sc3-rom-dump/rom/programs/fun/adventure.lua

1344 lines
37 KiB
Lua

-- SPDX-FileCopyrightText: 2017 Daniel Ratcliffe
--
-- SPDX-License-Identifier: LicenseRef-CCPL
local tBiomes = {
"in a forest",
"in a pine forest",
"knee deep in a swamp",
"in a mountain range",
"in a desert",
"in a grassy plain",
"in frozen tundra",
}
local function hasTrees(_nBiome)
return _nBiome <= 3
end
local function hasStone(_nBiome)
return _nBiome == 4
end
local function hasRivers(_nBiome)
return _nBiome ~= 3 and _nBiome ~= 5
end
local items = {
["no tea"] = {
droppable = false,
desc = "Pull yourself together man.",
},
["a pig"] = {
heavy = true,
creature = true,
drops = { "some pork" },
aliases = { "pig" },
desc = "The pig has a square nose.",
},
["a cow"] = {
heavy = true,
creature = true,
aliases = { "cow" },
desc = "The cow stares at you blankly.",
},
["a sheep"] = {
heavy = true,
creature = true,
hitDrops = { "some wool" },
aliases = { "sheep" },
desc = "The sheep is fluffy.",
},
["a chicken"] = {
heavy = true,
creature = true,
drops = { "some chicken" },
aliases = { "chicken" },
desc = "The chicken looks delicious.",
},
["a creeper"] = {
heavy = true,
creature = true,
monster = true,
aliases = { "creeper" },
desc = "The creeper needs a hug.",
},
["a skeleton"] = {
heavy = true,
creature = true,
monster = true,
aliases = { "skeleton" },
nocturnal = true,
desc = "The head bone's connected to the neck bone, the neck bone's connected to the chest bone, the chest bone's connected to the arm bone, the arm bone's connected to the bow, and the bow is pointed at you.",
},
["a zombie"] = {
heavy = true,
creature = true,
monster = true,
aliases = { "zombie" },
nocturnal = true,
desc = "All he wants to do is eat your brains.",
},
["a spider"] = {
heavy = true,
creature = true,
monster = true,
aliases = { "spider" },
desc = "Dozens of eyes stare back at you.",
},
["a cave entrance"] = {
heavy = true,
aliases = { "cave entance", "cave", "entrance" },
desc = "The entrance to the cave is dark, but it looks like you can climb down.",
},
["an exit to the surface"] = {
heavy = true,
aliases = { "exit to the surface", "exit", "opening" },
desc = "You can just see the sky through the opening.",
},
["a river"] = {
heavy = true,
aliases = { "river" },
desc = "The river flows majestically towards the horizon. It doesn't do anything else.",
},
["some wood"] = {
aliases = { "wood" },
material = true,
desc = "You could easily craft this wood into planks.",
},
["some planks"] = {
aliases = { "planks", "wooden planks", "wood planks" },
desc = "You could easily craft these planks into sticks.",
},
["some sticks"] = {
aliases = { "sticks", "wooden sticks", "wood sticks" },
desc = "A perfect handle for torches or a pickaxe.",
},
["a crafting table"] = {
aliases = { "crafting table", "craft table", "work bench", "workbench", "crafting bench", "table" },
desc = "It's a crafting table. I shouldn't tell you this, but these don't actually do anything in this game, you can craft tools whenever you like.",
},
["a furnace"] = {
aliases = { "furnace" },
desc = "It's a furnace. Between you and me, these don't actually do anything in this game.",
},
["a wooden pickaxe"] = {
aliases = { "pickaxe", "pick", "wooden pick", "wooden pickaxe", "wood pick", "wood pickaxe" },
tool = true,
toolLevel = 1,
toolType = "pick",
desc = "The pickaxe looks good for breaking stone and coal.",
