(define-module (mudsync gameobj)
#:use-module (mudsync command)
- #:use-module (8sync systems actors)
+ #: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>
gameobj-loc
gameobj-gm
+ gameobj-act-init
+ gameobj-set-loc!
gameobj-occupants
- gameobj-actions
gameobj-self-destruct
+ slot-ref-maybe-runcheck
+ val-or-run
+
dyn-ref))
;;; 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))))
-
;;; *all* game components that talk to players should somehow
;;; derive from this class.
;;; And all of them need a GM!
;; game master id
(gm #:init-keyword #:gm
#:getter gameobj-gm)
+
;; a name to be known by
(name #:init-keyword #:name
#:init-value #f)
#:init-keyword #:desc)
;; Commands we can handle
- (commands #:init-value '())
+ (commands #:allocation #:each-subclass
+ #:init-thunk (build-commands
+ ("take" ((direct-command cmd-take)
+ (prep-indir-command cmd-take-from
+ '("from" "out of"))))
+ ("put" ((prep-indir-command cmd-put-in
+ '("in" "inside" "on"))))))
;; Commands we can handle by being something's container
- (container-commands #:init-value '())
- (message-handler
- #:init-value
- (simple-dispatcher gameobj-actions))
+ (container-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
+ ("drop" ((direct-command cmd-drop #:obvious? #f)))))
;; 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?)
+ ;; Can be a boolean or a procedure accepting
+ ;; (gameobj whos-acting take-what)
+ (take-from-me? #:init-value #f
+ #:init-keyword #:take-from-me?)
+ ;; Can be a boolean or a procedure accepting
+ ;; (gameobj whos-acting put-what)
+ (put-in-me? #:init-value #f
+ #:init-keyword #:put-in-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-commands gameobj-get-container-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)
+ (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-take cmd-take)
+ (cmd-take-from cmd-take-from)
+ (cmd-put-in cmd-put-in)
+ (cmd-drop cmd-drop))))
;;; gameobj message handlers
;; 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 'replace #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
+;; @@: This could be kind of a messy way of doing gameobj-act-init
;; stuff. If only we had generic methods :(
-(define-mhandler (gameobj-init actor message)
+(define* (gameobj-act-init actor message #:key replace)
"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*))
+ (run-replacement actor replace gameobj-replace-steps*))
(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 #:goes-by (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)
+(define* (gameobj-get-container-commands actor message #:key 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 candidate-commands
+ (get-candidate-commands actor 'container-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* (gameobj-get-desc actor message #:key 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))
+ (<-reply message desc-text))
(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)
+ (<-reply message (slot-ref-maybe-runcheck gameobj 'take-me?
+ whos-acting #:from #t)))
+
+(define (gameobj-ok-to-be-put-in gameobj message whos-acting where)
+ (<-reply message (slot-ref-maybe-runcheck gameobj 'drop-me?
+ whos-acting where)))
\f
;;; Utilities every gameobj has
(match special-symbol
;; if it's a symbol, look it up dynamically
((? symbol? _)
- (message-ref
- (<-wait gameobj (slot-ref gameobj 'gm) 'lookup-special
- #:symbol special-symbol)
- 'val))
+ (mbody-val (<-wait (slot-ref gameobj 'gm) 'lookup-special
+ #:symbol special-symbol)))
;; if it's false, return nothing
- ((#f #f))
+ (#f #f)
;; otherwise it's probably an address, return it as-is
(_ special-symbol)))
+
+
+\f
+;;; Basic actions
+;;; -------------
+
+(define* (cmd-take gameobj message #:key direct-obj)
+ (define 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.
+ ;; TODO: Allow gameobj to customize
+ (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 (format #f "It doesn't seem like you can take ~a.\n"
+ our-name))))
+
+(define* (cmd-drop gameobj message #:key direct-obj)
+ (define 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 gameobj message
+ #:key direct-obj indir-obj preposition)
+ (define 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))
+ ;; We need to check if we even have such a thing
+ (define thing-to-take
+ (call/ec
+ (lambda (return)
+ (for-each (lambda (occupant)
+ (mbody-receive (_ #:key goes-by)
+ (<-wait occupant 'goes-by)
+ (when (member direct-obj goes-by)
+ (return occupant))))
+ (gameobj-occupants gameobj))
+ ;; nothing found
+ #f)))
+ (define (should-take-from-me)
+ (and thing-to-take
+ (slot-ref-maybe-runcheck gameobj 'take-from-me? player thing-to-take)))
+ ;; @@: Right now we give the same response to both something not being
+ ;; an occupant and to not being permitted to be removed. This isn't
+ ;; very rich and maybe not as helpful as it could be. Right now I'm
+ ;; trying to avoid "leaking" information about if an object isn't there.
