refactor repl

This commit is contained in:
Josh Deprez 2021-08-27 13:08:04 +10:00
parent eecff52520
commit a19cdfdf6f

View file

@ -15,11 +15,11 @@ func (g *Game) REPL(src io.Reader, dst io.Writer, assets fs.FS) error {
fmt.Fprint(dst, "game>")
sc := bufio.NewScanner(src)
for sc.Scan() {
tok := strings.Split(sc.Text(), " ")
if len(tok) == 0 {
argv := strings.Split(sc.Text(), " ")
if len(argv) == 0 {
continue
}
switch tok[0] {
switch argv[0] {
case "quit":
os.Exit(0)
case "pause":
@ -27,78 +27,80 @@ func (g *Game) REPL(src io.Reader, dst io.Writer, assets fs.FS) error {
case "resume", "unpause":
g.Enable()
case "save":
if len(tok) != 2 {
fmt.Fprintln(dst, "Usage: save ID")
break
}
id := tok[1]
c := g.Component(id)
if c == nil {
fmt.Fprintf(dst, "Component %q not found\n", id)
break
}
s, ok := c.(Saver)
if !ok {
fmt.Fprintf(dst, "Component %q not a Saver (type %T)\n", id, c)
break
}
if err := s.Save(); err != nil {
fmt.Fprintf(dst, "Couldn't save %q: %v\n", id, err)
}
g.cmdSave(dst, argv)
case "reload":
g.Disable()
g.Hide()
if err := g.Load(assets); err != nil {
fmt.Fprintf(dst, "Couldn't load: %v\n", err)
break
}
g.Prepare()
g.Enable()
g.Show()
g.cmdReload(dst, assets)
case "tree":
if len(tok) < 1 || len(tok) > 2 {
fmt.Println(dst, "Usage: tree [ID]")
}
var c interface{} = g
if len(tok) == 2 {
// subtree
id := tok[1]
c = g.Component(id)
if c == nil {
fmt.Fprintf(dst, "Component %q not found\n", id)
break
}
}
type item struct {
c interface{}
depth int
}
stack := []item{{c, 0}}
for len(stack) > 0 {
tail := len(stack) - 1
x := stack[tail]
stack = stack[:tail]
c := x.c
indent := ""
if x.depth > 0 {
indent = strings.Repeat(" ", x.depth-1) + "↳ "
}
i, ok := c.(Identifier)
if ok {
fmt.Fprintf(dst, "%s%T %s\n", indent, c, i.Ident())
} else {
fmt.Fprintf(dst, "%s%T\n", indent, c)
}
if s, ok := c.(Scanner); ok {
for _, y := range s.Scan() {
stack = append(stack, item{y, x.depth + 1})
}
}
}
g.cmdTree(dst, argv)
}
fmt.Fprint(dst, "game>")
}
return sc.Err()
}
func (g *Game) cmdSave(dst io.Writer, argv []string) {
if len(argv) != 2 {
fmt.Fprintln(dst, "Usage: save ID")
return
}
id := argv[1]
c := g.Component(id)
if c == nil {
fmt.Fprintf(dst, "Component %q not found\n", id)
return
}
s, ok := c.(Saver)
if !ok {
fmt.Fprintf(dst, "Component %q not a Saver (type %T)\n", id, c)
return
}
if err := s.Save(); err != nil {
fmt.Fprintf(dst, "Couldn't save %q: %v\n", id, err)
}
}
func (g *Game) cmdReload(dst io.Writer, assets fs.FS) {
g.Disable()
g.Hide()
if err := g.Load(assets); err != nil {
fmt.Fprintf(dst, "Couldn't load: %v\n", err)
return
}
g.Prepare()
g.Enable()
g.Show()
}
func (g *Game) cmdTree(dst io.Writer, argv []string) {
if len(argv) < 1 || len(argv) > 2 {
fmt.Println(dst, "Usage: tree [ID]")
}
var c interface{} = g
if len(argv) == 2 { // subtree
id := argv[1]
c = g.Component(id)
if c == nil {
fmt.Fprintf(dst, "Component %q not found\n", id)
return
}
}
var walk func(interface{}, int)
walk = func(c interface{}, depth int) {
indent := ""
if depth > 0 {
indent = strings.Repeat(" ", depth-1) + "↳ "
}
i, ok := c.(Identifier)
if ok {
fmt.Fprintf(dst, "%s%T %s\n", indent, c, i.Ident())
} else {
fmt.Fprintf(dst, "%s%T\n", indent, c)
}
if s, ok := c.(Scanner); ok {
for _, d := range s.Scan() {
walk(d, depth+1)
}
}
}
walk(c, 0)
}