;;; ==========
(define-module (mudsync gameobj)
+ #:use-module (mudsync command)
#:use-module (8sync systems actors)
#:use-module (8sync agenda)
+ #:use-module (srfi srfi-1)
+ #:use-module (ice-9 format)
+ #:use-module (ice-9 match)
#:use-module (oop goops)
#:export (<gameobj>
- gameobj-simple-name-f
gameobj-loc
gameobj-gm
- gameobj-name
- gameobj-name-f
- gameobj-actions))
+ 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-act-init))
+ ;; Commands for co-occupants
(get-commands (wrap-apply gameobj-get-commands))
+ ;; Commands for participants in a room
(get-container-commands (wrap-apply gameobj-get-container-commands))
- (get-children (wrap-apply gameobj-get-children))
- (add-occupant! (wrap-apply gameobj-add-child!))
- (remove-occupant! (wrap-apply gameobj-remove-child!))
- (set-loc! (wrap-apply gameobj-set-loc!))))
+ ;; Commands for inventory items, etc (occupants of the gameobj commanding)
+ (get-contained-commands (wrap-apply gameobj-get-contained-commands))
+ (get-occupants (wrap-apply gameobj-get-occupants))
+ (add-occupant! (wrap-apply gameobj-add-occupant!))
+ (remove-occupant! (wrap-apply gameobj-remove-occupant!))
+ (get-loc (wrap-apply gameobj-act-get-loc))
+ (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.
(define-class <gameobj> (<actor>)
;; location id
(loc #:init-value #f
- #:accessor gameobj-loc)
+ #:getter gameobj-loc)
;; Uses a hash table like a set (values ignored)
- (occupants #:init-thunk make-hash-table
- #:accessor gameobj-occupants)
+ (occupants #:init-thunk make-hash-table)
;; game master id
(gm #:init-keyword #:gm
#:getter gameobj-gm)
;; a name to be known by
(name #:init-keyword #:name
- #:accessor gameobj-name)
+ #:init-value #f)
+ (goes-by #:init-keyword #:goes-by
+ #:init-value #f)
- (desc #:init-value ""
+ (desc #:init-value #f
#:init-keyword #:desc)
- ;; how to print our name
- (name-f #:init-keyword #:name-f
- #:getter gameobj-name-f
- #:init-value (wrap gameobj-simple-name-f))
-
- ;; Name aliases
- (aliases #:init-keyword #:aliases
- #:init-value '())
-
;; Commands we can handle
(commands #:init-value '())
;; Commands we can handle by being something's container
(container-commands #:init-value '())
+
+ ;; Commands we can handle by being contained by something else
+ (contained-commands #:init-value '())
+
(message-handler
#:init-value
- (simple-dispatcher gameobj-actions)))
+ (simple-dispatcher gameobj-actions))
+
+ ;; 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...
+ (visible-to-player?
+ #:init-value (wrap-apply gameobj-visible-to-player?))
+
+ ;; Set this on self-destruct
+ ;; (checked by some "long running" game routines)
+ (destructed #:init-value #f))
;;; 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))))
+
+(define (gameobj-replace-step-occupants actor replace-reply)
+ (define occupants
+ (message-ref replace-reply 'occupants #f))
+ ;; Snarf all the occupants!
+ (display "replacing occupant\n")
+ (when occupants
+ (for-each
+ (lambda (occupant)
+ (<-wait actor 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))
+ (when replaces
+ (let ((replace-reply
+ (<-wait actor replaces 'assist-replace)))
+ (for-each
+ (lambda (replace-step)
+ (replace-step actor replace-reply))
+ replace-steps))))
+
+;; @@: This could be kind of a messy way of doing gameobj-act-init
+;; stuff. If only we had generic methods :(
+(define-mhandler (gameobj-act-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 (gameobj-goes-by gameobj)
+ "Find the name we go by. Defaults to #:name if nothing else provided."
