X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=779c092d0abf4ead2d3eb0341367c3bd8325728c;hp=2c3970613d0867ae298fc817cafbfc44d83ba861;hb=4eaef5c5c3c2e076d443dcd872850f6b0adf07ef;hpb=136ce3b725c83af0b7e8be632e943de6b07b65c5 diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index 2c39706..779c092 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -20,16 +20,32 @@ ;;; ========== (define-module (mudsync gameobj) - #:use-module (8sync systems actors) + #: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) #:export ( - gameobj-simple-name-f gameobj-loc gameobj-gm - gameobj-name - gameobj-name-f)) + + gameobj-act-init + gameobj-set-loc! + gameobj-occupants + gameobj-self-destruct + + slot-ref-maybe-runcheck + val-or-run + + dyn-ref)) + +;;; Gameobj +;;; ======= ;;; *all* game components that talk to players should somehow @@ -39,32 +55,547 @@ (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) + ;; game master id (gm #:init-keyword #:gm #:getter gameobj-gm) + ;; a name to be known by (name #:init-keyword #:name - #:accessor gameobj-name) - - ;; how to print our name - (name-f #:init-keyword #:name-f - #:getter gameobj-name-f - #:init-value (wrap gameobj-simple-name-f)) + #:init-value #f) + (goes-by #:init-keyword #:goes-by + #:init-value #f) - ;; Name aliases - (aliases #:init-keyword #:aliases - #:init-value '()) + (desc #:init-value #f + #: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 - (contain-commands #:init-value '())) + (container-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 + ("drop" ((direct-command cmd-drop #:obvious? #f))))) + + ;; 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?) + ;; 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-thunk + (build-actions + (init gameobj-act-init) + ;; Commands for co-occupants + (get-commands gameobj-get-commands) + ;; Commands for participants in a room + (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!) + (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) + (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-take cmd-take) + (cmd-take-from cmd-take-from) + (cmd-put-in cmd-put-in) + (cmd-drop cmd-drop)))) + + +;;; gameobj message handlers +;;; ======================== + +;; Kind of a useful utility, maybe? +(define (simple-slot-getter slot) + (lambda (actor message) + (<-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)))) + +;; @@: This could be kind of a messy way of doing gameobj-act-init +;; stuff. If only we had generic methods :( +(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." + (run-replacement actor replace gameobj-replace-steps*)) + +(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 #:goes-by (gameobj-goes-by actor))) + +(define (val-or-run val-or-proc) + "Evaluate if a procedure, or just return otherwise" + (if (procedure? val-or-proc) + (val-or-proc) + val-or-proc)) + +(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-commands actor message #:key verb) + "Get commands as the container / room of message's sender" + (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 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* (gameobj-remove-occupant! actor message #:key who) + "Remove an occupant from the room." + (hash-remove! (slot-ref actor 'occupants) who)) + +(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 + (gameobj-occupants actor #:exclude exclude)) + (<-reply message occupants)) + +(define (gameobj-act-get-loc actor message) + (<-reply message (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)) + + (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))))) + +;; @@: 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-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)) + +(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) + (<-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 +;;; --------------------------- + +(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? _) + (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* (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 (gameobj-simple-name-f gameobj) - "Simplest version: return ourselves for our name." - (gameobj-name gameobj)) +(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)))))