X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=b686e3cbd74a4d2d41825f0f5f5777290b8357f4;hp=a418cf0c1566b38622dd61d74264f389605c5458;hb=7e11c67b59dc07a46576b2acaa4657ee533df7d5;hpb=7525c62ccdf9e3480214831fb14d9a2d30ab139d diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index a418cf0..b686e3c 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -27,14 +27,19 @@ #:use-module (ice-9 match) #:use-module (oop goops) #:export ( - gameobj-simple-name-f gameobj-loc gameobj-gm - gameobj-name - gameobj-name-f - gameobj-actions)) + gameobj-set-loc! + gameobj-occupants + gameobj-actions + gameobj-self-destruct + + slot-ref-maybe-runcheck + val-or-run + + dyn-ref)) ;;; Gameobj ;;; ======= @@ -44,14 +49,25 @@ (define gameobj-actions (build-actions (init (wrap-apply gameobj-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!)) - (set-loc! (wrap-apply gameobj-set-loc!)) + (get-loc (wrap-apply gameobj-act-get-loc)) + (set-loc! (wrap-apply gameobj-act-set-loc!)) (get-name (wrap-apply gameobj-get-name)) - (get-desc (wrap-apply gameobj-get-desc)))) + (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. @@ -60,39 +76,43 @@ (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 '()) - ;; Commands we can handle (commands #:init-value '()) ;; Commands we can handle by being something's container (container-commands #:init-value '()) + + ;; Commands we can handle by being contained by something else + (contained-commands #:init-value '()) + (message-handler #:init-value - (simple-dispatcher gameobj-actions))) + (simple-dispatcher gameobj-actions)) + + ;; 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... + (visible-to-player? + #:init-value (wrap-apply gameobj-visible-to-player?))) ;;; gameobj message handlers @@ -104,12 +124,51 @@ (reply-message actor message #:val (slot-ref actor slot)))) +(define (gameobj-replace-step-occupants actor replace-reply) + (define occupants + (message-ref replace-reply 'occupants #f)) + ;; Snarf all the occupants! + (display "replacing occupant\n") + (when occupants + (for-each + (lambda (occupant) + (<-wait actor 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)) + (when replaces + (let ((replace-reply + (<-wait actor replaces 'assist-replace))) + (for-each + (lambda (replace-step) + (replace-step actor replace-reply)) + replace-steps)))) ;; @@: This could be kind of a messy way of doing gameobj-init ;; stuff. If only we had generic methods :( (define-mhandler (gameobj-init actor message) - "Your most basic game object init procedure. Does nothing." - #f) + "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*)) + +(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 actor message + #:goes-by (gameobj-goes-by actor))) (define (val-or-run val-or-proc) "Evaluate if a procedure, or just return otherwise" @@ -125,50 +184,179 @@ commands)) (define-mhandler (gameobj-get-commands actor message 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)) + (<-reply actor message + #:commands filtered-commands + #:goes-by (gameobj-goes-by actor))) (define-mhandler (gameobj-get-container-commands actor message 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-mhandler (gameobj-get-contained-commands actor message 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 + #:goes-by (gameobj-goes-by actor))) + (define-mhandler (gameobj-add-occupant! actor message 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) + "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) + (pk 'failboat (member occupant (pk 'exclude-lst exclude)))) + ;; Must be an individual address! + (_ (equal? occupant exclude)))) + (if exclude-it? + prev + (cons occupant prev))) + '() + (slot-ref gameobj 'occupants))) + (define-mhandler (gameobj-get-occupants actor message) + "Get all present occupants of the room." + (define exclude (message-ref message 'exclude #f)) (define occupants - (hash-map->list (lambda (key val) key) - (gameobj-occupants actor))) + (gameobj-occupants actor #:exclude exclude)) (<-reply actor message #:occupants occupants)) -;; @@: 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-mhandler (gameobj-act-get-loc actor message) + (<-reply actor message + #:val (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 actor)) + loc (actor-id-actor gameobj)) - (set! (gameobj-loc actor) loc) + (slot-set! gameobj 'loc loc) ;; Change registation of where we currently are (if loc - (<-wait actor loc 'add-occupant! #:who (actor-id actor))) + (<-wait gameobj loc 'add-occupant! #:who (actor-id gameobj))) (if old-loc - (<-wait actor old-loc 'remove-occupant! #:who (actor-id actor)))) - -(define gameobj-get-name (simple-slot-getter 'name)) -(define gameobj-get-desc (simple-slot-getter 'desc)) + (<-wait gameobj old-loc 'remove-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-mhandler (gameobj-act-set-loc! actor message loc) + "Action routine to set the location." + (gameobj-set-loc! actor loc)) + +(define (slot-ref-maybe-runcheck gameobj slot whos-asking) + "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)) + (anything-else anything-else))) +(define gameobj-get-name (simple-slot-getter 'name)) +(define-mhandler (gameobj-act-set-name! actor message val) + (slot-set! actor 'name val)) + +(define-mhandler (gameobj-get-desc actor message 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)) + +(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) + ;; 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 actor 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) + ;; Boom! + (self-destruct gameobj)) + +(define-mhandler (gameobj-act-self-destruct gameobj message) + "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 actor) + "The general purpose list of replacement data" + (list #:occupants (hash-map->list (lambda (occupant _) occupant) + (slot-ref actor 'occupants)))) + +(define (gameobj-replace-data* actor) + ;; For now, just call gameobj-replace-data-occupants. + ;; But there may be more in the future! + (gameobj-replace-data-occupants actor)) + +;; 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) + "Vanilla method for assisting in self-replacement for live hacking" + (apply <-reply actor message + (gameobj-replace-data* actor))) + + +;;; 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? _) + (message-ref + (<-wait gameobj (slot-ref gameobj 'gm) 'lookup-special + #:symbol special-symbol) + 'val)) + ;; if it's false, return nothing + ((#f #f)) + ;; otherwise it's probably an address, return it as-is + (_ special-symbol)))