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/>.
21 (use-modules (mudsync)
23 (8sync systems actors)
33 ;;; Utilities, useful or otherwise
34 ;;; ==============================
36 (set! *random-state* (random-state-from-platform))
38 (define (random-choice lst)
39 (list-ref lst (random (length lst))))
41 ;; list of lists, lol.
42 (define-syntax-rule (lol (list-contents ...) ...)
43 (list (list list-contents ...) ...))
46 ;;; Some simple object types.
47 ;;; =========================
49 (define readable-commands
51 (direct-command "read" 'cmd-read)))
53 (define readable-commands*
54 (append readable-commands
57 (define readable-actions
59 (cmd-read (wrap-apply readable-cmd-read))))
61 (define readable-actions*
62 (append readable-actions
65 (define-class <readable> (<thing>)
66 (read-text #:init-value "All it says is: \"Blah blah blah.\""
67 #:init-keyword #:read-text)
69 #:init-value readable-commands*)
72 (simple-dispatcher readable-actions*)))
74 (define (readable-cmd-read actor message)
75 (<- actor (message-from message) 'tell
76 #:text (string-append (slot-ref actor 'read-text) "\n")))
83 (define (npc-chat-randomly actor message . _)
85 (format #f "~a says: \"~a\"\n"
86 (slot-ref actor 'name)
87 (random-choice (slot-ref actor 'catchphrases))))
88 (<- actor (message-from message) 'tell
93 (direct-command "chat" 'cmd-chat)
94 (direct-command "talk" 'cmd-chat)))
97 (cmd-chat (wrap-apply npc-chat-randomly))))
99 (define hotel-owner-grumps
100 '("Eight sinks! Eight sinks! And I couldn't unwind them..."
101 "Don't mind the mess. I built this place on a dare, you
103 "(*tearfully*) Here, take this parenthesis. May it serve
105 "I gotta get back to the goblin farm soon..."
106 "Oh, but I was going to make a mansion... a great,
107 beautiful mansion! Full of ghosts! Now all I have is this cruddy
108 mo... hotel. Oh... If only I had more time!"
109 "I told them to paint more of the walls purple.
110 Why didn't they listen?"
111 "Listen to that overhead muzak. Whoever made that doesn't
112 know how to compose very well! Have you heard of the bands 'fmt'
113 or 'skribe'? Now *that's* composition!"))
115 (define-class <chatty-npc> (<gameobj>)
116 (catchphrases #:init-value '("Blarga blarga blarga!")
117 #:init-keyword #:catchphrases)
119 #:init-value chat-commands)
122 (simple-dispatcher (append gameobj-actions chat-actions))))
124 (define random-bricabrac
125 '("a creepy porcelain doll"
126 "assorted 1950s robots"
127 "an exquisite tea set"
128 "an antique mustard pot"
129 "the pickled head of Elvis"
130 "the pickled circuitboard of EVLIS"
131 "a scroll of teletype paper holding the software Four Freedoms"
132 "a telephone shaped like an orange cartoon cat"))
134 (define-class <sign-in-form> (<gameobj>)
138 (prep-direct-command "sign" 'cmd-sign-form
145 (cmd-sign-form (wrap-apply sign-cmd-sign-in)))
150 (sre->irregex '(: alpha (** 1 14 (or alphanum "-" "_")))))
152 (define forbidden-words
153 (append article preposition
154 '("and" "or" "but" "admin")))
156 (define (valid-name? name)
157 (and (irregex-match name-sre name)
158 (not (member name forbidden-words))))
160 (define* (sign-cmd-sign-in actor message
161 #:key direct-obj indir-obj preposition)
163 (msg-val (<-wait actor (message-from message) 'get-name)))
164 (define name indir-obj)
165 (if (valid-name? indir-obj)
167 (<-wait actor (message-from message) 'set-name! name)
168 (<- actor (slot-ref actor 'loc) 'tell-room
169 #:text (format #f "~a signs the form!\n~a is now known as ~a\n"
170 old-name old-name name)))
171 (<- actor (message-from message) 'tell
172 #:text "Sorry, that's not a valid name.
