#:use-module (8sync agenda)
#:use-module (oop goops)
#:use-module (ice-9 match)
+ #:use-module (srfi srfi-26)
#:export (<game-master>
make-default-room-conn-handler))
;; Set up the network
(gm-setup-network gm))
+
+;; @@: If you change this code, update gm-inject-special! if appropriate.
(define (gm-init-game-spec gm game-spec)
"Initialize the prebuilt special objects"
(define set-locs '())
special-symbol gameobj-spec)
"Inject, possiibly replacing the original, special symbol
using the gameobj-spec."
- (pk 'special-symbol special-symbol)
- (pk 'gameobj-spec gameobj-spec))
+ (define existing-obj
+ (hash-ref (slot-ref gm 'special-dir) special-symbol))
+
+ ;; There's a lot of overlap here with gm-init-game-spec.
+ ;; We could try to union them? It seemed hard last time I looked,
+ ;; because things need to run in a different order.
+ (match gameobj-spec
+ (((? (cut eq? <> special-symbol) symbol) class loc args ...)
+ ;; initialize the special object
+ (let ((special-obj
+ (apply create-actor* gm class
+ ;; set cookie to be the object's symbol
+ (symbol->string symbol)
+ #:gm (actor-id gm)
+ args)))
+ ;; Set the location
+ (<-wait gm special-obj 'set-loc!
+ #:loc (hash-ref (gm-special-dir gm) loc))
+ ;; Initialize the object, and depending on if an object
+ ;; already exists with this info, ask it to coordinate
+ ;; replacing with the existing object.
+ (if existing-obj
+ (<-wait gm special-obj 'init #:replace existing-obj)
+ (<-wait gm special-obj 'init))
+ ;; Register the object
+ (hash-set! (gm-special-dir gm) symbol special-obj)
+ ;; Destroy the original, if it exists.
+ (if existing-obj
+ (<- gm existing-obj 'self-destruct #:why 'replaced))))))
;;; GM utilities
(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.
#: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!
+ (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 'replaces #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."
;; 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)))