X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;ds=sidebyside;f=mudsync%2Froom.scm;h=c4305233672755dad1f35c50057de342ec40ae33;hb=7eb469aad2ae78746d6b5c9f9b4995d99a40ee48;hp=09ebdcbc0db8531802edf22e6e56d69ea702befa;hpb=060a48dce227e8c53e007941cc673b494ca36024;p=mudsync.git
diff --git a/mudsync/room.scm b/mudsync/room.scm
index 09ebdcb..c430523 100644
--- a/mudsync/room.scm
+++ b/mudsync/room.scm
@@ -17,31 +17,30 @@
;;; along with Mudsync. If not, see .
(define-module (mudsync room)
+ #:use-module (mudsync command)
#:use-module (mudsync gameobj)
#:use-module (8sync systems actors)
#:use-module (8sync agenda)
#:use-module (oop goops)
+ #:use-module (srfi srfi-1)
+ #:use-module (ice-9 control)
#:export (
room-actions
room-actions*
))
-;;; Rooms
+
+;;; Exits
;;; =====
(define-class ()
- ;; 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.
@@ -60,67 +59,244 @@
((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)
+
+;;; Rooms
+;;; =====
(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)))
+ (loose-direct-command "look" 'cmd-look-at)
+ (empty-command "look" 'cmd-look-room)
+ (empty-command "go" 'cmd-go-where)
+ (loose-direct-command "go" 'cmd-go)
+ (greedy-command "say" 'cmd-say)
+ (greedy-command "emote" 'cmd-emote)))
+
+(define room-actions
+ (build-actions
+ (cmd-go (wrap-apply room-cmd-go))
+ (cmd-go-where (wrap-apply room-cmd-go-where))
+ (announce-entrance (wrap-apply room-announce-entrance))
+ (look-room (wrap-apply room-look-room))
+ (tell-room (wrap-apply room-act-tell-room))
+ ;; in this case the command is the same version as the normal
+ ;; look-room version
+ (cmd-look-room (wrap-apply room-look-room))
+ (cmd-look-at (wrap-apply room-look-at))
+ (cmd-say (wrap-apply room-cmd-say))
+ (cmd-emote (wrap-apply room-cmd-emote))))
+
+(define room-actions*
+ (append room-actions gameobj-actions))
+(define room-action-dispatch
+ (simple-dispatcher room-actions*))
;; TODO: Subclass from container?
(define-class ()
;; A list of
(exits #:init-value '()
+ #:init-keyword #:exits
#:getter room-exits)
- (contain-commands
- #:init-value %room-contain-commands)
+ (container-commands
+ #:init-value (wrap %room-contain-commands))
(message-handler
#:allocation #:each-subclass
;; @@: Can remove this indirection once things settle
#:init-value (wrap-apply room-action-dispatch)))
+(define-mhandler (room-cmd-go room message 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
+ (message-ref (<-wait room (message-from message)
+ 'get-name) 'val))
+ (cond
+ (exit
+ ;; Set the player's new location
+ (<-wait room (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))
+ (<- room to-address 'announce-entrance
+ #:who-entered (message-from message))
+ ;; Have the new room update the player to the new location
+ (<- room to-address 'look-room
+ #:to-id (message-from message)))
+ (else
+ (<- room (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-mhandler (room-cmd-go-where room message)
+ (<- room (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 (list-words-as-string words)
+ "A little utility for listing a bunch of words in an English-style list"
+ ;; TODO: This could be made faster by traversing the O(n)
+ ;; list once, not twice
+ (let ((word-length (length words)))
+ (cond
+ ((eqv? word-length 0) "")
+ ((eqv? word-length 1) (car words))
+ (else
+ ;; TODO: and this is NOT efficient
+ (string-append
+ (string-join
+ (drop-right words 1)
+ ", ")
+ " and "
+ (last words))))))
+
+(define (room-player-looks-around room player-id)
+ "Handle looking around the room"
+ ;; Get the room text
+ (define room-text
+ (format #f "**~a**\n~a\n"
+ (slot-ref room 'name)
+ (slot-ref room 'desc)))
+
+ ;; Get a list of other things the player would see in the room
+ (define occupant-names-all
+ (map
+ (lambda (occupant)
+ (message-ref
+ (<-wait room occupant 'visible-name
+ #:whos-looking player-id)
+ '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"
+ (list-words-as-string occupant-names-filtered))))
+ (define final-text
+ (if occupant-names-string
+ (string-append room-text occupant-names-string)
+ room-text))
+
+ (<- room player-id 'tell
+ #:text final-text))
-(define (room-wire-exits! room message)
- "Actually hook up the rooms' exit addresses to the rooms they
-claim to point to."
+
+(define-mhandler (room-look-room room message)
+ "Command: Player asks to look around the room"
+ (room-player-looks-around
+ room
+ ;; Either send it to the #:to-id of the message, or to the
+ ;; sender of the message
+ (message-ref message 'to-id
+ (message-from message))))
+
+(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
+ (message-ref (<-wait room occupant 'goes-by)
+ 'goes-by #f))
+ (if (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-mhandler (room-look-at room message 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
+ (message-ref
+ (<-wait room matching-object 'get-desc
+ #:whos-looking (message-from message))
+ 'val)))
+ (if obj-desc
+ (<- room (message-from message) 'tell
+ #:text (string-append obj-desc "\n"))
+ (<- room (message-from message) 'tell
+ #:text (string-append %formless-desc "\n")))))
+ (else
+ (<- room (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 room tell-me 'tell
+ #:text text))
+ who-to-tell))
+
+(define-mhandler (room-act-tell-room room message text)
+ "Tell the room some messages."
+ (define exclude (message-ref message 'exclude #f))
+ (define wait-delivery (message-ref message 'wait #f))
+ (room-tell-room room text
+ #:exclude exclude
+ #:wait wait-delivery))
- (set! (exit-to-address exit) new-exit))
+(define-mhandler (room-cmd-say room message phrase)
+ "Command: Say something to room participants."
+ (define player-name
+ (message-ref (<-wait room (message-from message)
+ 'get-name) 'val))
+ (define message-to-send
+ (format #f "~a says: ~a\n" player-name phrase))
+ (room-tell-room room message-to-send))
- (room-exits room)))
+(define-mhandler (room-cmd-emote room message phrase)
+ "Command: Say something to room participants."
+ (define player-name
+ (message-ref (<-wait room (message-from message)
+ 'get-name) 'val))
+ (define message-to-send
+ (format #f "* ~a ~a\n" player-name phrase))
+ (room-tell-room room message-to-send))
+(define-mhandler (room-announce-entrance room message who-entered)
+ (define player-name
+ (message-ref (<-wait room who-entered 'get-name)
+ 'val))
+ (define message-to-send
+ (format #f "~a enters the room.\n" player-name))
+ (room-tell-room room message-to-send
+ #:exclude who-entered))