#: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
;;; 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-occupants (wrap-apply gameobj-get-occupants))
(remove-occupant! (wrap-apply gameobj-remove-occupant!))
(set-loc! (wrap-apply gameobj-set-loc!))
(get-name (wrap-apply gameobj-get-name))
- (get-desc (wrap-apply gameobj-get-desc))
- ))
+ (get-desc (wrap-apply gameobj-get-desc))))
;;; *all* game components that talk to players should somehow
;;; derive from this class.
(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 (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)
(define-mhandler (gameobj-get-commands actor message verb)
(define filtered-commands
- (filter-commands (slot-ref actor 'commands)
+ (filter-commands (val-or-run (slot-ref actor 'commands))
verb))
(<-reply actor message #:commands filtered-commands))
(define-mhandler (gameobj-get-container-commands actor message verb)
(define filtered-commands
- (filter-commands (slot-ref actor 'container-commands)
+ (filter-commands (val-or-run (slot-ref actor 'container-commands))
verb))
(<-reply actor message #:commands filtered-commands))