Пример #1
0
        public static void AtStartup(RuleEngine GlobalRules)
        {
            Core.StandardMessage("say what", "Say what?");
            Core.StandardMessage("emote what", "You exist. Actually this is an error message, but that's what you just told me to say.");
            Core.StandardMessage("speak", "^<the0> : \"<s1>\"");
            Core.StandardMessage("emote", "^<the0> <s1>");

            GlobalRules.DeclarePerformRuleBook <MudObject, String>("speak", "[Actor, Text] : Handle the actor speaking the text.", "actor", "text");

            GlobalRules.Perform <MudObject, String>("speak")
            .Do((actor, text) =>
            {
                Core.SendLocaleMessage(actor, "@speak", actor, text);
                return(PerformResult.Continue);
            })
            .Name("Default motormouth rule.");

            GlobalRules.DeclarePerformRuleBook <MudObject, String>("emote", "[Actor, Text] : Handle the actor emoting the text.", "actor", "text");

            GlobalRules.Perform <MudObject, String>("emote")
            .Do((actor, text) =>
            {
                Core.SendLocaleMessage(actor, "@emote", actor, text);
                return(PerformResult.Continue);
            })
            .Name("Default exhibitionist rule.");
        }
Пример #2
0
        public static void AtStartup(RuleEngine GlobalRules)
        {
            GlobalRules.DeclarePerformRuleBook <PossibleMatch, MudObject>("before command", "[Match, Actor] : Considered before every command's procedural rules are run.", "match", "actor");

            GlobalRules.DeclarePerformRuleBook <PossibleMatch, MudObject>("after command", "[Match, Actor] : Considered after every command's procedural rules are run, unless the before command rules stopped the command.", "match", "actor");

            GlobalRules.DeclarePerformRuleBook <MudObject>("after every command", "[Actor] : Considered after every command, even if earlier rules stopped the command.", "actor");
        }
Пример #3
0
        public static void AtStartup(RuleEngine GlobalRules)
        {
            GlobalRules.DeclarePerformRuleBook <Actor>("player joined", "[Player] : Considered when a player enters the game.", "actor");

            GlobalRules.DeclarePerformRuleBook <Actor>("player left", "[Player] : Considered when a player leaves the game.", "actor");

            GlobalRules.Perform <Actor>("player joined")
            .First
            .Do((actor) =>
            {
                MudObject.Move(actor, MudObject.GetObject(Core.SettingsObject.NewPlayerStartRoom));
                return(PerformResult.Continue);
            })
            .Name("Move to start room rule.");
        }
Пример #4
0
        public static void AtStartup(RuleEngine GlobalRules)
        {
            Core.StandardMessage("carrying", "You are carrying..");

            GlobalRules.DeclarePerformRuleBook <MudObject>("inventory", "[Actor] : Describes a player's inventory to themselves.", "actor");

            GlobalRules.Perform <MudObject>("inventory")
            .Do(a =>
            {
                var heldObjects = a.GetContents(RelativeLocations.HELD);
                if (heldObjects.Count == 0)
                {
                    Core.SendMessage(a, "@empty handed", a);
                }
                else
                {
                    Core.SendMessage(a, "@carrying");
                    foreach (var item in heldObjects)
                    {
                        Core.SendMessage(a, "  <a0>", item);
                    }
                }
                return(PerformResult.Continue);
            })
            .Name("List held items in inventory rule.");
        }
Пример #5
0
        /// <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);
        }
Пример #6
0
        public static void AtStartup(RuleEngine GlobalRules)
        {
            GlobalRules.DeclarePerformRuleBook("heartbeat", "[] : Considered every tick.");

            GlobalRules.Perform("heartbeat").Do(() =>
            {
                MudObject.TimeOfDay += Core.SettingsObject.ClockAdvanceRate;
                return(PerformResult.Continue);
            }).Name("Advance clock on heartbeat rule");
        }
Пример #7
0
        public static void AtStartup(RMUD.RuleEngine GlobalRules)
        {
            Core.StandardMessage("you unlock", "You unlock <the0>.");
            Core.StandardMessage("they unlock", "^<the0> unlocks <the1> with <a2>.");

            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject, MudObject>("unlocked", "[Actor, Item, Key] : Handle the actor unlocking the item with the key.", "actor", "item", "key");

