(define-module (mudsync gameobj)
#:use-module (mudsync command)
- #:use-module (8sync systems actors)
+ #:use-module (mudsync utils)
+ #:use-module (8sync actors)
#:use-module (8sync agenda)
+ #:use-module (8sync rmeta-slot)
#:use-module (srfi srfi-1)
+ #:use-module (ice-9 control)
+ #:use-module (ice-9 format)
#:use-module (ice-9 match)
#:use-module (oop goops)
#:export (<gameobj>
+ create-gameobj
gameobj-loc
gameobj-gm
+ gameobj-desc
+ gameobj-act-init
+ gameobj-set-loc!
gameobj-occupants
- gameobj-actions
- gameobj-self-destruct))
+ gameobj-self-destruct
+
+ slot-ref-maybe-runcheck
+ val-or-run
+
+ build-props
+ dyn-ref
+
+ ;; Some of the more common commands
+ cmd-look-at
+ cmd-take cmd-drop
+ cmd-take-from-no-op cmd-put-in-no-op))
;;; Gameobj
;;; =======
-
-;;; Actions supported by all gameobj
-(define gameobj-actions
- (build-actions
- (init (wrap-apply gameobj-init))
- (get-commands (wrap-apply gameobj-get-commands))
- (get-container-commands (wrap-apply gameobj-get-container-commands))
- (get-occupants (wrap-apply gameobj-get-occupants))
- (add-occupant! (wrap-apply gameobj-add-occupant!))
- (remove-occupant! (wrap-apply gameobj-remove-occupant!))
- (set-loc! (wrap-apply gameobj-act-set-loc!))
- (get-name (wrap-apply gameobj-get-name))
- (set-name! (wrap-apply gameobj-act-set-name!))
- (get-desc (wrap-apply gameobj-get-desc))
- (goes-by (wrap-apply gameobj-act-goes-by))
- (visible-name (wrap-apply gameobj-visible-name))
- (self-destruct (wrap-apply gameobj-act-self-destruct))
- (tell (wrap-apply gameobj-tell-no-op))
- (assist-replace (wrap-apply gameobj-act-assist-replace))))
+(define build-props build-rmeta-slot)
;;; *all* game components that talk to players should somehow
;;; derive from this class.
;; game master id
(gm #:init-keyword #:gm
#:getter gameobj-gm)
+
;; a name to be known by
(name #:init-keyword #:name
#:init-value #f)
(desc #:init-value #f
#:init-keyword #:desc)
+ ;; @@: Maybe commands should be renamed to verbs, I dunno
;; Commands we can handle
- (commands #:init-value '())
+ (commands #:allocation #:each-subclass
+ #:init-thunk (build-commands
+ (("l" "look") ((direct-command cmd-look-at)))
+ ("take" ((direct-command cmd-take)
+ (prep-indir-command cmd-take-from
+ '("from" "out of"))))
+ ("put" ((prep-indir-command cmd-put-in
+ '("in" "inside" "into" "on"))))))
;; Commands we can handle by being something's container
- (container-commands #:init-value '())
- (message-handler
- #:init-value
- (simple-dispatcher gameobj-actions))
+ ;; dominant version (goes before everything)
+ (container-dom-commands #:allocation #:each-subclass
+ #:init-thunk (build-commands))
+ ;; subordinate version (goes after everything)
+ (container-sub-commands #:allocation #:each-subclass
+ #:init-thunk (build-commands))
+
+ ;; Commands we can handle by being contained by something else
+ (contained-commands #:allocation #:each-subclass
+ #:init-thunk
+ (build-commands
+ (("l" "look") ((direct-command cmd-look-at)))
+ ("drop" ((direct-command cmd-drop #:obvious? #f)))))
+
+ ;; The extremely squishy concept of "props"... properties!
+ ;; These are flags, etc etc of various types. This is a hashq table.
+ ;; These have upsides and downsides, but the big upside is that you can
+ ;; query a "prop" of a prospective gameobj without knowing what type of
+ ;; gameobj that is, and not fear some kind of breakage.
+ ;;
+ ;; props by default only have a 'get-prop read-only action handler;
+ ;; any coordination of setting a prop between actors must be
+ ;; added to that actor, to keep things from getting out of control.
