1 ;;; Mudsync --- Live hackable MUD
2 ;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
4 ;;; This file is part of Mudsync.
6 ;;; Mudsync is free software; you can redistribute it and/or modify it
7 ;;; under the terms of the GNU General Public License as published by
8 ;;; the Free Software Foundation; either version 3 of the License, or
9 ;;; (at your option) any later version.
11 ;;; Mudsync is distributed in the hope that it will be useful, but
12 ;;; WITHOUT ANY WARRANTY; without even the implied warranty of
13 ;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 ;;; General Public License for more details.
16 ;;; You should have received a copy of the GNU General Public License
17 ;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
19 (define-module (mudsync player)
20 #:use-module (mudsync command)
21 #:use-module (mudsync gameobj)
22 #:use-module (mudsync game-master)
23 #:use-module (mudsync parser)
24 #:use-module (8sync actors)
25 #:use-module (8sync agenda)
26 #:use-module (ice-9 control)
27 #:use-module (ice-9 format)
28 #:use-module (ice-9 match)
29 #:use-module (oop goops)
30 #:use-module (srfi srfi-1)
31 #:use-module (srfi srfi-9)
33 player-self-commands))
38 (define player-self-commands
40 (empty-command "inventory" 'cmd-inventory)
42 ;; @@: Should use an "alias" system for common aliases?
43 (empty-command "inv" 'cmd-inventory)
44 (empty-command "i" 'cmd-inventory)
45 (empty-command "help" 'cmd-help)))
47 (define-class <player> (<gameobj>)
48 (username #:init-keyword #:username
49 #:getter player-username)
51 (self-commands #:init-value (wrap player-self-commands))
53 (actions #:allocation #:each-subclass
57 (handle-input player-handle-input)
59 (disconnect-self-destruct player-disconnect-self-destruct)
60 (cmd-inventory player-cmd-inventory)
61 (cmd-help player-cmd-help))))
64 ;;; player message handlers
66 (define (player-init player message)
67 ;; Look around the room we're in
68 (<- (gameobj-loc player) 'look-room))
71 (define* (player-handle-input player message #:key input)
72 (define split-input (split-verb-and-rest input))
73 (define input-verb (car split-input))
74 (define input-rest (cdr split-input))
76 (define command-candidates
77 (player-gather-command-handlers player input-verb))
80 (find-command-winner command-candidates input-rest))
83 ((cmd-action winner-id message-args)
84 (apply <- winner-id cmd-action message-args))
86 (<- (gameobj-gm player) 'write-home
87 ;; #:text "? (type \"help\" for common commands)\n"
90 (define* (player-tell player message #:key text)
91 (<- (gameobj-gm player) 'write-home
94 (define (player-disconnect-self-destruct player message)
95 "Action routine for being told to disconnect and self destruct."
96 (define loc (gameobj-loc player))
99 #:exclude (actor-id player)
100 #:text (format #f "~a disappears in a puff of entropy!\n"
101 (slot-ref player 'name))))
102 (gameobj-self-destruct player))
104 (define (player-cmd-inventory player message)
105 "Display the inventory for the player"
109 (mbody-val (<-wait inv-item 'get-name)))
110 (gameobj-occupants player)))
112 (if (eq? inv-names '())
113 "You aren't carrying anything.\n"
115 "You are carrying:\n"
116 (map (lambda (item-name)
117 (string-append " * " item-name "\n"))
119 (<- (actor-id player) 'tell #:text text-to-show))
121 (define (player-cmd-help player message)
122 (<- (actor-id player) 'tell
123 #:text '((strong "** Mudsync Help **")(br)
124 (p "You're playing Mudsync, a multiplayer text-adventure. "
125 "Type different commands to interact with your surroundings "
126 "and other players.")
127 (p "Some common commands:"
128 (ul (li (strong "say <message>") " -- "
129 "Chat with other players in the same room. "
130 "(Also aliased to the " (b "\"") " character.)")
131 (li (strong "look") " -- "
132 "Look around the room you're in.")
133 (li (strong "look [at] <object>") " -- "
134 "Examine a particular object.")
135 (li (strong "go <exit>") " -- "
136 "Move to another room in <exit> direction.")))
137 (p "Different objects can be interacted with in different ways. "
138 "For example, if there's a bell in the same room as you, "
139 "you might try typing " (em "ring bell")
140 " and see what happens."))))
146 ;; @@: Hard to know whether this should be in player.scm or here...
147 ;; @@: This could be more efficient as a stream...!?
148 (define (player-gather-command-handlers player verb)
150 (let ((result (gameobj-loc player)))
153 (throw 'player-has-no-location
154 "Player ~a has no location! How'd that happen?\n"
155 #:player-id (actor-id player)))))
157 ;; Ask the room for its commands
158 (define room-commands
159 ;; TODO: Map room id and sort
160 (mbody-receive (_ #:key commands)
161 (<-wait player-loc 'get-container-commands
165 ;; All the co-occupants of the room (not including ourself)
168 (lambda (x) (equal? x (actor-id player)))
169 (mbody-receive (_ #:key occupants)
170 (<-wait player-loc 'get-occupants)
173 ;; @@: There's a race condition here if someone leaves the room
174 ;; during this, heh...
175 ;; I'm not sure it can be solved, but "lag" on the race can be
178 ;; Get all the co-occupants' commands
179 (define co-occupant-commands
181 (lambda (co-occupant prev)
182 (mbody-receive (_ #:key commands goes-by)
183 (<-wait co-occupant 'get-commands
186 (map (lambda (command)
187 (list command goes-by co-occupant))
193 ;; Append our own command handlers
197 (equal? (command-verbs cmd) verb))
199 (slot-ref player 'self-commands))))
201 ;; Append our inventory's relevant command handlers
203 (gameobj-occupants player))
204 (define inv-item-commands
206 (lambda (inv-item prev)
207 (mbody-receive (_ #:key commands goes-by)
208 (<-wait inv-item 'get-contained-commands
211 (map (lambda (command)
212 (list command goes-by inv-item))
218 ;; Now return a big ol sorted list of ((actor-id . command))
220 (sort-commands-append-actor room-commands
221 player-loc '()) ; room doesn't go by anything
222 (sort-commands-multi-actors co-occupant-commands)
223 (sort-commands-append-actor our-commands
224 (actor-id player) '()) ; nor does player
225 (sort-commands-multi-actors inv-item-commands)))
227 (define (sort-commands-append-actor commands actor-id goes-by)
228 (sort-commands-multi-actors
229 (map (lambda (command) (list command goes-by actor-id)) commands)))
231 (define (sort-commands-multi-actors actors-and-commands)
235 (> (command-priority (car x))
236 (command-priority (car y))))))
239 (define (find-command-winner sorted-candidates line)
240 "Find a command winner from a sorted list of candidates"
241 ;; A cache of results from matchers we've already seen
242 ;; TODO: fill in this cache. This is a *critical* optimization!
243 (define matcher-cache '())
248 ((command actor-goes-by actor-id)
249 (let* ((matcher (command-matcher command))
250 (matched (matcher line)))
252 ;; Great, it matched, but does it also pass
254 (apply (command-should-handle command)
256 matched)) ; matched is kwargs if truthy
257 (return (list (command-action command)