package engine import ( "bufio" "fmt" "io" "io/fs" "os" "strings" ) // REPL runs a read-evaluate-print-loop. Commands are taken from src and output // is written to dst. assets is needed for commands like reload. 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() { argv := strings.Split(sc.Text(), " ") if len(argv) == 0 { continue } switch argv[0] { case "quit": os.Exit(0) case "pause": g.Disable() case "resume", "unpause": g.Enable() case "save": g.cmdSave(dst, argv) case "reload": g.cmdReload(dst, assets) case "tree": 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.LoadAndPrepare(assets); err != nil { fmt.Fprintf(dst, "Couldn't load: %v\n", err) return } 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 } } Walk(c, func(c interface{}, p []interface{}) error { indent := "" if len(p) > 0 { indent = strings.Repeat(" ", len(p)-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) } return nil }) }