godir=$(libdir)/guile/2.0/ccache
SOURCES = \
+ mudsync/game-master.scm \
+ mudsync/gameobj.scm \
mudsync/networking.scm \
+ mudsync/parser.scm \
+ mudsync/player.scm \
+ mudsync/room.scm \
+ mudsync/run-game.scm \
mudsync.scm
# TESTS = \
;;; Mudsync --- Live hackable MUD
;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
+;;; Copyright © 2012, 2014 Ludovic Courtès <ludo@gnu.org>
;;;
;;; This file is part of Mudsync.
;;;
#:use-module (ice-9 match)
#:use-module (oop goops))
-\f
-; (ez-run-hive hive (list (bootstrap-message hive (actor-id nm) 'start-listening)))
-
-;; (define-method (nm-close-port (nm <network-manager>)))
-
-
-\f
-;;; The game master! Runs the world.
-;;; =================================
-
-;; @@: We could call this a "world builder" instead...
-;; I kinda like calling it a GM though.
-
-(define-class <game-master> (<actor>)
- ;; Directory of "special" objects.
- (special-dir #:init-thunk make-hash-table
- #:getter gm-special-dir)
-
- ;; Room directory. Room symbols to locations.
- (room-dir #:init-thunk make-hash-table
- #:getter gm-room-dir)
-
- ;; A mapping of client ids to in-game actors
- ;; and a reverse ;p
- (client-dir #:init-thunk make-hash-table
- #:getter gm-client-dir)
- (reverse-client-dir #:init-thunk make-hash-table
- #:getter gm-reverse-client-dir)
-
- ;; Network manager
- (network-manager #:accessor gm-network-manager
- #:init-value #f)
-
- ;; How we get a new connection acclimated to the system
- (new-conn-handler #:accessor gm-new-conn-handler
- #:init-keyword #:new-conn-handler)
-
- (message-handler
- #:init-value
- (make-action-dispatch
- (init-world (wrap-apply gm-init-world))
- (client-input (wrap-apply gm-handle-client-input))
- (lookup-room (wrap-apply gm-lookup-room))
- (new-client (wrap-apply gm-new-client))
- (write-home (wrap-apply gm-write-home)))))
-
-
-;;; .. begin world init stuff ..
-
-(define (gm-init-world gm message)
- ;; Load database
- ;; TODO
-
- ;; Init basic rooms / structure
- (gm-init-rooms gm (message-ref message 'room-spec))
-
- ;; Restore database-based actors
- ;; TODO
-
- ;; Set up the network
- (gm-setup-network gm))
-
-(define (gm-init-rooms gm rooms-spec)
- "Initialize the prebuilt rooms"
- ;; @@: Would it be nicer to just allow passing in
- ;; #:exits to the room spec itself?
- (define (exit-from-spec exit-spec)
- "Take room exits syntax from the spec, turn it into exits"
- (match exit-spec
- ((name to-symbol desc)
- (make <exit>
- #:name name
- #:to-symbol to-symbol
- #:desc desc))))
-
- (define rooms
- (map
- (match-lambda
- ((room-symbol room-class
- room-args ...
- (room-exits ...))
- ;; initialize the room
- (let ((room
- (apply create-actor* gm room-class "room"
- #:gm (actor-id gm)
- #:exits (map exit-from-spec room-exits)
- room-args)))
- ;; register the room
- (hash-set! (gm-room-dir gm) room-symbol room)
- ;; pass it back to the map
- room)))
- rooms-spec))
-
- ;; now wire up all the exits
- (for-each
- (lambda (room)
- (format #t "Wiring up ~s...\n" (address->string room))
- (<-wait gm room 'wire-exits!))
- rooms))
-
-
-(define (gm-setup-network gm)
- ;; Create a default network manager if none available
- (set! (gm-network-manager gm)
- (create-actor* gm <network-manager> "netman"
- #:send-input-to (actor-id gm)))
-
- ;; TODO: Add host and port options
- (<-wait gm (gm-network-manager gm) 'start-listening))
-
-(define (gm-setup-database gm)
- 'TODO)
-
-;;; .. end world init stuff ...
