You can now kiss the frog!
[mudsync.git] / mudsync / room.scm
index 5c93be3d5b615e666d789177b2cf1c4001b0a7e3..ed4eafe46eec597ae393d46c3b07ab35a61fd801 100644 (file)
@@ -1,5 +1,5 @@
 ;;; Mudsync --- Live hackable MUD
-;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
+;;; Copyright © 2016 Christine Lemmer-Webber <cwebber@dustycloud.org>
 ;;;
 ;;; This file is part of Mudsync.
 ;;;
 (define-module (mudsync room)
   #:use-module (mudsync command)
   #:use-module (mudsync gameobj)
-  #:use-module (8sync systems actors)
+  #:use-module (mudsync utils)
+  #:use-module (8sync actors)
   #:use-module (8sync agenda)
   #:use-module (oop goops)
   #:use-module (srfi srfi-1)
-  #:export (<room>
-            room-actions
-            room-actions*
-
-            <exit>))
+  #:use-module (ice-9 control)
+  #:export (<room> <exit>))
 
 \f
 ;;; Exits
 ;;; =====
 
 (define-class <exit> ()
-  ;; Used for wiring
-  (to-symbol #:init-keyword #:to-symbol)
-  ;; The actual address we use
-  (to-address #:init-keyword #:address)
+  (to #:init-keyword #:to
+      #:init-value #f)
   ;; Name of the room (@@: Should this be names?)
   (name #:getter exit-name
         #:init-keyword #:name)
   (traverse-check #:init-value (const #t)
                   #:init-keyword #:traverse-check))
 
-(define* (exit-can-traverse? exit actor
-                             #:optional (target-actor (actor-id actor)))
-  ((slot-ref exit 'traverse-check) exit actor target-actor))
+;; @@: Should we make whos-exiting optional?  Would there ever be any
+;;   reason?
+(define* (exit-can-traverse? exit room whos-exiting)
+  ((slot-ref exit 'traverse-check) exit room whos-exiting))
 
-(define* (exit-is-visible? exit actor
-                           #:optional (target-actor (actor-id actor)))
-  ((slot-ref exit 'traverse-check) exit actor target-actor))
+(define* (exit-is-visible? exit room whos-exiting)
+  ((slot-ref exit 'visible-check) exit room whos-exiting))
 
 
 \f
 ;;; Rooms
 ;;; =====
 
-(define %room-contain-commands
-  (list
-   (loose-direct-command "look" 'cmd-look-at)
-   (empty-command "look" 'cmd-look-room)
-   (loose-direct-command "go" 'cmd-go)))
+(define (exit-shorthand name)
+  (lambda (room message)
+    (room-cmd-go room message #:direct-obj name)))
 
 ;; TODO: Subclass from container?
 (define-class <room> (<gameobj>)
          #:init-keyword #:exits
          #:getter room-exits)
 
-  (container-commands
-   #:init-value %room-contain-commands)
-
-  (message-handler
+  (container-dom-commands
    #:allocation #:each-subclass
-   ;; @@: Can remove this indirection once things settle
-   #:init-value (wrap-apply room-action-dispatch)))
-
-
-(define room-actions
-  (build-actions
-   ;; desc == description
-   (wire-exits! (wrap-apply room-wire-exits!))
-   (cmd-go (wrap-apply room-cmd-go))))
+   #:init-thunk
+   (build-commands
+    (("l" "look") ((empty-command cmd-look-room)))
+    ("go" ((empty-command cmd-go-where)
+           (loose-direct-command cmd-go)))
+    (("say" "\"" "'") ((greedy-command cmd-say)))
+    (("emote" "/me") ((greedy-command cmd-emote)))
+    ;; movement aliases
+    (("n" "north") ((empty-command go-north)))
+    (("ne" "northeast") ((empty-command go-northeast)))
+    (("e" "east") ((empty-command go-east)))
+    (("se" "southeast") ((empty-command go-southeast)))
+    (("s" "south") ((empty-command go-south)))
+    (("sw" "southwest") ((empty-command go-southwest)))
+    (("w" "west") ((empty-command go-west)))
+    (("nw" "northwest") ((empty-command go-northwest)))
+    (("u" "up") ((empty-command go-up)))
+    (("d" "down") ((empty-command go-down)))))
 