},
["a stone pickaxe"] = {
aliases = { "pickaxe", "pick", "stone pick", "stone pickaxe" },
tool = true,
toolLevel = 2,
toolType = "pick",
desc = "The pickaxe looks good for breaking iron.",
},
["an iron pickaxe"] = {
aliases = { "pickaxe", "pick", "iron pick", "iron pickaxe" },
tool = true,
toolLevel = 3,
toolType = "pick",
desc = "The pickaxe looks strong enough to break diamond.",
},
["a diamond pickaxe"] = {
aliases = { "pickaxe", "pick", "diamond pick", "diamond pickaxe" },
tool = true,
toolLevel = 4,
toolType = "pick",
desc = "Best. Pickaxe. Ever.",
},
["a wooden sword"] = {
aliases = { "sword", "wooden sword", "wood sword" },
tool = true,
toolLevel = 1,
toolType = "sword",
desc = "Flimsy, but better than nothing.",
},
["a stone sword"] = {
aliases = { "sword", "stone sword" },
tool = true,
toolLevel = 2,
toolType = "sword",
desc = "A pretty good sword.",
},
["an iron sword"] = {
aliases = { "sword", "iron sword" },
tool = true,
toolLevel = 3,
toolType = "sword",
desc = "This sword can slay any enemy.",
},
["a diamond sword"] = {
aliases = { "sword", "diamond sword" },
tool = true,
toolLevel = 4,
toolType = "sword",
desc = "Best. Sword. Ever.",
},
["a wooden shovel"] = {
aliases = { "shovel", "wooden shovel", "wood shovel" },
tool = true,
toolLevel = 1,
toolType = "shovel",
desc = "Good for digging holes.",
},
["a stone shovel"] = {
aliases = { "shovel", "stone shovel" },
tool = true,
toolLevel = 2,
toolType = "shovel",
desc = "Good for digging holes.",
},
["an iron shovel"] = {
aliases = { "shovel", "iron shovel" },
tool = true,
toolLevel = 3,
toolType = "shovel",
desc = "Good for digging holes.",
},
["a diamond shovel"] = {
aliases = { "shovel", "diamond shovel" },
tool = true,
toolLevel = 4,
toolType = "shovel",
desc = "Good for digging holes.",
},
["some coal"] = {
aliases = { "coal" },
ore = true,
toolLevel = 1,
toolType = "pick",
desc = "That coal looks useful for building torches, if only you had a pickaxe to mine it.",
},
["some dirt"] = {
aliases = { "dirt" },
material = true,
desc = "Why not build a mud hut?",
},
["some stone"] = {
aliases = { "stone", "cobblestone" },
material = true,
ore = true,
infinite = true,
toolLevel = 1,
toolType = "pick",
desc = "Stone is useful for building things, and making stone pickaxes.",
},
["some iron"] = {
aliases = { "iron" },
material = true,
ore = true,
toolLevel = 2,
toolType = "pick",
desc = "That iron looks mighty strong, you'll need a stone pickaxe to mine it.",
},
["some diamond"] = {
aliases = { "diamond", "diamonds" },
material = true,
ore = true,
toolLevel = 3,
toolType = "pick",
desc = "Sparkly, rare, and impossible to mine without an iron pickaxe.",
},
["some torches"] = {
aliases = { "torches", "torch" },
desc = "These won't run out for a while.",
},
["a torch"] = {
aliases = { "torch" },
desc = "Fire, fire, burn so bright, won't you light my cave tonight?",
},
["some wool"] = {
aliases = { "wool" },
material = true,
desc = "Soft and good for building.",
},
["some pork"] = {
aliases = { "pork", "porkchops" },
food = true,
desc = "Delicious and nutritious.",
},
["some chicken"] = {
aliases = { "chicken" },
food = true,
desc = "Finger licking good.",
},
}
local tAnimals = {
"a pig", "a cow", "a sheep", "a chicken",
}
local tMonsters = {
"a creeper", "a skeleton", "a zombie", "a spider",
}
local tRecipes = {