            GlobalRules.Perform <MudObject, MudObject, MudObject>("unlocked").Do((actor, target, key) =>
            {
                Core.SendMessage(actor, "@you unlock", target);
                Core.SendExternalMessage(actor, "@they unlock", actor, target, key);
                return(PerformResult.Continue);
            });
        }
Пример #8
0
        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.");
        }
Пример #9
0
        public static void AtStartup(RMUD.RuleEngine GlobalRules)
        {
            Core.StandardMessage("you close", "You close <the0>.");
            Core.StandardMessage("they close", "^<the0> closes <the1>.");

            GlobalRules.DeclareCheckRuleBook <MudObject, MudObject>("can close?", "[Actor, Item] : Determine if the item can be closed.", "actor", "item");

            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("close", "[Actor, Item] : Handle the item being closed.", "actor", "item");


            GlobalRules.Perform <MudObject, MudObject>("close").Do((actor, target) =>
            {
                target.SetProperty("open?", false);
                Core.SendMessage(actor, "@you close", target);
                Core.SendExternalMessage(actor, "@they close", actor, target);
                return(PerformResult.Continue);
            }).Name("Default close reporting rule.");

            GlobalRules.Check <MudObject, MudObject>("can close?").First.Do((actor, item) => Core.CheckIsVisibleTo(actor, item)).Name("Item must be visible rule.");
        }
Пример #10
0
        public static void AtStartup(RMUD.RuleEngine GlobalRules)
        {
            GlobalRules.DeclareCheckRuleBook <MudObject, MudObject>("can wear?", "[Actor, Item] : Can the actor wear the item?", "actor", "item");
            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("worn", "[Actor, Item] : Handle the actor wearing the item.", "actor", "item");

            GlobalRules.Check <MudObject, MudObject>("can wear?")
            .When((a, b) => !Core.ObjectContainsObject(a, b))
            .Do((actor, item) =>
            {
                Core.SendMessage(actor, "@dont have that");
                return(CheckResult.Disallow);
            });

            GlobalRules.Check <MudObject, MudObject>("can wear?")
            .When((a, b) => a.RelativeLocationOf(b) == RelativeLocations.WORN)
            .Do((a, b) =>
            {
                Core.SendMessage(a, "@clothing already wearing");
                return(CheckResult.Disallow);
            });

            GlobalRules.Check <MudObject, MudObject>("can wear?")
            .When((actor, item) => !item.GetProperty <bool>("wearable?"))
            .When((actor, item) => !actor.GetProperty <bool>("actor?"))
            .Do((actor, item) =>
            {
                Core.SendMessage(actor, "@clothing cant wear");
                return(CheckResult.Disallow);
            })
            .Name("Can't wear unwearable things rule.");

            GlobalRules.Check <MudObject, MudObject>("can wear?").Do((a, b) => CheckResult.Allow);

            GlobalRules.Perform <MudObject, MudObject>("worn").Do((actor, target) =>
            {
                Core.SendMessage(actor, "@clothing you wear", target);
                Core.SendExternalMessage(actor, "@clothing they wear", actor, target);
                Core.Move(target, actor, RelativeLocations.WORN);
                return(PerformResult.Continue);
            });
        }
Пример #11
0
        public static void AtStartup(RMUD.RuleEngine GlobalRules)
        {
            PropertyManifest.RegisterProperty("lockable?", typeof(bool), false, new BoolSerializer());

            Core.StandardMessage("not lockable", "I don't think the concept of 'locked' applies to that.");
            Core.StandardMessage("you lock", "You lock <the0>.");
            Core.StandardMessage("they lock", "^<the0> locks <the1> with <the2>.");

            GlobalRules.DeclareCheckRuleBook <MudObject, MudObject, MudObject>("can lock?", "[Actor, Item, Key] : Can the item be locked by the actor with the key?", "actor", "item", "key");

            GlobalRules.Check <MudObject, MudObject, MudObject>("can lock?")
            .Do((actor, item, key) => Core.CheckIsVisibleTo(actor, item))
            .Name("Item must be visible to lock it.");

            GlobalRules.Check <MudObject, MudObject, MudObject>("can lock?")
            .Do((actor, item, key) => Core.CheckIsHolding(actor, key))
            .Name("Key must be held rule.");

            GlobalRules.Check <MudObject, MudObject, MudObject>("can lock?")
            .When((actor, item, key) => !item.GetProperty <bool>("lockable?"))
            .Do((a, b, c) =>
            {
                Core.SendMessage(a, "@not lockable");
                return(CheckResult.Disallow);
            })
            .Name("Can't lock the unlockable rule.");

            GlobalRules.Check <MudObject, MudObject, MudObject>("can lock?")
            .Do((a, b, c) => CheckResult.Allow)
            .Name("Default allow locking rule.");

