public static void AtStartup(RMUD.RuleEngine GlobalRules) { Core.StandardMessage("you drop", "You drop <the0>."); Core.StandardMessage("they drop", "^<the0> drops <a1>."); GlobalRules.DeclareCheckRuleBook <MudObject, MudObject>("can drop?", "[Actor, Item] : Determine if the item can be dropped.", "actor", "item"); GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("drop", "[Actor, Item] : Handle an item being dropped.", "actor", "item"); GlobalRules.Check <MudObject, MudObject>("can drop?") .First .When((actor, item) => !Core.ObjectContainsObject(actor, item)) .Do((actor, item) => { Core.SendMessage(actor, "@dont have that"); return(CheckResult.Disallow); }) .Name("Must be holding it to drop it rule."); GlobalRules.Check <MudObject, MudObject>("can drop?") .First .When((actor, item) => actor.Contains(item, RelativeLocations.WORN)) .Do((actor, item) => { if (GlobalRules.ConsiderCheckRule("can remove?", actor, item) == CheckResult.Allow) { GlobalRules.ConsiderPerformRule("remove", actor, item); return(CheckResult.Continue); } return(CheckResult.Disallow); }) .Name("Dropping worn items follows remove rules rule."); GlobalRules.Check <MudObject, MudObject>("can drop?").Do((a, b) => CheckResult.Allow).Name("Default can drop anything rule."); GlobalRules.Perform <MudObject, MudObject>("drop").Do((actor, target) => { Core.SendMessage(actor, "@you drop", target); Core.SendExternalMessage(actor, "@they drop", actor, target); if (actor.Location.HasValue(out var loc)) { Core.Move(target, loc); } return(PerformResult.Continue); }).Name("Default drop handler rule."); }
/// <summary> /// Start the mud engine. /// </summary> /// <param name="Flags">Flags control engine functions</param> /// <param name="Database"></param> /// <param name="Assemblies">Modules to integrate</param> /// <returns></returns> public static bool Start(StartupFlags Flags, String DatabasePath, WorldDataService Database, Assembly AdditionalAssembly = null) { Core.DatabasePath = DatabasePath; ShuttingDown = false; Core.Flags = Flags; try { // Setup the rule engine and some basic rules. GlobalRules = new RuleEngine(NewRuleQueueingMode.QueueNewRules); GlobalRules.DeclarePerformRuleBook("at startup", "[] : Considered when the engine is started."); GlobalRules.DeclarePerformRuleBook <MudObject>("singleplayer game started", "Considered when a single player game is begun"); DefaultParser = new CommandParser(); InitializeEngine(Assembly.GetExecutingAssembly()); if (AdditionalAssembly != null) { InitializeEngine(AdditionalAssembly); } InitializeCommandProcessor(); GlobalRules.FinalizeNewRules(); Core.Database = Database; Database.Initialize(); GlobalRules.ConsiderPerformRule("at startup"); if ((Flags & StartupFlags.SingleThreaded) == 0) { StartThreadedCommandProcesor(); } } catch (Exception e) { LogError("Failed to start mud engine."); LogError(e.Message); LogError(e.StackTrace); throw; } return(true); }
public static void AddPlayer(Actor Actor) { Actor.Rank = 500; GlobalRules.ConsiderPerformRule("player joined", Actor); }
public static void AtStartup(RMUD.RuleEngine GlobalRules) { PropertyManifest.RegisterProperty("active-quest", typeof(MudObject), null, new DefaultSerializer()); PropertyManifest.RegisterProperty("offered-quest", typeof(MudObject), null, new DefaultSerializer()); GlobalRules.Perform <PossibleMatch, MudObject>("after acting") .Do((match, actor) => { if (actor.GetProperty <MudObject>("active-quest") != null) { var quest = actor.GetProperty <MudObject>("active-quest"); if (GlobalRules.ConsiderValueRule <bool>("quest complete?", actor, quest)) { actor.SetProperty("active-quest", null); GlobalRules.ConsiderPerformRule("quest completed", actor, quest); } else if (GlobalRules.ConsiderValueRule <bool>("quest failed?", actor, quest)) { actor.SetProperty("active-quest", null); GlobalRules.ConsiderPerformRule("quest failed", actor, quest); } } return(PerformResult.Continue); }) .Name("Check quest status after acting rule."); GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("quest