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 systems 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-actions
40 (init (wrap-apply player-init))
41 (handle-input (wrap-apply player-handle-input))
42 (tell (wrap-apply player-tell))
43 (disconnect-self-destruct (wrap-apply player-disconnect-self-destruct))))
45 (define player-actions*
46 (append player-actions
49 (define player-dispatcher
50 (simple-dispatcher player-actions*))
52 (define-class <player> (<gameobj>)
53 (username #:init-keyword #:username
54 #:getter player-username)
58 #:getter player-self-commands)
62 ;; @@: We're gonna need action inheritance real awful soon, huh?
63 (wrap-apply player-dispatcher)))
66 ;;; player message handlers
68 (define-mhandler (player-init player message)
69 ;; Look around the room we're in
70 (<- player (gameobj-loc player) 'look-room))
73 (define-mhandler (player-handle-input player message input)
74 (define split-input (split-verb-and-rest input))
75 (define input-verb (car split-input))
76 (define input-rest (cdr split-input))
78 (define command-candidates
79 (player-gather-command-handlers player input-verb))
82 (find-command-winner command-candidates input-rest))
85 ((cmd-action winner-id message-args)
86 (apply send-message player winner-id cmd-action message-args))
88 (<- player (gameobj-gm player) 'write-home
91 (define-mhandler (player-tell player message text)
92 (<- player (gameobj-gm player) 'write-home
95 (define-mhandler (player-disconnect-self-destruct player message)
96 "Action routine for being told to disconnect and self destruct."
97 (define loc (gameobj-loc player))
99 (<- player loc 'tell-room
100 #:exclude (actor-id player)
101 #:text (format #f "~a disappears in a puff of entropy!\n"
102 (slot-ref player 'name))))
103 (gameobj-self-destruct player))
109 ;; @@: Hard to know whether this should be in player.scm or here...
110 ;; @@: This could be more efficient as a stream...!?
111 (define (player-gather-command-handlers player verb)
113 (let ((result (gameobj-loc player)))
116 (throw 'player-has-no-location
117 "Player ~a has no location! How'd that happen?\n"
118 #:player-id (actor-id player)))))
120 ;; Ask the room for its commands
121 (define room-commands
122 ;; TODO: Map room id and sort
124 (<-wait player player-loc
125 'get-container-commands
129 ;; All the co-occupants of the room (not including ourself)
132 (lambda (x) (equal? x (actor-id player)))
134 (<-wait player player-loc 'get-occupants)
137 ;; @@: There's a race condition here if someone leaves the room
138 ;; during this, heh...
139 ;; I'm not sure it can be solved, but "lag" on the race can be
142 ;; Get all the co-occupants' commands
143 (define co-occupant-commands
144 ;; TODO: Switch this to a fold. Ignore a result if it
145 ;; returns false for in the command response
147 (lambda (co-occupant prev)
148 (let* ((result (<-wait player co-occupant 'get-commands
150 (commands (message-ref result 'commands))
151 (goes-by (message-ref result 'goes-by)))
153 (map (lambda (command)
154 (list command goes-by co-occupant))
160 ;; Append our own command handlers
162 (player-self-commands player))
164 ;; TODO: Append our inventory's relevant command handlers
166 ;; Now return a big ol sorted list of ((actor-id . command))
168 (sort-commands-append-actor room-commands
169 player-loc '()) ; room doesn't go by anything
170 (sort-commands-multi-actors co-occupant-commands)
171 (sort-commands-append-actor our-commands
172 (actor-id player) '()))) ; nor does player
174 (define (sort-commands-append-actor commands actor-id goes-by)
175 (sort-commands-multi-actors
176 (map (lambda (command) (list command goes-by actor-id)) commands)))
178 (define (sort-commands-multi-actors actors-and-commands)
182 (> (command-priority (car x))
183 (command-priority (car y))))))
186 (define (find-command-winner sorted-candidates line)
187 "Find a command winner from a sorted list of candidates"
188 ;; A cache of results from matchers we've already seen
189 ;; TODO: fill in this cache. This is a *critical* optimization!
190 (define matcher-cache '())
195 ((command actor-goes-by actor-id)
196 (let* ((matcher (command-matcher command))
197 (matched (matcher line)))
199 ;; Great, it matched, but does it also pass
201 (apply (command-should-handle command)
203 matched)) ; matched is kwargs if truthy
204 (return (list (command-action command)