require 'gamefic/director' module Gamefic class Character < Entity attr_reader :queue, :user # @return [Gamefic::Director::Order] attr_reader :last_order # @return [Entity,nil] attr_reader :last_object attr_accessor :object_of_pronoun serialize :scene def initialize(plot, args = {}) @queue = Array.new super @buffer_stack = 0 @buffer = "" end # Connect a User. # # @param user [User] def connect(user) @user = user end # Disconnect the current User. # def disconnect # TODO: We might need some cleanup here. Like, move the character out of the game, or set a timeout to allow dropped users to reconnect... figure it out. @user = nil end # Perform a command. # The command can be specified as a String or a set of tokens. Either form # should yield the same result, but using tokens can yield better # performance since it doesn't need to parse the command first. # # The command will be executed immediately regardless of game state. # # @example Send a command as a string # character.perform "take the key" # # @example Send a command as a set of tokens # character.perform :take, @key # def perform(*command) Director.dispatch(self, *command) end # Quietly perform a command. # This method executes the command exactly as #perform does, except it # buffers the resulting output instead of sending it to the user. # # @return [String] The output that resulted from performing the command. def quietly(*command) if @buffer_stack == 0 @buffer = "" end @buffer_stack += 1 self.perform *command @buffer_stack -= 1 @buffer end # Send a message to the Character. # This method will automatically wrap the message in HTML paragraphs. # To send a message without paragraph formatting, use #stream instead. # # @param message [String] def tell(message) if user != nil and message.to_s != '' if @buffer_stack > 0 @buffer += message else message = "

#{message.strip}

" # This method uses String#gsub instead of String#gsub! for # compatibility with Opal. message = message.gsub(/[ \t\r]*\n[ \t\r]*\n[ \t\r]*/, '

') message = message.gsub(/[ \t]*\n[ \t]*/, ' ') user.stream.send message end end end # Send a message to the Character as raw text. # Unlike #tell, this method will not wrap the message in HTML paragraphs. # # @param message [String] def stream(message) user.stream.send message.strip if !user.nil? end def destroy if @user != nil @user.quit end super end # Proceed to the next Action in the current stack. # This method is typically used in Action blocks to cascade through # multiple implementations of the same verb. # # @example Proceed through two implementations of a verb # introduction do |actor| # actor[:has_eaten] = false # Initial value # end # respond :eat do |actor| # actor.tell "You eat something." # actor[:has_eaten] = true # end # respond :eat do |actor| # # This version will be executed first because it was implemented last # if actor[:has_eaten] # actor.tell "You already ate." # else # actor.proceed # Execute the previous implementation # end # end # def proceed return if delegate_stack.last.nil? delegate_stack.last.proceed end def cue scene_name @scene = scene_name @next_scene = nil plot.scenes[scene_name].start self end def prepare scene_name @next_scene = scene_name end def conclude scene_name scene = plot.scenes[scene_name] raise "#{scene_name} is not a conclusion" unless scene.kind_of?(Scene::Conclusion) cue scene_name end # Get the name of the character's current scene # # @return [Symbol] The name of the scene def scene @scene end # Alias for Character#cue key def scene= key cue key.to_sym end def next_scene @next_scene end private def delegate_stack @delegate_stack ||= [] end def last_order=(order) return if order.nil? @last_order = order if !order.action.meta? and !order.arguments[0].nil? and !order.arguments[0][0].nil? and order.arguments[0][0].kind_of?(Entity) @last_object = order.arguments[0][0] end end end end