            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject, MudObject>("locked", "[Actor, Item, Key] : Handle the actor locking the item with the key.", "actor", "item", "key");

            GlobalRules.Perform <MudObject, MudObject, MudObject>("locked").Do((actor, target, key) =>
            {
                Core.SendMessage(actor, "@you lock", target);
                Core.SendExternalMessage(actor, "@they lock", actor, target, key);
                return(PerformResult.Continue);
            });
        }
Пример #12
0
        public static void AtStartup(RMUD.RuleEngine GlobalRules)
        {
            GlobalRules.DeclareCheckRuleBook <MudObject, MudObject>("can attack?", "[Actor, Other] : Can the actor the other?", "actor", "other");
            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("attack", "[Actor, Other] : Handle the actor the other.", "actor", "other");

            GlobalRules.Check <MudObject, MudObject>("can attack?").Do((a, b) => CheckResult.Allow).Name("Can attack anything by default rule.");

            GlobalRules.Perform <MudObject, MudObject>("attack").Do((actor, target) =>
            {
                // Weapon?
                if (target.HasProperty("combat health"))
                {
                    actor.SetProperty("combat target", target);
                }
                else
                {
                    Core.SendMessage(actor, "@you attack uselessly", actor, target);
                    Core.SendExternalMessage(actor, "@they attack uselessly", actor, target);
                }
                return(PerformResult.Continue);
            });
        }
Пример #13
0
        public static void AtStartup(RuleEngine GlobalRules)
        {
            GlobalRules.DeclarePerformRuleBook <MudObject>("update", "[Thing] : Considered for all things that have been marked for update.", "item");

            GlobalRules.Perform <Actor>("after every command")
            .First
            .Do((actor) =>
            {
                Core.UpdateMarkedObjects();
                return(PerformResult.Continue);
            })
            .Name("Update marked objects at end of turn rule.");

            GlobalRules.Perform <Actor>("after every command")
            .Last
            .Do((actor) =>
            {
                Core.SendPendingMessages();
                return(PerformResult.Continue);
            })
            .Name("Send pending messages at end of turn rule.");
        }
Пример #14
0
        public static void AtStartup(RMUD.RuleEngine GlobalRules)
        {
            Core.StandardMessage("not openable", "I don't think the concept of 'open' applies to that.");
            Core.StandardMessage("you open", "You open <the0>.");
            Core.StandardMessage("they open", "^<the0> opens <the1>.");

            GlobalRules.DeclareCheckRuleBook <MudObject, MudObject>("can open?", "[Actor, Item] : Can the actor open the item?", "actor", "item");

            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("opened", "[Actor, Item] : Handle the actor opening the item.", "actor", "item");



            GlobalRules.Perform <MudObject, MudObject>("opened").Do((actor, target) =>
            {
                target.SetProperty("open?", true);
                Core.SendMessage(actor, "@you open", target);
                Core.SendExternalMessage(actor, "@they open", actor, target);
                return(PerformResult.Continue);
            }).Name("Default report opening rule.");

            GlobalRules.Check <MudObject, MudObject>("can open?").First.Do((actor, item) => Core.CheckIsVisibleTo(actor, item)).Name("Item must be visible rule.");
        }
Пример #15
0
        public static void AtStartup(RMUD.RuleEngine GlobalRules)
        {
            GlobalRules.DeclareCheckRuleBook <MudObject, MudObject>("can remove?", "[Actor, Item] : Can the actor remove the item?", "actor", "item");
            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("removed", "[Actor, Item] : Handle the actor removing the item.", "actor", "item");

            GlobalRules.Check <MudObject, MudObject>("can remove?")
            .When((a, b) => !a.Contains(b, RelativeLocations.WORN))
            .Do((actor, item) =>
            {
                Core.SendMessage(actor, "@clothing not wearing");
                return(CheckResult.Disallow);
            });

            GlobalRules.Check <MudObject, MudObject>("can remove?").Do((a, b) => CheckResult.Allow);

            GlobalRules.Perform <MudObject, MudObject>("removed").Do((actor, target) =>
            {
                Core.SendMessage(actor, "@clothing you remove", target);
                Core.SendExternalMessage(actor, "@clothing they remove", actor, target);
                Core.Move(target, actor, RelativeLocations.HELD);
                return(PerformResult.Continue);
            });
        }
Пример #16
0
        public static void AtStartup(RuleEngine GlobalRules)
        {
            GlobalRules.DeclareCheckRuleBook <MudObject, MudObject>("can pull?", "[Actor, Item] : Can the actor pull the item?", "actor", "item");
            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("pull", "[Actor, Item] : Handle the actor pulling the item.", "actor", "item");

