X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=worlds%2Fbricabrac.scm;h=3ce948d4b7fe568b097f9e0a3a18d4612eedbdf0;hp=fe158ff352d14f3b88831618adcd584b7ae83278;hb=80b100aa206cc865238f055d8c2b809586566064;hpb=7eb469aad2ae78746d6b5c9f9b4995d99a40ee48 diff --git a/worlds/bricabrac.scm b/worlds/bricabrac.scm index fe158ff..3ce948d 100644 --- a/worlds/bricabrac.scm +++ b/worlds/bricabrac.scm @@ -20,7 +20,7 @@ (use-modules (mudsync) (mudsync parser) - (8sync systems actors) + (8sync actors) (8sync agenda) (oop goops) (ice-9 control) @@ -54,25 +54,17 @@ (append readable-commands thing-commands)) -(define readable-actions - (build-actions - (cmd-read (wrap-apply readable-cmd-read)))) - -(define readable-actions* - (append readable-actions - thing-actions*)) - (define-class () (read-text #:init-value "All it says is: \"Blah blah blah.\"" #:init-keyword #:read-text) (commands #:init-value readable-commands*) - (message-handler - #:init-value - (simple-dispatcher readable-actions*))) + (actions #:allocation #:each-subclass + #:init-value (build-actions + (cmd-read readable-cmd-read)))) (define (readable-cmd-read actor message) - (<- actor (message-from message) 'tell + (<- (message-from message) 'tell #:text (string-append (slot-ref actor 'read-text) "\n"))) @@ -80,21 +72,18 @@ ;;; Lobby ;;; ----- -(define-mhandler (npc-chat-randomly actor message) +(define (npc-chat-randomly actor message . _) (define text-to-send (format #f "~a says: \"~a\"\n" (slot-ref actor 'name) (random-choice (slot-ref actor 'catchphrases)))) - (<- actor (message-from message) 'tell + (<- (message-from message) 'tell #:text text-to-send)) (define chat-commands (list (direct-command "chat" 'cmd-chat) (direct-command "talk" 'cmd-chat))) -(define chat-actions - (build-actions - (cmd-chat (wrap-apply npc-chat-randomly)))) (define hotel-owner-grumps '("Eight sinks! Eight sinks! And I couldn't unwind them..." @@ -117,9 +106,10 @@ or 'skribe'? Now *that's* composition!")) #:init-keyword #:catchphrases) (commands #:init-value chat-commands) - (message-handler - #:init-value - (simple-dispatcher (append gameobj-actions chat-actions)))) + (actions #:allocation #:each-subclass + #:init-value + (build-actions + (cmd-chat npc-chat-randomly)))) (define random-bricabrac '("a creepy porcelain doll" @@ -136,14 +126,10 @@ or 'skribe'? Now *that's* composition!")) #:init-value (list (prep-direct-command "sign" 'cmd-sign-form - '("as")))) - (message-handler - #:init-value - (simple-dispatcher - (append - (build-actions - (cmd-sign-form (wrap-apply sign-cmd-sign-in))) - gameobj-actions)))) + '("as")))) + (actions #:allocation #:each-subclass + #:init-value (build-actions + (cmd-sign-form sign-cmd-sign-in)))) (define name-sre @@ -157,20 +143,18 @@ or 'skribe'? Now *that's* composition!")) (and (irregex-match name-sre name) (not (member name forbidden-words)))) -(define-mhandler (sign-cmd-sign-in actor message direct-obj indir-obj) +(define* (sign-cmd-sign-in actor message + #:key direct-obj indir-obj preposition) (define old-name - (message-ref - (<-wait actor (message-from message) 'get-name) - 'val)) + (mbody-val (<-wait (message-from message) 'get-name))) (define name indir-obj) (if (valid-name? indir-obj) (begin - (<-wait actor (message-from message) 'set-name! - #:val name) - (<- actor (slot-ref actor 'loc) 'tell-room + (<-wait (message-from message) 'set-name! name) + (<- (slot-ref actor 'loc) 'tell-room #:text (format #f "~a signs the form!