(define-module (mudsync gameobj)
#:use-module (mudsync command)
+ #:use-module (mudsync utils)
#: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
- dyn-ref))
+ 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.
(desc #:init-value #f
#:init-keyword #:desc)
+ ;; @@: Maybe commands should be renamed to verbs, I dunno
;; 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
- (container-commands #:allocation #:each-subclass
- #:init-thunk (build-commands))
+ ;; dominant version (goes before everything)
+ (container-dom-commands #:allocation #:each-subclass
+ #:init-thunk (build-commands))
+ ;; subordinate version (goes after everything)
+ (container-sub-commands #:allocation #:each-subclass
+ #:init-thunk (build-commands))
;; Commands we can handle by being contained by something else
(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!
+ ;; These are flags, etc etc of various types. This is a hashq table.
+ ;; These have upsides and downsides, but the big upside is that you can
+ ;; query a "prop" of a prospective gameobj without knowing what type of
+ ;; gameobj that is, and not fear some kind of breakage.
+ ;;
+ ;; 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
+ #: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 (build-props) for the
+ ;; #:init-thunk.
+ ;; The vanilla gameobj has no props, on purpose.
+ (initial-props #:allocation #:each-subclass
+ #:init-thunk (build-props '()))
+
;; Most objects are generally visible by default
(invisible? #:init-value #f
#:init-keyword #:invisible?)
;; (gameobj whos-acting where)
(drop-me? #:init-value #t
#:init-keyword #:drop-me?)
- ;; Can be a boolean or a procedure accepting
- ;; (gameobj whos-acting take-what)
- (take-from-me? #:init-value #f
- #:init-keyword #:take-from-me?)
- ;; Can be a boolean or a procedure accepting
- ;; (gameobj whos-acting put-what)
- (put-in-me? #:init-value #f
- #:init-keyword #:put-in-me?)
;; TODO: Remove this and use actor-alive? instead.
;; Set this on self-destruct
;; Commands for co-occupants
(get-commands gameobj-get-commands)
;; Commands for participants in a room
- (get-container-commands gameobj-get-container-commands)
+ (get-container-dom-commands gameobj-get-container-dom-commands)
+ (get-container-sub-commands gameobj-get-container-sub-commands)
;; Commands for inventory items, etc (occupants of the gameobj commanding)
(get-contained-commands gameobj-get-contained-commands)
(get-name gameobj-get-name)
(set-name! gameobj-act-set-name!)
(get-desc gameobj-get-desc)
+ (get-prop gameobj-act-get-prop)
(goes-by gameobj-act-goes-by)
(visible-name gameobj-visible-name)
(self-destruct gameobj-act-self-destruct)
(ok-to-be-put-in? gameobj-ok-to-be-put-in)
;; Common commands
+ (cmd-look-at cmd-look-at)
(cmd-take cmd-take)
- (cmd-take-from cmd-take-from)
- (cmd-put-in cmd-put-in)
- (cmd-drop cmd-drop))))
+ (cmd-drop cmd-drop)
+ (cmd-take-from cmd-take-from-no-op)
+ (cmd-put-in cmd-put-in-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 (%current-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)
(replace-step actor occupants))
replace-steps))))
-;; @@: This could be kind of a messy way of doing gameobj-act-init
-;; stuff. If only we had generic methods :(
+(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)
+ (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
+;; what I'm pretty sure is O(n) dispatch in GOOPS...
(define* (gameobj-act-init actor message #:key replace)
- "Your most basic game object init procedure.
-Assists in its replacement of occupants if necessary and nothing else."
+ "Your most basic game object init procedure."
+ (gameobj-setup-props actor)
(run-replacement actor replace gameobj-replace-steps*))
+(define* (gameobj-get-prop gameobj key #:optional dflt)
+ (hashq-ref (slot-ref gameobj 'props) key dflt))
+
+(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)
+ (<-reply message (gameobj-get-prop actor key dflt)))
+
(define (gameobj-goes-by gameobj)
"Find the name we go by. Defaults to #:name if nothing else provided."
(cond ((slot-ref gameobj 'goes-by) =>
(define (gameobj-act-goes-by actor message)
"Reply to a message requesting what we go by."
- (<-reply message #:goes-by (gameobj-goes-by actor)))
+ (<-reply message (gameobj-goes-by actor)))
(define (val-or-run val-or-proc)
"Evaluate if a procedure, or just return otherwise"
#:commands candidate-commands
#:goes-by (gameobj-goes-by actor)))
-(define* (gameobj-get-container-commands actor message #:key verb)
- "Get commands as the container / room of message's sender"
+(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-commands verb))
+ (get-candidate-commands actor 'container-dom-commands verb))
+ (<-reply message #: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))
(define* (gameobj-get-contained-commands actor message #:key verb)
(define* (gameobj-act-set-name! actor message val)
(slot-set! actor 'name val))
+(define* (gameobj-desc gameobj #:key whos-looking)
+ (match (slot-ref gameobj 'desc)
+ ((? procedure? desc-proc)
+ (desc-proc gameobj whos-looking))
+ (desc desc)))
+
(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))
+ "This is the action equivalent of the gameobj-desc getter"
+ (<-reply message (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.
(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)))
+ (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))))
(define (gameobj-ok-to-be-put-in gameobj message whos-acting where)
- (<-reply message (slot-ref-maybe-runcheck gameobj 'drop-me?
- 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))))
\f
;;; Utilities every gameobj has
(match special-symbol
;; if it's a symbol, look it up dynamically
((? symbol? _)
+ ;; TODO: If we get back an #f at this point, should we throw
+ ;; an error? Obviously #f is okay, but maybe not if
(mbody-val (<-wait (slot-ref gameobj 'gm) 'lookup-special
#:symbol special-symbol)))
;; if it's false, return nothing
;;; Basic actions
;;; -------------
-(define* (cmd-take gameobj message #:key direct-obj)
- (define player (message-from message))
+(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)))
(define player-loc
(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))
+ (call-with-values (lambda ()
+ (slot-ref-maybe-runcheck gameobj 'take-me? player))
+ (lambda* (self-should-take #:key (why-not
+ `("It doesn't seem like you can take "
+ ,our-name ".")))
+ (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 why-not)))))
+
+(define* (cmd-drop gameobj message
+ #:key direct-obj
+ (player (message-from message)))
(define player-name
(mbody-val (<-wait player 'get-name)))
(define player-loc
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 ".")
- #:exclude player)))))
-
-(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))))
- (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?
- ((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...
- ((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 `("You put " ,this-thing-name " in "
- ,our-name "."))
- (<- player-loc 'tell-room
- #:text `(,player-name " puts " ,this-thing-name " in "
- ,our-name ".")
- #:exclude player)))))
+(define* (cmd-take-from-no-op gameobj message
+ #:key direct-obj indir-obj preposition
+ (player (message-from message)))
+ (<- player 'tell
+ #:text `("It doesn't seem like you can take anything "
+ ,preposition " "
+ ,(slot-ref gameobj 'name) ".")))
+
+(define* (cmd-put-in-no-op gameobj message
+ #:key direct-obj indir-obj preposition
+ (player (message-from message)))
+ (<- player 'tell
+ #:text `("It doesn't seem like you can put anything "
+ ,preposition " "
+ ,(slot-ref gameobj 'name) ".")))