說到代碼規范,其實每個程序員都很關注這一點,只是換成系統管理員來說就沒那麼重視咯。看起來舒服、注釋到位的代碼是衡量一段代碼質量的標准之一,24個人是這麼認為哈。但是SA每天的工作不是一直在寫代碼,也許更多的是敲命令。所以寫腳本的時候,更為關注的應該是代碼執行質量、運行效果而不是規范性。當然,這不是說大批的linux SA寫腳本沒有規范性,不好看。24還是見過不少牛逼人物寫的代碼看起來很順眼的,注釋到位,提示合理,順序清晰。剛好今天打醬油看到一篇shell腳本,寫的非常好,是一個游戲腳本--“挖地雷”。像代碼注釋段,該有的信息都有,顯得非常專業化,再者腳本的內容也看起來很舒服,可以說是化難為易。當然了,這裡不是推薦大伙們去研究這段腳本,而是體會一下他的書寫規范。不過能夠把下面的內容理解了,自己在此基礎上改進發布改進版,那是再好不過的事情啦。這段代碼測試沒問題的,24已經驗證過了:
- #!/bin/bash
- #-------------CopyRight-------------
- # Name:Mine Sweeping
- # Version Number:1.00
- # Type:game
- # Language:bash shell
- # Date:2005-10-26
- # Author:BitBull
- # Email:BitBull.cn(at)gmail.com
- #------------Environment------------
- # Terminal: column 80 line 24
- # Linux 2.6.9 i686
- # GNU Bash 3.00.15
- #-----------------------------------
-
- #---------------Define--------------
- ECHO="echo -ne"
- ESC="\033["
-
- OK=0
- FALSE=1
- #--------------Variable--------------
- #ANSI ESC action
- FLASH=5
- REV=7
-
- #color
- NULL=0
- BLACK=30
- RED=31
- GREEN=32
- ORANGE=33
- BLUE=34
- PURPLE=35
- SBLUE=36
- GREY=37
-
- #back color
- BBLACK=40
- BRED=41
- BGREEN=42
- BORANGE=43
- BBLUE=44
- BPURPLE=45
- BSBLUE=46
- BGREY=47
-
- MINE='@'
- FLAG='F'
- NUL=' '
- SHADOW='X'
-
- X=0
- Y=0
- CurX=1 #cur's X
- CurY=1 #cur's Y
- OCurX=1 #old cur's X
- OCurY=1 #old cur's Y
- MCount=0 #count mine
- FCount=0 #count flag
- SCount=0 #count shadow
- MXYp=0 #MXY Array's ptr
- #---------------Array----------------
-
- #if ${XY[]} == M { mine }
- #if ${XY[]} == F { flag }
- #if ${XY[]} == N { null }
- #if ${XY[]} == S { shadow }
- #if ${XY[]} == [1-8] { tip_num }
- #${XY[]} init in XYInit(i)
-
- MXY[0]=""
-
- #--------------Function--------------
-
- function SttyInit ()
- {
- stty_save=$(stty -g) #backup stty
-
- clear
- trap "GameExit;" 2 15
- stty -echo
-
- $ECHO "${ESC}?25l" #hidden cursor
-
- return $OK
- }
-
- function GameExit ()
- {
- stty $stty_save
- stty echo
- clear
- trap 2 15
- $ECHO "${ESC}?25h${ESC}0;0H${ESC}0m"
-
- exit $OK
- }
-
- #print help
- function Help ()
- {
- msg="Move:w s a d Dig:j Flag:f NewGame:n Exit:x --CopyRight-- -2005-10-28 BitBull--"
- $ECHO "${ESC}${REV};${RED}m${ESC}24;1H${msg}${ESC}${NULL}m"
-
- return $OK
- }
-
- #print dialog window in screen
- function PMsg ()
- {
- local title="$1" content="$2" greeting="$3"
-
- $ECHO "${ESC}${RED}m"
- $ECHO "${ESC}11;20H ------------------------------------------- "
- $ECHO "${ESC}12;20H| ======>$title<====== |"
- $ECHO "${ESC}13;20H| $content |"
- $ECHO "${ESC}14;20H| ======>$greeting<====== |"
- $ECHO "${ESC}15;20H ------------------------------------------- "
- $ECHO "${ESC}${NULL}m"
-
- return $OK
- }
-
- #print menu and player choose level,then ${X,Y,MCount,FCount,SCount} init
- function Menu ()
- {
- local key
-
- $ECHO "${ESC}6;1H${ESC}${RED}m"
