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| 1 | +#!/usr/bin/env nu |
| 2 | + |
| 3 | +# --- Game Data --- |
| 4 | + |
| 5 | +# Define the locations in the village |
| 6 | +let map = { |
| 7 | + village_square: { |
| 8 | + desc: "You are in the charming village square of Humlespring. Cobblestones pave the ground. Paths lead north, east, and west. Olivia is here, looking worried." |
| 9 | + exits: { north: "tavern", east: "market", west: "alexander_house" } |
| 10 | + items: ["leaflet"] |
| 11 | + npcs: { |
| 12 | + olivia: "Olivia paces back and forth. 'Oh, Alexander... have you seen Mittens? My cat is missing! I last saw her near the old oak tree by the market.'" |
| 13 | + } |
| 14 | + }, |
| 15 | + tavern: { |
| 16 | + desc: "The 'Leaky Mug' tavern. It smells faintly of ale and sawdust. The only exit is south." |
| 17 | + exits: { south: "village_square" } |
| 18 | + items: ["mug"] |
| 19 | + npcs: {} |
| 20 | + }, |
| 21 | + market: { |
| 22 | + desc: "The village market area. Stalls are mostly empty now, but an old oak tree stands tall nearby. A faint 'meow' can be heard from the tree. The path leads back west." |
| 23 | + exits: { west: "village_square" } |
| 24 | + items: [] # Mittens isn't an 'item' to take, but is found here |
| 25 | + npcs: {} |
| 26 | + special: "You look up the old oak tree and see Mittens stuck on a branch! You carefully coax her down." # Add a trigger for this |
| 27 | + }, |
| 28 | + alexander_house: { |
| 29 | + desc: "You are outside a small, tidy cottage. This must be Alexander's house. The only exit is east. Alexander is tending his small garden." |
| 30 | + exits: { east: "village_square" } |
| 31 | + items: ["watering_can"] |
| 32 | + npcs: { |
| 33 | + alexander: "'Ah, hello!' Alexander says, wiping his brow. 'Lovely day, isn't it? Though Olivia seems quite upset about her cat, Mittens. Maybe check near the big oak by the market?'" |
| 34 | + } |
| 35 | + } |
| 36 | +} |
| 37 | + |
| 38 | +# --- Game State --- |
| 39 | + |
| 40 | +# Player's current status (mutable) |
| 41 | +mut player_state = { |
| 42 | + location: "village_square" # Starting location ID |
| 43 | + inventory: [] |
| 44 | + found_cat: false |
| 45 | +} |
| 46 | + |
| 47 | +# --- Helper Functions --- |
| 48 | + |
| 49 | +# Describe the current location |
| 50 | +def describe_location [state: record, map: record] { |
| 51 | + let current_loc_id = $state.location |
| 52 | + let loc_data = ($map | get $current_loc_id) |
| 53 | + |
| 54 | + # Description |
| 55 | + print $loc_data.desc |
| 56 | + |
| 57 | + # Items |
| 58 | + if not ($loc_data.items | is-empty) { |
| 59 | + print $"You see here: ($loc_data.items | str join ', ')" |
| 60 | + } |
| 61 | + |
| 62 | + # NPCs |
| 63 | + let npcs = ($loc_data.npcs | columns) |
| 64 | + if not ($npcs | is-empty) { |
| 65 | + print $"People here: ($npcs | str join ', ')" |
| 66 | + } |
| 67 | + |
| 68 | + # Exits |
| 69 | + let exits = ($loc_data.exits | columns | str join ', ') |
| 70 | + print $"Exits are: ($exits)" |
| 71 | + |
| 72 | + # Check for winning condition trigger |
| 73 | + if $current_loc_id == "market" and not $state.found_cat { |
| 74 | + print "\nHint: Maybe you should 'search tree'?" |
| 75 | + } |
| 76 | +} |
| 77 | + |
| 78 | +# Handle player actions are now inlined in the main loop below |
| 79 | + |
| 80 | +# --- Main Game Loop --- |
| 81 | + |
| 82 | +print "Welcome to Humlespring!" |
| 83 | +print "-------------------------" |
| 84 | +describe_location $player_state $map |
| 85 | + |
| 86 | +loop { |
| 87 | + # Get player input |
| 88 | + let user_input = (input "> " | str trim) |
| 89 | + |
| 90 | + # Skip empty input |
| 91 | + if $user_input == "" { continue } |
| 92 | + |
| 93 | + # Parse input (simple verb-noun) |
