X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=33d9cd04af3dc33b1e49fb1067362bc7979ae0d4;hp=6c739123d63e862b4537cb2206e004d82d3866b2;hb=dac87df0a26534290c30ea79c664594f2d8fe582;hpb=72bb4674c8058ada141da9f62a866e06381a8228 diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index 6c73912..33d9cd0 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -47,7 +47,7 @@ ;; Some of the more common commands cmd-take cmd-drop - cmd-take-from cmd-put-in)) + cmd-take-from-no-op cmd-put-in-no-op)) ;;; Gameobj ;;; ======= @@ -78,6 +78,7 @@ (desc #:init-value #f #:init-keyword #:desc) + ;; @@: Maybe commands should be renamed to verbs, I dunno ;; Commands we can handle (commands #:allocation #:each-subclass #:init-thunk (build-commands @@ -88,8 +89,12 @@ '("in" "inside" "on")))))) ;; Commands we can handle by being something's container - (container-commands #:allocation #:each-subclass - #:init-thunk (build-commands)) + ;; 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 @@ -97,6 +102,23 @@ (build-commands ("drop" ((direct-command cmd-drop #:obvious? #f))))) + ;; The extremely squishy concept of "props"... properties! + ;; These are flags, etc etc of various types. This is a hashq table. + ;; These have upsides and downsides, but the big upside is that you can + ;; query a "prop" of a prospective gameobj without knowing what type of + ;; gameobj that is, and not fear some kind of breakage. + ;; + ;; props by default only have a 'get-prop read-only action handler; + ;; any coordination of setting a prop between actors must be + ;; added to that actor, to keep things from getting out of control. + (props #:init-thunk make-hash-table) + ;; gameobjs may inherit an initial list of these via the + ;; initial-props slot, which must always have its + ;; #:allocation #:each-subclass and use (build-rmeta-slot). + ;; The vanilla gameobj has no props, on purpose. + (initial-props #:allocation #:each-subclass + #:init-thunk (build-rmeta-slot '())) + ;; Most objects are generally visible by default (invisible? #:init-value #f #:init-keyword #:invisible?) @@ -113,14 +135,6 @@ ;; (gameobj whos-acting where) (drop-me? #:init-value #t #:init-keyword #:drop-me?) - ;; Can be a boolean or a procedure accepting - ;; (gameobj whos-acting take-what) - (take-from-me? #:init-value #f - #:init-keyword #:take-from-me?) - ;; Can be a boolean or a procedure accepting - ;; (gameobj whos-acting put-what) - (put-in-me? #:init-value #f - #:init-keyword #:put-in-me?) ;; TODO: Remove this and use actor-alive? instead. ;; Set this on self-destruct @@ -135,7 +149,8 @@ ;; Commands for co-occupants (get-commands gameobj-get-commands) ;; Commands for participants in a room - (get-container-commands gameobj-get-container-commands) + (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) @@ -147,6 +162,7 @@ (get-name gameobj-get-name) (set-name! gameobj-act-set-name!) (get-desc gameobj-get-desc) + (get-prop gameobj-act-get-prop) (goes-by gameobj-act-goes-by) (visible-name gameobj-visible-name) (self-destruct gameobj-act-self-destruct) @@ -159,9 +175,9 @@ ;; Common commands (cmd-take cmd-take) - (cmd-take-from cmd-take-from) - (cmd-put-in cmd-put-in) - (cmd-drop cmd-drop)))) + (cmd-drop cmd-drop) + (cmd-take-from cmd-take-from-no-op) + (cmd-put-in cmd-put-in-no-op)))) ;;; gameobj message handlers @@ -194,13 +210,33 @@ (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 (gameobj-setup-props gameobj) + (define class (class-of gameobj)) + (define props (slot-ref gameobj 'props)) + (maybe-build-rmeta-slot-cache! class 'initial-props + eq? hashq-set! hashq-ref) + (hash-for-each + (lambda (key value) + (hashq-set! props key value)) + (rmeta-slot-table (class-slot-ref class 'initial-props)))) + +;; TODO: Use the *init* action? +;; We could also use a generic method if they didn't have +;; what I'm pretty sure is O(n) dispatch in GOOPS... (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." + "Your most basic game object init procedure." + (gameobj-setup-props actor) (run-replacement actor replace gameobj-replace-steps*)) +(define* (gameobj-get-prop gameobj key #:optional dflt) + (hashq-ref (slot-ref gameobj 'props) key dflt)) + +(define* (gameobj-set-prop! gameobj key val) + (hashq-set! (slot-ref gameobj 'props) key val)) + +(define* (gameobj-act-get-prop actor message key #:optional dflt) + (gameobj-get-prop actor key dflt)) + (define (gameobj-goes-by gameobj) "Find the name we go by. Defaults to #:name if nothing else provided." (cond ((slot-ref gameobj 'goes-by) => @@ -232,10 +268,16 @@ Assists in its replacement of occupants if necessary and nothing else." #:commands candidate-commands #:goes-by (gameobj-goes-by actor))) -(define* (gameobj-get-container-commands actor message #:key verb) - "Get commands as the container / room of message's sender" +(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-commands verb)) + (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) @@ -316,13 +358,15 @@ and whos-asking, and see if we should just return it or run it." (define* (gameobj-act-set-name! actor message val) (slot-set! actor 'name val)) +(define* (gameobj-desc actor #:key whos-looking) + (match (slot-ref actor 'desc) + ((? procedure? desc-proc) + (desc-proc actor