Split mudsync.scm out into multiple files
authorChristopher Allan Webber <cwebber@dustycloud.org>
Mon, 2 May 2016 18:20:03 +0000 (13:20 -0500)
committerChristopher Allan Webber <cwebber@dustycloud.org>
Mon, 2 May 2016 18:20:03 +0000 (13:20 -0500)
Makefile.am
mudsync.scm
mudsync/game-master.scm [new file with mode: 0644]
mudsync/gameobj.scm [new file with mode: 0644]
mudsync/parser.scm
mudsync/player.scm [new file with mode: 0644]
mudsync/room.scm [new file with mode: 0644]
mudsync/run-game.scm [new file with mode: 0644]

index 4ccc0098252ffe101d31f5080eda1e2273f07885..a9c186f46a94fe7946015dd2f5bf35c0d6cbf840 100644 (file)
@@ -45,7 +45,13 @@ moddir=$(prefix)/share/guile/site/2.0
 godir=$(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 =                                                      \
index a7226339bb280afec2a3c07d8e04c16d7e4a521b..84cb6d0ab40536e4f1e7b60ac92c9a90e4a14712 100644 (file)
@@ -1,5 +1,6 @@
 ;;; 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)))
diff --git a/mudsync/game-master.scm b/mudsync/game-master.scm
new file mode 100644 (file)
index 0000000..bb8756a
--- /dev/null
@@ -0,0 +1,204 @@
+;;; 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))))
+
diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm
new file mode 100644 (file)
index 0000000..9651140
--- /dev/null
@@ -0,0 +1,71 @@
+;;; 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))
+
+
index 51e07c899b888d1bb89e9cd9036489d30002a3cc..3ad5b73fe757905cce8f12de2da968a0c05a68f8 100644 (file)
 ;;; 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)
+
diff --git a/mudsync/player.scm b/mudsync/player.scm
new file mode 100644 (file)
index 0000000..42359bd
--- /dev/null
@@ -0,0 +1,70 @@
+;;; 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))
diff --git a/mudsync/room.scm b/mudsync/room.scm
new file mode 100644 (file)
index 0000000..b6164da
--- /dev/null
@@ -0,0 +1,128 @@
+;;; 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)))
+
diff --git a/mudsync/run-game.scm b/mudsync/run-game.scm
new file mode 100644 (file)
index 0000000..286ff7d
--- /dev/null
@@ -0,0 +1,45 @@
+;;; 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))))