X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=779c092d0abf4ead2d3eb0341367c3bd8325728c;hp=11de8d3cce86604c7ba3ca4dacf7394745a23bba;hb=4eaef5c5c3c2e076d443dcd872850f6b0adf07ef;hpb=010c6322cd8fa4bda1b3e6c58e521f16a9c66169 diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index 11de8d3..779c092 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -23,7 +23,9 @@ #:use-module (mudsync command) #: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) @@ -61,6 +63,7 @@ ;; game master id (gm #:init-keyword #:gm #:getter gameobj-gm) + ;; a name to be known by (name #:init-keyword #:name #:init-value #f) @@ -71,29 +74,57 @@ #:init-keyword #:desc) ;; Commands we can handle - (commands #:init-value '()) + (commands #:allocation #:each-subclass + #:init-thunk (build-commands + ("take" ((direct-command cmd-take) + (prep-indir-command cmd-take-from + '("from" "out of")))) + ("put" ((prep-indir-command cmd-put-in + '("in" "inside" "on")))))) ;; Commands we can handle by being something's container - (container-commands #:init-value '()) + (container-commands #:allocation #:each-subclass + #:init-thunk (build-commands)) ;; Commands we can handle by being contained by something else - (contained-commands #:init-value '()) + (contained-commands #:allocation #:each-subclass + #:init-thunk + (build-commands + ("drop" ((direct-command cmd-drop #:obvious? #f))))) ;; Most objects are generally visible by default - (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... + (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?) + ;; 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 ;; (checked by some "long running" game routines) (destructed #:init-value #f) (actions #:allocation #:each-subclass ;;; Actions supported by all gameobj - #:init-value + #:init-thunk (build-actions (init gameobj-act-init) ;; Commands for co-occupants @@ -102,6 +133,7 @@ (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!) @@ -114,7 +146,17 @@ (visible-name gameobj-visible-name) (self-destruct gameobj-act-self-destruct) (tell gameobj-tell-no-op) - (assist-replace gameobj-act-assist-replace)))) + (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-take cmd-take) + (cmd-take-from cmd-take-from) + (cmd-put-in cmd-put-in) + (cmd-drop cmd-drop)))) ;;; gameobj message handlers @@ -173,36 +215,30 @@ Assists in its replacement of occupants if necessary and nothing else." (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* (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)) + (define candidate-commands + (get-candidate-commands actor 'commands verb)) (<-reply message - #:commands filtered-commands + #: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 filtered-commands - (filter-commands (val-or-run (slot-ref actor 'container-commands)) - verb)) - (<-reply 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 filtered-commands - (filter-commands (val-or-run (slot-ref actor 'contained-commands)) - verb)) + (define candidate-commands + (get-candidate-commands actor 'contained-commands verb)) (<-reply message - #:commands filtered-commands + #:commands candidate-commands #:goes-by (gameobj-goes-by actor))) (define* (gameobj-add-occupant! actor message #:key who) @@ -238,8 +274,7 @@ Assists in its replacement of occupants if necessary and nothing else." "Get all present occupants of the room." (define occupants (gameobj-occupants actor #:exclude exclude)) - - (<-reply message #:occupants occupants)) + (<-reply message occupants)) (define (gameobj-act-get-loc actor message) (<-reply message (slot-ref actor 'loc))) @@ -263,12 +298,12 @@ Assists in its replacement of occupants if necessary and nothing else." "Action routine to set the location." (gameobj-set-loc! actor loc)) -(define (slot-ref-maybe-runcheck gameobj slot whos-asking) +(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) - (slot-val-proc gameobj whos-asking)) + (apply slot-val-proc gameobj whos-asking other-args)) (anything-else anything-else))) (define gameobj-get-name (simple-slot-getter 'name)) @@ -287,7 +322,7 @@ and whos-asking, and see if we should just return it or run it." (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)) + (not (slot-ref gameobj 'invisible?))) (define* (gameobj-visible-name actor message #:key whos-looking) ;; Are we visible? @@ -322,22 +357,30 @@ By default, this is whether or not the generally-visible flag is set." (define gameobj-tell-no-op (const 'no-op)) -(define (gameobj-replace-data-occupants actor) +(define (gameobj-replace-data-occupants gameobj) "The general purpose list of replacement data" (list #:occupants (hash-map->list (lambda (occupant _) occupant) - (slot-ref actor 'occupants)))) + (slot-ref gameobj 'occupants)))) -(define (gameobj-replace-data* actor) +(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 actor)) + (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 actor message) +(define (gameobj-act-assist-replace gameobj message) "Vanilla method for assisting in self-replacement for live hacking" (apply <-reply message - (gameobj-replace-data* actor))) + (gameobj-replace-data* gameobj))) + +(define (gameobj-ok-to-be-taken-from gameobj message whos-acting) + (<-reply message (slot-ref-maybe-runcheck gameobj 'take-me? + whos-acting #:from #t))) + +(define (gameobj-ok-to-be-put-in gameobj message whos-acting where) + (<-reply message (slot-ref-maybe-runcheck gameobj 'drop-me? + whos-acting where))) ;;; Utilities every gameobj has @@ -354,3 +397,205 @@ By default, this is whether or not the generally-visible flag is set." (#f #f) ;; otherwise it's probably an address, return it as-is (_ special-symbol))) + + + +;;; Basic actions +;;; ------------- + +(define* (cmd-take gameobj message #:key direct-obj) + (define 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. + ;; TODO: Allow gameobj to customize + (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 (format #f "It doesn't seem like you can take ~a.\n" + our-name)))) + +(define* (cmd-drop gameobj message #:key direct-obj) + (define 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 gameobj message + #:key direct-obj indir-obj preposition) + (define 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 thing-to-take + (call/ec + (lambda (return) + (for-each (lambda (occupant) + (mbody-receive (_ #:key goes-by) + (<-wait occupant 'goes-by) + (when (member direct-obj goes-by) + (return occupant)))) + (gameobj-occupants gameobj)) + ;; nothing found + #f))) + (define (should-take-from-me) + (and thing-to-take + (slot-ref-maybe-runcheck gameobj 'take-from-me? player thing-to-take))) + ;; @@: Right now we give the same response to both something not being + ;; an occupant and to not being permitted to be removed. This isn't + ;; very rich and maybe not as helpful as it could be. Right now I'm + ;; trying to avoid "leaking" information about if an object isn't there. + ;; However maybe by making the different responses as slots which can be + ;; set, this wouldn't be a problem. + (define default-objection + "As much as you'd like to take it, it doesn't seem like you can.") + (define (thing-to-take-objection) + (mbody-receive (_ taken-ok? #:key why-not) ; does the object object to being removed? + (<-wait thing-to-take '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 + ;; Is it not there, or maybe we won't allow it to be taken? + ((or (not thing-to-take) (not (should-take-from-me))) + (<- (message-from message) 'tell + #:text default-objection)) + ;; the thing we wsant to take itself has objected... + ((thing-to-take-objection) => + (lambda (objection) + (<- (message-from message) 'tell + #:text objection))) + ;; looks like we can take it + (else + (let ((thing-to-take-name + (mbody-val (<-wait thing-to-take 'get-name)))) + ;; Wait to announce to the player just in case settting the location + ;; errors out or something. Maybe it's overthinking things, I dunno. + (<-wait thing-to-take 'set-loc! #:loc player) + (<- player 'tell + #:text `("You take " ,thing-to-take-name " from " + ,our-name ".")) + (<- player-loc 'tell-room + #:text `(,player-name " takes " ,thing-to-take-name " from " + ,our-name ".") + #:exclude player))))) + +(define* (cmd-put-in gameobj message + #:key direct-obj indir-obj preposition) + (define 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) + (mbody-receive (_ #:key goes-by) + (<-wait occupant 'goes-by) + (when (member direct-obj goes-by) + (return occupant)))) + (mbody-val (<-wait player 'get-occupants))) + ;; nothing found + #f))) + (define (should-put-in-me) + (and this-thing + (slot-ref-maybe-runcheck gameobj 'put-in-me? player this-thing))) + ;; @@: Right now we give the same response to both something not being + ;; an occupant and to not being permitted to be removed. This isn't + ;; very rich and maybe not as helpful as it could be. Right now I'm + ;; trying to avoid "leaking" information about if an object isn't there. + ;; However maybe by making the different responses as slots which can be + ;; set, this wouldn't be a problem. + (define default-objection + "As much as you'd like to, it doesn't seem like you can put that in there.") + (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? + ((or (not this-thing) (not (should-put-in-me))) + (<- (message-from message) 'tell + #:text default-objection)) + ;; the thing we wsant to take itself has objected... + ((this-thing-objection) => + (lambda (objection) + (<- (message-from message) 'tell + #:text objection))) + ;; looks like we can take it + (else + (let ((this-thing-name + (mbody-val (<-wait this-thing 'get-name)))) + + + ;; 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 " in " + ,our-name ".")) + (<- player-loc 'tell-room + #:text `(,player-name " puts " ,this-thing-name " in " + ,our-name ".") + #:exclude player)))))