+ (props #:init-thunk make-hash-table
+ #:init-keyword #:props)
+ ;; gameobjs may inherit an initial list of these via the
+ ;; initial-props slot, which must always have its
+ ;; #:allocation #:each-subclass and use (build-props) for the
+ ;; #:init-thunk.
+ ;; The vanilla gameobj has no props, on purpose.
+ (initial-props #:allocation #:each-subclass
+ #:init-thunk (build-props '()))
;; Most objects are generally visible by default
- (generally-visible #:init-value #t
- #:init-keyword #:generally-visible)
- ;; @@: Would be preferable to be using generic methods for this...
- ;; Hopefully we can port this to Guile 2.2 soon...
+ (invisible? #:init-value #f
+ #:init-keyword #:invisible?)
+ ;; TODO: Fold this into a procedure in invisible? similar
+ ;; to take-me? and etc
(visible-to-player?
- #:init-value (wrap-apply gameobj-visible-to-player?)))
+ #:init-value (wrap-apply gameobj-visible-to-player?))
+
+ ;; Can be a boolean or a procedure accepting
+ ;; (gameobj whos-acting #:key from)
+ (take-me? #:init-value #f
+ #:init-keyword #:take-me?)
+ ;; Can be a boolean or a procedure accepting
+ ;; (gameobj whos-acting where)
+ (drop-me? #:init-value #t
+ #:init-keyword #:drop-me?)
+
+ ;; TODO: Remove this and use actor-alive? instead.
+ ;; Set this on self-destruct
+ ;; (checked by some "long running" game routines)
+ (destructed #:init-value #f)
+
+ (actions #:allocation #:each-subclass
+ ;;; Actions supported by all gameobj
+ #:init-thunk
+ (build-actions
+ (init gameobj-act-init)
+ ;; Commands for co-occupants
+ (get-commands gameobj-get-commands)
+ ;; Commands for participants in a room
+ (get-container-dom-commands gameobj-get-container-dom-commands)
+ (get-container-sub-commands gameobj-get-container-sub-commands)
+ ;; Commands for inventory items, etc (occupants of the gameobj commanding)
+ (get-contained-commands gameobj-get-contained-commands)
+
+ (get-occupants gameobj-get-occupants)
+ (add-occupant! gameobj-add-occupant!)
+ (remove-occupant! gameobj-remove-occupant!)
+ (get-loc gameobj-act-get-loc)
+ (set-loc! gameobj-act-set-loc!)
+ (get-name gameobj-get-name)
+ (set-name! gameobj-act-set-name!)
+ (get-desc gameobj-get-desc)
+ (get-prop gameobj-act-get-prop)
+ (goes-by gameobj-act-goes-by)
+ (visible-name gameobj-visible-name)
+ (self-destruct gameobj-act-self-destruct)
+ (tell gameobj-tell-no-op)
+ (assist-replace gameobj-act-assist-replace)
+ (ok-to-drop-here? (lambda (gameobj message . _)
+ (<-reply message #t))) ; ok to drop by default
+ (ok-to-be-taken-from? gameobj-ok-to-be-taken-from)
+ (ok-to-be-put-in? gameobj-ok-to-be-put-in)
+
+ ;; Common commands
+ (cmd-look-at cmd-look-at)
+ (cmd-take cmd-take)
+ (cmd-drop cmd-drop)
+ (cmd-take-from cmd-take-from-no-op)
+ (cmd-put-in cmd-put-in-no-op))))
;;; gameobj message handlers
;;; ========================
+;; TODO: This init stuff is a mess, and should be redone now that
+;; we have the *init* action stuff. We've really spread out the
+;; logic for creating a gameobj in several places, eg gm-inject-special!
+(define (create-gameobj class gm loc . args)
+ "Create a gameobj of CLASS with GM and set to location LOC, applying rest of ARGS.
+Note that this doesn't do any special dyn-ref of the location."
+ (let ((new-gameobj (apply create-actor (%current-actor) class
+ #:gm gm args)))
+ ;; Set the location
+ (<-wait new-gameobj 'set-loc! #:loc loc)
+ ;; Initialize the object
+ (<-wait new-gameobj 'init)))
+
+;; ;; @@: Should we also dyn-ref the loc here? We can do that, unlike with
+;; ;; create-gameobj.
+;; ;; Another route could be to have set-loc! itself know how to use the
+;; ;; dyn-ref.