- cat<<MENUEND
- +++++++++++++++++++++++++++++
- + (1) Easy +
- + (2) Normal +
- + (3) Hardly +
- + (4) Exit +
- +++++++++++++++++++++++++++++
- MENUEND
- $ECHO "${ESC}${NULL}m"
-
- while read -s -n 1 key
- do
- case $key in
- 1) X=10;Y=10;MCount=10;FCount=10;SCount=100;break
- ;;
- 2) X=20;Y=14;MCount=28;FCount=28;SCount=280;break
- ;;
- 3) X=36;Y=18;MCount=65;FCount=65;SCount=648;break
- ;;
- 4) GameExit
- ;;
- esac
- done
-
- return $OK
- }
-
- #receive CurX CurY,put it into XY[CurX+X*(CurY-1))]
- #if $# == 3;write into XY[]
- #if $# == 2;read from XY[]
- function XYFormat ()
- {
- local XTmp=$1 YTmp=$2
-
- if [[ $# -eq 3 ]]
- then XY[$XTmp+$X*($YTmp-1)]=$3
- else echo ${XY[$XTmp+$X*($YTmp-1)]}
- fi
-
- return $OK
- }
-
- function DrawInit ()
- {
- local DIline DIline2
-
- DIline=$( for (( i=1; i<$((X*2)); i++ )) do $ECHO '-';done )
- DIline2=$( for (( i=0; i<X; i++ )) do $ECHO "|${ESC}${SBLUE}mX${ESC}${NULL}m";done )
-
- clear
- Help
-
- $ECHO "${ESC}1;1H+${DIline}+"
- for (( i=0; i<Y; i++ ))
- do
- $ECHO "${ESC}$((i+2));1H${DIline2}|"
- done
- $ECHO "${ESC}$((Y+2));1H+${DIline}+"
-
- return $OK
- }
-
- #${XY[*]}=S
- function XYInit ()
- {
- for (( i=1; i<=$X; i++ ))
- do
- for (( j=1; j<=$Y; j++ ))
- do
- XYFormat $i $j S
- done
- done
- return $OK
- }
-
- #check X Y
- function CheckXY ()
- {
- local XYTmp="$1 $2"
-
- for(( i=0; i<MXYp; i++ ))
- do
- if [[ "${MXY[i]}" == "$XYTmp" ]]
- then return $FALSE
- fi
- done
-
- return $OK
- }
-
- #RANDOM mine's X Y
- function XYRand ()
- {
- local XTmp YTmp
-
- for(( i=0; i<MCount; i++ ))
- do
- while :
- do
- XTmp=$(( RANDOM % ( X - 1 ) + 1 ))
- YTmp=$(( RANDOM % ( Y - 1 ) + 1 ))
- CheckXY $XTmp $YTmp
-
- if [[ "$?" == "$OK" ]]
- then
- XYFormat $XTmp $YTmp M
- MXY[i]="$XTmp $YTmp"
- (( ++MXYp ))
- break
- else continue
- fi
- done
- done
-
- return $OK
- }
-
- #DEBUG
- # print ${XY[*]} into ./mine.tmp
- #you can read mine.tmp to know where is mine,xixi~~:)
- #M is mine
- function DEBUGPXY ()
- {
- rm mine.tmp>/dev/null 2>&1
- for(( i=1; i<=$Y; i++ ))
- do
- for(( j=1; j<=$X; j++))
- do
- $ECHO "$(XYFormat $j $i)">>mine.tmp
- done
- $ECHO "\n">>mine.tmp
- done
-
- return $OK
- }
-
- #move cur
- #usage:CurMov [UP|DOWN|LEFT|RIGHT]
- function CurMov ()
- {
- local direction=$1 Xmin=1 Ymin=1 Xmax=$X Ymax=$Y
-
- OCurX=$CurX
- OCurY=$CurY
-
- case $direction in
- "UP") if [[ $CurY -gt $Ymin ]];then (( CurY-- ));fi
- ;;
- "DOWN") if [[ $CurY -lt $Ymax ]];then (( CurY++ ));fi
- ;;
- "LEFT") if [[ $CurX -gt $Xmin ]];then (( CurX-- ));fi
- ;;
- "RIGHT")if [[ $CurX -lt $Xmax ]];then (( CurX++ ));fi
- ;;
- esac
-
- if [[ $CurX != $OCurX || $CurY != $OCurY ]]
- then DrawPoint $CurX $CurY CUR
- fi
-
- return $OK
- }
-
- #display point
