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developer.go
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developer.go
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/* This is free and unencumbered software released into the public domain. */
// Package developer
package developer
import (
"fmt"
"github.com/conreality/conreality-gdk/gdk"
"github.com/conreality/conreality-gdk/rt"
)
// Version
func Version() string {
return fmt.Sprintf("%s", gdk.Version)
}
// State
type State struct {
model *rt.Model
thread *rt.Thread
}
// NewState
func NewState() *State {
state := &State{}
state.model = &rt.Model{
Self: &Agent{},
Unit: &Unit{},
Theater: &Theater{},
Game: &Game{},
Headset: nil, // see SetHeadset
}
return state
}
// SetHeadset
func (state *State) SetHeadset(headset Headset) {
state.model.Headset = headset
}
// Start
func (state *State) Start() error {
thread, err := rt.NewThread(state.model, false)
if err != nil {
return err
}
state.thread = thread
return nil
}
// Destroy
func (state *State) Destroy() {
if state.thread != nil {
state.thread.Destroy()
state.thread = nil
}
state.model = nil
}
// ExecChunk
func (state *State) ExecChunk(chunk []byte) error {
return state.thread.EvalChunk(chunk)
}
// ExecString
func (state *State) ExecString(code string) error {
return state.thread.EvalScript(code)
}
// ExecFile
func (state *State) ExecFile(path string) error {
return state.thread.EvalFile(path)
}
// Headset
type Headset interface {
Speak(message string)
}
// Agent
type Agent struct{}
// IsPlayer
func (agent *Agent) IsPlayer() bool {
return false // TODO
}
// IsRobot
func (agent *Agent) IsRobot() bool {
return false // TODO
}
// CanFly
func (agent *Agent) CanFly() bool {
return false // TODO
}
// CanMove
func (agent *Agent) CanMove() bool {
return false // TODO
}
// HasLegs
func (agent *Agent) HasLegs() bool {
return false // TODO
}
// HasWings
func (agent *Agent) HasWings() bool {
return false // TODO
}
// HasWheels
func (agent *Agent) HasWheels() bool {
return false // TODO
}
// Name
func (agent *Agent) Name() string {
return "Unknown" // TODO
}
// Game
type Game struct{}
// IsPaused
func (game *Game) IsPaused() bool {
return false // TODO
}
// IsPrivate
func (game *Game) IsPrivate() bool {
return false // TODO
}
// IsPublic
func (game *Game) IsPublic() bool {
return !game.IsPrivate()
}
// IsStarted
func (game *Game) IsStarted() bool {
return false // TODO
}
// IsStopped
func (game *Game) IsStopped() bool {
return false // TODO
}
// Theater
type Theater struct{}
// Unit
type Unit struct{}
// IsAlive
func (unit *Unit) IsAlive() bool {
return true // TODO
}
// IsDead
func (unit *Unit) IsDead() bool {
return !unit.IsAlive()
}