-(define room-actions*
-  (append room-actions gameobj-actions))
-
-(define room-action-dispatch
-  (simple-dispatcher room-actions*))
+  (container-sub-commands
+   #:allocation #:each-subclass
+   #:init-thunk
+   (build-commands
+    (("l" "look") ((loose-direct-command cmd-look-at-from-room)))))
 
+  (actions #:allocation #:each-subclass
+           #:init-thunk
+           (build-actions
+            (cmd-go room-cmd-go)
+            (cmd-go-where room-cmd-go-where)
+            (announce-entrance room-announce-entrance)
+            (look-room room-look-room)
+            (tell-room room-act-tell-room)
+            ;; in this case the command is the same version as the normal
+            ;; look-room version
+            (cmd-look-room room-look-room)
+            (cmd-look-at-from-room room-look-dont-see-it)
+            (cmd-say room-cmd-say)
+            (cmd-emote room-cmd-emote)
+            ;; movement aliases
+            (go-north (exit-shorthand "north"))
+            (go-northeast (exit-shorthand "northeast"))
+            (go-east (exit-shorthand "east"))
+            (go-southeast (exit-shorthand "southeast"))
+            (go-south (exit-shorthand "south"))
+            (go-southwest (exit-shorthand "southwest"))
+            (go-west (exit-shorthand "west"))
+            (go-northwest (exit-shorthand "northwest"))
+            (go-up (exit-shorthand "up"))
+            (go-down (exit-shorthand "down")))))
 
-(define (room-wire-exits! room message)
-  "Actually hook up the rooms' exit addresses to the rooms they
-claim to point to."
-  (for-each
-   (lambda (exit)
-     (define new-exit
-       (message-ref
-        (<-wait room (gameobj-gm room) 'lookup-room
-                #:symbol (slot-ref exit 'to-symbol))
-        'room-id))
+(define common-exit-aliases
+  '(("n" . "north")
+    ("ne" . "northeast")
+    ("e" . "east")
+    ("se" . "southeast")
+    ("s" . "south")
+    ("sw" . "southwest")
+    ("w" . "west")
+    ("nw" . "northwest")
+    ("u" . "up")
+    ("d" . "down")))
 
-     (slot-set! exit 'to-address new-exit))
+(define (dealias-exit-name exit-name)
+  (or (assoc-ref common-exit-aliases exit-name)
+      exit-name))
 
