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@node Scripting
@section Scripting

@menu
* Overview::                  Scripting basics.
* Actors::                    Scriptable game objects.
* Actions::                   Action combinators.
@end menu

@node Overview
@subsection Overview

@example
(use-modules (sly actor))
@end example

An actor associates an object within the game world with a ``script''
to control that object.  For example, one can control a non-player
character's movements in a role-playing game with an actor script.
Or, a shoot-em-up game could make the game world itself an actor whose
script adds enemies to the world at designated times.  Like all
high-level interfaces in Sly, it is purely functional.

An actor is a wrapper around another game object.  To create an actor,
use the @code{make-actor} constructor:

@example
(make-actor (make-enemy) script)
@end example

Each script is composed of ``actions'', which are procedures that
perform a user-defined transformation on a game object.  Action
procedures take three arguments: The ``world'', the ``effects'' list,
and the game object itself.

The world is an object that the action can query as part of its logic.
For example, an enemy action that shot a bullet aimed at the player
could query the world to find out the current location of the player.

An effect is a procedure generated by an action that alters the game
world rather than the actor itself.  Going back to the previous
example, in order for the enemy to actually shoot a bullet it would
have to add to the effects list, because adding a bullet alters the
world, not the actor.

An action must return three values: the next action (or @code{#f} if
there is nothing left to do), the new effects lists, and the new game
object.  Let's take a look at the simplest possible action,
@code{idle}, which does not change the game object, nor add an effect,
nor do anything else afterwards:

@example
(define (idle world effects object)
  (values #f effects object))
@end example

Now for something a bit more complicated.  Here's a higher-order
procedure that returns an action that moves an enemy object
horizontally:

@example
(define (move-horizontally x)
  (lambda (world effects object)
    (values #f effects (move-enemy object (vector2 x 0)))))

;; Create a new action that moves the enemy by 3 units.
(move-horizontally 3)
@end example

But what if one wants to wait a turn and then move horizontally?
Enter action combinators, which allow multiple, simpler actions to be
@emph{composed} into a complex action.

To perform actions one after another, use the @code{sequence}
combinator:

@example
(sequence idle
          (move-horizontally 3)
          idle
          (move-horizontally 6))
@end example

To perform actions at the same time, use the @code{together}
combinator:

@example
(together (move-horizontally 3)
          shoot-at-player)
@end example

To perform an action in an unbounded loop, use the @code{forever}
combinator:

@example
(forever (move-horizontally 3))
@end example

To perform an action a fixed number of times, use the @code{repeat}
combinator:

@example
(repeat 10 (move-horizontally 3))
@end example

To perform one of two actions depending upon a condition, like
@code{if} in regular Scheme code, use the @code{ifa} combinator:

@example
(ifa enemy-close-to-player?
     shoot-at-player
     (move-horizontally 3))
@end example

To take a single step in the actor script, use @code{update-actor}:

@example
(update-actor game-world effects-list actor)
@end example

The following sections provide a detailed reference for all of the
procedures in the scripting interface.

@node Actors
@subsection Actors

@deffn {Scheme Procedure} make-actor @var{object} @var{action}
Create a new actor that wraps @var{object}, an arbitrary game object,
and associates it with @var{action}, an action procedure.
@end deffn

@deffn {Scheme Procedure} actor? @var{object}
Return @code{#t} if @var{object} is an actor.
@end deffn

@deffn {Scheme Procedure} actor-ref @var{actor}
Return the object stored within @var{actor}.
@end deffn

@deffn {Scheme Procedure} actor-action @var{actor}
Return the action for @var{actor}.
@end deffn

@deffn {Scheme Procedure} update-actor @var{world} @var{effects} @var{actor}
Apply the action for @var{actor} with the given @var{world}, the game
world object, and @var{effects}, the effects list.
@end deffn

@deffn {Scheme Procedure} actor-filter-update @var{predicate} @var{world} @var{actors}
Update each actor in the list @var{actors} with respect to @var{world}
and return a new list of actors whose objects satisfy @var{predicate}.
@end deffn

@deffn {Scheme Procedure} call-with-actor @var{actor} @var{proc}
Apply @var{proc} with the object stored in @var{actor} and return a
new actor containing the value returned from @var{proc}.  The actor's
action remains unchanged.
@end deffn

@node Actions
@subsection Actions

@deffn {Scheme Procedure} idle @var{world} @var{effects} @var{object}
Do nothing.  Do not change @var{object} nor add anything to
@var{effects}.
@end deffn

@deffn {Scheme Procedure} wait @var{duration}
Create an action that does nothing @var{duration} times.
@end deffn

@deffn {Scheme Procedure} forever @var{action}
Create an action that performs @var{action} in an infinite loop, once
per tick.
@end deffn

@deffn {Scheme Procedure} sequence @var{actions} @dots{}
Create an action that sequentially performs each action in the order
specified in the arguments list.
@end deffn

@deffn {Scheme Procedure} together @var{actions} @dots{}
Create an action that concurrently performs each action in the order
specified in the arguments list.
@end deffn

@deffn {Scheme Procedure} ifa @var{predicate} @var{consequent} @var{alternate}
Create an action that performs @var{consequent} if @var{predicate} is
satisfied, or @var{alternate} otherwise.  @var{predicate} is a
procedure that accepts a single argument: The game object stored
within the actor that is performing the action.
@end deffn

@deffn {Scheme Procedure} whena @var{predicate} @var{consequent}
Create an action that performs @var{consequent} when @var{predicate}
is satisfied, otherwise nothing is done.
@end deffn

@deffn {Scheme Procedure} unlessa @var{predicate} @var{alternate}
Create an action that performs @var{alternate} unless @var{predicate}
is satisfied, otherwise nothing is done.
@end deffn

@deffn {Scheme Procedure} repeat @var{times} @var{action}
Create an action that performs @var{action} @var{times} in a row.
@end deffn

@deffn {Scheme Procedure} action-lift
Create an action constructor from @var{proc}, a procedure of any
number of arguments whose first argument is the game object being
transformed.

@example
(define (move-player player offset) ...)

(define move-player* (action-lift move-player))

;; Create a new action that moves the player horizontally.
(move-player* (vector2 10 0))
@end example

@end deffn

@deffn {Scheme Procedure} both @var{a} @var{b}
Peform action @var{a} immediately followed by action @var{b}.  When
the action is run, the remainder of both @var{a} and @var{b} are
returned as the next action to perform.

This is a low-level combinator.  Use @code{together} instead.
@end deffn

@deffn {Scheme Procedure} then @var{a} @var{b}
Perform action @var{a} followed by action @var{b}.  Unlike
@code{both}, action @var{b} is not performed immediately after @var{a}
finishes, but rather requires another tick.

This is a low-level combinator.  Use @code{sequence} instead.
@end deffn