\n~a is now known as ~a\n" old-name old-name name))) - (<- actor (message-from message) 'tell + (<- (message-from message) 'tell #:text "Sorry, that's not a valid name. Alphanumerics, _ and - only, 2-15 characters, starts with an alphabetic character.\n"))) @@ -183,39 +167,54 @@ character.\n"))) (append summoning-bell-commands thing-commands*)) -(define summoning-bell-actions - (build-actions - (cmd-ring (wrap-apply summoning-bell-cmd-ring)))) -(define summoning-bell-actions* - (append summoning-bell-actions - thing-actions*)) - (define-class () (summons #:init-keyword #:summons) (commands #:init-value summoning-bell-commands*) - (message-handler - #:init-value - (simple-dispatcher summoning-bell-actions*))) - -(define-mhandler (summoning-bell-cmd-ring bell message) + (actions #:allocation #:each-subclass + #:init-value (build-actions + (cmd-ring summoning-bell-cmd-ring)))) + +(define* (summoning-bell-cmd-ring bell message . _) + ;; Call back to actor who invoked this message handler + ;; and find out their name. We'll call *their* get-name message + ;; handler... meanwhile, this procedure suspends until we get + ;; their response. (define who-rang - (message-ref - (<-wait bell (message-from message) 'get-name) - 'val)) - (<- bell (message-from message) 'tell + (mbody-val (<-wait (message-from message) 'get-name))) + + ;; Now we'll invoke the "tell" message handler on the player + ;; who rang us, displaying this text on their screen. + ;; This one just uses <- instead of <-wait, since we don't + ;; care when it's delivered; we're not following up on it. + (<- (message-from message) 'tell #:text "*ring ring!* You ring the bell!\n") - (<- bell (gameobj-loc bell) 'tell-room + ;; We also want everyone else in the room to "hear" the bell, + ;; but they get a different message since they aren't the ones + ;; ringing it. Notice here's where we make use of the invoker's + ;; name as extracted and assigned to the who-rang variable. + ;; Notice how we send this message to our "location", which + ;; forwards it to the rest of the occupants in the room. + (<- (gameobj-loc bell) 'tell-room #:text (format #f "*ring ring!* ~a rings the bell!\n" who-rang) #:exclude (message-from message)) - - (<- bell (dyn-ref bell (slot-ref bell 'summons)) 'be-summoned + ;; Now we perform the primary task of the bell, which is to summon + ;; the "clerk" character to the room. (This is configurable, + ;; so we dynamically look up their address.) + (<- (dyn-ref bell (slot-ref bell 'summons)) 'be-summoned #:who-summoned (message-from message))) +(define prefect-quotes + '("I'm a frood who really knows where my towel is!" + "On no account allow a Vogon to read poetry at you." + "Time is an illusion, lunchtime doubly so!" + "How can you have money if none of you produces anything?" + "On no account allow Arthur to request tea on this ship.")) + (define lobby (lol ('room:lobby @@ -224,7 +223,7 @@ character.\n"))) #:desc " You're in some sort of hotel lobby. You see a large sign hanging over the desk that says \"Hotel Bricabrac\". On the desk is a bell -that says \"ring for service\". Terrible music plays from a speaker +that says \"'ring bell' for service\". Terrible music plays from a speaker somewhere overhead. The room is lined with various curio cabinets, filled with all sorts of kitschy junk. It looks like whoever decorated this place had great @@ -251,10 +250,6 @@ though the conversation may be a bit one sided." "Chris Webber" ; heh, did you rtfc? or was it so obvious? "hotel proprietor" "proprietor") #:catchphrases hotel-owner-grumps) - ;; NPC: desk clerk (comes when you ring the s) - ;; impatient teenager, only stays