-
-(define-mhandler (gm-new-client actor message client)
- ;; @@: Maybe more indirection than needed for this
- ((gm-new-conn-handler actor) actor client))
-
-
-(define (gm-handle-client-input actor message)
- "Handle input from a client."
- (define client-id (message-ref message 'client))
- (define input (message-ref message 'data))
- (format #t "From ~s: ~s\n" client-id input)
- (<- actor (gm-network-manager actor) 'send-to-client
- #:client client-id
- #:data "Thanks, we got it!\n"))
-
-(define-mhandler (gm-lookup-room actor message symbol)
- (define room-id
- (slot-ref (gm-room-dir actor) symbol))
- (<-reply actor message room-id))
-
-(define-mhandler (gm-write-home actor message text)
- (define client-id (hash-ref (gm-reverse-client-dir actor)
- (message-from message)))
- (<- actor (gm-network-manager actor) 'send-to-client
- #:client client-id
- #:data text))
-
-
-;;; GM utilities
-
-(define (gm-register-client! gm client-id player)
- (hash-set! (gm-client-dir gm) client-id player)
- (hash-set! (gm-reverse-client-dir gm) player client-id))
-
-(define (gm-unregister-client! gm client-id)
- "Remove a connection/player combo and ask them to self destruct"
- (match (hash-remove! (gm-client-dir gm) client-id) ; Remove from our client dir
- ((_ . player-id)
- ;; Remove from reverse table too
- (hash-remove! (gm-reverse-client-dir gm) client-id)
- ;; Destroy player
- (<- gm player-id 'destroy-self))
- (#f (throw 'no-client-to-unregister
- "Can't unregister a client that doesn't exist?"
- client-id))))
-
-;;; An easy default
-
-(define (make-default-room-conn-handler default-room)
- "Make a handler for a GM that dumps people in a default room
-with an anonymous persona"
- (let ((count 0))
- (lambda (gm client-id)
- (define guest-name (string-append "Guest-"
- (number->string count)))
- (define room-id
- (hash-ref (gm-room-dir gm) default-room))
- ;; create and register the player
- (define player
- (create-actor* gm <player> "player"
- #:username guest-name
- #:gm (actor-id gm)
- #:client client-id))
-
- ;; Register the player in our database of players -> connections
- (gm-register-client! gm client-id player)
- ;; Dump the player into the default room
- (<-wait gm player 'set-loc! #:id room-id)
- ;; Initialize the player
- (<- gm player 'init))))
-
-
-;;; Game actor
-;;; ==========
-
-;;; *all* game components that talk to players should somehow
-;;; derive from this class.
-;;; And all of them need a GM!
-
-(define-class <gameobj> (<actor>)
- ;; location id
- (loc #:init-value #f
- #:accessor gameobj-loc)
- ;; game master id
- (gm #:init-keyword #:gm
- #:getter gameobj-gm)
- ;; a name to be known by
- (name #:init-keyword #:name
- #:accessor gameobj-name)
-
- ;; how to print our name
- (name-f #:init-keyword #:name-f
- #:getter gameobj-name-f
- #:init-value (wrap gameobj-simple-name-f))
-
- ;; Name aliases
- (aliases #:init-keyword #:aliases
- #:init-value '())
-
- ;; Commands we can handle
- (dirobj-commands #:init-value '())
- (indirobj-commands #:init-value '())
-
- ;; Commands we can handle by being something's container
- (contain-commands #:init-value #f))
-
-
-(define (gameobj-simple-name-f gameobj)
- "Simplest version: return ourselves for our name."
- (gameobj-name gameobj))
-
-
-\f
-;;; Rooms
-;;; =====
-
-;; @@: Maybe make this into a record type when this congeals a bit?
-;; I dunno?
-
-(define-class <exit> ()
- ;; Used for wiring
- (to-symbol #:accessor exit-to-symbol
- #:init-keyword #:to-symbol)
- ;; The actual address we use
- (to-address #:accessor exit-to-address
- #:init-keyword #:address)
- ;; Name of the room (@@: Should this be names?)
