X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=ebd8f65726d565a7325d5bf8beb9bef9f82cfb96;hb=refs%2Fheads%2F8sync-fibers;hp=33d9cd04af3dc33b1e49fb1067362bc7979ae0d4;hpb=dac87df0a26534290c30ea79c664594f2d8fe582;p=mudsync.git diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index 33d9cd0..ebd8f65 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -22,6 +22,7 @@ (define-module (mudsync gameobj) #:use-module (mudsync command) #:use-module (mudsync utils) + #:use-module (mudsync receive-star) #:use-module (8sync actors) #:use-module (8sync agenda) #:use-module (8sync rmeta-slot) @@ -32,8 +33,10 @@ #:use-module (oop goops) #:export ( + create-gameobj gameobj-loc gameobj-gm + gameobj-desc gameobj-act-init gameobj-set-loc! @@ -43,15 +46,18 @@ slot-ref-maybe-runcheck val-or-run + 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. @@ -82,11 +88,12 @@ ;; 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 ;; dominant version (goes before everything) @@ -100,6 +107,7 @@ (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! @@ -111,13 +119,15 @@ ;; 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) + (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-rmeta-slot). + ;; #: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-rmeta-slot '())) + #:init-thunk (build-props '())) ;; Most objects are generally visible by default (invisible? #:init-value #f @@ -169,11 +179,12 @@ (tell gameobj-tell-no-op) (assist-replace gameobj-act-assist-replace) (ok-to-drop-here? (lambda (gameobj message . _) - (<-reply message #t))) ; ok to drop by default + #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-look-at cmd-look-at) (cmd-take cmd-take) (cmd-drop cmd-drop) (cmd-take-from cmd-take-from-no-op) @@ -183,10 +194,31 @@ ;;; 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 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) - (<-reply message (slot-ref actor slot)))) + (slot-ref actor slot))) (define (gameobj-replace-step-occupants actor occupants) ;; Snarf all the occupants! @@ -203,22 +235,29 @@ (define (run-replacement actor replaces replace-steps) (when replaces - (mbody-receive (_ #:key occupants) - (<-wait replaces 'assist-replace) - (for-each - (lambda (replace-step) - (replace-step actor occupants)) - replace-steps)))) - + (call-with-values + (lambda () + (<-wait replaces 'assist-replace)) + (lambda* (#:key occupants) + (for-each + (lambda (replace-step) + (replace-step actor occupants)) + replace-steps))))) + +(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) - (hashq-set! props key value)) - (rmeta-slot-table (class-slot-ref class 'initial-props)))) + (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 @@ -248,7 +287,7 @@ (define (gameobj-act-goes-by actor message) "Reply to a message requesting what we go by." - (<-reply message (gameobj-goes-by actor))) + (gameobj-goes-by actor)) (define (val-or-run val-or-proc) "Evaluate if a procedure, or just return otherwise" @@ -264,29 +303,27 @@ "Get commands a co-occupant of the room might execute for VERB" (define candidate-commands (get-candidate-commands actor 'commands verb)) - (<-reply message - #:commands candidate-commands - #:goes-by (gameobj-goes-by actor))) + (values #:commands candidate-commands + #:goes-by (gameobj-goes-by actor))) (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-dom-commands verb)) - (<-reply message #:commands candidate-commands)) + (values #: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)) + (values #:commands candidate-commands)) (define* (gameobj-get-contained-commands actor message #:key verb) "Get commands as being contained (eg inventory) of commanding gameobj" (define candidate-commands (get-candidate-commands actor 'contained-commands verb)) - (<-reply message - #:commands candidate-commands - #:goes-by (gameobj-goes-by actor))) + (values #:commands candidate-commands + #:goes-by (gameobj-goes-by actor))) (define* (gameobj-add-occupant! actor message #:key who) "Add an actor to our list of present occupants" @@ -319,12 +356,10 @@ (define* (gameobj-get-occupants actor message #:key exclude) "Get all present occupants of the room." - (define occupants - (gameobj-occupants actor #:exclude exclude)) - (<-reply message occupants)) + (gameobj-occupants actor #:exclude exclude)) (define (gameobj-act-get-loc actor message) - (<-reply message (slot-ref actor 'loc))) + (slot-ref actor 'loc)) (define (gameobj-set-loc! gameobj loc) "Set the location of this object." @@ -358,15 +393,15 @@ and whos-asking, and see if we should just return it or run it." (define* (gameobj-act-set-name! actor message val) (slot-set! actor 'name val)) -(define* (gameobj-desc actor #:key whos-looking) - (match (slot-ref actor 'desc) +(define* (gameobj-desc gameobj #:key whos-looking) + (match (slot-ref gameobj 'desc) ((? procedure? desc-proc) - (desc-proc actor whos-looking)) + (desc-proc gameobj whos-looking)) (desc desc))) (define* (gameobj-get-desc actor message #:key whos-looking) "This is the action equivalent of the gameobj-desc getter" - (<-reply message (gameobj-desc actor #:whos-looking whos-looking))) + (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. @@ -388,7 +423,7 @@ By default, this is whether or not the generally-visible flag is set." name) (#f #f)) #f)) - (<-reply message #:text name-to-return)) + (values #:text name-to-return)) (define (gameobj-self-destruct gameobj) "General gameobj self destruction routine" @@ -420,24 +455,21 @@ By default, this is whether or not the generally-visible flag is set." ;; But that's life in a live hacked game! (define (gameobj-act-assist-replace gameobj message) "Vanilla method for assisting in self-replacement for live hacking" - (apply <-reply message - (gameobj-replace-data* gameobj))) + (apply values (gameobj-replace-data* gameobj))) (define (gameobj-ok-to-be-taken-from gameobj message whos-acting) (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)))) + (lambda args args))) (define (gameobj-ok-to-be-put-in gameobj message 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)))) + (lambda args args))) ;;; Utilities every gameobj has @@ -448,8 +480,10 @@ By default, this is whether or not the generally-visible flag is set." (match special-symbol ;; if it's a symbol, look it up dynamically ((? symbol? _) - (mbody-val (<-wait (slot-ref gameobj 'gm) 'lookup-special - #:symbol special-symbol))) + ;; TODO: If we get back an #f at this point, should we throw + ;; an error? Obviously #f is okay, but maybe not if + (<-wait (slot-ref gameobj 'gm) 'lookup-special + #:symbol special-symbol)) ;; if it's false, return nothing (#f #f) ;; otherwise it's probably an address, return it as-is @@ -460,13 +494,24 @@ By default, this is whether or not the generally-visible flag is set." ;;; Basic actions ;;; ------------- +(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))) + (<-wait player 'get-name)) (define player-loc - (mbody-val (<-wait player 'get-loc))) + (<-wait player 'get-loc)) (define our-name (slot-ref gameobj 'name)) (define self-should-take (slot-ref-maybe-runcheck gameobj 'take-me? player)) @@ -495,14 +540,15 @@ By default, this is whether or not the generally-visible flag is set." #:key direct-obj (player (message-from message))) (define player-name - (mbody-val (<-wait player 'get-name))) + (<-wait player 'get-name)) (define player-loc - (mbody-val (<-wait player 'get-loc))) + (<-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? + + (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