;;; Mudsync --- Live hackable MUD ;;; Copyright © 2016 Christopher Allan Webber ;;; ;;; This file is part of Mudsync. ;;; ;;; Mudsync is free software; you can redistribute it and/or modify it ;;; under the terms of the GNU General Public License as published by ;;; the Free Software Foundation; either version 3 of the License, or ;;; (at your option) any later version. ;;; ;;; Mudsync is distributed in the hope that it will be useful, but ;;; WITHOUT ANY WARRANTY; without even the implied warranty of ;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU ;;; General Public License for more details. ;;; ;;; You should have received a copy of the GNU General Public License ;;; along with Mudsync. If not, see . ;;; Game actor ;;; ========== (define-module (mudsync gameobj) #:use-module (mudsync command) #:use-module (mudsync utils) #:use-module (8sync actors) #:use-module (8sync agenda) #:use-module (8sync rmeta-slot) #:use-module (srfi srfi-1) #:use-module (ice-9 control) #:use-module (ice-9 format) #:use-module (ice-9 match) #:use-module (oop goops) #:export ( create-gameobj gameobj-loc gameobj-gm gameobj-desc gameobj-act-init gameobj-set-loc! gameobj-occupants gameobj-self-destruct 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. ;;; And all of them need a GM! (define-class () ;; location id (loc #:init-value #f #:getter gameobj-loc) ;; Uses a hash table like a set (values ignored) (occupants #:init-thunk make-hash-table) ;; game master id (gm #:init-keyword #:gm #:getter gameobj-gm) ;; a name to be known by (name #:init-keyword #:name #:init-value #f) (goes-by #:init-keyword #:goes-by #:init-value #f) (desc #:init-value #f #:init-keyword #:desc) ;; @@: Maybe commands should be renamed to verbs, I dunno ;; 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")))))) ;; Commands we can handle by being something's container ;; dominant version (goes before everything) (container-dom-commands #:allocation #:each-subclass #:init-thunk (build-commands)) ;; subordinate version (goes after everything) (container-sub-commands #:allocation #:each-subclass #:init-thunk (build-commands)) ;; Commands we can handle by being contained by something else (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! ;; These are flags, etc etc of various types. This is a hashq table. ;; These have upsides and downsides, but the big upside is that you can ;; query a "prop" of a prospective gameobj without knowing what type of ;; gameobj that is, and not fear some kind of breakage. ;; ;; 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 #: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-props) for the ;; #:init-thunk. ;; The vanilla gameobj has no props, on purpose. (initial-props #:allocation #:each-subclass #:init-thunk (build-props '())) ;; Most objects are generally visible by default (invisible? #:init-value #f #:init-keyword #:invisible?) ;; TODO: Fold this into a procedure in invisible? similar ;; to take-me? and etc (visible-to-player? #:init-value (wrap-apply gameobj-visible-to-player?)) ;; Can be a boolean or a procedure accepting ;; (gameobj whos-acting #:key from) (take-me? #:init-value #f #:init-keyword #:take-me?) ;; Can be a boolean or a procedure accepting ;; (gameobj whos-acting where) (drop-me? #:init-value #t #:init-keyword #:drop-me?) ;; TODO: Remove this and use actor-alive? instead. ;; Set this on self-destruct ;; (checked by some "long running" game routines) (destructed #:init-value #f) (actions #:allocation #:each-subclass ;;; Actions supported by all gameobj #:init-thunk (build-actions (init gameobj-act-init) ;; Commands for co-occupants (get-commands gameobj-get-commands) ;; Commands for participants in a room (get-container-dom-commands gameobj-get-container-dom-commands) (get-container-sub-commands gameobj-get-container-sub-commands) ;; Commands for inventory items, etc (occupants of the gameobj commanding) (get-contained-commands gameobj-get-contained-commands) (get-occupants gameobj-get-occupants) (add-occupant! gameobj-add-occupant!) (remove-occupant! gameobj-remove-occupant!) (get-loc gameobj-act-get-loc) (set-loc! gameobj-act-set-loc!) (get-name gameobj-get-name) (set-name! gameobj-act-set-name!) (get-desc gameobj-get-desc) (get-prop gameobj-act-get-prop) (goes-by gameobj-act-goes-by) (visible-name gameobj-visible-name) (self-destruct