reset", "[quest, thing] : The quest is being reset. Quests can call this on objects they interact with.", "quest", "item"); GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("quest accepted", "[actor, quest] : Handle accepting a quest.", "actor", "quest"); GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("quest completed", "[actor, quest] : Handle when a quest is completed.", "actor", "quest"); GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("quest failed", "[actor, quest] : Handle when a quest is failed.", "actor", "quest"); GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("quest abandoned", "[actor, quest] : Handle when a quest is abandoned.", "actor", "quest"); GlobalRules.Perform <MudObject, MudObject>("quest abandoned") .Last .Do((actor, quest) => { return(GlobalRules.ConsiderPerformRule("quest failed", actor, quest)); }) .Name("Abandoning a quest is failure rule."); GlobalRules.DeclareValueRuleBook <MudObject, MudObject, bool>("quest available?", "[actor, quest -> bool] : Is the quest available to this actor?", "actor", "quest"); GlobalRules.Value <MudObject, MudObject, bool>("quest available?") .Do((Actor, quest) => false) .Name("Quests unavailable by default rule."); GlobalRules.DeclareValueRuleBook <MudObject, MudObject, bool>("quest complete?", "[actor, quest -> bool] : Has this actor completed this quest?", "actor", "quest"); GlobalRules.Value <MudObject, MudObject, bool>("quest complete?") .Do((actor, quest) => false) .Name("Quests incomplete by default rule."); GlobalRules.DeclareValueRuleBook <MudObject, MudObject, bool>("quest failed?", "[actor, quest -> bool] : Has this actor failed this quest?", "actor", "quest"); GlobalRules.Value <MudObject, MudObject, bool>("quest failed?") .Do((actor, quest) => false) .Name("Quests can't fail by default rule."); }
public static void AddPlayer(MudObject Actor) { Actor.SetProperty("rank", 500); GlobalRules.ConsiderPerformRule("player joined", Actor); }
public static void AtStartup(RMUD.RuleEngine GlobalRules) { PropertyManifest.RegisterProperty("combat weapon", typeof(MudObject), null, new DefaultSerializer()); PropertyManifest.RegisterProperty("combat health", typeof(int), 0, new IntSerializer()); PropertyManifest.RegisterProperty("combat damage die", typeof(String), "", new StringSerializer()); PropertyManifest.RegisterProperty("combat hit modifier", typeof(int), 0, new IntSerializer()); PropertyManifest.RegisterProperty("combat armor class", typeof(int), 0, new IntSerializer()); GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("attacked", "[Attacker, Target] => Attacker Attacked Target rule.", "Attacker", "Target"); GlobalRules.Perform <MudObject>("inventory") .When(a => a.GetProperty <MudObject>("combat weapon") != null) .Do(a => { Core.SendMessage(a, "@wielding", a, a.GetProperty <MudObject>("combat weapon")); return(PerformResult.Continue); }) .Name("List weapon in inventory rule."); GlobalRules.Perform <MudObject, MudObject>("drop") .First .When((actor, target) => Object.ReferenceEquals(actor.GetProperty <MudObject>("combat weapon"), target)) .Do((actor, target) => { actor.SetProperty("combat weapon", null); return(PerformResult.Continue); }).Name("Unwield dropped item rule"); GlobalRules.Perform <MudObject, MudObject>("describe") .When((viewer, item) => item.GetProperty <MudObject>("combat weapon") != null) .Do((viewer, item) => { Core.SendMessage(viewer, "@wielding", item, item.GetProperty <MudObject>("combat weapon")); return(PerformResult.Continue); }) .Name("Describe their weapon rule."); GlobalRules.Perform <MudObject>("heartbeat") .When(o => o.HasProperty("combat target") && o.GetProperty <MudObject>("combat target") != null) .Do((o) => { var target = o.GetProperty <MudObject>("combat target"); if (target == null || target.State == ObjectState.Destroyed) { o.SetProperty("combat target", null); return(PerformResult.Continue); } if (!Core.IsVisibleTo(o, target)) { Core.SendMessage(o, "Your target is no longer here."); o.SetProperty("combat target", null); return(PerformResult.Continue); } CombatSystem.MeleeAttack(o, target); GlobalRules.ConsiderPerformRule("attacked", o, target); return(PerformResult.Continue); }) .Name("I'm in a fight, I'd better attack rule."); GlobalRules.Perform <MudObject, MudObject>("attacked") .Do((attacker, target) => { target.SetProperty("combat target", attacker); return(PerformResult.Continue); }) .Name("fight back rule"); }