- (name #:accessor exit-name
- #:init-keyword #:name)
- (desc #:accessor exit-desc
- #:init-keyword #:desc)
-
- ;; *Note*: These two methods have an extra layer of indirection, but
- ;; it's for a good reason.
- (visible-check #:init-value (const #t)
- #:init-keyword #:visible-check)
- ;; By default all exits can be traversed
- (traverse-check #:init-value (const #t)
- #:init-keyword #:traverse-check))
-
-(define* (exit-can-traverse? exit actor
- #:optional (target-actor (actor-id actor)))
- ((slot-ref exit 'traverse-check) exit actor target-actor))
-
-(define* (exit-is-visible? exit actor
- #:optional (target-actor (actor-id actor)))
- ((slot-ref exit 'traverse-check) exit actor target-actor))
-
-
-;; Kind of a useful utility, maybe?
-(define (simple-slot-getter slot)
- (lambda (actor message)
- (reply-message actor message
- #:val (slot-ref actor slot))))
-
-(define always (const #t))
-
-;; TODO: remove hack
-(define full-command list)
-
-;; TODO: fill these in
-(define cmatch-just-verb #f)
-(define cmatch-direct-verb #f)
-(define cmatch-direct-obj #f)
-
-(define %room-contain-commands
- (list
- (full-command "look" cmatch-just-verb always 'look-room)
- (full-command "look" cmatch-direct-obj always 'look-member)
- (full-command "go" cmatch-just-verb always 'go-where)
- (full-command "go" cmatch-direct-obj always 'go-exit)))
-
-;; TODO: Subclass from container?
-(define-class <room> (<gameobj>)
- (desc #:init-value ""
- #:init-keyword #:desc)
- ;; TODO: Switch this to be loc based
- ;; Uses a hash table like a set (values ignored)
- (occupants #:init-thunk make-hash-table)
- ;; A list of <exit>
- (exits #:init-value '()
- #:getter room-exits)
- ;; @@: Maybe eventually <room> will inherit from some more general
- ;; game object class
-
- (contain-commands
- #:init-value %room-contain-commands)
-
- (message-handler
- #:allocation #:each-subclass
- #:init-value
- (make-action-dispatch
- ;; desc == description
- (get-desc
- (simple-slot-getter 'desc))
- (get-name
- (simple-slot-getter 'name))
- ((register-occupant! actor message who)
- "Register an actor as being a occupant of this room"
- (hash-set! (slot-ref actor 'occupants) who #t))
- ((evict-occupant! actor message who)
- "De-register an occupant removed from the room"
- (hash-remove! (slot-ref actor 'occupants) who))
- (wire-exits! (wrap-apply room-wire-exits!)))))
-
-(define (room-wire-exits! room message)
- "Actually hook up the rooms' exit addresses to the rooms they
-claim to point to."
- (for-each
- (lambda (exit)
- (define new-exit
- (<-wait room (gameobj-gm room) 'lookup-room
- #:symbol (exit-to-symbol exit)))
-
- (set! (exit-to-address exit) new-exit))
-
- (room-exits room)))
-
-
-\f
-;;; Players
-;;; =======
-
-(define-class <player> (<gameobj>)
- (username #:init-keyword #:username
- #:accessor player-username)
- ;; Connection id
- (client #:accessor player-client)
-
- (self-commands
- #:init-value '()
- #:accessor player-self-commands)
-
- (message-handler
- #:init-value
- (make-action-dispatch
- (set-loc! (wrap-apply player-set-loc!))
- (init (wrap-apply player-init!)))))
