;;; 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 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 ( gameobj-loc gameobj-gm gameobj-act-init gameobj-set-loc! gameobj-occupants gameobj-self-destruct slot-ref-maybe-runcheck val-or-run dyn-ref)) ;;; Gameobj ;;; ======= ;;; *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 #:allocation #:each-subclass #:init-thunk (build-commands ("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 (container-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 ("drop" ((direct-command cmd-drop #:obvious? #f))))) ;; 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?) ;; Can be a boolean or a procedure accepting ;; (gameobj whos-acting take-what) (take-from-me? #:init-value #f #:init-keyword #:take-from-me?) ;; Can be a boolean or a procedure accepting ;; (gameobj whos-acting put-what) (put-in-me? #:init-value #f #:init-keyword #:put-in-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-commands gameobj-get-container-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) (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-take cmd-take) (cmd-take-from cmd-take-from) (cmd-put-in cmd-put-in) (cmd-drop cmd-drop)))) ;;; gameobj message handlers ;;; ======================== ;; 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)))) ;; @@: This could be kind of a messy way of doing gameobj-act-init ;; stuff. If only we had generic methods :( (define* (gameobj-act-init actor message #:key replace) "Your most basic game object init procedure. Assists in its replacement of occupants if necessary and nothing else." (run-replacement actor replace 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 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 (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-commands actor message #:key verb) "Get commands as the container / room of message's sender" (define candidate-commands (get-candidate-commands actor 'container-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-get-desc actor message #:key whos-looking) (define desc-text (match (slot-ref actor 'desc) ((? procedure? desc-proc) (desc-proc actor whos-looking)) (desc desc))) (<-reply message 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." (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) (<-reply message (slot-ref-maybe-runcheck gameobj 'take-me? whos-acting #:from #t))) (define (gameobj-ok-to-be-put-in gameobj message whos-acting where) (<-reply message (slot-ref-maybe-runcheck gameobj 'drop-me? whos-acting where))) ;;; 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? _) (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* (cmd-take gameobj message #:key direct-obj) (define 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. ;; TODO: Allow gameobj to customize (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 (format #f "It doesn't seem like you can take ~a.\n" our-name)))) (define* (cmd-drop gameobj message #:key direct-obj) (define 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 gameobj message #:key direct-obj indir-obj preposition) (define 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)) ;; We need to check if we even have such a thing (define thing-to-take (call/ec (lambda (return) (for-each (lambda (occupant) (mbody-receive (_ #:key goes-by) (<-wait occupant 'goes-by) (when (member direct-obj goes-by) (return occupant)))) (gameobj-occupants gameobj)) ;; nothing found #f))) (define (should-take-from-me) (and thing-to-take (slot-ref-maybe-runcheck gameobj 'take-from-me? player thing-to-take))) ;; @@: Right now we give the same response to both something not being ;; an occupant and to not being permitted to be removed. This isn't ;; very rich and maybe not as helpful as it could be. Right now I'm ;; trying to avoid "leaking" information about if an object isn't there. ;; However maybe by making the different responses as slots which can be ;; set, this wouldn't be a problem. (define default-objection "As much as you'd like to take it, it doesn't seem like you can.") (define (thing-to-take-objection) (mbody-receive (_ taken-ok? #:key why-not) ; does the object object to being removed? (<-wait thing-to-take 'ok-to-be-taken-from? player) ; @@ no need to supply from where (and (not taken-ok?) ;; Either give the specified reason, or give a boilerplate one (or why-not default-objection)))) (cond ;; Is it not there, or maybe we won't allow it to be taken? ((or (not thing-to-take) (not (should-take-from-me))) (<- (message-from message) 'tell #:text default-objection)) ;; the thing we wsant to take itself has objected... ((thing-to-take-objection) => (lambda (objection) (<- (message-from message) 'tell #:text objection))) ;; looks like we can take it (else (let ((thing-to-take-name (mbody-val (<-wait thing-to-take 'get-name)))) ;; Wait to announce to the player just in case settting the location ;; errors out or something. Maybe it's overthinking things, I dunno. (<-wait thing-to-take 'set-loc! #:loc player) (<- player 'tell #:text `("You take " ,thing-to-take-name " from " ,our-name ".")) (<- player-loc 'tell-room #:text `(,player-name " takes " ,thing-to-take-name " from " ,our-name ".") #:exclude player))))) (define* (cmd-put-in gameobj message #:key direct-obj indir-obj preposition) (define 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)) ;; We need to check if we even have such a thing (define this-thing (call/ec (lambda (return) (for-each (lambda (occupant) (mbody-receive (_ #:key goes-by) (<-wait occupant 'goes-by) (when (member direct-obj goes-by) (return occupant)))) (mbody-val (<-wait player 'get-occupants))) ;; nothing found #f))) (define (should-put-in-me) (and this-thing (slot-ref-maybe-runcheck gameobj 'put-in-me? player this-thing))) ;; @@: Right now we give the same response to both something not being ;; an occupant and to not being permitted to be removed. This isn't ;; very rich and maybe not as helpful as it could be. Right now I'm ;; trying to avoid "leaking" information about if an object isn't there. ;; However maybe by making the different responses as slots which can be ;; set, this wouldn't be a problem. (define default-objection "As much as you'd like to, it doesn't seem like you can put that in there.") (define (this-thing-objection) (mbody-receive (_ put-in-ok? #:key why-not) ; does the object object to being moved? (<-wait this-thing 'ok-to-be-put-in? player (actor-id gameobj)) (and (not put-in-ok?) ;; Either give the specified reason, or give a boilerplate one (or why-not default-objection)))) (cond ;; Is it not there, or maybe we won't allow it to be taken? ((or (not this-thing) (not (should-put-in-me))) (<- (message-from message) 'tell #:text default-objection)) ;; the thing we wsant to take itself has objected... ((this-thing-objection) => (lambda (objection) (<- (message-from message) 'tell #:text objection))) ;; looks like we can take it (else (let ((this-thing-name (mbody-val (<-wait this-thing 'get-name)))) ;; Wait to announce to the player just in case settting the location ;; errors out or something. Maybe it's overthinking things, I dunno. (<-wait this-thing 'set-loc! #:loc (actor-id gameobj)) (<- player 'tell #:text `("You put " ,this-thing-name " in " ,our-name ".")) (<- player-loc 'tell-room #:text `(,player-name " puts " ,this-thing-name " in " ,our-name ".") #:exclude player)))))