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- --Modified for use with MCCI.
- local print = function(text)
- WHISPER(_USERNAME,text)
- end
- 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 = "Don't tell it, but 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 easilly craft this wood into planks.",
- },
- ["some planks"] = {
- aliases = { "planks", "wooden planks", "wood planks" },
- desc = "You could easilly 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 nutricious.",
- },
- ["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" },
- ["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 n = 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
- function findItem( _tList, _sQuery )
- for sItem, tItem in pairs( _tList ) do
- if sItem == _sQuery then
- return sItem
- end
- if tItem.aliases ~= nil then
- for n, sAlias in pairs( tItem.aliases ) do
- if sAlias == _sQuery then
- return sItem
- end
- end
- end
- end
- return nil
- end
- local tMatches = {
- ["wait"] = {
- "wait",
- },
- ["jump"] = {
- "jump",
- },
- ["sleep"] = {
- "sleep",
- },
- ["fuck"] = {
- "fuck",
- "shit",
- "cunt",
- },
- ["die"] = {
- "die",
- "suicide",
- },
- ["point"] = {
- "point"
- },
- ["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 = {}
- function doCommand( text )
- if text == "" then
- commands[ "noinput" ]()
- return
- end
- for sCommand, t in pairs( tMatches ) do
- for n, 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.jump()
- print( "Sorry, this game is in a NO JUMPING zone." )
- end
- function commands.fuck()
- print( "A mind is a terrible thing to waste." )
- end
- function commands.sleep()
- print( "Now isn't the time, nor will it ever be while MINECRAFT is up." )
- end
- function commands.point()
- print( "It's rude to point." )
- end
- function commands.die()
- if term.isColour() then
- term.setTextColour( colours.red )
- end
- print( "That was really stupid. You're dead." )
- print( "Score: &e0" )
- term.setTextColour( colours.white )
- print( "Thank you for playing Adventure! As usual, you've been a real pantload." )
- bRunning = false
- return
- 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
- print( "You are standing " .. tBiomes[room.nBiome] .. ". " .. tDayCycle[ getTimeOfDay() ])
- else
- print( "You are underground. " .. (next( room.exits ) ~= nil and ("You can travel "..itemize( room.exits )..".") or "") )
- 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( "You don't want to gaze at your own ugly mug." )
- 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
- elseif _sDir == "self" then
- print("You enter your inner psyche. Then you quickly scurry out.")
- 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
- local goRejections = {
- "You can't go that way.",
- "It's a real shame you can't go that way, I hear it's quite peaceful.",
- "That isn't a direction you can go in.",
- "There's no way there's a way that way.",
- "You can't move in that direction.",
- }
- print( goRejections[ math.random(1,#goRejections) ] )
- 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 room = getRoom( x, y, z )
- 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( "That wasn't very smart. You dead." )
- print( "Score: &e0" )
- term.setTextColour( colours.white )
- print( "Thank you for playing Adventure! As usual, you've been a real pantload." )
- 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 n, 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 n, 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 can escape." )
- if term.isColour() then
- term.setTextColour( colours.red )
- end
- print( "You have ceased to exist." )
- print( "Score: &e0" )
- term.setTextColour( colours.white )
- print( "Thank you for playing Adventure! As usual, you've been a real pantload." )
- bRunning = false
- return
- end
- local room = getRoom( x,y,z )
- local sItem = findItem( items, _sItem )
- local tRecipe = (sItem and tRecipes[ sItem ]) or nil
- if tRecipe then
- for n,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 n,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
- elseif _sThing == "self" then
- print( "Building yourself up sounds like a good idea, but this isn't how you do it." )
- 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 availiable 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.",
- _USERNAME..", have you been at that marijuana gin again?",
- "You 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.",
- "Say something rather than nothing.",
- }
- 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 n,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 n,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 )
- print( "Thank you for playing Adventure! As usual, you've been a real pantload." )
- 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
- term.setTextColour( colours.white )
- local evt, sRawLine = os.pullEvent("followup_command_".._USERNAME)
- 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
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