-
-;;; player message handlers
-
-(define-mhandler (player-set-loc! player message id)
- (format #t "DEBUG: Location set to ~s for player ~s\n"
- id (actor-id-actor player))
- (set! (gameobj-loc player) id))
-
-(define-mhandler (player-init! player message)
- (player-look-around player))
-
-;;; player methods
-
-(define (player-look-around player)
- (define room-name
- (message-ref
- (<-wait player (gameobj-loc player) 'get-name)
- 'val))
- (define room-desc
- (message-ref
- (<-wait player (gameobj-loc player) 'get-desc)
- 'val))
- (define message-text
- (format #f "**~a**\n~a\n" room-name room-desc))
-
- (<- player (gameobj-gm player) 'write-home #:text message-text))
-
-\f
-;;; Debugging stuff
-;;; ===============
-
-(define %test-gm #f)
-
-(define (run-demo db-path room-spec default-room)
- (define hive (make-hive))
- (define new-conn-handler
- (make-default-room-conn-handler default-room))
- (define gm
- (hive-create-actor-gimmie* hive <game-master> "gm"
- #:new-conn-handler new-conn-handler))
- (set! %test-gm gm)
- ;; @@: Boy, wouldn't it be nice if the agenda could do things
- ;; on interrupt :P
- (ez-run-hive hive
- (list (bootstrap-message hive (actor-id gm) 'init-world
- #:room-spec room-spec))))
+;;; Composite model stuff borrowed from Guix. Thanks, Ludo!
+(eval-when (eval load compile)
+ (begin
+ (define %public-modules
+ '(game-master
+ gameobj
+ networking
+ parser
+ player
+ room
+ run-game))
+
+ (for-each (let ((i (module-public-interface (current-module))))
+ (lambda (m)
+ (module-use! i (resolve-interface `(mudsync ,m)))))
+ %public-modules)))
--- /dev/null
+;;; Mudsync --- Live hackable MUD
+;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
+;;;
+;;; This file is part of Mudsync.
+;;;
+;;; Mudsync is free software; you can redistribute it and/or modify it
+;;; under the terms of the GNU General Public License as published by
+;;; the Free Software Foundation; either version 3 of the License, or
+;;; (at your option) any later version.
+;;;
+;;; Mudsync is distributed in the hope that it will be useful, but
+;;; WITHOUT ANY WARRANTY; without even the implied warranty of
+;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+;;; General Public License for more details.
+;;;
+;;; You should have received a copy of the GNU General Public License
+;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
+
+(define-module (mudsync game-master)
+ #:use-module (mudsync room)
+ #:use-module (mudsync player)
+ #:use-module (mudsync networking)
+ #:use-module (8sync systems actors)
+ #:use-module (8sync agenda)
+ #:use-module (oop goops)
+ #:use-module (ice-9 match)
+ #:export (<game-master>
+ make-default-room-conn-handler))
+
+;;; The game master! Runs the world.
+;;; =================================
+
+(define-class <game-master> (<actor>)
+ ;; Directory of "special" objects.
+ (special-dir #:init-thunk make-hash-table
+ #:getter gm-special-dir)
+
+ ;; Room directory. Room symbols to locations.
+ (room-dir #:init-thunk make-hash-table
+ #:getter gm-room-dir)
+
+ ;; A mapping of client ids to in-game actors
+ ;; and a reverse ;p
+ (client-dir #:init-thunk make-hash-table
+ #:getter gm-client-dir)
+ (reverse-client-dir #:init-thunk make-hash-table
+ #:getter gm-reverse-client-dir)
+
+ ;; Network manager
+ (network-manager #:accessor gm-network-manager
+ #:init-value #f)
+
+ ;; How we get a new connection acclimated to the system
+ (new-conn-handler #:accessor gm-new-conn-handler
+ #:init-keyword #:new-conn-handler)
+
+ (message-handler
+ #:init-value
+ (make-action-dispatch
+ (init-world (wrap-apply gm-init-world))
+ (client-input (wrap-apply gm-handle-client-input))
+ (lookup-room (wrap-apply gm-lookup-room))
+ (new-client (wrap-apply gm-new-client))
+ (write-home (wrap-apply gm-write-home)))))
+
+
+;;; .. begin world init stuff ..
