X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=00858522281f2bc5257b6b13e51fe2c14aad469c;hp=3e23ae6ff7b7054e7fe3fe26e614588b724f1b2f;hb=4d4af0656b0402e630eea9393420197152945e5b;hpb=d198683d31a3b359e26cc688cc04cebc8ca978c6 diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index 3e23ae6..0085852 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -21,40 +21,32 @@ (define-module (mudsync gameobj) #:use-module (mudsync command) - #:use-module (8sync systems actors) + #:use-module (8sync actors) #:use-module (8sync agenda) + #:use-module (8sync rmeta-slot) #:use-module (srfi srfi-1) + #:use-module (ice-9 format) #:use-module (ice-9 match) #:use-module (oop goops) #:export ( - gameobj-simple-name-f gameobj-loc gameobj-gm - gameobj-name - gameobj-name-f - gameobj-actions)) + gameobj-act-init + gameobj-set-loc! + gameobj-occupants + gameobj-self-destruct + + slot-ref-maybe-runcheck + val-or-run + + dyn-ref)) ;;; 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-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)))) - ;;; *all* game components that talk to players should somehow ;;; derive from this class. ;;; And all of them need a GM! @@ -65,8 +57,7 @@ #:getter gameobj-loc) ;; Uses a hash table like a set (values ignored) - (occupants #:init-thunk make-hash-table - #:getter gameobj-occupants) + (occupants #:init-thunk make-hash-table) ;; game master id (gm #:init-keyword #:gm @@ -80,26 +71,54 @@ (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)) - ;; Commands we can handle - (commands #:init-value '()) + (commands #:allocation #:each-subclass + #:init-thunk (build-commands)) ;; Commands we can handle by being something's container - (container-commands #:init-value '()) - (message-handler - #:init-value - (simple-dispatcher gameobj-actions)) + (container-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)) ;; Most objects are generally visible by default - (generally-visible #:init-value #t) + (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?))) + #:init-value (wrap-apply gameobj-visible-to-player?)) + + ;; 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-commands gameobj-get-container-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)))) ;;; gameobj message handlers @@ -108,15 +127,36 @@ ;; 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 + (<-reply message (slot-ref actor slot)))) + +(define (gameobj-replace-step-occupants actor occupants) + ;; Snarf all the occupants! + (display "replacing occupant\n") + (when occupants + (for-each + (lambda (occupant) + (<-wait occupant 'set-loc! + #:loc (actor-id actor))) + occupants))) + +(define gameobj-replace-steps* + (list gameobj-replace-step-occupants)) + +(define (run-replacement actor replaces replace-steps) + (when replaces + (mbody-receive (_ #:key occupants) + (<-wait replaces 'assist-replace) + (for-each + (lambda (replace-step) + (replace-step actor occupants)) + replace-steps)))) + +;; @@: 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) - "Your most basic game object init procedure. Does nothing." - #f) +(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 replace gameobj-replace-steps*)) (define (gameobj-goes-by gameobj) "Find the name we go by. Defaults to #:name if nothing else provided." @@ -129,8 +169,7 @@ (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 #:goes-by (gameobj-goes-by actor))) (define (val-or-run val-or-proc) "Evaluate if a procedure, or just return otherwise" @@ -138,74 +177,117 @@ (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) +(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 candidate-commands + (get-candidate-commands actor 'container-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)) -(define-mhandler (gameobj-get-occupants actor message) +(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) + (member occupant exclude)) + ;; Must be an individual address! + (_ (equal? occupant exclude)))) + (if exclude-it? + prev + (cons occupant prev))) + '() + (slot-ref gameobj 'occupants))) + +(define* (gameobj-get-occupants actor message #:key exclude) "Get all present occupants of the room." (define occupants - (hash-map->list (lambda (key val) key) - (gameobj-occupants actor))) + (gameobj-occupants actor #:exclude exclude)) - (<-reply actor message - #:occupants occupants)) + (<-reply message #:occupants occupants)) -;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc? -(define-mhandler (gameobj-set-loc! actor message loc) +(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." - (define old-loc (gameobj-loc actor)) + (define old-loc (gameobj-loc gameobj)) (format #t "DEBUG: Location set to ~s for ~s\n" - loc (actor-id-actor actor)) + loc (actor-id-actor gameobj)) - (slot-set! actor 'loc loc) - ;; Change registation of where we currently are - (if loc - (<-wait actor loc 'add-occupant! #:who (actor-id actor))) - (if old-loc - (<-wait actor old-loc 'remove-occupant! #:who (actor-id actor)))) + (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* (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) + "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) + (slot-val-proc gameobj whos-asking)) + (anything-else anything-else))) (define gameobj-get-name (simple-slot-getter 'name)) -(define gameobj-get-desc (simple-slot-getter 'desc)) -(define (gameobj-simple-name-f gameobj) - "Simplest version: return ourselves for our name." - (gameobj-name gameobj)) +(define* (gameobj-act-set-name! actor message val) + (slot-set! actor 'name val)) + +(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 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)) -(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)) @@ -220,4 +302,53 @@ 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* (gameobj-act-self-destruct gameobj message #:key why) + "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)) + +(define (gameobj-replace-data-occupants actor) + "The general purpose list of replacement data" + (list #:occupants (hash-map->list (lambda (occupant _) occupant) + (slot-ref actor 'occupants)))) + +(define (gameobj-replace-data* actor) + ;; For now, just call gameobj-replace-data-occupants. + ;; But there may be more in the future! + (gameobj-replace-data-occupants actor)) + +;; 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) + "Vanilla method for assisting in self-replacement for live hacking" + (apply <-reply message + (gameobj-replace-data* actor))) + + +;;; Utilities every gameobj has +;;; --------------------------- + +(define (dyn-ref gameobj special-symbol) + "Dynamically look up a special object from the gm" + (match special-symbol + ;; if it's a symbol, look it up dynamically + ((? symbol? _) + (mbody-val (<-wait (slot-ref gameobj 'gm) 'lookup-special + #:symbol special-symbol))) + ;; if it's false, return nothing + (#f #f) + ;; otherwise it's probably an address, return it as-is + (_ special-symbol)))