;;; 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 (8sync systems actors) #:use-module (8sync agenda) #:use-module (srfi srfi-1) #:use-module (ice-9 match) #:use-module (oop goops) #:export ( gameobj-loc gameobj-gm gameobj-set-loc! gameobj-occupants gameobj-actions gameobj-self-destruct slot-ref-maybe-runcheck val-or-run dyn-ref)) ;;; Gameobj ;;; ======= ;;; Actions supported by all gameobj (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!)) (get-desc (wrap-apply gameobj-get-desc)) (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)) (assist-replace (wrap-apply gameobj-act-assist-replace)))) ;;; *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) ;; Commands we can handle (commands #:init-value '()) ;; 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)) ;; Most objects are generally visible by default (generally-visible #:init-value #t #:init-keyword #:generally-visible) ;; @@: Would be preferable to be using generic methods for this... ;; Hopefully we can port this to Guile 2.2 soon... (visible-to-player? #:init-value (wrap-apply gameobj-visible-to-player?))) ;;; gameobj message handlers ;;; ======================== ;; Kind of a useful utility, maybe? (define (simple-slot-getter slot) (lambda (actor message) (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. 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." (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 actor message #:goes-by (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 (filter-commands commands verb) (filter (lambda (cmd) (equal? (command-verbs cmd) verb)) commands)) (define-mhandler (gameobj-get-commands actor message verb) "Get commands a co-occupant of the room might execute for VERB" (define filtered-commands (filter-commands (val-or-run (slot-ref actor 'commands)) verb)) (<-reply actor message #:commands filtered-commands #:goes-by (gameobj-goes-by actor))) (define-mhandler (gameobj-get-container-commands actor message verb) "Get commands as the container / room of message's sender" (define filtered-commands (filter-commands (val-or-run (slot-ref actor 'container-commands)) 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) who #t)) (define-mhandler (gameobj-remove-occupant! actor message 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) (pk 'failboat (member occupant (pk 'exclude-lst exclude)))) ;; Must be an individual address! (_ (equal? occupant exclude)))) (if exclude-it? prev (cons occupant prev))) '() (slot-ref gameobj 'occupants))) (define-mhandler (gameobj-get-occupants actor message) "Get all present occupants of the room." (define exclude (message-ref message 'exclude #f)) (define occupants (gameobj-occupants actor #:exclude exclude)) (<-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)) (format #t "DEBUG: Location set to ~s for ~s\n" loc (actor-id-actor gameobj)) (slot-set! gameobj 'loc loc) ;; Change registation of where we currently are (if loc (<-wait gameobj loc 'add-occupant! #:who (actor-id gameobj))) (if old-loc (<-wait gameobj old-loc 'remove-occupant! #:who (actor-id gameobj)))) ;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc? (define-mhandler (gameobj-act-set-loc! actor message loc) "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) (slot-set! actor 'name val)) (define-mhandler (gameobj-get-desc actor message whos-looking) (define desc-text (match (slot-ref actor 'desc) ((? procedure? desc-proc) (desc-proc actor whos-looking)) (desc desc))) (<-reply actor message #:val desc-text)) (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." (slot-ref gameobj 'generally-visible)) (define-mhandler (gameobj-visible-name actor message 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 actor 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) ;; Boom! (self-destruct gameobj)) (define-mhandler (gameobj-act-self-destruct gameobj message) "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 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)))