+
+(define (gm-init-world gm message)
+ ;; Load database
+ ;; TODO
+
+ ;; Init basic rooms / structure
+ (gm-init-rooms gm (message-ref message 'room-spec))
+
+ ;; Restore database-based actors
+ ;; TODO
+
+ ;; Set up the network
+ (gm-setup-network gm))
+
+(define (gm-init-rooms gm rooms-spec)
+ "Initialize the prebuilt rooms"
+ ;; @@: Would it be nicer to just allow passing in
+ ;; #:exits to the room spec itself?
+ (define (exit-from-spec exit-spec)
+ "Take room exits syntax from the spec, turn it into exits"
+ (match exit-spec
+ ((name to-symbol desc)
+ (make <exit>
+ #:name name
+ #:to-symbol to-symbol
+ #:desc desc))))
+
+ (define rooms
+ (map
+ (match-lambda
+ ((room-symbol room-class
+ room-args ...
+ (room-exits ...))
+ ;; initialize the room
+ (let ((room
+ (apply create-actor* gm room-class "room"
+ #:gm (actor-id gm)
+ #:exits (map exit-from-spec room-exits)
+ room-args)))
+ ;; register the room
+ (hash-set! (gm-room-dir gm) room-symbol room)
+ ;; pass it back to the map
+ room)))
+ rooms-spec))
+
+ ;; now wire up all the exits
+ (for-each
+ (lambda (room)
+ (format #t "Wiring up ~s...\n" (address->string room))
+ (<-wait gm room 'wire-exits!))
+ rooms))
+
+
+(define (gm-setup-network gm)
+ ;; Create a default network manager if none available
+ (set! (gm-network-manager gm)
+ (create-actor* gm <network-manager> "netman"
+ #:send-input-to (actor-id gm)))
+
+ ;; TODO: Add host and port options
+ (<-wait gm (gm-network-manager gm) 'start-listening))
+
+(define (gm-setup-database gm)
+ 'TODO)
+
+;;; .. end world init stuff ...
+
+(define-mhandler (gm-new-client actor message client)
+ ;; @@: Maybe more indirection than needed for this
+ ((gm-new-conn-handler actor) actor client))
+
+
+(define (gm-handle-client-input actor message)
+ "Handle input from a client."
+ (define client-id (message-ref message 'client))
+ (define input (message-ref message 'data))
+ (format #t "From ~s: ~s\n" client-id input)
+ (<- actor (gm-network-manager actor) 'send-to-client
+ #:client client-id
+ #:data "Thanks, we got it!\n"))
+
+(define-mhandler (gm-lookup-room actor message symbol)
+ (define room-id
+ (slot-ref (gm-room-dir actor) symbol))
+ (<-reply actor message room-id))
+
+(define-mhandler (gm-write-home actor message text)
+ (define client-id (hash-ref (gm-reverse-client-dir actor)
+ (message-from message)))
+ (<- actor (gm-network-manager actor) 'send-to-client
+ #:client client-id
+ #:data text))
+
+
+;;; GM utilities
+
+(define (gm-register-client! gm client-id player)
+ (hash-set! (gm-client-dir gm) client-id player)
+ (hash-set! (gm-reverse-client-dir gm) player client-id))
+
+(define (gm-unregister-client! gm client-id)
+ "Remove a connection/player combo and ask them to self destruct"
+ (match (hash-remove! (gm-client-dir gm) client-id) ; Remove from our client dir
+ ((_ . player-id)
+ ;; Remove from reverse table too
+ (hash-remove! (gm-reverse-client-dir gm) client-id)
+ ;; Destroy player
+ (<- gm player-id 'destroy-self))
+ (#f (throw 'no-client-to-unregister
+ "Can't unregister a client that doesn't exist?"
