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... | |
// Have your various container objects implement this method | |
// and move the type specific code to it. | |
type GameObject interface { | |
AfterLoad() err | |
Id() string // It may be possible to replace AfterLoad() with Id - I didn't really look to see what the different blocks were doing. | |
} | |
// Now you can have a single function to load all kinds of game object - I think the map will work declared this way | |
func RegisterGameObjects(dirloc string, gameobject *GameObject, container map[string]interface{}) { | |
names := getDirNames(dirloc) | |
for _, element := range names { | |
if isDir, _ := IsDirectory(dirloc + "/" + element); isDir { | |
if isLink, _ := IsSymlink(dirloc + "/" + element); isLink { | |
fmt.Println("Ignoring link: " + dirloc + "/" + element) | |
return | |
} else { | |
RegisterGameObjects(dirloc + "/" + element, gameobject) | |
} | |
} else { | |
input, err2 := ioutil.ReadFile(dirloc + "/" + element) | |
if err2 != nil { | |
fmt.Println("Could not read " + element) | |
} else { | |
json.Unmarshal(input, gameobject) | |
err := gameobjectcontainer.AfterLoad() | |
if err != nil { | |
// Handle/report the error | |
}else { | |
container[gameobject.Id()] = gameobject // See my comment on the type declaration | |
} | |
} | |
} | |
} | |
} | |
// And load becomes: | |
func (p AdventureBot) Load() { | |
fmt.Println("Registering Requirements") | |
RegisterGameObjects("../src/github.com/cptspacetoaster/adventurebot/requirements", &Requirement{}, Requirments) | |
fmt.Println("Registering Actions") | |
RegisterGameObjects("../src/github.com/cptspacetoaster/adventurebot/actions", &Action{}, Actions) | |
//... and so on. | |
} |
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