public static void AtStartup(RMUD.RuleEngine GlobalRules) { PropertyManifest.RegisterProperty("introduction memory", typeof(Dictionary <String, bool>), null, new DefaultSerializer()); GlobalRules.DeclareCheckRuleBook <MudObject, MudObject>("can introduce?", "[Actor A, Actor B] : Can A introduce B?", "actor", "itroductee"); GlobalRules.Check <MudObject, MudObject>("can introduce?") .When((a, b) => !b.GetProperty <bool>("actor?")) .Do((a, b) => { Core.SendMessage(a, "That just sounds silly."); return(CheckResult.Disallow); }) .Name("Can only introduce actors rule."); GlobalRules.Check <MudObject, MudObject>("can introduce?") .Do((a, b) => Core.CheckIsVisibleTo(a, b)) .Name("Introducee must be visible rule."); GlobalRules.Check <MudObject, MudObject>("can introduce?") .When((a, b) => !GlobalRules.ConsiderValueRule <bool>("actor knows actor?", a, b)) .Do((a, b) => { Core.SendMessage(a, "How can you introduce <the0> when you don't know them yourself?", b); return(CheckResult.Disallow); }) .Name("Can't introduce who you don't know rule."); GlobalRules.Perform <MudObject, MudObject>("describe") .First .When((viewer, actor) => GlobalRules.ConsiderValueRule <bool>("actor knows actor?", viewer, actor)) .Do((viewer, actor) => { Core.SendMessage(viewer, "^<the0>, a " + (actor.GetProperty <Gender>("gender") == Gender.Male ? "man." : "woman."), actor); return(PerformResult.Continue); }) .Name("Report gender of known actors rule."); #region Perform and report rules GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("introduce", "[Actor A, Actor B] : Handle A introducing B.", "actor", "introductee"); GlobalRules.Perform <MudObject, MudObject>("introduce") .Do((actor, introductee) => { var locale = Core.FindLocale(introductee); if (locale != null) { foreach (var player in Core.EnumerateObjectTree(locale).Where(o => o.GetProperty <bool>("actor?"))) { GlobalRules.ConsiderPerformRule("introduce to", introductee, player); } } Core.SendExternalMessage(actor, "^<the0> introduces <the1>.", actor, introductee); Core.SendMessage(actor, "You introduce <the0>.", introductee); return(PerformResult.Continue); }) .Name("Report introduction rule."); GlobalRules.DeclarePerformRuleBook <MudObject>("introduce self", "[Introductee] : Introduce the introductee"); GlobalRules.Perform <MudObject>("introduce self") .Do((introductee) => { var locale = Core.FindLocale(introductee); if (locale != null) { foreach (var player in Core.EnumerateObjectTree(locale).Where(o => o.GetProperty <bool>("actor?"))) { GlobalRules.ConsiderPerformRule("introduce to", introductee, player); } } Core.SendExternalMessage(introductee, "^<the0> introduces themselves.", introductee); Core.SendMessage(introductee, "You introduce yourself."); return(PerformResult.Continue); }) .Name("Introduce an actor to everyone present rule."); #endregion #region Printed name rules GlobalRules.Value <MudObject, MudObject, String, String>("printed name") .When((viewer, thing, article) => thing.GetProperty <bool>("actor?")) .When((viewer, thing, article) => GlobalRules.ConsiderValueRule <bool>("actor knows actor?", viewer, thing)) .Do((viewer, actor, article) => actor.GetProperty <String>("short")) .Name("Name of introduced actor."); GlobalRules.Value <MudObject, MudObject, String, String>("printed name") .When((viewer, thing, article) => thing.GetProperty <bool>("actor?")) .When((viewer, thing, article) => thing.GetProperty <Gender>("gender") == Gender.Male) .Do((viewer, actor, article) => article + " man") .Name("Default name for unintroduced male actor."); GlobalRules.Value <MudObject, MudObject, String, String>("printed