better take/drop
[mudsync.git] / mudsync / gameobj.scm
index 9651140ec12d4f4f72e308a59f18ff50458d2e9d..65ddc296262c7d2a767e53db858330170d4aed3d 100644 (file)
 ;;; ==========
 
 (define-module (mudsync gameobj)
-  #:use-module (8sync systems actors)
+  #: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>
-            gameobj-simple-name-f
 
             gameobj-loc
             gameobj-gm
-            gameobj-name
-            gameobj-name-f))
+
+            gameobj-act-init
+            gameobj-set-loc!
+            gameobj-occupants
+            gameobj-self-destruct
+
+            slot-ref-maybe-runcheck
+            val-or-run
+
+            dyn-ref
+
+            ;; Some of the more common commands
+            cmd-take cmd-drop
+            cmd-take-from cmd-put-in))
+
+;;; Gameobj
+;;; =======
 
 
 ;;; *all* game components that talk to players should somehow
 (define-class <gameobj> (<actor>)
   ;; location id
   (loc #:init-value #f
-       #:accessor gameobj-loc)
+       #: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
-        #:accessor gameobj-name)
-
-  ;; how to print our name
-  (name-f #:init-keyword #:name-f
-          #:getter gameobj-name-f
-          #:init-value (wrap gameobj-simple-name-f))
+        #:init-value #f)
+  (goes-by #:init-keyword #:goes-by
+           #:init-value #f)
 
-  ;; Name aliases
-  (aliases #:init-keyword #:aliases
-           #:init-value '())
+  (desc #:init-value #f
+        #:init-keyword #:desc)
 
   ;; Commands we can handle
-  (dirobj-commands #:init-value '())
-  (indirobj-commands #:init-value '())
+  (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
-  (contain-commands #:init-value #f))
+  (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)))
+
+\f
+;;; 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)))
+
+
+\f
+;;; 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))))
+
+;; @@: Moving this to a container subclass/mixin could allow a lot more
+;;   customization of take out / put in phrases
+(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 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))))
+                 (gameobj-occupants gameobj))
+       ;; nothing found
+       #f)))
+  (define (this-thing-name)
+    (mbody-val (<-wait this-thing 'get-name)))
+  (define (should-take-from-me)
+    (and this-thing
+         (slot-ref-maybe-runcheck gameobj 'take-from-me? player this-thing)))
+  (define (default-objection)
+    `("Unfortunately, it doesn't seem like you can take "
+      (this-thing-name) " " preposition " " our-name "."))
 
+  (define (this-thing-objection)
+    (mbody-receive (_ taken-ok? #:key why-not) ; does the object object to being removed?
+        (<-wait this-thing '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
+   ;; Wait, aren't we going to check (should-take-from-me) later?
+   ;; Well yes, but this checks if there's a #f as the value, which
+   ;; is a much clearer indication that this doesn't take *anything*.
+   ((not (slot-ref gameobj 'take-from-me?))
+    (<- player 'tell
+        #:text `("It's not really clear how to take something " ,preposition
+                 " " ,our-name ".")))
 
-(define (gameobj-simple-name-f gameobj)
-  "Simplest version: return ourselves for our name."
-  (gameobj-name gameobj))
+   ;; Unfortunately this does leak information about what is contained
+   ;; by us.  Maybe not what's wanted in all circumstances.
+   ((not this-thing)
+    (<- player 'tell
+        #:text `("You don't see any such " ,direct-obj " to take from "
+                 ,our-name ".")))
+   ;; A particular objection to taking this thing.
+   ;; We should allow customizing the reason here, which could be
+   ;; provided by the 'ok-to-be-taken-from? slot.
+   ((not (should-take-from-me))
+    (<- player 'tell
+        #:text (default-objection)))
+   ;; the thing we wsant to take itself has objected...
+   ((this-thing-objection) =>
+    (lambda (objection)
+      (<- player 'tell
+          #:text objection)))
+   ;; looks like we can take it
+   (else
+    ;; 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 player)
+    (<- player 'tell
+        #:text `("You take " ,(this-thing-name) " from "
+                 ,our-name "."))
+    (<- player-loc 'tell-room
+        #:text `(,player-name " takes " ,(this-thing-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 (this-thing-name)
+    (mbody-val (<-wait this-thing 'get-name)))
+  (define (should-put-in-me)
+    (and this-thing
+         (slot-ref-maybe-runcheck gameobj 'put-in-me? player this-thing)))
+  (define (default-objection)
+    `("As much as you'd like to, it doesn't seem like you can put "
+      ,(this-thing-name) " " ,preposition " " ,our-name "."))
+  (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?
+   ((not this-thing)
+    (<- (message-from message) 'tell
+        #:text `("You don't seem to have any such " ,direct-obj " to put "
+                 ,preposition " " ,our-name ".")))
 
+   ((or (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
+    ;; 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) " " ,preposition " "
+                 ,our-name "."))
+    (<- player-loc 'tell-room
+        #:text `(,player-name " puts " ,(this-thing-name) " " ,preposition " "
+                              ,our-name ".")
+        #:exclude player))))