+ client-id))))
+
+;;; An easy default
+
+(define (make-default-room-conn-handler default-room)
+ "Make a handler for a GM that dumps people in a default room
+with an anonymous persona"
+ (let ((count 0))
+ (lambda (gm client-id)
+ (define guest-name (string-append "Guest-"
+ (number->string count)))
+ (define room-id
+ (hash-ref (gm-room-dir gm) default-room))
+ ;; create and register the player
+ (define player
+ (create-actor* gm <player> "player"
+ #:username guest-name
+ #:gm (actor-id gm)
+ #:client client-id))
+
+ ;; Register the player in our database of players -> connections
+ (gm-register-client! gm client-id player)
+ ;; Dump the player into the default room
+ (<-wait gm player 'set-loc! #:id room-id)
+ ;; Initialize the player
+ (<- gm player 'init))))
+
--- /dev/null
+;;; Mudsync --- Live hackable MUD
+;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
+;;;
+;;; This file is part of Mudsync.
+;;;
+;;; Mudsync is free software; you can redistribute it and/or modify it
+;;; under the terms of the GNU General Public License as published by
+;;; the Free Software Foundation; either version 3 of the License, or
+;;; (at your option) any later version.
+;;;
+;;; Mudsync is distributed in the hope that it will be useful, but
+;;; WITHOUT ANY WARRANTY; without even the implied warranty of
+;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+;;; General Public License for more details.
+;;;
+;;; You should have received a copy of the GNU General Public License
+;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
+
+;;; Game actor
+;;; ==========
+
+(define-module (mudsync gameobj)
+ #:use-module (8sync systems actors)
+ #:use-module (8sync agenda)
+ #:use-module (oop goops)
+ #:export (<gameobj>
+ gameobj-simple-name-f
+
+ gameobj-loc
+ gameobj-gm
+ gameobj-name
+ gameobj-name-f))
+
+
+;;; *all* game components that talk to players should somehow
+;;; derive from this class.
+;;; And all of them need a GM!
+
+(define-class <gameobj> (<actor>)
+ ;; location id
+ (loc #:init-value #f
+ #:accessor gameobj-loc)
+ ;; game master id
+ (gm #:init-keyword #:gm
+ #:getter gameobj-gm)
+ ;; a name to be known by
+ (name #:init-keyword #:name
+ #:accessor gameobj-name)
+
+ ;; how to print our name
+ (name-f #:init-keyword #:name-f
+ #:getter gameobj-name-f
+ #:init-value (wrap gameobj-simple-name-f))
+
+ ;; Name aliases
+ (aliases #:init-keyword #:aliases
+ #:init-value '())
+
+ ;; Commands we can handle
+ (dirobj-commands #:init-value '())
+ (indirobj-commands #:init-value '())
+
+ ;; Commands we can handle by being something's container
+ (contain-commands #:init-value #f))
+
+
+(define (gameobj-simple-name-f gameobj)
+ "Simplest version: return ourselves for our name."
+ (gameobj-name gameobj))
+
+
;;; You should have received a copy of the GNU General Public License
;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
-(use-modules (rx irregex)
- (ice-9 match))
+(define-module (mudsync parser)
+ #:use-module (rx irregex)
+ #:use-module (ice-9 match)
+ #:use-module (srfi srfi-9))
(define (match-to-kwargs irx string)
(? (: ,article (+ space))) ; possibly an article (ignored)
(=> indirect-object (+ any))))) ; indirect object (kept)
+(define (indirect-matcher phrase)
+ (match-to-kwargs indirect-irx phrase))
+
(define direct-irx
(sre->irregex
`(: (? (: ,preposition (+ space))) ; possibly a preposition (ignored)
(? (: ,article (+ space))) ; possibly an article (ignored)
(=> direct-object (* any))))) ; direct object (kept)
+(define (direct-matcher phrase)
+ (match-to-kwargs direct-irx phrase))
(define say-example "say I really need to get going.")
(define attack-sword-example "hit goblin with sword")
(define attack-simple-example "hit goblin")
(define put-book-on-desk "put the book on the desk")
+
+(define-record-type <command-handler>
+ (make-command-handler matcher should-handle action)
+ command-handler?
+ (matcher command-handler-matcher)
+ (should-handle command-handler-should-handle?)
+ (action command-handler-action))
+
+(define command-handler make-command-handler)
+
--- /dev/null
+;;; Mudsync --- Live hackable MUD
+;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
+;;;
+;;; This file is part of Mudsync.
