X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=20fc291340198c25e12ad2c718c985e55ad35c42;hp=91701ac4ccd28e34edc63028e6ce6db8151cec4b;hb=095dde9158621c8bb3d690feaa0d525a76342eb9;hpb=902b52f87ea65d6a52cb84afee32ad20d89b2bc3 diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index 91701ac..20fc291 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -24,18 +24,24 @@ #:use-module (8sync systems actors) #:use-module (8sync agenda) #: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-act-init + gameobj-set-loc! gameobj-occupants gameobj-actions - gameobj-self-destruct)) + gameobj-self-destruct + + slot-ref-maybe-runcheck + val-or-run + + dyn-ref)) ;;; Gameobj ;;; ======= @@ -44,19 +50,26 @@ ;;; Actions supported by all gameobj (define gameobj-actions (build-actions - (init (wrap-apply gameobj-init)) + (init (wrap-apply gameobj-act-init)) + ;; Commands for co-occupants (get-commands (wrap-apply gameobj-get-commands)) + ;; Commands for participants in a room (get-container-commands (wrap-apply gameobj-get-container-commands)) + ;; Commands for inventory items, etc (occupants of the gameobj commanding) + (get-contained-commands (wrap-apply gameobj-get-contained-commands)) (get-occupants (wrap-apply gameobj-get-occupants)) (add-occupant! (wrap-apply gameobj-add-occupant!)) (remove-occupant! (wrap-apply gameobj-remove-occupant!)) + (get-loc (wrap-apply gameobj-act-get-loc)) (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)))) + (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. @@ -87,6 +100,10 @@ ;; Commands we can handle by being something's container (container-commands #:init-value '()) + + ;; Commands we can handle by being contained by something else + (contained-commands #:init-value '()) + (message-handler #:init-value (simple-dispatcher gameobj-actions)) @@ -97,7 +114,11 @@ ;; @@: 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)) ;;; gameobj message handlers @@ -109,12 +130,37 @@ (reply-message actor message #:val (slot-ref actor slot)))) - -;; @@: This could be kind of a messy way of doing gameobj-init +(define (gameobj-replace-step-occupants actor replace-reply) + (define occupants + (message-ref replace-reply 'occupants #f)) + ;; Snarf all the occupants! + (display "replacing occupant\n") + (when occupants + (for-each + (lambda (occupant) + (<-wait actor 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 (message-ref message 'replace #f)) + (when replaces + (let ((replace-reply + (<-wait actor replaces 'assist-replace))) + (for-each + (lambda (replace-step) + (replace-step actor replace-reply)) + 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-mhandler (gameobj-act-init actor message) + "Your most basic game object init procedure. +Assists in its replacement of occupants if necessary and nothing else." + (run-replacement actor message gameobj-replace-steps*)) (define (gameobj-goes-by gameobj) "Find the name we go by. Defaults to #:name if nothing else provided." @@ -159,6 +205,15 @@ verb)) (<-reply actor message #:commands filtered-commands)) +(define-mhandler (gameobj-get-contained-commands actor message verb) + "Get commands as being contained (eg inventory) of commanding gameobj" + (define filtered-commands + (filter-commands (val-or-run (slot-ref actor 'contained-commands)) + verb)) + (<-reply actor message + #:commands filtered-commands + #:goes-by (gameobj-goes-by actor))) + (define-mhandler (gameobj-add-occupant! actor message who) "Add an actor to our list of present occupants" (hash-set! (slot-ref actor 'occupants) @@ -197,26 +252,42 @@ (<-reply actor message #:occupants occupants)) +(define-mhandler (gameobj-act-get-loc actor message) + (<-reply actor message + #:val (slot-ref actor 'loc))) + (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)))) + (when (not (equal? old-loc loc)) + (slot-set! gameobj 'loc loc) + ;; Change registation of where we currently are + (if old-loc + (<-wait gameobj old-loc 'remove-occupant! #:who (actor-id gameobj))) + (if loc + (<-wait gameobj 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) "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-mhandler (gameobj-act-set-name! actor message val) + (slot-set! actor 'name val)) + (define-mhandler (gameobj-get-desc actor message whos-looking) (define desc-text (match (slot-ref actor 'desc) @@ -225,10 +296,6 @@ (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." @@ -255,6 +322,7 @@ By default, this is whether or not the generally-visible flag is set." "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)) @@ -265,3 +333,38 @@ By default, this is whether or not the generally-visible flag is set." ;; 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 actor 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? _) + (message-ref + (<-wait gameobj (slot-ref gameobj 'gm) 'lookup-special + #:symbol special-symbol) + 'val)) + ;; if it's false, return nothing + (#f #f) + ;; otherwise it's probably an address, return it as-is + (_ special-symbol)))