#:use-module (mudsync command)
#:use-module (8sync actors)
#:use-module (8sync agenda)
+ #:use-module (8sync rmeta-slot)
#:use-module (srfi srfi-1)
+ #:use-module (ice-9 control)
#:use-module (ice-9 format)
#:use-module (ice-9 match)
#:use-module (oop goops)
;; game master id
(gm #:init-keyword #:gm
#:getter gameobj-gm)
+
;; a name to be known by
(name #:init-keyword #:name
#:init-value #f)
#:init-keyword #:desc)
;; Commands we can handle
- (commands #:init-value '())
+ (commands #:allocation #:each-subclass
+ #:init-thunk (build-commands
+ ("take" ((direct-command cmd-take)
+ (prep-indir-command cmd-take-from
+ '("from" "out of"))))
+ ("put" ((prep-indir-command cmd-put-in
+ '("in" "inside" "on"))))))
;; Commands we can handle by being something's container
- (container-commands #:init-value '())
+ (container-commands #:allocation #:each-subclass
+ #:init-thunk (build-commands))
;; Commands we can handle by being contained by something else
- (contained-commands #:init-value '())
+ (contained-commands #:allocation #:each-subclass
+ #:init-thunk
+ (build-commands
+ ("drop" ((direct-command cmd-drop #:obvious? #f)))))
;; Most objects are generally visible by default
(generally-visible #:init-value #t
(visible-to-player?
#:init-value (wrap-apply gameobj-visible-to-player?))
+ ;; Can be a boolean or a procedure accepting
+ ;; (gameobj whos-acting #:key from)
+ (take-me? #:init-value #f
+ #:init-keyword #:take-me?)
+ ;; Can be a boolean or a procedure accepting
+ ;; (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
;; (checked by some "long running" game routines)
(destructed #:init-value #f)
(actions #:allocation #:each-subclass
;;; Actions supported by all gameobj
- #:init-value
+ #:init-thunk
(build-actions
(init gameobj-act-init)
;; Commands for co-occupants
(get-container-commands gameobj-get-container-commands)
;; Commands for inventory items, etc (occupants of the gameobj commanding)
(get-contained-commands gameobj-get-contained-commands)
+
(get-occupants gameobj-get-occupants)
(add-occupant! gameobj-add-occupant!)
(remove-occupant! gameobj-remove-occupant!)
(visible-name gameobj-visible-name)
(self-destruct gameobj-act-self-destruct)
(tell gameobj-tell-no-op)
- (assist-replace gameobj-act-assist-replace))))
+ (assist-replace gameobj-act-assist-replace)
+ (ok-to-drop-here? (lambda (gameobj message . _)
+ (<-reply message #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-take cmd-take)
+ (cmd-take-from cmd-take-from)
+ (cmd-put-in cmd-put-in)
+ (cmd-drop cmd-drop))))
;;; gameobj message handlers
(val-or-proc)
val-or-proc))
-(define (filter-commands commands verb)
- (filter
- (lambda (cmd)
- (equal? (command-verbs cmd)
- verb))
- commands))
+(define (get-candidate-commands actor rmeta-sym verb)
+ (class-rmeta-ref (class-of actor) rmeta-sym verb
+ #:dflt '()))
(define* (gameobj-get-commands actor message #:key verb)
"Get commands a co-occupant of the room might execute for VERB"
- (define filtered-commands
- (filter-commands (val-or-run (slot-ref actor 'commands))
- verb))
+ (define candidate-commands
+ (get-candidate-commands actor 'commands verb))
(<-reply message
- #:commands filtered-commands
+ #: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 filtered-commands
- (filter-commands (val-or-run (slot-ref actor 'container-commands))
- verb))
- (<-reply message #:commands filtered-commands))
+ (define candidate-commands
+ (get-candidate-commands actor 'container-commands verb))
+ (<-reply message #:commands candidate-commands))
(define* (gameobj-get-contained-commands actor message #:key verb)
"Get commands as being contained (eg inventory) of commanding gameobj"
- (define filtered-commands
- (filter-commands (val-or-run (slot-ref actor 'contained-commands))
- verb))
+ (define candidate-commands
+ (get-candidate-commands actor 'contained-commands verb))
(<-reply message
- #:commands filtered-commands
+ #:commands candidate-commands
#:goes-by (gameobj-goes-by actor)))
(define* (gameobj-add-occupant! actor message #:key who)
"Get all present occupants of the room."
(define occupants
(gameobj-occupants actor #:exclude exclude))
-
- (<-reply message #:occupants occupants))
+ (<-reply message occupants))
(define (gameobj-act-get-loc actor message)
(<-reply message (slot-ref actor 'loc)))
"Action routine to set the location."
(gameobj-set-loc! actor loc))
-(define (slot-ref-maybe-runcheck gameobj slot whos-asking)
+(define (slot-ref-maybe-runcheck gameobj slot whos-asking . other-args)
"Do a slot-ref on gameobj, evaluating it including ourselves
and whos-asking, and see if we should just return it or run it."
(match (slot-ref gameobj slot)
((? procedure? slot-val-proc)
- (slot-val-proc gameobj whos-asking))
+ (apply slot-val-proc gameobj whos-asking other-args))
(anything-else anything-else)))
(define gameobj-get-name (simple-slot-getter 'name))
(define gameobj-tell-no-op
(const 'no-op))
-(define (gameobj-replace-data-occupants actor)
+(define (gameobj-replace-data-occupants gameobj)
"The general purpose list of replacement data"
(list #:occupants (hash-map->list (lambda (occupant _) occupant)
- (slot-ref actor 'occupants))))
+ (slot-ref gameobj 'occupants))))
-(define (gameobj-replace-data* actor)
+(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 actor))
+ (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 actor message)
+(define (gameobj-act-assist-replace gameobj message)
"Vanilla method for assisting in self-replacement for live hacking"
(apply <-reply message
- (gameobj-replace-data* actor)))
+ (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
(#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 "."))))))