173 Alphanumerics, _ and - only, 2-15 characters, starts with an alphabetic
177 (define summoning-bell-commands
179 (direct-command "ring" 'cmd-ring)))
180 (define summoning-bell-commands*
181 (append summoning-bell-commands
184 (define summoning-bell-actions
186 (cmd-ring (wrap-apply summoning-bell-cmd-ring))))
187 (define summoning-bell-actions*
188 (append summoning-bell-actions
191 (define-class <summoning-bell> (<thing>)
192 (summons #:init-keyword #:summons)
195 #:init-value summoning-bell-commands*)
198 (simple-dispatcher summoning-bell-actions*)))
200 (define* (summoning-bell-cmd-ring bell message . _)
201 ;; Call back to actor who invoked this message handler
202 ;; and find out their name. We'll call *their* get-name message
203 ;; handler... meanwhile, this procedure suspends until we get
206 (msg-val (<-wait bell (message-from message) 'get-name)))
208 ;; Now we'll invoke the "tell" message handler on the player
209 ;; who rang us, displaying this text on their screen.
210 ;; This one just uses <- instead of <-wait, since we don't
211 ;; care when it's delivered; we're not following up on it.
212 (<- bell (message-from message) 'tell
213 #:text "*ring ring!* You ring the bell!\n")
214 ;; We also want everyone else in the room to "hear" the bell,
215 ;; but they get a different message since they aren't the ones
216 ;; ringing it. Notice here's where we make use of the invoker's
217 ;; name as extracted and assigned to the who-rang variable.
218 ;; Notice how we send this message to our "location", which
219 ;; forwards it to the rest of the occupants in the room.
220 (<- bell (gameobj-loc bell) 'tell-room
222 (format #f "*ring ring!* ~a rings the bell!\n"
224 #:exclude (message-from message))
225 ;; Now we perform the primary task of the bell, which is to summon
226 ;; the "clerk" character to the room. (This is configurable,
227 ;; so we dynamically look up their address.)
228 (<- bell (dyn-ref bell (slot-ref bell 'summons)) 'be-summoned
229 #:who-summoned (message-from message)))
232 (define prefect-quotes
233 '("I'm a frood who really knows where my towel is!"
234 "On no account allow a Vogon to read poetry at you."
235 "Time is an illusion, lunchtime doubly so!"
236 "How can you have money if none of you produces anything?"
237 "On no account allow Arthur to request tea on this ship."))
245 " You're in some sort of hotel lobby. You see a large sign hanging
246 over the desk that says \"Hotel Bricabrac\". On the desk is a bell
247 that says \"ring for service\". Terrible music plays from a speaker
249 The room is lined with various curio cabinets, filled with all sorts
250 of kitschy junk. It looks like whoever decorated this place had great
251 ambitions, but actually assembled it all in a hurry and used whatever
252 kind of objects they found lying around.
253 There's a door to the north leading to some kind of hallway."
257 #:to 'room:grand-hallway)))
259 ('npc:lobby:hotel-owner
260 <chatty-npc> 'room:lobby
261 #:name "a frumpy fellow"
262 #:desc " Whoever this is, they looks totally exhausted. They're
263 collapsed into the only comfortable looking chair in the room and you
264 don't get the sense that they're likely to move any time soon.
265 You notice they're wearing a sticker badly adhesed to their clothing
266 which says \"Hotel Proprietor\", but they look so disorganized that you
267 think that can't possibly be true... can it?
268 Despite their exhaustion, you sense they'd be happy to chat with you,
269 though the conversation may be a bit one sided."
270 #:goes-by '("frumpy fellow" "fellow"
271 "Chris Webber" ; heh, did you rtfc? or was it so obvious?
272 "hotel proprietor" "proprietor")
273 #:catchphrases hotel-owner-grumps)
276 <readable> 'room:lobby
277 #:name "the Hotel Bricabrac sign"
278 #:desc " It strikes you that there's something funny going on with this sign.
