1 ;;; Mudsync --- Live hackable MUD
2 ;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
4 ;;; This file is part of Mudsync.
6 ;;; Mudsync is free software; you can redistribute it and/or modify it
7 ;;; under the terms of the GNU General Public License as published by
8 ;;; the Free Software Foundation; either version 3 of the License, or
9 ;;; (at your option) any later version.
11 ;;; Mudsync is distributed in the hope that it will be useful, but
12 ;;; WITHOUT ANY WARRANTY; without even the implied warranty of
13 ;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 ;;; General Public License for more details.
16 ;;; You should have received a copy of the GNU General Public License
17 ;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
22 (define-module (mudsync gameobj)
23 #:use-module (mudsync command)
24 #:use-module (8sync systems actors)
25 #:use-module (8sync agenda)
26 #:use-module (srfi srfi-1)
27 #:use-module (ice-9 format)
28 #:use-module (ice-9 match)
29 #:use-module (oop goops)
41 slot-ref-maybe-runcheck
50 ;;; Actions supported by all gameobj
51 (define gameobj-actions
53 (init (wrap-apply gameobj-act-init))
54 ;; Commands for co-occupants
55 (get-commands (wrap-apply gameobj-get-commands))
56 ;; Commands for participants in a room
57 (get-container-commands (wrap-apply gameobj-get-container-commands))
58 ;; Commands for inventory items, etc (occupants of the gameobj commanding)
59 (get-contained-commands (wrap-apply gameobj-get-contained-commands))
60 (get-occupants (wrap-apply gameobj-get-occupants))
61 (add-occupant! (wrap-apply gameobj-add-occupant!))
62 (remove-occupant! (wrap-apply gameobj-remove-occupant!))
63 (get-loc (wrap-apply gameobj-act-get-loc))
64 (set-loc! (wrap-apply gameobj-act-set-loc!))
65 (get-name (wrap-apply gameobj-get-name))
66 (set-name! (wrap-apply gameobj-act-set-name!))
67 (get-desc (wrap-apply gameobj-get-desc))
68 (goes-by (wrap-apply gameobj-act-goes-by))
69 (visible-name (wrap-apply gameobj-visible-name))
70 (self-destruct (wrap-apply gameobj-act-self-destruct))
71 (tell (wrap-apply gameobj-tell-no-op))
72 (assist-replace (wrap-apply gameobj-act-assist-replace))))
74 ;;; *all* game components that talk to players should somehow
75 ;;; derive from this class.
76 ;;; And all of them need a GM!
78 (define-class <gameobj> (<actor>)
83 ;; Uses a hash table like a set (values ignored)
84 (occupants #:init-thunk make-hash-table)
87 (gm #:init-keyword #:gm
89 ;; a name to be known by
90 (name #:init-keyword #:name
92 (goes-by #:init-keyword #:goes-by
96 #:init-keyword #:desc)
98 ;; Commands we can handle
99 (commands #:init-value '())
101 ;; Commands we can handle by being something's container
102 (container-commands #:init-value '())
104 ;; Commands we can handle by being contained by something else
105 (contained-commands #:init-value '())
109 (simple-dispatcher gameobj-actions))
111 ;; Most objects are generally visible by default
112 (generally-visible #:init-value #t
113 #:init-keyword #:generally-visible)
114 ;; @@: Would be preferable to be using generic methods for this...
115 ;; Hopefully we can port this to Guile 2.2 soon...
117 #:init-value (wrap-apply gameobj-visible-to-player?))
119 ;; Set this on self-destruct
120 ;; (checked by some "long running" game routines)
121 (destructed #:init-value #f))
124 ;;; gameobj message handlers
125 ;;; ========================
127 ;; Kind of a useful utility, maybe?
128 (define (simple-slot-getter slot)
129 (lambda (actor message)
130 (<-reply actor message
131 #:val (slot-ref actor slot))))
133 (define (gameobj-replace-step-occupants actor occupants)
134 ;; Snarf all the occupants!
135 (display "replacing occupant\n")
139 (<-wait actor occupant 'set-loc!
140 #:loc (actor-id actor)))
143 (define gameobj-replace-steps*
144 (list gameobj-replace-step-occupants))
146 (define (run-replacement actor replaces replace-steps)
148 (msg-receive (_ #:key occupants)
149 (<-wait actor replaces 'assist-replace)
151 (lambda (replace-step)
152 (replace-step actor occupants))
155 ;; @@: This could be kind of a messy way of doing gameobj-act-init
156 ;; stuff. If only we had generic methods :(
157 (define* (gameobj-act-init actor message #:key replace)
158 "Your most basic game object init procedure.
159 Assists in its replacement of occupants if necessary and nothing else."
160 (run-replacement actor replace gameobj-replace-steps*))
162 (define (gameobj-goes-by gameobj)
163 "Find the name we go by. Defaults to #:name if nothing else provided."
164 (cond ((slot-ref gameobj 'goes-by) =>
166 ((slot-ref gameobj 'name) =>
171 (define (gameobj-act-goes-by actor message)
172 "Reply to a message requesting what we go by."
