mobcommands

package
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Published: Jul 14, 2025 License: GPL-3.0 Imports: 28 Imported by: 0

README

mobcommands

The mobcommands package defines a function type and contains all of the commands a user can enter.

type MobCommand func(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

Note: See usercommands/README.md

Differences:

  • mobCommand instead of userCommands for registering commands
  • mobCommand entries do not specify AdminOnly

Documentation

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func Aid

func Aid(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Alchemy

func Alchemy(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Attack

func Attack(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Backstab

func Backstab(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Befriend

func Befriend(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Break

func Break(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Broadcast

func Broadcast(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

Global chat room

func CallForHelp

func CallForHelp(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

Should check adjacent rooms for mobs and call them into the room to help if of the same group Format should be: callforhelp blows his horn "blows his horn" will be emoted to the room Other valid formats: callforhelp 5:blows a horn, calling for help callforhelp 5:guard:blows a horn, calling for help callforhelp guard:blows a horn, calling for help

func Cast

func Cast(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Converse

func Converse(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Despawn

func Despawn(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Drink

func Drink(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Drop

func Drop(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Eat

func Eat(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Emote

func Emote(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Equip

func Equip(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Gearup

func Gearup(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Get

func Get(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func GetAllMobCommands

func GetAllMobCommands() []string

func Give

func Give(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func GiveQuest

func GiveQuest(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

Expected format is: givequest 1-start or givequest 1-start Say has anyone seen my locket? The second message will only be executed if the quest is successfully given.

func Go

func Go(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Look

func Look(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func LookForAid

func LookForAid(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func LookForTrouble

func LookForTrouble(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Noop

func Noop(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

This is a no-op, mob does nothing

func Pathto

func Pathto(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Portal

func Portal(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

Mob portaling is different than player portaling. Mob portals are open for shorter periods, and go to specific locations.

func Put

func Put(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func RegisterCommand

func RegisterCommand(command string, handlerFunc MobCommand, isBlockable bool)

Register mob commands from outside of the package

func Remove

func Remove(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func ReplyTo

func ReplyTo(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Say

func Say(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func SayTo

func SayTo(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func SayToOnly

func SayToOnly(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Shoot

func Shoot(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Shout

func Shout(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Show

func Show(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Sneak

func Sneak(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Suicide

func Suicide(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func Throw

func Throw(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

func TryCommand

func TryCommand(cmd string, rest string, mobId int) (bool, error)

func Wander

func Wander(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

Types

type CommandAccess

type CommandAccess struct {
	Func              MobCommand
	AllowedWhenDowned bool
}

type MobCommand

type MobCommand func(rest string, mob *mobs.Mob, room *rooms.Room) (bool, error)

Signature of user command

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