            GlobalRules.Check <MudObject, MudObject>("can pull?")
            .Do((actor, item) => Core.CheckIsVisibleTo(actor, item))
            .Name("Item must be visible to pull rule.");

            GlobalRules.Check <MudObject, MudObject>("can pull?")
            .Last
            .Do((a, t) =>
            {
                Core.SendMessage(a, "@does nothing");
                return(CheckResult.Disallow);
            })
            .Name("Default disallow pulling rule.");

            GlobalRules.Perform <MudObject, MudObject>("pull")
            .Do((actor, target) =>
            {
                Core.SendMessage(actor, "@nothing happens");
                return(PerformResult.Continue);
            })
            .Name("Default handle pulling rule.");

            GlobalRules.Check <MudObject, MudObject>("can pull?")
            .First
            .When((actor, target) => target.GetProperty <bool>("actor?"))
            .Do((actor, thing) =>
            {
                Core.SendMessage(actor, "@unappreciated", thing);
                return(CheckResult.Disallow);
            })
            .Name("Can't pull people rule.");
        }
Пример #17
0
        public static void AtStartup(RMUD.RuleEngine GlobalRules)
        {
            GlobalRules.DeclareCheckRuleBook <MudObject, MudObject>("can wield?", "[Actor, Item] : Can the actor wield the item?", "actor", "item");
            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("wield", "[Actor, Item] : Handle the actor wielding the item.", "actor", "item");

            GlobalRules.Check <MudObject, MudObject>("can wield?").Do((a, b) => CheckResult.Allow).Name("Improvised weapon rule.");

            GlobalRules.Check <MudObject, MudObject>("can wield?")
            .When((a, b) => !Core.ObjectContainsObject(a, b))
            .Do((actor, item) =>
            {
                Core.SendMessage(actor, "@dont have that");
                return(CheckResult.Disallow);
            })
            .Name("Can't wield what you don't have rule.");

            GlobalRules.Perform <MudObject, MudObject>("wield").Do((actor, target) =>
            {
                actor.SetProperty("combat weapon", target);
                Core.SendMessage(actor, "@you wield", actor, target);
                Core.SendExternalMessage(actor, "@they wield", actor, target);
                return(PerformResult.Continue);
            });
        }
Пример #18
0
        public static void AtStartup(RuleEngine GlobalRules)
        {
            GlobalRules.DeclarePerformRuleBook <PossibleMatch, Actor>("before acting", "[Match, Actor] : Considered before performing in world actions.");

            GlobalRules.DeclarePerformRuleBook <PossibleMatch, Actor>("after acting", "[Match, Actor] : Considered after performing in world actions.");
        }
Пример #19
0
        public static void AtStartup(RMUD.RuleEngine GlobalRules)
        {
            Core.StandardMessage("cant put relloc", "You can't put things <s0> that.");
            Core.StandardMessage("you put", "You put <the0> <s1> <the2>.");
            Core.StandardMessage("they put", "^<the0> puts <the1> <s2> <the3>.");

            GlobalRules.DeclareCheckRuleBook <MudObject, MudObject, MudObject, RelativeLocations>("can put?", "[Actor, Item, Container, Location] : Determine if the actor can put the item in or on or under the container.", "actor", "item", "container", "relloc");
            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject, MudObject, RelativeLocations>("put", "[Actor, Item, Container, Location] : Handle an actor putting the item in or on or under the container.", "actor", "item", "container", "relloc");

            GlobalRules.Check <MudObject, MudObject, MudObject, RelativeLocations>("can put?")
            .Last
            .Do((a, b, c, d) => CheckResult.Allow)
            .Name("Allow putting as default rule.");

            GlobalRules.Check <MudObject, MudObject, MudObject, RelativeLocations>("can put?")
            .Do((actor, item, container, relloc) =>
            {
                if (!(container.GetProperty <bool>("container?")))
                {
                    Core.SendMessage(actor, "@cant put relloc", Relloc.GetRelativeLocationName(relloc));
                    return(CheckResult.Disallow);
                }
                return(CheckResult.Continue);
            })
            .Name("Can't put things in things that aren't containers rule.");

            GlobalRules.Check <MudObject, MudObject, MudObject, RelativeLocations>("can put?")
            .Do((actor, item, container, relloc) =>
            {
                if (GlobalRules.ConsiderCheckRule("can drop?", actor, item) != CheckResult.Allow)
                {
                    return(CheckResult.Disallow);
                }
                return(CheckResult.Continue);
            })
            .Name("Putting is dropping rule.");

