X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=3957e0a4d40303898888af5828632f9e7f0525cb;hp=921850eef534cde51c23a18a1d9be3a7d91d493c;hb=HEAD;hpb=4736bfc66c4067b0cf9daf8eb69b1fe733d54e00 diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index 921850e..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. ;;; @@ -21,37 +21,42 @@ (define-module (mudsync gameobj) #:use-module (mudsync command) - #:use-module (8sync systems actors) + #:use-module (mudsync utils) + #:use-module (8sync actors) #:use-module (8sync agenda) + #:use-module (8sync rmeta-slot) #:use-module (srfi srfi-1) + #:use-module (ice-9 control) + #:use-module (ice-9 format) #:use-module (ice-9 match) #:use-module (oop goops) #:export ( - gameobj-simple-name-f + create-gameobj gameobj-loc gameobj-gm - gameobj-name - gameobj-name-f + gameobj-desc - gameobj-actions)) + gameobj-act-init + gameobj-set-loc! + gameobj-occupants + gameobj-self-destruct + + 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-no-op cmd-put-in-no-op)) ;;; Gameobj ;;; ======= - -;;; Actions supported by all gameobj -(define gameobj-actions - (build-actions - (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)) - )) +(define build-props build-rmeta-slot) ;;; *all* game components that talk to players should somehow ;;; derive from this class. @@ -60,49 +65,226 @@ (define-class () ;; location id (loc #:init-value #f - #:accessor gameobj-loc) + #:getter gameobj-loc) ;; Uses a hash table like a set (values ignored) - (occupants #:init-thunk make-hash-table - #:accessor gameobj-occupants) + (occupants #:init-thunk make-hash-table) ;; game master id (gm #:init-keyword #:gm #:getter gameobj-gm) + ;; a name to be known by (name #:init-keyword #:name - #:accessor gameobj-name) + #:init-value #f) + (goes-by #:init-keyword #:goes-by + #:init-value #f) - (desc #:init-value "" + (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)) - - ;; Name aliases - (aliases #:init-keyword #:aliases - #:init-value '()) - + ;; @@: Maybe commands should be renamed to verbs, I dunno ;; Commands we can handle - (commands #:init-value '()) + (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" "into" "on")))))) ;; Commands we can handle by being something's container - (container-commands #:init-value '()) - (message-handler - #:init-value - (simple-dispatcher gameobj-actions))) + ;; 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?) + ;; TODO: Fold this into a procedure in invisible? similar + ;; to take-me? and etc + (visible-to-player? + #:init-value (wrap-apply gameobj-visible-to-player?)) + + ;; Can be a boolean or a procedure accepting + ;; (gameobj whos-acting #:key from) + (take-me? #:init-value #f + #:init-keyword #:take-me?) + ;; Can be a boolean or a procedure accepting + ;; (gameobj whos-acting where) + (drop-me? #:init-value #t + #:init-keyword #:drop-me?) + + ;; TODO: Remove this and use actor-alive? instead. + ;; 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-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) + + (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) + (get-prop gameobj-act-get-prop) + (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) + (ok-to-drop-here? (lambda (gameobj message . _) + (<-reply message #t))) ; ok to drop by default + (ok-to-be-taken-from? gameobj-ok-to-be-taken-from) + (ok-to-be-put-in? gameobj-ok-to-be-put-in) + + ;; Common commands + (cmd-look-at cmd-look-at) + (cmd-take cmd-take) + (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) - (reply-message actor message - #:val (slot-ref actor slot)))) + (<-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)))) + +(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." + (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) => + identity) + ((slot-ref gameobj 'name) => + (lambda (name) + (list name))) + (else '()))) + +(define (gameobj-act-goes-by actor message) + "Reply to a message requesting what we go by." + (<-reply message (gameobj-goes-by actor))) (define (val-or-run val-or-proc) "Evaluate if a procedure, or just return otherwise" @@ -110,58 +292,310 @@ (val-or-proc) val-or-proc)) -(define (filter-commands commands verb) - (filter - (lambda (cmd) - (equal? (command-verbs cmd) - verb)) - commands)) - -(define-mhandler (gameobj-get-commands actor message verb) - (define filtered-commands - (filter-commands (val-or-run (slot-ref actor 'commands)) - verb)) - (<-reply actor message #:commands filtered-commands)) - -(define-mhandler (gameobj-get-container-commands actor message verb) - (define filtered-commands - (filter-commands (val-or-run (slot-ref actor 'container-commands)) - verb)) - (<-reply actor message #:commands filtered-commands)) - -(define-mhandler (gameobj-add-occupant! actor message who) +(define (get-candidate-commands actor rmeta-sym verb) + (class-rmeta-ref (class-of actor) rmeta-sym verb + #:dflt '())) + +(define* (gameobj-get-commands actor message #:key verb) + "Get commands a co-occupant of the room might execute for VERB" + (define candidate-commands + (get-candidate-commands actor 'commands verb)) + (<-reply message + #:commands candidate-commands + #:goes-by (gameobj-goes-by actor))) + +(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-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) + "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* (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 