X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Froom.scm;h=a84550d630c726f7e6588d63a740d4d07bfed0ef;hp=b6164da14fcbd3310d75aa8f3fb4c063af275c14;hb=d198683d31a3b359e26cc688cc04cebc8ca978c6;hpb=d13325f5f6eba20c808636948432dcdff4e138f6 diff --git a/mudsync/room.scm b/mudsync/room.scm index b6164da..a84550d 100644 --- a/mudsync/room.scm +++ b/mudsync/room.scm @@ -17,28 +17,33 @@ ;;; along with Mudsync. If not, see . (define-module (mudsync room) + #:use-module (mudsync command) #:use-module (mudsync gameobj) #:use-module (8sync systems actors) #:use-module (8sync agenda) #:use-module (oop goops) + #:use-module (srfi srfi-1) + #:use-module (ice-9 control) #:export ( + room-actions + room-actions* + )) -;;; Rooms + +;;; Exits ;;; ===== (define-class () ;; Used for wiring - (to-symbol #:accessor exit-to-symbol - #:init-keyword #:to-symbol) + (to-symbol #:init-keyword #:to-symbol) ;; The actual address we use - (to-address #:accessor exit-to-address - #:init-keyword #:address) + (to-address #:init-keyword #:address) ;; Name of the room (@@: Should this be names?) - (name #:accessor exit-name + (name #:getter exit-name #:init-keyword #:name) - (desc #:accessor exit-desc - #:init-keyword #:desc) + (desc #:init-keyword #:desc + #:init-value #f) ;; *Note*: These two methods have an extra layer of indirection, but ;; it's for a good reason. @@ -57,72 +62,195 @@ ((slot-ref exit 'traverse-check) exit actor target-actor)) -;; Kind of a useful utility, maybe? -(define (simple-slot-getter slot) - (lambda (actor message) - (reply-message actor message - #:val (slot-ref actor slot)))) + +;;; Rooms +;;; ===== -(define always (const #t)) +(define %room-contain-commands + (list + (loose-direct-command "look" 'cmd-look-at) + (empty-command "look" 'cmd-look-room) + (empty-command "go" 'cmd-go-where) + (loose-direct-command "go" 'cmd-go))) -;; TODO: remove hack -(define full-command list) +(define room-actions + (build-actions + ;; desc == description + (init (wrap-apply room-init)) + (wire-exits! (wrap-apply room-wire-exits!)) + (cmd-go (wrap-apply room-cmd-go)) + (cmd-go-where (wrap-apply room-cmd-go-where)) + (look-room (wrap-apply room-look-room)) + ;; in this case the command is the same version as the normal + ;; look-room version + (cmd-look-room (wrap-apply room-look-room)) + (cmd-look-at (wrap-apply room-look-at)))) -;; TODO: fill these in -(define cmatch-just-verb #f) -(define cmatch-direct-verb #f) -(define cmatch-direct-obj #f) +(define room-actions* + (append room-actions gameobj-actions)) -(define %room-contain-commands - (list - (full-command "look" cmatch-just-verb always 'look-room) - (full-command "look" cmatch-direct-obj always 'look-member) - (full-command "go" cmatch-just-verb always 'go-where) - (full-command "go" cmatch-direct-obj always 'go-exit))) +(define room-action-dispatch + (simple-dispatcher room-actions*)) ;; TODO: Subclass from container? (define-class () - (desc #:init-value "" - #:init-keyword #:desc) - ;; TODO: Switch this to be loc based - ;; Uses a hash table like a set (values ignored) - (occupants #:init-thunk make-hash-table) ;; A list of (exits #:init-value '() + #:init-keyword #:exits #:getter room-exits) - ;; @@: Maybe eventually will inherit from some more general - ;; game object class - (contain-commands - #:init-value %room-contain-commands) + (container-commands + #:init-value (wrap %room-contain-commands)) (message-handler #:allocation #:each-subclass - #:init-value - (make-action-dispatch - ;; desc == description - (get-desc - (simple-slot-getter 'desc)) - (get-name - (simple-slot-getter 'name)) - ((register-occupant! actor message who) - "Register an actor as being a occupant of this room" - (hash-set! (slot-ref actor 'occupants) who #t)) - ((evict-occupant! actor message who) - "De-register an occupant removed from the room" - (hash-remove! (slot-ref actor 'occupants) who)) - (wire-exits! (wrap-apply room-wire-exits!))))) - -(define (room-wire-exits! room message) + ;; @@: Can remove this indirection once things settle + #:init-value (wrap-apply room-action-dispatch))) + +(define (room-init room message) + (room-wire-exits! room)) + +(define (room-wire-exits! room) "Actually hook up the rooms' exit addresses to the rooms they claim to point to." (for-each (lambda (exit) (define new-exit - (<-wait room (gameobj-gm room) 'lookup-room - #:symbol (exit-to-symbol exit))) + (message-ref + (<-wait room (gameobj-gm room) 'lookup-special + #:symbol (slot-ref exit 'to-symbol)) + 'room-id)) - (set! (exit-to-address exit) new-exit)) + (slot-set! exit 'to-address new-exit)) (room-exits room))) +(define-mhandler (room-cmd-go room message direct-obj) + (define exit + (find + (lambda (exit) + (equal? (exit-name exit) direct-obj)) + (room-exits room))) + (cond + (exit + ;; Set the player's new location + (<-wait room (message-from message) 'set-loc! + #:loc (slot-ref exit 'to-address)) + ;; Have the new room update the player to the new location + (<- room (slot-ref exit 'to-address) 'look-room + #:to-id (message-from message))) + (else + (<- room (message-from message) 'tell + #:text "You don't see any way to go there.\n")))) + +(define-mhandler (room-cmd-go-where room message) + (<- room (message-from message) 'tell + #:text "Go where?\n")) + +;;; look commands + +(define (list-words-as-string words) + "A little utility for listing a bunch of words in an English-style list" + ;; TODO: This could be made faster by traversing the O(n) + ;; list once, not twice + (let ((word-length (length words))) + (cond + ((eqv? word-length 0) "") + ((eqv? word-length 1) (car words)) + (else + ;; TODO: and this is NOT efficient + (string-append + (string-join + (drop-right words 1) + ", ") + " and " + (last words)))))) + +(define (room-player-looks-around room player-id) + "Handle looking around the room" + ;; Get the room text + (define room-text + (format #f "**~a**\n~a\n" + (slot-ref room 'name) + (slot-ref room 'desc))) + + ;; Get a list of other things the player would see in the room + (define occupant-names-all + (map + (lambda (occupant) + (message-ref + (<-wait room occupant 'visible-name + #:whos-looking player-id) + 'text)) + (remove + (lambda (x) (equal? x player-id)) + (hash-map->list (lambda (x _) x) + (slot-ref room 'occupants))))) + + ;; Strip out the #f responses (these aren't listed because they lack a name + ;; or they aren't "obviously visible" to the player) + (define occupant-names-filtered + (filter identity occupant-names-all)) + + (define occupant-names-string + (if (eq? occupant-names-filtered '()) + #f + (format #f "You see here: ~a.\n" + (list-words-as-string occupant-names-filtered)))) + + (define final-text + (if occupant-names-string + (string-append room-text occupant-names-string) + room-text)) + + (<- room player-id 'tell + #:text final-text)) + + +(define-mhandler (room-look-room room message) + "Command: Player asks to look around the room" + (room-player-looks-around + room + ;; Either send it to the #:to-id of the message, or to the + ;; sender of the message + (message-ref message 'to-id + (message-from message)))) + +(define (room-find-thing-called room called-this) + "Find something called CALLED-THIS in the room, if any." + (call/ec + (lambda (return) + (for-each + (lambda (occupant) + (define goes-by + (message-ref (<-wait room occupant 'goes-by) + 'goes-by #f)) + (display "here!\n") + (if (member called-this goes-by) + (return occupant))) + (hash-map->list (lambda (key val) key) + (slot-ref room 'occupants))) + #f))) + +(define %formless-desc + "You don't see anything special about it.") + +(define-mhandler (room-look-at room message direct-obj) + "Look at a specific object in the room." + (define matching-object + (room-find-thing-called room direct-obj)) + + (cond + (matching-object + (let ((obj-desc + (message-ref + (<-wait room matching-object 'get-desc) + 'val))) + (if obj-desc + (<- room (message-from message) 'tell + #:text (string-append obj-desc "\n")) + (<- room (message-from message) 'tell + #:text (string-append %formless-desc "\n"))))) + (else + (<- room (message-from message) 'tell + #:text "You don't see that here, so you can't look at it.\n"))))