279 Sure enough, if you look at it hard enough, you can tell that someone
280 hastily painted over an existing sign and changed the \"M\" to an \"H\".
282 #:read-text " All it says is \"Hotel Bricabrac\" in smudged, hasty text."
286 "hotel bricabrac sign"
290 <summoning-bell> 'room:lobby
291 #:name "a shiny brass bell"
292 #:goes-by '("shiny brass bell" "shiny bell" "brass bell" "bell")
293 #:desc " A shiny brass bell. Inscribed on its wooden base is the text
294 \"ring me for service\". You probably could \"ring the bell\" if you
296 #:summons 'npc:break-room:desk-clerk)
298 ;; Object: curio cabinets
299 ('thing:lobby:cabinet
300 <gameobj> 'room:lobby
301 #:name "a curio cabinet"
302 #:goes-by '("curio cabinet" "cabinet" "bricabrac cabinet")
304 (format #f " The curio cabinet is full of all sorts of oddities!
305 Something catches your eye!
306 Ooh, ~a!" (random-choice random-bricabrac))))
307 ('thing:lobby:sign-in-form
308 <sign-in-form> 'room:lobby
309 #:name "sign-in form"
310 #:goes-by '("sign-in form" "form" "signin form")
311 #:desc "It looks like you could sign this form and set your name.")
314 ;; - Object: sign in form
315 ;; - Object: pamphlet
316 ;; Object: <invisible bell>: reprimands that you want to ring the
326 (define grand-hallway
330 #:name "Grand Hallway"
331 #:desc " A majestic red carpet runs down the center of the room.
332 Busts of serious looking people line the walls, but there's no
333 clear indication that they have any logical relation to this place.
334 In the center is a large statue of a bearded man. You wonder what
336 To the south is the lobby. A door to the east is labeled \"smoking
337 room\", while a door to the west is labeled \"playroom\"."
347 #:to 'room:smoking-parlor)))
348 ('thing:ignucius-statue
349 <gameobj> 'room:grand-hallway
351 #:desc " The statue is of a serious-looking bearded man with long, flowing hair.
352 The inscription says \"St. Ignucius\".
353 It has a large physical halo. Removing it is tempting, but it looks pretty
355 #:goes-by '("statue" "st ignucius" "st. ignucius"))))
365 #:name "The Playroom"
366 #:desc " There are toys scattered everywhere here. It's really unclear
367 if this room is intended for children or child-like adults."
371 #:to 'room:grand-hallway)))
372 ('thing:playroom:cubey
373 <thing> 'room:playroom
376 #:desc " It's a little foam cube with googly eyes on it. So cute!")
377 ('thing:cuddles-plushie
378 <thing> 'room:playroom
379 #:name "a cuddles plushie"
380 #:goes-by '("plushie" "cuddles plushie" "cuddles")
382 #:desc " A warm and fuzzy cuddles plushie! It's a cuddlefish!")))
393 ;; ... full of NURPH weapons?
399 (define-class <furniture> (<gameobj>)
400 (sit-phrase #:init-keyword #:sit-phrase)
401 (sit-phrase-third-person #:init-keyword #:sit-phrase-third-person)
402 (sit-name #:init-keyword #:sit-name)
407 (direct-command "sit" 'cmd-sit-furniture)))
413 (cmd-sit-furniture (wrap-apply furniture-cmd-sit)))
416 (define* (furniture-cmd-sit actor message #:key direct-obj)
418 (msg-val (<-wait actor (message-from message) 'get-name)))
419 (<- actor (message-from message) 'tell
420 #:text (format #f "You ~a ~a.\n"
421 (slot-ref actor 'sit-phrase)
422 (slot-ref actor 'sit-name)))
423 (<- actor (slot-ref actor 'loc) 'tell-room
424 #:text (format #f "~a ~a on ~a.\n"
426 (slot-ref actor 'sit-phrase-third-person)
427 (slot-ref actor 'sit-name))
428 #:exclude (message-from message)))
431 (define smoking-parlor
433 ('room:smoking-parlor
435 #:name "Smoking Parlor"
436 #:desc " This room looks quite posh. There are huge comfy seats you can sit in
438 Strangely, you see a large sign saying \"No Smoking\". The owners must
439 have installed this place and then changed their mind later.