+;;;
+;;; Mudsync is free software; you can redistribute it and/or modify it
+;;; under the terms of the GNU General Public License as published by
+;;; the Free Software Foundation; either version 3 of the License, or
+;;; (at your option) any later version.
+;;;
+;;; Mudsync is distributed in the hope that it will be useful, but
+;;; WITHOUT ANY WARRANTY; without even the implied warranty of
+;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+;;; General Public License for more details.
+;;;
+;;; You should have received a copy of the GNU General Public License
+;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
+
+(define-module (mudsync player)
+ #:use-module (mudsync gameobj)
+ #:use-module (8sync systems actors)
+ #:use-module (8sync agenda)
+ #:use-module (ice-9 format)
+ #:use-module (oop goops)
+ #:export (<player>))
+
+;;; Players
+;;; =======
+
+(define-class <player> (<gameobj>)
+ (username #:init-keyword #:username
+ #:accessor player-username)
+ ;; Connection id
+ (client #:accessor player-client)
+
+ (self-commands
+ #:init-value '()
+ #:accessor player-self-commands)
+
+ (message-handler
+ #:init-value
+ (make-action-dispatch
+ (set-loc! (wrap-apply player-set-loc!))
+ (init (wrap-apply player-init!)))))
+
+;;; player message handlers
+
+(define-mhandler (player-set-loc! player message id)
+ (format #t "DEBUG: Location set to ~s for player ~s\n"
+ id (actor-id-actor player))
+ (set! (gameobj-loc player) id))
+
+(define-mhandler (player-init! player message)
+ (player-look-around player))
+
+;;; player methods
+
+(define (player-look-around player)
+ (define room-name
+ (message-ref
+ (<-wait player (gameobj-loc player) 'get-name)
+ 'val))
+ (define room-desc
+ (message-ref
+ (<-wait player (gameobj-loc player) 'get-desc)
+ 'val))
+ (define message-text
+ (format #f "**~a**\n~a\n" room-name room-desc))
+
+ (<- player (gameobj-gm player) 'write-home #:text message-text))
--- /dev/null
+;;; Mudsync --- Live hackable MUD
+;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
+;;;
+;;; This file is part of Mudsync.
+;;;
+;;; Mudsync is free software; you can redistribute it and/or modify it
+;;; under the terms of the GNU General Public License as published by
+;;; the Free Software Foundation; either version 3 of the License, or
+;;; (at your option) any later version.
+;;;
+;;; Mudsync is distributed in the hope that it will be useful, but
+;;; WITHOUT ANY WARRANTY; without even the implied warranty of
+;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+;;; General Public License for more details.
+;;;
+;;; You should have received a copy of the GNU General Public License
+;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
+
+(define-module (mudsync room)
+ #:use-module (mudsync gameobj)
+ #:use-module (8sync systems actors)
+ #:use-module (8sync agenda)
+ #:use-module (oop goops)
+ #:export (<room>
+ <exit>))
+
+;;; Rooms
+;;; =====
+
+(define-class <exit> ()
+ ;; Used for wiring
+ (to-symbol #:accessor exit-to-symbol
+ #:init-keyword #:to-symbol)
+ ;; The actual address we use
+ (to-address #:accessor exit-to-address
+ #:init-keyword #:address)
+ ;; Name of the room (@@: Should this be names?)
+ (name #:accessor exit-name
+ #:init-keyword #:name)
+ (desc #:accessor exit-desc
+ #:init-keyword #:desc)
+
+ ;; *Note*: These two methods have an extra layer of indirection, but
+ ;; it's for a good reason.
+ (visible-check #:init-value (const #t)
+ #:init-keyword #:visible-check)
+ ;; By default all exits can be traversed
+ (traverse-check #:init-value (const #t)
+ #:init-keyword #:traverse-check))
+
+(define* (exit-can-traverse? exit actor
+ #:optional (target-actor (actor-id actor)))
+ ((slot-ref exit 'traverse-check) exit actor target-actor))
+
+(define* (exit-is-visible? exit actor
+ #:optional (target-actor (actor-id actor)))
+ ((slot-ref exit 'traverse-check) exit actor target-actor))
+
+
+;; Kind of a useful utility, maybe?
