#:use-module (8sync systems actors)
#:use-module (8sync agenda)
#:use-module (srfi srfi-1)
+ #:use-module (ice-9 format)
#:use-module (ice-9 match)
#:use-module (oop goops)
#:export (<gameobj>
gameobj-loc
gameobj-gm
+ gameobj-act-init
gameobj-set-loc!
gameobj-occupants
gameobj-actions
;;; Actions supported by all gameobj
(define gameobj-actions
(build-actions
- (init (wrap-apply gameobj-init))
+ (init (wrap-apply gameobj-act-init))
;; Commands for co-occupants
(get-commands (wrap-apply gameobj-get-commands))
;; Commands for participants in a room
;; @@: 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?)))
+ #:init-value (wrap-apply gameobj-visible-to-player?))
+
+ ;; Set this on self-destruct
+ ;; (checked by some "long running" game routines)
+ (destructed #:init-value #f))
;;; gameobj message handlers
;; Kind of a useful utility, maybe?
(define (simple-slot-getter slot)
(lambda (actor message)
- (reply-message actor message
+ (<-reply actor message
#:val (slot-ref actor slot))))
-(define (gameobj-replace-step-occupants actor replace-reply)
- (define occupants
- (message-ref replace-reply 'occupants #f))
+(define (gameobj-replace-step-occupants actor occupants)
;; Snarf all the occupants!
(display "replacing occupant\n")
(when occupants
(define gameobj-replace-steps*
(list gameobj-replace-step-occupants))
-(define (run-replacement actor message replace-steps)
- (define replaces (message-ref message 'replace #f))
+(define (run-replacement actor replaces replace-steps)
(when replaces
- (let ((replace-reply
- (<-wait actor replaces 'assist-replace)))
+ (msg-receive (_ #:key occupants)
+ (<-wait actor replaces 'assist-replace)
(for-each
(lambda (replace-step)
- (replace-step actor replace-reply))
+ (replace-step actor occupants))
replace-steps))))
-;; @@: This could be kind of a messy way of doing gameobj-init
+;; @@: This could be kind of a messy way of doing gameobj-act-init
;; stuff. If only we had generic methods :(
-(define-mhandler (gameobj-init actor message)
+(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 message gameobj-replace-steps*))
+ (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."
verb))
commands))
-(define-mhandler (gameobj-get-commands actor message verb)
+(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))
#:commands filtered-commands
#:goes-by (gameobj-goes-by actor)))
-(define-mhandler (gameobj-get-container-commands actor message verb)
+(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 actor message #:commands filtered-commands))
-(define-mhandler (gameobj-get-contained-commands actor message verb)
+(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))
#:commands filtered-commands
#:goes-by (gameobj-goes-by actor)))
-(define-mhandler (gameobj-add-occupant! actor message who)
+(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-mhandler (gameobj-remove-occupant! actor message who)
+(define* (gameobj-remove-occupant! actor message #:key who)
"Remove an occupant from the room."
(hash-remove! (slot-ref actor 'occupants) who))
'()
(slot-ref gameobj 'occupants)))
-(define-mhandler (gameobj-get-occupants actor message)
+(define* (gameobj-get-occupants actor message #:key exclude)
"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)
+(define (gameobj-act-get-loc actor message)
(<-reply actor message
#:val (slot-ref actor 'loc)))
(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))))
+ (when (not (equal? old-loc loc))
+ (slot-set! gameobj 'loc loc)
+ ;; Change registation of where we currently are
+ (if old-loc
+ (<-wait gameobj old-loc 'remove-occupant! #:who (actor-id gameobj)))
+ (if loc
+ (<-wait gameobj loc 'add-occupant! #:who (actor-id gameobj)))))
;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc?
-(define-mhandler (gameobj-act-set-loc! actor message loc)
+(define* (gameobj-act-set-loc! actor message #:key loc)
"Action routine to set the location."
(gameobj-set-loc! actor loc))
(define gameobj-get-name (simple-slot-getter 'name))
-(define-mhandler (gameobj-act-set-name! actor message val)
+(define* (gameobj-act-set-name! actor message #:key val)
(slot-set! actor 'name val))
-(define-mhandler (gameobj-get-desc actor message whos-looking)
+(define* (gameobj-get-desc actor message #:key whos-looking)
(define desc-text
(match (slot-ref actor 'desc)
((? procedure? desc-proc)
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)
+(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))
"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-mhandler (gameobj-act-self-destruct gameobj message)
+(define (gameobj-act-self-destruct gameobj message)
"Action routine for self destruction"
(gameobj-self-destruct gameobj))
(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))
+ (msg-receive (_ #:key val)
+ (<-wait gameobj (slot-ref gameobj 'gm) 'lookup-special
+ #:symbol special-symbol)
+ val))
;; if it's false, return nothing
- ((#f #f))
+ (#f #f)
;; otherwise it's probably an address, return it as-is
(_ special-symbol)))