(8sync agenda)
(ice-9 format)
(ice-9 match)
+ (gdbm)
(oop goops))
;; (define-method (nm-close-port (nm <network-manager>)))
+\f
;;; The game master! Runs the world.
;;; =================================
;; @@: We could call this a "world builder" instead...
;; I kinda like calling it a GM though.
+(define-class <game-master> (<actor>)
+ ;; Directory of "special" objects.
+ (special-dir #:init-thunk make-hash-table
+ #:getter gm-special-dir)
+
+ ;; Room directory. Room symbols to
+ (room-dir #:init-thunk make-hash-table
+ #:getter gm-room-dir)
+
+ ;; A mapping of client ids to in-game actors
+ (client-to-actor #:init-thunk make-hash-table)
+ ;; Network manager
+ (network-manager #:accessor gm-network-manager
+ #:init-value #f)
+
+ (message-handler
+ #:init-value
+ (make-action-dispatch
+ (init-world (wrap-apply gm-init-world))
+ (client-input (wrap-apply gm-handle-client-input))
+ (lookup-room (wrap-apply gm-lookup-room)))))
+
+
+;;; .. begin world init stuff ..
+
(define (gm-init-world gm message)
;; Load database
;; TODO
;; Init basic rooms / structure
- ;; TODO
+ (gm-init-rooms gm (message-ref message 'room-spec))
;; Restore database-based actors
;; TODO
;; Set up the network
(gm-setup-network gm))
+(define (gm-init-rooms gm rooms-spec)
+ "Initialize the prebuilt rooms"
+ ;; @@: Would it be nicer to just allow passing in
+ ;; #:exits to the room spec itself?
+ (define (exit-from-spec exit-spec)
+ "Take room exits syntax from the spec, turn it into exits"
+ (match exit-spec
+ ((name to-symbol description)
+ (make <exit>
+ #:name name
+ #:to-symbol to-symbol
+ #:description description))))
+
+ (define rooms
+ (map
+ (match-lambda
+ ((room-symbol room-class
+ room-args ...
+ (room-exits ...))
+
+ ;; initialize the room
+ (apply create-actor* gm room-class "room"
+ #:gm (actor-id gm)
+ #:exits (map exit-from-spec room-exits)
+ room-args)))
+ rooms-spec))
+
+ ;; now wire up all the exits
+ (for-each
+ (lambda (room)
+ (format #t "Wiring up ~s...\n" (address->string room))
+ (<-wait gm room 'wire-exits!))
+ rooms))
+
+
(define (gm-setup-network gm)
;; Create a default network manager if none available
(set! (gm-network-manager gm)
;; TODO: Add host and port options
(<-wait gm (gm-network-manager gm) 'start-listening))
+;;; .. end world init stuff ...
+
+
(define (gm-handle-client-input actor message)
"Handle input from a client."
(define client-id (message-ref message 'client))
#:client client-id
#:data "Thanks, we got it!\n"))
-(define-class <game-master> (<actor>)
- ;; The directory is a "namespaced" directory of all "special" content
- ;; in the game, identifiable by some special key.
- ;; (The namespace is simply a cons of (namespace . special-symbol))
- (directory #:init-thunk make-hash-table)
- ;; A mapping of client ids to in-game actors
- (client-to-actor #:init-thunk make-hash-table)
- ;; Network manager
- (network-manager #:accessor gm-network-manager
- #:init-val #f)
-
- (message-handler
- #:init-value
- (make-action-dispatch
- (init-world gm-init-world)
- (client-input gm-handle-client-input))))
-
+(define-mhandler (gm-lookup-room actor message symbol)
+ (define room-id
+ (slot-ref (gm-room-dir actor) symbol))
+ (<-reply actor message room-id))
(define-method (gm-setup-database (gm <game-master>))
'TODO)
'TODO)
+\f
+;;; Rooms
+;;; =====
+
+;; @@: Maybe make this into a record type when this congeals a bit?
+;; I dunno?
+
+(define-class <exit> ()
+ ;; Used for wiring
+ (to-symbol #:accessor exit-to-symbol
+ #:init-keyword #:to-symbol)
+ ;; The actual address we use
+ (to-address #:accessor exit-to-address
+ #:init-keyword #:address)
+ ;; Name of the room (@@: Should this be names?)
+ (name #:accessor exit-name
+ #:init-keyword #:name)
+ (description #:accessor exit-description
+ #:init-keyword #:description)
+
+ ;; *Note*: These two methods have an extra layer of indirection, but
+ ;; it's for a good reason.
+ (visible-check #:init-value (const #t)
+ #:init-keyword #:visible-check)
+ ;; By default all exits can be traversed
+ (traverse-check #:init-value (const #t)
+ #:init-keyword #:traverse-check))
+
+(define* (exit-can-traverse? exit actor
+ #:optional (target-actor (actor-id actor)))
+ ((slot-ref exit 'traverse-check) exit actor target-actor))
+
+(define* (exit-is-visible? exit actor
+ #:optional (target-actor (actor-id actor)))
+ ((slot-ref exit 'traverse-check) exit actor target-actor))
+
+
+;; Kind of a useful utility, maybe?
+(define (simple-slot-getter slot)
+ (lambda (actor message)
+ (reply-message actor message
+ #:val (slot-ref actor slot))))
+
+
+(define-class <room> (<actor>)
+ (name #:init-keyword #:name)
+ (description #:init-value ""
+ #:init-keyword #:description)
+ ;; Uses a hash table like a set (values ignored)
+ (occupants #:init-thunk make-hash-table)
+ ;; A list of <exit>
+ (exits #:init-value '()
+ #:getter room-exits)
+ ;; @@: Maybe eventually <room> will inherit from some more general
+ ;; game object class
+ (gm #:init-keyword #:gm
+ #:getter room-gm)
+
+ (message-handler
+ #:allocation #:each-subclass
+ #:init-value
+ (make-action-dispatch
+ (get-description
+ (simple-slot-getter 'description))
+ (get-name
+ (simple-slot-getter 'name))
+ ((register-occupant! actor message who)
+ "Register an actor as being a occupant of this room"
+ (hash-set! (slot-ref actor 'occupants) who #t))
+ ((evict-occupant! actor message who)
+ "De-register an occupant removed from the room"
+ (hash-remove! (slot-ref actor 'occupants) who))
+ (wire-exits! (wrap-apply room-wire-exits!)))))
+
+(define (room-wire-exits! room message)
+ (for-each
+ (lambda (exit)
+ (define new-exit
+ (<-wait room (room-gm room) 'lookup-room
+ #:symbol (exit-to-symbol exit)))
+
+ (set! (exit-to-address exit) new-exit))
+
+ (room-exits room)))
+
+
+\f
+;;; Players
+;;; =======
+
+
;; Debugging stuff
(define %test-gm #f)
-(define (run-demo . args)
+(define (run-demo db-path room-spec)
(define hive (make-hive))
(define gm
(hive-create-actor-gimmie* hive <game-master> "gm"))
;; @@: Boy, wouldn't it be nice if the agenda could do things
;; on interrupt :P
(ez-run-hive hive
- (list (bootstrap-message hive (actor-id gm) 'init-world))))
+ (list (bootstrap-message hive (actor-id gm) 'init-world
+ #:room-spec room-spec))))