+;; (define (gameobj-create-gameobj gameobj class loc . args)
+;; "Like create-gameobj but saves the step of passing in the gm."
+;; (apply create-gameobj class (gameobj-gm gameobj) loc args))
+
;; Kind of a useful utility, maybe?
(define (simple-slot-getter slot)
(lambda (actor message)
- (reply-message actor message
- #:val (slot-ref actor slot))))
-
+ (<-reply message (slot-ref actor slot))))
-(define (gameobj-replace-step-occupants actor replace-reply)
- (define occupants
- (message-ref replace-reply 'occupants #f))
+(define (gameobj-replace-step-occupants actor occupants)
;; Snarf all the occupants!
+ (display "replacing occupant\n")
(when occupants
(for-each
(lambda (occupant)
- (<-wait actor occupant 'set-loc!
+ (<-wait occupant 'set-loc!
#:loc (actor-id actor)))
occupants)))
(define gameobj-replace-steps*
(list gameobj-replace-step-occupants))
-(define (run-replacement actor message replace-steps)
- (define replaces (message-ref message 'replaces #f))
+(define (run-replacement actor replaces replace-steps)
(when replaces
- (let ((replace-reply
- (<-wait actor replaces 'assist-replace)))
+ (mbody-receive (_ #:key occupants)
+ (<-wait replaces 'assist-replace)
(for-each
(lambda (replace-step)
- (replace-step actor replace-reply))
+ (replace-step actor occupants))
replace-steps))))
-
-;; @@: This could be kind of a messy way of doing gameobj-init
-;; stuff. If only we had generic methods :(
-(define-mhandler (gameobj-init actor message)
- "Your most basic game object init procedure.
-Assists in its replacement of occupants if necessary and nothing else."
- (run-replacement actor message gameobj-replace-steps*))
+(define %nothing (cons '*the* '*nothing*))
+(define (gameobj-setup-props gameobj)
+ (define class (class-of gameobj))
+ (define props (slot-ref gameobj 'props))
+ (maybe-build-rmeta-slot-cache! class 'initial-props
+ eq? hashq-set! hashq-ref)
+ ;; Kind of a kludge... we read through the rmeta-slot-cache
+ ;; and use that to build up the table
+ (hash-for-each
+ (lambda (key value)
+ (when (eq? (hashq-ref props key %nothing) ; don't override init'ed instance values
+ %nothing)
+ (hashq-set! props key value)))
+ (rmeta-slot-cache (class-slot-ref class 'initial-props))))
+
+;; TODO: Use the *init* action?
+;; We could also use a generic method if they didn't have
+;; what I'm pretty sure is O(n) dispatch in GOOPS...
+(define* (gameobj-act-init actor message #:key replace)
+ "Your most basic game object init procedure."
+ (gameobj-setup-props actor)
+ (run-replacement actor replace gameobj-replace-steps*))
+
+(define* (gameobj-get-prop gameobj key #:optional dflt)
+ (hashq-ref (slot-ref gameobj 'props) key dflt))
+
+(define* (gameobj-set-prop! gameobj key val)
+ (hashq-set! (slot-ref gameobj 'props) key val))
+
+(define* (gameobj-act-get-prop actor message key #:optional dflt)
+ (<-reply message (gameobj-get-prop actor key dflt)))
(define (gameobj-goes-by gameobj)
"Find the name we go by. Defaults to #:name if nothing else provided."
(define (gameobj-act-goes-by actor message)
"Reply to a message requesting what we go by."
