X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fplayer.scm;h=78d9a01574efbed2f113f8e9f18fbd1d1e53cf63;hp=feb14f80a2375e9b67a4d6b4728ab558226c0c12;hb=f22e3b3e60031ebb8ef6260692bf8c03dcce1c60;hpb=060a48dce227e8c53e007941cc673b494ca36024 diff --git a/mudsync/player.scm b/mudsync/player.scm index feb14f8..78d9a01 100644 --- a/mudsync/player.scm +++ b/mudsync/player.scm @@ -21,82 +21,238 @@ #:use-module (mudsync gameobj) #:use-module (mudsync game-master) #:use-module (mudsync parser) - #:use-module (8sync systems actors) + #:use-module (8sync actors) #:use-module (8sync agenda) + #:use-module (8sync rmeta-slot) + #:use-module (ice-9 control) #:use-module (ice-9 format) + #:use-module (ice-9 match) #:use-module (oop goops) #:use-module (srfi srfi-1) - #:export ( - player-self-commands)) + #:use-module (srfi srfi-9) + #:export ()) ;;; Players ;;; ======= -(define player-actions - (build-actions - (init (wrap-apply player-init!)) - (handle-input (wrap-apply player-handle-input)))) - -(define player-actions* - (append player-actions - gameobj-actions)) - (define-class () (username #:init-keyword #:username - #:accessor player-username) - ;; Connection id - (client #:accessor player-client) + #:getter player-username) - (self-commands - #:init-value '() - #:accessor player-self-commands) + (self-commands #:allocation #:each-subclass + #:init-thunk + (build-commands + (("inventory" "inv" "i") ((empty-command cmd-inventory))) + ("help" ((empty-command cmd-help))))) - (message-handler - #:init-value - ;; @@: We're gonna need action inheritance real awful soon, huh? - (simple-dispatcher player-actions*))) + (actions #:allocation #:each-subclass + #:init-thunk + (build-actions + (init player-init) + (handle-input player-handle-input) + (tell player-tell) + (disconnect-self-destruct player-disconnect-self-destruct) + (cmd-inventory player-cmd-inventory) + (cmd-help player-cmd-help)))) ;;; player message handlers -(define-mhandler (player-init! player message) - (player-look-around player)) +(define (player-init player message) + ;; Look around the room we're in + (<- (gameobj-loc player) 'look-room)) -(define-mhandler (player-handle-input player message input) +(define* (player-handle-input player message #:key 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))) + (find-command-winner command-candidates input-rest)) + + (match winner + ((cmd-action winner-id message-args) + (apply <- winner-id cmd-action message-args)) + (#f + (<- (gameobj-gm player) 'write-home + #:text "Sorry, I didn't understand that? (type \"help\" for common commands)\n")))) + +(define* (player-tell player message #:key text) + (<- (gameobj-gm player) 'write-home + #:text text)) + +(define (player-disconnect-self-destruct player message) + "Action routine for being told to disconnect and self destruct." + (define loc (gameobj-loc player)) + (when loc + (<- 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)) + +(define (player-cmd-inventory player message) + "Display the inventory for the player" + (define inv-names + (map + (lambda (inv-item) + (mbody-val (<-wait inv-item 'get-name))) + (gameobj-occupants player))) + (define text-to-show + (if (eq? inv-names '()) + "You aren't carrying anything.\n" + `((p "You are carrying:") + (ul ,(map (lambda (item-name) + `(li ,item-name)) + inv-names))))) + (<- (actor-id player) 'tell #:text text-to-show)) + +(define (player-cmd-help player message) + (<- (actor-id player) 'tell + #:text '((strong "** Mudsync Help **")(br) + (p "You're playing Mudsync, a multiplayer text-adventure. " + "Type different commands to interact with your surroundings " + "and other players.") + (p "Some common commands:" + (ul (li (strong "say ") " -- " + "Chat with other players in the same room. " + "(Also aliased to the " (b "\"") " character.)") + (li (strong "look") " -- " + "Look around the room you're in.") + (li (strong "look [at] ") " -- " + "Examine a particular object.") + (li (strong "go ") " -- " + "Move to another room in direction."))) + (p "Different objects can be interacted with in different ways. " + "For example, if there's a bell in the same room as you, " + "you might try typing " (em "ring bell") + " and see what happens.")))) + + +;;; 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-dom-commands + ;; TODO: Map room id and sort + (mbody-receive (_ #:key commands) + (<-wait player-loc 'get-container-dom-commands + #:verb verb) + commands)) + + (define room-sub-commands + ;; TODO: Map room id and sort + (mbody-receive (_ #:key commands) + (<-wait player-loc 'get-container-sub-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))) + (mbody-val (<-wait player-loc 'get-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? - (<- player (gameobj-gm player) 'write-home - #:text - (format #f "<~a>: ~s\n" - (player-username player) - input))) + ;; Get all the co-occupants' commands + (define co-occupant-commands + (fold + (lambda (co-occupant prev) + (mbody-receive (_ #:key commands goes-by) + (<-wait co-occupant 'get-commands + #:verb verb) + (append + (map (lambda (command) + (list command goes-by co-occupant)) + commands) + prev))) + '() + co-occupants)) + ;; Append our own command handlers + (define our-commands + (class-rmeta-ref (class-of player) 'self-commands verb + #:dflt '())) -;;; player methods + ;; Append our inventory's relevant command handlers + (define inv-items + (gameobj-occupants player)) + (define inv-item-commands + (fold + (lambda (inv-item prev) + (mbody-receive (_ #:key commands goes-by) + (<-wait inv-item 'get-contained-commands + #:verb verb) + (append + (map (lambda (command) + (list command goes-by inv-item)) + commands) + prev))) + '() + inv-items)) -(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)) + ;; Now return a big ol sorted list of ((actor-id . command)) + (append + (sort-commands-append-actor room-dom-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 + (sort-commands-multi-actors inv-item-commands) + (sort-commands-append-actor room-sub-commands + player-loc '()))) - (<- player (gameobj-gm player) 'write-home #:text message-text)) +(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)))