            GlobalRules.Perform <MudObject, MudObject, MudObject, RelativeLocations>("put")
            .Do((actor, item, container, relloc) =>
            {
                Core.SendMessage(actor, "@you put", item, Relloc.GetRelativeLocationName(relloc), container);
                Core.SendExternalMessage(actor, "@they put", actor, item, Relloc.GetRelativeLocationName(relloc), container);
                Core.Move(item, container, relloc);
                return(PerformResult.Continue);
            })
            .Name("Default putting things in things handler.");

            GlobalRules.Check <MudObject, MudObject, MudObject, RelativeLocations>("can put?")
            .Do((actor, item, container, relloc) =>
            {
                if ((container.ContentLocationsAllowed & relloc) != relloc)
                {
                    Core.SendMessage(actor, "@cant put relloc", Relloc.GetRelativeLocationName(relloc));
                    return(CheckResult.Disallow);
                }
                return(CheckResult.Continue);
            })
            .Name("Check supported locations before putting rule.");

            GlobalRules.Check <MudObject, MudObject, MudObject, RelativeLocations>("can put?")
            .Do((actor, item, container, relloc) =>
            {
                if (relloc == RelativeLocations.IN && !container.GetProperty <bool>("open?"))
                {
                    Core.SendMessage(actor, "@is closed error", container);
                    return(CheckResult.Disallow);
                }

                return(CheckResult.Continue);
            })
            .Name("Can't put things in closed container rule.");

            GlobalRules.Check <MudObject, MudObject, MudObject, RelativeLocations>("can put?")
            .First
            .Do((actor, item, container, relloc) => Core.CheckIsVisibleTo(actor, container))
            .Name("Container must be visible rule.");

            GlobalRules.Check <MudObject, MudObject, MudObject, RelativeLocations>("can put?")
            .First
            .Do((actor, item, container, relloc) => Core.CheckIsHolding(actor, item))
            .Name("Must be holding item rule.");
        }
Пример #20
0
        public static void AtStartup(RMUD.RuleEngine GlobalRules)
        {
            Core.StandardMessage("is open", "^<the0> is open.");
            Core.StandardMessage("is closed", "^<the0> is closed.");
            Core.StandardMessage("describe on", "On <the0> is <l1>.");
            Core.StandardMessage("describe in", "In <the0> is <l1>.");
            Core.StandardMessage("empty handed", "^<the0> is empty handed.");
            Core.StandardMessage("holding", "^<the0> is holding <l1>.");

            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("describe", "[Actor, Item] : Generates descriptions of the item.", "actor", "item");

            GlobalRules.Perform <MudObject, MudObject>("describe")
            .When((viewer, item) => !String.IsNullOrEmpty(item.GetProperty <String>("long")))
            .Do((viewer, item) =>
            {
                Core.SendMessage(viewer, item.GetProperty <String>("long"));
                return(PerformResult.Continue);
            })
            .Name("Basic description rule.");

            GlobalRules.Perform <MudObject, MudObject>("describe")
            .When((viewer, item) => item.GetProperty <bool>("openable?"))
            .Do((viewer, item) =>
            {
                if (item.GetProperty <bool>("open?"))
                {
                    Core.SendMessage(viewer, "@is open", item);
                }
                else
                {
                    Core.SendMessage(viewer, "@is closed", item);
                }
                return(PerformResult.Continue);
            })
            .Name("Describe open or closed state rule.");

            GlobalRules.Perform <MudObject, MudObject>("describe")
            .When((viewer, item) => (item.ContentLocationsAllowed & RelativeLocations.ON) == RelativeLocations.ON)
            .Do((viewer, item) =>
            {
                var contents = item.GetContents(RelativeLocations.ON);
                if (contents.Count() > 0)
                {
                    Core.SendMessage(viewer, "@describe on", item, contents);
                }
                return(PerformResult.Continue);
            })
            .Name("List things on container in description rule.");

            GlobalRules.Perform <MudObject, MudObject>("describe")
            .When((viewer, item) =>
            {
                if (item.GetProperty <bool>("container?"))
                {
                    return(false);
                }
                if (!item.GetProperty <bool>("open?"))
                {
                    return(false);
                }
                if (item.EnumerateObjects(RelativeLocations.IN).Count() == 0)
                {
                    return(false);
                }
                return(true);
            })
            .Do((viewer, item) =>
            {
                var contents = item.GetContents(RelativeLocations.IN);
                if (contents.Count() > 0)
                {
                    Core.SendMessage(viewer, "@describe in", item, contents);
                }
                return(PerformResult.Continue);
            })
            .Name("List things in open container in description rule.");


