X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=cb844d1e65ab01a983ba81da808bd194c2e08993;hp=fa3554865b61eb306a66ceee6f1ce55840b52a6c;hb=36042544b6defa138f348f093f895722a472e1ba;hpb=4d1280ec16d7645817bf741cde658e358de66327 diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index fa35548..cb844d1 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -27,14 +27,13 @@ #: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-occupants + gameobj-actions + gameobj-self-destruct)) ;;; Gameobj ;;; ======= @@ -49,11 +48,15 @@ (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!)) + (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)))) + (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. @@ -65,8 +68,7 @@ #:getter gameobj-loc) ;; Uses a hash table like a set (values ignored) - (occupants #:init-thunk make-hash-table - #:getter gameobj-occupants) + (occupants #:init-thunk make-hash-table) ;; game master id (gm #:init-keyword #:gm @@ -80,11 +82,6 @@ (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)) - ;; Commands we can handle (commands #:init-value '()) @@ -113,11 +110,37 @@ #: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! + (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 'replaces #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." @@ -171,31 +194,58 @@ "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 (gameobj-set-loc! gameobj loc) "Set the location of this object." - (define old-loc (gameobj-loc actor)) + (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)) - (slot-set! actor 'loc 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)))) + (<-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) @@ -204,10 +254,6 @@ (desc desc))) (<-reply actor message #:val desc-text)) -(define (gameobj-simple-name-f gameobj) - "Simplest version: return ourselves for our name." - (gameobj-name gameobj)) - (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." @@ -229,3 +275,35 @@ By default, this is whether or not the generally-visible flag is set." (#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)))