RCRPG/Raku: Difference between revisions
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{{collection|RCRPG}} |
{{collection|RCRPG}} |
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=={{example|task=RCRPG|language=Raku}}== |
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This [[ |
This [[Raku]] version of [[RCRPG]] implements a text interface. |
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==Language Idioms== |
==Language Idioms== |
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This version of RCRPG demonstrates the following idioms in Raku. |
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TODO: Note idioms and interesting language features employed. |
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* A simple [[input loop]] |
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* Subroutines (Functions) |
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* Nested, lexically scoped Subroutines. |
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* Nested data structures using list and hash references |
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* Function references |
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* Range constructors |
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* Whatever codes |
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* Infinite lazy lists |
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* Meta Operators |
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* User output |
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* [[Linked list|Linked lists]] |
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==Commands== |
==Commands== |
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As with the [[RCRPG/Perl|Perl version]]. |
As with the [[RCRPG/Perl|Perl version]]. |
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==Code== |
==Code== |
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{{works with|Rakudo|2018.03}} |
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Note that this contains workarounds for bugs in [[Rakudo]]. (It hasn't been added to [[RCRPG]] yet, for this reason) |
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<syntaxhighlight lang="raku" line>my %commands; |
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<lang perl6># TODO: Z~, List.pick, fix xx |
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my %commands; |
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my %rooms; |
my %rooms; |
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my $stuff = []; |
my $stuff = []; |
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my $equipped = ''; |
my $equipped = ''; |
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sub zip($fun, \$l1, \$l2) { |
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⚫ | |||
map { $fun($_, shift @cl2) }, $l1; |
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⚫ | |||
⚫ | |||
⚫ | |||
@delims[*-1] = "" if @delims >= 1; |
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@delims[*-2] = " and " if @delims >= 2; |
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join "", zip &infix:<~>, @list, @delims; |
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⚫ | |||
my $WHITE = "\e[0m"; |
my $WHITE = "\e[0m"; |
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my @random_items = < sledge ladder gold >; |
my @random_items = < sledge ladder gold >; |
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my %dir_str = |
my %dir_str = |
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up => 'in the ceiling', |
up => 'in the ceiling', |
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down => 'in the floor', |
down => 'in the floor', |
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map { ($_ => "to the $_") }, <north south east west>; |
(map { ($_ => "to the $_") }, <north south east west>).Slip; |
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my %dir_vec = |
my %dir_vec = |
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up => [ 0, 0, 1], |
up => [ 0, 0, 1], |
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east => [ 1, 0, 0], |
east => [ 1, 0, 0], |
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west => [-1, 0, 0]; |
west => [-1, 0, 0]; |
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my %dir_rev = map { ($^a => $^b |
my %dir_rev = map { ($^a => $^b, $^b => $^a).Slip }, |
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< north south east west up down >; |
< north south east west up down >; |
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my class Room { |
my class Room { |
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has $.stuff = (my $roll = 1.rand) > .85 ?? [@random_items.roll(2)] !! |
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⚫ | |||
$roll > .25 ?? [@random_items.roll] !! []; |
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has $.stuff = [@random_items[{ $next == $_ && ($next = 0); $next++ }]]; |
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has $.name = "The Unnamed Room"; |
has $.name = "The Unnamed Room"; |
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has $.links = []; |
has $.links = []; |
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say "There is an exit %dir_str{$.links[0]}."; |
say "There is an exit %dir_str{$.links[0]}."; |
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} else { |
} else { |
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say "There are exits { |
say "There are exits: {@$.links.join(', ')\ |
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.subst(/','(<-[,]>+)$/, -> $/ {" and$0"})}."; |
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} |
} |
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if $.stuff { |
if $.stuff { |
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say "There is {serial_and( |
say "There is {serial_and( @$.stuff )} here."; |
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} else { |
} else { |
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say $BLUE, "There is nothing useful here you can take.", $WHITE; |
say $BLUE, "There is nothing useful here you can take.", $WHITE; |
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} |
} |
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%rooms{"0 0 0"} = Room.new(name => 'The Start', stuff => [<sledge>]); |
%rooms{"0 0 0"} = Room.new(name => 'The Start', stuff => [<sledge>]); |
