X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=c34e89bb5540a90308686c64ec7e3fc6caf58b98;hp=9651140ec12d4f4f72e308a59f18ff50458d2e9d;hb=43b6ac4e8ceff7aad909294b1b00ebdd6a38ec15;hpb=d13325f5f6eba20c808636948432dcdff4e138f6 diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index 9651140..c34e89b 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -20,17 +20,42 @@ ;;; ========== (define-module (mudsync gameobj) + #:use-module (mudsync command) #:use-module (8sync systems actors) #:use-module (8sync agenda) + #:use-module (srfi srfi-1) + #:use-module (ice-9 match) #:use-module (oop goops) #:export ( - gameobj-simple-name-f gameobj-loc gameobj-gm - gameobj-name - gameobj-name-f)) + gameobj-occupants + gameobj-actions + gameobj-self-destruct)) + +;;; Gameobj +;;; ======= + + +;;; Actions supported by all gameobj +(define gameobj-actions + (build-actions + (init (wrap-apply gameobj-init)) + (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-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)))) ;;; *all* game components that talk to players should somehow ;;; derive from this class. @@ -39,33 +64,202 @@ (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) + #:init-value #f) + (goes-by #:init-keyword #:goes-by + #:init-value #f) - ;; 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 '()) + (desc #:init-value #f + #:init-keyword #:desc) ;; Commands we can handle - (dirobj-commands #:init-value '()) - (indirobj-commands #:init-value '()) + (commands #:init-value '()) ;; Commands we can handle by being something's container - (contain-commands #:init-value #f)) + (container-commands #:init-value '()) + (message-handler + #:init-value + (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 +;;; ======================== + +;; Kind of a useful utility, maybe? +(define (simple-slot-getter slot) + (lambda (actor message) + (reply-message actor message + #:val (slot-ref actor slot)))) + + +;; @@: 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) + +(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" + (if (procedure? val-or-proc) + (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) + "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 + #: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-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 + (gameobj-occupants actor #:exclude exclude)) + + (<-reply actor message + #:occupants occupants)) + +(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)) + + (slot-set! gameobj 'loc loc) + ;; Change registation of where we currently are + (if loc + (<-wait gameobj loc 'add-occupant! #:who (actor-id gameobj))) + (if old-loc + (<-wait gameobj old-loc 'remove-occupant! #:who (actor-id 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 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-simple-name-f gameobj) - "Simplest version: return ourselves for our name." - (gameobj-name gameobj)) +(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))