- (<-reply actor message
- #:goes-by (gameobj-goes-by actor)))
+ (<-reply message (gameobj-goes-by actor)))
(define (val-or-run val-or-proc)
"Evaluate if a procedure, or just return otherwise"
(val-or-proc)
val-or-proc))
-(define (filter-commands commands verb)
- (filter
- (lambda (cmd)
- (equal? (command-verbs cmd)
- verb))
- commands))
+(define (get-candidate-commands actor rmeta-sym verb)
+ (class-rmeta-ref (class-of actor) rmeta-sym verb
+ #:dflt '()))
-(define-mhandler (gameobj-get-commands actor message verb)
+(define* (gameobj-get-commands actor message #:key verb)
"Get commands a co-occupant of the room might execute for VERB"
- (define filtered-commands
- (filter-commands (val-or-run (slot-ref actor 'commands))
- verb))
- (<-reply actor message
- #:commands filtered-commands
+ (define candidate-commands
+ (get-candidate-commands actor 'commands verb))
+ (<-reply message
+ #:commands candidate-commands
#:goes-by (gameobj-goes-by actor)))
-(define-mhandler (gameobj-get-container-commands actor message verb)
- "Get commands as the container / room of message's sender"
- (define filtered-commands
- (filter-commands (val-or-run (slot-ref actor 'container-commands))
- verb))
- (<-reply actor message #:commands filtered-commands))
+(define* (gameobj-get-container-dom-commands actor message #:key verb)
+ "Get (dominant) commands as the container / room of message's sender"
+ (define candidate-commands
+ (get-candidate-commands actor 'container-dom-commands verb))
+ (<-reply message #:commands candidate-commands))
+
+(define* (gameobj-get-container-sub-commands actor message #:key verb)
+ "Get (subordinate) commands as the container / room of message's sender"
+ (define candidate-commands
+ (get-candidate-commands actor 'container-sub-commands verb))
+ (<-reply message #:commands candidate-commands))
+
+(define* (gameobj-get-contained-commands actor message #:key verb)
+ "Get commands as being contained (eg inventory) of commanding gameobj"
+ (define candidate-commands
+ (get-candidate-commands actor 'contained-commands verb))
+ (<-reply message
+ #:commands candidate-commands
+ #:goes-by (gameobj-goes-by actor)))
-(define-mhandler (gameobj-add-occupant! actor message who)
+(define* (gameobj-add-occupant! actor message #:key who)
"Add an actor to our list of present occupants"
(hash-set! (slot-ref actor 'occupants)
who #t))
-(define-mhandler (gameobj-remove-occupant! actor message who)
+(define* (gameobj-remove-occupant! actor message #:key who)
"Remove an occupant from the room."
(hash-remove! (slot-ref actor 'occupants) who))
;; A list of addresses... since our address object is (annoyingly)
;; currently a simple cons cell...
((exclude-1 ... exclude-rest)
- (pk 'failboat (member occupant (pk 'exclude-lst exclude))))
+ (member occupant exclude))
;; Must be an individual address!
(_ (equal? occupant exclude))))
(if exclude-it?
'()
(slot-ref gameobj 'occupants)))
-(define-mhandler (gameobj-get-occupants actor message)
+(define* (gameobj-get-occupants actor message #:key exclude)
"Get all present occupants of the room."
- (define exclude (message-ref message 'exclude #f))
(define occupants
(gameobj-occupants actor #:exclude exclude))
+ (<-reply message occupants))
- (<-reply actor message
- #:occupants occupants))
+(define (gameobj-act-get-loc actor message)
+ (<-reply message (slot-ref actor 'loc)))
(define (gameobj-set-loc! gameobj loc)
"Set the location of this object."
(format #t "DEBUG: Location set to ~s for ~s\n"
loc (actor-id-actor gameobj))
- (slot-set! gameobj 'loc loc)
- ;; Change registation of where we currently are
- (if loc
- (<-wait gameobj loc 'add-occupant! #:who (actor-id gameobj)))
- (if old-loc
- (<-wait gameobj old-loc 'remove-occupant! #:who (actor-id gameobj))))
+ (when (not (equal? old-loc loc))
+ (slot-set! gameobj 'loc loc)
+ ;; Change registation of where we currently are
+ (if old-loc
+ (<-wait old-loc 'remove-occupant! #:who (actor-id gameobj)))
+ (if loc
+ (<-wait loc 'add-occupant! #:who (actor-id gameobj)))))
;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc?
-(define-mhandler (gameobj-act-set-loc! actor message loc)
+(define* (gameobj-act-set-loc! actor message #:key loc)
"Action routine to set the location."
(gameobj-set-loc! actor loc))
+(define (slot-ref-maybe-runcheck gameobj slot whos-asking . other-args)
+ "Do a slot-ref on gameobj, evaluating it including ourselves
+and whos-asking, and see if we should just return it or run it."