440 There's a door to the west leading back to the grand hallway, and
441 a nondescript steel door to the south, leading apparently outside."
445 #:to 'room:grand-hallway)
448 #:to 'room:break-room)))
449 ('thing:smoking-room:chair
450 <furniture> 'room:smoking-parlor
451 #:name "a comfy leather chair"
452 #:desc " That leather chair looks really comfy!"
453 #:goes-by '("leather chair" "comfy leather chair" "chair")
454 #:sit-phrase "sink into"
455 #:sit-phrase-third-person "sinks into"
456 #:sit-name "the comfy leather chair")
457 ('thing:smoking-room:sofa
458 <furniture> 'room:smoking-parlor
459 #:name "a plush leather sofa"
460 #:desc " That leather chair looks really comfy!"
461 #:goes-by '("leather sofa" "plush leather sofa" "sofa"
462 "leather couch" "plush leather couch" "couch")
463 #:sit-phrase "sprawl out on"
464 #:sit-phrase-third-person "sprawls out on into"
465 #:sit-name "the plush leather couch")
466 ('thing:smoking-room:bar-stool
467 <furniture> 'room:smoking-parlor
469 #:desc " Conveniently located near the bar! Not the most comfortable
470 seat in the room, though."
471 #:goes-by '("stool" "bar stool" "seat")
472 #:sit-phrase "hop on"
473 #:sit-phrase-third-person "hops onto"
474 #:sit-name "the bar stool")
476 <chatty-npc> 'room:smoking-parlor
477 #:name "Ford Prefect"
478 #:desc "Just some guy, you know?"
479 #:goes-by '("Ford Prefect" "ford prefect"
480 "frood" "prefect" "ford")
481 #:catchphrases prefect-quotes)
483 ;; TODO: Cigar dispenser
492 (define clerk-commands
494 (direct-command "talk" 'cmd-chat)
495 (direct-command "chat" 'cmd-chat)
496 (direct-command "ask" 'cmd-ask-incomplete)
497 (prep-direct-command "ask" 'cmd-ask-about)
498 (direct-command "dismiss" 'cmd-dismiss)))
499 (define clerk-commands*
500 (append clerk-commands thing-commands*))
502 (define clerk-actions
504 (init (wrap-apply clerk-act-init))
505 (cmd-chat (wrap-apply clerk-cmd-chat))
506 (cmd-ask-incomplete (wrap-apply clerk-cmd-ask-incomplete))
507 (cmd-ask-about (wrap-apply clerk-cmd-ask))
508 (cmd-dismiss (wrap-apply clerk-cmd-dismiss))
509 (update-loop (wrap-apply clerk-act-update-loop))
510 (be-summoned (wrap-apply clerk-act-be-summoned))))
511 (define clerk-actions* (append clerk-actions
514 (define-class <desk-clerk> (<thing>)
515 ;; The desk clerk has three states:
516 ;; - on-duty: Arrived, and waiting for instructions (and losing patience
518 ;; - slacking: In the break room, probably smoking a cigarette
519 ;; or checking text messages
520 (state #:init-value 'slacking)
521 (commands #:init-value clerk-commands*)
522 (patience #:init-value 0)
525 (simple-dispatcher clerk-actions*)))
527 (define (clerk-act-init clerk message)
528 ;; call the gameobj main init method
529 (gameobj-act-init clerk message)
530 ;; start our main loop
531 (<- clerk (actor-id clerk) 'update-loop))
533 (define clerk-help-topics
535 "Changing your name is easy! We have a clipboard here at the desk
536 where you can make yourself known to other participants in the hotel
537 if you sign it. Try 'sign form as <your-name>', replacing
538 <your-name>, obviously!")
540 "Here are some useful commands you might like to try: chat,
541 go, take, drop, say...")
543 "We hope you enjoy your stay at Hotel Bricabrac. As you may see,
544 our hotel emphasizes interesting experiences over rest and lodging.