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%rooms{"1 1 5"} = Room.new(name => 'The Prize Room', stuff => |
%rooms{"1 1 5"} = Room.new(name => 'The Prize Room', stuff => [<gold> xx 9]); |
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[<gold gold gold gold gold gold gold gold gold>]); |
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⚫ | |||
⚫ | |||
⚫ | |||
my $items = (map { "{%things{$_} > 1 ?? %things{$_} !! 'a'} {plural($_, %things{$_})}" }, |
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%things.keys).join: ', '; |
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$items.subst( /','(<-[,]>+)$ /, -> $/ {" and$0"} ); |
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⚫ | |||
sub plural ($item, $count) { |
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return $count != 1 ?? $item~'s' !! $item |
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⚫ | |||
sub move($dir) { |
sub move($dir) { |
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say "There needs to be a ladder in the room before you can climb."; |
say "There needs to be a ladder in the room before you can climb."; |
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} elsif grep $dir, @( %rooms{$room}.links ) { |
} elsif grep $dir, @( %rooms{$room}.links ) { |
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$room = [ |
$room = [ @$room Z+ @(%dir_vec{$dir}) ]; |
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} else { |
} else { |
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say "Your way is blocked."; |
say "Your way is blocked."; |
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} |
} |
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for <north south east west up down> -> $dir { |
for flat <north south east west up down> -> $dir { |
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command [$dir, substr($dir,0,1)], '', 0, { move($dir) }; |
command [$dir, substr($dir,0,1)], '', 0, { move($dir) }; |
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} |
} |
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-> $dir { |
-> $dir { |
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if !(%dir_vec{$dir}:exists) { |
if !(%dir_vec{$dir}:exists) { |
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say "I don't know that direction. Try: {sort keys %dir_vec}"; |
say "I don't know that direction. Try one of: {sort keys %dir_vec}"; |
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⚫ | |||
⚫ | |||
say "You accomplish nothing."; |
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} |
} |
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elsif grep $dir, @( %rooms{$room}.links ) { |
elsif grep $dir, @( %rooms{$room}.links ) { |
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say "You swing your |
say "You swing {$equipped ?? "the $equipped" !! 'your fists'} wildly at the hole " |
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~ 'in the wall. It makes a nice breeze.'; |
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⚫ | |||
⚫ | |||
say "You swing {$equipped ?? "the $equipped" !! 'your fists'} around purposfully " |
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~ 'but accomplish nothing. Perhaps you should equip a better tool?'; |
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} |
} |
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else { |
else { |
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my $r2 = [ |
my $r2 = [ @$room Z+ @(%dir_vec{$dir}) ]; |
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my $r2o = %rooms{$r2} //= Room.new; |
my $r2o = %rooms{$r2} //= Room.new; |
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say |
say 'You bash until the surface crumbles, leaving a hole you can crawl through.'; |
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push @( %rooms{$room}.links ), $dir; |
push @( %rooms{$room}.links ), $dir; |
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push @( $r2o.links ), %dir_rev{$dir}; |
push @( $r2o.links ), %dir_rev{$dir}; |
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say "You're not carrying anything. Ask again later."; |
say "You're not carrying anything. Ask again later."; |
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} else { |
} else { |
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say "You have {serial_and( |
say "You have {serial_and( @$stuff )}." |
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} |
} |
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}; |
}; |
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%commands{$c2} = %commands{$c1}; |
%commands{$c2} = %commands{$c1}; |
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} |
} |
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}; |
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command [<exit quit>], "(leave Muddy)", 0, |
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{ |
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print 'The Muddy walls dim. '; |
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say "You glance down as {serial_and( @$stuff )} {plural('clatter', +!(@$stuff == 1))}" |
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~ " to the floor and {plural('fade', +!(@$stuff == 1))} away." if @$stuff; |
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say 'It is as if you are awakening from a strange (and extremly low resolution) dream...'; |
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⚫ | |||
}; |
}; |
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%rooms{$room}.greet; |
%rooms{$room}.greet; |
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while my $in = $*IN.get { |
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my @args = $in.words; |
my @args = $in.words; |
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if @args && %commands{lc @args[0]} -> $fun { |
if @args && %commands{lc @args[0]} -> $fun { |
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} |
} |
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%rooms{$room}.greet; |
%rooms{$room}.greet; |
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}</syntaxhighlight > |
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} |
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</lang> |
Latest revision as of 16:42, 29 August 2022
RCRPG/Raku is part of RCRPG. You may find other members of RCRPG at Category:RCRPG.