- #include cur,flag,mine,shadow,nul,tip [1-8]
- function DrawPoint ()
- {
- local TCurX=$(( $1 * 2 )) TCurY=$(( $2 + 1 )) Type=$3
- local TOCurX=$(( OCurX * 2 )) TOCurY=$(( OCurY + 1 ))
- local colr=0 osign=0 sign=0
-
- case $Type in
- "CUR")
- case $(XYFormat $OCurX $OCurY) in
- F) colr=$PURPLE;osign=$FLAG;;
- N) colr=$NULL;osign=$NUL;;
- [1-8]) colr=$ORANGE;osign=$(XYFormat $OCurX $OCurY);;
- [SM]) colr=$SBLUE;osign=$SHADOW;;
- esac
-
- case $(XYFormat $CurX $CurY) in
- F) sign=$FLAG;;
- N) sign=$NUL;;
- [1-8]) sign=$(XYFormat $CurX $CurY);;
- [SM]) sign=$SHADOW;;
- esac
-
- $ECHO "${ESC}${colr}m${ESC}${TOCurY};${TOCurX}H${osign}${ESC}${NULL}m"
- $ECHO "${ESC}${REV};${FLASH};${ORANGE}m${ESC}${TCurY};${TCurX}H${sign}${ESC}${NULL}m"
- ;;
- "SHADOW")
- $ECHO "${ESC}${SBLUE}m${ESC}${TCurY};${TCurX}H${SHADOW}${ESC}${NULL}m"
- ;;
- "MINE")
- $ECHO "${ESC}${REV};${RED}m${ESC}${TCurY};${TCurX}H${MINE}${ESC}${NULL}m"
- ;;
- "FLAG")
- $ECHO "${ESC}${TCurY};${TCurX}H${ESC}${PURPLE}m${FLAG}${ESC}${NULL}m"
- ;;
- [1-8])
- $ECHO "${ESC}${TCurY};${TCurX}H${ESC}${ORANGE}m${Type}${ESC}${NULL}m"
- ;;
- "NUL")
- $ECHO "${ESC}${TCurY};${TCurX}H${NUL}"
- esac
-
- return $OK
- }
-
- #check xy
- function Loop ()
- {
- local XYTmp="$1 $2"
-
- for (( i=0; i<MXYp; i++ ))
- do
- if [[ "$XYTmp" == "${MXY[i]}" ]]
- then $ECHO 1
- fi
- done
-
- return $OK
- }
-
- #count around mine
- #A B C
- #D X E
- #F G H
- #return mine's number
- function CountM ()
- {
- local Xmin=1 Ymin=1 Xmax=$X Ymax=$Y minecount=0 n=0
- #A
- if [[ ( $CurX -gt $Xmin ) && ( $CurY -gt $Ymin ) ]]
- then
- n=$( Loop $((CurX-1)) $((CurY-1)) )
- (( minecount += n ))
- n=0
- fi
- #B
- if [[ $CurY -gt $Ymin ]]
- then
- n=$( Loop $CurX $((CurY-1)) )
- (( minecount += n ))
- n=0
- fi
- #C
- if [[ ( $CurX -lt $Xmax ) && ( $CurY -gt $Ymin ) ]]
- then
- n=$( Loop $((CurX+1)) $((CurY-1)) )
- (( minecount += n ))
- n=0
- fi
- #D
- if [[ $CurX -gt $Xmin ]]
- then
- n=$( Loop $((CurX-1)) $CurY )
- (( minecount += n ))
- n=0
- fi
- #E
- if [[ $CurX -lt $Xmax ]]
- then
- n=$( Loop $((CurX+1)) $CurY )
- (( minecount += n ))
- n=0
- fi
- #F
- if [[ ( $CurX -gt $Xmin ) && ( $CurY -lt $Ymax ) ]]
- then
- n=$( Loop $((CurX-1)) $((CurY+1)) )
- (( minecount += n ))
- n=0
- fi
- #G
- if [[ $CurY -lt $Ymax ]]
- then
- n=$( Loop $CurX $((CurY+1)) )
- (( minecount += n ))
- n=0
- fi
- #H
- if [[ ( $CurX -lt $Xmax ) && ( $CurY -lt $Ymax ) ]]
- then
- n=$( Loop $((CurX+1)) $((CurY+1)) )
- (( minecount += n ))
- n=0
- fi
-
- return $minecount
- }
-
- #dig
- #if mine ,gameover
- #else tip around mine's number
- function Dig ()
- {
- local key minenum=0
-
- case $(XYFormat $CurX $CurY) in
- M)
- DrawPoint $CurX $CurY MINE
- read -s -n 1 key
- GameOver "Game Over"
- ;;
- S)
- CountM
- minenum=$?