545 The origins of the hotel are... unclear... and it has recently come
546 under new... 'management'. But at Hotel Bricabrac we believe these
547 aspects make the hotel into a fun and unique experience! Please,
548 feel free to walk around and explore.")))
551 (define clerk-knows-about
552 "'changing name', 'common commands', and 'about the hotel'")
554 (define clerk-general-helpful-line
556 "The clerk says, \"If you need help with anything, feel free to ask me about it.
557 For example, 'ask clerk about changing name'. You can ask me about the following:
558 " clerk-knows-about ".\"\n"))
560 (define clerk-slacking-complaints
561 '("The pay here is absolutely lousy."
562 "The owner here has no idea what they're doing."
563 "Some times you just gotta step away, you know?"
564 "You as exhausted as I am?"
565 "Yeah well, this is just temporary. I'm studying to be a high
566 energy particle physicist. But ya gotta pay the bills, especially
567 with tuition at where it is..."))
569 (define* (clerk-cmd-chat clerk message #:key direct-obj)
570 (match (slot-ref clerk 'state)
572 (<- clerk (message-from message) 'tell
573 #:text clerk-general-helpful-line))
575 (<- clerk (message-from message) 'tell
579 (random-choice clerk-slacking-complaints)
582 (define (clerk-cmd-ask-incomplete clerk message)
583 (<- clerk (message-from message) 'tell
584 #:text "The clerk says, \"Ask about what?\"\n"))
586 (define clerk-doesnt-know-text
587 "The clerk apologizes and says she doesn't know about that topic.\n")
589 (define (clerk-cmd-ask clerk message indir-obj)
590 (match (slot-ref clerk 'state)
592 (match (assoc (pk 'indir indir-obj) clerk-help-topics)
594 (<- clerk (message-from message) 'tell
596 (string-append "The clerk clears her throat and says:\n \""
600 (<- clerk (message-from message) 'tell
601 #:text clerk-doesnt-know-text))))
603 (<- clerk (message-from message) 'tell
604 #:text "The clerk says, \"Sorry, I'm on my break.\"\n"))))
606 (define* (clerk-act-be-summoned clerk message #:key who-summoned)
607 (match (slot-ref clerk 'state)
609 (<- clerk who-summoned 'tell
611 "The clerk tells you as politely as she can that she's already here,
612 so there's no need to ring the bell.\n"))
614 (<- clerk (gameobj-loc clerk) 'tell-room
616 "The clerk's ears perk up, she stamps out a cigarette, and she
617 runs out of the room!\n")
618 (gameobj-set-loc! clerk (dyn-ref clerk 'room:lobby))
619 (slot-set! clerk 'patience 8)
620 (slot-set! clerk 'state 'on-duty)
621 (<- clerk (gameobj-loc clerk) 'tell-room
624 " Suddenly, a uniformed woman rushes into the room! She's wearing a
625 badge that says \"Desk Clerk\".
626 \"Hello, yes,\" she says between breaths, \"welcome to Hotel Bricabrac!
627 We look forward to your stay. If you'd like help getting acclimated,
628 feel free to ask me. For example, 'ask clerk about changing name'.
