distinguish container-sub-commands and container-dom-commands
[mudsync.git] / mudsync / gameobj.scm
index 5f702efce85937c9d92ac4297353379364b5dd83..ebd4db7276c44aecd5b307c10a43edc5f7b48486 100644 (file)
 
 (define-module (mudsync gameobj)
   #:use-module (mudsync command)
-  #:use-module (8sync systems actors)
+  #:use-module (mudsync utils)
+  #: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-loc
             gameobj-gm
 
+            gameobj-act-init
+            gameobj-set-loc!
             gameobj-occupants
-            gameobj-actions
             gameobj-self-destruct
 
-            dyn-ref))
+            slot-ref-maybe-runcheck
+            val-or-run
+
+            dyn-ref
+
+            ;; Some of the more common commands
+            cmd-take cmd-drop
+            cmd-take-from-no-op cmd-put-in-no-op))
 
 ;;; 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-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))
-   (set-name! (wrap-apply gameobj-act-set-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))
-   (assist-replace (wrap-apply gameobj-act-assist-replace))))
-
 ;;; *all* game components that talk to players should somehow
 ;;; derive from this class.
 ;;; And all of them need a GM!
@@ -75,6 +68,7 @@
   ;; 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)
+                                   (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
-  (container-commands #:init-value '())
-  (message-handler
-   #:init-value
-   (simple-dispatcher gameobj-actions))
+  ;;   dominant version (goes before everything)
+  (container-dom-commands #:allocation #:each-subclass
+                          #:init-thunk (build-commands))
+  ;;   subordinate version (goes after everything)
+  (container-sub-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
-  (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...
+  (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?)))
+   #: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?)
+
+  ;; 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-dom-commands gameobj-get-container-dom-commands)
+            (get-container-sub-commands gameobj-get-container-sub-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-drop cmd-drop)
+            (cmd-take-from cmd-take-from-no-op)
+            (cmd-put-in cmd-put-in-no-op))))
 
 
 ;;; 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))))
-
+    (<-reply message (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
     (for-each
      (lambda (occupant)
-       (<-wait actor occupant 'set-loc!
+       (<-wait occupant 'set-loc!
                #:loc (actor-id actor)))
      occupants)))
 
 (define gameobj-replace-steps*
   (list gameobj-replace-step-occupants))
 
-(define (run-replacement actor message replace-steps)
-  (define replaces (pk 'replace (message-ref message 'replace #f)))
+(define (run-replacement actor replaces replace-steps)
   (when replaces
-    (let ((replace-reply
-           (pk 'replace-reply (<-wait actor replaces 'assist-replace))))
+    (mbody-receive (_ #:key occupants)
+        (<-wait 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."
-  (display "gameobj init!\n")
-  (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."
@@ -156,8 +209,7 @@ Assists in its replacement of occupants if necessary and nothing 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)))
+  (<-reply message (gameobj-goes-by actor)))
 
 (define (val-or-run val-or-proc)
   "Evaluate if a procedure, or just return otherwise"
@@ -165,35 +217,44 @@ Assists in its replacement of occupants if necessary and nothing else."
       (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-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))
-                     verb))
-  (<-reply actor message
-           #:commands filtered-commands
+  (define candidate-commands
+    (get-candidate-commands actor 'commands verb))
+  (<-reply message
+           #:commands candidate-commands
            #:goes-by (gameobj-goes-by actor)))
 
-(define-mhandler (gameobj-get-container-commands actor message 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* (gameobj-get-container-dom-commands actor message #:key verb)
+  "Get (dominant) commands as the container / room of message's sender"
+  (define candidate-commands
+    (get-candidate-commands actor 'container-dom-commands verb))
+  (<-reply message #:commands candidate-commands))
+
+(define* (gameobj-get-container-sub-commands actor message #:key verb)
+  "Get (subordinate) commands as the container / room of message's sender"
+  (define candidate-commands
+    (get-candidate-commands actor 'container-sub-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-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))
 
