added dynamic linking approach to exits. live hacking rooms works! :D :D
[mudsync.git] / mudsync / player.scm
index feb14f80a2375e9b67a4d6b4728ab558226c0c12..6e4be5738b2f289ed93decb95a258f2df22f0073 100644 (file)
   #:use-module (mudsync parser)
   #:use-module (8sync systems actors)
   #:use-module (8sync agenda)
+  #:use-module (ice-9 control)
   #:use-module (ice-9 format)
+  #:use-module (ice-9 match)
   #:use-module (oop goops)
   #:use-module (srfi srfi-1)
+  #:use-module (srfi srfi-9)
   #:export (<player>
             player-self-commands))
 
 
 (define player-actions
   (build-actions
-   (init (wrap-apply player-init!))
-   (handle-input (wrap-apply player-handle-input))))
+   (init (wrap-apply player-init))
+   (handle-input (wrap-apply player-handle-input))
+   (tell (wrap-apply player-tell))
+   (disconnect-self-destruct (wrap-apply player-disconnect-self-destruct))))
 
 (define player-actions*
   (append player-actions
           gameobj-actions))
 
+(define player-dispatcher
+  (simple-dispatcher player-actions*))
+
 (define-class <player> (<gameobj>)
   (username #:init-keyword #:username
-            #:accessor player-username)
-  ;; Connection id
-  (client #:accessor player-client)
+            #:getter player-username)
 
   (self-commands
    #:init-value '()
-   #:accessor player-self-commands)
+   #:getter player-self-commands)
 
   (message-handler
    #:init-value
    ;; @@: We're gonna need action inheritance real awful soon, huh?
-   (simple-dispatcher player-actions*)))
+   (wrap-apply player-dispatcher)))
 
 
 ;;; player message handlers
 
-(define-mhandler (player-init! player message)
-  (player-look-around player))
+(define-mhandler (player-init player message)
+  ;; Look around the room we're in
+  (<- player (gameobj-loc player) 'look-room))
 
 
 (define-mhandler (player-handle-input player message input)
   (define split-input (split-verb-and-rest input))
-  (define input-verb (pk 'input-verb (car split-input)))
-  (define input-rest (pk 'input-rest (cdr split-input)))
+  (define input-verb (car split-input))
+  (define input-rest (cdr split-input))
 
   (define command-candidates
-    (pk 'candidates
-        (player-gather-command-handlers player input-verb)))
+    (player-gather-command-handlers player input-verb))
 
   (define winner
-    (pk 'winner (find-command-winner command-candidates input-rest)))
-
-  (<- player (gameobj-gm player) 'write-home
-      #:text
-      (format #f "<~a>: ~s\n"
-              (player-username player)
-              input)))
+    (find-command-winner command-candidates input-rest))
 
+  (match winner
+    ((cmd-action winner-id message-args)
+     (apply send-message player winner-id cmd-action message-args))
+    (#f
+     (<- player (gameobj-gm player) 'write-home
+         #:text "Huh?\n"))))
 
-;;; player methods
-
-(define (player-look-around player)
-  (define room-name
-    (message-ref
-     (<-wait player (gameobj-loc player) 'get-name)
-     'val))
-  (define room-desc
+(define-mhandler (player-tell player message text)
+  (<- player (gameobj-gm player) 'write-home
+      #:text text))
+
+(define-mhandler (player-disconnect-self-destruct player message)
+  "Action routine for being told to disconnect and self destruct."
+  (define loc (gameobj-loc player))
+  (when loc
+    (<- player loc 'tell-room
+        #:exclude (actor-id player)
+        #:text (format #f "~a disappears in a puff of entropy!\n"
+                       (slot-ref player 'name))))
+  (gameobj-self-destruct player))
+
+
+;;; Command handling
+;;; ================
+
+;; @@: Hard to know whether this should be in player.scm or here...
+;; @@: This could be more efficient as a stream...!?
+(define (player-gather-command-handlers player verb)
+  (define player-loc
+    (let ((result (gameobj-loc player)))
+      (if result
+          result
+          (throw 'player-has-no-location
+                 "Player ~a has no location!  How'd that happen?\n"
+                 #:player-id (actor-id player)))))
+
+  ;; Ask the room for its commands
+  (define room-commands
+    ;; TODO: Map room id and sort
     (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))
-
-
-
+     (<-wait player player-loc
+             'get-container-commands
+             #:verb verb)
+     'commands))
+
+  ;; All the co-occupants of the room (not including ourself)
+  (define co-occupants
+    (remove
+     (lambda (x) (equal? x (actor-id player)))
+     (message-ref
+      (<-wait player player-loc 'get-occupants)
+      'occupants)))
+
+  ;; @@: There's a race condition here if someone leaves the room
+  ;;   during this, heh...
+  ;;   I'm not sure it can be solved, but "lag" on the race can be
+  ;;   reduced maybe?
+
+  ;; Get all the co-occupants' commands
+  (define co-occupant-commands
+    ;; TODO: Switch this to a fold.  Ignore a result if it
+    ;;   returns false for in the command response
+    (fold
+     (lambda (co-occupant prev)
+       (let* ((result (<-wait player co-occupant 'get-commands
+                              #:verb verb))
+              (commands (message-ref result 'commands))
+              (goes-by (message-ref result 'goes-by)))
+         (append
+          (map (lambda (command)
+                 (list command goes-by co-occupant))
+               commands)
+          prev)))
+     '()
+     co-occupants))
+
+  ;; Append our own command handlers
+  (define our-commands
+    (player-self-commands player))
+
+  ;; TODO: Append our inventory's relevant command handlers
+
+  ;; Now return a big ol sorted list of ((actor-id . command))
+  (append
+   (sort-commands-append-actor room-commands
+                               player-loc '()) ; room doesn't go by anything
+   (sort-commands-multi-actors co-occupant-commands)
+   (sort-commands-append-actor our-commands
+                               (actor-id player) '()))) ; nor does player
+
+(define (sort-commands-append-actor commands actor-id goes-by)
+  (sort-commands-multi-actors
+   (map (lambda (command) (list command goes-by actor-id)) commands)))
+
+(define (sort-commands-multi-actors actors-and-commands)
+  (sort
+   actors-and-commands
+   (lambda (x y)
+     (> (command-priority (car x))
+        (command-priority (car y))))))
+
+
+(define (find-command-winner sorted-candidates line)
+  "Find a command winner from a sorted list of candidates"
+  ;; A cache of results from matchers we've already seen
+  ;; TODO: fill in this cache.  This is a *critical* optimization!
+  (define matcher-cache '())
+  (call/ec
+   (lambda (return)
+     (for-each
+      (match-lambda
+        ((command actor-goes-by actor-id)
+         (let* ((matcher (command-matcher command))
+                (matched (matcher line)))
+           (if (and matched
+                    ;; Great, it matched, but does it also pass
+                    ;; should-handle?
+                    (apply (command-should-handle command)
+                           actor-goes-by
+                           matched))  ; matched is kwargs if truthy
+               (return (list (command-action command)
+                             actor-id matched))
+               #f))))
+      sorted-candidates)
+     #f)))