X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync.scm;h=1b024f9394a41f2df8bab473bda6a05b96d22310;hp=a7226339bb280afec2a3c07d8e04c16d7e4a521b;hb=1c10b6fdd8662522b6a2103f7ad59c588acfa2dc;hpb=20660ae0821d01f38105617ea3114b3251b8fd3a diff --git a/mudsync.scm b/mudsync.scm index a722633..1b024f9 100644 --- a/mudsync.scm +++ b/mudsync.scm @@ -1,5 +1,6 @@ ;;; Mudsync --- Live hackable MUD ;;; Copyright © 2016 Christopher Allan Webber +;;; Copyright © 2012, 2014 Ludovic Courtès ;;; ;;; This file is part of Mudsync. ;;; @@ -17,408 +18,28 @@ ;;; along with Mudsync. If not, see . (define-module (mudsync) - #:use-module (8sync systems actors) + #:use-module (8sync actors) #:use-module (8sync agenda) #:use-module (ice-9 format) #:use-module (ice-9 match) #:use-module (oop goops)) - -; (ez-run-hive hive (list (bootstrap-message hive (actor-id nm) 'start-listening))) - -;; (define-method (nm-close-port (nm ))) - - - -;;; The game master! Runs the world. -;;; ================================= - -;; @@: We could call this a "world builder" instead... -;; I kinda like calling it a GM though. - -(define-class () - ;; 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 - #: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 "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" - #: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 () - ;; 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)) - - - -;;; Rooms -;;; ===== - -;; @@: Maybe make this into a record type when this congeals a bit? -;; I dunno? - -(define-class () - ;; 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 () - (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 - (exits #:init-value '() - #:getter room-exits) - ;; @@: Maybe eventually 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))) - - - -;;; Players -;;; ======= - -(define-class () - (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)) - - -;;; 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 "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 + command + player + room + run-game + utils + parser)) + + (for-each (let ((i (module-public-interface (current-module)))) + (lambda (m) + (module-use! i (resolve-interface `(mudsync ,m))))) + %public-modules)))