| 94 | + let parts = ($user_input | split row " ") |
| 95 | + let verb = ($parts | get 0 | str downcase) |
| 96 | + # Use `get` and `default` for robust noun handling (handles commands with no noun) |
| 97 | + let noun = if ($parts | length) > 1 { $parts | get 1 | default "" | str downcase } else {""} |
| 98 | + |
| 99 | + # grab the current location once |
| 100 | + let loc_data = ($map | get $player_state.location) |
| 101 | + |
| 102 | + # Handle the action directly in the loop |
| 103 | + match $verb { |
| 104 | + "quit" | "exit" => { |
| 105 | + print "Goodbye!" |
| 106 | + exit |
| 107 | + } |
| 108 | + "look" | "l" => { |
| 109 | + describe_location $player_state $map |
| 110 | + } |
| 111 | + "go" | "move" => { |
| 112 | + if ( $noun not-in ( $loc_data.exits | columns )) { |
| 113 | + print "You can't go that way." |
| 114 | + } else { |
| 115 | + let new_loc = ($loc_data.exits | get $noun) |
| 116 | + $player_state.location = $new_loc |
| 117 | + print $"You go ($noun)." |
| 118 | + print "" # line break |
| 119 | + describe_location $player_state $map |
| 120 | + } |
| 121 | + } |
| 122 | + "inventory" | "i" => { |
| 123 | + if ($player_state.inventory | is-empty) { |
| 124 | + print "Your inventory is empty." |
| 125 | + } else { |
| 126 | + print $"You are carrying: ($player_state.inventory | str join ', ')" |
| 127 | + } |
| 128 | + } |
| 129 | + "take" | "get" => { |
| 130 | + if ($loc_data.items | find -r $noun).0? != null { |
| 131 | + # Just add to inventory |
| 132 | + $player_state.inventory = ($player_state.inventory | append $noun) |
| 133 | + print $"You take the ($noun)." |
| 134 | + } else { |
| 135 | + print $"There is no '($noun)' here to take." |
| 136 | + } |
| 137 | + } |
| 138 | + "talk" => { |
| 139 | + if ( $noun not-in ( $loc_data.npcs | columns )) { |
| 140 | + print $"You cannot talk to ($noun) " } else { |
| 141 | + if ($loc_data.npcs | get $noun) == null { |
| 142 | + print $"There is no one called '($noun)' here to talk to." |
| 143 | + } else { |
| 144 | + print ($loc_data.npcs | get $noun) |
| 145 | + } |
| 146 | + } |
| 147 | + } |
| 148 | + "search" => { |
| 149 | + if $noun == "tree" and $player_state.location == "market" { |
| 150 | + if $player_state.found_cat { |
| 151 | + print "You already found Mittens!" |
| 152 | + } else { |
| 153 | + print ($loc_data | get special) |
| 154 | + $player_state.found_cat = true |
| 155 | + print "\nMittens purrs happily in your arms. You should return her to Olivia!" |
| 156 | + } |
| 157 | + } else { |
| 158 | + print "You search around, but find nothing special." |
| 159 | + } |
| 160 | + } |
| 161 | + "give" => { |
| 162 | + if $noun == "cat" and $player_state.location == "village_square" and $player_state.found_cat { |
| 163 | + if ('olivia' in ($loc_data.npcs | columns)) { |
| 164 | + print "\nYou give Mittens back to Olivia. She is overjoyed!" |
| 165 | + print "'Oh, thank you, thank you!' she cries, hugging her cat. 'You saved her!'" |
| 166 | + print "\n*** Congratulations! You completed the adventure! ***" |
| 167 | + exit |
| 168 | + } else { |
| 169 | + print "Olivia isn't here right now." |
| 170 | + } |
| 171 | + } else if $player_state.found_cat and $noun == "cat" { |
| 172 | + print "You need to be in the village square to give the cat back to Olivia." |
| 173 | + } else { |
| 174 | + print "You don't have that to give, or you can't give it here/now." |
| 175 | + } |
| 176 | + } |
| 177 | + _ => { |
| 178 | + print "I don't understand that command. Try: go, look, take, inventory, talk, search, give, quit." |
| 179 | + } |
| 180 | + } |
| 181 | + print "" # Add a newline for better readability |
| 182 | +} |
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