Documentation
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Index ¶
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Action ¶
type Action struct { ActionID uint32 `json:"action_id"` ActionType enums.ActionType `json:"action_type"` DBitTxt string `json:"d_bit_txt"` Enabled bool `json:"enabled"` Revert bool `json:"revert"` DBit bool `json:"d_bit"` AffectsActionID uint32 `json:"affects_action_id"` AffectedByActionID uint32 `json:"affected_by_action_id"` }
type ActionOutput ¶
func (ActionOutput) Name ¶
func (ActionOutput) Name() string
type Description ¶
type Description struct {
TxtIDs []string `json:"txt_ids"`
}
func (Description) Name ¶
func (Description) Name() string
type DirObject ¶
type DirObject struct { DirObjID uint32 `json:"dir_obj_id"` // Direction object ID. ObjType enums.DirObjectType `json:"obj_type"` // The object type: door, window, etc. Use enums.DirObjectType DirType enums.DirectionType `json:"dir_type"` // The direction it is located: North, South, Up, etc. Use enums.DirectionType MatType enums.MaterialType `json:"mat_type"` // The material it is done with: iron, IKEA, etc. Use enums.MaterialType DestID uint32 `json:"dest_id"` // The destination room ID. TxtDefID string `json:"txt_def_id"` ObjectActionIDs [32]uint32 `json:"object_action_ids"` // The actions to perform on the object: Open, Loct, Breal, etc. }
type Object ¶
type Object struct { ObjectID uint32 `json:"object_id"` // ID of the object. ObjectType enums.ObjectType `json:"object_type"` // The type it is: Key, Knife, etc. Use enums.ObjectType. MaterialType enums.MaterialType `json:"material_type"` // The material it is done with: Iron, IKEA, etc. Use enums.MaterialType. TxtDefID string `json:"txt_def_id"` ObjectActionIDs [32]uint32 `json:"object_action_ids"` Description string `json:"description"` }
type Player ¶
type Player struct { PlayerEntityID types.EntityID // EntityID assigned to the player. PlayerName string // Name of the player, can be the username. PlayerID uint32 `json:"player_id"` // ID of the player. RoomID uint32 `json:"room_id"` // ID of the room where the playre is. ObjectIDs [32]uint32 `json:"object_ids"` // Map of all the objects tha the player has. PlayerConnection bool // Bool to notify if the player is connected or not. }
type Room ¶
type Room struct { RoomEntityID types.EntityID // Entity ID for the room. This will allows access to it. RoomID uint32 `json:"room_id"` // Room ID. RoomType enums.RoomType `json:"room_type"` // Type of room. Description string `json:"description"` ObjectIDs [32]uint32 `json:"object_ids"` // Objects map that are on the room. DirObjIDs [32]uint32 `json:"dir_obj_ids"` // Objects that allow to go into a direction. They are the "doors". Players [32]uint32 `json:"players"` // Map of players that are on the room. }
type TxtDef ¶
type TxtDef struct { TxtDefID string `json:"txt_def_id"` Owner uint32 `json:"owner"` TxtDefType enums.TxtDefType `json:"txt_def_type"` // Use enums.TxtDefType Value string `json:"value"` }
type VerbData ¶
type VerbData struct { Verb enums.ActionType // The action/verb from the command DirectNoun enums.ObjectType // The direct object of the action IndirectDirNoun enums.DirObjectType // The indirect directional object of the action ErrCode uint8 // Error code for parsing the tokens }
VerbData represents the data structure for verb-related information
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