;;; Mudsync --- Live hackable MUD
-;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
+;;; Copyright © 2016 Christine Lemmer-Webber <cwebber@dustycloud.org>
;;;
;;; This file is part of Mudsync.
;;;
(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)
#: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
+ #:init-value #f)
;; Name of the room (@@: Should this be names?)
(name #:getter exit-name
#:init-keyword #:name)
(traverse-check #:init-value (const #t)
#:init-keyword #:traverse-check))
-(define* (exit-can-traverse? exit actor
- #:optional (target-actor (actor-id actor)))
- ((slot-ref exit 'traverse-check) exit actor target-actor))
+;; @@: Should we make whos-exiting optional? Would there ever be any
+;; reason?
+(define* (exit-can-traverse? exit room whos-exiting)
+ ((slot-ref exit 'traverse-check) exit room whos-exiting))
-(define* (exit-is-visible? exit actor
- #:optional (target-actor (actor-id actor)))
- ((slot-ref exit 'traverse-check) exit actor target-actor))
+(define* (exit-is-visible? exit room whos-exiting)
+ ((slot-ref exit 'visible-check) exit room whos-exiting))
\f
;;; Rooms
;;; =====
-(define %room-contain-commands
- (list
- (loose-direct-command "look" 'cmd-look-at)
- (empty-command "look" 'cmd-look-room)
- (loose-direct-command "go" 'cmd-go)))
+(define (exit-shorthand name)
+ (lambda (room message)
+ (room-cmd-go room message #:direct-obj name)))
;; TODO: Subclass from container?
(define-class <room> (<gameobj>)
#:init-keyword #:exits
#:getter room-exits)
- (container-commands
- #:init-value %room-contain-commands)
-
- (message-handler
+ (container-dom-commands
#:allocation #:each-subclass
- ;; @@: Can remove this indirection once things settle
- #:init-value (wrap-apply room-action-dispatch)))
-
-
-(define room-actions
- (build-actions
- ;; desc == description
- (wire-exits! (wrap-apply room-wire-exits!))
- (cmd-go (wrap-apply room-cmd-go))))
+ #:init-thunk
+ (build-commands
+ (("l" "look") ((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)))
+ ;; movement aliases
+ (("n" "north") ((empty-command go-north)))
+ (("ne" "northeast") ((empty-command go-northeast)))
+ (("e" "east") ((empty-command go-east)))
+ (("se" "southeast") ((empty-command go-southeast)))
+ (("s" "south") ((empty-command go-south)))
+ (("sw" "southwest") ((empty-command go-southwest)))
+ (("w" "west") ((empty-command go-west)))
+ (("nw" "northwest") ((empty-command go-northwest)))
+ (("u" "up") ((empty-command go-up)))
+ (("d" "down") ((empty-command go-down)))))
-(define room-actions*
- (append room-actions gameobj-actions))
-
-(define room-action-dispatch
- (simple-dispatcher room-actions*))
+ (container-sub-commands
+ #:allocation #:each-subclass
+ #:init-thunk
+ (build-commands
+ (("l" "look") ((loose-direct-command cmd-look-at-from-room)))))
+ (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-from-room room-look-dont-see-it)
+ (cmd-say room-cmd-say)
+ (cmd-emote room-cmd-emote)
+ ;; movement aliases
+ (go-north (exit-shorthand "north"))
+ (go-northeast (exit-shorthand "northeast"))
+ (go-east (exit-shorthand "east"))
+ (go-southeast (exit-shorthand "southeast"))
+ (go-south (exit-shorthand "south"))
+ (go-southwest (exit-shorthand "southwest"))
+ (go-west (exit-shorthand "west"))
+ (go-northwest (exit-shorthand "northwest"))
+ (go-up (exit-shorthand "up"))
+ (go-down (exit-shorthand "down")))))
-(define (room-wire-exits! room message)
- "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-room
- #:symbol (slot-ref exit 'to-symbol))
- 'room-id))
+(define common-exit-aliases
+ '(("n" . "north")
+ ("ne" . "northeast")
+ ("e" . "east")
+ ("se" . "southeast")
+ ("s" . "south")
+ ("sw" . "southwest")
+ ("w" . "west")
+ ("nw" . "northwest")
+ ("u" . "up")
+ ("d" . "down")))
- (slot-set! exit 'to-address new-exit))
+(define (dealias-exit-name exit-name)
+ (or (assoc-ref common-exit-aliases exit-name)
+ exit-name))
- (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))
+ (equal? (exit-name exit) (dealias-exit-name 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 (message-from message))
+ (define player-name
+ (mbody-val (<-wait player 'get-name)))
(cond
(exit
- (<-wait room (message-from message) 'set-loc!
- #:loc (slot-ref exit 'to-address))
- (<- room (message-from message) 'look-room))
+ (call-with-values (lambda ()
+ (exit-can-traverse? exit room player))
+ (lambda* (can-traverse? #:optional player-flavortext
+ room-flavortext)
+ (cond
+ ;; The exit itself objects to moving
+ ((not can-traverse?)
+ (<- player 'tell
+ #:text (or player-flavortext
+ `("You try to go " ,direct-obj " but something "
+ "seems to block you.")))
+ (when room-flavortext
+ (room-tell-room room room-flavortext
+ #:exclude player)))
+ ;; to-address points nowhere, or exit not set.
+ ((not exit)
+ (<- player 'tell
+ #:text '((i "Yikes!") " Something weird is going on. "
+ "It seems like this exit leads nowhere, "
+ "in a programming bug kind of way. "
+ "Maybe tell an administrator?")))
+ ;; looks like we can go, so let's go!
+ (else
+ ;; Set the player's new location
+ (<-wait player 'set-loc!
+ #:loc to-address)
+ (when player-flavortext
+ (<-wait player 'tell
+ #:text player-flavortext))
+ ;; Tell everyone else the person walked away
+ (room-tell-room
+ room (or room-flavortext
+ (format #f "~a wanders ~a.\n"
+ player-name direct-obj)))
+ (<- to-address 'announce-entrance
+ #:who-entered player)
+ ;; Have the new room update the player to the new location
+ (<- to-address 'look-room
+ #:to-id player))))))
(else
- (<- room (message-from message) 'tell
- #:text "I don't know where that is?\n"))))
+ (<- player 'tell
+ #:text "You don't see any way to go there.\n"))))
+
+(define (room-cmd-go-where room message)
+ (<- (message-from message) 'tell
+ #:text "Go where?\n"))
+
+;;; look commands
+
+(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 ,(gameobj-desc room))))
+
+ ;; 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)))))
+
+ ;; 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* (room-look-dont-see-it room message #:key direct-obj)
+ "In general, if we get to this point, we didn't find something to look at."
+ (<- (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))