around for a few minutes - ;; complaining, then leaves. - ;; Object: Sign ('thing:lobby:sign 'room:lobby @@ -361,7 +356,7 @@ if this room is intended for children or child-like adults." ('thing:cuddles-plushie 'room:playroom #:name "a cuddles plushie" - #:goes-by '("plushie" "cuddles plushie") + #:goes-by '("plushie" "cuddles plushie" "cuddles") #:takeable #t #:desc " A warm and fuzzy cuddles plushie! It's a cuddlefish!"))) @@ -389,24 +384,18 @@ if this room is intended for children or child-like adults." #:init-value (list (direct-command "sit" 'cmd-sit-furniture))) - (message-handler - #:init-value - (simple-dispatcher - (append - (build-actions - (cmd-sit-furniture (wrap-apply furniture-cmd-sit))) - gameobj-actions)))) + (actions #:allocation #:each-subclass + #:init-value (build-actions + (cmd-sit-furniture furniture-cmd-sit)))) -(define-mhandler (furniture-cmd-sit actor message direct-obj) +(define* (furniture-cmd-sit actor message #:key direct-obj) (define player-name - (message-ref - (<-wait actor (message-from message) 'get-name) - 'val)) - (<- actor (message-from message) 'tell + (mbody-val (<-wait (message-from message) 'get-name))) + (<- (message-from message) 'tell #:text (format #f "You ~a ~a.\n" (slot-ref actor 'sit-phrase) (slot-ref actor 'sit-name))) - (<- actor (slot-ref actor 'loc) 'tell-room + (<- (slot-ref actor 'loc) 'tell-room #:text (format #f "~a ~a on ~a.\n" player-name (slot-ref actor 'sit-phrase-third-person) @@ -458,6 +447,13 @@ seat in the room, though." #:sit-phrase "hop on" #:sit-phrase-third-person "hops onto" #:sit-name "the bar stool") + ('npc:ford-prefect + 'room:smoking-parlor + #:name "Ford Prefect" + #:desc "Just some guy, you know?" + #:goes-by '("Ford Prefect" "ford prefect" + "frood" "prefect" "ford") + #:catchphrases prefect-quotes) ;; TODO: Cigar dispenser @@ -473,21 +469,11 @@ seat in the room, though." (direct-command "talk" 'cmd-chat) (direct-command "chat" 'cmd-chat) (direct-command "ask" 'cmd-ask-incomplete) - (prep-direct-command "ask" 'cmd-ask-about))) + (prep-direct-command "ask" 'cmd-ask-about) + (direct-command "dismiss" 'cmd-dismiss))) (define clerk-commands* (append clerk-commands thing-commands*)) -(define clerk-actions - (build-actions - (init (wrap-apply clerk-act-init)) - (cmd-chat (wrap-apply clerk-cmd-chat)) - (cmd-ask-incomplete (wrap-apply clerk-cmd-ask-incomplete)) - (cmd-ask-about (wrap-apply clerk-cmd-ask)) - (update-loop (wrap-apply clerk-act-update-loop)) - (be-summoned (wrap-apply clerk-act-be-summoned)))) -(define clerk-actions* (append clerk-actions - thing-actions*)) - (define-class () ;; The desk clerk has three states: ;; - on-duty: Arrived, and waiting for instructions (and losing patience @@ -497,15 +483,21 @@ seat in the room, though." (state #:init-value 'slacking) (commands #:init-value clerk-commands*) (patience #:init-value 0) - (message-handler - #:init-value - (simple-dispatcher clerk-actions*))) - -(define-mhandler (clerk-act-init clerk message) + (actions #:allocation #:each-subclass + #:init-value (build-actions + (init clerk-act-init) + (cmd-chat clerk-cmd-chat) + (cmd-ask-incomplete clerk-cmd-ask-incomplete) + (cmd-ask-about clerk-cmd-ask) + (cmd-dismiss clerk-cmd-dismiss) + (update-loop clerk-act-update-loop) + (be-summoned clerk-act-be-summoned)))) + +(define (clerk-act-init clerk message) ;; call the gameobj main init method (gameobj-act-init clerk message) ;; start our main loop - (<- clerk (actor-id clerk) 'update-loop)) + (<- (actor-id clerk) 'update-loop)) (define clerk-help-topics '(("changing