;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
(define-module (mudsync room)
+ #:use-module (mudsync command)
#:use-module (mudsync gameobj)
- #:use-module (8sync systems actors)
+ #:use-module (mudsync utils)
+ #:use-module (8sync actors)
#:use-module (8sync agenda)
#:use-module (oop goops)
- #:export (<room>
- room-actions
- room-actions*
+ #:use-module (srfi srfi-1)
+ #:use-module (ice-9 control)
+ #:export (<room> <exit>))
- <exit>))
-
-;;; Rooms
+\f
+;;; Exits
;;; =====
(define-class <exit> ()
- ;; Used for wiring
- (to-symbol #:accessor exit-to-symbol
- #:init-keyword #:to-symbol)
- ;; The actual address we use
- (to-address #:accessor exit-to-address
- #:init-keyword #:address)
+ (to #:init-keyword #:to)
;; Name of the room (@@: Should this be names?)
- (name #:accessor exit-name
+ (name #:getter exit-name
#:init-keyword #:name)
- (desc #:accessor exit-desc
- #:init-keyword #:desc)
+ (desc #:init-keyword #:desc
+ #:init-value #f)
;; *Note*: These two methods have an extra layer of indirection, but
;; it's for a good reason.
((slot-ref exit 'traverse-check) exit actor target-actor))
-;; Kind of a useful utility, maybe?
-(define (simple-slot-getter slot)
- (lambda (actor message)
- (reply-message actor message
- #:val (slot-ref actor slot))))
-
-(define always (const #t))
-
-;; TODO: remove hack
-(define full-command list)
-
-;; TODO: fill these in
-(define cmatch-just-verb #f)
-(define cmatch-direct-verb #f)
-(define cmatch-direct-obj #f)
-
-(define %room-contain-commands
- (list
- (full-command "look" cmatch-just-verb always 'look-room)
- (full-command "look" cmatch-direct-obj always 'look-member)
- (full-command "go" cmatch-just-verb always 'go-where)
- (full-command "go" cmatch-direct-obj always 'go-exit)))
-
+\f
+;;; Rooms
+;;; =====
;; TODO: Subclass from container?
(define-class <room> (<gameobj>)
;; A list of <exit>
(exits #:init-value '()
+ #:init-keyword #:exits
#:getter room-exits)
- (contain-commands
- #:init-value %room-contain-commands)
-
- (message-handler
+ (container-commands
#:allocation #:each-subclass
- ;; @@: Can remove this indirection once things settle
- #:init-value (wrap-apply room-action-dispatch)))
+ #: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)))))
+
+ (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))))
+(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 (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
+ (<- to-address 'look-room
+ #:to-id (message-from message)))
+ (else
+ (<- (message-from message) 'tell
+ #:text "You don't see any way to go there.\n"))))
-(define room-actions
- (build-actions
- ;; desc == description
- (wire-exits! (wrap-apply room-wire-exits!))))
+(define (room-cmd-go-where room message)
+ (<- (message-from message) 'tell
+ #:text "Go where?\n"))
-(define room-actions*
- (append room-actions gameobj-actions))
+;;; look commands
-(define room-action-dispatch
- (simple-dispatcher room-actions*))
+(define (room-player-looks-around room player-id)
+ "Handle looking around the room"
+ ;; Get the room text
+ (define room-text
+ `((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)
+ (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)
+ (slot-ref room 'occupants)))))
-(define (room-wire-exits! room message)
- "Actually hook up the rooms' exit addresses to the rooms they
-claim to point to."
+ ;; Strip out the #f responses (these aren't listed because they lack a name
+ ;; or they aren't "obviously visible" to the player)
+ (define occupant-names-filtered
+ (filter identity occupant-names-all))
+
+ (define occupant-names-string
+ (if (eq? occupant-names-filtered '())
+ #f
+ (format #f "You see here: ~a.\n"
+ (string-join occupant-names-filtered
+ ", "))))
+
+ (define final-text
+ (if occupant-names-string
+ `(,@room-text
+ (p (em ,occupant-names-string)))
+ room-text))
+
+ (<- player-id 'tell
+ #:text final-text))
+
+
+(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 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)
+ (define goes-by (mbody-val (<-wait occupant 'goes-by)))
+ (if (ci-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 (exit)
- (define new-exit
- (<-wait room (gameobj-gm room) 'lookup-room
- #:symbol (exit-to-symbol exit)))
+ (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))
- (set! (exit-to-address exit) new-exit))
+(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))
- (room-exits room)))
+(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))