["some planks"] = { "some wood" },
["some sticks"] = { "some planks" },
["a crafting table"] = { "some planks" },
["a furnace"] = { "some stone" },
["some torches"] = { "some sticks", "some coal" },
["a wooden pickaxe"] = { "some planks", "some sticks" },
["a stone pickaxe"] = { "some stone", "some sticks" },
["an iron pickaxe"] = { "some iron", "some sticks" },
["a diamond pickaxe"] = { "some diamond", "some sticks" },
["a wooden sword"] = { "some planks", "some sticks" },
["a stone sword"] = { "some stone", "some sticks" },
["an iron sword"] = { "some iron", "some sticks" },
["a diamond sword"] = { "some diamond", "some sticks" },
["a wooden shovel"] = { "some planks", "some sticks" },
["a stone shovel"] = { "some stone", "some sticks" },
["an iron shovel"] = { "some iron", "some sticks" },
["a diamond shovel"] = { "some diamond", "some sticks" },
}
local tGoWest = {
"(life is peaceful there)",
"(lots of open air)",
"(to begin life anew)",
"(this is what we'll do)",
"(sun in winter time)",
"(we will do just fine)",
"(where the skies are blue)",
"(this and more we'll do)",
}
local nGoWest = 0
local bRunning = true
local tMap = { { {} } }
local x, y, z = 0, 0, 0
local inventory = {
["no tea"] = items["no tea"],
}
local nTurn = 0
local nTimeInRoom = 0
local bInjured = false
local tDayCycle = {
"It is daytime.",
"It is daytime.",
"It is daytime.",
"It is daytime.",
"It is daytime.",
"It is daytime.",
"It is daytime.",
"It is daytime.",
"The sun is setting.",
"It is night.",
"It is night.",
"It is night.",
"It is night.",
"It is night.",
"The sun is rising.",
}
local function getTimeOfDay()
return math.fmod(math.floor(nTurn / 3), #tDayCycle) + 1
end
local function isSunny()
return getTimeOfDay() < 10
end
local function getRoom(x, y, z, dontCreate)
tMap[x] = tMap[x] or {}
tMap[x][y] = tMap[x][y] or {}
if not tMap[x][y][z] and dontCreate ~= true then
local room = {
items = {},
exits = {},
nMonsters = 0,
}
tMap[x][y][z] = room
if y == 0 then
-- Room is above ground
-- Pick biome
room.nBiome = math.random(1, #tBiomes)
room.trees = hasTrees(room.nBiome)
-- Add animals
if math.random(1, 3) == 1 then
for _ = 1, math.random(1, 2) do
local sAnimal = tAnimals[math.random(1, #tAnimals)]
room.items[sAnimal] = items[sAnimal]
end
end
-- Add surface ore
if math.random(1, 5) == 1 or hasStone(room.nBiome) then
room.items["some stone"] = items["some stone"]
end
if math.random(1, 8) == 1 then
room.items["some coal"] = items["some coal"]
end
if math.random(1, 8) == 1 and hasRivers(room.nBiome) then
room.items["a river"] = items["a river"]
end
-- Add exits
room.exits = {
["north"] = true,
["south"] = true,
["east"] = true,
["west"] = true,
}
if math.random(1, 8) == 1 then
room.exits.down = true
room.items["a cave entrance"] = items["a cave entrance"]
end
else
-- Room is underground
-- Add exits
local function tryExit(sDir, sOpp, x, y, z)
local adj = getRoom(x, y, z, true)
if adj then
if adj.exits[sOpp] then
room.exits[sDir] = true
end
else
if math.random(1, 3) == 1 then
room.exits[sDir] = true
end
end
end
if y == -1 then
local above = getRoom(x, y + 1, z)
if above.exits.down then
room.exits.up = true
room.items["an exit to the surface"] = items["an exit to the surface"]
end
else
tryExit("up", "down", x, y + 1, z)
end
if y > -3 then
tryExit("down", "up", x, y - 1, z)
end
tryExit("east", "west", x - 1, y, z)