+(define (simple-slot-getter slot)
+ (lambda (actor message)
+ (reply-message actor message
+ #:val (slot-ref actor slot))))
+
+(define always (const #t))
+
+;; TODO: remove hack
+(define full-command list)
+
+;; TODO: fill these in
+(define cmatch-just-verb #f)
+(define cmatch-direct-verb #f)
+(define cmatch-direct-obj #f)
+
+(define %room-contain-commands
+ (list
+ (full-command "look" cmatch-just-verb always 'look-room)
+ (full-command "look" cmatch-direct-obj always 'look-member)
+ (full-command "go" cmatch-just-verb always 'go-where)
+ (full-command "go" cmatch-direct-obj always 'go-exit)))
+
+;; TODO: Subclass from container?
+(define-class <room> (<gameobj>)
+ (desc #:init-value ""
+ #:init-keyword #:desc)
+ ;; TODO: Switch this to be loc based
+ ;; Uses a hash table like a set (values ignored)
+ (occupants #:init-thunk make-hash-table)
+ ;; A list of <exit>
+ (exits #:init-value '()
+ #:getter room-exits)
+ ;; @@: Maybe eventually <room> will inherit from some more general
+ ;; game object class
+
+ (contain-commands
+ #:init-value %room-contain-commands)
+
+ (message-handler
+ #:allocation #:each-subclass
+ #:init-value
+ (make-action-dispatch
+ ;; desc == description
+ (get-desc
+ (simple-slot-getter 'desc))
+ (get-name
+ (simple-slot-getter 'name))
+ ((register-occupant! actor message who)
+ "Register an actor as being a occupant of this room"
+ (hash-set! (slot-ref actor 'occupants) who #t))
+ ((evict-occupant! actor message who)
+ "De-register an occupant removed from the room"
+ (hash-remove! (slot-ref actor 'occupants) who))
+ (wire-exits! (wrap-apply room-wire-exits!)))))
+
+(define (room-wire-exits! room message)
+ "Actually hook up the rooms' exit addresses to the rooms they
+claim to point to."
+ (for-each
+ (lambda (exit)
+ (define new-exit
+ (<-wait room (gameobj-gm room) 'lookup-room
+ #:symbol (exit-to-symbol exit)))
+
+ (set! (exit-to-address exit) new-exit))
+
+ (room-exits room)))
+
--- /dev/null
+;;; Mudsync --- Live hackable MUD
+;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
+;;;
+;;; This file is part of Mudsync.
+;;;
+;;; Mudsync is free software; you can redistribute it and/or modify it
+;;; under the terms of the GNU General Public License as published by
+;;; the Free Software Foundation; either version 3 of the License, or
+;;; (at your option) any later version.
+;;;
+;;; Mudsync is distributed in the hope that it will be useful, but
+;;; WITHOUT ANY WARRANTY; without even the implied warranty of
+;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+;;; General Public License for more details.
+;;;
+;;; You should have received a copy of the GNU General Public License
+;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
+
+(define-module (mudsync run-game)
+ #:use-module (mudsync game-master)
+ #:use-module (8sync systems actors)
+ #:use-module (8sync systems actors debug)
+ #:export (run-demo
+ ;; Just temporarily
+ %test-gm))
+
+
+;;; Debugging stuff
+;;; ===============
+
+(define %test-gm #f)
+
+(define (run-demo db-path room-spec default-room)
+ (define hive (make-hive))
+ (define new-conn-handler
+ (make-default-room-conn-handler default-room))
+ (define gm
+ (hive-create-actor-gimmie* hive <game-master> "gm"
+ #:new-conn-handler new-conn-handler))
+ (set! %test-gm gm)
+ ;; @@: Boy, wouldn't it be nice if the agenda could do things
+ ;; on interrupt :P
+ (ez-run-hive hive
+ (list (bootstrap-message hive (actor-id gm) 'init-world
+ #:room-spec room-spec))))