, options = {}) ⇒ Object
Creates a new instance of Item in Engine.items indexed by id.
-
#define_room(id, name, desc) ⇒ Object
Creates a new instance of Room in Engine.rooms indexed by id.
-
#drop_item(name) ⇒ Object
The “drop item” command.
-
#end_loop ⇒ Object
Ends the main loop of the game.
-
#find_in_current_room(name) ⇒ Object
(
Symbol). -
#find_in_inventory(name) ⇒ Object
(
Symbol). -
#give(id) ⇒ Object
Place an Item represented by the Symbol id.
-
#goto(to) ⇒ Object
Called by the “walk door” command.
-
#initialize ⇒ Engine
constructor
Initialiser.
-
#parse(line) ⇒ Object
Called by start_loop to process user inpu.
-
#put_item(item, container) ⇒ Object
The “put item in item” command.
-
#start_loop ⇒ Object
Starts the main loop of the game.
-
#take_from(item, container) ⇒ Object
The “take item from item” command.
-
#take_item(name) ⇒ Object
The “take item” command.
Constructor Details
#initialize ⇒ Engine
Initialiser. As this class is a singleton use Engine.instance instead
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# File 'lib/twisty/engine.rb', line 36 def initialize @items = {} @rooms = {} @current_room = nil @inventory = [] @playing = nil @commands = {} #Filled in by lib/twisty.rb end |
Instance Attribute Details
#commands ⇒ Object (readonly)
(Hash[Command]) Hash of user typeable commands indexed by regular expression
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# File 'lib/twisty/engine.rb', line 33 def commands @commands end |
#inventory ⇒ Object (readonly)
(Array[Symbol])
Items that the user is currently carrying
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# File 'lib/twisty/engine.rb', line 31 def inventory @inventory end |
#items ⇒ Object (readonly)
(Hash=> Item) All Items in the game regardless of if they have been placed anywhere
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# File 'lib/twisty/engine.rb', line 26 def items @items end |
#rooms ⇒ Object (readonly)
(Hash=> Room) All Rooms in the game regardless of if they can be reached
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# File 'lib/twisty/engine.rb', line 29 def rooms @rooms end |
Instance Method Details
#add_door(from, to, name) ⇒ Object
Creates an exit from one Room to another
- from
-
(
Symbol) Key for the Room where the player is before using
"walk"
- to
-
(
Symbol) Key for the Room where the player is after using “walk” - name
-
(
String) Used to name the door. This can be a word such as
"East" rather than the name of the destination. *NOTE* Must be
one word
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# File 'lib/twisty/engine.rb', line 119 def add_door(from, to, name) if @rooms.has_key?(from) if @rooms.has_key?(to) @rooms[from].add_door(to, name) else raise GameError.new "Invalid room name: #{to}" end else raise GameError.new "Invalid room name: #{from}" end return nil end |
#current_doors ⇒ Object
(Hash=> String)
Exits of the Room the player is currently in
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# File 'lib/twisty/engine.rb', line 198 def current_doors @rooms[@current_room].doors end |
#current_items ⇒ Object
(Array[Symbol])
Keys of the Items present in the Room where the player is currently located
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# File 'lib/twisty/engine.rb', line 207 def current_items @rooms[@current_room].items end |
#current_room ⇒ Object
(Room)
The instance of Room that the player is currently in
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# File 'lib/twisty/engine.rb', line 190 def current_room @rooms[@current_room] end |
#current_room=(id) ⇒ Object
Change the the room that the player is currently in to the one represented by the Symbol id. Unlike Engine.goto() This does not print any information or trigger events.
- id
-
(
Symbol) Key of the Room where the player will go to
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# File 'lib/twisty/engine.rb', line 139 def current_room=(id) if @rooms.has_key? id @current_room = id else raise GameError.new "Room #{id} has not been defined" end return nil end |
#define_command(pattern, help1, help2, &func) ⇒ Object
Create a new command for the user to type. Not applicable for creating methods to develop the game with
- pattern
-
(
Regexp) Pattern that triggers the command to be run.
NOTE Must be unique and unambigious
- help1
-
(
String) An example of the command. E.g. “take item” - help2
-
(
String) A short description of what the command does - &func
-
(
Proc) Code executed when the player types the command in.
*NOTE* Must take one argument of type +Array+[+String+] which
contains what the player typed
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# File 'lib/twisty/engine.rb', line 177 def define_command(pattern, help1, help2, &func) @commands[pattern] = Command.new(help1, help2, func) return nil end |
#define_item(id, name, desc, options = {}) ⇒ Object
Creates a new instance of Item in Engine.items indexed by id. Use this instead of Item.new().
- id
-
(
Symbol) Key within Engine.items - name
-
Name shown in “look” and used to “take” / “drop” the Item.
*NOTE* This MUST be a single word.
- desc
-
(
String) Long description shown when the player uses “look at” - options
-
(
Hash=> +Any) Additional attributes of the Item
At present there are only two valid options that can be
passed via options:
fixed:: (+Boolean+) If set to true prevents "take" from
working on the Item. Set to +false+ by default
storage:: (+Integer+) Indicates the number of other Items
that this Item can contain. Set to +0+ by default
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# File 'lib/twisty/engine.rb', line 70 def define_item(id, name, desc, ={}) = {fixed: false, storage: 0}.merge() fixed = [:fixed] || false storage = [:storage] || 0 if @items[id] == nil @items[id] = Twisty::Item.new(id, name, desc, fixed, storage) else raise GameError.new "Item #{id} has already been defined" end return nil end |
#define_room(id, name, desc) ⇒ Object
Creates a new instance of Room in Engine.rooms indexed by id. Use this instead of Room.new().