+ (match (slot-ref gameobj slot)
+ ((? procedure? slot-val-proc)
+ (apply slot-val-proc gameobj whos-asking other-args))
+ (anything-else anything-else)))
+
(define gameobj-get-name (simple-slot-getter 'name))
-(define-mhandler (gameobj-act-set-name! actor message val)
+(define* (gameobj-act-set-name! actor message val)
(slot-set! actor 'name val))
-(define-mhandler (gameobj-get-desc actor message whos-looking)
- (define desc-text
- (match (slot-ref actor 'desc)
- ((? procedure? desc-proc)
- (desc-proc actor whos-looking))
- (desc desc)))
- (<-reply actor message #:val desc-text))
+(define* (gameobj-desc gameobj #:key whos-looking)
+ (match (slot-ref gameobj 'desc)
+ ((? procedure? desc-proc)
+ (desc-proc gameobj whos-looking))
+ (desc desc)))
+
+(define* (gameobj-get-desc actor message #:key whos-looking)
+ "This is the action equivalent of the gameobj-desc getter"
+ (<-reply message (gameobj-desc actor #:whos-looking whos-looking)))
(define (gameobj-visible-to-player? gameobj whos-looking)
"Check to see whether we're visible to the player or not.
By default, this is whether or not the generally-visible flag is set."
- (slot-ref gameobj 'generally-visible))
+ (not (slot-ref gameobj 'invisible?)))
-(define-mhandler (gameobj-visible-name actor message whos-looking)
+(define* (gameobj-visible-name actor message #:key whos-looking)
;; Are we visible?
(define we-are-visible
((slot-ref actor 'visible-to-player?) actor whos-looking))
name)
(#f #f))
#f))
- (<-reply actor message #:text name-to-return))
+ (<-reply message #:text name-to-return))
(define (gameobj-self-destruct gameobj)
"General gameobj self destruction routine"
;; Unregister from being in any particular room
(gameobj-set-loc! gameobj #f)
+ (slot-set! gameobj 'destructed #t)
;; Boom!
(self-destruct gameobj))
-(define-mhandler (gameobj-act-self-destruct gameobj message)
+(define* (gameobj-act-self-destruct gameobj message #:key why)
"Action routine for self destruction"
(gameobj-self-destruct gameobj))
(define gameobj-tell-no-op
(const 'no-op))
-(define (gameobj-replace-data-occupants actor)
+(define (gameobj-replace-data-occupants gameobj)
"The general purpose list of replacement data"
(list #:occupants (hash-map->list (lambda (occupant _) occupant)
- (slot-ref actor 'occupants))))
+ (slot-ref gameobj 'occupants))))
-(define (gameobj-replace-data* actor)
+(define (gameobj-replace-data* gameobj)
;; For now, just call gameobj-replace-data-occupants.
;; But there may be more in the future!
- (gameobj-replace-data-occupants actor))
+ (gameobj-replace-data-occupants gameobj))
;; So sad that objects must assist in their replacement ;_;
;; But that's life in a live hacked game!
-(define (gameobj-act-assist-replace actor message)
+(define (gameobj-act-assist-replace gameobj message)
"Vanilla method for assisting in self-replacement for live hacking"
- (apply <-reply actor message
- (gameobj-replace-data* actor)))
+ (apply <-reply message
+ (gameobj-replace-data* gameobj)))
+
+(define (gameobj-ok-to-be-taken-from gameobj message whos-acting)
+ (call-with-values (lambda ()
+ (slot-ref-maybe-runcheck gameobj 'take-me?
+ whos-acting #:from #t))
+ ;; This allows this to reply with #:why-not if appropriate
+ (lambda args
+ (apply <-reply message args))))
+
+(define (gameobj-ok-to-be-put-in gameobj message whos-acting where)
+ (call-with-values (lambda ()
+ (slot-ref-maybe-runcheck gameobj 'drop-me?
+ whos-acting where))
+ ;; This allows this to reply with #:why-not if appropriate
+ (lambda args
+ (apply <-reply message args))))
+
+\f
+;;; Utilities every gameobj has
+;;; ---------------------------
+
+(define (dyn-ref gameobj special-symbol)
+ "Dynamically look up a special object from the gm"
+ (match special-symbol
+ ;; if it's a symbol, look it up dynamically
+ ((? symbol? _)
+ ;; TODO: If we get back an #f at this point, should we throw
+ ;; an error? Obviously #f is okay, but maybe not if
+ (mbody-val (<-wait (slot-ref gameobj 'gm) 'lookup-special
+ #:symbol special-symbol)))
+ ;; if it's false, return nothing
+ (#f #f)
+ ;; otherwise it's probably an address, return it as-is
+ (_ special-symbol)))
+
+
+\f
+;;; Basic actions
+;;; -------------
+
+(define %formless-desc
+ "You don't see anything special.")
