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README.md
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README.md
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# netcaptain
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Sail the treacherous seas of the internet.
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Netcaptain assists you in building and making HTTP requests.
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## Vernacular:
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### Quest - An internet adventure
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Held in the `quests` directory under the given config directory, a quest will look something like this (we'll call this `quest` `auth`):
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```
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POST {{ .Crew.BaseURL }}/api/v1.0/auth
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{"email":"{{.Args.Arg0}}","password":"{{.Args.Arg1}}"}
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```
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Or something like this (and this `quest` will be `lookup`):
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```
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Authorization: Bearer {{ .Hold.Token }}
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GET http://192.168.86.197:8080/api/v1.0/lookup/book/{{ .Args.Arg0 }}
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```
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As you can see, support for `go` templates is built in. While executing the template, the captain will load as much information as can be loaded.
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In the examples above we can see these variables:
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* `.Crew.*`
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* `.Hold.*`
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* `.Args.Arg*`
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The `Crew` and the `Hold` are loaded if the captain is given a ship to sail. (A ship need not be specified if one named `default` exists in the given configuration.)
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`Args` values are loaded at runtime by arguments passed on the command line in addition to the quest and ship.
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That is:
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`ncpt <quest> <ship> <Args.Arg0> <Args.Arg1> ...`
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And for example:
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`ncpt lookup enterprise Search+Term`
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Will take the ship `enterprise` and go on the `lookup` quest providing:
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* `Args.Arg0` = `Search+Term`
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On the other hand, if `enterprise` is not the name of a defined ship, then you will go on the `lookup` quest providing:
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* `Args.Arg0` = `enterprise`
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* `Args.Arg1` = `Search+Term`
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In this second case, if a `default` ship exists, it will be sailed, whether it contains anything to be used or not.
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Quests can be easily edited in whatever editor you have defined in `EDITOR` by issuing:
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`ncpt -e <quest>`
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And quests can be validated (just run through the the parser without executing it) by issuing:
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`ncpt -c <quest>`
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And all available quests can be listed by issuing:
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`ncpt -l`
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### Ship - A Crew, and rules for Plunder and Delivery
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Held in the `ships` directory under the given config directory, a ship will look something like this:
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```
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{
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"crew": {
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"BaseURL": "http://192.168.86.197:8080"
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},
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"plunder": {
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"auth": {
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"token": "token"
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},
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"ddg-search": {
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"image": "Image",
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"result": "Abstract"
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}
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}
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}
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```
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Here we have a `Crew` some rules for `Plunder`, and a rule for `Deliver`.
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The `Crew` is simple, we have a single Crew Member: `BaseURL`. Looking at the first Quest up above (`auth`):
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```
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POST {{ .Crew.BaseURL }}/api/v1.0/auth
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{"email":"{{.Args.Arg0}}","password":"{{.Args.Arg1}}"}
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```
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So, when we pursue the `auth` quest using this `ship`, the `BaseURL` variable will be replaced with the given Crew member: `http://192.168.86.197:8080`)
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The `Plunder` takes a little more explanation. Here we have defined a rule for plundering the `auth` `Quest`. It's basically saying "Upon completing the `auth` quest, I expect to receive `json` that contains, at the first level of the response, a `token` value. Store that value in the `Hold` under the name `token`."
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The second `Plunder` rule will trigger on a Quest named `ddg-search`. It's going to pull a couple of values out of the top level of the response:
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* `Image` stored in the ship `Hold` as `image` and
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* `Abstract` stored in the ship `Hold` as `result`
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Currently, only top-level values in JSON responses can be plundered.
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### Hold - Where Plunder is Stored
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These are simple JSON files that act as key-value stores for anything plundered.