Raku
This Raku version of RCRPG implements a text interface.
Language Idioms
This version of RCRPG demonstrates the following idioms in Raku.
- A simple input loop
- Subroutines (Functions)
- Nested, lexically scoped Subroutines.
- Nested data structures using list and hash references
- Function references
- Range constructors
- Whatever codes
- Infinite lazy lists
- Meta Operators
- User output
- Linked lists
Commands
As with the Perl version.
Use
As with the Perl version.
Code
my %commands;
my %rooms;
my $room = [0,0,0];
my $stuff = [];
my $equipped = '';
my $WHITE = "\e[0m";
my $GREEN = "\e[32m";
my $BLUE = "\e[34m";
my @random_items = < sledge ladder gold >;
my %dir_str =
up => 'in the ceiling',
down => 'in the floor',
(map { ($_ => "to the $_") }, <north south east west>).Slip;
my %dir_vec =
up => [ 0, 0, 1],
down => [ 0, 0,-1],
north => [ 0, 1, 0],
south => [ 0,-1, 0],
east => [ 1, 0, 0],
west => [-1, 0, 0];
my %dir_rev = map { ($^a => $^b, $^b => $^a).Slip },
< north south east west up down >;
my class Room {
has $.stuff = (my $roll = 1.rand) > .85 ?? [@random_items.roll(2)] !!
$roll > .25 ?? [@random_items.roll] !! [];
has $.name = "The Unnamed Room";
has $.links = [];
method greet() {
say "You are in room ($room), $.name";
if !$.links {
say "There are no exits from this room. Perhaps you need to make one?";
} elsif $.links == 1 {
say "There is an exit %dir_str{$.links[0]}.";
} else {
say "There are exits: {@$.links.join(', ')\
.subst(/','(<-[,]>+)$/, -> $/ {" and$0"})}.";
}
if $.stuff {
say "There is {serial_and( @$.stuff )} here.";
} else {
say $BLUE, "There is nothing useful here you can take.", $WHITE;
}
say $GREEN, "Try 'help' for help\n", $WHITE;
print ">";
}
}
%rooms{"0 0 0"} = Room.new(name => 'The Start', stuff => [<sledge>]);
%rooms{"1 1 5"} = Room.new(name => 'The Prize Room', stuff => [<gold> xx 9]);
sub serial_and(*@list) {
my %things;
map { %things{$_}++ }, @list;
my $items = (map { "{%things{$_} > 1 ?? %things{$_} !! 'a'} {plural($_, %things{$_})}" },
%things.keys).join: ', ';
$items.subst( /','(<-[,]>+)$ /, -> $/ {" and$0"} );
}
sub plural ($item, $count) {
return $count != 1 ?? $item~'s' !! $item
}
sub move($dir) {
if $dir eq 'up' && !grep 'ladder', @( %rooms{$room}.stuff ) {
say "There needs to be a ladder in the room before you can climb.";
} elsif grep $dir, @( %rooms{$room}.links ) {
$room = [ @$room Z+ @(%dir_vec{$dir}) ];
} else {
say "Your way is blocked.";
}
}
sub command(@names, $help, $ct, $sub) {
sub parser(*@bits) {
if @bits[0] eq '_help' || (@bits - 1) !~~ $ct {
say "Usage: {@names.join('|')} $help";
} else {
shift @bits;
$sub.(|@bits);
}
}
for @names { %commands{$_} = &parser }
}
for flat <north south east west up down> -> $dir {
command [$dir, substr($dir,0,1)], '', 0, { move($dir) };
}
command [<attack a>], "(direction)", 1,
-> $dir {
if !(%dir_vec{$dir}:exists) {
say "I don't know that direction. Try one of: {sort keys %dir_vec}";