+
+(define* (cmd-look-at gameobj message
+ #:key direct-obj
+ (player (message-from message)))
+ (let ((desc
+ (or (gameobj-desc gameobj #:whos-looking player)
+ %formless-desc)))
+ (<- player 'tell #:text desc)))
+
+(define* (cmd-take gameobj message
+ #:key direct-obj
+ (player (message-from message)))
+ (define player-name
+ (mbody-val (<-wait player 'get-name)))
+ (define player-loc
+ (mbody-val (<-wait player 'get-loc)))
+ (define our-name (slot-ref gameobj 'name))
+ (define self-should-take
+ (slot-ref-maybe-runcheck gameobj 'take-me? player))
+ ;; @@: Is there any reason to allow the room to object in the way
+ ;; that there is for dropping? It doesn't seem like it.
+ (call-with-values (lambda ()
+ (slot-ref-maybe-runcheck gameobj 'take-me? player))
+ (lambda* (self-should-take #:key (why-not
+ `("It doesn't seem like you can take "
+ ,our-name ".")))
+ (if self-should-take
+ ;; Set the location to whoever's picking us up
+ (begin
+ (gameobj-set-loc! gameobj player)
+ (<- player 'tell
+ #:text (format #f "You pick up ~a.\n"
+ our-name))
+ (<- player-loc 'tell-room
+ #:text (format #f "~a picks up ~a.\n"
+ player-name
+ our-name)
+ #:exclude player))
+ (<- player 'tell #:text why-not)))))
+
+(define* (cmd-drop gameobj message
+ #:key direct-obj
+ (player (message-from message)))
+ (define player-name
+ (mbody-val (<-wait player 'get-name)))
+ (define player-loc
+ (mbody-val (<-wait player 'get-loc)))
+ (define our-name (slot-ref gameobj 'name))
+ (define should-drop
+ (slot-ref-maybe-runcheck gameobj 'drop-me? player))
+ (define (room-objection-to-drop)
+ (mbody-receive (_ drop-ok? #:key why-not) ; does the room object to dropping?
+ (<-wait player-loc 'ok-to-drop-here? player (actor-id gameobj))
+ (and (not drop-ok?)
+ ;; Either give the specified reason, or give a boilerplate one
+ (or why-not
+ `("You'd love to drop " ,our-name
+ " but for some reason it doesn't seem like you can"
+ " do that here.")))))
+ (cond
+ ((not player-loc)
+ (<- player 'tell
+ #:text `("It doesn't seem like you can drop " ,our-name
+ " here, because you don't seem to be anywhere?!?")))
+ ;; TODO: Let ourselves supply a reason why not.
+ ((not should-drop)
+ (<- player 'tell
+ #:text (format #f "It doesn't seem like you can drop ~a.\n"
+ our-name)))
+ ((room-objection-to-drop)
+ (<- player 'tell
+ #:text room-objection-to-drop))
+ (else
+ (gameobj-set-loc! gameobj player-loc)
+ ;; TODO: Allow more flavortext here.
+ (<- player 'tell
+ #:text (format #f "You drop ~a.\n"
+ our-name))
+ (<- player-loc 'tell-room
+ #:text (format #f "~a drops ~a.\n"
+ player-name
+ our-name)
+ #:exclude player))))
+
+(define* (cmd-take-from-no-op gameobj message
+ #:key direct-obj indir-obj preposition
+ (player (message-from message)))
+ (<- player 'tell
+ #:text `("It doesn't seem like you can take anything "
+ ,preposition " "
+ ,(slot-ref gameobj 'name) ".")))
+
+(define* (cmd-put-in-no-op gameobj message
+ #:key direct-obj indir-obj preposition
+ (player (message-from message)))
+ (<- player 'tell
+ #:text `("It doesn't seem like you can put anything "
+ ,preposition " "
+ ,(slot-ref gameobj 'name) ".")))