whos-looking)) + (desc desc))) + (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)) + "This is the action equivalent of the gameobj-desc getter" + (<-reply message (gameobj-desc actor #:whos-looking whos-looking))) (define (gameobj-visible-to-player? gameobj whos-looking) "Check to see whether we're visible to the player or not. @@ -491,139 +535,18 @@ By default, this is whether or not the generally-visible flag is set." our-name) #:exclude player)))) -;; @@: Moving this to a container subclass/mixin could allow a lot more -;; customization of take out / put in phrases -(define* (cmd-take-from gameobj message - #:key direct-obj indir-obj preposition - (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)) - ;; We need to check if we even have such a thing - (define this-thing - (call/ec - (lambda (return) - (for-each (lambda (occupant) - (define goes-by (mbody-val (<-wait occupant 'goes-by))) - (when (ci-member direct-obj goes-by) - (return occupant))) - (gameobj-occupants gameobj)) - ;; nothing found - #f))) - (define (this-thing-name) - (mbody-val (<-wait this-thing 'get-name))) - (define (should-take-from-me) - (and this-thing - (slot-ref-maybe-runcheck gameobj 'take-from-me? player this-thing))) - (define (default-objection) - `("Unfortunately, it doesn't seem like you can take " - (this-thing-name) " " preposition " " our-name ".")) - - (define (this-thing-objection) - (mbody-receive (_ taken-ok? #:key why-not) ; does the object object to being removed? - (<-wait this-thing 'ok-to-be-taken-from? player) ; @@ no need to supply from where - (and (not taken-ok?) - ;; Either give the specified reason, or give a boilerplate one - (or why-not - (default-objection))))) - (cond - ;; Wait, aren't we going to check (should-take-from-me) later? - ;; Well yes, but this checks if there's a #f as the value, which - ;; is a much clearer indication that this doesn't take *anything*. - ((not (slot-ref gameobj 'take-from-me?)) - (<- player 'tell - #:text `("It's not really clear how to take something " ,preposition - " " ,our-name "."))) - - ;; Unfortunately this does leak information about what is contained - ;; by us. Maybe not what's wanted in all circumstances. - ((not this-thing) - (<- player 'tell - #:text `("You don't see any such " ,direct-obj " to take from " - ,our-name "."))) - ;; A particular objection to taking this thing. - ;; We should allow customizing the reason here, which could be - ;; provided by the 'ok-to-be-taken-from? slot. - ((not (should-take-from-me)) - (<- player 'tell - #:text (default-objection))) - ;; the thing we wsant to take itself has objected... - ((this-thing-objection) => - (lambda (objection) - (<- player 'tell - #:text objection))) - ;; looks like we can take it - (else - ;; Wait to announce to the player just in case settting the location - ;; errors out or something. Maybe it's overthinking things, I dunno. - (<-wait this-thing 'set-loc! #:loc player) - (<- player 'tell - #:text `("You take " ,(this-thing-name) " from " - ,our-name ".")) - (<- player-loc 'tell-room - #:text `(,player-name " takes " ,(this-thing-name) " from " - ,our-name ".") - #:exclude player)))) - -(define* (cmd-put-in gameobj message - #:key direct-obj indir-obj preposition - (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)) - ;; We need to check if we even have such a thing - (define this-thing - (call/ec - (lambda (return) - (for-each (lambda (occupant) - (define goes-by (mbody-val (<-wait occupant 'goes-by))) - (when (ci-member direct-obj goes-by) - (return occupant))) - (mbody-val (<-wait player 'get-occupants))) - ;; nothing found - #f))) - (define (this-thing-name) - (mbody-val (<-wait this-thing 'get-name))) - (define (should-put-in-me) - (and this-thing - (slot-ref-maybe-runcheck gameobj 'put-in-me? player this-thing))) - (define (default-objection) - `("As much as you'd like to, it doesn't seem like you can put " - ,(this-thing-name) " " ,preposition " " ,our-name ".")) - (define (this-thing-objection) - (mbody-receive (_ put-in-ok? #:key why-not) ; does the object object to being moved? - (<-wait this-thing 'ok-to-be-put-in? player (actor-id gameobj)) - (and (not put-in-ok?) - ;; Either give the specified reason, or give a boilerplate one - (or why-not (default-objection))))) - (cond - ;; Is it not there, or maybe we won't allow it to be taken? - ((not this-thing) - (<- player 'tell - #:text `("You don't seem to have any such " ,direct-obj " to put " - ,preposition " " ,our-name "."))) - - ((or (not (should-put-in-me))) - (<- player 'tell - #:text (default-objection))) - ;; the thing we wsant to take itself has objected... - ((this-thing-objection) => - (lambda (objection) - (<- player 'tell - #:text objection))) - ;; looks like we can take it - (else - ;; Wait to announce to the player just in case settting the location - ;; errors out or something. Maybe it's overthinking things, I dunno. - (<-wait this-thing 'set-loc! #:loc (actor-id gameobj)) - (<- player 'tell - #:text `("You put " ,(this-thing-name) " " ,preposition " " - ,our-name ".")) - (<- player-loc 'tell-room - #:text `(,player-name " puts " ,(this-thing-name) " " ,preposition " " - ,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) ".")))