X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=7abb448db99f608352b70a99b0003539f477e41b;hp=9046520bbb9ba7dc396dcfa4bec301117f85f716;hb=566bf50b08106fe68270c79420886a546666e786;hpb=901f16ca8dccc6d4e4037ae68dc0b7171b43478c diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index 9046520..7abb448 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -21,8 +21,9 @@ (define-module (mudsync gameobj) #:use-module (mudsync command) - #:use-module (8sync systems actors) + #:use-module (8sync actors) #:use-module (8sync agenda) + #:use-module (8sync rmeta-slot) #:use-module (srfi srfi-1) #:use-module (ice-9 format) #:use-module (ice-9 match) @@ -35,7 +36,6 @@ gameobj-act-init gameobj-set-loc! gameobj-occupants - gameobj-actions gameobj-self-destruct slot-ref-maybe-runcheck @@ -47,30 +47,6 @@ ;;; ======= -;;; Actions supported by all gameobj -(define gameobj-actions - (build-actions - (init (wrap-apply gameobj-act-init)) - ;; Commands for co-occupants - (get-commands (wrap-apply gameobj-get-commands)) - ;; Commands for participants in a room - (get-container-commands (wrap-apply gameobj-get-container-commands)) - ;; Commands for inventory items, etc (occupants of the gameobj commanding) - (get-contained-commands (wrap-apply gameobj-get-contained-commands)) - (get-occupants (wrap-apply gameobj-get-occupants)) - (add-occupant! (wrap-apply gameobj-add-occupant!)) - (remove-occupant! (wrap-apply gameobj-remove-occupant!)) - (get-loc (wrap-apply gameobj-act-get-loc)) - (set-loc! (wrap-apply gameobj-act-set-loc!)) - (get-name (wrap-apply gameobj-get-name)) - (set-name! (wrap-apply gameobj-act-set-name!)) - (get-desc (wrap-apply gameobj-get-desc)) - (goes-by (wrap-apply gameobj-act-goes-by)) - (visible-name (wrap-apply gameobj-visible-name)) - (self-destruct (wrap-apply gameobj-act-self-destruct)) - (tell (wrap-apply gameobj-tell-no-op)) - (assist-replace (wrap-apply gameobj-act-assist-replace)))) - ;;; *all* game components that talk to players should somehow ;;; derive from this class. ;;; And all of them need a GM! @@ -86,6 +62,7 @@ ;; game master id (gm #:init-keyword #:gm #:getter gameobj-gm) + ;; a name to be known by (name #:init-keyword #:name #:init-value #f) @@ -96,17 +73,19 @@ #:init-keyword #:desc) ;; Commands we can handle - (commands #:init-value '()) + (commands #:allocation #:each-subclass + #:init-thunk (build-commands + ("take" ((direct-command cmd-take #:obvious? #f))))) ;; 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 '()) - - (message-handler - #:init-value - (simple-dispatcher gameobj-actions)) + (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 @@ -116,9 +95,50 @@ (visible-to-player? #:init-value (wrap-apply gameobj-visible-to-player?)) + ;; Can be a boolean or a procedure accepting two arguments + ;; (thing-actor whos-acting) + (takeable #:init-value #f + #:init-keyword #:takeable) + ;; Can be a boolean or a procedure accepting two arguments + ;; (thing-actor whos-dropping) + (dropable #:init-value #t + #:init-keyword #:dropable) + + ;; TODO: Remove this and use actor-alive? instead. ;; Set this on self-destruct ;; (checked by some "long running" game routines) - (destructed #:init-value #f)) + (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? (const #t)) ; ok to drop by default + + ;; Common commands + (cmd-take cmd-take) + (cmd-drop cmd-drop)))) ;;; gameobj message handlers @@ -127,40 +147,36 @@ ;; 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 replace-reply) - (define occupants - (message-ref replace-reply 'occupants #f)) +(define (gameobj-replace-step-occupants actor occupants) ;; Snarf all the occupants! (display "replacing occupant\n") (when occupants (for-each (lambda (occupant) - (<-wait actor occupant 'set-loc! + (<-wait occupant 'set-loc! #:loc (actor-id actor))) occupants))) (define gameobj-replace-steps* (list gameobj-replace-step-occupants)) -(define (run-replacement actor message replace-steps) - (define replaces (message-ref message 'replace #f)) +(define (run-replacement actor replaces replace-steps) (when replaces - (let ((replace-reply - (<-wait actor replaces 'assist-replace))) + (mbody-receive (_ #:key occupants) + (<-wait replaces 'assist-replace) (for-each (lambda (replace-step) - (replace-step actor replace-reply)) + (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-mhandler (gameobj-act-init actor message) +(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 message gameobj-replace-steps*)) + (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." @@ -173,8 +189,7 @@ Assists in its replacement of occupants if necessary and nothing else." (define (gameobj-act-goes-by actor message) "Reply to a message requesting what we go by." - (<-reply actor message - #:goes-by (gameobj-goes-by actor))) + (<-reply message #:goes-by (gameobj-goes-by actor))) (define (val-or-run val-or-proc) "Evaluate if a procedure, or just return otherwise" @@ -182,44 +197,38 @@ 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-mhandler (gameobj-get-commands actor message verb) +(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)) - (<-reply actor message - #:commands filtered-commands + (define candidate-commands + (get-candidate-commands actor 'commands verb)) + (<-reply message + #:commands candidate-commands #:goes-by (gameobj-goes-by actor))) -(define-mhandler (gameobj-get-container-commands actor message verb) +(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 actor message #:commands filtered-commands)) + (define candidate-commands + (get-candidate-commands actor 'container-commands verb)) + (<-reply message #:commands candidate-commands)) -(define-mhandler (gameobj-get-contained-commands actor message verb) +(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)) - (<-reply actor message - #:commands filtered-commands + (define candidate-commands + (get-candidate-commands actor 'contained-commands verb)) + (<-reply message + #:commands candidate-commands #:goes-by (gameobj-goes-by actor))) -(define-mhandler (gameobj-add-occupant! actor message who) +(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)) @@ -234,7 +243,7 @@ Assists in its replacement of occupants if necessary and nothing else." ;; A list of addresses... since our address object is (annoyingly) ;; currently a simple cons cell... ((exclude-1 ... exclude-rest) - (pk 'failboat (member occupant (pk 'exclude-lst exclude)))) + (member occupant exclude)) ;; Must be an individual address! (_ (equal? occupant exclude)))) (if exclude-it? @@ -243,18 +252,15 @@ Assists in its replacement of occupants if necessary and nothing else." '() (slot-ref gameobj 'occupants))) -(define-mhandler (gameobj-get-occupants actor message) +(define* (gameobj-get-occupants actor message #:key exclude) "Get all present occupants of the room." - (define exclude (message-ref message 'exclude #f)) (define occupants (gameobj-occupants actor #:exclude exclude)) - (<-reply actor message - #:occupants occupants)) + (<-reply message #:occupants occupants)) -(define-mhandler (gameobj-act-get-loc actor message) - (<-reply actor message - #:val (slot-ref actor 'loc))) +(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." @@ -266,12 +272,12 @@ Assists in its replacement of occupants if necessary and nothing else." (slot-set! gameobj 'loc loc) ;; Change registation of where we currently are (if old-loc - (<-wait gameobj old-loc 'remove-occupant! #:who (actor-id gameobj))) + (<-wait old-loc 'remove-occupant! #:who (actor-id gameobj))) (if loc - (<-wait gameobj loc 'add-occupant! #:who (actor-id gameobj))))) + (<-wait loc 'add-occupant! #:who (actor-id gameobj))))) ;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc? -(define-mhandler (gameobj-act-set-loc! actor message loc) +(define* (gameobj-act-set-loc! actor message #:key loc) "Action routine to set the location." (gameobj-set-loc! actor loc)) @@ -285,23 +291,23 @@ and whos-asking, and see if we should just return it or run it." (define gameobj-get-name (simple-slot-getter 'name)) -(define-mhandler (gameobj-act-set-name! actor message val) +(define* (gameobj-act-set-name! actor message val) (slot-set! actor 'name val)) -(define-mhandler (gameobj-get-desc actor message whos-looking) +(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 actor message #:val desc-text)) + (<-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." (slot-ref gameobj 'generally-visible)) -(define-mhandler (gameobj-visible-name actor message whos-looking) +(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)) @@ -316,7 +322,7 @@ By default, this is whether or not the generally-visible flag is set." name) (#f #f)) #f)) - (<-reply actor message #:text name-to-return)) + (<-reply message #:text name-to-return)) (define (gameobj-self-destruct gameobj) "General gameobj self destruction routine" @@ -326,7 +332,7 @@ By default, this is whether or not the generally-visible flag is set." ;; Boom! (self-destruct gameobj)) -(define-mhandler (gameobj-act-self-destruct gameobj message) +(define* (gameobj-act-self-destruct gameobj message #:key why) "Action routine for self destruction" (gameobj-self-destruct gameobj)) @@ -348,7 +354,7 @@ By default, this is whether or not the generally-visible flag is set." ;; But that's life in a live hacked game! (define (gameobj-act-assist-replace actor message) "Vanilla method for assisting in self-replacement for live hacking" - (apply <-reply actor message + (apply <-reply message (gameobj-replace-data* actor))) @@ -360,11 +366,85 @@ 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? _) - (message-ref - (<-wait gameobj (slot-ref gameobj 'gm) 'lookup-special - #:symbol special-symbol) - 'val)) + (mbody-val (<-wait (slot-ref gameobj 'gm) 'lookup-special + #:symbol special-symbol))) ;; if it's false, return nothing - ((#f #f)) + (#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 'takeable 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 'dropable 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))))