tryExit("west", "east", x + 1, y, z)
tryExit("north", "south", x, y, z + 1)
tryExit("south", "north", x, y, z - 1)
-- Add ores
room.items["some stone"] = items["some stone"]
if math.random(1, 3) == 1 then
room.items["some coal"] = items["some coal"]
end
if math.random(1, 8) == 1 then
room.items["some iron"] = items["some iron"]
end
if y == -3 and math.random(1, 15) == 1 then
room.items["some diamond"] = items["some diamond"]
end
-- Turn out the lights
room.dark = true
end
end
return tMap[x][y][z]
end
local function itemize(t)
local item = next(t)
if item == nil then
return "nothing"
end
local text = ""
while item do
text = text .. item
local nextItem = next(t, item)
if nextItem ~= nil then
local nextNextItem = next(t, nextItem)
if nextNextItem == nil then
text = text .. " and "
else
text = text .. ", "
end
end
item = nextItem
end
return text
end
local function findItem(_tList, _sQuery)
for sItem, tItem in pairs(_tList) do
if sItem == _sQuery then
return sItem
end
if tItem.aliases ~= nil then
for _, sAlias in pairs(tItem.aliases) do
if sAlias == _sQuery then
return sItem
end
end
end
end
return nil
end
local tMatches = {
["wait"] = {
"wait",
},
["look"] = {
"look at the ([%a ]+)",
"look at ([%a ]+)",
"look",
"inspect ([%a ]+)",
"inspect the ([%a ]+)",
"inspect",
},
["inventory"] = {
"check self",
"check inventory",
"inventory",
"i",
},
["go"] = {
"go (%a+)",
"travel (%a+)",
"walk (%a+)",
"run (%a+)",
"go",
},
["dig"] = {
"dig (%a+) using ([%a ]+)",
"dig (%a+) with ([%a ]+)",
"dig (%a+)",
"dig",
},
["take"] = {
"pick up the ([%a ]+)",
"pick up ([%a ]+)",
"pickup ([%a ]+)",
"take the ([%a ]+)",
"take ([%a ]+)",
"take",
},
["drop"] = {
"put down the ([%a ]+)",
"put down ([%a ]+)",
"drop the ([%a ]+)",
"drop ([%a ]+)",
"drop",
},
["place"] = {
"place the ([%a ]+)",
"place ([%a ]+)",
"place",
},
["cbreak"] = {
"punch the ([%a ]+)",
"punch ([%a ]+)",
"punch",
"break the ([%a ]+) with the ([%a ]+)",
"break ([%a ]+) with ([%a ]+) ",
"break the ([%a ]+)",
"break ([%a ]+)",
"break",
},
["mine"] = {
"mine the ([%a ]+) with the ([%a ]+)",
"mine ([%a ]+) with ([%a ]+)",
"mine ([%a ]+)",
"mine",
},
["attack"] = {
"attack the ([%a ]+) with the ([%a ]+)",
"attack ([%a ]+) with ([%a ]+)",
"attack ([%a ]+)",
"attack",
"kill the ([%a ]+) with the ([%a ]+)",
"kill ([%a ]+) with ([%a ]+)",
"kill ([%a ]+)",
"kill",
"hit the ([%a ]+) with the ([%a ]+)",
"hit ([%a ]+) with ([%a ]+)",
"hit ([%a ]+)",
"hit",
},
["craft"] = {
"craft a ([%a ]+)",
"craft some ([%a ]+)",
"craft ([%a ]+)",
"craft",
"make a ([%a ]+)",
"make some ([%a ]+)",
"make ([%a ]+)",
"make",
},
["build"] = {
"build ([%a ]+) out of ([%a ]+)",
"build ([%a ]+) from ([%a ]+)",
"build ([%a ]+)",
"build",
},
["eat"] = {
"eat a ([%a ]+)",
"eat the ([%a ]+)",
"eat ([%a ]+)",
"eat",
},
["help"] = {
"help me",
"help",
},
["exit"] = {
"exit",
"quit",
"goodbye",
"good bye",
"bye",
"farewell",
},
}
local commands = {}
local function doCommand(text)
if text == "" then
commands.noinput()
return
end
for sCommand, t in pairs(tMatches) do
for _, sMatch in pairs(t) do
local tCaptures = { string.match(text, "^" .. sMatch .. "$") }
if #tCaptures ~= 0 then
local fnCommand = commands[sCommand]
if #tCaptures == 1 and tCaptures[1] == sMatch then
fnCommand()
else
fnCommand(table.unpack(tCaptures))
end
return
end
end
end
commands.badinput()
end
function commands.wait()
print("Time passes...")