gameobj-act-self-destruct) (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 (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) (cmd-put-in cmd-put-in-no-op)))) ;;; 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 (%current-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)))) (define (gameobj-replace-step-occupants actor occupants) ;; Snarf all the occupants! (display "replacing occupant\n") (when occupants (for-each (lambda (occupant) (<-wait occupant 'set-loc! #:loc (actor-id actor))) occupants))) (define gameobj-replace-steps* (list gameobj-replace-step-occupants)) (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)))) (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) (when (not (hashq-ref props key value)) ; don't override init'ed instance values (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 ;; what I'm pretty sure is O(n) dispatch in GOOPS... (define* (gameobj-act-init actor message #:key replace) "Your most basic game object init procedure." (gameobj-setup-props actor) (run-replacement actor replace gameobj-replace-steps*)) (define* (gameobj-get-prop gameobj key #:optional dflt) (hashq-ref (slot-ref gameobj 'props) key dflt)) (define* (gameobj-set-prop! gameobj key val) (hashq-set! (slot-ref gameobj 'props) key val)) (define* (gameobj-act-get-prop actor message key #:optional dflt) (gameobj-get-prop actor key dflt)) (define (gameobj-goes-by gameobj) "Find the name we go by. Defaults to #:name if nothing else provided." (cond ((slot-ref gameobj 'goes-by) => identity) ((slot-ref gameobj 'name) => (lambda (name) (list name))) (else '()))) (define (gameobj-act-goes-by actor message) "Reply to a message requesting what we go by." (<-reply message (gameobj-goes-by actor))) (define (val-or-run val-or-proc) "Evaluate if a procedure, or just return otherwise" (if (procedure? val-or-proc) (val-or-proc) val-or-proc)) (define (get-candidate-commands actor rmeta-sym verb) (class-rmeta-ref (class-of actor) rmeta-sym verb #:dflt '())) (define* (gameobj-get-commands actor message #:key verb) "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))) (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)) (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)) (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))) (define* (gameobj-add-occupant! actor message #:key who) "Add an actor to our list of present occupants" (hash-set! (slot-ref actor 'occupants) who #t)) (define* (gameobj-remove-occupant! actor message #:key who) "Remove an occupant from the room." (hash-remove! (slot-ref actor 'occupants) who)) (define* (gameobj-occupants gameobj #:key exclude) (hash-fold (lambda (occupant _ prev) (define exclude-it? (match exclude ;; Empty list and #f are non-exclusion (() #f) (#f #f) ;; A list of addresses... since our address object is (annoyingly) ;; currently a simple cons cell... ((exclude-1 ... exclude-rest) (member occupant exclude)) ;; Must be an individual address! (_ (equal? occupant exclude)))) (if exclude-it? prev (cons occupant prev))) '() (slot-ref gameobj 'occupants))) (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)) (define (gameobj-act-get-loc actor message) (<-reply message (slot-ref actor 'loc))) (define (gameobj-set-loc! gameobj loc) "Set the location of this object." (define old-loc (gameobj-loc gameobj)) (format #t "DEBUG: Location set to ~s for ~s\n" loc (actor-id-actor gameobj)) (when (not (equal? old-loc loc)) (slot-set! gameobj 'loc loc) ;; Change registation of where we currently are (if old-loc (<-wait old-loc 'remove-occupant! #:who (actor-id gameobj))) (if loc (<-wait loc 'add-occupant! #:who (actor-id gameobj))))) ;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc? (define* (gameobj-act-set-loc! actor message #:key loc) "Action routine to set the location." (gameobj-set-loc! actor loc)) (define (slot-ref-maybe-runcheck gameobj slot whos-asking . other-args) "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) (apply slot-val-proc gameobj whos-asking other-args)) (anything-else anything-else))) (define gameobj-get-name (simple-slot-getter 'name)) (define* (gameobj-act-set-name! actor message val) (slot-set! actor 'name val)) (define* (gameobj-desc gameobj #:key whos-looking) (match (slot-ref gameobj 'desc) ((? procedure? desc-proc) (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))) (define (gameobj-visible-to-player? gameobj whos-looking) "Check to see whether we're visible to the player or not. By default, this is whether or not the generally-visible flag is set." (not (slot-ref gameobj 'invisible?))) (define* (gameobj-visible-name actor message #:key whos-looking) ;; Are we visible? (define we-are-visible ((slot-ref actor 'visible-to-player?) actor whos-looking)) (define name-to-return (if we-are-visible ;; Return our name (match (slot-ref actor 'name) ((? procedure? name-proc) (name-proc actor whos-looking)) ((? string? name) name) (#f #f)) #f)) (<-reply message #:text name-to-return)) (define (gameobj-self-destruct gameobj) "General gameobj self destruction routine" ;; Unregister from being in any particular room (gameobj-set-loc! gameobj #f) (slot-set! gameobj 'destructed #t) ;; Boom! (self-destruct gameobj)) (define* (gameobj-act-self-destruct gameobj message #:key why) "Action routine for self destruction" (gameobj-self-destruct gameobj)) ;; Unless an actor has a tell message, we just ignore it (define gameobj-tell-no-op (const 'no-op)) (define (gameobj-replace-data-occupants gameobj) "The general purpose list of replacement data" (list #:occupants (hash-map->list (lambda (occupant _) occupant) (slot-ref gameobj 'occupants)))) (define (gameobj-replace-data* gameobj) ;; For now, just call gameobj-replace-data-occupants. ;; But there may be more in the future! (gameobj-replace-data-occupants gameobj)) ;; So sad that objects must assist in their replacement ;_; ;; 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))) (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)))) (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)))) ;;; 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? _) ;; TODO: If we get back an #f at this point, should we throw ;; an error? Obviously #f is okay, but maybe not if (mbody-val (<-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 (_ special-symbol))) ;;; 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))) (define player-loc (mbody-val (<-wait player 'get-loc))) (define our-name (slot-ref gameobj 'name)) (define self-should-take (slot-ref-maybe-runcheck gameobj 'take-me? player)) ;; @@: Is there any reason to allow the room to object in the way ;; that there is for dropping? It doesn't seem like it. (call-with-values (lambda () (slot-ref-maybe-runcheck gameobj 'take-me? player)) (lambda* (self-should-take #:key (why-not `("It doesn't seem like you can take " ,our-name "."))) (if self-should-take ;; Set the location to whoever's picking us up (begin (gameobj-set-loc! gameobj player) (<- player 'tell #:text (format #f "You pick up ~a.\n" our-name)) (<- player-loc 'tell-room #:text (format #f "~a picks up ~a.\n" player-name our-name) #:exclude player)) (<- player 'tell #:text why-not))))) (define* (cmd-drop gameobj message #:key direct-obj (player (message-from message))) (define player-name (mbody-val (<-wait player 'get-name))) (define player-loc (mbody-val (<-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? (<-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 (or why-not `("You'd love to drop " ,our-name " but for some reason it doesn't seem like you can" " do that here."))))) (cond ((not player-loc) (<- player 'tell #:text `("It doesn't seem like you can drop " ,our-name " here, because you don't seem to be anywhere?!?"))) ;; TODO: Let ourselves supply a reason why not. ((not should-drop) (<- player 'tell #:text (format #f "It doesn't seem like you can drop ~a.\n" our-name))) ((room-objection-to-drop) (<- player 'tell #:text room-objection-to-drop)) (else (gameobj-set-loc! gameobj player-loc) ;; TODO: Allow more flavortext here. (<- player 'tell #:text (format #f "You drop ~a.\n" our-name)) (<- player-loc 'tell-room #:text (format #f "~a drops ~a.\n" player-name our-name) #:exclude player)))) (define* (cmd-take-from-no-op gameobj message #:key direct-obj indir-obj preposition (player (message-from message))) (<- player 'tell #:text `("It doesn't seem like you can take anything " ,preposition " " ,(slot-ref gameobj 'name) "."))) (define* (cmd-put-in-no-op gameobj message #:key direct-obj indir-obj preposition (player (message-from message))) (<- player 'tell #:text `("It doesn't seem like you can put anything " ,preposition " " ,(slot-ref gameobj 'name) ".")))