#: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 format)
#:use-module (ice-9 match)
;; game master id
(gm #:init-keyword #:gm
#:getter gameobj-gm)
+
;; a name to be known by
(name #:init-keyword #:name
#:init-value #f)
#:init-keyword #:desc)
;; Commands we can handle
- (commands #:init-value '())
+ (commands #:allocation #:each-subclass
+ #:init-thunk (build-commands
+ ("take" ((direct-command cmd-take #:obvious? #f)))))
;; Commands we can handle by being something's container
- (container-commands #:init-value '())
+ (container-commands #:allocation #:each-subclass
+ #:init-thunk (build-commands))
;; Commands we can handle by being contained by something else
- (contained-commands #:init-value '())
+ (contained-commands #:allocation #:each-subclass
+ #:init-thunk
+ (build-commands
+ ("drop" ((direct-command cmd-drop #:obvious? #f)))))
;; Most objects are generally visible by default
(generally-visible #:init-value #t
(visible-to-player?
#:init-value (wrap-apply gameobj-visible-to-player?))
+ ;; Can be a boolean or a procedure accepting two arguments
+ ;; (thing-actor whos-acting)
+ (takeable #:init-value #f
+ #:init-keyword #:takeable)
+ ;; Can be a boolean or a procedure accepting two arguments
+ ;; (thing-actor whos-dropping)
+ (dropable #:init-value #t
+ #:init-keyword #:dropable)
+
+ ;; 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-value
+ #:init-thunk
(build-actions
(init gameobj-act-init)
;; Commands for co-occupants
(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!)
(visible-name gameobj-visible-name)
(self-destruct gameobj-act-self-destruct)
(tell gameobj-tell-no-op)
- (assist-replace gameobj-act-assist-replace))))
+ (assist-replace gameobj-act-assist-replace)
+ (ok-to-drop-here? (const #t)) ; ok to drop by default
+
+ ;; Common commands
+ (cmd-take cmd-take)
+ (cmd-drop cmd-drop))))
;;; gameobj message handlers
(val-or-proc)
val-or-proc))
-(define (filter-commands commands verb)
- (filter
- (lambda (cmd)
- (equal? (command-verbs cmd)
- verb))
- commands))
+(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 filtered-commands
- (filter-commands (val-or-run (slot-ref actor 'commands))
- verb))
+ (define candidate-commands
+ (get-candidate-commands actor 'commands verb))
(<-reply message
- #:commands filtered-commands
+ #: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 filtered-commands
- (filter-commands (val-or-run (slot-ref actor 'container-commands))
- verb))
- (<-reply message #:commands filtered-commands))
+ (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 filtered-commands
- (filter-commands (val-or-run (slot-ref actor 'contained-commands))
- verb))
+ (define candidate-commands
+ (get-candidate-commands actor 'contained-commands verb))
(<-reply message
- #:commands filtered-commands
+ #:commands candidate-commands
#:goes-by (gameobj-goes-by actor)))
(define* (gameobj-add-occupant! actor message #:key who)
;; Boom!
(self-destruct gameobj))
-(define (gameobj-act-self-destruct gameobj message)
+(define* (gameobj-act-self-destruct gameobj message #:key why)
"Action routine for self destruction"
(gameobj-self-destruct gameobj))
(#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 'takeable 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 'dropable 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))))