+ (cond ((slot-ref gameobj 'goes-by) =>
+ identity)
+ ((slot-ref gameobj 'name) =>
+ (lambda (name)
+ (list name)))
+ (else '())))
+
+(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)))
+
+(define (val-or-run val-or-proc)
+ "Evaluate if a procedure, or just return otherwise"
+ (if (procedure? val-or-proc)
+ (val-or-proc)
+ val-or-proc))
+
+(define (filter-commands commands verb)
+ (filter
+ (lambda (cmd)
+ (equal? (command-verbs cmd)
+ verb))
+ commands))
+
(define-mhandler (gameobj-get-commands actor message verb)
- (<-reply actor message #:commands (slot-ref actor 'commands)))
+ "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
+ #:goes-by (gameobj-goes-by actor)))
(define-mhandler (gameobj-get-container-commands actor message verb)
- (<-reply actor message #:commands (slot-ref actor 'container-commands)))
+ "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-mhandler (gameobj-get-children actor message)
- (define children
- (hash-map->list (lambda (key val) key)
- (gameobj-children actor)))
+(define-mhandler (gameobj-get-contained-commands actor message verb)
+ "Get commands as being contained (eg inventory) of commanding gameobj"
+ (define filtered-commands
+ (filter-commands (val-or-run (slot-ref actor 'contained-commands))
+ verb))
+ (<-reply actor message
+ #:commands filtered-commands
+ #:goes-by (gameobj-goes-by actor)))
+(define-mhandler (gameobj-add-occupant! actor message 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)
+ "Remove an occupant from the room."
+ (hash-remove! (slot-ref actor 'occupants) who))
+
+(define* (gameobj-occupants gameobj #:key exclude)
+ (hash-fold
+ (lambda (occupant _ prev)
+ (define exclude-it?
+ (match exclude
+ ;; Empty list and #f are non-exclusion
+ (() #f)
+ (#f #f)
+ ;; 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))))
+ ;; Must be an individual address!
+ (_ (equal? occupant exclude))))
+ (if exclude-it?
+ prev
+ (cons occupant prev)))
+ '()
+ (slot-ref gameobj 'occupants)))
+
+(define-mhandler (gameobj-get-occupants actor message)
+ "Get all present occupants of the room."
+ (define exclude (message-ref message 'exclude #f))
+ (define occupants
+ (gameobj-occupants actor #:exclude exclude))
+
+ (<-reply actor message
+ #:occupants occupants))
+
+(define-mhandler (gameobj-act-get-loc actor message)
(<-reply actor message
- #:children children))
+ #:val (slot-ref actor 'loc)))
+
+(define (gameobj-set-loc! gameobj loc)
+ "Set the location of this object."
+ (define old-loc (gameobj-loc gameobj))
+ (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))))
+
+;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc?
+(define-mhandler (gameobj-act-set-loc! actor message loc)
+ "Action routine to set the location."
+ (gameobj-set-loc! actor loc))
+
+(define (slot-ref-maybe-runcheck gameobj slot whos-asking)
+ "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)
+ (slot-val-proc gameobj whos-asking))
+ (anything-else anything-else)))
+
+(define gameobj-get-name (simple-slot-getter 'name))
+
+(define-mhandler (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-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))
+
+(define-mhandler (gameobj-visible-name actor message whos-looking)
+ ;; Are we visible?
+ (define we-are-visible
+ ((slot-ref actor 'visible-to-player?) actor whos-looking))
+
+ (define name-to-return
+ (if we-are-visible
+ ;; Return our name
+ (match (slot-ref actor 'name)
+ ((? procedure? name-proc)
+ (name-proc actor whos-looking))
+ ((? string? name)
+ name)
+ (#f #f))
+ #f))
+ (<-reply actor 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)
+ "Action routine for self destruction"
+ (gameobj-self-destruct gameobj))
+
+;; Unless an actor has a tell message, we just ignore it
+(define gameobj-tell-no-op
+ (const 'no-op))
-(define-mhandler (gameobj-set-loc! player message id)
- (format #t "DEBUG: Location set to ~s for player ~s\n"
- id (actor-id-actor player))
- (set! (gameobj-loc player) id))
+(define (gameobj-replace-data-occupants actor)
+ "The general purpose list of replacement data"
+ (list #:occupants (hash-map->list (lambda (occupant _) occupant)
+ (slot-ref actor 'occupants))))
+(define (gameobj-replace-data* actor)
+ ;; For now, just call gameobj-replace-data-occupants.
+ ;; But there may be more in the future!
+ (gameobj-replace-data-occupants actor))
-(define (gameobj-simple-name-f gameobj)
- "Simplest version: return ourselves for our name."
- (gameobj-name 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)
+ "Vanilla method for assisting in self-replacement for live hacking"
+ (apply <-reply actor message
+ (gameobj-replace-data* actor)))
+\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? _)
+ (message-ref
+ (<-wait gameobj (slot-ref gameobj 'gm) 'lookup-special
+ #:symbol special-symbol)
+ 'val))
+ ;; if it's false, return nothing
+ ((#f #f))
+ ;; otherwise it's probably an address, return it as-is
+ (_ special-symbol)))