X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=3957e0a4d40303898888af5828632f9e7f0525cb;hp=55b76bbb15dc959139a5b388fd5d6d37a83136e9;hb=HEAD;hpb=6732328d0efb666ae0dfaf8d85d29ca96d978cf1 diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index 55b76bb..fbf4a72 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -1,5 +1,5 @@ ;;; Mudsync --- Live hackable MUD -;;; Copyright © 2016 Christopher Allan Webber +;;; Copyright © 2016 Christine Lemmer-Webber ;;; ;;; This file is part of Mudsync. ;;; @@ -32,8 +32,10 @@ #:use-module (oop goops) #:export ( + create-gameobj gameobj-loc gameobj-gm + gameobj-desc gameobj-act-init gameobj-set-loc! @@ -43,15 +45,18 @@ slot-ref-maybe-runcheck val-or-run + build-props dyn-ref ;; Some of the more common commands + cmd-look-at cmd-take cmd-drop - cmd-take-from cmd-put-in)) + cmd-take-from-no-op cmd-put-in-no-op)) ;;; Gameobj ;;; ======= +(define build-props build-rmeta-slot) ;;; *all* game components that talk to players should somehow ;;; derive from this class. @@ -78,25 +83,51 @@ (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 + (("l" "look") ((direct-command cmd-look-at))) ("take" ((direct-command cmd-take) (prep-indir-command cmd-take-from '("from" "out of")))) ("put" ((prep-indir-command cmd-put-in - '("in" "inside" "on")))))) + '("in" "inside" "into" "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 #:init-thunk (build-commands + (("l" "look") ((direct-command cmd-look-at))) ("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 + #:init-keyword #:props) + ;; gameobjs may inherit an initial list of these via the + ;; initial-props slot, which must always have its + ;; #:allocation #:each-subclass and use (build-props) for the + ;; #:init-thunk. + ;; The vanilla gameobj has no props, on purpose. + (initial-props #:allocation #:each-subclass + #:init-thunk (build-props '())) + ;; Most objects are generally visible by default (invisible? #:init-value #f #:init-keyword #:invisible?) @@ -113,14 +144,6 @@ ;; (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 +158,8 @@ ;; 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 +171,7 @@ (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) @@ -158,15 +183,37 @@ (ok-to-be-put-in? gameobj-ok-to-be-put-in) ;; Common commands + (cmd-look-at cmd-look-at) (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 ;;; ======================== +;; TODO: This init stuff is a mess, and should be redone now that +;; we have the *init* action stuff. We've really spread out the +;; logic for creating a gameobj in several places, eg gm-inject-special! +(define (create-gameobj class gm loc . args) + "Create a gameobj of CLASS with GM and set to location LOC, applying rest of ARGS. +Note that this doesn't do any special dyn-ref of the location." + (let ((new-gameobj (apply create-actor (%current-actor) class + #:gm gm args))) + ;; Set the location + (<-wait new-gameobj 'set-loc! #:loc loc) + ;; Initialize the object + (<-wait new-gameobj 'init))) + +;; ;; @@: Should we also dyn-ref the loc here? We can do that, unlike with +;; ;; create-gameobj. +;; ;; Another route could be to have set-loc! itself know how to use the +;; ;; dyn-ref. +;; (define (gameobj-create-gameobj gameobj class loc . args) +;; "Like create-gameobj but saves the step of passing in the gm." +;; (apply create-gameobj class (gameobj-gm gameobj) loc args)) + ;; Kind of a useful utility, maybe? (define (simple-slot-getter slot) (lambda (actor message) @@ -194,13 +241,38 @@ (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 %nothing (cons '*the* '*nothing*)) +(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) + ;; Kind of a kludge... we read through the rmeta-slot-cache + ;; and use that to build up the table + (hash-for-each + (lambda (key value) + (when (eq? (hashq-ref props key %nothing) ; don't override init'ed instance values + %nothing) + (hashq-set! props key value))) + (rmeta-slot-cache (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) + (<-reply message (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 +304,16 @@ 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 +394,15 @@ 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 gameobj #:key whos-looking) + (match (slot-ref gameobj 'desc) + ((? procedure? desc-proc) + (desc-proc gameobj 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. @@ -404,6 +484,8 @@ 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? _) + ;; TODO: If we get back an #f at this point, should we throw + ;; an error? Obviously #f is okay, but maybe not if (mbody-val (<-wait (slot-ref gameobj 'gm) 'lookup-special #:symbol special-symbol))) ;; if it's false, return nothing @@ -416,6 +498,17 @@ By default, this is whether or not the generally-visible flag is set." ;;; Basic actions ;;; ------------- +(define %formless-desc + "You don't see anything special.") + +(define* (cmd-look-at gameobj message + #:key direct-obj + (player (message-from message))) + (let ((desc + (or (gameobj-desc gameobj #:whos-looking player) + %formless-desc))) + (<- player 'tell #:text desc))) + (define* (cmd-take gameobj message #:key direct-obj (player (message-from message))) @@ -491,138 +584,18 @@ 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) ".")))