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 "Huh? (type \"help\" for common commands)\n"))))
89 (define* (player-tell player message #:key text)
90 (<- (gameobj-gm player) 'write-home
93 (define (player-disconnect-self-destruct player message)
94 "Action routine for being told to disconnect and self destruct."
95 (define loc (gameobj-loc player))
98 #:exclude (actor-id player)
99 #:text (format #f "~a disappears in a puff of entropy!\n"
100 (slot-ref player 'name))))
101 (gameobj-self-destruct player))
103 (define (player-cmd-inventory player message)
104 "Display the inventory for the player"
108 (mbody-val (<-wait inv-item 'get-name)))
109 (gameobj-occupants player)))
111 (if (eq? inv-names '())
112 "You aren't carrying anything.\n"
114 "You are carrying:\n"
115 (map (lambda (item-name)
116 (string-append " * " item-name "\n"))
118 (<- (actor-id player) 'tell #:text text-to-show))
120 (define (player-cmd-help player message)
121 (<- (actor-id player) 'tell
122 #:text '((strong "** Mudsync Help **")(br)
123 (p "You're playing Mudsync, a multiplayer text-adventure. "
124 "Type different commands to interact with your surroundings "
125 "and other players.")
126 (p "Some common commands:"
127 (ul (li (strong "say <message>") " -- "
128 "Chat with other players in the same room. "
129 "(Also aliased to the " (b "\"") " character.)")
130 (li (strong "look") " -- "
131 "Look around the room you're in.")
132 (li (strong "look [at] <object>") " -- "
133 "Examine a particular object.")
134 (li (strong "go <exit>") " -- "
135 "Move to another room in <exit> direction.")))
136 (p "Different objects can be interacted with in different ways. "
137 "For example, if there's a bell in the same room as you, "
138 "you might try typing " (em "ring bell")
139 " and see what happens."))))
145 ;; @@: Hard to know whether this should be in player.scm or here...
146 ;; @@: This could be more efficient as a stream...!?
147 (define (player-gather-command-handlers player verb)
149 (let ((result (gameobj-loc player)))
152 (throw 'player-has-no-location
153 "Player ~a has no location! How'd that happen?\n"
154 #:player-id (actor-id player)))))
156 ;; Ask the room for its commands
157 (define room-commands
158 ;; TODO: Map room id and sort
159 (mbody-receive (_ #:key commands)
160 (<-wait player-loc 'get-container-commands
164 ;; All the co-occupants of the room (not including ourself)
167 (lambda (x) (equal? x (actor-id player)))
168 (mbody-receive (_ #:key occupants)
169 (<-wait player-loc 'get-occupants)
172 ;; @@: There's a race condition here if someone leaves the room
173 ;; during this, heh...
174 ;; I'm not sure it can be solved, but "lag" on the race can be
177 ;; Get all the co-occupants' commands
178 (define co-occupant-commands
180 (lambda (co-occupant prev)
181 (mbody-receive (_ #:key commands goes-by)
182 (<-wait co-occupant 'get-commands
185 (map (lambda (command)
186 (list command goes-by co-occupant))
192 ;; Append our own command handlers
196 (equal? (command-verbs cmd) verb))
198 (slot-ref player 'self-commands))))
200 ;; Append our inventory's relevant command handlers
202 (gameobj-occupants player))
203 (define inv-item-commands
205 (lambda (inv-item prev)
206 (mbody-receive (_ #:key commands goes-by)
207 (<-wait inv-item 'get-contained-commands
210 (map (lambda (command)
211 (list command goes-by inv-item))
217 ;; Now return a big ol sorted list of ((actor-id . command))
219 (sort-commands-append-actor room-commands
220 player-loc '()) ; room doesn't go by anything
221 (sort-commands-multi-actors co-occupant-commands)
222 (sort-commands-append-actor our-commands
223 (actor-id player) '()) ; nor does player
224 (sort-commands-multi-actors inv-item-commands)))
226 (define (sort-commands-append-actor commands actor-id goes-by)
227 (sort-commands-multi-actors
228 (map (lambda (command) (list command goes-by actor-id)) commands)))
230 (define (sort-commands-multi-actors actors-and-commands)
234 (> (command-priority (car x))
235 (command-priority (car y))))))
238 (define (find-command-winner sorted-candidates line)
239 "Find a command winner from a sorted list of candidates"
240 ;; A cache of results from matchers we've already seen
241 ;; TODO: fill in this cache. This is a *critical* optimization!
242 (define matcher-cache '())
247 ((command actor-goes-by actor-id)
248 (let* ((matcher (command-matcher command))
249 (matched (matcher line)))
251 ;; Great, it matched, but does it also pass
253 (apply (command-should-handle command)
255 matched)) ; matched is kwargs if truthy
256 (return (list (command-action command)