;;; ==========
(define-module (mudsync gameobj)
+ #:use-module (mudsync command)
#:use-module (8sync systems actors)
#:use-module (8sync agenda)
+ #:use-module (srfi srfi-1)
+ #: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-actions))
+ gameobj-occupants
+ gameobj-actions
+ gameobj-self-destruct))
;;; Gameobj
;;; =======
;;; Actions supported by all gameobj
(define gameobj-actions
(build-actions
+ (init (wrap-apply gameobj-init))
(get-commands (wrap-apply gameobj-get-commands))
(get-container-commands (wrap-apply gameobj-get-container-commands))
- (get-children (wrap-apply gameobj-get-children))
- (add-occupant! (wrap-apply gameobj-add-child!))
- (remove-occupant! (wrap-apply gameobj-remove-child!))
- (set-loc! (wrap-apply gameobj-set-loc!))))
+ (get-occupants (wrap-apply gameobj-get-occupants))
+ (add-occupant! (wrap-apply gameobj-add-occupant!))
+ (remove-occupant! (wrap-apply gameobj-remove-occupant!))
+ (set-loc! (wrap-apply gameobj-act-set-loc!))
+ (get-name (wrap-apply gameobj-get-name))
+ (get-desc (wrap-apply gameobj-get-desc))
+ (goes-by (wrap-apply gameobj-act-goes-by))
+ (visible-name (wrap-apply gameobj-visible-name))
+ (self-destruct (wrap-apply gameobj-act-self-destruct))
+ (tell (wrap-apply gameobj-tell-no-op))))
;;; *all* game components that talk to players should somehow
;;; derive from this class.
(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
- #:accessor gameobj-occupants)
+ (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)
+ #:init-value #f)
+ (goes-by #:init-keyword #:goes-by
+ #:init-value #f)
- (desc #:init-value ""
+ (desc #:init-value #f
#:init-keyword #:desc)
- ;; how to print our name
- (name-f #:init-keyword #:name-f
- #:getter gameobj-name-f
- #:init-value (wrap gameobj-simple-name-f))
-
- ;; Name aliases
- (aliases #:init-keyword #:aliases
- #:init-value '())
-
;; Commands we can handle
(commands #:init-value '())
(container-commands #:init-value '())
(message-handler
#:init-value
- (simple-dispatcher gameobj-actions)))
+ (simple-dispatcher gameobj-actions))
+
+ ;; Most objects are generally visible by default
+ (generally-visible #:init-value #t
+ #:init-keyword #:generally-visible)
+ ;; @@: 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?)))
;;; gameobj message handlers
;;; ========================
+;; Kind of a useful utility, maybe?
+(define (simple-slot-getter slot)
+ (lambda (actor message)
+ (reply-message actor message
+ #:val (slot-ref actor slot))))
+
+
+;; @@: This could be kind of a messy way of doing gameobj-init
+;; stuff. If only we had generic methods :(
+(define-mhandler (gameobj-init actor message)
+ "Your most basic game object init procedure. Does nothing."
+ #f)
+
+(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 actor 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 (filter-commands commands verb)
+ (filter
+ (lambda (cmd)
+ (equal? (command-verbs cmd)
+ verb))
+ commands))
+
(define-mhandler (gameobj-get-commands actor message verb)
- (<-reply actor message #:commands (slot-ref actor 'commands)))
+ "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))
+ (<-reply actor message
+ #:commands filtered-commands
+ #:goes-by (gameobj-goes-by actor)))
(define-mhandler (gameobj-get-container-commands actor message verb)
- (<-reply actor message #:commands (slot-ref actor 'container-commands)))
+ "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-add-occupant! actor message 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)
+ "Remove an occupant from the room."
+ (hash-remove! (slot-ref actor 'occupants) who))
-(define-mhandler (gameobj-get-children actor message)
- (define children
- (hash-map->list (lambda (key val) key)
- (gameobj-children actor)))
+(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)
+ (pk 'failboat (member occupant (pk 'exclude-lst exclude))))
+ ;; Must be an individual address!
+ (_ (equal? occupant exclude))))
+ (if exclude-it?
+ prev
+ (cons occupant prev)))
+ '()
+ (slot-ref gameobj 'occupants)))
+
+(define-mhandler (gameobj-get-occupants actor message)
+ "Get all present occupants of the room."
+ (define exclude (message-ref message 'exclude #f))
+ (define occupants
+ (gameobj-occupants actor #:exclude exclude))
(<-reply actor message
- #:children children))
+ #:occupants occupants))
+
+(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))
+
+ (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))))
-(define-mhandler (gameobj-set-loc! player message id)
- (format #t "DEBUG: Location set to ~s for player ~s\n"
- id (actor-id-actor player))
- (set! (gameobj-loc player) id))
+;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc?
+(define-mhandler (gameobj-act-set-loc! actor message loc)
+ "Action routine to set the location."
+ (gameobj-set-loc! actor loc))
+(define gameobj-get-name (simple-slot-getter 'name))
+
+(define-mhandler (gameobj-get-desc actor message whos-looking)
+ (define desc-text
+ (match (slot-ref actor 'desc)
+ ((? procedure? desc-proc)
+ (desc-proc actor whos-looking))
+ (desc desc)))
+ (<-reply actor message #:val desc-text))
(define (gameobj-simple-name-f gameobj)
"Simplest version: return ourselves for our name."
(gameobj-name gameobj))
+(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."
+ (slot-ref gameobj 'generally-visible))
+
+(define-mhandler (gameobj-visible-name actor message 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 actor 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)
+ ;; Boom!
+ (self-destruct gameobj))
+
+(define-mhandler (gameobj-act-self-destruct gameobj message)
+ "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))