(define-module (mudsync room)
#:use-module (mudsync command)
#:use-module (mudsync gameobj)
- #:use-module (8sync systems actors)
+ #:use-module (8sync actors)
#:use-module (8sync agenda)
#:use-module (oop goops)
#:use-module (srfi srfi-1)
- #:export (<room>
- room-actions
- room-actions*
-
- <exit>))
+ #:use-module (ice-9 control)
+ #:export (<room> <exit>))
\f
;;; Exits
;;; =====
(define-class <exit> ()
- ;; Used for wiring
- (to-symbol #:init-keyword #:to-symbol)
- ;; The actual address we use
- (to-address #:init-keyword #:address)
+ (to #:init-keyword #:to)
;; Name of the room (@@: Should this be names?)
(name #:getter exit-name
#:init-keyword #:name)
;;; Rooms
;;; =====
-(define %room-contain-commands
- (list
- (loose-direct-command "look" 'cmd-look-at)
- (empty-command "look" 'cmd-look-room)
- (empty-command "go" 'cmd-go-where)
- (loose-direct-command "go" 'cmd-go)))
-
-(define room-actions
- (build-actions
- ;; desc == description
- (init (wrap-apply room-init))
- (wire-exits! (wrap-apply room-wire-exits!))
- (cmd-go (wrap-apply room-cmd-go))
- (cmd-go-where (wrap-apply room-cmd-go-where))
- (look-room (wrap-apply room-look-room))
- ;; in this case the command is the same version as the normal
- ;; look-room version
- (cmd-look-room (wrap-apply room-look-room))))
-
-(define room-actions*
- (append room-actions gameobj-actions))
-
-(define room-action-dispatch
- (simple-dispatcher room-actions*))
-
;; TODO: Subclass from container?
(define-class <room> (<gameobj>)
;; A list of <exit>
#:getter room-exits)
(container-commands
- #:init-value (wrap %room-contain-commands))
-
- (message-handler
#:allocation #:each-subclass
- ;; @@: Can remove this indirection once things settle
- #:init-value (wrap-apply room-action-dispatch)))
-
-(define (room-init room message)
- (room-wire-exits! room))
-
-(define (room-wire-exits! room)
- "Actually hook up the rooms' exit addresses to the rooms they
-claim to point to."
- (for-each
- (lambda (exit)
- (define new-exit
- (message-ref
- (<-wait room (gameobj-gm room) 'lookup-special
- #:symbol (slot-ref exit 'to-symbol))
- 'room-id))
+ #:init-thunk
+ (build-commands
+ ("look" ((loose-direct-command cmd-look-at)
+ (empty-command cmd-look-room)))
+ ("go" ((empty-command cmd-go-where)
+ (loose-direct-command cmd-go)))
+ (("say" "\"" "'") ((greedy-command cmd-say)))
+ (("emote" "/me") ((greedy-command cmd-emote)))))
- (slot-set! exit 'to-address new-exit))
+ (actions #:allocation #:each-subclass
+ #:init-thunk
+ (build-actions
+ (cmd-go room-cmd-go)
+ (cmd-go-where room-cmd-go-where)
+ (announce-entrance room-announce-entrance)
+ (look-room room-look-room)
+ (tell-room room-act-tell-room)
+ ;; in this case the command is the same version as the normal
+ ;; look-room version
+ (cmd-look-room room-look-room)
+ (cmd-look-at room-look-at)
+ (cmd-say room-cmd-say)
+ (cmd-emote room-cmd-emote))))
- (room-exits room)))
-
-(define-mhandler (room-cmd-go room message direct-obj)
+(define* (room-cmd-go room message #:key direct-obj)
(define exit
(find
(lambda (exit)
(equal? (exit-name exit) direct-obj))
(room-exits room)))
+ (define to-address (if exit
+ ;; Get the exit, but resolve it dynamically
+ ;; in case it's a special
+ (dyn-ref room (slot-ref exit 'to))
+ #f))
+ (define player-name
+ (mbody-val (<-wait (message-from message) 'get-name)))
(cond
(exit
;; Set the player's new location
- (<-wait room (message-from message) 'set-loc!
- #:loc (slot-ref exit 'to-address))
+ (<-wait (message-from message) 'set-loc!