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## Usage of ncpt:
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```
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Usage of ncpt:
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-l List available Quests
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-L List available Ships
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-c <quest>
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Validate that the given quest is _c_orrect
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-C <ship>
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Validate that the given ship is _C_orrect
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-e <quest>
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Edit the given quest
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-E <ship>
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Edit the given ship
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-H <ship>
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Edit the hold for the given ship
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-h <ship> <key>
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Output the value of <key> in the given ship's hold
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-d string
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The configuration directory to use (default ".ncpt")
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-v Run in Verbose mode
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```
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@ -20,6 +20,7 @@ const (
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MODE_EDIT_HOLD
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MODE_LIST_QUESTS
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MODE_LIST_SHIPS
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MODE_OUTPUT_HOLD_VALUE
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)
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type AppState struct {
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@ -49,13 +50,14 @@ func NewApp() *AppState {
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func (a *AppState) initialize() error {
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flag.StringVar(&a.ConfDir, "d", ".ncpt", "The configuration directory to use")
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flag.BoolVar(&a.Verbose, "v", false, "Run in Verbose mode")
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validateQuest := flag.String("c", "", "Validate the given quest is _c_orrect")
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validateShip := flag.String("C", "", "Validate the given ship is _C_orrect")
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validateQuest := flag.String("c", "", "Validate that the given quest is _c_orrect")
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validateShip := flag.String("C", "", "Validate that the given ship is _C_orrect")
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editQuest := flag.String("e", "", "Edit the given quest")
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editShip := flag.String("E", "", "Edit the given ship")
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listQuestsMode := flag.Bool("l", false, "List all available Quests")
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listShipsMode := flag.Bool("L", false, "List all available Ships")
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listQuestsMode := flag.Bool("l", false, "List available Quests")
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listShipsMode := flag.Bool("L", false, "List available Ships")
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editHold := flag.String("H", "", "Edit the hold for the given ship")
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outputHoldValue := flag.String("h", "", "Output the given value from the given ship's hold")
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flag.Parse()
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a.Parms = flag.Args()
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@ -87,6 +89,9 @@ func (a *AppState) initialize() error {
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} else if *editHold != "" {
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a.Mode = MODE_EDIT_HOLD
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a.Ship = data.NewShip(a.ConfDir, *editHold)
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} else if *outputHoldValue != "" {
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a.Mode = MODE_OUTPUT_HOLD_VALUE
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a.Ship = data.NewShip(a.ConfDir, *outputHoldValue)
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} else {
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a.Mode = MODE_RUN
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}
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@ -111,6 +116,8 @@ func (a *AppState) run() int {
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return a.listQuests(a.Parms)
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case MODE_LIST_SHIPS:
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return a.listShips(a.Parms)
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case MODE_OUTPUT_HOLD_VALUE:
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return a.outputHoldValue(a.Parms)
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default:
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return a.runQuest(a.Parms)
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package main
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@ -65,3 +65,25 @@ func (a *AppState) editHold(parms []string) int {
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}
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return 0
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}
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func (a *AppState) outputHoldValue(parms []string) int {
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if a.Ship == nil {
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cli.PrintErr("Ship name must be provided.")
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return 1
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}
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if err := a.Ship.Load(); err != nil {
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cli.PrintErr(err.Error())
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return 1
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}
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if len(parms) == 0 {
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cli.PrintErr("Hold key must be provided.")
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return 1
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}
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v, ok := a.Ship.Hold[parms[0]]
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if !ok {
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cli.PrintErr(fmt.Sprintf("No value for '%s' found", parms[0]))
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return 1
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}
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fmt.Println(v)
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return 0
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}
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@ -21,6 +21,7 @@ type Ship struct {
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Hold map[string]string `json:"-"` // Where dynamic values are stored
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Args map[string]string `json:"-"` // Arguments passed in from the command line
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Raw []byte `json:"-"`
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Deliver string `json:"-"`
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loaded bool `json:"-"`
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}
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@ -137,16 +138,32 @@ func (s *Ship) Sail(q *Quest) int {
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cli.PrintErr(err.Error())
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return 1
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}
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fmt.Println(string(rbody))
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err = s.SaveHold()
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if err != nil {
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cli.PrintErr(err.Error())
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return 1
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}
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if err = s.StandAndDeliver(q, rbody); err != nil {
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cli.PrintErr(err.Error())
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return 1
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}
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return 0
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}
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func (s *Ship) StandAndDeliver(q *Quest, body []byte) error {
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if s.Deliver == "" {
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fmt.Println(string(body))
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} else {
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v, ok := s.Hold[s.Deliver]
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if ok {
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fmt.Println(v)
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} else {
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fmt.Printf("No value for %s in Hold\n", s.Deliver)
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}
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}
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return nil
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}
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func (s *Ship) Plunder(q *Quest, body []byte) error {
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plunder, ok := s.PlunderRules[q.Name]
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if !ok {
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@ -161,7 +178,6 @@ func (s *Ship) Plunder(q *Quest, body []byte) error {
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s.Hold[k] = val
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}
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}
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return nil
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}
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