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event.go
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event.go
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package cible
import (
"encoding/gob"
"fmt"
"log"
)
func init() {
registerEvent(&EventJoinGame{})
registerEvent(&EventJoin{})
registerEvent(&EventSay{})
registerEvent(&EventLeave{})
registerEvent(&EventMove{})
registerEvent(&EventLook{})
registerEvent(&EventDisconnect{})
registerEvent(&EventApproach{})
registerEvent(&EventGoAway{})
registerEvent(&EventPickup{})
registerEvent(&EventInventoryUpdate{})
// Do Not register EventStopGame as it would allow a client to
// stop the server.
}
// ----------------------------------------
type EventInventoryUpdate struct {
*Inventory
}
type EventPickup struct {
Ident
Item
}
type EventGoAway struct {
Name
}
// when character enters a tile
type EventApproach struct {
Name
}
type EventJoinGame struct {
Player
// set by game
*Character
// set by server
tr Transmitter
Title // of the area
}
type EventJoin struct {
// set by game
Ident
Name
}
type EventSay struct {
Text string
// set by server, character who is speaking
Ident
// set by game
Name
}
type EventLeave struct {
// set by server
Ident
// set by game
Name
}
type EventDisconnect struct {
// set by server
Ident
}
// Your character EventMove in the game
type EventMove struct {
Direction
// set by server
Ident
// set by game
Position
Title // of the area
*Tile
Body []byte
}
func (me *EventMove) String() string {
return fmt.Sprintf("%s => %s", me.Direction, me.Position)
}
type EventLook struct {
// set by server
Ident // character who is looking
Tile
Loose Items
}
type EventStopGame struct{}
// ----------------------------------------
// NewEvent returns a new instance of the named event. Returns false
// if the event has not been registered.
func NewEvent(name string) (Event, bool) {
if fn, found := eventConstructors[name]; !found {
log.Println(name, "NOT REGISTERED")
return nil, false
} else {
return fn(), true
}
}
type Event interface{}
// register pointer to events
func registerEvent[T Event](t *T) {
gob.Register(*t)
eventConstructors[fmt.Sprintf("%T", *t)] = func() Event {
var x T
return &x
}
}
var eventConstructors = make(map[string]func() Event)