-   (room-exits room)))
-
-(define-mhandler (room-cmd-go room message direct-obj)
+(define* (room-cmd-go room message #:key direct-obj)
   (define exit
     (find
      (lambda (exit)
-       (equal? (exit-name exit) direct-obj))
+       (equal? (exit-name exit) (dealias-exit-name direct-obj)))
      (room-exits room)))
+  (define to-address (if exit
+                         ;; Get the exit, but resolve it dynamically
+                         ;; in case it's a special
+                         (dyn-ref room (slot-ref exit 'to))
+                         #f))
+  (define player (message-from message))
+  (define player-name
+    (mbody-val (<-wait player 'get-name)))
   (cond
    (exit
-    (<-wait room (message-from message) 'set-loc!
-            #:loc (slot-ref exit 'to-address))
-    (<- room (message-from message) 'look-room))
+    (call-with-values (lambda ()
+                        (exit-can-traverse? exit room player))
+      (lambda* (can-traverse? #:optional player-flavortext
+                              room-flavortext)
+        (cond
+         ;; The exit itself objects to moving
+         ((not can-traverse?)
+          (<- player 'tell
+              #:text (or player-flavortext
+                         `("You try to go " ,direct-obj " but something "
+                           "seems to block you.")))
+          (when room-flavortext
+            (room-tell-room room room-flavortext
+                            #:exclude player)))
+         ;; to-address points nowhere, or exit not set.
+         ((not exit)
+          (<- player 'tell
+              #:text '((i "Yikes!") " Something weird is going on. "
+                       "It seems like this exit leads nowhere, "
+                       "in a programming bug kind of way. "
+                       "Maybe tell an administrator?")))
+         ;; looks like we can go, so let's go!
+         (else
+          ;; Set the player's new location
+          (<-wait player 'set-loc!
+                  #:loc to-address)
+          (when player-flavortext
+            (<-wait player 'tell
+                    #:text player-flavortext))
+          ;; Tell everyone else the person walked away
+          (room-tell-room
+           room (or room-flavortext
+                    (format #f "~a wanders ~a.\n"
+                            player-name direct-obj)))
+          (<- to-address 'announce-entrance
+              #:who-entered player)
+          ;; Have the new room update the player to the new location
+          (<- to-address 'look-room
+              #:to-id player))))))
    (else
-    (<- room (message-from message) 'tell
-        #:text "I don't know where that is?\n"))))
+    (<- player 'tell
+        #:text "You don't see any way to go there.\n"))))
+
+(define (room-cmd-go-where room message)
+  (<- (message-from message) 'tell
+      #:text "Go where?\n"))
+
+;;; look commands
+
+(define (room-player-looks-around room player-id)
+  "Handle looking around the room"
+  ;; Get the room text
+  (define room-text
+    `((strong "=> " ,(slot-ref room 'name) " <=")
+      (p ,(gameobj-desc room))))
+
+  ;; Get a list of other things the player would see in the room
+  (define occupant-names-all
+    (map
+     (lambda (occupant)
+       (call-with-message (<-wait occupant 'visible-name
+                                  #:whos-looking player-id)
+                          (lambda* (_ #:key text)
+                            text)))
+     (remove
+      (lambda (x) (equal? x player-id))
+      (hash-map->list (lambda (x _) x)
+                      (slot-ref room 'occupants)))))
+
+  ;; Strip out the #f responses (these aren't listed because they lack a name
+  ;; or they aren't "obviously visible" to the player)
+  (define occupant-names-filtered
+    (filter identity occupant-names-all))
+
+  (define occupant-names-string
+    (if (eq? occupant-names-filtered '())
+        #f
+        (format #f "You see here: ~a.\n"
+                (string-join occupant-names-filtered
+                             ", "))))
+
+  (define final-text
+    (if occupant-names-string
+        `(,@room-text
+          (p (em ,occupant-names-string)))
+        room-text))
+  
+  (<- player-id 'tell
+      #:text final-text))
+
+
+(define* (room-look-room room message
+                         ;; Either send it to the #:to-id of the message,
+                         ;; or to the sender of the message
+                         #:key (to-id (message-from message)))
+  "Command: Player asks to look around the room"
+  (room-player-looks-around room to-id))
+
+(define (room-find-thing-called room called-this)
+  "Find something called CALLED-THIS in the room, if any."
+  (call/ec
+   (lambda (return)
+     (for-each
+      (lambda (occupant)
+        (define goes-by (mbody-val (<-wait occupant 'goes-by)))
+        (if (ci-member called-this goes-by)
+            (return occupant)))
+      (hash-map->list (lambda (key val) key)
+                      (slot-ref room 'occupants)))
+     #f)))
+
+(define* (room-look-dont-see-it room message #:key direct-obj)
+  "In general, if we get to this point, we didn't find something to look at."
+  (<- (message-from message) 'tell
+      #:text "You don't see that here, so you can't look at it.\n"))
+
+
+(define* (room-tell-room room text #:key exclude wait)
+  (define who-to-tell (gameobj-occupants room #:exclude exclude))
+  (for-each
+   (lambda (tell-me)
+     ;; @@: Does anything really care?
+     (define deliver-method
+       (if wait
+           <-wait
+           <-))
+     (deliver-method tell-me 'tell
+                     #:text text))
+   who-to-tell))
+
+(define* (room-act-tell-room room message #:key text exclude wait)
+  "Tell the room some messages."
+  (room-tell-room room text
+                  #:exclude exclude
+                  #:wait wait))
+
+(define* (room-cmd-say room message #:key phrase)
+  "Command: Say something to room participants."
+  (define player-name
+    (mbody-val (<-wait (message-from message) 'get-name)))
+  (define message-to-send
+    `((b "<" ,player-name ">") " " ,phrase))
+  (room-tell-room room message-to-send))
+
+(define* (room-cmd-emote room message #:key phrase)
+  "Command: Say something to room participants."
+  (define player-name
+    (mbody-val (<-wait (message-from message) 'get-name)))
+  (define message-to-send
+    `((b "* " ,player-name) " " ,phrase))
+  (room-tell-room room message-to-send))
+
+(define* (room-announce-entrance room message #:key who-entered)
+  (define player-name
+    (mbody-val (<-wait who-entered 'get-name)))
+  (define message-to-send
+    (format #f "~a enters the room.\n" player-name))
+  (room-tell-room room message-to-send
+                  #:exclude who-entered))