message occupants)) - (<-reply actor message - #:occupants occupants)) +(define (gameobj-act-get-loc actor message) + (<-reply message (slot-ref actor 'loc))) -;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc? -(define-mhandler (gameobj-set-loc! actor message loc) - (define old-loc (gameobj-loc actor)) +(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 actor)) - - (set! (gameobj-loc actor) 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)))) + loc (actor-id-actor gameobj)) -(define gameobj-get-name (simple-slot-getter 'name)) -(define gameobj-get-desc (simple-slot-getter 'desc)) + (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))))) -(define (gameobj-simple-name-f gameobj) - "Simplest version: return ourselves for our name." - (gameobj-name 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 . other-args) + "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) + (apply slot-val-proc gameobj whos-asking other-args)) + (anything-else anything-else))) +(define gameobj-get-name (simple-slot-getter 'name)) +(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) + "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. +By default, this is whether or not the generally-visible flag is set." + (not (slot-ref gameobj 'invisible?))) + +(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)) + + (define name-to-return + (if we-are-visible + ;; Return our name + (match (slot-ref actor 'name) + ((? procedure? name-proc) + (name-proc actor whos-looking)) + ((? string? name) + name) + (#f #f)) + #f)) + (<-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 gameobj) + "The general purpose list of replacement data" + (list #:occupants (hash-map->list (lambda (occupant _) occupant) + (slot-ref gameobj 'occupants)))) + +(define (gameobj-replace-data* gameobj) + ;; For now, just call gameobj-replace-data-occupants. + ;; But there may be more in the future! + (gameobj-replace-data-occupants gameobj)) + +;; So sad that objects must assist in their replacement ;_; +;; But that's life in a live hacked game! +(define (gameobj-act-assist-replace gameobj message) + "Vanilla method for assisting in self-replacement for live hacking" + (apply <-reply message + (gameobj-replace-data* gameobj))) + +(define (gameobj-ok-to-be-taken-from gameobj message whos-acting) + (call-with-values (lambda () + (slot-ref-maybe-runcheck gameobj 'take-me? + whos-acting #:from #t)) + ;; This allows this to reply with #:why-not if appropriate + (lambda args + (apply <-reply message args)))) + +(define (gameobj-ok-to-be-put-in gameobj message whos-acting where) + (call-with-values (lambda () + (slot-ref-maybe-runcheck gameobj 'drop-me? + whos-acting where)) + ;; This allows this to reply with #:why-not if appropriate + (lambda args + (apply <-reply message args)))) + + +;;; 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? _) + ;; 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 + (#f #f) + ;; otherwise it's probably an address, return it as-is + (_ special-symbol))) + + + +;;; 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))) + (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)) + (define self-should-take + (slot-ref-maybe-runcheck gameobj 'take-me? player)) + ;; @@: Is there any reason to allow the room to object in the way + ;; that there is for dropping? It doesn't seem like it. + (call-with-values (lambda () + (slot-ref-maybe-runcheck gameobj 'take-me? player)) + (lambda* (self-should-take #:key (why-not + `("It doesn't seem like you can take " + ,our-name "."))) + (if self-should-take + ;; Set the location to whoever's picking us up + (begin + (gameobj-set-loc! gameobj player) + (<- player 'tell + #:text (format #f "You pick up ~a.\n" + our-name)) + (<- player-loc 'tell-room + #:text (format #f "~a picks up ~a.\n" + player-name + our-name) + #:exclude player)) + (<- player 'tell #:text why-not))))) + +(define* (cmd-drop gameobj message + #:key direct-obj + (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)) + (define should-drop + (slot-ref-maybe-runcheck gameobj 'drop-me? player)) + (define (room-objection-to-drop) + (mbody-receive (_ drop-ok? #:key why-not) ; does the room object to dropping? + (<-wait player-loc 'ok-to-drop-here? player (actor-id gameobj)) + (and (not drop-ok?) + ;; Either give the specified reason, or give a boilerplate one + (or why-not + `("You'd love to drop " ,our-name + " but for some reason it doesn't seem like you can" + " do that here."))))) + (cond + ((not player-loc) + (<- player 'tell + #:text `("It doesn't seem like you can drop " ,our-name + " here, because you don't seem to be anywhere?!?"))) + ;; TODO: Let ourselves supply a reason why not. + ((not should-drop) + (<- player 'tell + #:text (format #f "It doesn't seem like you can drop ~a.\n" + our-name))) + ((room-objection-to-drop) + (<- player 'tell + #:text room-objection-to-drop)) + (else + (gameobj-set-loc! gameobj player-loc) + ;; TODO: Allow more flavortext here. + (<- player 'tell + #:text (format #f "You drop ~a.\n" + our-name)) + (<- player-loc 'tell-room + #:text (format #f "~a drops ~a.\n" + player-name + 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) ".")))