            GlobalRules.Perform <MudObject, MudObject>("describe")
            .First
            .When((viewer, actor) => actor.GetProperty <bool>("actor?"))
            .Do((viewer, actor) =>
            {
                var heldItems = new List <MudObject>(actor.EnumerateObjects(RelativeLocations.HELD));
                if (heldItems.Count == 0)
                {
                    Core.SendMessage(viewer, "@empty handed", actor);
                }
                else
                {
                    Core.SendMessage(viewer, "@holding", actor, heldItems);
                }

                return(PerformResult.Continue);
            })
            .ID("list-actor-held-items-rule")
            .Name("List held items when describing an actor rule.");
        }
Пример #21
0
        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.");
        }
Пример #22
0
        public static void AtStartup(RuleEngine GlobalRules)
        {
            GlobalRules.DeclarePerformRuleBook <MudObject, String>("stats", "[Actor, Type] : Display engine stats.");

            GlobalRules.DeclarePerformRuleBook <MudObject>("enumerate-stats", "[Actor] : Display stats options.");
        }
Пример #23
0
        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");
        }
Пример #24
0
        public static void AtStartup(RMUD.RuleEngine GlobalRules)
        {
            Core.StandardMessage("you take", "You take <the0>.");
            Core.StandardMessage("they take", "^<the0> takes <the1>.");
            Core.StandardMessage("cant take people", "You can't take people.");
            Core.StandardMessage("cant take portals", "You can't take portals.");
            Core.StandardMessage("cant take scenery", "That's a terrible idea.");

            GlobalRules.DeclareCheckRuleBook <MudObject, MudObject>("can take?", "[Actor, Item] : Can the actor take the item?", "actor", "item");
            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("take", "[Actor, Item] : Handle the actor taking the item.", "actor", "item");

            GlobalRules.Check <MudObject, MudObject>("can take?")
            .Do((actor, item) => Core.CheckIsVisibleTo(actor, item))
            .Name("Item must be visible to take rule.");

            GlobalRules.Check <MudObject, MudObject>("can take?")
            .When((actor, item) => actor.Contains(item, RelativeLocations.HELD))
            .Do((actor, item) =>
            {
                Core.SendMessage(actor, "@already have that");
                return(CheckResult.Disallow);
            })
            .Name("Can't take what you're already holding rule.");

            GlobalRules.Check <MudObject, MudObject>("can take?")
            .Last
            .Do((a, t) => CheckResult.Allow)
            .Name("Default allow taking rule.");

            GlobalRules.Perform <MudObject, MudObject>("take")
            .Do((actor, target) =>
            {
                Core.SendMessage(actor, "@you take", target);
                Core.SendExternalMessage(actor, "@they take", actor, target);
                Core.Move(target, actor);
                return(PerformResult.Continue);
            })
            .Name("Default handle taken rule.");

            GlobalRules.Check <MudObject, MudObject>("can take?")
            .First
            .When((actor, thing) => thing.GetProperty <bool>("actor?"))
            .Do((actor, thing) =>
            {
                Core.SendMessage(actor, "@cant take people");
                return(CheckResult.Disallow);
            })
            .Name("Can't take people rule.");

            GlobalRules.Check <MudObject, MudObject>("can take?")
            .First
            .When((actor, thing) => thing.GetProperty <bool>("portal?"))
            .Do((actor, thing) =>
            {
                Core.SendMessage(actor, "@cant take portals");
                return(CheckResult.Disallow);
            });

            GlobalRules.Check <MudObject, MudObject>("can take?")
            .First
            .When((actor, thing) => thing.GetProperty <bool>("scenery?"))
            .Do((actor, thing) =>
            {
                Core.SendMessage(actor, "@cant take scenery");
                return(CheckResult.Disallow);
            })
            .Name("Can't take scenery rule.");
        }
Пример #25
0
        /// <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);
        }
Пример #26
0
        // Any function with this signature will be called when the module is loaded. This is our chance to
        // do anything we want, but usually all we'll do is define some rules. We used some rulebooks above,
        // now we have to actually define them.
        public static void AtStartup(RMUD.RuleEngine GlobalRules)
        {
            // Lets start by defining some messages we'll use later. This commentary isn't about the message
            // formatting system, but lets still do this 'right'.
            Core.StandardMessage("can't push direction", "That isn't going to work.");
            Core.StandardMessage("you push", "You push <the0> <s1>.");
            Core.StandardMessage("they push", "^<the0> pushed <the1> <s2>.");
            Core.StandardMessage("they arrive pushing", "^<the0> arrives <s2> pushing <the1>.");