name" . @@ -526,7 +518,7 @@ feel free to walk around and explore."))) (define clerk-knows-about - "'changing name', 'common commands', and 'about the hotel'") + "'ask clerk about changing name', 'ask clerk about common commands', and 'ask clerk about the hotel'") (define clerk-general-helpful-line (string-append @@ -543,59 +535,60 @@ For example, 'ask clerk about changing name'. You can ask me about the following energy particle physicist. But ya gotta pay the bills, especially with tuition at where it is...")) -(define-mhandler (clerk-cmd-chat clerk message) +(define* (clerk-cmd-chat clerk message #:key direct-obj) (match (slot-ref clerk 'state) ('on-duty - (<- clerk (message-from message) 'tell + (<- (message-from message) 'tell #:text clerk-general-helpful-line)) ('slacking - (<- clerk (message-from message) 'tell + (<- (message-from message) 'tell #:text (string-append "The clerk says, \"" (random-choice clerk-slacking-complaints) "\"\n"))))) -(define-mhandler (clerk-cmd-ask-incomplete clerk message) - (<- clerk (message-from message) 'tell +(define (clerk-cmd-ask-incomplete clerk message . _) + (<- (message-from message) 'tell #:text "The clerk says, \"Ask about what?\"\n")) (define clerk-doesnt-know-text "The clerk apologizes and says she doesn't know about that topic.\n") -(define-mhandler (clerk-cmd-ask clerk message indir-obj) +(define* (clerk-cmd-ask clerk message #:key indir-obj + #:allow-other-keys) (match (slot-ref clerk 'state) ('on-duty (match (assoc (pk 'indir indir-obj) clerk-help-topics) ((_ . info) - (<- clerk (message-from message) 'tell + (<- (message-from message) 'tell #:text (string-append "The clerk clears her throat and says:\n \"" info "\"\n"))) (#f - (<- clerk (message-from message) 'tell + (<- (message-from message) 'tell #:text clerk-doesnt-know-text)))) ('slacking - (<- clerk (message-from message) 'tell + (<- (message-from message) 'tell #:text "The clerk says, \"Sorry, I'm on my break.\"\n")))) -(define-mhandler (clerk-act-be-summoned clerk message who-summoned) +(define* (clerk-act-be-summoned clerk message #:key who-summoned) (match (slot-ref clerk 'state) ('on-duty - (<- clerk who-summoned 'tell + (<- who-summoned 'tell #:text "The clerk tells you as politely as she can that she's already here, so there's no need to ring the bell.\n")) ('slacking - (<- clerk (gameobj-loc clerk) 'tell-room + (<- (gameobj-loc clerk) 'tell-room #:text "The clerk's ears perk up, she stamps out a cigarette, and she runs out of the room!\n") (gameobj-set-loc! clerk (dyn-ref clerk 'room:lobby)) (slot-set! clerk 'patience 8) (slot-set! clerk 'state 'on-duty) - (<- clerk (gameobj-loc clerk) 'tell-room + (<- (gameobj-loc clerk) 'tell-room #:text (string-append " Suddenly, a uniformed woman rushes into the room! She's wearing a @@ -606,6 +599,26 @@ feel free to ask me. For example, 'ask clerk about changing name'. You can ask me about the following: " clerk-knows-about ".\"\n"))))) +(define* (clerk-cmd-dismiss clerk message . _) + (define player-name + (mbody-val (<-wait (message-from message) 'get-name))) + (match (slot-ref clerk 'state) + ('on-duty + (<- (gameobj-loc clerk) 'tell-room + #:text + (format #f "\"Thanks ~a!\" says the clerk. \"I have somewhere I need to be.\" +The clerk leaves the room in a hurry.\n" + player-name) + #:exclude (actor-id clerk)) + (gameobj-set-loc! clerk (dyn-ref clerk 'room:break-room)) + (slot-set! clerk 'state 'slacking) + (<- (gameobj-loc clerk) 'tell-room + #:text clerk-return-to-slacking-text + #:exclude (actor-id clerk))) + ('slacking + (<- (message-from message) 'tell + #:text "The clerk sternly asks you to not be so dismissive.