- id
-
(
Symbol) Key for the Room in Engine.rooms - name
-
String (preferably one word) shown in the prompt when the player
is located in this Room
- desc
-
(
String) The long description of the player’s current location
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# File 'lib/twisty/engine.rb', line 93 def define_room(id, name, desc) room = Twisty::Room.new(id, name, desc) if @rooms[id] == nil @rooms[id] = room else raise GameError.new "Room #{id} has already been defined" end #First defined room is default starting point if @rooms.size == 1 @current_room = id end return nil end |
#drop_item(name) ⇒ Object
The “drop item” command. Probably best not to call directly
- name
-
(
String) The name, typed by the player, of the item to be
dropped
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# File 'lib/twisty/engine.rb', line 334 def drop_item(name) id = find_in_inventory(name) if @items[id].drop_event current_room.items << id @inventory.delete id end return nil end |
#end_loop ⇒ Object
Ends the main loop of the game. Use this for win and loose conditions
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# File 'lib/twisty/engine.rb', line 397 def end_loop @playing = false return nil end |
#find_in_current_room(name) ⇒ Object
(Symbol)
Returns Index of the Item of the same name in the current room
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# File 'lib/twisty/engine.rb', line 223 def find_in_current_room(name) current_items.each do |id| if @items.has_key? id if @items[id].name.downcase == name.downcase return id end else raise GameError.new "Invalid Item #{id} in #{@current_room}" end end #Could not be found raise PlayError.new "I see no #{name}" return :nil #Never reached end |
#find_in_inventory(name) ⇒ Object
(Symbol)
Returns Index of the Item of the same name in the inventory
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# File 'lib/twisty/engine.rb', line 243 def find_in_inventory(name) inventory.each do |id| if @items.has_key? id if @items[id].name.downcase == name.downcase return id end else raise GameError.new "Invalid Item #{id} in inventory" end end #Could not be found raise PlayError.new "You are not carrying that" return :nil end |
#give(id) ⇒ Object
Place an Item represented by the Symbol id. Unlike Engine.take_item_by_id() this does not remove the Item from any Room it may be in or trigger any events.
- id
-
(
Symbol) Key of the Item that will be added to the player’s
inventory
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# File 'lib/twisty/engine.rb', line 156 def give(id) if @items.include? id @inventory << id else raise GameError.new "Invalid item: #{id}" end return nil end |
#goto(to) ⇒ Object
Called by the “walk door” command. Unlike current_room=(id) this triggers events and only moves the player if said events run successfully
- id
-
(
Symbol) Key in Engine.rooms of the Room that the player will
be moved to
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# File 'lib/twisty/engine.rb', line 351 def goto(to) if @rooms.has_key? to if current_room.exit_event and @rooms[to].enter_event @current_room = to end else raise TwistyError.new "Room #{to} has not been defined" end return nil end |
#parse(line) ⇒ Object
Called by start_loop to process user inpu.
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# File 'lib/twisty/engine.rb', line 404 def parse(line) #Strip double spaces and downcase tokens = line.downcase.split line = tokens.join(' ') if line == "" #Empty command return nil end @commands.each do |pattern, command| if line =~ pattern command.exec(tokens) return nil end end #Implicit error raise PlayError.new "I don't know how to #{line}" #Never reached return nil end |
#put_item(item, container) ⇒ Object
The “put item in item” command. Probably best not to call directly
- item
-
(
String) Name that the player has typed for an item to be
added to a container
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# File 'lib/twisty/engine.rb', line 313 def put_item(item, container) iId = find_in_inventory(item) cId = find_in_current_room(container) if @items[cId].storage == 0 raise PlayError.new "It won't fit in there" end if @items[cId].put_content_event(id) and @items[iId].drop_event @items[cId].add_item(iId) @inventory.delete iId end return nil end |
#start_loop ⇒ Object
Starts the main loop of the game
NOTE This must be included once and only once at the end of the program
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# File 'lib/twisty/engine.rb', line 372 def start_loop @playing = true current_room.look puts while @playing == true printf "#{current_room.name} > " begin line = gets if line.class == NilClass @playing = false return nil end parse(line) rescue PlayError => e puts e. end end return nil end |
#take_from(item, container) ⇒ Object
The “take item from item” command. Probably best not to call directly
- item
-
(
String) Name that the player has typed for an item to be
inventory
- container
-
(
String) Name of an Item that the player is looking to
remove added to the another Item from
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# File 'lib/twisty/engine.rb', line 287 def take_from(item, container) cId = find_in_current_room(container) #Container ID @items[cId].contents.each do |iId| if @items.has_key? iId if @items[iId].name.downcase == item.downcase if @items[cId].take_content_event(iId) and @items[iId].take_event @items[cId].del_item iId @inventory << iId return nil end end else raise GameError.new "Invalid Item in container #{cId}" end end return nil end |
#take_item(name) ⇒ Object
The “take item” command. Probably best not to call directly
- name
-
(
String) Name of an Item the player has typed in
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# File 'lib/twisty/engine.rb', line 266 def take_item(name) id = find_in_current_room(name) if @items[id].fixed raise PlayError.new "You can not move that" else if @items[id].take_event current_room.items.delete id @inventory << id end return nil end end |