            // We'll declare the 'can push direction?' rulebook first. Notice that we were passed the global rules,
            // and that is what we want to declare it on. DeclareCheckRuleBook takes the types the rulebook
            // expects as generic arguments, then the name of the rulebook. The documentation is helpful but
            // not required. This rulebook takes three mud objects. Their usage is documented in the rulebook
            // description.
            GlobalRules.DeclareCheckRuleBook <MudObject, MudObject, MudObject>("can push direction?", "[Actor, Subject, Link] : Can the actor push the subject through that link?", "actor", "subject", "link");

            // Now we want to define a global rule in the 'can push direction?' rulebook. Rulebooks do not have
            // to be declared before rules are defined, but it's good style. The Check function returns a
            // rulebuilder, which provides a fluent interface for declaring rules.
            GlobalRules.Check <MudObject, MudObject, MudObject>("can push direction?")
            // Do expects a lambda, and lets us specify what the rule should actually do.
            .Do((actor, subject, link) =>
            {
                Core.SendMessage(actor, "@can't push direction"); // We defined this message above.
                return(CheckResult.Disallow);                     // Disallow the action.
            }).Name("Can't push between rooms by default rule.");
            // So by default, nothing can be pushed between rooms. What a useful command!

            // That's the only check rule we need. Now lets define the perform rules. We need to duplicate
            // large portions of the functionality of the go command. I'll comment in a little less detail
            // now - I think you've got the idea of how this works. These rules will be invoked by the command
            // in the order they are declared. We could smush them all into one rule, but that would be
            // poor style maybe.
            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject, MudObject>("push direction", "[Actor, Subject, Link] : Handle the actor pushing the subject through the link.", "actor", "subject", "link");

            // First we want to report the action to the player and any other players that happen to be around.
            GlobalRules.Perform <MudObject, MudObject, MudObject>("push direction")
            .Do((actor, subject, link) =>
            {
                var direction = link.GetProperty <Direction>("link direction");
                Core.SendMessage(actor, "@you push", subject, direction.ToString().ToLower());

                // SendExternalMessage sends the message to everyone in the same place as the actor,
                // except the actor themself.
                Core.SendExternalMessage(actor, "@they push", actor, subject, direction.ToString().ToLower());
                return(PerformResult.Continue);
            })
            .Name("Report pushing between rooms rule.");

            // Now we want to actually move the player, and the object they are pushing.
            GlobalRules.Perform <MudObject, MudObject, MudObject>("push direction")
            .Do((actor, subject, link) =>
            {
                var destination = Core.GetObject(link.GetProperty <String>("link destination"));
                if (destination == null)
                {
                    Core.SendMessage(actor, "@bad link");
                    return(PerformResult.Stop);
                }

                Core.Move(actor, destination);
                Core.Move(subject, destination);
                return(PerformResult.Continue);
            })
            .Name("Push through the link rule.");

            // For most actions that's enough. But in this case, we want to let players in the room the
            // actor went to know they have arrived.
            GlobalRules.Perform <MudObject, MudObject, MudObject>("push direction")
            .Do((actor, subject, link) =>
            {
                var direction     = link.GetProperty <Direction>("link direction");
                var arriveMessage = Link.FromMessage(Link.Opposite(direction));
                Core.SendExternalMessage(actor, "@they arrive pushing", actor, subject, arriveMessage);
                return(PerformResult.Continue);
            })
            .Name("Report arrival while pushing rule.");

            // And finally, lets make sure the player gets a description of the room they have arrived in.
            GlobalRules.Perform <MudObject, MudObject, MudObject>("push direction")
            .Do((actor, subject, link) =>
            {
                // We set the 'auto' flag to let the look command know it's been generated, and not
                // typed by the player. This is handy for deciding wether to show a brief description
                // or the full description of a room.
                Core.EnqueuActorCommand(actor, "look", HelperExtensions.MakeDictionary("AUTO", true));
                return(PerformResult.Continue);
            })
            .Name("Players look after pushing between rooms rule.");
        }
Пример #27
0
 public static void AtStartup(RuleEngine GlobalRules)
 {
     GlobalRules.DeclarePerformRuleBook <MudObject>("heartbeat", "[Object] : Considered every tick.", "Object");
 }
Пример #28
0
        public static void AtStartup(RMUD.RuleEngine GlobalRules)
        {
            GlobalRules.DeclareValueRuleBook <MudObject, bool>("silly?", "[Thing -> bool] : Determine if an object is silly.", "item");
            GlobalRules.Value <MudObject, bool>("silly?").Last.Do((thing) => false).Name("Things are serious by default rule.");