}
elsif grep $dir, @( %rooms{$room}.links ) {
say "You swing {$equipped ?? "the $equipped" !! 'your fists'} wildly at the hole "
~ 'in the wall. It makes a nice breeze.';
}
elsif $equipped ne 'sledge' {
say "You swing {$equipped ?? "the $equipped" !! 'your fists'} around purposfully "
~ 'but accomplish nothing. Perhaps you should equip a better tool?';
}
else {
my $r2 = [ @$room Z+ @(%dir_vec{$dir}) ];
my $r2o = %rooms{$r2} //= Room.new;
say 'You bash until the surface crumbles, leaving a hole you can crawl through.';
push @( %rooms{$room}.links ), $dir;
push @( $r2o.links ), %dir_rev{$dir};
}
};
command [<inventory inv i>], "", 0,
{
if !$stuff {
say "You're not carrying anything. Ask again later.";
} else {
say "You have {serial_and( @$stuff )}."
}
};
command [<name>], "(New name of room)", 1 .. *,
-> *@names { %rooms{$room}.name = ~@names };
command [<equip>], "(itemname)", 1,
-> $item {
if grep $item, @$stuff {
$equipped = $item;
say "You equipped your $item. Put it to good use.";
} else {
say "You don't have one of those. Try 'i' to see what you have.";
}
};
sub move_items(@from, @to, @filters) {
sub ok($item) { ?grep { $_ eq 'all' || $_ eq $item }, @filters }
my @move = grep &ok, @from;
push @to, @move;
@from = grep { !ok($_) }, @from;
if $equipped && !grep $equipped, @$stuff {
say "You dropped the item you were using.";
$equipped = '';
}
@move == 0 ?? False !! @move > 1 ?? "{+@move} items" !! "1 item";
}
command [<take>], '{all|(itemname)}', 1 .. *,
-> *@filters {
if move_items(%rooms{$room}.stuff, $stuff, @filters) -> $things {
say "You took $things.";
} else {
say "There aren't any of those here.";
}
};
command [<drop>], '{all|(itemname)}', 1 .. *,
-> *@filters {
if move_items($stuff, %rooms{$room}.stuff, @filters) -> $things {
say "You dropped $things.";
} else {
say "You don't have any of those.";
}
};
command [<help>], "(command name) ... But you apparently discovered that.",
0..1, -> $command? {
if defined $command {
%commands{$command}.("_help");
} else {
say "Valid commands are: ", [ sort keys %commands ];
}
};
command [<alias>], "(existing command name) (additional name for command)",
2, -> $c1, $c2 {
if %commands{$c2}:exists {
say "Can't redefine an existing command!";
} else {
%commands{$c2} = %commands{$c1};
}
};
command [<exit quit>], "(leave Muddy)", 0,
{
print 'The Muddy walls dim. ';
say "You glance down as {serial_and( @$stuff )} {plural('clatter', +!(@$stuff == 1))}"
~ " to the floor and {plural('fade', +!(@$stuff == 1))} away." if @$stuff;
say 'It is as if you are awakening from a strange (and extremly low resolution) dream...';
exit;
};
say "Welcome to Muddy. It's kinda like a MUD, but it lacks multiple players...";
%rooms{$room}.greet;
while my $in = $*IN.get {
my @args = $in.words;
if @args && %commands{lc @args[0]} -> $fun {
$fun(|@args);
} else {
say "That didn't make any sense. Try 'help'";
}
%rooms{$room}.greet;
}