+(define* (gameobj-act-set-name! actor message val)
+ (slot-set! actor 'name val))
+
+(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 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))
+
+(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))
+
+ (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 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* (gameobj-act-self-destruct gameobj message #:key why)
+ "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 (gameobj-replace-data-occupants gameobj)
+ "The general purpose list of replacement data"
+ (list #:occupants (hash-map->list (lambda (occupant _) occupant)
+ (slot-ref gameobj 'occupants))))
+
+(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 gameobj))
+
+;; So sad that objects must assist in their replacement ;_;
+;; 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)))
+
+(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
+;;; ---------------------------
+
+(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? _)
+ (mbody-val (<-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
+ (_ 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 "."))))))
+
+(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))))
+ (pk 'here (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?
+ ((pk '1st (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...
+ ((pk 'objection (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 (pk 'txt `("You put " ,this-thing-name " in "
+ ,our-name ".")))
+ (<- player-loc 'tell-room
+ #:text `(,player-name " puts " ,this-thing-name " in "
+ ,our-name "."))))))