            GlobalRules.DeclareCheckRuleBook <MudObject, MudObject>("can silly?", "[Actor, Target] : Can the actor make the target silly?", "actor", "item");

            GlobalRules.Check <MudObject, MudObject>("can silly?").First
            .When((actor, target) => !(target.GetProperty <bool>("actor?")))
            .Do((actor, target) =>
            {
                Core.SendMessage(actor, "That just sounds silly.");
                return(CheckResult.Disallow);
            })
            .Name("Can only silly actors rule.");

            GlobalRules.Check <MudObject, MudObject>("can silly?")
            .Do((actor, target) => Core.CheckIsVisibleTo(actor, target))
            .Name("Silly target must be visible.");

            GlobalRules.Check <MudObject, MudObject>("can silly?")
            .When((actor, target) => GlobalRules.ConsiderValueRule <bool>("silly?", target))
            .Do((actor, target) =>
            {
                Core.SendMessage(actor, "^<the0> is already silly.", target);
                return(CheckResult.Disallow);
            })
            .Name("Can't silly if already silly rule.");

            GlobalRules.Check <MudObject, MudObject>("can silly?")
            .Last
            .Do((actor, target) => CheckResult.Allow)
            .Name("Let the silliness ensue rule.");

            GlobalRules.DeclarePerformRuleBook <MudObject, MudObject>("silly", "[Actor, Target] : Apply silly status to the target.", "actor", "item");

            GlobalRules.Perform <MudObject, MudObject>("silly")
            .Do((actor, target) =>
            {
                Core.SendExternalMessage(actor, "^<the0> applies extra silly to <the1>.", actor, target);
                Core.SendMessage(actor, "You apply extra silly to <the0>.", target);

                var ruleID  = Guid.NewGuid();
                var counter = 100;

                target.AddNoun("silly");

                target.Value <MudObject, bool>("silly?").Do((thing) => true).ID(ruleID.ToString())
                .Name("Silly things are silly rule.");

                target.Value <MudObject, MudObject, String, String>("printed name")
                .Do((viewer, thing, article) =>
                {
                    return("silly " + thing.GetProperty <String>("short"));
                })
                .Name("Silly things have silly names rule.")
                .ID(ruleID.ToString());

                GlobalRules.Perform("heartbeat")
                .Do(() =>
                {
                    counter -= 1;
                    if (counter <= 0)
                    {
                        Core.SendExternalMessage(target, "^<the0> is serious now.", target);
                        target.GetProperty <NounList>("nouns").Remove("silly");
                        target.Rules.DeleteAll(ruleID.ToString());
                        GlobalRules.DeleteRule("heartbeat", ruleID.ToString());
                    }
                    return(PerformResult.Continue);
                })
                .ID(ruleID.ToString())
                .Name("Countdown to seriousness rule.");

                return(PerformResult.Continue);
            })
            .Name("Apply sillyness rule.");

            GlobalRules.DeclareCheckRuleBook <MudObject>("can dance?", "[Actor] : Can the actor dance?", "actor");

            GlobalRules.Check <MudObject>("can dance?")
            .When(actor => !GlobalRules.ConsiderValueRule <bool>("silly?", actor))
            .Do(actor =>
            {
                Core.SendMessage(actor, "You don't feel silly enough for that.");
                return(CheckResult.Disallow);
            })
            .Name("Your friends don't dance rule.");

            GlobalRules.Check <MudObject>("can dance?")
            .Last
            .Do(actor => CheckResult.Allow)
            .Name("You can dance if you want to rule.");

            GlobalRules.DeclarePerformRuleBook <MudObject>("dance", "[Actor] : Perform a silly dance.", "actor");

            GlobalRules.Perform <MudObject>("dance")
            .Do(actor =>
            {
                Core.SendExternalMessage(actor, "^<the0> does a very silly dance.", actor);
                Core.SendMessage(actor, "You do a very silly dance.");
                return(PerformResult.Continue);
            })
            .Name("They aren't no friends of mine rule.");
        }
Пример #29
0
        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.");
        }
Пример #30
0
        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
        }