173 (<-reply actor message
174 #:goes-by (gameobj-goes-by actor)))
176 (define (val-or-run val-or-proc)
177 "Evaluate if a procedure, or just return otherwise"
178 (if (procedure? val-or-proc)
182 (define (filter-commands commands verb)
185 (equal? (command-verbs cmd)
189 (define* (gameobj-get-commands actor message #:key verb)
190 "Get commands a co-occupant of the room might execute for VERB"
191 (define filtered-commands
192 (filter-commands (val-or-run (slot-ref actor 'commands))
194 (<-reply actor message
195 #:commands filtered-commands
196 #:goes-by (gameobj-goes-by actor)))
198 (define* (gameobj-get-container-commands actor message #:key verb)
199 "Get commands as the container / room of message's sender"
200 (define filtered-commands
201 (filter-commands (val-or-run (slot-ref actor 'container-commands))
203 (<-reply actor message #:commands filtered-commands))
205 (define* (gameobj-get-contained-commands actor message #:key verb)
206 "Get commands as being contained (eg inventory) of commanding gameobj"
207 (define filtered-commands
208 (filter-commands (val-or-run (slot-ref actor 'contained-commands))
210 (<-reply actor message
211 #:commands filtered-commands
212 #:goes-by (gameobj-goes-by actor)))
214 (define* (gameobj-add-occupant! actor message #:key who)
215 "Add an actor to our list of present occupants"
216 (hash-set! (slot-ref actor 'occupants)
219 (define* (gameobj-remove-occupant! actor message #:key who)
220 "Remove an occupant from the room."
221 (hash-remove! (slot-ref actor 'occupants) who))
223 (define* (gameobj-occupants gameobj #:key exclude)
225 (lambda (occupant _ prev)
228 ;; Empty list and #f are non-exclusion
231 ;; A list of addresses... since our address object is (annoyingly)
232 ;; currently a simple cons cell...
233 ((exclude-1 ... exclude-rest)
234 (pk 'failboat (member occupant (pk 'exclude-lst exclude))))
235 ;; Must be an individual address!
236 (_ (equal? occupant exclude))))
239 (cons occupant prev)))
241 (slot-ref gameobj 'occupants)))
243 (define* (gameobj-get-occupants actor message #:key exclude)
244 "Get all present occupants of the room."
246 (gameobj-occupants actor #:exclude exclude))
248 (<-reply actor message
249 #:occupants occupants))
251 (define (gameobj-act-get-loc actor message)
252 (<-reply actor message
253 #:val (slot-ref actor 'loc)))
255 (define (gameobj-set-loc! gameobj loc)
256 "Set the location of this object."
257 (define old-loc (gameobj-loc gameobj))
258 (format #t "DEBUG: Location set to ~s for ~s\n"
259 loc (actor-id-actor gameobj))
261 (when (not (equal? old-loc loc))
262 (slot-set! gameobj 'loc loc)
263 ;; Change registation of where we currently are
265 (<-wait gameobj old-loc 'remove-occupant! #:who (actor-id gameobj)))
267 (<-wait gameobj loc 'add-occupant! #:who (actor-id gameobj)))))
269 ;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc?
270 (define* (gameobj-act-set-loc! actor message #:key loc)
271 "Action routine to set the location."
272 (gameobj-set-loc! actor loc))
274 (define (slot-ref-maybe-runcheck gameobj slot whos-asking)
275 "Do a slot-ref on gameobj, evaluating it including ourselves
276 and whos-asking, and see if we should just return it or run it."
277 (match (slot-ref gameobj slot)
278 ((? procedure? slot-val-proc)
279 (slot-val-proc gameobj whos-asking))
280 (anything-else anything-else)))
282 (define gameobj-get-name (simple-slot-getter 'name))
284 (define* (gameobj-act-set-name! actor message #:key val)
285 (slot-set! actor 'name val))
287 (define* (gameobj-get-desc actor message #:key whos-looking)
289 (match (slot-ref actor 'desc)
290 ((? procedure? desc-proc)
291 (desc-proc actor whos-looking))
293 (<-reply actor message #:val desc-text))
295 (define (gameobj-visible-to-player? gameobj whos-looking)
296 "Check to see whether we're visible to the player or not.
297 By default, this is whether or not the generally-visible flag is set."
298 (slot-ref gameobj 'generally-visible))
300 (define* (gameobj-visible-name actor message #:key whos-looking)
302 (define we-are-visible
303 ((slot-ref actor 'visible-to-player?) actor whos-looking))
305 (define name-to-return
308 (match (slot-ref actor 'name)
309 ((? procedure? name-proc)
310 (name-proc actor whos-looking))
315 (<-reply actor message #:text name-to-return))
317 (define (gameobj-self-destruct gameobj)
318 "General gameobj self destruction routine"
319 ;; Unregister from being in any particular room
320 (gameobj-set-loc! gameobj #f)
321 (slot-set! gameobj 'destructed #t)
323 (self-destruct gameobj))
325 (define (gameobj-act-self-destruct gameobj message)
326 "Action routine for self destruction"
327 (gameobj-self-destruct gameobj))
329 ;; Unless an actor has a tell message, we just ignore it
330 (define gameobj-tell-no-op
333 (define (gameobj-replace-data-occupants actor)
334 "The general purpose list of replacement data"
335 (list #:occupants (hash-map->list (lambda (occupant _) occupant)
336 (slot-ref actor 'occupants))))
338 (define (gameobj-replace-data* actor)
339 ;; For now, just call gameobj-replace-data-occupants.
340 ;; But there may be more in the future!
341 (gameobj-replace-data-occupants actor))
343 ;; So sad that objects must assist in their replacement ;_;
344 ;; But that's life in a live hacked game!
345 (define (gameobj-act-assist-replace actor message)
346 "Vanilla method for assisting in self-replacement for live hacking"
347 (apply <-reply actor message
348 (gameobj-replace-data* actor)))
351 ;;; Utilities every gameobj has
352 ;;; ---------------------------
354 (define (dyn-ref gameobj special-symbol)
355 "Dynamically look up a special object from the gm"
356 (match special-symbol
357 ;; if it's a symbol, look it up dynamically
359 (msg-receive (_ #:key val)
360 (<-wait gameobj (slot-ref gameobj 'gm) 'lookup-special
361 #:symbol special-symbol)
363 ;; if it's false, return nothing
365 ;; otherwise it's probably an address, return it as-is