end
function commands.look(_sTarget)
local room = getRoom(x, y, z)
if room.dark then
print("It is pitch dark.")
return
end
if _sTarget == nil then
-- Look at the world
if y == 0 then
io.write("You are standing " .. tBiomes[room.nBiome] .. ". ")
print(tDayCycle[getTimeOfDay()])
else
io.write("You are underground. ")
if next(room.exits) ~= nil then
print("You can travel " .. itemize(room.exits) .. ".")
else
print()
end
end
if next(room.items) ~= nil then
print("There is " .. itemize(room.items) .. " here.")
end
if room.trees then
print("There are trees here.")
end
else
-- Look at stuff
if room.trees and (_sTarget == "tree" or _sTarget == "trees") then
print("The trees look easy to break.")
elseif _sTarget == "self" or _sTarget == "myself" then
print("Very handsome.")
else
local tItem = nil
local sItem = findItem(room.items, _sTarget)
if sItem then
tItem = room.items[sItem]
else
sItem = findItem(inventory, _sTarget)
if sItem then
tItem = inventory[sItem]
end
end
if tItem then
print(tItem.desc or "You see nothing special about " .. sItem .. ".")
else
print("You don't see any " .. _sTarget .. " here.")
end
end
end
end
function commands.go(_sDir)
local room = getRoom(x, y, z)
if _sDir == nil then
print("Go where?")
return
end
if nGoWest ~= nil then
if _sDir == "west" then
nGoWest = nGoWest + 1
if nGoWest > #tGoWest then
nGoWest = 1
end
print(tGoWest[nGoWest])
else
if nGoWest > 0 or nTurn > 6 then
nGoWest = nil
end
end
end
if room.exits[_sDir] == nil then
print("You can't go that way.")
return
end
if _sDir == "north" then
z = z + 1
elseif _sDir == "south" then
z = z - 1
elseif _sDir == "east" then
x = x - 1
elseif _sDir == "west" then
x = x + 1
elseif _sDir == "up" then
y = y + 1
elseif _sDir == "down" then
y = y - 1
else
print("I don't understand that direction.")
return
end
nTimeInRoom = 0
doCommand("look")
end
function commands.dig(_sDir, _sTool)
local room = getRoom(x, y, z)
if _sDir == nil then
print("Dig where?")
return
end
local sTool = nil
local tTool = nil
if _sTool ~= nil then
sTool = findItem(inventory, _sTool)
if not sTool then
print("You're not carrying a " .. _sTool .. ".")
return
end
tTool = inventory[sTool]
end
local bActuallyDigging = room.exits[_sDir] ~= true
if bActuallyDigging then
if sTool == nil or tTool.toolType ~= "pick" then
print("You need to use a pickaxe to dig through stone.")
return
end
end
if _sDir == "north" then
room.exits.north = true
z = z + 1
getRoom(x, y, z).exits.south = true
elseif _sDir == "south" then
room.exits.south = true
z = z - 1
getRoom(x, y, z).exits.north = true
elseif _sDir == "east" then
room.exits.east = true
x = x - 1
getRoom(x, y, z).exits.west = true
elseif _sDir == "west" then
room.exits.west = true
x = x + 1
getRoom(x, y, z).exits.east = true
elseif _sDir == "up" then
if y == 0 then
print("You can't dig that way.")
return
end
room.exits.up = true
if y == -1 then
room.items["an exit to the surface"] = items["an exit to the surface"]
end
y = y + 1
room = getRoom(x, y, z)
room.exits.down = true
if y == 0 then
room.items["a cave entrance"] = items["a cave entrance"]
end
elseif _sDir == "down" then
if y <= -3 then
print("You hit bedrock.")
return
end
room.exits.down = true
if y == 0 then
room.items["a cave entrance"] = items["a cave entrance"]
end
y = y - 1
room = getRoom(x, y, z)
room.exits.up = true
if y == -1 then
room.items["an exit to the surface"] = items["an exit to the surface"]
end
else
print("I don't understand that direction.")