name") .When((viewer, thing, article) => thing.GetProperty <bool>("actor?")) .When((viewer, thing, article) => thing.GetProperty <Gender>("gender") == Gender.Female) .Do((viewer, actor, article) => article + " woman") .Name("Default name for unintroduced female actor."); #endregion #region Knowledge management rules GlobalRules.DeclareValueRuleBook <MudObject, MudObject, bool>("actor knows actor?", "[Player, Whom] : Does the player know the actor?"); GlobalRules.Value <MudObject, MudObject, bool>("actor knows actor?") .Do((player, whom) => RecallActor(player, whom)) .Name("Use player memory to recall actors rule."); GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("introduce to", "[Introductee, ToWhom] : Introduce the introductee to someone"); GlobalRules.Perform <MudObject, MudObject>("introduce to") .Do((introductee, player) => { RememberActor(player, introductee); return(PerformResult.Continue); }) .Name("Players remember actors rule."); #endregion }
public static void AtStartup(RMUD.RuleEngine GlobalRules) { PropertyManifest.RegisterProperty("interlocutor", typeof(MudObject), null, new DefaultSerializer()); PropertyManifest.RegisterProperty("conversation-topics", typeof(List <MudObject>), new List <MudObject>(), new DefaultSerializer()); PropertyManifest.RegisterProperty("topic-discussed", typeof(bool), false, new BoolSerializer()); Core.StandardMessage("convo topic prompt", "Suggested topics: <l0>"); Core.StandardMessage("convo cant converse", "You can't converse with that."); Core.StandardMessage("convo greet whom", "Whom did you want to greet?"); Core.StandardMessage("convo nobody", "You aren't talking to anybody."); Core.StandardMessage("convo no response", "There doesn't seem to be a response defined for that topic."); Core.StandardMessage("convo no topics", "There is nothing obvious to discuss."); GlobalRules.DeclareCheckRuleBook <MudObject, MudObject>("can converse?", "[Actor, Item] : Can the actor converse with the item?", "actor", "item"); GlobalRules.Check <MudObject, MudObject>("can converse?") .When((actor, item) => !item.GetProperty <bool>("actor?")) .Do((actor, item) => { Core.SendMessage(actor, "@convo cant converse"); return(CheckResult.Disallow); }) .Name("Can only converse with NPCs rule."); GlobalRules.Check <MudObject, MudObject>("can converse?") .Do((actor, item) => Core.CheckIsVisibleTo(actor, item)) .Name("Locutor must be visible rule."); GlobalRules.Check <MudObject, MudObject>("can converse?") .Last .Do((actor, item) => CheckResult.Allow) .Name("Let them chat rule."); GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("greet", "[Actor, NPC] : Handle an actor greeting an NPC.", "actor", "npc"); GlobalRules.DeclarePerformRuleBook <MudObject>("list topics", "[Actor] : List conversation topics available to the actor.", "actor"); GlobalRules.Perform <MudObject>("list topics") .When(actor => actor.GetProperty <MudObject>("interlocutor") == null) .Do(actor => { Core.SendMessage(actor, "@convo nobody"); return(PerformResult.Stop); }) .Name("Need interlocutor to list topics rule."); GlobalRules.Perform <MudObject>("list topics") .Do(actor => { var npc = actor.GetProperty <MudObject>("interlocutor"); if (npc != null) { var suggestedTopics = npc.GetProperty <List <MudObject> >("conversation-topics").AsEnumerable(); if (!ConversationSettings.ListDiscussedTopics) { suggestedTopics = suggestedTopics.Where(obj => !obj.GetProperty <bool>("topic-discussed")); } suggestedTopics = suggestedTopics.Where(topic => GlobalRules.ConsiderCheckRule("topic available?", actor, npc, topic) == CheckResult.Allow); var enumeratedSuggestedTopics = new List <MudObject>(suggestedTopics); if (enumeratedSuggestedTopics.Count != 0) { Core.SendMessage(actor, "@convo topic prompt", enumeratedSuggestedTopics); } else { GlobalRules.ConsiderPerformRule("no topics to discuss", actor, npc); } } return(PerformResult.Continue); }) .Name("List un-discussed available topics rule."); GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("no topics to