\n")))) + (define clerk-slacking-texts '("The clerk takes a long drag on her cigarette.\n" "The clerk scrolls through text messages on her phone.\n" @@ -622,7 +635,9 @@ You can ask me about the following: "The clerk takes a deep breath.\n" "The clerk yawns.\n" "The clerk drums her nails on the counter.\n" - "The clerk clicks around on the desk computer.\n")) + "The clerk clicks around on the desk computer.\n" + "The clerk thumbs through a printout of some physics paper.\n" + "The clerk mutters that her dissertation isn't going to write itself.\n")) (define clerk-slack-excuse-text "The desk clerk excuses herself, claiming she has important things to @@ -631,42 +646,48 @@ attend to.\n") (define clerk-return-to-slacking-text "The desk clerk enters and slams the door behind her.\n") -(define-mhandler (clerk-act-update-loop clerk message) + +(define (clerk-act-update-loop clerk message) (define (tell-room text) - (<- clerk (gameobj-loc clerk) 'tell-room - #:text text)) - (define (loop return) - (define (stop-if-destructed) - (if (slot-ref clerk 'destructed) - (return #f))) - (match (slot-ref clerk 'state) - ('slacking - (tell-room (random-choice clerk-slacking-texts)) - (8sleep (+ (random 10) 10)) - (stop-if-destructed) - (loop return)) - ('on-duty - (if (> (slot-ref clerk 'patience) 0) - ;; Keep working but lose patience gradually - (begin - (tell-room (random-choice clerk-working-impatience-texts)) - (slot-set! clerk 'patience (- (slot-ref clerk 'patience) - (+ (random 2) 1))) - (8sleep (+ (random 25) 20)) - (stop-if-destructed) - (loop return)) - ;; Back to slacking - (begin - (tell-room clerk-slack-excuse-text) - ;; back bto the break room - (gameobj-set-loc! clerk (pk 'break-room (dyn-ref clerk 'room:break-room))) - (tell-room clerk-return-to-slacking-text) - ;; annnnnd back to slacking - (slot-set! clerk 'state 'slacking) - (8sleep (+ (random 30) 15)) - (stop-if-destructed) - (loop return)))))) - (call/ec loop)) + (<- (gameobj-loc clerk) 'tell-room + #:text text + #:exclude (actor-id clerk))) + (define (loop-if-not-destructed) + (if (not (slot-ref clerk 'destructed)) + ;; This iterates by "recursing" on itself by calling itself + ;; (as the message handler) again. It used to be that we had to do + ;; this, because there was a bug where a loop which yielded like this + ;; would keep growing the stack due to some parameter goofiness. + ;; That's no longer true, but there's an added advantage to this + ;; route: it's much more live hackable. If we change the definition + ;; of this method, the character will act differently on the next + ;; "tick" of the loop. + (<- (actor-id clerk) 'update-loop))) + (match (slot-ref clerk 'state) + ('slacking + (tell-room (random-choice clerk-slacking-texts)) + (8sleep (+ (random 10) 10)) + (loop-if-not-destructed)) + ('on-duty + (if (> (slot-ref clerk 'patience) 0) + ;; Keep working but lose patience gradually + (begin + (tell-room (random-choice clerk-working-impatience-texts)) + (slot-set! clerk 'patience (- (slot-ref clerk 'patience) + (+ (random 2) 1))) + (8sleep (+ (random 25) 20)) + (loop-if-not-destructed)) + ;; Back to slacking + (begin + (tell-room clerk-slack-excuse-text) + ;; back bto the break room + (gameobj-set-loc! clerk (pk 'break-room (dyn-ref clerk 'room:break-room))) + (tell-room clerk-return-to-slacking-text) + ;; annnnnd back to slacking + (slot-set! clerk 'state 'slacking) + (8sleep (+ (random 30) 15)) + (loop-if-not-destructed)))))) + (define break-room (lol