(define-module (mudsync gameobj)
#:use-module (mudsync command)
#:use-module (mudsync utils)
+ #:use-module (mudsync receive-star)
#:use-module (8sync actors)
#:use-module (8sync agenda)
#:use-module (8sync rmeta-slot)
#:use-module (oop goops)
#:export (<gameobj>
+ create-gameobj
gameobj-loc
gameobj-gm
+ gameobj-desc
gameobj-act-init
gameobj-set-loc!
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
;;; =======
+(define build-props build-rmeta-slot)
;;; *all* game components that talk to players should somehow
;;; derive from this class.
;; Commands we can handle
(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" "on"))))))
+ '("in" "inside" "into" "on"))))))
;; Commands we can handle by being something's container
;; dominant version (goes before everything)
(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!
;; 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)
+ (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 (wrap-rmeta-slot).
+ ;; #: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-rmeta-slot '()))
+ #:init-thunk (build-props '()))
;; Most objects are generally visible by default
(invisible? #:init-value #f
(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
+ #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)
;;; 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 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 (slot-ref actor slot))))
+ (slot-ref actor slot)))
(define (gameobj-replace-step-occupants actor occupants)
;; Snarf all the occupants!
(define (run-replacement actor replaces replace-steps)
(when replaces
- (mbody-receive (_ #:key occupants)
- (<-wait replaces 'assist-replace)
- (for-each
- (lambda (replace-step)
- (replace-step actor occupants))
- replace-steps))))
-
+ (call-with-values
+ (lambda ()
+ (<-wait replaces 'assist-replace))
+ (lambda* (#:key occupants)
+ (for-each
+ (lambda (replace-step)
+ (replace-step actor occupants))
+ 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)
- (hashq-set! props key value))
- (rmeta-slot-table (class-slot-ref class 'initial-props))))
+ (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
(gameobj-setup-props actor)
(run-replacement actor replace gameobj-replace-steps*))
-(define* (gameobj-get-prop actor key #:optional dflt)
+(define* (gameobj-get-prop gameobj key #:optional dflt)
(hashq-ref (slot-ref gameobj 'props) key dflt))
-(define* (gameobj-set-prop! actor key val)
+(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)
(define (gameobj-act-goes-by actor message)
"Reply to a message requesting what we go by."
- (<-reply message (gameobj-goes-by actor)))
+ (gameobj-goes-by actor))
(define (val-or-run val-or-proc)
"Evaluate if a procedure, or just return otherwise"
"Get commands a co-occupant of the room might execute for VERB"
(define candidate-commands
(get-candidate-commands actor 'commands verb))
- (<-reply message
- #:commands candidate-commands
- #:goes-by (gameobj-goes-by actor)))
+ (values #:commands candidate-commands
+ #:goes-by (gameobj-goes-by actor)))
(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))
+ (values #: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))
+ (values #: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)))
+ (values #:commands candidate-commands
+ #:goes-by (gameobj-goes-by actor)))
(define* (gameobj-add-occupant! actor message #:key who)
"Add an actor to our list of present occupants"
(define* (gameobj-get-occupants actor message #:key exclude)
"Get all present occupants of the room."
- (define occupants
- (gameobj-occupants actor #:exclude exclude))
- (<-reply message occupants))
+ (gameobj-occupants actor #:exclude exclude))
(define (gameobj-act-get-loc actor message)
- (<-reply message (slot-ref actor 'loc)))
+ (slot-ref actor 'loc))
(define (gameobj-set-loc! gameobj loc)
"Set the location of this object."
(define* (gameobj-act-set-name! actor message val)
(slot-set! actor 'name val))
-(define* (gameobj-desc actor #:key whos-looking)
- (match (slot-ref actor 'desc)
+(define* (gameobj-desc gameobj #:key whos-looking)
+ (match (slot-ref gameobj 'desc)
((? procedure? desc-proc)
- (desc-proc actor whos-looking))
+ (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)))
+ (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.
name)
(#f #f))
#f))
- (<-reply message #:text name-to-return))
+ (values #:text name-to-return))
(define (gameobj-self-destruct gameobj)
"General gameobj self destruction routine"
;; But that's life in a live hacked game!
(define (gameobj-act-assist-replace gameobj message)
"Vanilla method for assisting in self-replacement for live hacking"
- (apply <-reply message
- (gameobj-replace-data* gameobj)))
+ (apply values (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))))
+ (lambda args 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))))
+ (lambda args args)))
\f
;;; Utilities every gameobj has
(match special-symbol
;; if it's a symbol, look it up dynamically
((? symbol? _)
- (mbody-val (<-wait (slot-ref gameobj 'gm) 'lookup-special
- #:symbol special-symbol)))
+ ;; TODO: If we get back an #f at this point, should we throw
+ ;; an error? Obviously #f is okay, but maybe not if
+ (<-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
;;; 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)))
+ (<-wait player 'get-name))
(define player-loc
- (mbody-val (<-wait player 'get-loc)))
+ (<-wait player 'get-loc))
(define our-name (slot-ref gameobj 'name))
(define self-should-take
(slot-ref-maybe-runcheck gameobj 'take-me? player))
#:key direct-obj
(player (message-from message)))
(define player-name
- (mbody-val (<-wait player 'get-name)))
+ (<-wait player 'get-name))
(define player-loc
- (mbody-val (<-wait player 'get-loc)))
+ (<-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?
+
+ (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