- if [[ $minenum -eq $NULL ]]
- then
- XYFormat $CurX $CurY N
- DrawPoint $CurX $CurY NUL
- else
- XYFormat $CurX $CurY $minenum
- DrawPoint $CurX $CurY $minenum
- fi
-
- (( SCount-- ))
- if [[ $SCount -eq $MCount ]]
- then GameOver "Well Done"
- fi
- ;;
- esac
- DrawPoint $CurX $CurY CUR
-
- return $OK
- }
-
- #draw flag's number
- function DrawFCount ()
- {
- $ECHO "${ESC}22;34H${ESC};${PURPLE}mFLAG=${FCount} ${ESC}${NULL}m"
- }
-
- #sign mine
- function Flag ()
- {
- local XYTmp="$CurX $CurY";stat=$FALSE
-
- case $(XYFormat $CurX $CurY) in
- F)
- for (( i=1; i<MXYp; i++ ))
- do
- if [[ "${MXY[i]}" == "$XYTmp" ]]
- then XYFormat $CurX $CurY M;stat=$OK;break
- fi
- done
- if [[ $stat == $FALSE ]]
- then XYFormat $CurX $CurY S
- fi
-
- DrawPoint $CurX $CurY SHADOW
- (( FCount++ ))
- DrawFCount
- ;;
- [SM])
- if [[ $FCount -eq $NULL ]]
- then return $FALSE
- fi
-
- DrawPoint $CurX $CurY FLAG
- XYFormat $CurX $CurY F
- (( FCount-- ))
- DrawFCount
- ;;
- esac
- DrawPoint $CurX $CurY CUR
-
- return $OK
- }
-
- function GameOver ()
- {
- local key msgtitle=$1
-
- PMsg "$msgtitle" "Do you want replay?<y/n>" "Thank You"
- while read -s -n 1 key
- do
- case $key in
- [yY]) exec $(dirname $0)/$(basename $0);;
- [nN]) GameExit;;
- *) continue;;
- esac
- done
-
- return $OK
- }
-
- #main
- #drawscreen and control
- function Main ()
- {
- local key
-
- XYInit
- XYRand
- ############################
- # if you enable DEBUGPXY,
- #you can know where is mine
- # DEBUGPXY #delete this line's #
- #then cat ./mine.tmp
- ############################
-
- DrawPoint $CurX $CurY CUR
- DrawFCount
-
- while read -s -n 1 key
- do
- case $key in
- [wW]) CurMov UP;;
- [sS]) CurMov DOWN;;
- [aA]) CurMov LEFT;;
- [dD]) CurMov RIGHT;;
- [jJ]) Dig;;
- [fF]) Flag;;
- [nN]) exec $(dirname $0)/$(basename $0);;
- [xX]) GameExit;;
- esac
- done
-
- return $OK
- }
- #---------------Main-----------------
-
- SttyInit
- Menu #X Y MCount FCount SCount OK!
- DrawInit
- Main