629 You can ask me about the following:
630 " clerk-knows-about ".\"\n")))))
632 (define* (clerk-cmd-dismiss clerk message . _)
634 (msg-val (<-wait clerk (message-from message) 'get-name)))
635 (match (slot-ref clerk 'state)
637 (<- clerk (gameobj-loc clerk) 'tell-room
639 (format #f "\"Thanks ~a!\" says the clerk. \"I have somewhere I need to be.\"
640 The clerk leaves the room in a hurry.\n"
642 #:exclude (actor-id clerk))
643 (gameobj-set-loc! clerk (dyn-ref clerk 'room:break-room))
644 (slot-set! clerk 'state 'slacking)
645 (<- clerk (gameobj-loc clerk) 'tell-room
646 #:text clerk-return-to-slacking-text
647 #:exclude (actor-id clerk)))
649 (<- clerk (message-from message) 'tell
650 #:text "The clerk sternly asks you to not be so dismissive.\n"))))
652 (define clerk-slacking-texts
653 '("The clerk takes a long drag on her cigarette.\n"
654 "The clerk scrolls through text messages on her phone.\n"
655 "The clerk coughs a few times.\n"
656 "The clerk checks her watch and justifies a few more minutes outside.\n"
657 "The clerk fumbles around for a lighter.\n"
658 "The clerk sighs deeply and exhaustedly.\n"
659 "The clerk fumbles around for a cigarette.\n"))
661 (define clerk-working-impatience-texts
662 '("The clerk struggles to retain an interested and polite smile.\n"
663 "The clerk checks the time on her phone.\n"
664 "The clerk taps her foot.\n"
665 "The clerk takes a deep breath.\n"
667 "The clerk drums her nails on the counter.\n"
668 "The clerk clicks around on the desk computer.\n"))
670 (define clerk-slack-excuse-text
671 "The desk clerk excuses herself, claiming she has important things to
674 (define clerk-return-to-slacking-text
675 "The desk clerk enters and slams the door behind her.\n")
678 (define (clerk-act-update-loop clerk message)
679 (define (tell-room text)
680 (<- clerk (gameobj-loc clerk) 'tell-room
682 #:exclude (actor-id clerk)))
683 (define (loop-if-not-destructed)
684 (if (not (slot-ref clerk 'destructed))
685 ;; This iterates by "recursing" on itself by calling itself
686 ;; (as the message handler) again. It used to be that we had to do
687 ;; this, because there was a bug where a loop which yielded like this
688 ;; would keep growing the stack due to some parameter goofiness.
689 ;; That's no longer true, but there's an added advantage to this
690 ;; route: it's much more live hackable. If we change the definition
691 ;; of this method, the character will act differently on the next
692 ;; "tick" of the loop.
693 (<- clerk (actor-id clerk) 'update-loop)))
694 (match (slot-ref clerk 'state)
696 (tell-room (random-choice clerk-slacking-texts))
697 (8sleep (+ (random 10) 10))
698 (loop-if-not-destructed))
700 (if (> (slot-ref clerk 'patience) 0)
701 ;; Keep working but lose patience gradually
703 (tell-room (random-choice clerk-working-impatience-texts))
704 (slot-set! clerk 'patience (- (slot-ref clerk 'patience)
706 (8sleep (+ (random 25) 20))
707 (loop-if-not-destructed))
710 (tell-room clerk-slack-excuse-text)
711 ;; back bto the break room
712 (gameobj-set-loc! clerk (pk 'break-room (dyn-ref clerk 'room:break-room)))
713 (tell-room clerk-return-to-slacking-text)
714 ;; annnnnd back to slacking
715 (slot-set! clerk 'state 'slacking)
716 (8sleep (+ (random 30) 15))
717 (loop-if-not-destructed))))))
724 #:name "Employee Break Room"
725 #:desc " This is less a room and more of an outdoor wire cage. You get
726 a bit of a view of the brick exterior of the building, and a crisp wind blows,
727 whistling, through the openings of the fenced area. Partly smoked cigarettes
728 and various other debris cover the floor.
729 Through the wires you can see... well... hm. It looks oddly like
730 the scenery tapers off nothingness. But that can't be right, can it?"
734 #:to 'room:smoking-parlor))
736 ('npc:break-room:desk-clerk
737 <desk-clerk> 'room:break-room
738 #:name "the hotel desk clerk"
739 #:desc " The hotel clerk is wearing a neatly pressed uniform bearing the
740 hotel insignia. She looks like she'd much rather be somewhere else."
741 #:goes-by '("hotel desk clerk" "clerk" "desk clerk"))))
745 ;;; Ennpie's Sea Lounge
746 ;;; -------------------
757 (append lobby grand-hallway smoking-parlor
758 playroom break-room))
760 ;; TODO: Provide command line args
761 (define (run-game . args)
762 (run-demo game-spec 'room:lobby #:repl-server #t))