return
end
--
if bActuallyDigging then
if _sDir == "down" and y == -1 or
_sDir == "up" and y == 0 then
inventory["some dirt"] = items["some dirt"]
inventory["some stone"] = items["some stone"]
print("You dig " .. _sDir .. " using " .. sTool .. " and collect some dirt and stone.")
else
inventory["some stone"] = items["some stone"]
print("You dig " .. _sDir .. " using " .. sTool .. " and collect some stone.")
end
end
nTimeInRoom = 0
doCommand("look")
end
function commands.inventory()
print("You are carrying " .. itemize(inventory) .. ".")
end
function commands.drop(_sItem)
if _sItem == nil then
print("Drop what?")
return
end
local room = getRoom(x, y, z)
local sItem = findItem(inventory, _sItem)
if sItem then
local tItem = inventory[sItem]
if tItem.droppable == false then
print("You can't drop that.")
else
room.items[sItem] = tItem
inventory[sItem] = nil
print("Dropped.")
end
else
print("You don't have a " .. _sItem .. ".")
end
end
function commands.place(_sItem)
if _sItem == nil then
print("Place what?")
return
end
if _sItem == "torch" or _sItem == "a torch" then
local room = getRoom(x, y, z)
if inventory["some torches"] or inventory["a torch"] then
inventory["a torch"] = nil
room.items["a torch"] = items["a torch"]
if room.dark then
print("The cave lights up under the torchflame.")
room.dark = false
elseif y == 0 and not isSunny() then
print("The night gets a little brighter.")
else
print("Placed.")
end
else
print("You don't have torches.")
end
return
end
commands.drop(_sItem)
end
function commands.take(_sItem)
if _sItem == nil then
print("Take what?")
return
end
local room = getRoom(x, y, z)
local sItem = findItem(room.items, _sItem)
if sItem then
local tItem = room.items[sItem]
if tItem.heavy == true then
print("You can't carry " .. sItem .. ".")
elseif tItem.ore == true then
print("You need to mine this ore.")
else
if tItem.infinite ~= true then
room.items[sItem] = nil
end
inventory[sItem] = tItem
if inventory["some torches"] and inventory["a torch"] then
inventory["a torch"] = nil
end
if sItem == "a torch" and y < 0 then
room.dark = true
print("The cave plunges into darkness.")
else
print("Taken.")
end
end
else
print("You don't see a " .. _sItem .. " here.")
end
end
function commands.mine(_sItem, _sTool)
if _sItem == nil then
print("Mine what?")
return
end
if _sTool == nil then
print("Mine " .. _sItem .. " with what?")
return
end
commands.cbreak(_sItem, _sTool)
end
function commands.attack(_sItem, _sTool)
if _sItem == nil then
print("Attack what?")
return
end
commands.cbreak(_sItem, _sTool)
end
function commands.cbreak(_sItem, _sTool)
if _sItem == nil then
print("Break what?")
return
end
local sTool = nil
if _sTool ~= nil then
sTool = findItem(inventory, _sTool)
if sTool == nil then
print("You're not carrying a " .. _sTool .. ".")
return
end
end
local room = getRoom(x, y, z)
if _sItem == "tree" or _sItem == "trees" or _sItem == "a tree" then
print("The tree breaks into blocks of wood, which you pick up.")
inventory["some wood"] = items["some wood"]
return
elseif _sItem == "self" or _sItem == "myself" then
if term.isColour() then
term.setTextColour(colours.red)
end
print("You have died.")
print("Score: &e0")
term.setTextColour(colours.white)
bRunning = false
return
end
local sItem = findItem(room.items, _sItem)
if sItem then
local tItem = room.items[sItem]
if tItem.ore == true then
-- Breaking ore
if not sTool then
print("You need a tool to break this ore.")
return
end
local tTool = inventory[sTool]
if tTool.tool then
if tTool.toolLevel < tItem.toolLevel then
print(sTool .. " is not strong enough to break this ore.")
elseif tTool.toolType ~= tItem.toolType then
print("You need a different kind of tool to break this ore.")
