X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=ebd4db7276c44aecd5b307c10a43edc5f7b48486;hp=921850eef534cde51c23a18a1d9be3a7d91d493c;hb=f22e3b3e60031ebb8ef6260692bf8c03dcce1c60;hpb=4736bfc66c4067b0cf9daf8eb69b1fe733d54e00 diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index 921850e..ebd4db7 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -21,38 +21,38 @@ (define-module (mudsync gameobj) #:use-module (mudsync command) - #:use-module (8sync systems actors) + #:use-module (mudsync utils) + #: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-actions)) + gameobj-act-init + gameobj-set-loc! + gameobj-occupants + gameobj-self-destruct + + slot-ref-maybe-runcheck + val-or-run + + dyn-ref + + ;; Some of the more common commands + cmd-take cmd-drop + cmd-take-from-no-op cmd-put-in-no-op)) ;;; Gameobj ;;; ======= -;;; Actions supported by all gameobj -(define gameobj-actions - (build-actions - (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-set-loc!)) - (get-name (wrap-apply gameobj-get-name)) - (get-desc (wrap-apply gameobj-get-desc)) - )) - ;;; *all* game components that talk to players should somehow ;;; derive from this class. ;;; And all of them need a GM! @@ -60,39 +60,105 @@ (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 #: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 - (container-commands #:init-value '()) - (message-handler - #:init-value - (simple-dispatcher gameobj-actions))) + ;; dominant version (goes before everything) + (container-dom-commands #:allocation #:each-subclass + #:init-thunk (build-commands)) + ;; subordinate version (goes after everything) + (container-sub-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?) + + ;; 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-dom-commands gameobj-get-container-dom-commands) + (get-container-sub-commands gameobj-get-container-sub-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-drop cmd-drop) + (cmd-take-from cmd-take-from-no-op) + (cmd-put-in cmd-put-in-no-op)))) ;;; gameobj message handlers @@ -101,8 +167,49 @@ ;; 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 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 (gameobj-goes-by actor))) (define (val-or-run val-or-proc) "Evaluate if a procedure, or just return otherwise" @@ -110,58 +217,295 @@ (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) - (define filtered-commands - (filter-commands (val-or-run (slot-ref actor 'commands)) - verb)) - (<-reply actor message #:commands filtered-commands)) - -(define-mhandler (gameobj-get-container-commands actor message verb) - (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) +(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-dom-commands actor message #:key verb) + "Get (dominant) commands as the container / room of message's sender" + (define candidate-commands + (get-candidate-commands actor 'container-dom-commands verb)) + (<-reply message #:commands candidate-commands)) + +(define* (gameobj-get-container-sub-commands actor message #:key verb) + "Get (subordinate) commands as the container / room of message's sender" + (define candidate-commands + (get-candidate-commands actor 'container-sub-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-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)) -(define-mhandler (gameobj-get-occupants actor message) +(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 - (hash-map->list (lambda (key val) key) - (gameobj-occupants actor))) + (gameobj-occupants actor #:exclude exclude)) + (<-reply message occupants)) - (<-reply actor message - #:occupants occupants)) +(define (gameobj-act-get-loc actor message) + (<-reply message (slot-ref actor 'loc))) -;; @@: 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 (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)) - - (set! (gameobj-loc actor) loc) - ;; Change registation of where we currently are - (if loc - (<-wait actor loc 'add-occupant! #:who (actor-id actor))) - (if old-loc - (<-wait actor old-loc 'remove-occupant! #:who (actor-id actor)))) + loc (actor-id-actor gameobj)) -(define gameobj-get-name (simple-slot-getter 'name)) -(define gameobj-get-desc (simple-slot-getter 'desc)) + (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))))) -(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* (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) + (call-with-values (lambda () + (slot-ref-maybe-runcheck gameobj 'take-me? + whos-acting #:from #t)) + ;; This allows this to reply with #:why-not if appropriate + (lambda args + (apply <-reply message args)))) + +(define (gameobj-ok-to-be-put-in gameobj message whos-acting where) + (call-with-values (lambda () + (slot-ref-maybe-runcheck gameobj 'drop-me? + whos-acting where)) + ;; This allows this to reply with #:why-not if appropriate + (lambda args + (apply <-reply message args)))) + + +;;; 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 + (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. + (call-with-values (lambda () + (slot-ref-maybe-runcheck gameobj 'take-me? player)) + (lambda* (self-should-take #:key (why-not + `("It doesn't seem like you can take " + ,our-name "."))) + (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 why-not))))) + +(define* (cmd-drop gameobj message + #:key direct-obj + (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* (cmd-take-from-no-op gameobj message + #:key direct-obj indir-obj preposition + (player (message-from message))) + (<- player 'tell + #:text `("It doesn't seem like you can take anything " + ,preposition " " + ,(slot-ref gameobj 'name) "."))) + +(define* (cmd-put-in-no-op gameobj message + #:key direct-obj indir-obj preposition + (player (message-from message))) + (<- player 'tell + #:text `("It doesn't seem like you can put anything " + ,preposition " " + ,(slot-ref gameobj 'name) ".")))