X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=b686e3cbd74a4d2d41825f0f5f5777290b8357f4;hb=7e11c67b59dc07a46576b2acaa4657ee533df7d5;hp=c34e89bb5540a90308686c64ec7e3fc6caf58b98;hpb=10ff4122c37899d011ded00c5ebe1333f2477a34;p=mudsync.git diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index c34e89b..b686e3c 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -31,9 +31,15 @@ gameobj-loc gameobj-gm + gameobj-set-loc! gameobj-occupants gameobj-actions - gameobj-self-destruct)) + gameobj-self-destruct + + slot-ref-maybe-runcheck + val-or-run + + dyn-ref)) ;;; Gameobj ;;; ======= @@ -43,11 +49,16 @@ (define gameobj-actions (build-actions (init (wrap-apply gameobj-init)) + ;; Commands for co-occupants (get-commands (wrap-apply gameobj-get-commands)) + ;; Commands for participants in a room (get-container-commands (wrap-apply gameobj-get-container-commands)) + ;; Commands for inventory items, etc (occupants of the gameobj commanding) + (get-contained-commands (wrap-apply gameobj-get-contained-commands)) (get-occupants (wrap-apply gameobj-get-occupants)) (add-occupant! (wrap-apply gameobj-add-occupant!)) (remove-occupant! (wrap-apply gameobj-remove-occupant!)) + (get-loc (wrap-apply gameobj-act-get-loc)) (set-loc! (wrap-apply gameobj-act-set-loc!)) (get-name (wrap-apply gameobj-get-name)) (set-name! (wrap-apply gameobj-act-set-name!)) @@ -55,7 +66,8 @@ (goes-by (wrap-apply gameobj-act-goes-by)) (visible-name (wrap-apply gameobj-visible-name)) (self-destruct (wrap-apply gameobj-act-self-destruct)) - (tell (wrap-apply gameobj-tell-no-op)))) + (tell (wrap-apply gameobj-tell-no-op)) + (assist-replace (wrap-apply gameobj-act-assist-replace)))) ;;; *all* game components that talk to players should somehow ;;; derive from this class. @@ -86,6 +98,10 @@ ;; Commands we can handle by being something's container (container-commands #:init-value '()) + + ;; Commands we can handle by being contained by something else + (contained-commands #:init-value '()) + (message-handler #:init-value (simple-dispatcher gameobj-actions)) @@ -108,12 +124,37 @@ (reply-message actor message #:val (slot-ref actor slot)))) +(define (gameobj-replace-step-occupants actor replace-reply) + (define occupants + (message-ref replace-reply 'occupants #f)) + ;; Snarf all the occupants! + (display "replacing occupant\n") + (when occupants + (for-each + (lambda (occupant) + (<-wait actor occupant 'set-loc! + #:loc (actor-id actor))) + occupants))) + +(define gameobj-replace-steps* + (list gameobj-replace-step-occupants)) + +(define (run-replacement actor message replace-steps) + (define replaces (message-ref message 'replace #f)) + (when replaces + (let ((replace-reply + (<-wait actor replaces 'assist-replace))) + (for-each + (lambda (replace-step) + (replace-step actor replace-reply)) + replace-steps)))) ;; @@: This could be kind of a messy way of doing gameobj-init ;; stuff. If only we had generic methods :( (define-mhandler (gameobj-init actor message) - "Your most basic game object init procedure. Does nothing." - #f) + "Your most basic game object init procedure. +Assists in its replacement of occupants if necessary and nothing else." + (run-replacement actor message gameobj-replace-steps*)) (define (gameobj-goes-by gameobj) "Find the name we go by. Defaults to #:name if nothing else provided." @@ -158,6 +199,15 @@ verb)) (<-reply actor message #:commands filtered-commands)) +(define-mhandler (gameobj-get-contained-commands actor message 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)) + (<-reply actor message + #:commands filtered-commands + #:goes-by (gameobj-goes-by actor))) + (define-mhandler (gameobj-add-occupant! actor message who) "Add an actor to our list of present occupants" (hash-set! (slot-ref actor 'occupants) @@ -196,6 +246,10 @@ (<-reply actor message #:occupants occupants)) +(define-mhandler (gameobj-act-get-loc actor message) + (<-reply actor message + #:val (slot-ref actor 'loc))) + (define (gameobj-set-loc! gameobj loc) "Set the location of this object." (define old-loc (gameobj-loc gameobj)) @@ -214,6 +268,14 @@ "Action routine to set the location." (gameobj-set-loc! actor loc)) +(define (slot-ref-maybe-runcheck gameobj slot whos-asking) + "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)) + (anything-else anything-else))) + (define gameobj-get-name (simple-slot-getter 'name)) (define-mhandler (gameobj-act-set-name! actor message val) @@ -263,3 +325,38 @@ By default, this is whether or not the generally-visible flag is set." ;; Unless an actor has a tell message, we just ignore it (define gameobj-tell-no-op (const 'no-op)) + +(define (gameobj-replace-data-occupants actor) + "The general purpose list of replacement data" + (list #:occupants (hash-map->list (lambda (occupant _) occupant) + (slot-ref actor 'occupants)))) + +(define (gameobj-replace-data* actor) + ;; For now, just call gameobj-replace-data-occupants. + ;; But there may be more in the future! + (gameobj-replace-data-occupants actor)) + +;; 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) + "Vanilla method for assisting in self-replacement for live hacking" + (apply <-reply actor message + (gameobj-replace-data* actor))) + + +;;; 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? _) + (message-ref + (<-wait gameobj (slot-ref gameobj 'gm) 'lookup-special + #:symbol special-symbol) + 'val)) + ;; if it's false, return nothing + ((#f #f)) + ;; otherwise it's probably an address, return it as-is + (_ special-symbol)))