else
print("The ore breaks, dropping " .. sItem .. ", which you pick up.")
inventory[sItem] = items[sItem]
if tItem.infinite ~= true then
room.items[sItem] = nil
end
end
else
print("You can't break " .. sItem .. " with " .. sTool .. ".")
end
elseif tItem.creature == true then
-- Fighting monsters (or pigs)
local toolLevel = 0
local tTool = nil
if sTool then
tTool = inventory[sTool]
if tTool.toolType == "sword" then
toolLevel = tTool.toolLevel
end
end
local tChances = { 0.2, 0.4, 0.55, 0.8, 1 }
if math.random() <= tChances[toolLevel + 1] then
room.items[sItem] = nil
print("The " .. tItem.aliases[1] .. " dies.")
if tItem.drops then
for _, sDrop in pairs(tItem.drops) do
if not room.items[sDrop] then
print("The " .. tItem.aliases[1] .. " dropped " .. sDrop .. ".")
room.items[sDrop] = items[sDrop]
end
end
end
if tItem.monster then
room.nMonsters = room.nMonsters - 1
end
else
print("The " .. tItem.aliases[1] .. " is injured by your blow.")
end
if tItem.hitDrops then
for _, sDrop in pairs(tItem.hitDrops) do
if not room.items[sDrop] then
print("The " .. tItem.aliases[1] .. " dropped " .. sDrop .. ".")
room.items[sDrop] = items[sDrop]
end
end
end
else
print("You can't break " .. sItem .. ".")
end
else
print("You don't see a " .. _sItem .. " here.")
end
end
function commands.craft(_sItem)
if _sItem == nil then
print("Craft what?")
return
end
if _sItem == "computer" or _sItem == "a computer" then
print("By creating a computer in a computer in a computer, you tear a hole in the spacetime continuum from which no mortal being can escape.")
if term.isColour() then
term.setTextColour(colours.red)
end
print("You have died.")
print("Score: &e0")
term.setTextColour(colours.white)
bRunning = false
return
end
local sItem = findItem(items, _sItem)
local tRecipe = sItem and tRecipes[sItem] or nil
if tRecipe then
for _, sReq in ipairs(tRecipe) do
if inventory[sReq] == nil then
print("You don't have the items you need to craft " .. sItem .. ".")
return
end
end
for _, sReq in ipairs(tRecipe) do
inventory[sReq] = nil
end
inventory[sItem] = items[sItem]
if inventory["some torches"] and inventory["a torch"] then
inventory["a torch"] = nil
end
print("Crafted.")
else
print("You don't know how to make " .. (sItem or _sItem) .. ".")
end
end
function commands.build(_sThing, _sMaterial)
if _sThing == nil then
print("Build what?")
return
end
local sMaterial = nil
if _sMaterial == nil then
for sItem, tItem in pairs(inventory) do
if tItem.material then
sMaterial = sItem
break
end
end
if sMaterial == nil then
print("You don't have any building materials.")
return
end
else
sMaterial = findItem(inventory, _sMaterial)
if not sMaterial then
print("You don't have any " .. _sMaterial)
return
end
if inventory[sMaterial].material ~= true then
print(sMaterial .. " is not a good building material.")
return
end
end
local alias = nil
if string.sub(_sThing, 1, 1) == "a" then
alias = string.match(_sThing, "a ([%a ]+)")
end
local room = getRoom(x, y, z)
inventory[sMaterial] = nil
room.items[_sThing] = {
heavy = true,
aliases = { alias },
desc = "As you look at your creation (made from " .. sMaterial .. "), you feel a swelling sense of pride.",
}
print("Your construction is complete.")
end
function commands.help()
local sText =
"Welcome to adventure, the greatest text adventure game on CraftOS. " ..
"To get around the world, type actions, and the adventure will " ..
"be read back to you. The actions available to you are go, look, inspect, inventory, " ..