discuss", "[Actor, NPC] : Handle there being no topics to list."); GlobalRules.Perform <MudObject, MudObject>("no topics to discuss") .Do((actor, npc) => { Core.SendMessage(actor, "@convo no topics"); return(PerformResult.Continue); }) .Name("Default report no topics to discuss rule."); GlobalRules.DeclarePerformRuleBook <MudObject, MudObject, MudObject>("discuss topic", "[Actor, NPC, Topic] : Handle the actor discussing the topic with the npc."); GlobalRules.Perform <MudObject, MudObject, MudObject>("discuss topic") .Do((actor, npc, topic) => { GlobalRules.ConsiderPerformRule("topic response", actor, npc, topic); if (topic != null) { topic.SetProperty("topic-discussed", true); } return(PerformResult.Continue); }) .Name("Show topic response when discussing topic rule."); GlobalRules.Perform <MudObject, MudObject, MudObject>("topic response") .Do((actor, npc, topic) => { Core.SendMessage(actor, "@convo no response"); return(PerformResult.Stop); }) .Name("No response rule for the topic rule."); GlobalRules.DeclareCheckRuleBook <MudObject, MudObject, MudObject>("topic available?", "[Actor, NPC, Topic -> bool] : Is the topic available for discussion with the NPC to the actor?", "actor", "npc", "topic"); GlobalRules.DeclarePerformRuleBook <MudObject, MudObject, MudObject>("topic response", "[Actor, NPC, Topic] : Display the response of the topic.", "actor", "npc", "topic"); GlobalRules.Check <MudObject, MudObject, MudObject>("topic available?") .First .When((actor, npc, topic) => (topic != null) && (ConversationSettings.AllowRepeats == false) && topic.GetProperty <bool>("topic-discussed")) .Do((actor, npc, topic) => CheckResult.Disallow) .Name("Already discussed topics unavailable when repeats disabled rule."); GlobalRules.Check <MudObject, MudObject, MudObject>("topic available?") .Last .Do((actor, npc, topic) => CheckResult.Allow) .Name("Topics available by default rule."); }
/// <summary> /// Start the mud engine. /// </summary> /// <param name="Flags">Flags control engine functions</param> /// <param name="Database"></param> /// <param name="Assemblies">Modules to integrate</param> /// <returns></returns> public static bool Start(StartupFlags Flags, WorldDataService Database, params ModuleAssembly[] Assemblies) { ShuttingDown = false; Core.Flags = Flags; try { // Setup the rule engine and some basic rules. GlobalRules = new RuleEngine(NewRuleQueueingMode.QueueNewRules); GlobalRules.DeclarePerformRuleBook("at startup", "[] : Considered when the engine is started."); GlobalRules.DeclarePerformRuleBook <MudObject>("singleplayer game started", "Considered when a single player game is begun"); // Integrate modules. The Core assembly is always integrated. IntegratedModules.Add(new ModuleAssembly(Assembly.GetExecutingAssembly(), new ModuleInfo { Author = "Blecki", Description = "RMUD Core", BaseNameSpace = "RMUD" }, "Core.dll")); IntegratedModules.AddRange(Assemblies); if ((Flags & StartupFlags.SearchDirectory) == StartupFlags.SearchDirectory) { foreach (var file in System.IO.Directory.EnumerateFiles(System.IO.Directory.GetCurrentDirectory()).Where(p => System.IO.Path.GetExtension(p) == ".dll")) { var assembly = System.Reflection.Assembly.LoadFrom(file); var infoType = assembly.GetTypes().FirstOrDefault(t => t.IsSubclassOf(typeof(ModuleInfo))); if (infoType != null) { IntegratedModules.Add(new ModuleAssembly(assembly, file)); if ((Flags & StartupFlags.Silent) == 0) { Console.WriteLine("Discovered module: " + file); } } } } foreach (var startupAssembly in IntegratedModules) { IntegrateModule(startupAssembly); } PersistentValueSerializer.AddGlobalSerializer(new BitArraySerializer()); InitializeCommandProcessor(); GlobalRules.FinalizeNewRules(); Core.Database = Database; Database.Initialize(); GlobalRules.ConsiderPerformRule("at startup"); if ((Flags & StartupFlags.SingleThreaded) == 0) { StartThreadedCommandProcesor(); } } catch (Exception e) { LogError("Failed to start mud engine."); LogError(e.Message); LogError(e.StackTrace); throw; } return(true); }