+ #:loc to-address)
+ ;; Tell everyone else the person walked away
+ (room-tell-room
+ room
+ (format #f "~a wanders ~a.\n"
+ player-name direct-obj))
+ (<- to-address 'announce-entrance
+ #:who-entered (message-from message))
;; Have the new room update the player to the new location
- (<- room (slot-ref exit 'to-address) 'look-room
+ (<- to-address 'look-room
#:to-id (message-from message)))
(else
- (<- room (message-from message) 'tell
+ (<- (message-from message) 'tell
#:text "You don't see any way to go there.\n"))))
-(define-mhandler (room-cmd-go-where room message)
- (<- room (message-from message) 'tell
+(define (room-cmd-go-where room message)
+ (<- (message-from message) 'tell
#:text "Go where?\n"))
;;; look commands
-(define (list-words-as-string words)
- "A little utility for listing a bunch of words in an English-style list"
- ;; TODO: This could be made faster by traversing the O(n)
- ;; list once, not twice
- (let ((word-length (length words)))
- (cond
- ((eqv? word-length 0) "")
- ((eqv? word-length 1) (car words))
- (else
- ;; TODO: and this is NOT efficient
- (string-append
- (string-join
- (drop-right words 1)
- ", ")
- " and "
- (last words))))))
-
(define (room-player-looks-around room player-id)
"Handle looking around the room"
;; Get the room text
(define room-text
- (format #f "**~a**\n~a\n"
- (slot-ref room 'name)
- (slot-ref room 'desc)))
+ `((strong "=> " ,(slot-ref room 'name) " <=")
+ (p ,(slot-ref room 'desc))))
;; Get a list of other things the player would see in the room
(define occupant-names-all
(map
(lambda (occupant)
- (message-ref
- (<-wait room occupant 'visible-name
- #:whos-looking player-id)
- 'text))
+ (call-with-message (<-wait occupant 'visible-name
+ #:whos-looking player-id)
+ (lambda* (_ #:key text)
+ text)))
(remove
(lambda (x) (equal? x player-id))
(hash-map->list (lambda (x _) x)
(if (eq? occupant-names-filtered '())
#f
(format #f "You see here: ~a.\n"
- (list-words-as-string occupant-names-filtered))))
+ (string-join occupant-names-filtered
+ ", "))))
(define final-text
(if occupant-names-string
- (string-append room-text occupant-names-string)
+ `(,@room-text
+ (p (em ,occupant-names-string)))
room-text))
- (<- room player-id 'tell
+ (<- player-id 'tell
#:text final-text))
-(define-mhandler (room-look-room room message)
+(define* (room-look-room room message
+ ;; Either send it to the #:to-id of the message,
+ ;; or to the sender of the message
+ #:key (to-id (message-from message)))
"Command: Player asks to look around the room"
- (room-player-looks-around
- room
- ;; Either send it to the #:to-id of the message, or to the
- ;; sender of the message
- (message-ref message 'to-id
- (message-from message))))
+ (room-player-looks-around room to-id))
+
+(define (room-find-thing-called room called-this)
+ "Find something called CALLED-THIS in the room, if any."
+ (call/ec
+ (lambda (return)
+ (for-each
+ (lambda (occupant)
+ (mbody-receive (_ #:key goes-by)
+ (<-wait occupant 'goes-by)
+ (if (member called-this goes-by)
+ (return occupant))))
+ (hash-map->list (lambda (key val) key)
+ (slot-ref room 'occupants)))
+ #f)))
+
+(define %formless-desc
+ "You don't see anything special.")
+
+(define* (room-look-at room message #:key direct-obj)
+ "Look at a specific object in the room."
+ (define matching-object
+ (room-find-thing-called room direct-obj))
+
+ (cond
+ (matching-object
+ (let ((obj-desc
+ (mbody-val (<-wait matching-object 'get-desc
+ #:whos-looking (message-from message)))))
+ (if obj-desc
+ (<- (message-from message) 'tell #:text obj-desc)
+ (<- (message-from message) 'tell #:text %formless-desc))))
+ (else
+ (<- (message-from message) 'tell
+ #:text "You don't see that here, so you can't look at it.\n"))))
+
+
+(define* (room-tell-room room text #:key exclude wait)
+ (define who-to-tell (gameobj-occupants room #:exclude exclude))
+ (for-each
+ (lambda (tell-me)
+ ;; @@: Does anything really care?
+ (define deliver-method
+ (if wait
+ <-wait
+ <-))
+ (deliver-method tell-me 'tell
+ #:text text))
+ who-to-tell))
+
+(define* (room-act-tell-room room message #:key text exclude wait)
+ "Tell the room some messages."
+ (room-tell-room room text
+ #:exclude exclude
+ #:wait wait))
+
+(define* (room-cmd-say room message #:key phrase)
+ "Command: Say something to room participants."
+ (define player-name
+ (mbody-val (<-wait (message-from message) 'get-name)))
+ (define message-to-send
+ `((b "<" ,player-name ">") " " ,phrase))
+ (room-tell-room room message-to-send))
+
+(define* (room-cmd-emote room message #:key phrase)
+ "Command: Say something to room participants."
+ (define player-name
+ (mbody-val (<-wait (message-from message) 'get-name)))
+ (define message-to-send
+ `((b "* " ,player-name) " " ,phrase))
+ (room-tell-room room message-to-send))
+
+(define* (room-announce-entrance room message #:key who-entered)
+ (define player-name
+ (mbody-val (<-wait who-entered 'get-name)))
+ (define message-to-send
+ (format #f "~a enters the room.\n" player-name))
+ (room-tell-room room message-to-send
+ #:exclude who-entered))