@@ -208,7 +269,7 @@ Assists in its replacement of occupants if necessary and nothing else."
          ;; 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))))
+          (member occupant exclude))
          ;; Must be an individual address!
          (_ (equal? occupant exclude))))
      (if exclude-it?
@@ -217,14 +278,14 @@ Assists in its replacement of occupants if necessary and nothing else."
    '()
    (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 message occupants))
 
-  (<-reply actor message
-           #:occupants 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."
@@ -232,37 +293,46 @@ Assists in its replacement of occupants if necessary and nothing else."
   (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 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-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 (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-mhandler (gameobj-act-set-name! actor message val)
+(define* (gameobj-act-set-name! actor message 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)
        (desc-proc actor whos-looking))
       (desc desc)))
-  (<-reply actor message #:val desc-text))
+  (<-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."
-  (slot-ref gameobj 'generally-visible))
+  (not (slot-ref gameobj 'invisible?)))
 
-(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))
@@ -277,16 +347,17 @@ By default, this is whether or not the generally-visible flag is set."
            name)
           (#f #f))
         #f))
-  (<-reply actor message #:text name-to-return))
+  (<-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-mhandler (gameobj-act-self-destruct gameobj message)
+(define* (gameobj-act-self-destruct gameobj message #:key why)
   "Action routine for self destruction"
   (gameobj-self-destruct gameobj))
 
@@ -294,22 +365,38 @@ By default, this is whether or not the generally-visible flag is set."
 (define gameobj-tell-no-op
   (const 'no-op))
 
-(define (gameobj-replace-data-occupants actor)
+(define (gameobj-replace-data-occupants gameobj)
   "The general purpose list of replacement data"
   (list #:occupants (hash-map->list (lambda (occupant _) occupant)
-                                    (slot-ref actor 'occupants))))
+                                    (slot-ref gameobj 'occupants))))
 
-(define (gameobj-replace-data* actor)
+(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 actor))
+  (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 actor message)
+(define (gameobj-act-assist-replace gameobj message)
   "Vanilla method for assisting in self-replacement for live hacking"
-  (apply <-reply actor message
-         (gameobj-replace-data* actor)))
+  (apply <-reply message
+         (gameobj-replace-data* gameobj)))
+
+(define (gameobj-ok-to-be-taken-from gameobj message whos-acting)
+  (call-with-values (lambda ()
+                      (slot-ref-maybe-runcheck gameobj 'take-me?
+                                               whos-acting #:from #t))
+    ;; This allows this to reply with #:why-not if appropriate
+    (lambda args
+      (apply <-reply message args))))
+
+(define (gameobj-ok-to-be-put-in gameobj message whos-acting where)
+  (call-with-values (lambda ()
+                      (slot-ref-maybe-runcheck gameobj 'drop-me?
+                                               whos-acting where))
+    ;; This allows this to reply with #:why-not if appropriate
+    (lambda args
+      (apply <-reply message args))))
 
 \f
 ;;; Utilities every gameobj has
@@ -320,11 +407,105 @@ By default, this is whether or not the generally-visible flag is set."
   (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))
+     (mbody-val (<-wait (slot-ref gameobj 'gm) 'lookup-special
+                        #:symbol special-symbol)))
     ;; if it's false, return nothing
-    ((#f #f))
+    (#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
+                   (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.
+  (call-with-values (lambda ()
+                      (slot-ref-maybe-runcheck gameobj 'take-me? player))
+    (lambda* (self-should-take #:key (why-not
+                                      `("It doesn't seem like you can take "
+                                        ,our-name ".")))
+      (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 why-not)))))
+
+(define* (cmd-drop gameobj message
+                   #:key direct-obj
+                   (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))))
+
+(define* (cmd-take-from-no-op gameobj message
+                              #:key direct-obj indir-obj preposition
+                              (player (message-from message)))
+  (<- player 'tell
+      #:text `("It doesn't seem like you can take anything "
+               ,preposition " "
+               ,(slot-ref gameobj 'name) ".")))
+
+(define* (cmd-put-in-no-op gameobj message
+                           #:key direct-obj indir-obj preposition
+                           (player (message-from message)))
+  (<- player 'tell
+      #:text `("It doesn't seem like you can put anything "
+               ,preposition " "
+               ,(slot-ref gameobj 'name) ".")))