"take, drop, place, punch, attack, mine, dig, craft, build, eat and exit."
print(sText)
end
function commands.eat(_sItem)
if _sItem == nil then
print("Eat what?")
return
end
local sItem = findItem(inventory, _sItem)
if not sItem then
print("You don't have any " .. _sItem .. ".")
return
end
local tItem = inventory[sItem]
if tItem.food then
print("That was delicious!")
inventory[sItem] = nil
if bInjured then
print("You are no longer injured.")
bInjured = false
end
else
print("You can't eat " .. sItem .. ".")
end
end
function commands.exit()
bRunning = false
end
function commands.badinput()
local tResponses = {
"I don't understand.",
"I don't understand you.",
"You can't do that.",
"Nope.",
"Huh?",
"Say again?",
"That's crazy talk.",
"Speak clearly.",
"I'll think about it.",
"Let me get back to you on that one.",
"That doesn't make any sense.",
"What?",
}
print(tResponses[math.random(1, #tResponses)])
end
function commands.noinput()
local tResponses = {
"Speak up.",
"Enunciate.",
"Project your voice.",
"Don't be shy.",
"Use your words.",
}
print(tResponses[math.random(1, #tResponses)])
end
local function simulate()
local bNewMonstersThisRoom = false
-- Spawn monsters in nearby rooms
for sx = -2, 2 do
for sy = -1, 1 do
for sz = -2, 2 do
local h = y + sy
if h >= -3 and h <= 0 then
local room = getRoom(x + sx, h, z + sz)
-- Spawn monsters
if room.nMonsters < 2 and
(h == 0 and not isSunny() and not room.items["a torch"] or room.dark) and
math.random(1, 6) == 1 then
local sMonster = tMonsters[math.random(1, #tMonsters)]
if room.items[sMonster] == nil then
room.items[sMonster] = items[sMonster]
room.nMonsters = room.nMonsters + 1
if sx == 0 and sy == 0 and sz == 0 and not room.dark then
print("From the shadows, " .. sMonster .. " appears.")
bNewMonstersThisRoom = true
end
end
end
-- Burn monsters
if h == 0 and isSunny() then
for _, sMonster in ipairs(tMonsters) do
if room.items[sMonster] and items[sMonster].nocturnal then
room.items[sMonster] = nil
if sx == 0 and sy == 0 and sz == 0 and not room.dark then
print("With the sun high in the sky, the " .. items[sMonster].aliases[1] .. " bursts into flame and dies.")
end
room.nMonsters = room.nMonsters - 1
end
end
end
end
end
end
end
-- Make monsters attack
local room = getRoom(x, y, z)
if nTimeInRoom >= 2 and not bNewMonstersThisRoom then
for _, sMonster in ipairs(tMonsters) do
if room.items[sMonster] then
if math.random(1, 4) == 1 and
not (y == 0 and isSunny() and sMonster == "a spider") then
if sMonster == "a creeper" then
if room.dark then
print("A creeper explodes.")
else
print("The creeper explodes.")
end
room.items[sMonster] = nil
room.nMonsters = room.nMonsters - 1
else
if room.dark then
print("A " .. items[sMonster].aliases[1] .. " attacks you.")
else
print("The " .. items[sMonster].aliases[1] .. " attacks you.")
end
end
if bInjured then
if term.isColour() then
term.setTextColour(colours.red)
end
print("You have died.")
print("Score: &e0")
term.setTextColour(colours.white)
bRunning = false
return
else
bInjured = true
end
break
end
end
end
end
-- Always print this
if bInjured then
if term.isColour() then
term.setTextColour(colours.red)
end
print("You are injured.")
term.setTextColour(colours.white)
end
-- Advance time
nTurn = nTurn + 1
nTimeInRoom = nTimeInRoom + 1
end
doCommand("look")
simulate()
local tCommandHistory = {}
while bRunning do
if term.isColour() then
term.setTextColour(colours.yellow)
end
write("? ")
term.setTextColour(colours.white)
local sRawLine = read(nil, tCommandHistory)
table.insert(tCommandHistory, sRawLine)
local sLine = nil
for match in string.gmatch(sRawLine, "%a+") do
if sLine then
sLine = sLine .. " " .. string.lower(match)
else
sLine = string.lower(match)
end
end
doCommand(sLine or "")
if bRunning then
simulate()
end
end