+ ;; However maybe by making the different responses as slots which can be
+ ;; set, this wouldn't be a problem.
+ (define default-objection
+ "As much as you'd like to take it, it doesn't seem like you can.")
+ (define (thing-to-take-objection)
+ (mbody-receive (_ taken-ok? #:key why-not) ; does the object object to being removed?
+ (<-wait thing-to-take 'ok-to-be-taken-from? player) ; @@ no need to supply from where
+ (and (not taken-ok?)
+ ;; Either give the specified reason, or give a boilerplate one
+ (or why-not default-objection))))
+ (cond
+ ;; Is it not there, or maybe we won't allow it to be taken?
+ ((or (not thing-to-take) (not (should-take-from-me)))
+ (<- (message-from message) 'tell
+ #:text default-objection))
+ ;; the thing we wsant to take itself has objected...
+ ((thing-to-take-objection) =>
+ (lambda (objection)
+ (<- (message-from message) 'tell
+ #:text objection)))
+ ;; looks like we can take it
+ (else
+ (let ((thing-to-take-name
+ (mbody-val (<-wait thing-to-take 'get-name))))
+ ;; Wait to announce to the player just in case settting the location
+ ;; errors out or something. Maybe it's overthinking things, I dunno.
+ (<-wait thing-to-take 'set-loc! #:loc player)
+ (<- player 'tell
+ #:text `("You take " ,thing-to-take-name " from "
+ ,our-name "."))
+ (<- player-loc 'tell-room
+ #:text `(,player-name " takes " ,thing-to-take-name " from "
+ ,our-name ".")
+ #:exclude player)))))
+
+(define* (cmd-put-in gameobj message
+ #:key direct-obj indir-obj preposition)
+ (define 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))
+ ;; We need to check if we even have such a thing
+ (define this-thing
+ (call/ec
+ (lambda (return)
+ (for-each (lambda (occupant)
+ (mbody-receive (_ #:key goes-by)
+ (<-wait occupant 'goes-by)
+ (when (member direct-obj goes-by)
+ (return occupant))))
+ (mbody-val (<-wait player 'get-occupants)))
+ ;; nothing found
+ #f)))
+ (define (should-put-in-me)
+ (and this-thing
+ (slot-ref-maybe-runcheck gameobj 'put-in-me? player this-thing)))
+ ;; @@: Right now we give the same response to both something not being
+ ;; an occupant and to not being permitted to be removed. This isn't
+ ;; very rich and maybe not as helpful as it could be. Right now I'm
+ ;; trying to avoid "leaking" information about if an object isn't there.
+ ;; However maybe by making the different responses as slots which can be
+ ;; set, this wouldn't be a problem.
+ (define default-objection
+ "As much as you'd like to, it doesn't seem like you can put that in there.")
+ (define (this-thing-objection)
+ (mbody-receive (_ put-in-ok? #:key why-not) ; does the object object to being moved?
+ (<-wait this-thing 'ok-to-be-put-in? player (actor-id gameobj))
+ (and (not put-in-ok?)
+ ;; Either give the specified reason, or give a boilerplate one
+ (or why-not default-objection))))
+ (cond
+ ;; Is it not there, or maybe we won't allow it to be taken?
+ ((or (not this-thing) (not (should-put-in-me)))
+ (<- (message-from message) 'tell
+ #:text default-objection))
+ ;; the thing we wsant to take itself has objected...
+ ((this-thing-objection) =>
+ (lambda (objection)
+ (<- (message-from message) 'tell
+ #:text objection)))
+ ;; looks like we can take it
+ (else
+ (let ((this-thing-name
+ (mbody-val (<-wait this-thing 'get-name))))
+ ;; Wait to announce to the player just in case settting the location
+ ;; errors out or something. Maybe it's overthinking things, I dunno.
+ (<-wait this-thing 'set-loc! #:loc (actor-id gameobj))
+ (<- player 'tell
+ #:text `("You put " ,this-thing-name " in "
+ ,our-name "."))
+ (<- player-loc 'tell-room
+ #:text `(,player-name " puts " ,this-thing-name " in "
+ ,our-name ".")
+ #:exclude player)))))